|
Post by Achaius Winter-Wolf on Jun 23, 2017 5:13:49 GMT
The Magus Council The Magus Council is a mysterious organization on the furthest edge of Eastmarch, near the Galactic Zero line separating Eastmarch from Hjaalmarch. It's exact origins are unknown to the wider galaxy beyond some idle speculation by the historians in Hjaalfinger. What is known is that it claims to train the most ancient, even pre-historic, magic disciplines to those talented practitioners of magic willing to make the trek to Council Space.
Council Space contains A number of moderately populated worlds, all bound to the control of the Magus Council and serving to further it's ends. Consequently it is a fully functioning polity with a modest defending force. The Council is deeply secretive about its ultimate goals and yet they have gained the abiding trust and loyalty of their constituent populations, mostly owing to the light hand in governance and frequent outreach of the mages to improve the lives of Council citizens.
(GM Note: They are almost directly opposite the I.N.L.E.D. HQ for a reason. I deliberately placed ruin sites in both council space and the INLED HQ. Ultimately, my intention is that there is a sort of Asimov's Foundation-esque thing going on here where both organizations have some role in an ultimate plan to....something. Both organizations are nursing some ancient lore that they are keeping close to their respective chests that play into some sort of galaxy fixing something or other.)
The Karatan Khanumate Karata is the family name of the ruling dynasty on the arid, red desert world of Akatuun. For as long as there has been history on Akatuun, it has been a savage, forbidding place where the powerful horded limited resources and the masses lived in abject squalor. The lack of the most basic resources and need for those hording them to supress the rest led to a state of perpetual stagnation. To pacify the crowds, the noble families put on The Games. Completely savage, they pitted Akatuunite against Akatuunite, and Akatuunite against beast. Blood sports upon which the ruling families implemented all manner of inspiration to keep the experience fresh and thereby keep the masses mollified. When an errant ship crashed onto Akatuun, it was the Karata family that capitalized on the arrival of advanced technology, ceizing control of the planet for themselves and embarking on limited exploration to increase their power still further. The area of space that is now the Karatan Khanumate is still somewhat impoverished; without terraforming know-how the Karatani are restricted to the environments as they find them and thus their subsequent colonization limited. But that will suffice for a family intent on maintaining ironfisted control. Their arrival on the galactic scene has sparked a revolution in their games. Now they can import slaves and beasts from across the cosmos and pit them in novel arena designs across any of the available harsh places within their realm. To the civilized the games are a thing of horror, but to the morally flexible they can arouse curiousity. For the piratical, a serious business proposition. The Karatan slave trade is extremely lucrative for pirate outfits operating in Hjaalmarch.
(My intent was to have a nation that is basically ripped from the pages of Edgar Rice Burrough's Princess of Mars series--though perhaps this is a pretty dark spin. I even intended to have a Dejah Thoris type to be the ruling Khanum.)
The Sindarai Assembly The homeworld of Sindarai contained numerous elf nations/ethnicities and no other races. Other species were entirely unknown to the Sindarai, even in their earliest days of space exploration. Given the pace of Elvish life, the Sindarai had little reason to aggressively expand; in fact despite the small size of their nation they are in fact one of the earliest in space exploration. Currently they are at a political crossroads where the older generation is committed to the way things are while the younger generation believes they need to do much, much more to secure their nation and way of life in the light of the explosive (by their standards) growth of other interstellar nations.
(This is the least developed of my ideas; frankly I just wanted an excuse for more elven ethnicities than are currently listed on the Wix)
The Castavalan Hierarchy Outwardly, the Castavalan Hierarchy is multiracial union of two worlds. Consisting of a variety of the standard races, what is unique (and unsettling) about the Hierarchy is how fanatical and indoctinated the average Castavalan denizen appears to be. All unquestioningly follow the instructions of the aristocratic caste ruling over them, even to suicidal ends.
The actual story is even more horrifying. The Castavalan 'aristocrats' are in fact an entirely separate species entirely native to a world just coreward of The Spoon. Castavalans are creatures of enormous innate psychic capabilities. Masters of illusion and hypnotic suggestion, they are carnivorous creatures with a very peculiar appetite. They don't just eat meat, they taste the emotional state of their victims at their point of death. For this reason, Castavalans utilize their talents for illusion and hypnosis to induce scenes in the minds of their victims to provoke desired emotional responses before the Castavalan paralyzes them and begins consumption. Introduced into environments containing sentient creatures, the Castavalans employ their capabilities to indoctrinate those around them. Even a few working in concert are capable of gaining control of a large population.
Castavalans with a subjegated population under their sway appear as wealthy aristocrats among them. When it is time for them to feed they hold an event--The Ball. There they congregate with a collection of selected subjects and look on in their illusory finery and masques as their induced hallucinations cause their subjects to act out plays, thereby experiencing desired emotions. At the appropriate time, the subjects are paralyzed and then the feeding begins. Castavalans go from victim to victim experiencing the varied 'tastes' that result from the scene they've created.
(GM Note: So this is an attempt at something like mindflayers and maybe even a bit of reapers. I imagine a plotline kinda like the main story arc of Deep Space 9. Castavalan infiltrators try to work their way into key positions within the powers of the Hjaalfinger quadrant to play them off against each other and distract them until it is too late to stop the Castavalans from completely taking over. The current threat of The Hive could even play into this--perhaps the psychic powers of the Castavalans identified The Hive as a threat and 'suggested' they skip past Castavalan space and head for the Hjaalfinger quadrant.)
The Norath Confederacy The world of Norath had only achieved sufficient capabilities to navigate their own star system prior to first contact with the expanding Caledonians. The Caledonians were quick to establish trade and friendly relations, even going as far as providing technological assistance to Norath. The native Norathi population is entirely anthro-feline. With increasing contact with Caledonian traders and settlers, it wasn't long before hybrid nekos began to appear. Without strong ambitions of becoming their own galactic empire, the Norathi, already in effect a client state of the Caledonian Empire, considered pledging fealty and becoming a full member of the Empire if not for the erruption of the Intai'Sei revolt. Knowing themselves to be the target of the extremist ideology of the Intai'Sei and seeing the unfolding humanitarian crisis in the embroiled Caledonian frontier, the Norathi declared amnesty for any and all Caledonian subjects fleeing from Intai'Sei persecution that could not reach Caledonian or Akkadian space. The resulting Confederacy includes Norath as well as numerous colonies bearing the descendents of these refugee populations.
The Confederacy's strategic situation has always been tenious; it's only neighbor being the hostile Intai'Sei, the Norathi depend upon Caledonian diplomacy and I.N.L.E.D. intervention to ensure their survival. Even so, the confederacy is constantly subject to Federation raiders and struggles to maintain territorial integrity and safety for its people.
(I'm struggling to think of the appropriate name for the native Norathi race. I don't want to pigeonhole all felinoid peoples as originating from Norathi space. I'm also not specifically wedded to the idea that the native Norathi are felinoid, it's just what popped into my head.)
This was suggested and made by Kyrela(Elven Adventuresses) on F-List
|
|
|
Post by Erva Seovy on Jul 3, 2017 7:06:45 GMT
Name: Moogle Region: Eastmarch Homeworld: Mogis 1 (Coord 11x1.3) Physical Appearance: The moogles' are roughly the size and proportion of halflings with several distinct features. They appear somewhat lagomorphic due to the rabbit ears. Extending pom-poms hang from their heads. Moogles possess a body fur, normally of a white, off-white, black or pink color. Their pom-poms come in various shades and colors. They also possess bat-like wings that are usually small. Moogles are non-dimorphic; gender can mainly be assumed by the clothing they wear. They range from 80–120 cm (2'7" - 3'11") in height. Physical capabilities: Apart from a minority of moogles actually small enough for their wings to support, they generally cannot fly (exceptions do exist). The wings DO allow them to glide, however. They are small, making them nimble and agile, ideal for engineering work. Their bodies are also magically-inclined, making them capable magic wielders. Strengths: Strong aptitudes for aspects of magic, engineering, and botany. More nimble and agile compared to other races weaknesses: Physically not as strong or sturdy as other races. Poms are sensitive. Image: s-media-cache-ak0.pinimg.com/originals/22/eb/48/22eb48cbf1b85bb651189b327014bc73.jpg Civilization Name: Mog Home Region: Eastmarch Controlled Territory: 1 spot in the area described for its homeworld. Age of Civilization: TBD (Pending RP Admin Approval) Flag: vignette2.wikia.nocookie.net/finalfantasy/images/8/86/Archadian_seal.jpg/revision/latest/scale-to-width-down/272?cb=20090505045415Culture: Moogles use the natural elements to make their homes, or hide their homes within natural elements. It keeps them practically invisible to other races that rely on mundane sight. They tend to use a wood warping spell to alter the interior of a tree without compromising its potential growth. They carve a small entrance into the mountains and keep a shell to maintain appearance. They build underwater to hide their aquatic bases from prying eyes. In short, good luck finding their buildings. Moogles have a tendancy to alter natural elements in a way. The planets they populate tend to become more vibrant with the moogles' efforts to grow a special tree. Which it in turn provides growth of other plants, which furthers the wildlife. The tree a moogle grows is a silver tree with blue leaves. Known as a Silverbark tree. When grown from a sappling, some grow with a dark spot 2 foot in diameter. This spot indicates a magic node. The node itself is physically crystalized in the tree's sap. These trees cause the most growth over normal ones. Another way to grow silverbark is to graft silverbark into normal ones. The process causes the tree to overtime become a Silverbark of its variant. This too sometimes causes the tree to grow a magic node of its own, though the odds are about half as good for that as growing a true silverbark sappling. This aspect can be mitigated simply by choosing a very large tree. The number of nodes that grow are based on the silverbark tree size, which is very small compared to say a sequoia tree. The one spot on the otherwise impeccable record of Moogles is the fact that moogles do A LOT of mining. But they prefer cave mining and using devices powered by magic. In fact there is a bit of regulation on this to keep the damage minimal. Plus there are plenty of instances were moogles have taken mined out caverns and turned them into a moogle city (or part of one in some cases). Moogles tend to fall under Arcane or Druidic Magic use. Though it's not unheard of for a moogle to not possess magical abilities too. The level of magic a moogle can possess varies by account, but there are some that can use powerful spells that class in the realms of archmagi. Their exact maximums in technological levels are unknown, but it's likely to be very high tech considering they are space-fairing. They have had a history of being capable with technology, even prominent engineers. So much so that other races have hired moogles for their engineering expertise. Moogles are capable of terraforming barren moons and planetoids in the galaxy. Existing planets with an existing species but differing atmosphere is usually left alone (some exceptions exist). Moogles able to establish colonies on formerly empty localities often employ high magitek. Moogles are able to keep in touch with a system of communication called the Mognet. A type of mail system that utilizes spacial magics to transport messages and packages to the desired recipient. Of course there are those that don't fit the mold. The rougher moogles don't mess with their own though, this is the one rule that holds true. Still, some moogles are rough and tumble. Lawlessness has occurred, ye olde space pirates and the likes. Some mercenaries. Don't let the soft and cute demeanor fool you, some moogles can be surprisingly BRUTAL. Rumor has it some of the rogueish mogs developed a means to turn sentient beings into plants. Laws: Moogles do tend towards general laws (no killing or stealing) much like other civilized regions. While homes CAN be made in a more industrious or technological way, there's more an emphasis on moogle homes being shaped around the natural elements present. Emphasis on blending in with the enviornment has been made often. Moogles that are caught by other civilizations breaking their laws are honestly SOL, there is no sovereignty for those that break the laws. If someone is caught breaking laws in a mog civilization, the common penalty is imprisonment. Sentencing is based on the severity of the crime. If there is a criminal whose actions are truly vile, there is a sentencing of death by jettison into space. Environmental conservation is of a higher regard than most to the point to where a moogle can be arrested for heavy environmental damage. This is mainly due to how freely available they have means of reliably producing food, water, and housing with minimal to no impact on the environment. It IS encouraged to learn certain spells to in fact improve the natural world in which they inhabit. There is a fair bit of regulation on mines: Including acceptable materials for bracing a mineshaft with, what is used to mine resources, and how much of a surface shell is required. Conservation even extends to how Moogles approach other planets. If the civilization is not space faring, the Moogles MUST use technology only in which matches the level of technology available on that planet. Same too with the available magic. Though in general it is encouraged for non-space fairing civilizations to be left alone. Those that ARE space fairing, once again, match the magic and technology levels. The idea of the law is to prevent influence of other civilizations so they may progress the way they are supposed to (naturally). Government: Moogle governments, heirarchy, and ruling senate are a more practical mindset. Localized Mog Councils for a ruling senate have a number of seats depending on representation needs. This includes (but is not limited to) the number of planets and guilds that are to be represented. Usually there's 2 mogs to a planet or guild. While this means that changes may take time, nobody feels underrepresented. Each council member is accepted based on credentials, not popularity. The council usually have older mogs that have been very involved with a given planet or guild (often times the guildmaster is 1 of the council members). Military: The Moogle military tends towards mogs with a mix of melee and arcane combat abilities (strike troop) or magics to buffer and heal others (support troop). Units consist of a mix of the two with a 2:1 strike:support ratio. Given the common abilities amongst mogs, a need for an engineering or magitek corps is almost nonexistent. As usually there's a mog with training in one or the other. Their weapon technology relies on magic as the power source. Often times moogle weapons have a 'cartridge' that collects residual magic or can be focused on by a moogle to 'recharge' the cartridge. While armors are constructed to be full exo-suits of their own (think power armor from Fallout). This is done to mitigate their physical frailty and weakness. Moogle ships are constructed of metal and crystal materials, with the weapons being powered by extracted magic nodes and connected with arcane 'tron lines'. Civilians that happen to see a warship's interior often say the ships are as much an art as a weapon. Their arcane cannons pack the equivalent fire power as any ship that could exist in the galaxy. It takes as long to make this magic variant of ship as the more mundane counterpart. Moogles are not against salvaging, and retrofitting ships of other empires if given the chance.
|
|
|
Post by lordatraxis on Jul 4, 2017 4:56:49 GMT
Name: Moogle Region: Eastmarch Homeworld: Mogis 1 (Coord 11x1.3) Physical Appearance: The moogles' are roughly the size and proportion of halflings with several distinct features. They appear somewhat lagomorphic due to the rabbit ears. Extending pom-poms hang from their heads. Moogles possess a body fur, normally of a white, off-white, black or pink color. Their pom-poms come in various shades and colors. They also possess bat-like wings that are usually small. Moogles are non-dimorphic; gender can mainly be assumed by the clothing they wear. They range from 80–120 cm (2'7" - 3'11") in height. Physical capabilities: Apart from a minority of moogles actually small enough for their wings to support, they generally cannot fly (exceptions do exist). The wings DO allow them to glide, however. They are small, making them nimble and agile, ideal for engineering work. Their bodies are also magically-inclined, making them capable magic wielders. Strengths: Strong aptitudes for aspects of magic, engineering, and botany. More nimble and agile compared to other races weaknesses: Physically not as strong or sturdy as other races. Poms are sensitive. Image: s-media-cache-ak0.pinimg.com/originals/22/eb/48/22eb48cbf1b85bb651189b327014bc73.jpg Civilization Name: Mog Home Region: Eastmarch Controlled Territory: 1 spot in the area described for its homeworld. Age of Civilization: TBD (Pending RP Admin Approval) Flag: vignette2.wikia.nocookie.net/finalfantasy/images/8/86/Archadian_seal.jpg/revision/latest/scale-to-width-down/272?cb=20090505045415Culture: Moogles use the natural elements to make their homes, or hide their homes within natural elements. It keeps them practically invisible to other races that rely on mundane sight. They tend to use a wood warping spell to alter the interior of a tree without compromising its potential growth. They carve a small entrance into the mountains and keep a shell to maintain appearance. They build underwater to hide their aquatic bases from prying eyes. In short, good luck finding their buildings. Moogles have a tendancy to alter natural elements in a way. The planets they populate tend to become more vibrant with the moogles' efforts to grow a special tree. Which it in turn provides growth of other plants, which furthers the wildlife. The tree a moogle grows is a silver tree with blue leaves. Known as a Silverbark tree. When grown from a sappling, some grow with a dark spot 2 foot in diameter. This spot indicates a magic node. The node itself is physically crystalized in the tree's sap. These trees cause the most growth over normal ones. Another way to grow silverbark is to graft silverbark into normal ones. The process causes the tree to overtime become a Silverbark of its variant. This too sometimes causes the tree to grow a magic node of its own, though the odds are about half as good for that as growing a true silverbark sappling. This aspect can be mitigated simply by choosing a very large tree. The number of nodes that grow are based on the silverbark tree size, which is very small compared to say a sequoia tree. The one spot on the otherwise impeccable record of Moogles is the fact that moogles do A LOT of mining. But they prefer cave mining and using devices powered by magic. In fact there is a bit of regulation on this to keep the damage minimal. Plus there are plenty of instances were moogles have taken mined out caverns and turned them into a moogle city (or part of one in some cases). Moogles tend to fall under Arcane or Druidic Magic use. Though it's not unheard of for a moogle to not possess magical abilities too. The level of magic a moogle can possess varies by account, but there are some that can use powerful spells that class in the realms of archmagi. Their exact maximums in technological levels are unknown, but it's likely to be very high tech considering they are space-fairing. They have had a history of being capable with technology, even prominent engineers. So much so that other races have hired moogles for their engineering expertise. Moogles are capable of terraforming barren moons and planetoids in the galaxy. Existing planets with an existing species but differing atmosphere is usually left alone (some exceptions exist). Moogles able to establish colonies on formerly empty localities often employ high magitek. Moogles are able to keep in touch with a system of communication called the Mognet. A type of mail system that utilizes spacial magics to transport messages and packages to the desired recipient. Of course there are those that don't fit the mold. The rougher moogles don't mess with their own though, this is the one rule that holds true. Still, some moogles are rough and tumble. Lawlessness has occurred, ye olde space pirates and the likes. Some mercenaries. Don't let the soft and cute demeanor fool you, some moogles can be surprisingly BRUTAL. Rumor has it some of the rogueish mogs developed a means to turn sentient beings into plants. Laws: Moogles do tend towards general laws (no killing or stealing) much like other civilized regions. While homes CAN be made in a more industrious or technological way, there's more an emphasis on moogle homes being shaped around the natural elements present. Emphasis on blending in with the enviornment has been made often. Moogles that are caught by other civilizations breaking their laws are honestly SOL, there is no sovereignty for those that break the laws. If someone is caught breaking laws in a mog civilization, the common penalty is imprisonment. Sentencing is based on the severity of the crime. If there is a criminal whose actions are truly vile, there is a sentencing of death by jettison into space. Environmental conservation is of a higher regard than most to the point to where a moogle can be arrested for heavy environmental damage. This is mainly due to how freely available they have means of reliably producing food, water, and housing with minimal to no impact on the environment. It IS encouraged to learn certain spells to in fact improve the natural world in which they inhabit. There is a fair bit of regulation on mines: Including acceptable materials for bracing a mineshaft with, what is used to mine resources, and how much of a surface shell is required. Conservation even extends to how Moogles approach other planets. If the civilization is not space faring, the Moogles MUST use technology only in which matches the level of technology available on that planet. Same too with the available magic. Though in general it is encouraged for non-space fairing civilizations to be left alone. Those that ARE space fairing, once again, match the magic and technology levels. The idea of the law is to prevent influence of other civilizations so they may progress the way they are supposed to (naturally). Government: Moogle governments, heirarchy, and ruling senate are a more practical mindset. Localized Mog Councils for a ruling senate have a number of seats depending on representation needs. This includes (but is not limited to) the number of planets and guilds that are to be represented. Usually there's 2 mogs to a planet or guild. While this means that changes may take time, nobody feels underrepresented. Each council member is accepted based on credentials, not popularity. The council usually have older mogs that have been very involved with a given planet or guild (often times the guildmaster is 1 of the council members). Military: The Moogle military tends towards mogs with a mix of melee and arcane combat abilities (strike troop) or magics to buffer and heal others (support troop). Units consist of a mix of the two with a 2:1 strike:support ratio. Given the common abilities amongst mogs, a need for an engineering or magitek corps is almost nonexistent. As usually there's a mog with training in one or the other. Their weapon technology relies on magic as the power source. Often times moogle weapons have a 'cartridge' that collects residual magic or can be focused on by a moogle to 'recharge' the cartridge. While armors are constructed to be full exo-suits of their own (think power armor from Fallout). This is done to mitigate their physical frailty and weakness. Moogle ships are constructed of metal and crystal materials, with the weapons being powered by extracted magic nodes and connected with arcane 'tron lines'. Civilians that happen to see a warship's interior often say the ships are as much an art as a weapon. Their arcane cannons pack the equivalent fire power as any ship that could exist in the galaxy. It takes as long to make this magic variant of ship as the more mundane counterpart. Moogles are not against salvaging, and retrofitting ships of other empires if given the chance.
|
|
|
Post by lordatraxis on Jul 4, 2017 4:57:13 GMT
Approved
|
|
|
Post by lustseeker on Mar 30, 2018 18:59:23 GMT
Name : The People of Inanis (AKA : Inatians) Origin : Extra-Galactic. These people originate from the "Edge of all universes," meaaning they are from beyond the known reaches of space. Location : Their world tends to shift locations, though they seem to have settled with floating on the outer edge of the boundaries between Akkadian and Caledonian space. Homeworld : Void Ether Void Ether is an artificial world created by ancient Inatians. It takes on the appearance of a smaller planet constructed almost entirely of what appears to be some sort of steel, marked with gleaming violet etchings across the entirety of its smooth surface, being but only as large as half an earth. This planet also appears to be cut in half, the flat surface being the place in which the Inatians had constructed their home. Their civilization is centered with a large temple, reaching far, far up from the surface, constructed like a needle made from golden spider webbing, threads of streets and houses branching off from the super structure. A town is settled around the castle and there are six other smaller towns evenly dispersed close to the borders around the edge of their world. Upon first glance, this planet seems to lack an atmosphere, though upon landing ,one would find blue skies and glistening sun and clouds. This atmosphere is artificial, though effective, held into place by the powerful magics that they wield. Crest : vignette.wikia.nocookie.net/villains/images/5/52/Yard_Symbol.jpg/revision/latest?cb=20140903015718 All Inatians must have a form of the crest imprinted somewhere on their body, be it in a visible location or not. This makes them rather easy to distinguish under most cases. Strengths : The People of Inanis have a society that entirely functions off of magic. It has been this way since the dawn of their people, and as such they are incredibly powerful when it comes to their spells, seeming to be far more advanced than any other currently known methods. Weaknesses : The society of Inatians isn't exactly the most tight-knit community. Essentially, their queen has very lax judgement and tends to ask very little of the people, whom of which happened to join the Inatians on their trip through he cosmos. This has diluted the original image of who these people once were, perhaps for better or worse. However, these people are joined under the belief in one deity known as the Old One, and are dedicated to keeping and spreading peace, which might also be seen as a weakness. Inatian Magic : Rather than use current methods of magic, out beyond the bounds of the galaxy, the People of Inanis have developed their own methods of magic, known as Primal Elemental magic. This magic is based upon the concepts that the universe is made up of two base elements, being Light chaos and Dark chaos. These elements then made up Fire, Water, Earth and Wind which then trickle down to create other elements. Somehow, through closely guarded methods, the Inatians have managed to learn how to manipulate the two base elements of chaos, these two immensely powerful forces allowing them to do seemingly anything, once properly trained. The issue and benefit with controlling elemental chaos is the instability it has. It exists in a scale, to where if you focus too little with it, you can get little to nothing out of it where as if you focus too hard on it, you will bring forth so much energy, it can easily destroy what catalyst you're using to wield it, which becomes an issue when Inatians commonly use their souls and bodies as said catalyst. Culture : Inatian culture tends to be incredibly diverse due to the nature of how they bring in more people. As such, they are all bonded among a simple law ; Do not disrupt peace. Any conflict, battle, physical fight among their home is swiftly settled or punished by peacekeepers hidden throughout the people, and when punishment is settled, it is dealt on both sides, not only one. Other than that, the Inatians are free to do as they please. There's even a community within their world based around the concepts of pleasure, that's simply how open they are. As for their queen, it is established upon the death of the old queen by a council representing the general public. Traditionally, Inatian queens are gentle-natured, loving, philanthropic people. They usually give as much as they can to their people, asking little in return. However, what she does ask of the people must be followed, as scarce as such orders may be. This semi-democratic rule is very, very lax however, somehow managing to work incredibly well. TLDR ; Inatians are kind, peaceful and happy and their queen is very lax and loose in her rule. Military : In spite of their peaceful society, the Inatians do indeed have a military. Specially designed after a war aeons ago, Inatian soldiers wear armors that have elemental magics woven into the steel and studs, making them surprisingly resistant and quite light. The magic is preserved by runic etchings along the seams of their back, and can be disrupted if these etchings are damaged. As for their methods of attack, Inatian soldiers are trained to wield a primal elemental magic, that is magic formed directly of elemental chaos. Only when they are experts in this magic may they be allowed into the ranks. As such, there are many diverse methods among the military, making their force diverse and difficult to counter. As for their battleships, which would be deployed from the curvature of their world, they are equally as diverse as their soldiers. Wheras some battleships might be armed with several elemental cannons capable of firing shots of lightning or fire, there are also other battleships consisting of a massive frontal rail that is capable of releasing a charged burst of incredible force, some of these being able to tear a planet apart when sufficiently charged. Other ships include bombers and odd sorts of grapples, there being many unique methods they use to take down those who threaten them. These ships re generally powered by multiple people working together, as they are entirely fueled on magical energy. The way in which they are powered is that said magical energy is given from the wielder to the ship, amplified by arcane markings along the ship itself and spread to where it exactly needs to go. The element of the ship depends entirely on the base element of the wielder. These ships take time to build, though repairs tend to be simple enough once they are crafted. However, the time made to make these things is well-spent in heavily fortifying both weaponry and defenses, and thus these ships are incredibly difficult to take down. Why are they here? : The Inatians are in search of an incredibly ancient relic of their people, known as The Seed of the Old One. This seed is a massive crystal, standing 36 feet tall and 10 feet wide, it being essentially a source of perpetual energy, be it magical or elemental. Light seems to twist and churn through it, a statement to the immeasurable power it holds, and it never seems to remain one color, always shifting and changing its shade over time. It's harder than any known substance in the universe, being neigh impossible to destroy.. Such an incredible power source discovered in the time they had been gone could be of incredible use to any civilization who got their hands on it.
|
|
|
Post by ladyklanne on Jun 25, 2019 18:19:54 GMT
Civilization Creation A custom civilization, like a custom race needs several things which will be listed below. Requirements- 1: The custom civilization requires a name for itself.The Holy Dominion of Pharrkaz Ith. - 2: A home region of space from which the civilization originates. The very home planet of the Dominion is the ring world of Bagarra around the deserted but Naquadah-rich world of the same name. The reasons of the construction of the ring has been a surge of wild and uncontrollable magic phenomenons that caused world-wide devastation and lead to the collapse of almost the entire ecosystem of the planet. Unable to deal with the disasters via magic, the Bagarran turned toward technology, mathematics, sciences and genetic manipulation for their salvation. The first Pharaohs were created a hundred years into the Time of Collapse, and after founding the Cult of the Supreme Beings and reforming the remains of the Bagarran society to weather this apocalypse, those Pharaohs devised the plans to move their entire civilization into orbit. And using the massive reserves of Naquadah in the crust of the planet, the construction of Pharkazz Ith (the name of the ring) took place and under the ruthless leadership of their new masters and helped by a constant stream of new innovations to speed up the work, the newborn Holy Dominion succeeded in finishing its new home in four centuries.
But this new home soon proved to much of a boon for the Ithians (previously the Bagarran), who proceeded to enter a population boom unheard of since the beginning of the Time of Collapse. This drove the need for new resources, more space to settle. And so Pharaohs (who had started to develop quite the rivalries between themselves) gathered and organized colonial and military fleets around them and set sail to extend and conquer new horizons for the Ithians and their own ambitions. - 3: A custom civilization also needs to have a controlled territory, which can be discussed with the RP admin, and RP Moderators.I would need to have a map of the Galaxy in order to do that one. And none of the ones I've seen on the map thread have worked for me when I try to open them. While the background of the faction mentions a conflict with the Akkadians, it can be entirely ignored or overlooked if the region(s) it is assign doesn't include a border with the Akkadian. - 4: A civilization also needs to be determined on how old it is, and this must be determined with the aid of the RP Admin only.I would need to have some help on that one, as well as some clear insight on the timeline of the setting (I know there is the Galactic Lore on the official site, but it is vague in parts). Though the Holy Dominion would have started to involved with other factions in the galaxy around the half-way point of the Third Great War, nibbling at borders in order to get some territories while the big dogs fought among themselves. Though later retaliations from the Akkadian Imperium subdued their ambitions and aggression for a time. - 5: A civilization also needs a flag, search for one via the internet, and get one approved by the RP Admin.i.pinimg.com/originals/1e/0e/a6/1e0ea6c9faecbaee0dfb10460998db03.jpg- 6: A civilization also needs a description of its culture, laws, government, and military at the least. Additional descriptions are optional and up to the player. For this option, descriptions can be put on the forums for review by the RP Admin. Put ideas on this site, create a new thread and put everything in the new thread dragonstar.boards.net/board/24/civilizations.The Holy Dominion of Pharrkaz Ith is a caste-based society with the religion and Cult of the Supreme Beings at its center. They possess a high-level technology, but this is in-turn offset by a fanatical disdain and hatred of anything magical. Commoners: The lowest caste would the Common, folks of civilians occupations or with professions that reflects the basic necessities and services needed to tend to the needs of the masses (food, sanitation, etc...). They have some rights to them but those are pretty basic and in the eye of the law and of the other castes they don't matter too too much. Their duties are that of work, servitude and worship. The caste just above them would be the Necessary, the merchants dealing with extra-planetary busyness and the craftsmen working at the star-ship construction and overseeing spaceports or orbital infrastructures. Due to their more crucial roles in society and the life of the Dominion, those persons are allowed more freedom and leeway as well as protection by the law against the people of the Common, in exchange for work and taxes. The craftsmen of this caste can also serve on military ships as the base crewmen. Their duties are that of productivity, betterment and worship. The Warrior Caste is comprised of those who are born to serve as the iron fists of their Pharaohs, and the bringer of their wrath upon any who defy or doubt them. All those born within families belonging to the Warrior Caste are considered to be part of the military, and will be educated and trained to be just that. They enjoy right of oversight over the two preceding castes, acting also as a police force and inquisitors both. They also have their own internal hierarchy but even their highest ranking are subservient to the Cult of the Supreme Beings. Their duties are that of honor, sacrifice, vigilance and worship. Clerics and Pharaohs: The members and clerics of the Cult of the Supreme Beings are a caste of their own, and the ones tasked with administrative duties and the various menial tasks requiring overseeing to make sure the domain of each Pharaohs runs smoothly. They are also the leaders of the cult surrounding each Pharaohs in their respective domains. The War-Clerics are personally selected and trained adepts tasked with protecting the inner sanctums of the Pharaohs, the places of worships and act as the fanatical special operation branch in the military of each Pharaohs. The High-Adepts are responsible to tend to the sarcophagus-interfaces used by the Pharaohs, the maintaining of the data banks hidden in the Vaults of Divine Thoughts, as well as preparing the vat-grown replacement bodies into which the consciousness of a dying Pharaoh can be transferred in. The Pharaohs are at once the feudal leaders of the Holy Dominion and the objects of worships of the Cult of the Supreme Beings. They are living beings, but created and made rather than born. They are made with the goal of perfection and superiority by the genetic clerics of the Cult of the Supreme Beings, the living avatars of their faith, and destined to lead the Dominion through the void of space with their divine perfection of body and mind. The Pharaohs are known to be almost a separate specie from humans by outsiders, an all-female race possessing peerless beauty and a mind capable of computer-like capacities when they rest into their sarcophagus-interfaces. They are also the only ones that lead the research efforts and technological developments of the Dominion as they turn into living computers when resting, with each Pharaoh having her thoughts, personality, plans, ambitions, prototype schematics stored inside massive armored complexes housing entire square kilometers of data banks under heavy guards known as Vaults of Divine Thoughts. Each Pharaoh possesses her own domain and is in direct competition with the others of her kind, leading to as many internal conflicts as external ones. The only things that are shared freely across the various domains are technologies as well as information concerning foreign affairs and threats. Centuries ago they had to establish a new military organisation following a stinging military humiliation against the Akkadians, with the enemy forces defeating easily the individual fleets that various Pharaohs sent one after the other instead of merging them into one single unified force. This organisation as been called the Force of Divine Light and is comprised of armed elements contributed by all Pharaohs in order to create a force that would be able to face external opposition without the cut-throat rivalries of the Pharaohs undermining its operations. In reality this force is a paper tiger as only the obsolete ships, those too damaged in battle, and the worst crews and commanders are sent to join it, each Pharaohs keeping their best elements for themselves. Military: Fleet: Through the knowledge and constant flows of innovations dispensed by the Pharaohs Ithian ship technology as well as how to construct shipyards that always surge in production rates allow the Dominion to field an advanced complement of ships crewed by competent and professional members of the Warrior caste, though the limits of their low population compared to the bigger players is confining them into only a local power for the time, although a rather bitey and vicious one. Battleship: The Ha'tak'ko is an advanced starship designed by a conclave of Pharaohs to counter vessels more powerful than the work-horse Ha'tak or the more recent Ha'mok. The old and proven Ha'tak ships were upgraded or built following the plans of a new class of capital ships: The Ha'mok. This ship is equipped with a new kind of turret-strike craft hybrid recently developed. Those turret-crafts are magnetized on the ship's hull instead of part of it, giving them the ability to detach themselves from the mothership, allowing the turrets to float and be moved by its pilot to a better location either by decision of the gunner or by command from the main bridge in order to create an always shifting point-defense screen. This would hopefully deny the enemy the capacities to analyse the defense grid and identify a blind-spot in the armament pattern of the Ha'mok class. Shields generators boast a tremendous efficiency and longevity under fire, as well as making room for redundant generators in the ships with room to spare, permitting to switch on a fresh shielding layer when one threatened to collapse. Weapon systems are also equipped with improved targeting and tracking computers after the war against the Akkadian. Staff cannons saw their range, rate of fire increase thrice fold, allowing for Ithian ships to pound their enemies from a safe distance or accurately support ground forces with danger close orbital strikes. For longer range engagements launch bays were outfitted with a multi-crew strike craft, the Doom-Glider, boasting more armor, better engines and hyper-space travel capacities, and an armament consisting of a payload of guided missiles carrying each a plasma charge powerful that a full squadron salvo would give small-to-medium size ships something to worry, as well as a front and rear repeating quad light staff cannons rotating turrets for close-in dogfights and strafing runs. Al'kesh bombers act in their main role as Close-Air-Support although their payload of plasma charges can be swapped in exchange of several dozen guided plasma missiles to allow them to act as long-range fire support against enemy strike crafts or as torpedo boats against larger enemy ships, and flying artillery for troops on the ground. Their payload was also made to be easy to reload from inside the ship itself by its crew, the ship boasting the ability to be resupplied in the midst of combat via transportation rings. For ground forces, Ithian forces have to rely on a policy of quality over quantity due to their relative low amount of manpower, and they modeled her new armies on the lessons learned fighting a wide variety of enemies. This has taught the Ithians that forces capable of a great deal of versatility and to bring a lot of firepower to bear with small teams is a game-winner in most engagements. The lack of manpower and the need to bring as much firepower as possible guided the Pharaohs to develop heavily armed and armoured suits for their soldiers, known as the Kul warriors that are capable of bringing great results while using a small number of troops. Those power-armours allow Ithian forces to bring lots of firepower to bear while giving them the protection they needed to grind the enemy down if the fight turned into one of lengthy attrition. A wide variety of models were made to cover different roles and jobs necessary for interplanetary warfare and law enforcement, ranging from nimble and stealthy suits for assassins and recon forces to hulking behemoths boasting firepower and protection in a ridiculous amount.
|
|