• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Plank of Wood

μεσσηγυδορποχέστης
24 Badges
Nov 16, 2010
1.853
545
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines Industries
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Cities: Skylines
Join our http://coldfront.net/tiramisu/ channel: #DAtC_Main

DESTINIES AMONGST THE COSMOS

faster_than_light_by_lordkaniche-d5gjsrf.jpg


Welcome to Destinies Amongst the Cosmos, a re-imagining of the tried-and-tested Masters of the Galaxy format that focuses on the big picture and epic scale sci-fi empires. The game universe is purely crafted by the players, and revolves around diplomatic and political intrigue, as well as good old fashioned space battles, and is extremely roleplay heavy.


Contents

Prologue - A New Age






Game Rules


THE MOST IMPORTANT RULE IS NO SHITPOSTING. THIS IS A KICKABLE OFFENSE.

Polities and Orders
Polities are the major political factions within the DAtC universe, which were created and chosen before this thread was posted. If you're playing a polity, you probably already know who you are.

Each polity submits 3 orders a turn to me via PM (plus any bonus orders they might have), which are the in game actions a polity will take. This can range from building ships, colonizing a sector, researching new tech, attempting to sabotage a neighbor, to other actions. The only criteria they have to fulfil is, 1) Be associated with an ingame stat or mechanic, and 2) Does not violate the reasonable suspension of disbelief for other players.

Orders should follow this format:


Order 1: Flavour text about order (no more than four lines for each, please). (Description of ingame effect)

At the end of the turn everyone's orders are rolled, either with a D6 or whatever RNG is needed for that action, and then the results are posted in the update.

Secondary Players
While there is a max of 9 polities, there can be any number of secondaries at any time running around. They have two orders and have several unique features.

- They do not have to pay for upkeep.
-They receive +50% revenue from colonial holdings.
- They can rule/command a polity's assets on their behalf, effectively allowing a polity to run their navy for a much lower price, or gain higher revenues from colonies, with the co-operation of another player.
- Unless they are commanding a fleet, there is no limit to how fast they can travel.

A secondary player can play as anything their imagination allows*, from a politician, to a general, to a corporation, to a mercenary group. Their role is to contribute to the depth of the game universe, and upset the status quo (you rascals).


*unless it gets the GM veto

Combat and Warfare
There are three classes of ships: Heavy, Medium, and Light. You pay an initial cost to build them, then pay an upkeep every turn to maintain them. While in theory infantry divisions exist as attachments to these ships for IC purposes, they do not exist in terms of stats.

If a fleet moves into a sector with enemy controlled colonies, the polity that owns the fleet will immediately occupy the sector. If there's an enemy fleet, they'll engage in combat, which is calculated using my own combat calculator (which I will not reveal because I know you rascals will immediately start min-maxing). If the attacking fleet wins, they take the sector and the defending fleet retreats, if they lose, the attackers retreat into the sector the attack originated from. In case of a draw, both fleets will remain in the sector for another round of combat or until one of the fleets withdraws.

In the case of a fleet occupying a core sector, things work differently. If there is no fleet to defend the core sector, a countdown of sorts begins. Every turn their core is being occupied, the defender's stability drops by 2. Once the defender's stability reaches 0, they are forced to unconditionally surrender to the attacker - meaning the attacker may impose whatever terms they wish on their defeated foe.

However, pushing for an unconditional surrender has it's own penalties, as continuing a war when the enemy has already given fair conditions of surrender will cause economy and stability penalties for the aggressor.

Unrest
All polities have a stability score from 5 to 0. At five stability, everything is fine and dandy, and at zero the commoners/angry aristocracy/rowdy plants are storming the gates. Polities lose stability if they get the lowest possible value in a roll (so 1 on a D6), they take a stability hit in a random event (this will be explained later), default on their loans, or as a result of espionage by another polity. Every 2 turns, a polity will regain 1 stability if it has lost any.

At 5, 4, and 3 stability, there will be no stat penalties, but at 3 far off colonies may begin to defect or declare independence.
At 2, income will be halved due to unrest and the cost of keeping order.
At 1, you will gain no income, and you will get an uprising event unique to your polity.
At 0, you will be demoted to a secondary and will need to win a civil war/counter revolution to regain control.

In a civil war, parts of your own armed forces will turn on each other, as well as sections of your colonial empire. Other secondary characters can take advantage of your unrest and become a figure to rally around and potentially take control if they win, or can support the regime in return for rewards or greater personal power.

A possible idea for those who have a negative stability trait is that they have a maximum of 4 stability, instead of 5.

Economy and Colonization
As with any nation state, the bread and butter of polities are their economies. Each polity starts with a core region with a set GDP, of which you receive 10% as tax every turn. This GDP can be increased through an economy boost order or a random event. At the beginning of the game, this is your only income.

Colonization is, in the early game at least, the quickest way to expand income. In a colonisation order a polity targets a region, a random number is rolled between 0-30, and the result is added to the selected region as Colonial Assets. The potential amount that can be colonized improves with higher levels of civilian tech.

Several polities can colonize a single region, and a polity's colonization is recorded as a percentage. Every galactic region has a possible total income, which is shared out between polities depending on how much Colonial Assests they have in that region. For example, if a region has a possible income of 100bn, and Polity A has 45% and Polity B has 35% Colonial Assets, then A gets 45bn income and B gets 35bn. A polity can colonize a region so long as it is next to their core region, or has a neighboring region where they have at least 40% Colonial Assets.

It is possible to run a polity's treasury into debt - this is not a bad thing in itself. However, if a polity's debt is above 100% of GDP for more than three turns they will default on their loans and go into austerity mode - which has a stability drop and blocks the polity from spending any more money until debt drops below 20% of GDP.

As a final note, in some regions there will be unique resources which unlock higher levels of tech to research, and confer an additional bonus (which can range from colonial speed bonuses to military upgrades). For every 33% of a resource-containing region colonized, a polity will get one instance of that resource. While having multiple instances of the same resource does not stack bonuses, spare resources can be traded to another polity.
Research
Research has been totally overhauled and condensed. Instead of several different branches of weaponry to research, they are all combined into a single tech progression. There are two researchable tech areas:

Civilian Technology: Each level increases colonisation speed, research speed, and adds 10% to core GDP.
Military Technology: Each level increases fleet efficiency, allows fleets to jump +1 tile in a single turn, and gives an extra combat order during wartime.

Being more advanced technologically is intentionally overpowered to increase demand for vital research resources, and to make arms races a bigger deal.

Whenever a research order is made in one of the two areas 0-50 research points are added, and once 100 RPs are reached the polity advances the next technological level in that area. Civilian tech increases the amount of RPs that can be accumulated in a single order. A polity can invest several orders into researching a single tech area in a single turn if they so wish.
 
Last edited:

Plank of Wood

μεσσηγυδορποχέστης
24 Badges
Nov 16, 2010
1.853
545
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines Industries
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Cities: Skylines
Action Costs and Upkeeps

Military

Ship - Build Cost - Peacetime Upkeep - Wartime Upkeep

Heavy Class - 30bil - 3bil - 15bil
Medium Class - 6bil - 0.6bil - 3bil
Light Class - 1bil - 0.1bil - 0.5bil

Actions

Action - Cost

Colonise Region - 1000bil
Research - 500bil
Espionage - 250bil
Boost Stability - 500bil
Boost GDP - 500bil
 
Last edited:

Plank of Wood

μεσσηγυδορποχέστης
24 Badges
Nov 16, 2010
1.853
545
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines Industries
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Cities: Skylines
Reserved.

Everyone who has polities (you know who you are), post your info posts. Anyone who wants to play a secondary, post up your characters with the following thing:

Name:
Ingame start Polity:
Description:
Positive Trait:
Negative Trait:
 

Mikkel Glahder

Lt. General
47 Badges
Jun 27, 2012
1.204
45
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Shadowrun Returns
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
ZIIFd77.png

Eternal Free Confederation of Gliese
Capital Name: Vara el Portilga

Description:

Government Form: Enlighted Anarcho-Capitalist Dictatorship. It is a type of dictatorship that has sham-elections where a Reichstag is chosen. They exist only to elect and advice the the Bundeskanzler. The Bundeskanzler or just Kanzler is chosen for life.

Current Bundeskanzler für das Leben: Karl Leopold II von Wanderpolh (Expected succesor and favorite: Kehaar (Would be the first non-human Bundeskanzler.)

Society: The Society on the planet, or moon as it is, of Gliese is very special. Special in the kind of sense that there are two equal sentient humanoid species. One is human and the other is called the Ki'Har. They live together in peace and harmony in the Confederation with equal rights. The Ki'Har are however minority. Humans compromise around 67% of the population on Gliese. The two races live in their own parts of the planet, but in the big cities and towns there are often both Humans and Ki'Har.
Every citizen think themselves as free invidiuals that can do whatever they want, and that is true as it is a very liberal dictatorship. There are many volunteers to everything and things such as the police is privatized and often is just the inhabitants in the street that opholds the law and order themselves. The system builds mainly on trust on the government to do its duty and the citizens to be nice to each other and give alms to the poor whenever they can. There are no trade unions as the private companies give their employees proper pay and if they don't, the government steps in and closes it. Important things such as hospitals and education is run by the government and completely free of charge. The armed forces are also controlled by the government.


It is always a gamble when the Reichstag elects a new Bundeskanzler für da Leben, as they don't know if they are dictatorial tyrants or if they are moderates. Before they elect one, they hold speaches to get as many members to their side, as the Kanzler is elected with only a simple majority.

Government Structure and Districts:

Government Structure: The Government has three organs. The Bundeskanzler für das Leben, The Reichstag and the Courts: They all operate more or less independtly, though the Reichstag is controlled by the Kanzler. Representatives in the Reichstag is elected from the different municipalities. The judges are elected by the Court district.

Districts: There are two big Districts with different regions under them. The two big ones are the parts of the planet where humans have the majority of the population and where the Ki'Har has the majority. Those two big districts don't have any leadership and is just made for not making it to complex when looking at some maps.
Under each district is there regions. 36 for the human part and 24 for the Ki'Har part. These regions are responsible for overseeing the hospitals and education institutions and control the municipalities under them and check if everythings goes according to plan.
Under all of these regions, there are all in all 390 municipalities. They exist to tax people and further control them and run the educational institutions and the hospitals. Each of these municipalities elects candidates for the elections. It is often 1-3. They are going to participate in the regional elections, where 540 representatives are elected for the Reichstag.

Races on Gliese:


Humans: The humans on Gliese are not native. They arrived around 5500 years ago on the planet and quickly began to make states and war each other. They ignored the sandy parts of Gliese as they presumed there lived nothing there. When they first got there, they had acces to a cloning machine so they could repopulate themselves if needed. Intentsive use broke it though. At the end, after the third Great War of Human Gliese (after they explored the native race on Gliese) the whole human race on Gliese (or most of them) was under the whim of the Confederation. That was of course before it became an Anarcho-Capitalist dictatorship. When that happened, the first major contact to the the natives who had a lot of advanced civilian technology, but the humans had the most advanced weapon technology. They therefore struck of a deal where the natives and the humans united into one nation, which was controlled from the human side of the planet and with the human government, the Ki'Har was allowed their own government in their region though, as long as they embraced the anarcho-capitalistic ideal.

futuristic_sci_fi_soldier_dude_by_robbiemcsweeney-d8568eo.jpg

A typical human soldier at the unification. The armor have changed a bit and the weaponry modernized.

Ki'Har: The Ki'Har is the race(s) native to Gliese. They are a humanoid species with distinct bluish skin and hooves instead of feet. It is estimated that they surfaced the earth first around 280,000 Gliese years ago. They mainly live in the western hinges of the planet (or moon as it actually is), that mainly consist of plains, some valleys and then desert for the rest. They mainly lived in tribes until around 6700 years ago, where they began to make cities, but they had no idea of states until the humans came and made contact with them around 1900 years ago. Humans and Ki'Har lives together in peaceful harmony. Of course there have been some episodes of violence against the other.

TauEmpire8.jpg

Typical modern day Ki'Har soldiers


Positive Trait: Advanced technology - Due to the many wars the human fought each other and the ways that the Ki'Har has been at no threat, the humans mainly developed very advanced weaponry and still does, whilst the Ki'Har develpoded peaceful technology. This makes the Eternal Free Confederation a very advanced technology, with robots doing a lot of machine work but also military robots exist.

Negative trait: Freedom of Body and of Soul - As the dictatorship allows its citizens great liberty in almost everything, it has little to no control over the individual. As meeting between many people are allowed this could be a cause of revoltrisk sentiment.

pgUKvQ8.png

War and Army flag.
 

Scrapknight

Consul of Baekdu
16 Badges
Mar 13, 2012
1.366
109
  • Darkest Hour
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Magicka
  • Sword of the Stars II
  • Victoria 2: Heart of Darkness
LzI6PoH.png


Kuniĝo de Demokratia kaj Socia Respublikoj de Avalon
Avalonian Union of Democratic and Social Republics
Polity Name: Avalonian Union of Democratic and Social Republics (KDSRA)
Form of Government: Confederation of libertarian socialist communes
Leader: Prezidanto de la Laboristoj Konsilio Reza Taghavi / Prezidanto de la Laboristoj Senato Yukiko Amagi
Capital: Nanping Capital District, Nanping Democratic and Social Republic, Avalon Prime, Avalon System, Rostam Sector

Positive Trait: The KDSRA's small states make their livelihood through millions of tiny, family-sized trading companies and the export of luxury goods to other polities, which has turned out to be the key in making the anarcho-socialist economy of the Union work without the need for bureaucratic intervention or large corporations. Thus, the KDSRA actually has a very strong economy, making it much richer than might be expected of such a disorganized state.

Negative Trait: The flip-side of anarcho-socialist politics and economics creates massive cat-herding problems. Getting the tens of thousands of Democratic and Social Republics, most essentially city-states, to agree on anything in the People's Congress is a herculean effort in and of itself, and the republics prefer to keep to their own affairs than engage in grand Union-level projects - including expansion and even defense. This makes colonization and sustaining extended military engagements difficult and expensive projects.
 

Galren

Private
23 Badges
Jun 12, 2013
23
0
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
Makna Confederation
Capital: Makna

Description: The Makna Confederation is an alliance between three different nations that live on Makna: The Nopon Federation, the High Entia Empire, and the Makna Free Cities. Each nation is home to mostly one race: Nopon, High Entia, and Humans respectively. This alliance came to be because of the La Luz Accord, signed 199 years ago after finally defeating the Telethia hordes from the La Luz Incident.

Homeworld

The Makna Confederation’s homeworld is Makna, a planet covered in lush jungle. Many have called it one of the most beautiful planets in the galaxy, offering unique sights like the famous wavy rainbow over Makna Falls or the mysterious fauna suddenly appearing to the eye. [1] Settlements on Makna typically are located amongst the tallest trees in the jungle. The metropolises will have expanded out into the neighboring trees.



RStqTf4.png

A Nopon. [2]

The Nopon are small, round, egg-shaped creatures. They have small faces and six limbs. The limbs consist of a pair of stubby legs and arms as well as a pair of ears/wings on the top of their head. Nopon typically keep their ears wrapped around their head when not in use. The ears can also function as wings for limited flight. Nopon are also covered head to stubby foot in soft fur. [3] Although they grow up at the same rate as a human, they can live to around 160 years old or even up to 240 years old.


These creatures are the most populous sentient form of life on Makna. Even if they restrict themselves from not using metal, and thus unable to reach space themselves, they still have accomplished great things.

Technology
One of the main things that Nopon produce are the Pollen Orbs, an item vital to the Nopon way of life. Nopon collect pollen from a species of yellow flowers native to Makna. The pollen is then taken back to a Pollen Works to be compressed and sometimes refined into other colors. The machines used to do this are made from wood and stone and run on wind, heat, or mechanical methods. [4]

The pollen orbs come in four colors: yellow (the generic color), blue, green, and red. The blue and the green orbs are typically used for lighting, as they don’t give off much heat but give off plenty of light. The other pollen orbs are used for heat. All pollen orbs, when prepared correctly, can be eaten. Red pollen orbs in particular can be prepared in special ways for consumption. These delicacies are regarded as luxuries by the other races.

Leadership
The Nopon are traditionally lead by Elders, typically the oldest of the settlement. Villages will have only one while cities will often have a council of Elders from different parts of the city. The Elders of the Confederation will come together every couple of months in the capital order to discuss important happenings in Makna.

The Nopon military is not very organized and has no recognizable chain of command, although a single warrior may come out on top to be the defacto leader of the army.

Culture and Lifestyle
The Nopon are a superstitious race, with their culture reflecting it. There is often a seer in every Nopon village and city, safeguarding prophecies and reciting them for the village to heed. Medicine for the Nopon also has some rituals. One of the most traditional Nopon cures would be to make offerings at shrines built by the Nopon that are scattered throughout Makna. Each shrine’s location indicates what area of the body the shrine targets. The offerings would be made in order to heal whatever part of the body is injured. Nopon also have rituals concerning marriage. The groom to be would have to jump off of the highest point in the city/settlement and into a body of water safely in order to show their bride that they had the courage necessary to marry her.

In general, the Nopon have a very laidback way of life along with a desire to try to live alongside nature. The Nopon also have traditionally maintained a small military, with villages appointing a Heropon for a year, who is tasked with defending the village from any harm. Cities will typically have a bigger military, but not by much. Crises from the other races of Makna, though, have changed this notion, and now the Nopon are slowly increasing their garrisons.

Nopon are educated when they are children, like the other races, but the Nopon don’t have formal colleges or universities. Instead, Nopon are expected to learn the skills they need to do their chosen job from a more experienced one.

Nopon also can communicate with the animals around them, allowing them to use them as beasts of burden. This leads to deceptively amusing sights like Nopon riding on Pterixes while on patrol. Don’t be fooled, though, Nopon are dangerously effective on those Pterixes.

Nopon are also seen as merchants, travelling far and wide across Makna to trade their goods, and researchers, who can be found everywhere across Makna.

The Nopon have a language of their own, but prefer to use the human and High Entian one. They have an unusual speech pattern, speaking in the third person, using short sentences, and using a variety of other curious conventions.[5]


baXrbfG.jpg

A High Entia.

The High Entia are the most technologically advanced civilization on Makna. Although they look like humans, their distinguishing feature from humans is a pair of wings on the sides of their head. Some High Entia are able to use their wings, although it is for limited amounts of time and requires a ton of training to do so. High Entia have much longer lifespans than humans, with elders reaching three to four centuries of age.

Most of the High Entia live in Eryth Sea and the surrounding area. These are known as the core cities of the High Entia Empire.

The Nopon and the High Entia have lived in peace for a very long time, with regular trade between the two races. Although they never made official contact with the humans until the La Luz incident, some humans lived with the High Entia.

Technology
The High Entia are a technologically advanced people, with their greatest feat arguably the floating capital of Alcamoth over Eryth Sea. They have been able to develop clean propulsion engines as well as clean power sources. Another incredible advancement is a machine that is able to reconstruct damaged parts of a body, provided there is sufficient tissue left to work with.

Even though the High Entia developed the technology to go into space, they share the colonized planets with the other races, as dictated in the La Luz Accord. Over the years, they have developed and perfected their methods of making space-worthy craft.

Leadership
The High Entia are ruled over by an emperor or empress. Although the Emperor is the sole ruler, he often leaves others he trusts into important positions as ministers to help govern the High Entia. Traditionally, the successor to the throne is decided by the Emperor himself, although his advisers may have some leverage there.

The High Entia will usually send a delegation to the Makna Confederation meetings every couple of months, as the High Entia are allies with the Nopon.

In the military, the High Entia have an organized command structure, although the Emperor may appoint his own choices to lead campaigns.

Culture and Lifestyle
Traditionally, the High Entia did not interfere in the other affairs of the other races. They would leave both the Nopon and the Humans to their own business. This attitude would change after the La Luz incident, and, since then, the High Entia have taken big steps to become more proactive in the affairs of the other races.

The High Entia also used to value the purity of their blood. There was a social stigma against half-High Entia, half-humans within society, although most High Entia would keep it to themselves or not care about such a trivial matter at all. There were some vocal supporters against them, but they were always a small group. Interestingly enough, the Emperor would always keep a consort: one High Entia and one human. After the La Luz incident, the value of pure blood has gone down in society and there are more half-High Entia half-Humans today. The old social stigma is gone after years of steady social change.

There is a standard practice for heirs to the Imperial throne. In order to prove their worth to the people that they can and will be able to lead them, the heir must undertake a trial in the High Entia Tomb. They are to be alone in order to prove their worth, but guards are at the ready in case unscrupulous people get in the way.

The High Entia have an organized religion based around a pantheon of gods. Strangely enough, the High Entia had once worshipped a single god outside of this pantheon in the distant past, but events there, retold in legends of Makna. [6]

High Entia are not in a social system like a caste system. People are free to move up and down the ranks of society and become whatever they want. High Entia also have their rights respected by the Emperor. Education is often mandatory all the way up until they become adults, around 80 to 90 years of age. They are then free to either go to a college, enter military service, or get a job right away.

Humans are the third sentient race on Makna. They lived in relative isolation from the other races, not knowing where the other races were. The High Entia never made their presence known to the humans until the attacks after the La Luz incident, and any human expedition to the Nopon settlements would result in failure.

The humans would stay isolated due to the natural barriers that surrounded them. The mountains and the jungle would make it difficult for the humans to successfully settle new areas. Combined with the monstrous animals that would attack settlements, humans weren’t able to expand too much, although they did have some core cities.

What cities the humans had were safe from harm and the population grew, even if they were all concentrated in one area.
Technology
The Humans were less advanced than the High Entia, although they weren’t primitive by any means. Although they did not have the clean energy or regeneration chambers of the High Entia, the humans would develop firearms, capable anti air guns, motorized vehicles, and mechs. Interestingly enough, there was no form of wireless communication developed by either the High Entia or humans. [8]

Leadership
The humans have organized themselves in the cities, with a standard bureaucracy handling day to day affairs. They have organized elections for their mayor, where everybody who is at least an adult can vote for the mayor. There are other positions that the people vote for as well.

Humans also keep an organized militia with their own officers in order to defend the cities from any attacks by the beasts of Makna.

Culture and Lifestyle
The humans are free of any kind of caste system. Humans can be found in just about any profession and acknowledge that there are certain rights that every living being has. Before the La Luz incident, most humans would stay in the cities for most of their life unless if they were part of the supply convoys, trading between the two cities, or part of the militias and going out of the city. Now, the humans have spread out throughout Makna and join the

Humans would be educated as children and teenagers, with the choice of either going to one of the colleges in the city or joining up with the defense force once they hit eighteen, the age for adulthood.

The human religion on Makna revolves around Makna itself. Makna, to the humans, was intertwined with life and death itself. As such, burial customs for the humans revolves around returning the body to Makna. Another habit of the humans is to make small offerings at the Nopon shrines across Makna. This doesn’t offend the Nopon in any way, of course. They just assume the humans have really bad health to be using the shrines.

Makna is home to a variety of unique fauna, ranging from Orluga (ape-like creatures), to Piranhax (piranhas), Deinos (T-Rex), and Pterix (Pterodactyls). Among all of these creatures stands one that is considered to be the most dangerous of them all: Telethia.

Telethia are considered to be ancient creatures of Makna and supposedly, by the High Entia, as heralds of the destruction of the world. They often come in many different shapes and sizes. What makes them the most dangerous creature on Makna is their incredible agility. One is able to dodge bullets and make it look like child’s play at the same time. Some have joked darkly that the Telethia are able to see every attack coming at them.

((Notes:

In case if you couldn’t tell, this is more stuff from Xenoblade.

[1]: This comes from Makna Forest’s reputation as the “Forest of Short Render Distances” in Xenoblade.

[2]: Yes, this Nopon is the one that I claimed to be the Face of Evil and the leader of iisbroke’s Knights of Progress from MGaSO 4.

[3]: At least one guy reading this probably wants to make Nopon fur a thing. Don’t do it. Next thing you know, a certain Nopon with a certain set of skills will find you and Nypakapow you.

[4]: The mechanical method involves a giant hamster wheel. Points if you guessed that one right away. Bonus points if you guessed that it is a criminal punishment for Nopon.

[5]: Probably one of the main reasons why I want to play as them. Just sending out messages in a weirdly worded way will be very entertaining. For me. I don’t know if you guys have PTSD from the Ewoks kicking Empire butt or what.

[6]: It’s a long story.

[7]: You don’t need an example for a human! Unless if you are an alien. If you are, I apologize. As of August 2015 (Earth Calendar), the human race on Earth did not have any evidence of the existence of sentient aliens.

[8]: It’s interesting how technology is in Xenoblade. They have freaking mechs, but they don’t have the internet, tv, radio, or even a telephone. News is spread by word of mouth only. I only noticed this when I was typing this up and had to think about it.

I guess I'm too used to the "natural" progression of events.))

Government: Each of the nations in the Makna Confederation have their own government type:

Nopon Federation: Tribal Federation
High Entia Empire: Monarchy
Makna Free Cities: Democracy

The nations of the federation will come together every two months (or when the situation demands it), sending delegates to a meeting where the matters of the Confederation will be discussed.

Positive Trait: Nopon Colonists

The Nopon in particular are able to adapt to any environment thrown at them, unlike the High Entia or the Humans. The Nopon also are able to communicate with animals, often able to tame animals no other species otherwise could. These traits make the Nopon perfect trailblazers for colonizing new worlds. (Faster Colonization Speed)

Negative Trait: Conflicting Interests

Even if the nations of the Makna Confederation have strong, close ties, they still technically are independent nations. As such, each nation naturally has their own interests when approaching a situation, and all the consequences of their actions may please one faction and anger another. Many times, the Confederation has been tested to the point where it nearly broke up. (Receives More Unrest)
 

Dadarian

King of Queen's
75 Badges
Mar 4, 2011
5.021
350
  • Crusader Kings II
  • Pillars of Eternity
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Penumbra - Black Plague
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • BATTLETECH
  • Crusader Kings II: Way of Life
  • Age of Wonders III
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris Sign-up
  • Surviving Mars
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Shadowrun: Dragonfall
  • Hearts of Iron IV: Together for Victory
  • Imperator: Rome
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • BATTLETECH: Flashpoint
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Battle for Bosporus
  • Europa Universalis IV
  • Mount & Blade: Warband
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Shadowrun: Hong Kong
  • War of the Roses
  • 500k Club
Login: ************
Password: ****************

...
...
...
...
...

Accepted ... Downloading

...


Information Profile: EcoState of Duwa


rs!kos30.gif

The Flag of the EcoState of Duwa
Capital Name: Nyumba Zomera [Colloquially shortened to Zyomba]

Description: Originating from the jungle planet of Ngarep, the EcoState is a conglomeration of semi-formal alliances, agreements, and threats between various sentient floral from the region. Originally containing solely the Wong Sun [Scientific Name: Ratus Vitus Caelos] and the Anthu Mdziko [Scientific Name: Loquens Arbores Caelos], these two species would expand their influence through massive breakthroughs in biospace engineering and the Biosentient Program. Expanding exceedingly slowly but steadily over the last million years, the EcoState now controls some 236 planets throughout the Sensibilis Plantis sector.

The "government" includes an estimated 1,329 sentient species of plants, including a single colonial root system on the planet Feros which seems to be utterly unique in being the only one of the species Bonumgentis Petram. It seems that their "government" acts through.... [END OF SECURITY CLEARANCE]

Positive Trait: "The Biosentience Program is unlike any I've seen before. Somehow the Wong Sun and Anthu Mdziko (Ratus Vitus Caelos and Loquens Arbores Caelos) have developed the technology to uplift traditionally nonsentient plants through genetic manipulation until the development of a neural cortex of sufficient size is achieved. No other polity has this ability or sheer biological technology yet. Thank god it's plants with these secrets, and not the more reactionary and destructive polities in this galaxy." - Helen Brook-Henrikson Sc.D (Biology, Xenobiology, Physics) JS.D (Xenobiological Law)

The EcoState of Duwa has the most advanced biotechnology in the world, capable in (relatively) quickly bringing newly found plant species into sentience. There is no desire to share these secrets or lose their edge in this field by the governing powers that be. [In-Game Mechanics: starting biotechnological achievement highest in the game and half price for continued advancements, as well as allowing to convert new plant species to sentience with enough time and effort.]

Negative Trait: "The speed of growth galactically is in correlation with the speed in which the various species actually grow. As such, if fast growing plants control the "government", then Duwa will become increasingly expansive, conversely if the slower growing plants control the "government", then Duwa will grow at an exponentially slower rate. God forbid what will happen if the carnivorous plants take control" - Daniel Henrikson Sc.D (Biology, Xenobiology) SSC.D (Xenoplanticular Sentience Development)

Growth of the Duwa EcoState is highly tied to the planticular faction that controls it. The slower the growth of the plant, the slower the growth of the government. Also, if the carnivorous plants somehow gain control ... yeah. [In-Game Mechanics: growth and aggressiveness tied to controlling government body]
 

aedan777

The Untieable
77 Badges
Mar 14, 2013
25
66
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Stellaris: Nemesis
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
latest
Polity Name: Greater Democratic Republic of Puvinutia (GDRP)

Capital Name: Yenikula (Planet- Goridalia)

Description: A Republic founded 1,238 years ago consisting of three sentient species, with power divided into 5 branches of government, 2 major and 3 minor. The official head of the government is the chief executive officer, called the Dikalora, who is elected by popular vote every 10 years, without the possibility of consecutive terms. The main apparatus of the government is the legislative branch, called the Equalius, whose members, called Equals, are elected by popular vote from the whole of the nation for periods of 5 years. The Public Support Branch focuses on keeping the people happy and supportive of the government. At one point this meant oversight to assure species were treated equal, and culture was supported, but in recent times it instead has become focused on making sure citizens are "productive to a happy and supportive atmosphere, by any means". The judicial branch is headed by the Grand Council of Arbiters, who decide how the law applies to unusual cases, and propose new laws to prevent further cases from coming to them. Once an important organ of government, their efficiency at resolving legal disputes has left them with a limited workload, making the Grand Council little more than a well-paid honorary position, often sought by retiring politicians. The final branch of government is the Noblesse Oblige, hereditary nobles who rule as governors over rurals areas and colonies. This branch has gone through multiple ebs and flows, since it originally also had a Congress of Nobles that decided legislation, but do to conflicts with the Equalius, it was disbanded, and the Nobles became little more than governors. However the age of space exploration has seen their power grow greatly as they oversee the vast colonial empire of the Republic.

In the GDRP calendar, BP refers to Before Puvinutia, while AR refers to Annomitius Republice, which translates to Year of the Republic. It is a common mistake for those new to the calendar to assume AR refers to "After Republic".

Pre-contact History:
The first signs of civilization on Goridallia can be traced back nearly 20,000 years ago with the development of hunter gatherer tribes among the Baloraquese on Janalysis. Simple religions emerged, based on the worship of the land and the sun, but that changed after a theocracy tried to slaughter everyone who didn't believe that the sun was the One True God 5,000 years ago and was defeated by a coalition of secular city states and small monarchies, called Rulimus and Tijakins respectively. In the aftermath most Baloraquese grew a disdain for organized religion, and those who remained religious were either dismissed as crazy cultists or only fulfilled private worship. Janalysis consisted of three major geographic regions in its western part, the heavily forested Sunijal in the north, the open plains of Kulimen in the far west, and the vast deserts of Yonide in the south. The great mountain range of Linordia separates Sunijal and Yonide, while the river Mundiun forms the border between Kulimen and Sunijal. There is no formal divide between Kulimen and Yonide, which has been the source of many conflicts. For most of its history the political borders of the regions were fluid, with kingdoms and empires often overlapping between them. The Kopenians were known to be in the region of Sunijal since 18,000 years ago, and rumoured to be in the Linordia mountains for even longer, but until 2,000 years ago tales of them being sentient creatures were considered myths, until the great underground city of Nilorious was found under the tallest mountain in the Linordia mountains.

On the eastern continent of Numaria, the Werecs emerged as a civilized species roughly 16,000 years ago. Numaria had a temperate climate with the north warmer than the south, but the continent wasn't large enough to vary in climate much. Werecs never developed much of a religion, but for a period of time called the Age of Absolutism between 4,000 and 3,500 years ago their monarchs claimed they had a divine right to rule, given to them by some nebulous greater Being. The nobility eventually rebelled against this notion, feeling that it allowed them to be trampled on unfairly, and since then any Werec King who even suggested the idea of a divine right to rule was soon found dead in an untimely accident. While there were several kind during the Age of Absolutism who tried to conquer all of Numaria, none succeeded, and with the regrowth of noble power in the aftermath, attempts to unify the continent ceased. Instead the nobles sought glory by claiming the many islands that surrounded Numaria. Most of the islands, particularly to the north, were tropical and good more for securing some luxury goods than providing land for the increasingly overpopulated Numaria. Then, 3,000 years ago, they found a vast land of rainforests and fertile plains. Shocked by their good fortune, they began to emigrate in droves. It wasn't until decades later that they realised the continent they were on was inhabited by others.

The southeastern lands of Janalysis had been untouched by the Baloraquese, who considered it uninhabitable. It was only when merchants returned telling tales of great ships and cities in Hunilo, the name for the region, that curiosity caused kings, princes, and dukes to send explorers to meet these strange new peoples. It is disputed to this day what exactly happened when the two world collided. Some say the Baloraquese explorers treated the Werecs like savages and raided their towns to find out everything they had. Others say the explorers were lured into Werec villages, then captured and tortured to find out about Baloraquese lands, and then they escaped. All accounts agree that the baloraquese explorers were trying to return to their ships and the voyage home when they were surrounded and massacred by the personal retinue of a werec noble who knew nothing about what had happened in the towns and wanted them dead for sailing through waters he claimed. A single Baloraquese ship was launched in the chaos and a handful of men survived to tell their tale to their patrons. There is also a account which claims some of the explorers were raiders and others were captured, so both stories were true, but the vast majority of people dismiss these claims as political correctness gone mad and trying to rewrite history.

Regardless of the "truth", what followed was the First Huniloese War, which began in earnest 2,946 years ago (1708 BP). The Princes and Dukes of Yonide joined forces to drive out the aliens from Hunilo, with support from the Kings and dukes of the north. The Baloraquese had not seen true war in nearly a century, with most disputes having been solved by diplomacy and threat of force, as the complex arrangements of the monarchs meant any war would engulf the continent, and those who were willing to plunge the continent into war for their desires soon found themselves the victims of unfortunate accidents. Without recent experience in war, great fanfare was celebrated by the people, seeing off large armies of men in polished armor, with many saying they'd be home for the celebration of the new year. As many as 50,000 Baloraquese sailed to the jungles of Hunilo. Fewer than 1,000 would return 3 months later, suffering from a multitude of diseases. Shockingly a large force without combat experience was ill suited to invade a rainforest.

Faced with such utter failure, the Baloraquese Princes, Dukes, and Kings were left in shock. They had thought the aliens could easily be thrown out, how could some savages living in the rain forest resist the culture that had developed great cities and vast kingdoms? Some suggest an attempt be made to reach out to the Werecs, hoping to find common ground. There voices were ridiculed and ignored. The Baloraquese lords would send three more armies, consisting of over 200,000 men, to their death before an unofficial peace would end the First Huniloese War in a stalemate 2,922 years ago (1684 BP). For three decades an uneasy peace settled over the land, as both sides developed new equipment and tactics to fight in the rainforest with larger armies. This changed when a prominent Werec Kukil (akin to count), Talimin Gur'allin rose to prominence in Hunilo and called for an attack of retribution on the Baloraquese, to take their more hospitable lands for colonization. With the support of nobles in both Hunilo and Numaria, he started what is known as both the Second Huniloese War and the Great Werec Invasion.

80,000 Werec soldiers struck the southern shores of Yonide without warning 2,893 years ago (1655 BP). Many coastal cities fell, and hundreds of thousands were massacred. However, the Werecs had drastically underestimated their opponents, and a Baloraquese counter attack caught the Werec army inland, and annihilated them, including their charismatic leader. Without the army, the optimistic Werec colonists were caught in the open and slaughtered. The atrocities committed incensed the Baloraquese to launch a renewed effort to take back Hunilo, both to drive out the aliens and to avenge the invasion. The lords most prepared for another war with the Werecs had been caught unaware and crushed, leaving the counter-attack in the hands of those who were little better than those who had been defeated 30 years ago. Despite this, they would be far more successful in their invasion of Hunilo, in large part due to the absence of serious resistance since the Werecs had exhausted their manpower in the region to support the invasion. A full third of Hunilo was "liberated" by the Baloraquese crusade, which soon saw great influx of migration by those dispossessed by the Werec invasion. However, a guerilla campaign by the Werec, combined with the climate sapped the morale of the Baloraquese army, and resulted in both sides agreeing to a truce 2,886 years ago (1648 BP) for 20 years, with the Puvinutia River serving as the border. The werecs would use the truce to rebuild their colonies and replenish their numbers, inciting more of their citizens to leave the overcrowded Numaria by telling them it was their duty as Werecs to reclaim their lost land in Hunilo.

On the other hand, the Balorquese used the truce to turn on each other. A great disput broke out over the captured land in Hunilo. Should it go to the lords of the north, who sent the armies that seized it? Should it go to the lords of the south who needed to rebuild and whose citizens made up the bulk of the population in Baloquese Hunilo? Or should it go to the minor nobles and generals who had led the invasion in person. And even within each faction there were disputes over which lord should receive which lands. Several times war seemed likely to break out over the issue. Finally it was decided that a new state would be created to govern the new lands, ruled by a council equally represented by the concerned parties. There had been oligarchies ruling Rulimuses (city-states) before, but never on a scale as large as the area claimed by Baloraquese Hunilo. Many were convinced the council would collapse in on itself within a year of its creation. Despite swiftly becoming a hotbed of corruption and intrigue, the council retained enough sense to prepare the territory for future war with the Werecs, primarily by securing support from their homelands.

The Werecs would break the truce in 1632 BP, hoping to easily drive out the internally divided Baloraquese. While they had some early success, they were driven back before being able to take the Baloraquese capital of Yenikula. Reinforcements from both homelands soon poured in, with both species hoping to secure Hunilo once and for all. For over a decade the war raged, and it is said the Puvinutia River ran yellow with the blood of Werecs and Baloraquese. Neither side could hold the opposite bank of the Puvinutia for long, and the Third Huniloese War ended in 1620 BP with a white peace sided and another truce declared. After nearly a century of warfare for little gain, there were those on both sides who questioned the continuation of a conflict over ownership of a rainforest that killed thousands every year. What had once been purely been a war of honour and glory, was becoming far too costly they thought. However, technological innovations soon changed the situation. The rainforest began to shrink as both sides cut down trees and cleared the bush to secure more fertile land, making the war profitable, even more so for the overpopulated Werecs.

The next 400 years would see the outbreak of dozens of wars over Hunilo, with any progress made by one side in a war undone in the next. While it seems surprising that indecisive warfare continued for centuries, it was a result of both sides placing high value, both materially and culturally, on the control of Hunilo. The Werecs faced constant overpopulation problems, necessitating the war for Hunilo both to seize land for their people and to kill off their excess population in war. Later scholars would point out that Werec propaganda encouraging their people to raise many children who would one day secure new land for them, would create a self-fulfilling prophecy of overpopulation. For the Baloraquese, the calls for peace were much stronger, since there was no demographical crisis in their homeland, however the governing Council of Baloraquese Hunilo managed to successfully convince the monarchs of the homeland to keep up support through luxury goods from the exotic lands and convincing the common people that Hunilo was a land of opportunity. Despite the harsh conditions in Hunilo, it was indeed a land of opportunity, since the harsh nature meant few nobles wanted to stay their full time, meaning many commoners became Arbiters of a noble's will, ruling their land and representing their seat on the governing council, while the noble lived in safety in the homeland of the north. By 1500 BP, most of the ruling council would be Arbiters rather than full nobles.

Despite the reasons for continued warfare, by 1207 BP, the majority of people on both sides were convinced that further warfare would be fruitless, and for the first time a formal peace was sign, where both sides recognized the division of Hunilo by the Puvinutia River. While there were those on both sides who opposed the peace, centuries of pointless warfare had convinced most that the status quo could not be changed. 1191 BP would see a change that shook Goridallia to its very core. Gunpowder was discovered by Baloraquese alchemists who were ironically doing casual research for the first time in centuries, previously having been focused on transmuting lead to gold to fund the campaigns in Hunilo. Almost immediately they informed the Baloraquese lords of the new exploding powder they had found, and military applications of it were considered instantly. Hope was suddenly renewed that a decisive advantage had been secured over the Werecs and the time to drive them out of Hunilo had begun at last. The subsequent influx of men and material to Baloraquese Hunilo caused great concern among the Werecs, who figured an attack was coming, even if they didn't know why.

In 1185 BP a fresh and well-armed Baloraquese army of 90,000 men crossed the Puvinutia River, hoping to drive out the Werecs out of Hunilo in a final battle. Unfortunately for them, gunpowder worked poorly in the climate of Hunilo, and due to a desire for secrecy, no one had tried the gunpowder weapons in Hunilo previously. The grand invasion forces was nearly driven into the river and destroyed by the immediate Werec reaction of 20,000 men due to surprise and confusion with the new weapons. The Werecs laughed at the new weapons brought forward by the Baloraquese which had led them to destruction, and soon had pushed back the invasion force to once again threaten Yenikula. However the deforestation around Yenikula made it far more suitable for the use of gunpowder, and a mere 10,000 Baloraquese soldiers armed with gunpowder managed to drive off a Werec army of 70,000, none of whom were willing to get close to the "Tulok'gigan"- the firespitters, as they called the guns used by the Baloraquese. Despite their success outside of Yenikula, the guns would remain useless in the border regions where the rainforest remained thick, and no Baloraquese expedition could break through to areas where gunpowder would work properly. Faced with another pointless war, a truce was once more signed in 1182 BP.
WIP

Species:
Kopenians
outstanding-sci-fi-inspiration-14.jpg

Kopenian combat Cybersuits rush enemy positions during the Anxeres war games

Naturally less than .6 meters tall, Kopenians inhabited the larger continent of Jenalysis, and were for quite some time considered non-sentient and a delicacy by both of their neighbors species. After conclusively proving their sentience by creating independent city-states under ground, the other races ceased the consumption of Kopenians. Despite this recognition, many Kopenians were dissatisfied with their second class status outside of their city-states, and the lack of proper facilities for beings of their stature. To rectify this issue, they created cybernetic bodies to make them as tall as other races. What began as a measure used by the wealthy soon became common place, and for the past 600 years, virtually the entirety of the Kopenian race has used their Cybersuits in the same manner other races use clothes, with only a few traditionalist holdouts in the abandoned underground cities refusing to join Rumiweko "The Tall Ones" as they call other races. The average lifespan of a Kopenian is 50 years.

Werecs
DanielBystedt-SciFi-Characters-480x274.jpg
Chief Arbiter Tuli'numa Yun

The Werecs hail from the smaller of Gordallia's two continents, Numaria. Their colonization of Jenalysis under their monarchies brought them into contact with the other races. Having initially opposed the establishment of the republic, nobility remains a strong part of Werec culture, with their race making up a majority of the nobility. Their average height is 1.5 meters. At one point they could safely breath on Gordallia, however after centuries of pollution and terraforming, the air became an extreme irritant to them, resulting in their use of breathing apparatuses. While the least populous of the three races, they maintain strong political power through the nobles and Werec corporations have a near monopoly on business in Numaria. The average lifespan of a Werec is 120 years.

Baloraquese
7cb64caeaacb451a95f29c0e9810400d.jpg
Dikalora Hujime Gikala

The Baloraquese are the most populous race on Gordallia, and the tallest naturally at just over 2 meters on average. Despite forming an empire that conquered most of Janalysis, they also overthrew the empire for its corruption, and established the first democracy on their world. To avoid civil war they accepted moderate nobles to form a significant part of the new republic. This would later allow for the incorporation of the Werek Kingdoms. The Baloraquese are not a war-like people, and hold culture in high regard. They are the only race on Gordallia that does not rely on technology to sustain their bodies. Cybernetics are mostly frowned upon by the Baloraquese for changing the natural order, but they have grown to accept their use by other races, and even for Baloraquese who lost limbs in accidents. As the most populous race, they wield considerable political power, and more than a few question the continued power of the nobility. Many oppose further colonization since it increases the power of the nobility, but so far they have not been successful in halting expansion, though it has slowed in recent centuries. The average lifespan of a Baloraquese is 95 years.

Positive Trait: Long Legacy. The GDRP has stood for over a millenia and no seriosu revolt against it has happened in centuries, making the vast majority of its citizens extremely loyal, with no thoughts of replacing such a long standing institution. (Low revolt risk and strong support for the government)

Negative Trait: Inexperienced military. At peace for centuries, the Puvinutia Republican Navy has no experience fighting wars, and is unprepared for conflict greater than fighting pirates ships. This is not to say the PRN is small. (Ineffective fleet until it gains combat experience)
 

alexander23

Captain
68 Badges
Feb 18, 2012
480
0
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Surviving Mars
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Expansion Pass
  • 500k Club
  • War of the Roses
  • Stellaris: Humanoids Species Pack
  • Crusader Kings III
V2LuIiv.jpg


The Irkeny Ascendancy


Capital Name: Irkenys

A world covered by mega-cities and vastly overpopulated. Shanty towns are common in the lower rings of the towering cities.Once upon a time it had Oceans and a vast ecosystem now all exist syntetically in the skies, especially the Midean Ocean where the Dunmark Palace and the senate are located.

Description:


Political System


The Irken society is what some would call an elective monarchy The Dunmark/Dunmarkess* (title of their elected leader) is elected from the very best of the nation from any strata or so they like to say, in reality several things are needed to run for it. The first thing you need to run for it is to come from a prestigious family, organization or group in the nation as you need to collect 1/10000 of the total vote of the nation to be put forward as a possible candidate. Powerful individuals are able to mass buy votes and so on to obtain the possibility for the title. After being granted access to the possible candidates, three years before the election day the candidates and their backers can start political campaigns in favor and against candidates all in areas for the great election day when every citizen is allowed to vote for the candidates across the great virtual network of the ascendancy.

The top one hundred candidates will then allowed to pass to the second round where they will be evaluated by the great counselor a sentient supercomputer whom will select twenty worthy ones. In the last round a week long competition to be able to force other candidates to give up their position , surrender or die in is organized the last standing member obtains victory. This last round is done in one of the moons of the Irkenys system where the candidates are able to take with them ships and men and wage many wars to determine who is worthy for the position as the maximum commander of the Irkeny military.

There exist a popular chosen parliament elected alongside the Dunmark who makes laws and govern the nation like you would see in many so called democratic lands however several difference exist. Any laws introduced by the Dunmark are immediately approved, the Dunmark can veto any law, and only if 90% of the senate supports it can the dunmark being separated of his post, temporarily for one year before his immediate return, the senate use that time to attempt to elect a new Dunmark from their ranks who would then compete with previous dunmark for two days in war games, victorious would then become new Dunmark.

War can be declared unilateral by the Dunmark, however the senate can declare war too, and in the event of vetoed by the Dunmark with 51% of the vote they can go over him and force a war. Secondary to this any peace deals must be supported by the Dunmark and 35% of the senate at minimum to be approved but can be approved too if 75% of the senate agrees to the peace deal. If the deal is of other diplomatic kind it can be approved by 60% of the senate and the dunmark can choose to reject it or not. The dunmark can sign deals with his support and 40% of the senate.

The Great Counselor: The GC is the crowning achievement of the Irkeny society. A self aware, sentient and self improving Ai whom is hosted in a vast network of super computer all across the Irkeny space. The top twenty candidates elected by the GC are the ones he deems worthy of leading the Irkeny, have bowed to obey his “Advice” and he has deem they will do their job correctly. The truth is is very hard for the Irkeny to go against the GC whom they are preconditioned to follow on their advices since birth or assembly.

One last note is that the Irkeny society the votes do not weight the same the upper crust vote (or name of the works) accounts for the total 50% of the vote, the middle crust accounts for the 30% of the vote and the Lower ring accounts for 20% of the remaining voting power.



Social system

In the Irkeny society all citizens are looked as equal citizens of the Ascendancy without importance of what their body is composed. Sentient androids, heavily modified humans (mechanical or genetically) and just regular humans stand side by side in the views of the Ascendant. All citizens of the Ascendancy (citizens or not) are equipped from birth a neural pack which will be replaced with more suitable ones as they grow and ranks and position change. The neural pack directly connects to their entire system and monitor their health, diet, activities, allow them to easy access to the vast Virtual-Network of the Ascendancy. Give them access to their respective jobs and knowledge as well keep track of their citizen activities and more importantly contains several drugs and electric cocktails to rapidly be injected/done to them to attempt a first response treatment to injuries. The richer you are and better positioned the better stuff it come with.

The non citizens are not granted the neural packs instead all are marked and carry a neural bracelet and collar, to keep heavy watch upon their life and activities and with none of the benefits of the packs.


Social division
The Upper crust:

-Composed of the noble families, rich merchants and industrialists, entertainment stars, famed military commander, the military families and the politicians of the nation. Essentially the upper rich and powerful of the Irkeny society. All of them have ties with the navy and army and member on high positions. The upper crust is semi-aware of the true power of the Great Counselor but accept it and try to utilize it to maintain their power upon their fellow men. They compose 3% of the population.



The middle crust:

In here is where the vast amount of the armed forces commanders and officers. With them are located the bureaucratic men and woman of the empire with the small business owner and specialized professionals. They compose 20% of the population


The lower crust

The untold numbers of the Ascendancy, filled with most of the workers of every kind, the poor, the rich or unneeded in the higher crust and populating the vast megacities of the Ascendancy, this crust is divided in many tiers with more important members at the top. 67% of the population are of this category.



The Non Citizens:

The conquered species of the Ascendancy fall under this category, with no rights given by the state as they are not accepted as citizens they instead works near slavery in the lowest of the jobs and are exploited to the benefit of the Ascendancy as cheap and disposable workers in dangerous jobs and frontier worlds. 10% of the population is non citizen.

Races
The Irkeny
The Irkeny are the main population of the Ascendancy, they are your average humanoid like creature. However the Irkeny have embraced transhumanism and you can easily observe wide genetic modification from cosmetics to other kinds for the ones who can afford the top and human improving ones. Another kind of improved accepted have been biomechanical changes with mechanical parts replacing organic ones or enhancer installed. Its believed currently some 75% of the population have some enhanced organic or mechanical. The Irkeny compose close to 70% of the total population


The Neo-Irkeny
The Neos as they are normally called are sentient Ais in installed in their android bodies. After achieving the creation of self aware ai and the troubles of the past they have been fully integrated in the population of the Irkeny and as any other people are allowed to reproduce by in similar cycles as the Irkeny population Currently they comprise some 20% of the population of the Ascendancy.


The Tarskl

The first alien race to be conquered by the Irkeny Ascendancy some 800 years ago in the Irkeny-Traskl wars. They currently are close to five percent of the Irkeny population and inhabit mainly frontier worlds as workers for the colonies.


The Irvonians

The irvonians were a peaceful race subjugated some five hundred years ago by the Irkeny by vassalization and then forced annexation . They are resilient to extreme conditions and very smart to build communities on it. as such they are used in the first phases of colonization of hard environments or in establishing colonies where no irkeny nor neos want to live.
Historical Background



Positive Trait :
The Irkeny society is a very militarized one, with all members of its population forced into a three year military service as soon as they reach “adulthood” right after finishing Basic level education, they are permanently in the reserves of the nation, The best of the conscripts are recruited into the extensive navy the nation poses to control its people and the increasing of the state of the state. (cheaper military/battle bonus something along those lines/military tech maybe)


Negative Trait :
Most of the Irkeny population live in deep poverty and submission to the powers that be, with heavy overpopulation and lacking resources the Ascendency is not what one would say paragon of wealth for its inhabitants other that the top percent of the population. (Lower income, maybe lower resources?)


Naval Forces of the Ascendancy
Ascendancy Public Archives

Irkeny Arsenal entry...
Small Size ship Categoty entry...

...verifying identification….


ACCESS GRANTED

Welcome to the Ascendancy Database

Mosquito-Class: Modular Fighter
Qv9fw90.jpg

Company: Rahmeni Shipyards

Personnel: 2

Weaponry: Main cannon: A Markitran Laser Autocannon type I. Four Rumu Modular single missile Launcher.

Armor/shield : Romelia reinforced KappaSteel type I armor, Corellya anti Ion weaponry Shielding type I.


Description

The Mosquito-Class is the most used fighter in the Irkeny Navy, fast, highly maneuverable, cheap to produce in mass. Its armed with the type of weaponry you would expect in a fighter, in order to reduce cost it doesn't posses any real shielding and relies in reinforced armor to survive low level hits by enemies. The mosquito is a modular ship and such personification and for each mission is easy, cheap and simple, which suits very well the Irkeny military even if its survival chances in battle are less...than galactic standard

Hercules-Class: Modular Orbital Patrol ship

MrCVuQw.jpg


Company: HERC

Personel: 30

Weaponry: Four 200mm depleted slug Autocannons, A dual plasma turret level 2 core, four rapid fire laser Cannons.

Armor/Shield : Reactive Romubia armor and Negate level II low absorbance shield.

Description

The HErcules-Class is the smaller of the category used mainly by law enforcement in the planetary and moon orbits as well for short distance in space colonies and worlds. Its not recommended to be used away from supplies and in deep space unless been sent from a carrier. Mainly used for anti pirate and criminal patrols, use against heavier ship is restricted unless in numbers. The many planets and lands under the Ascendancy posses good numbers of this to do low level jobs. Non-Military models are popular in the smuggler and piracy groups as they get modified to carry weapons and the practicality of the ship itself.


Xegobia-Class: long range support ship

S6Hm0fS.jpg


Company: Ramir Electronics in conjunction with Zokvan Shipyards

personnel: 10

weaponry: Twenty four Russ rapid deployment missile launchers. Primary long range Xubac Ion cannon level II.

Armor/shield : Xono composite light armor class II, Hurito MKIII shield generator..

Description

The Xegobia-Class is part of the support ships of the Irken military, mainly used a missile delivery platform and long range sniping. What is more worthy to be mention its that is fully manned by neo-irken by direct connection to its electronic system, reducing human error and increasing reaction time and aiming considerably. the Xegobia-Class is not done for close combat and have fast engines for rapid retreat of battlefield as well as high maneuverability. Especially useful for ambushed in asteroid fields.


Kraken-Class: Transport ship

aqf4MNG.jpg


Company: Xonfir Industries

personnel: 40

weaponry: Fourteen Makarov Multipurpose defence arrays. One Rostir support particle cannon class I.

Armor/shield : Xono DuraComposite Medium armor class III, Raction class I shield Generator


Description
The Kraken-Class is a massive transport ship used to transport peoples, supplies, war machines, troops and any kind of product really that the military of the Ascendancy thinks are needed. They can carry thousand of troops and vehicles. even with their size they are on the small ship category as they are lightly armed and not a combat ship.


Amathia-Class: Corvette
bnSv7xO.jpg

Company: Ragnarok Joint Industries

Personnel: 50

weaponry: Sixr Makarov MK II dual medium output laser cannon type II. Two Renshin rapid fire gatling guns-specialised for anti-small crafts use..

Armor/shield : Xoniz Maleable armor class II, Razir class II shield Generator

Description

The Amathia is the smallest of the close combat ships of the Irkeny naval forces. With quick firing weapons it is used to combat fighters and bombers launched from Carrier-type ships as well to serve as support en mass against bigger ships and forces.


Sirious-Class: Light Combat Ship

waV7r8n.jpg

Company: Irkenys Technology Incorporated

Personnel: 70

Weaponry: One Main battle cannon: A Rorim medium penetration particle accelerator-type II. Two Renshin rapid fire Gatling guns-specialized for anti-small crafts use.

Armor/shield : Xerx High-resistance DuraMetal Class III, Razir class II shield Generator

Description

The Serious is the main battle ship of the small ship category used by the Irkeny naval forces. Reinforced with a thoughter than averega for the class armor and a low resistance energy shield the Serious is designed to go to close combat with enemy ships. Its main cannon is to be use at close quarters in order to penetrate bigger and similar sized enemy ship armor and deal critical structural damage. Two anti small crafts cannons have been installed on it with the raising popularity of strike crafts.

Roanapur-Class: Fast Attack Light Ship
gnE3TYb.jpg

Company: Osiris Conglomerate

Personnel: 25

Weaponry: Main cannon: Marshill Low output Ion Cannon type II. Four Triballi rapid Fire laser cannons.

Armor/shield : Romelia MKII DeflectoMetal, Cascadian Low signature Shield Generator type IV

Description

The Roanapur-Class is equipped with potent engines for fast movements across the battlefield and deep space. Its main goal is to rapidly and as stealth as possible approach the enemy forces or territory for attack an infiltrations. The weaponry assigned to it is good enough for rapid assaults upon enemies and targeting floating structures or trade ships, which is why is extremely popular pirate ship.


Ascendancy Public Archives

Irkeny Arsenal entry...
Medium Size ship Categoty entry...

...verifying identification….


ACCESS GRANTED

Welcome to the Ascendancy Database

Makran-Class: Anti-Armor Ship

bCM6LvG.jpg


Company: Merkoni Brothers Industries

Personnel:150

Weaponry: Main cannon: A Makran triple barreled Superheated Irdium depleted slug type IV Cannon, Four Riris Medium Penetration Railgun type II. Two Multipurpose Rosir Disperion cannon type-II

Armor/shield : SuperPlated Romelia KappaSteel Type III armor , Marix High Resistance type III Shhield Generator.


Description

The Makran-Class was designed to be used against heavily armored ships and to penetrate deflecting armor. The Makran-Class carries kinetic weaponry in order to maximize damage upon armor of the enemy ships. Possessing a improved KappaSteel design by Romelia and a Marix Shield generator to defend against strike crafts and smaller ships thanks to the lack of energy weapons. The dispersion cannons are used as a “space Shotgun” to pelled nearby area and destroy strike crafts. The Makran is not a fast ship yet is used in frontlines to weaken the defensive ships of the enemy or to bombard Space settlements.

BeeHive-Class

1QMgNhV.jpg

Company: Hive Transportation Conglomerate

Personnel:200

Strike-Craft Capacity: 100

Weaponry: Main cannon: A Timoi medium penetration Ion cannon type II. Ten Rostar Multipurpose defense array integrated with Tor Multitargeting Kinetic cannon.

Armor/shield : Romir DuraSteel Type IV armor , Marix High Absorbance type V Shield Generator.

Description

The BeeHive-Class ship is under the medium size, carrier Subclass ship. With the capacity of carrying up to one hundred strike crafts. Its intended to remain in the back of a fleet and in defensive position, not to engage in the fighting actively as such its armor and shield are of high resistance, similar to heavy ships ones. The weaponry installed is mainly to cambat strike crafts trying to attack them and one main cannon to resist attacks by smaller ships if they were to flank the fleet..

Mikhoi-Class: Frontline Combat Ship

7YQkuwL.jpg

Company: Irkenys Weapon Development

Personnel: 200

Weaponry: Main cannon: A Ishtar High Potency Particle Accelerator type V. Twelve Iroris Double barreled Plasma cannons type II. Two Milites multi-missile launcher.

Armor/shield : Torax NeoArmor Type V, MaTrizeri Recycler type III Shield Generator.

Description

The Mikhoi is the main battleship of the medium category for the Irkeny forces. Armed with a powerful Particle accelerator for long range combat, plasma cannons for close combats and missile launchers for maximizing damage to enemy ships. The MaTrizeri famed shield allow to redirect part of the energy from hits on it to power the Mikhoi main weaponry as such reduce energy consumption and its operational costs.


Ascendancy Public Archives

Irkeny Arsenal entry...
Heavy Size ship Category entry...

...verifying identification….


ACCESS GRANTED

Welcome to the Ascendancy Database



Militesi-Class: Long Range Battleship

XnivlA2.jpg


Company: Milites Technology Corporation

Personnel: 600

Weaponry: Main cannon: A Ishtar Hyperaccelerated Energy Cannon type X. Twenty IROSI Multitargeting-Rapid Firing Kinetic cannons type V.

Armor/shield : Torax NeoDuranium Armor Type V, Three MaTrizeri High density type VII Shield Generators.

Description

The Militesi-Class ship was designed for one function only, Long Range combat. If the front-line is as close as able to hit the Militesi ships then the battle is likely going very bad for the fleets using them. The Hyperaccelerated Energy cannon is able to destroy easily any ship it impact in the medium and small category and give considerable damage to any heavy ship hit by it. the IROSI kinetic cannons were installed as a defense mechanism against strike ships and small ships attempting to attack them. The Militesi comes with strong shielding to resist any sniping damage on it and a NeoDuranium armor for low intensity combat with small vessels.

Hornet-Class: Main carrier ship
jbEW3IE.jpg

Company: Hive Transportation Conglomerate

Personnel: 1500

Strike crafts capacity: 1000

Weaponry: Main cannon: Two IRORA High intensity Ion cannon type V. Forty IROSI Multitargeting-Rapid Firing Kinetic cannons type V. Four Tor rapid Fire Plasma Cannon type V.

Armor/shield : Nasir Refractive amor Type VI, Three NazTriz High density type VII Shield Generators.

Description

The Hornet-Class is the Main Carrier ship of the Irkeny Fleet. Capable of fielding near one thousand of strike crafts. The Hornet is equipped with two Ion cannon to defend itself from Medium ships and four plasma cannons to defend itself in close combat against small and medium ships. Forty IROSI Kinetic cannons stand to destroy as many strike crafts as possible in case it's assaulted by enemy carriers. Nasir refractive armor to resists impacts by missiles or kinetic weaponry from enemy strike crafts and enough shielding to resist energy weapons safely.

Verunas-Class: Main Battleship

OsqTxzk.jpg

Company: Verls Ascendancy Incorporated

Personnel: 1200

Weaponry: Main cannon: A Kinestar deep penetration Railgun type X, using Hyperheated Iridium Slug. Eight ISHTAR High Potency Particle Accelerator type VII. Twenty MILITES multi-missile launcher Type VII. Twenty ROMIL rapid fire high potency laser autocannon type X.

Armor/shield : Verls High-density Adaptative NeoArmor Type VII, Two Matrix High absorbance type VII Shield Generators.

Description
The Veranus-Class is the Main battleship of the Irkeny naval forces. The Veranus is equipped with the powerful Kinestar Railgun, capable of penetrating the deepest and stronger armor in one hit. The eight particle accelerators used for medium and close combat with heavy ships, meanwhile the MILETIS missile launchers and the ROMIL laser autocannons are used to close combat against small ships and strike crafts. The Verls very own Adaptative armor is the top pinnacle of current Irkeny armor technology, a malleable metal that allows resisting much of the kinetic damage of any weapon as well as missile impact, couple with a potent shield generators for energy weapons. The Verunas represent the top of the Irkeny battle fleet and a tough enemy to find in the battlefield.

Reproducction in the Ascendacy

Ascendancy Public Archives
Basic Education Cycle access....
Reproduction and Infant development...

...verifying identification….



ACCESS GRANTED

Welcome to the Ascendancy Database



Reproduction and Infant development


Reproduction


Irkenys


As you all know once a Irkeny couple decided they want to procreate they attend their local branch of the Ministry of Reproduction and Happiness. There the prospective couple files will be studied to observe if they fit all the criteria necessary for the creation of an spawn.

Requirements:

-No spawn have been created in the last year and a half

-Neither part of the couple have been prohibited by an organ of the State to continue their genetic lineage.

-None of the parties are above the regulated age of forty for females and thirty five for males for the creation of an Spawn


Once the couple is pre-approved for the act of reproduction a copy of their genetic material is sent by the neural packs to the Laboratories in the Ministry of reproduction and happiness.In there the Genetic material of both parents will be randomly combined to create the new spawn material. The new genetic material is then put through a process of: environmental simulation , correction for genetic diseases and other non accepted flaws are done before the embryo began to be grown in the Neo-Vitaly Vats.

Once the Spawn reach the maturity age of six months, its retired from the Vats and given a electric discharge to activate fully all its organs. Immediately a Neural pack it's installed in the infant so he can live a healthy life after it. The Infant is then send to the child raising facilities of the Ministry of Infancy and Childhood


NeoIrkeny


The NeoIrken being no different than a Irken follow a similar procedure to the Irkens for the blessing that is to reproduce. Once they arrive to the Ministry of Reproduction and Happiness their files are scanned to see:
Requirements:

1)No spawn have been assembled in the last five years.

2)The female do not surpass the Age of seventy years old nor the male surpass the age of ninety years old from their assembling.

3)Neither is prohibited by any Branch of the State to enact the reproduction act.


Once this hurdle is passed by the young couple, a copy of their Ai algorithm and systems will be given by their Neural packs and sent to the Factories of the Ministry. In the Factories the Two AI will be randomly combined to generate a new beautiful source code for the Spawn. The code will be then fixed, removing bugs and irregularities. Once this is complete a body will be enssambledsix months later where the AI will be installed.When the body is activated a neural pack will be installed on the Infant and sent to the Ministry of Infancy and Childhood child raising facilities.


The Irvonians


The Irvonian population have been given the opportunity to abandon the old savages ways yet they still cling to it. However as a reward for their fully acceptance of our civilization special allowance have been given to their misguided ways. With the Irvonians living mainly in dangerous colonies or frontier worlds they utilize reproduction in their own bodies. The irvonian will carry for two years their embryos and give birth up to thirty of them, with only one or two in average reaching adulthood.


The Tarskl


The Tarskl have adopted the superior way of reproduction of the Irken Ascendancy. Following similar format to any Irkeny. One of the Biggest difference is that they need to go to the Ministry if Non-Citizens affairs to obtain permission and the growing of the Spawn. Once the infant tarskl is obtained they are send to the Ministry of Non-Citizens education for child raising.



Infant development


Irkens and Neo-Irkens



The spawns are sent as soon as mature enough (six months) to the child raising facilities of the Ministry of Infancy and Childhood. The Spawn will then be schooled and educated by members of the ministry for the next five years until they complete the Citizen Education cycle. Once the Cycle is completed their parents will be contacted and their infants given to their care.

The Infants will then be enrolled in their local Schooling district for the completion of the Basic education cycle for the next fourteen years and six month when they will graduate and automatically enroll in military service. Most infants begin working to support their own cost at twelve years old as permitted by the state in on factories and service industry. This is done in to began the work ethic formation the Irkenies poses above the rest of the galaxy.


Irvonians


Irvonians spawn are raised by their progenitors from the start,, leading to the death of most of the infant brother and sister by the time they reach adulthood at twenty years old. They receive education similar to Basic and Pre-Basic on those years. Once That's done they are randomly selected to populate a new colony, allowing the take up of any close family member or mate to it.



Tarskl


In different from the Irkenies and Neo-Irkenies. The Tarskl progeny is only raised two years by the Ministry of non-Citizen Affairs in which a modified version of Citizen Education cycle is teached to them. Once the two years are up they are given to their progenitors to raise and care for. Most Tarskl obtain the non-citizen education cycle the next fifteen years until they reach Adulthood. The education prepare them physically and mentally for their job prospects and lives in the colonies and the jobs most Tarskl ever take.

Tarskl are mandated to reproduce every year and as such they begin early in their mate selection, by the time adulthood is reached they have selected a mate of a different city sector to joint with. Tarskl that have failed this are shamed in their peers eyes and matched by the Ministry of Family and Love with possible candidates.

 
Last edited:

jeeshadow

Lt. General
36 Badges
Jan 27, 2012
1.291
23
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • March of the Eagles
  • King Arthur II
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Holy Fury
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Victoria 2
Polity Name: Republica Federală Kazanlak (Federal Republic of Kazanlak)

Capital Name: Issacea

Description:
In a large region of space, that the Naslav has named Kazanlak, two races rose to prominence. The lizard like Naslav and the humans of the Issacea Kingdom. Eventually the two races came into contact, and quite often conflict. Eventually though, the two after years of conflict, and possibly in the face of external threats, but aside their differences and formed Republica Federală Kazanlak (Federal Republic of Kazanlak), as the humans call it. The Humans, with a culture far more suited to democracy than the clan based culture of the Naslav, ended up making up large parts of the civil bureaucracy, and dominating the military, especially the officer corps. For the most part both races kept separate, although enclaves of both races would appear on the planets of the others. Peace was maintained for many years, but eventually the economy began to stall out, and more importantly, Human culture had started to seep into Naslav culture, causing some Naslav to focus more on material wealth and social structures, like the aristocracy of the humans. The Humans also began to gain more and more power in the Naitonal Съвета

(National Council), many suspected through bribes and such, and they passed numerous laws pushing human economic beliefs and practices into the Naslav planets. The Naslav dominated executive, at this point often seen as a puppet for the humans, ruthlessly crushed a series of anti-human protests. In response to this Naslav за Чистота (Naslav for Purity) began to emerge as a group. They saw humanity as a blight on Kazanlak and advocated their extermination or expulsion. While originally only a tiny group, it grew in size as Government crackdown on Naslav protests increased. In a set of elections, Naslav за Чистота won a large chunk of the seats in the Naitonal Съвета. The human King denounced these results as fraudulent, and the government attempted, and failed, to expulse the militant Naslav from the Council. This was met with the largest anti-human protests to date, which were met with the most ruthless crackdown in recent history, leaving many Naslav, some innocent bystanders caught in the riots, dead. A group of young Naslav, angry at the death of so many of their people decided to take revenge. One night they launched an assault on the Issacea Monarchy’s palace, killing most of the Royal family, including the King. and his ministers. As the humans scrambled to form some sorta regency council, the central government of Kazanlak denounced the attack and ordered the arrest of all members of Naslav за Чистота. This would backfire as angry Naslav citizens stormed the government buildings, many of them located in the capital which at that time was on a Naslav planet, and seized control. Naslav за Чистота quickly emerged in charge, and called for a war to drive the Humans out of Kazanlak. Meanwhile the military of the Federal Republic, mainly made up of Humans, professed loyalty to the Kingdom and vowed to fight the Naslav rebels. In response the new Naslav government began to killing or deporting on crappy little ships all the Humans on their planets, much of the killings done by random mobs. The Military vowed to launch a rescue mission. The Naslav military hoped they could defeat the Human space fleet and score a decisive victory so they assembled a huge fleet of whatever ships had guns. They then planned to ambush the rescue force. Some Naslav did not agree with the ongoing genocide, and let their friends in the Human fleet know what was going on. The entire Human fleet then departed to engage the Naslav fleet, but on the Human’s terms. They managed to lure the Naslav fleet into an ambush. While smaller, the Human fleet was superior in every other way, being an actual war fleet with experienced and trained crews, and managed with the advantage of surprise to defeat the Naslavites. They then began bombarding and invading various Naslav planets, raising many of the Naslav cities, including the old capital, to the ground. After many bloody years the Naslav finally offered their unconditional surrender, their entire civilization in pieces. The Human regency council then decreed a new central government would form that would rule from Issacea. The Council also abolished the monarchy. While the Humans tried to have a Democracy for awhile, numerous Naslav riots and revolts showed the need for a more unified government, and the political parties merged into the Securitatea Națională și Ordinea Liga (National Security and Order League) forming a one party state. The League elected as its first leader the charismatic Flaviu Vaduva, known as the founder of the modern Kazanlak state. Vaduva ensured the passage of numerous legislation forcing the Naslav to live as second class citizens and putting them in the state of virtual martial law (sorda like Apartheid). He also passed laws limiting so that only members of the League could run for the Naitonal Congresul (National Congress). He also established an executive to be a politburo elected by the Naitonal Congresul called the Pace de stat și Comisia de Securitate (State Order & Security Commission, colloquially known as The Commission). The Commission only has a term of 5 years before new members must be elected to it. Vaduva believed that if the nation was to survive it must not be based around a man but around its institutions.

Races: Humans, Naslav (a lizard race)


Positive Trait: Due to the need to keep the ability to crush any Naslav revolt, and present a strong enough force to deter foreign actions, the Federal Republic maintains a powerful military. It is well drilled and many units have seen action in suppression of Naslav revolts and/or conflict with pirates. As such Kazanlak has one of the strongest militaries in the Galaxy

Negative Trait: No one is totally satisfied with the system, and the Naslav hate it. As such if the current status of power started to shift, the whole system could come tumbling down. (penalties to public order and increased revolt risk)


Society for the Naslav:
The culture of Kazanlak is not complex. It is not a caste system, but the Naslav clearly live as second class citizens. The majority of their population live in the remains of the once great Naslav cities in rundown buildings or in poorly constructed shelters that the Central Government made. They often work the hard jobs in Federal Republic, often being sent to work most of a year in mines. The lucky ones are sent to the human planets to work as the servant class, waiting tables, cleaning rooms, and doing most of the hard labor. The most lucky work as servants to the Noble Families of the Humans. Some work for the government, often as police in charge of maintaining order on the Naslav planets. In return they receive a rather decent wage allowing their families to live in secure communities with living standards similar to the lower middle class of the humans. The Securitatea națională și ordinea Liga has an official policy of equality for all, and so typically there is a handful of Naslav, who have proven their loyalty to the League, in the Naitonal Congresul, and occasionally one rises to sit on the Commission, although in none of the important and powerful positions.

For the majority of Naslav, life sucks. If they are not working in some offworld mine, they are in their cities, under the close eye of fellow Naslav police, having to go through checkpoints every few streets, and having to deal with poor public service. While their old clan based structures have been pretty much dismantled due to the Central Government considering them a threat, they do maintain close family bonds and close communal bonds. If a Naslav does something good for the community, he and his buddies will likely have free drinks for a few days at the local pub. Despite living in harsh, oppressive, stinky, and downright terrible conditions, the Naslav have found a way to maintain a sense of Community and get through the day. Those who don’t typically become suicide bombers for the Naslav за Чистота and blow themselves up in checkpoints. This naturally results in crackdowns, and things get worse. The Naslav also make great food.
 

CaesarCzech

First Lieutenant
2 Badges
Apr 4, 2015
267
165
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
Name: Bloodwolf Mercenaries

Ingame start Polity:Unclaimed Assets(i plan to have auction for my services between players)

Description:
Lead By General Gorkan Hawke Bloodwolf mercenary group includes space and Ground forces. Space forces consist of numerous small ships and Several Big Ships such as battleships or Space Aircraft Carriers. Their Ground forces are diverse with Mix of Elite less numerous forces And Regular Forces.
(number of ships and men is adjustable.depending on GM but THINK MASSIVE PMC instead of small mercenary Group)

Positive Trait: Self Sustained Fighting Forces- Aside From Being Great Combat Forces Bloodwolf mercenaries are able to take control of planets space stations etc and Use them to strenghten their Forces from capturing scientist station and putting research to work researching new armors and weapons. To gaining control of agricultural planet and using it to supply their troops To recruiting new recruits from Death and Urban world. Bloodwolf Mercenary group is capable of acting as disciplined Military Administrative

Negative Trait: Military Administrative- Any Non-Military thing such as Research for Civilians non Military infastructure Suffers Terribly on any planets Space stations,Science Stations etc. Blood Wolf Mercenaries control Inivetibaly suffers.
 

Plank of Wood

μεσσηγυδορποχέστης
24 Badges
Nov 16, 2010
1.853
545
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines Industries
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Cities: Skylines
Prologue: A New Age


Despite the huge localised populations of sentient life in the Thyestes Beta Cluster, for the last few centuries most polities refused to stray outside of their local sectors. This is for the most part due to powerful background static - due in part to astronomical events outside of the Cluster - wrecking havoc on navigation and communication technologies, forcing most polities to remain inside the bounds that technology allowed for them. However, in the previous few decades massive population growth, industrial advances, and changing social conditions forced polities to look outside their natural borders. They revisited ancient star maps, attempted to re-establish communications with known polities, and send exploration teams into the cosmos.


Lagoona-Nebula1.jpg


Regardless their enthusiasm, many of the early expeditions failed - background static partly to blame. FTL technology was powerful, but unpredictable and only suited to short range travel. Nonetheless, the polities of Thyestes Beta continued to innovate until they, near simultaneously, managed to create a cipher based on ancient forerunner technology that allowed for long range navigation and communication. At last, colonisation and expansion into the the traverse was possible for the first time in living memory. The Dark Ages for Thyestes Beta were over, and a New Age had begun. It would be up to the inhabitants of the cluster, however, to find their own Destinies Amongst the Cosmos.


Age of Colonisation Bonus: This turn all polities have two extra orders exclusively for colonisation, colonisation using those orders is free and instantly gives 100% CAs for those regions.


Game is now Live! Orders must be PM'd via the forum, and are due in Thursday 2nd September, 6pm GMT. (Late orders will be Penalised.)
 

CaesarCzech

First Lieutenant
2 Badges
Apr 4, 2015
267
165
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
Public Anoucment on MercenaryNet.

After Several years of Indepentdent contract Blood Pack is looking towards finding Long Term Employment Raise offers.

The Best offer on the eve of Wednesday1th (The Noon of previous day) will be choosen and that Polity will receive long term employment of Blood Pack mercenaries.


(ok guys PM me )
 

Tristanxh

Patriotic Texan
81 Badges
Oct 30, 2014
507
184
steamcommunity.com
  • Stellaris: Megacorp
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Mount & Blade: Warband
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III
  • Crusader Kings II
  • War of the Roses
  • Sengoku
  • Europa Universalis IV: Call to arms event
  • Victoria: Revolutions
  • Victoria 2
  • Hearts of Iron III Collection
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Steel Division: Normandy 44
  • Cities: Skylines
  • Age of Wonders III
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Sword of the Stars II
  • Leviathan: Warships
  • Prison Architect
Archducal General Information and History (A service of the Reginal Bureau of Records)


Polity Name:
Archduchy of Regina (Region of Talea Linea)

0aWsrmJ.png

(Arch Ducal Coat of Arms)

lJ2b1Ca.png

(Arch Ducal Flag)

Capital Name: Grand Duchy of Augusta on Regina
(the only Grand Duchy)


In-game Traits:

Positive Trait: Order of the Cutting Edge
The Order of the Cutting Edge makes up a good portion of the military of the Arch Duchy. Military units run on a volunteer basis in the Order, thereby reducing military upkeep to repairs and eliminates non-mercenary ship costs.

Negative Trait: Pai'Maris Corruption
The corruption of the Pai'Maris still stems in the government despite restricting their privileges to secondary class. Yet they are unlikely to enter the military, being about brains before brawn, and as such it is confined mostly to the civil sector.


Main In-game Titles:

Player Noble Titles: Lord or Lady, Count or Countess, Duke or Duchess (Planetary or Racial but not of a Station Duchy)

Player Political Titles: Parliament Representative, Tribune, Grand Mayor, Prime Minister (Other political titles may be set up by vassal land-owners, for example a Count may own a planet with cities and he may make City Councils or appoint Mayors)

Player Religious Titles: Priest, Monk, Nun, Patriarch

Player Military Titles,

Parliamentarian Military Ranks:

Land: General of the Army, General, Colonel, Major, Captain, Lieutenant, Sergeant, Corporal, Private
Space: Admiral of the Fleet, Admiral, Commodore, Captain, Commander, Lieutenant, Sergeant, Corporal, Private

Combined Arms: Lord Protector

Order Military Ranks:

Land: Lord Marshall, Marshall, General, Colonel, Major, Commander, Lieutenant-Knight, Lieutenant, Knight, Sergeant, Squire, Corporal, Private


Specialist Land: Reginal Commander, Reginal Lieutenant-Knight, Reginal Knight

Space: (Follows Land Hierarchy as there is are no different Land and Naval branches, one branch, one order.)

Feudal Military Ranks:

Land:
(Nobility makes up the Officers and base Hierarchy of Officers on their Noble Hierarchy) Sergeant, Corporal, Trooper, Private

Space: (Nobility makes up the Officers and base Hierarchy of Officers on their Noble Hierarchy) Sergeant, Corporal, Marine, Crewman

Primary Arch Ducal Laws:
1.Non-Heliocentaurians of a tolerated faith must pay tax to practice their faith. If a faith is not tolerated, it is treason to practice it.
2.Holding false idols is a crime punishable by banishment.
3.Cursing the name of god is considered a form of sedition.
4.Murder is a high crime, punishable only by death.
5.Adultery in which one breaks his or her sacred marital vows is a high crime, punishable only by death.
6.Theft of any kind is a high crime, punishable by banishment.
7.Sedition is a high crime but not considered treason, and is punishable by banishment.
8.Treason against the Arch Duchy is the highest of crimes, punishable only by death.
9.Any form of corruption is considered treason. Corruption can be defined as, dishonest or fraudulent conduct by those in power.
10.Duels are publicly outlawed and considered murder, with the exemption of government approved duels.
11.Government approved (and monitored for breach of rules) duels are legal and no punishment will be made. Breaching the rules of a duel is considered murder (if victorious) and if the breaker survives (victorious or not) he will be executed.
12.Leaving the Archduchy's territory without official permission will result in banishment.
13.Returning to the Archduchy after banishment is high crime, punishable by death.
14.Attempting to change the principles of which the order was founded on is considered sedition.
15.Breaking a contract is illegal and the guilty party will be forced to pay the other party a set amount of money determined by the contract. If a contract has no set amount, the punishment will be determined by the tribune presiding over the trial.

Succession / Inheritance Laws:
Any one may write their chosen inheritance of anything inheritable to anyone. In other words, person A can decide to give his duchy to person B, and to give cash to person C.
However, anyone inheriting money must pay any debt on that money, but not exceeding 75% the amount of money inherited. So, if person A owed 16 credits on his 15 credits but gives person C only 12 credits, person C only pays 9 credit. If an amount can not be divide into 3/4 then the compensation amount, not exceeding the entire amount or money inherited, goes to the owner of the debt. For example, person B got 3 credits, and can't get micro credits for some reason, so B must pay 3 credits rather than holding the 1 that can't be divided.
Non-noble titles may not be inherited, and noble titles that are elected may not be inherited. Only private wealth or dynastic / geniture noble titles may be inherited based on local law. Only the Archduchy or Parliament has the legal authority to levy taxes on inheritance, no other vassal or internal entity may. In 50 A.R.U. the Arch ducal Parliament has set the inheritance tax to 5% and it operates as a debt.

Political titles are not inheritable and will be returned to the institution from which they came upon the holder's death. Noble titles may be inheritable and the inheritance of them is based on local laws and customs.


Privileges of the Ducal Council:

The Ducal Council may revoke any noble's title.
The Ducal Council must elect an Archduke from it's ranks.
The Ducal Council may be granted new authorities by Parliament.
The Ducal Council may revoke Privileges from members of the Council.
The Ducal Council may remove the Archduke, but only with the consent of Parliament.
The Ducal Council may make amendments to the government, but Parliament must sign the amendments.


(Duke is a noble title)


Privileges of Parliament:

Parliament must elect a President from it's ranks, who must be approved by the Archduke.
Parliament may create new laws which must be ratified by the people, over half of the people must ratify the law.
Parliament may manage existing infrastructure.


(Representative of Parliament is a political title)


Privileges of the Tribunes:

A Tribune may hold hearings to revoke any political title, but the people must stand as the jury.
A Tribune may veto any law proposed by parliament.
A Tribune may object a veto.
A Tribune who is objecting may hold the vetoing Tribune in trial if the veto is not raised on objection, but the people must stand as the jury.
A Tribune must preside over all court hearings, but the people must stand jury.
A Tribune will be removed from office if found guilty during a trial.


(Tribune is a political title)


Theology:
Heliocentauri is the religious doctrine of the human descendants of Centauri. The religion was founded on Centauri Prime by the prophet, Helios. At the time, Centauri Prime was dominated by the Centaurian Empire, which was founded 4123 years before Helios. Heliocentaurian doctrine stated that a messiah, the son of god, would come and save all souls from the fate of purgatory. However, the soul must be thankful for the sacrifice of the messiah and pray for forgiveness in order to be saved.

A thousand years after Helios, the messiah came and died on the cross in the province of Cyrica, bringing salvation with his sacrifice. It was the Centaurian Imperials that had crucified the messiah. However, Heliocentaurian faith emerged from province of Cyrica, as Imperial slaves began to convert to Heliocentauri. Six hundred years later, the five hundred and sixty first Imperator, Marius Aurelius, converted to the Heliocentauri faith. Marius Aurelius spread Heliocentauri to the four corners of Centauri Prime, making Heliocentauri the faith of which all humans practiced, Heliocentauri morphed with other religions during the Imperial era.

The base of the religion comes from an older Centauri branch, Monocentauri, which taught that there was one true god and all souls were with imperfection. As such, it also taught that all souls were to be cleansed of their imperfection of sins in purgatory, the more sinful, the longer they would stay in purgatory.


The history of the universe, according to the Centaurian faiths, teaches that mankind was brought to Centauri from another world, Gaia, by god. These humans were banished from society, or rather the lack there of, from their world. The humans had built a grand civilization, with a sprawling empire that covered an entire continent. However, this empire collapsed and barbarians over ran their borders. It was when, their last city was over ran by barbarians that God saved them.
The Imperials fought on every street valiantly, attempting to reverse the fate that had fallen upon them. God saw their plight and saved them from the heathens. God brought them to the world of Centauri.
However, civil war had been raging between the Angel loyalists and a faction known as 'Demons', and they left our universe to continue this war across all of time, leaving the men of Gaia stranded on their new world. God, in his infinite wisdom, had placed the Imperials in a climate, similar to their own. They rebuilt their empire on this new world that had become their home, founding the Centauri Empire.

It is known, however, that Demons and Angels both re-enter our universe for various reasons.
Interestingly, a demon can not enter the world without the aid of a human. Scholars believe this is due to an energy field created by God. Similarly demon can not enter any individual's home, without the consent of the human resident.


Some theorize, that the Maris are the descendants of a demon and an indigenous life form, explaining their higher evolutionary state and their vile nature. This has led to the use of the racial slur, hell-spawn, used to describe Maris.

Date System / Calendar:
The Archduchy's Calendar is identical to the Gregorian Calendar, except that the years are t from the creation of the Archduchy in 0 A.R.U. (After Reginal Union) and B.R.U. (Before Regina United) as the calendar was first made in 3 A.R.U. and before that point it used the New Spacial Calendar, used for around 593 years before the Reginal Calendar and started from the day of it's creation. Making 3 A.R.U., 593 A.N.S. and the Old Spacial Calendar adding another 431 years, making it 1024 A.O.S. and the Contact Lost Calendar, which was short lived due to being a terrible reminder of home, with a lifespan of only 53 years, making 50 A.R.U., today, 1127 years after contact was lost with the core worlds of their race. Contact was lost when the cores were wiped out in a rapidly spreading, air-borne, viral pathogen that killed any afflicted in a single day, humanity listened and watched in dread at the images from Centauri, seeing friends and family dying, the last acts of the central parliament was to enact level 10 quarantine procedures, that deployed nuclear warheads to destroy any traces of the pathogen, across all core worlds. The nuclear detonations were the last that was seen of the cores for 484 years, the rediscovery of the cores (as their location was wiped from data in the quarantine) started the New Spacial Calendar. Centauri Prime and the other cores are now part of the Archduchy and have been slowly began to be repopulated.

(OOC: Earth is not a core, as these humans come from a world called Centauri I or Centauri Prime, not from Earth, and other humans come from other worlds or some may also come from Centauri I. The reason for taking so long to find a fairly large star system as Centauri? Their technology was just at light speed and traveling took 80 years in cryogenics to make it to a nearby system, so it took a while to search and development reached search teams late, as central comm processing units were wiped out with Centauri, leaving them with no system to system communication until Regina was discovered and the military found a comm mainframe which they reverse engineered.)

Government:
Regina is led by an Archduke, elected from among the and elected by the twelve Dukes of the twelve Regina stations. This Archduke must call upon the Parliament to create laws and must call upon the nobles to raise the feudal levies.
Recently however, the Parliament has begun creating it's own army to protect the core worlds from foreign threats. The Parliament army includes the Parliament Guard and the Palatial Guard. The Parliament Guard protects the Parliament building and member of parliaments. The Palatial Guard protects the main Palace that includes the Parliament building, the Order headquarters, and the Arch ducal residence.
For finances, the Archduke must either call upon the nobles or the Parliament, depending on the matter at hand. The last military might the Archduke can draw from is the Order of the Cutting Edge, formed only seven years ago, the Order's Lord Marshall has served the Archduke well, but the Lord Marshall has autonomy over the Order.
Alone, an Archduke is only as powerful as an ordinary duke, but with the support of the other dukes, an Archduke can spread humanity further into the void of space.
However, the Archduke may decide to issue that the Ducal Council revoke a noble's title on a knowledgeable basis, and the council votes on whether or not to do so.
The duke with the most elective votes for the position of Archduke before the Archduke dies,
(as the election is constant and votes are made before the Archduke's dies so there isn't a gap for elections and fraud is impossible.) is called the Duke-Elect or Grand Prince-Elect and may be more powerful than the Archduke if the nobles support him more than they support the Archduke and if parliament doesn't like the Archduke.

The Parliament is led by a Prime Minister who maintains order during Parliament sessions, and is observed by Tribunes. Tribunes act as judges and officers of the law, granted the authority to veto any of the Parliament's actions or the actions of other Tribunes.
But, if a proposal has been vetoed, a veto can not be laid upon the veto and the bill may only go forward if the blocking tribune was to end his term of office or if the tribune withdraws his veto. If a tribune blocks an item under suspicious circumstance, and if any other tribunes find him to be corrupt or negligent they can call for a popular trial in which the people decide whether or not he keep the office they elected him into. The defending tribune can not veto a call for popular trial. If a proposal passes the Parliament without a single veto and over half of the Parliament's signatures, the proposal is put before popular vote in which all citizens can vote on whether or not to accept or decline the proposal. If half or more of the votes, two weeks after starting the vote, accept the proposal, the proposal becomes law. Proposals can only be made by a member of parliament, to the Prime Minister of the Parliament, to the Archduke, back to the Prime Minister, to the Parliament, and then finally to the people. It is this complicated and yet simple bureaucracy that keeps the government open to the will of the people and acts as a check on the nobility's power. If the people were to revolt, it would be against the nobility of the government, the Parliament would most likely divide into Federalists and Aristocrats and neither side could truly 'win.'
All political positions that are within Parliament are life-time only, meaning if a politician was to die, his political spot would become vacant until a new politician is elected. However, these positions can be revoked by the people, if the Prime Minister deems a member unfit, the people of the planet that elected him would vote on whether or not to remove him. If he is accused of a high enough crime and convicted, he will be stripped of office as criminals nor ex-criminals may not be elected into a political position.

The Grand Duchy of Augusta is the capital of Regina and officially belongs to only the Archduke who is elected from and by the other eleven Dukes. However there is a Grand Mayor who serves beneath the Archduke, but above the other mayors of Augusta's cities and as such technically owns the Grand Duchy of Augusta. The Grand Mayor of Augusta is the only Grand Mayor title in existence. As the Grand Duchy of Augusta is the only Grand Duchy in the Arch duchy.

q8XryOd.png

(Grand Ducal Flag, also used as the Grand Mayor's Flag)


Description:
The Arch Duchy of Regina is protected by a stalwart order of knights, the knights have pushed the bounds of the farthest bastion of humanity thus far, and they are expanding deeper into the void of unknown space, slicing through the darkness like humanity's shining blade. The Arch Duchy of Regina is led into battle by an elected Archduke, elected by and answers to the other Regina dukes and religiously led by Patriarchs. However the Parliament manages the creation of new laws by the means of a popular vote after the proposal passed the Parliament. The population is mainly human due to the order's Heliocentaurian basis, but has integrated four entire races and accepts many others.
However, despite owning massive regions of space, the Arch duchy has been cut off from the outside ever since seven years ago on the election of Archduke Wellington. The Archduke formed the Order of the Cutting Edge shortly after denying exit from the Arch Duchy and has continued to bring people into the Arch Duchy, because people enter to settle on the cheap land on newly discovered planets. This has led to massive speculation including rumors about 'escapees' claiming that the military Order protecting the Arch Duchy worships a powerful alien entity as god. These 'escapees' also claim that the Order uses the Arch Duchy to prevent people from leaving as they may inform others of this dark secret. The Archduke's official stance on the matter is, that he started the isolationism policy due to possible atheist influences of nearby systems that may corrupt the Arch Duchy.
The undoubted, undisputed, truth of the matter, is that the Order is pushing forward humanity's borders into the stars. Defending those left defenseless, providing for those in need, fighting for all that is good and righteous, that is what makes an Order Knight. The elite of these, the Reginal Knights, are stalwarts of this undying faith. With the grace of god on their side the Reginal Knights enter the fray of battle unwavering. All Order knights are also part of the law enforcement, upholding the law of the land where ever they go. These knights are often sent to nearby allies during times of strife to bring order and support the local government. Yet, if an uprising has good cause and are in no way pushing anarchy, the knights will not interfere. Only the forces of darkness and anarchy fear the knights, as the knights will hold to their code even if it costs their lives.
The Arch Duchy was founded fifty years ago on the very place it's capital is today, Regina. Regina is a massive Dyson Sphere made up of twelve stations around a star roughly equivalent to the Earth's sun. Using the preexisting structures and systems to form their domain, the Arch Duchy formed from early colonists and continued to grow rapidly, competing with much older factions despite being fairly new. The Sphere had a ready to use infrastructure maintained by the maintenance bots, providing enough electricity and preexisting structures to be sold cheaply despite being worth a lot had it been anywhere else.


Excerpt from 'History of the Cutting Edge.':

The human nation on Regina started with a military fleet from a distant system finding and claiming Regina. This new independent colony grew rapidly due to the preexisting infrastructure of Regina. Regina at the time of the colonization was uninhabited, created by a past civilization that was wiped out around a hundred millennium ago. This race left no scriptures and no archives, every system was wiped clean except enough data to keep the maintenance bots working. These maintenance bots can still be seen and working today around the stations that make up Regina. The largest of the Regina Stations, Augusta Station has been capital ever since the first colonists claimed Regina.
Yet due to foreign settlement, this population of foreigners led to a divide in the populace. Part of the populace wanted to remain independent and the other part wanted to join a nearby faction. The independents drafted a new form of Neo-Feudalism that allowed for a proper nation. The Unionists drafted treaties with a merge with one of the multiple nearby systems, the independents rejected the treaties at every turn. Eventually the independents implemented their neo-feudal system after winning elections for the government, forming the Archduchy of Regina. Archduke Francisco vi Taberney was elected out of the twelve dukes (Representing the twelve lesser stations) of Regina. Eventually as Archduke, he called for the colonization of the solar system and expansion deeper into space. The Dukes, Counts, Lords, and other lesser nobles funded his colonial exploits and launched the first colonial ship, the R.F.S. (Reginal Fleet Ship) Valery. The first new alien contact was made 23 A.R.U. (After Reginal Union, or years after the founding of the Archduchy) with a race known as the Val'Maris, a planet-bound race with no space travel ability. (Val'Maris, translated to the Chosen by Maris) Duke Giles Reinhardt described the Val'Maris to be warlike, sinful, barbaric, and hostile to all attempts at communication. The Val'Maris was the first race to be completely exterminated due to their hostility and this was an action heavily criticized by members of Parliament. As the leader of the expedition, Duke Giles was even more scrutinized for his call to attack key cities of the Val'Maris, but after review of mission logs, statements, and video recording, the Tribunal session determined it to justified. After this failed expedition, Archduke Francisco drew up new colonial guidelines for future encounters so that in the face of danger, colonial ventures could respond adequately.
Archduke Francisco’s successor, Archduke Manuel Argyris, advocated the push onward to find new alien races. Only four races were annexed into the Arch Duchy, while only two more were exterminated, however many were left in peace and marked as no-fly-zones. The four races annexed were the Pai'Maris, the Varothi, the Tals'hario, and the Solasians.
All of the newly annexed races were given a Racial Duke, this Duke would be chosen by their means of determining a leader, whatever it may be. However, these Dukes and Duchesses do not have the right to vote in or be eligible for the position of Archduke or Archduchess. This restriction was not originally implemented until the near take over of the Arch Duchy by the Pai'Maris. Yet it was after the Varothi informing the Ducal Council of the Pai'Maris nature to manipulate and oppress nations that the Ducal Council revoked certain council privileges from non-Regina dukes.
In 39 A.R.U., Archduke Argyris officially added the region of Talea Linea as a title held by the Archduke of Regina. Talea Linea region is the vast region of space that encompasses Regina, so after expanding over the majority of it and encompassing all of it, it was the natural course of action.
In 43 A.R.U., Archduke Argyris was assassinated by a Pai'Maris, in retaliation to the stripping of privileges, while sleeping in his bedchamber. His successor, Archduke Rutherford Wellington of Ravenna Station was elected and reinforced the preexisting isolationist stance, forbidding citizen from leaving the Arch Duchy's space entirely, except for government officials. Archduke Rutherford also formed the Knightly Order of the Cutting Edge to protect humanity's interests from all threats. As we are here today in 50 A.R.U., the thirty year old Archduke Wellington plans on further colonization and peaceful relations with foreign factions and possible annexations.


Alien Races:


The Karotha,
The Karotha were once a proud and advanced civilization until a Pai'Maris noblewoman named Sash'Maris allied with them and led them into a war with the Varothi. At the critical moments of the war, Sash betrayed the Karotha and supplied the Varothi with enough tactical data to wipe out the Karotha fleet. Using this to her advantage, she waited until the Varothi returned home before commencing her invasion of the Karotha home world, which was now sparsely defended. Conquering the world, she forced them to worship her as their goddess and enslaved their entire race.
Segregating loyal ones into the Val'Maris (Translates to: Chosen by Maris) and the fiercely independent ones into the Des'Maris (Discarded by Maris). The Des'Maris camps were wiped out and all Des' were killed leaving only loyal Val' behind. The Val'Maris eventually outlives their captor and continue worshiping her as a goddess long after she dies.
An expedition from the Archduchy encounters the Val'Maris and are attacked as the Val' believe them to be Sky Demons and Demons of Darkness, as such the expedition wipes out all remaining Karotha. The reason for their destruction was that the Karotha refused to communicate in any manner, less one was to consider the fact that a nuclear warhead is sending a fairly clear message communicating. The Karotha may have avoided this fate if they had so much as asked the fleet who they were was before firing upon them.


The Four Annexed Races:

The Pai'Maris,
(Translates to Species of Maris or Maris Race),

A red, scaly skinned race dominated by the females who use their amazing wit to outsmart others and to use them in their machinations. The Pai'Maris only seek blood and power in life. Pai'Maris can live for up to three hundred years and are often looked upon by lesser, Pre-FTL civilizations as goddesses due to their life span and the manner in which they act. The Pai'Maris was annexed into the Archduchy after claiming to repent for their sins and wishing to start anew. The Archduchy welcomes them in as a full member with electoral positions and everything, their leader begins to plot to take full control using the political system, seduction, extortion, and other methods, yet the Varothi are encountered by an expedition from the Archduchy and they identify and tell the ducal council about the Pai'Maris, resulting in the Pai'Maris Privileges being revoked and their status being reduced to secondary citizen. Many believe that the Maris should be exterminate, but the bureaucracy denies use of that action, believing that they may still be able to find salvation in the Lord. Archduke Argyris was assassinated by a Pai'Maris shortly after and yet no evidence is linked to their leader, as such a group of vigilantes kill her in public with human guards watching and yet not interfering in the affair as it is well known that the Pai'Maris are treacherous. This led to break down in Archduchy-Maris relations and the new Duchess has had a rough political career.

zRxnpKB.png

(A Female Maris)

The Varothi,
A peaceful race of ocean dwelling creatures, advanced in technology and philosophy, they resemble closely to squids or octopuses of Earth. Their race remained fairly neutral until meeting with the Archduchy and recognizing the Pai'Maris attempt at a power grab, informing the ducal council who in turn, stripped the Pai'Maris of their Privileges. The Varothi play little role in the interstellar community as they are fairly isolationist but are friendly to strangers, and agreed to join the Archduchy for that reason. They do occasionally go to war, but only if the other faction attacks first.

The Tals'Hario,
A wolf-like race that immediately respected the Archduchy due to Archduke Wellington's marshal capabilities, as at the time he was drastically expanding the Archduchy's military. Wellington had started the initiative to drive humanity's military infrastructure forward and as such it dwarfed most other races. Wellington saw the Tals'hario as a potential ally and invited them into the Archduchy. Their warlord gladly accepted the honor and joined the Archduchy with full citizenship for his race, except for the privileges revoked from non-capital regions after the Pai'Maris incident.

The Solasians,
A race of 'light' formed around a metal core hover system of electronics and computers that use this light to interact other objects by materializing and de-materializing beams of light into solid objects of the shape in which the beam was set by the sentient computer system inside of the robotic core. The same ancient race of aliens created the Solasians also created the Dyson Sphere that the Archduchy inhabits. However the Solasians were never awakened from a dormant state until millennium after the ancient race disappeared, meaning they know little of their makers except that they were advanced technologically.

Biased excerpts with facts about the four races:

Excerpt from "Pai'Maris, should they be removed from the Ducal Council Entirely?" (A Political Advocation of the Removal of Duchess Fa'Tari, written by a strong right winger.):

I'll provide a brief overview of the Pai'Maris so that you all, are on level with how evil the Pai'Maris are.
I'm sure most of you know about the Val'Maris. However the Val'Maris was originally a space-faring race with advanced technology known as the Karotha. A Pai'Maris noblewoman named Sash'Maris encountered the Karotha and manipulated them into attacking a nearby race known as the Varothi. Sash wiped out the Karotha military during the key moments of the war by leaking security codes, attack patterns, battle plans, and other key info to the Varothi. The Karotha surrendered to the Varothi, the Varothi agreed to white peace as the Varothi are a peaceful race. However, the Karotha defenses were completely destroyed during the war with the Varothi and as such Sash's single lightly armed, cruiser was able to force them all into slavery. This slavery lasted until her death, after which they continued to worship her as a goddess. She also had commanded them to destroy any aliens as they were 'Demons from the sky.'The Val'Maris, were descendants of the few slaves 'chosen' by her to continue a loyal populace for her. Other Karotha were castrated or otherwise prevented from raising children were segregated into separate cities before the Des'Maris (Discarded by Maris) were bombed into oblivion. The Val'Maris perceived human explorers to be 'demons' from the sky and used their weapons against them which resulted in their destruction in 23 ARU.
Overall, the Pai'Maris are a female dominated, roughly humanoid in nature with scaly red skin, and a thirst for violence, and power. They were clearly corrupt and vile when the Arch Duchy's sixty-seventh expedition found them. Duke Arrius Archer described them as 'hellish, sinful, and yet appealing to the eye of any man.' Yet regulations forced the expedition to demand conversion to the Heliocentauri faith and fair treatment of all, as none are beyond possible salvation. Claiming to have had a dream in which Helios spoke to her to join Heliocentauri, their leader, Ta'mari accepted Duke Arrius Archer's proposals and met with the Archduke in public. After signing treaties with the Archduke she was promoted to duchess and secretly began working to gain control of the Arch Duchy. Gaining support using questionable methods, such as seduction, blackmail, bribery, or extortion. Her chances of election were growing and with the life-length of a Pai'Maris being around a hundred and fifty years it was a fairly high chance that even if she lost she could win the next election. But God lent the Arch Duchy a break when the seventy-first expedition met the Varothi in 42 A.R.U. The Varothi described the horrors that a single Pai'Maris put the Karotha population through and the consequences of Ta'Mari being elected. Patriarch Mendios of Regina sought guidance from god on the subject before it came to him in a dream, having the Ducal Council strip her of her Privileges. Mendios spoke before the Dukes and Duchesses and begged that they revoke her privilege to become Archduchess and that she not be granted the privilege to vote. The Dukes agreed and revoked the privileges in February of 42 A.R.U. after hearing Varothi testimony and reviewed Val'Maris history as the supposed goddess was described with the same features of a Pai'Maris. In December, 43 A.R.U. the Pai'Maris made revenge by murdering the good Archduke Manuel Argyris, officially no link was discovered in relation to the Duchess, yet she was executed by vigilantes, god bless them, five weeks later.
I say we didn't do enough, I say we strip the new Duchess Fa'Tari of her Ducal position entirely before they attempt to strike again! Archduke Wellington's life is in danger every moment we waste! I applaud the brave men who killed Ta'Mari as the Pai'Maris species is nothing but a curse to the Arch Duchy. I implore those of you reading to write to your Duke and say, "I agree with Charles Fannin and that we must exterminate the Pai'Maris!" Your Dukes will agree, they are as patriotic as the next man in line and the only reason they don't exterminate them? They don't have your backing! They represent the will of the people, they need your support to do their job. If you refuse to give them the backing they need, you are a traitor to mankind. It is your god given duty to pick up the comm-link! It is our god given duty to remove the plague of the Pai'Maris!


Excerpt from "Varothi, the Peaceful Giants"
(A Book about the Varothi home world, Varos, and the Varothi species in general.):

The Varothi are a peaceful race, similar to squids or octopuses in appearance and yet genius by nature. As the seventy-first expedition of the Arch Duchy landed on their home planet of 90% water, they at first believed no sentient life existed there. After doing a scan of the planet, they realized that an advanced civilization lie beneath the ocean, sending communications of peace and the wishing of tranquility, they were responded in kind. The Varothi launched one of their cruisers, dwarfing the expedition ship by at least five times, and hailed them and invited them to dock so that they could talk more directly. Entering the Varothi cruiser, the expedition crew found themselves in a glass corridor resembling an aquarium tube. The crew was greeted by a Varothi who apologized and explained the nature of the tube, that they couldn't breath in air and as such their ships were filled with water, but their airlock could be drained in or out. Duke Michael Harkson accepted the apology before learning about the Varothi culture and religion, finding it all to be peaceful. Michael Harkson concluded that the best course was to request that they send an ambassador to Regina where they would have a facility waiting. The Varothi agreed that it would be the best course of action and that his government should send an ambassador immediately. The Ambassador learned of the Pai'Maris involvement in the Arch Duchy and informed the Ducal council of the Pai'Maris nature. After which they were granted admission into the Ducal council and were annexed into the Arch Duchy through a series of friendly negotiations.


Excerpt from "Tal, home of the Iron Fist"
(A Book about the Tals'hario home world, Tal, and the Tals'hario species in general.):

The Tals'hario are an Imperialist race, similar to wolves in appearance and in nature. After being encountered by the eighty-seventh expedition of the Arch Duchy, the Tals'hario respected the Archduke's military might. As Archduke Wellington was looking for ways to protect humanity's assets, he offered them a chance to join the Arch Duchy. In 45 ARU the Tals'hario joined into the Arch Duchy Union and their leader was made Duke along with the task of creating a reserve army of Tals'hario. This reserve army is known as the 'Flaming Moon Hunters' who use state of the art Arch Duchy weaponry along with their night vision, and brutal nature to provide the Arch Duchy shock troopers. As reward for his efforts, Archduke Wellington payed the Duke well and granted him the position of "War leader of the Flaming Moon Hunters" which the humans usually just refer to as 'Commander of the Tals'hario Reserve Elite Shock Troopers.'


Excerpt from "Solasians, the Beast at the Heart of the Order?" (A conspiracy theorist's pamphlet about the Solasians):

It seems that the Solasians are just a peaceful race from Solasia, no doubt they have remained peaceful thus far. However, claims that a powerful, psychic, fire-like being controlling the Order can not be dismissed. What if these Solasians, who do indeed resemble fire, and their means of communication, vibrating in particular ways to form words that seem to come from no source, can seem to be psychic. Their bodies are literally made of light being irradiated from a central core that hovers. We believe they were created by the same ancient civilization that created Regina. So, if that is so, and they awoke, long after the ancient civilization destroyed, and produced new and unique units of themselves using the ancient facilities ever since then, what is to have prevented the ancients from making one on Regina? What if the one on Regina is evil? Or bugged? Or malfunctioning? What if it has access to the mainframe and has the ability to wipe us all out? We need answers immediately! Such possibilities must be explored, the entire command section has been quarantined ever since the first colonists arrived and the military denied them entrance in to command deck. Of course we shall never know until they open up the command deck for proper inspection! I call, no, demand, answers immediately! What if they are using it as the mainframe for heaven sake? If a Solasian is the mainframe and has been active since the creation of Regina by the ancients, it could have valuable data on it. What happened to the ancients? We don't even know that, for crying out loud! Call your Ducal offices now! And request, no, demand that they force the Order out of the dark!


Communications:

The Mainframe Automated Core Processing System (M.A.C. Processing System) handles all communications through Regina (Sphere, not the whole Nation). To patch through to a person's personal comm, one must enter the intended person's ID. This ID is chosen by the person, any number not in use is available. Communications can be in voice mail, live voice communication, or electronic mail.
Inputting a person's station, aisle, and building can insure that if it doesn't find the precise ID, that it can deliver it to their work / home / other location.
Of course, most planets have independent M.A.C. Processing Systems that are connected through the Regina system, providing communication across the entire nation for free.

Personal comm systems are built into every computer.
Facial visual voice-interaction systems are the most common computer systems of date, and modern military helmets have a fully built-in display with tactical maps and unit orders. (OOC: Basically soldiers have a mini-map and orders pop up on their screen)
The majority of military operations do not use individuals.


Military:
Human soldiers are used to direct civilians or mechanical soldiers and for immediate battlefield situation decisions that the robotic Artificial Intelligence would otherwise fail. The majority of combat units are made up of 'Mechanical Infantry' ran by individual Combat AI modules that follow orders from nearby ranking human infantry or a field commander.
The 'Mechanical Infantry' are robotic humanoid soldiers, the size of normal humans.
Combat ships are ran by a few officers and a crew of about twenty or so, the crewmen are assigned to fill in for officers should officers be incapable, to protect from boarders, and to repair damage on the scene.
Drop ships are used to deploy infantry rapidly and can be used as ordinary transports, but their actual crew only consists of an officer and two sergeant, the officer pilots while one sergeant organizes troops and the other is in case of combat in which he will use the command console to fire the ship's turrets at attacking enemy.
Fighters are either automated, or if they are older ones (likely in the employ of some noble) they have a pilot and a co-pilot.
The Commander of a fighter squadron is known as a Wing Commander.
Commander is a rank that refers to anyone in charge of a multitude of mounted infantry, or in charge a multitude of spaceships.
The 'Mounted Infantry' are humans on horseback, used in terrain too rough to land near a target or used when in need during covert operations that require quick mobility.

PpCxf4Z.png

(Parliamentarian Naval Officer)


aRUY4L0.png

(Parliamentarian Naval Dress Uniform)

YzViUNg.png

(Order Dress Uniform)

eLg9QZf.png

(Order Officer Uniform)


SQT1jJb.png

(Order Knight Dress Uniform)

vE07u6q.png

(Order Reginal Knight Dress Uniform)

KuTfd1t.png

(Order Enlisted Soldier)

OO4LS4Z.png

(Parliament Army Officer Jungle Field Uniform)

Dui7l8w.png

(Parliament Army Enlisted Jungle Field Uniform)

hJb6UGR.png

(Parliament Army Officer Urban Field Uniform)

Rrifw04.png

(Parliament Army Enlisted Urban Field Uniform)


Trading:
Domestic trade is ran by civilians and guilds, and anyone can trade domestically. However, foreign trade is done by traders who are licensed to accompany diplomatic convoys.
Licensed Traders must be very devout Heliocentaurians who have been versed in the teachings of other religions and still acknowledges Heliocentauri as the truth.
The tests for becoming a licensed trader are very hard and require an advanced knowledge of all known religions while still answering questions in the Heliocentaurian manner. Traders must also take tests again annually. The tests are observed by psychologists, theologians, and a brain wave monitoring, 'lie detector' that reads the subject's thoughts and feelings.
These traders must also be devoutly loyal to the Archduchy. The reason for these tests is to insure that corruption does not spread across from other Polities, while still allowing for diplomatic contact and trade contact.
If a trader breaks the law of the polity he is in, the polity's legal system will be allowed to deal with him in the manner it sees fit, the Archduchy will request a fair trial and that a legal representative versed in the polity's law, coming from the Archduchy be allowed to provide legal counsel, however if the polity denies both or either request, the Archduchy will not interfere unless it deems no law has been broken and will apply political pressure. If the Arch ducal citizen is executed despite no legal cause, and the polity pleads no defense against the political accusation, the Archduchy may decide to either cut ties or go to war.


List of Duchies:

Archduchy of Regina
(Highest Duchy)
Ruler: His elected-majesty, Grand Archduke Rutherford Wellington


Grand duchy of Augusta
(Primary Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: His elected-majesty, Grand Archduke Rutherford Wellington


Duchy of Maria
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: Duke Arwin vi Taberney
Vote: Votes for the candidacy of Arwin Taberney of Maria

Duchy of Valeria
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: Duke Gaius Archer
Vote: Votes for the candidacy of Angela Marson of Claudia

Duchy of Valencia
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: Duke Marcos de Fonta
Vote: Votes for the candidacy of Valerius Aurelius of Aurelius

Duchy of Aeliana
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: Duchess Marie li Bonvera
Vote: Votes for the candidacy of Angela Marson of Claudia

Duchy of Aquila
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: Duke Philippos Argyris
Vote: Votes for the candidacy of Valerius Aurelius of Aurelius

Duchy of Aurelia
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: Duke Valerius Sempronius Aurelius
Vote: Votes for the candidacy of Valerius Aurelius of Aurelius

Duchy of Claudia
(Reginal Duchy)
Beneath Hierarchy of: Regina
Duchess: Angela Marson
Vote: Votes for the candidacy of Angela Marson of Claudia

Duchy of Ravenna
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: His elected-majesty, Grand Archduke Rutherford Wellington
Vote: Votes for the candidacy of Valerius Aurelius of Aurelius

Duchy of Flavia
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: Duke Guys Reinhardt
Vote: Votes for the candidacy of Arwin Taberney of Maria

Duchy of Germana
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: (Redacted for Security Concerns)
Vote: (Temporarily Revoked for Security Concerns)

Duchy of Juliana
(Reginal Duchy)
Beneath Hierarchy of: Regina
Ruler: (Redacted for Security Concerns)
Vote: (Temporarily Revoked for Security Concerns)

Duchy of Mare
(Racial of the Pai'Maris)
Beneath Hierarchy of: Talea Linea
Ruler: Her eminence, Duchess Fa'Tari

Duchy of Varos
(Racial of the Varothi *Duchy of the Varothi*)
Beneath Hierarchy of: Talea Linea
Ruler: Duke Merver the Wise

Duchy of Tal (Racial of the Tal'Hario *Duchy of the Tal'Hario*)
Beneath Hierarchy of: Talea Linea
Ruler: Duke Targ, son of Verg

Duchy of Solasia (Racial of the Solasians *Duchy of the Solasians*)
Beneath Hierarchy of: Talea Linea
Ruler: Ducal Unit Seventh of Six


Duke of Solasia Seventh of Six, Behind the Name:

Seventh of Six was first known as Fifth of Five, when Fourth of Four crashed and was replaced by Fifth of Five, making Fourth of Four into Fourth of Five. 20,000 years after Five of Five was brought into existence by the 'seed' (The Seed is the Factory that produces more Solasians when necessary), Fifth of Five crashed and became Fifth of Six. The AI replacing him, Sixth of Six, was a new evolutionary model at proved defective. Sixth of Six crashed two years later and Fifth of Six was repaired when the 'Seed' registered Fifth of Six as being alive and not needing replacement, and not creating a new command unit.
Fifth of Six was brought back online and became the Seventh of Six, an oddity in the numerical system.


Dueling:
Sword fighting has been the primary form of civil warfare since the dawn of humanity. Duels must be authorized by a government official and adhere to strict rules to be considered legitimate. Denying to fight an authorized duel is a stain on a man's honor that effects his political and social future deeply. Duels are not always intended to be deadly, but fights to the death often involve a single shot from a pistol before charging into fencing between the contesting parties.


Education:
Regina's education system is handled by the Academies, large institutions, the larger of which can span the size of a city. Each duchy has a massive Academy funded by the Duke, and some Counties have smaller scale Academies. While, all of these academies are privately funded, Parliament forms Commissions and Boards to insure all academies teach the same material, which is rather easy to monitor due to the material being accessed via the Holonet that makes use of standard long range Comm signals to access databases and indexes. All children are required to attend immediately from hospital release after birth until the age of twenty-four. Students do stay in contact with their biological family and are encouraged to visit regularly. They are granted a great deal of autonomy after reaching the age of 10, but are required to attend the core classes, regardless. Their autonomy includes a great deal of class options that include nearly any job you can think of, some of these classes require certain talents to enter, and some are publicly unknown. Clubs are an essential part of any academy forming the basis for any major civil activity, making up political parties, event planning, and more, they are the backbone of the civil side of the Academy. Elections take place every three months for the next Student-body President, who chooses their Vice President and Cabinet. Each school maintains Cadet Training Regiments, who are trained as future military personnel, being sent through boot camp and officer training courses. Their skills are put to the test in competitive matches against each other and CTRs from other Academies. The matches against other academies are part of what is known as an Academic War with another Academy, the president of an academy may declare war on another academy at any time, unless they are in a truce. Academic Wars are fought with special equipment that causes the opponent who has been struck to become immobile. 'Medics' can re-mobilize any immobile student on the field. The teams have limited resources, based on the Student-body Cabinet's grades in certain areas and each individual student's grades can minutely effect the supplies, harder working students allows their team to win more easily. This creates a highly-competitive educative environment that encourages hard working ethics and helps students determine their future via the available options.


Key Events:

Circa -100,000 B.R.U. : God delivers the men of Gaia to the land of Centauri.
Heaven transitions to a different multiverse.
The Ancients of Regina disappear.

1127 B.R.U. : An unknown disease causes Central Parliament to declare quarantine.
Communications are lost, as Centauri's surface is destroyed in nuclear blast.

32 B.R.U. : Discovery of Regina.

0 A.R.U. : Archduchy of Regina is formed.

3 A.R.U. : Reginal Calendar is invented.

14 A.R.U. : The War of Unification begins.

19 A.R.U. : Old Centauri territory is unified under the Regina banner.

23 A.R.U. : First Contact with a sentient species, the Val'Maris (Karotha).

37 A.R.U. : Two 'vile races', are encountered and war breaks out immediately

42 A.R.U. : The Maris and the Varothi join the union.
The two 'vile races' are exterminated in entirety.

43 A.R.U. : A Maris assassinates the Archduke.
A human crowd executes the Maris Duchess in retaliation.

45 A.R.U. : The Tals'hario join the union

48 A.R.U. : The Solasians join the union
 
Last edited:

aedan777

The Untieable
77 Badges
Mar 14, 2013
25
66
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Stellaris: Nemesis
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Political Parties of the GDRP in 1238 AR

Front of the Natural Order-FNO (Traditionalists)

The oldest and largest party, the FNO is actually at the low point of its power. Isolated from the other parties, it has limited ability to decide legislation, and attempts to bridge the gap to other parties threatens to split the party. The primary reason for the isolation of the FNO is its belief that transbeingism, the modification of natural bodies by technology, is disgusting, and worthy only of scorn. This stance is obviously unpopular with the Werecs and most Kopenians, and increasingly many Baloraquese find such a position difficult to stomach. On other political issues, the FNO supports state oversight on the economy, though still allowing for private enterprise, it supports careful colonial expansion into space, and half-hearted efforts at providing benefits to the unemployed. Many blame the current economic stagnation of the GDRP on the "limiting" policies put in place by the FNO when it was in power long ago. Efforts to overturn restrictions on free enterprise and colonial expeditions have only born fruit within the past decade due to FNO's stubborn resistance and odd alliance with the FRPHG and fringe elements of the AUP and OSFP for the respective issues. However solidification of the AUP-OSFP alliance has led to the dismantlement of the last vestiges of FNO rule from 158 ago.

Stance on issues
Transbeingism: Firmly opposed
Economy: State Capitalism
Colonization: Limited
Social support: Limited

Advancement and Unity Party-AUP (Progressives)

The second largest party, the AUP is the most powerful party in the GDRP. Officially the party stands in support of Transbeingism, and wishes to see the GDRP become more powerful technologically and spread to the stars, while avoiding ethnic issues between the member races. While the party does have significant membership from all three races, it primarily consists of Werecs, due to their reliance on technology to stay alive on Goridalia, and historical desire to colonize. Firmly opposed to the FNO, the AUP currently controls the Dikalora and in a coalition with the OSFP it leads the Equalius. The AUP believes the government should act more to guide citizens rather than lead them, and thus favors a more free economy than the FNO, while providing more focus to social support, believing that a strong nation needs all its citizens to be as strong as possible. The last is the primary dividing point between the AUP and their ally the OSFP.

Stance on issues
Transbeingism: Firmly in favor
Economy: Interventionism
Colonization: Forward unto the new frontier!
Social support: Sufficient

Open Society and Freedom Party-OSFP (Liberals)

The OSFP is the third largest party, and wields considerable power by working with the AUP. It highly values the free market, and supports the "liberation" of business from government restrictions. Generally a fairly cosmopolitan party, but the party most prominently is made up of Kopenians, whose history leads them to distrust central authority and wish to lead their lives their own way. They believe the best government is the one that governs the least, and thus oppose social support and government regulations regarding transbeingism. They also believe colonies should be established by private interests, rather than at the government's will, but have thus far been willing to compromise with the AUP regarding both colonization and social support.

Stance on issues
Transbeingism: Opposed to government regulation
Economy: Laissez Faire
Colonization: Should be left to private interests
Social support: Opposed

Front for the Restoration of Power to the Hereditary Governors-FRPHG (Nobles)

The newest party, formed in response to the rising importance of the colonies with the backing of several important noble governors. They desire to increase the power of the Noblesse Oblige branch of government so that they gain more powers as governors and the Republic would become more decentralized. The nobles claim they can respond better to the needs of colonists on far flung systems than the distant Equalius. While it is unlikely to gain enough support to truly challenge the major parties, the FRPHG has drained key support from the AUP and OSFP by drawing away many Werecs from AUP by their nobles sympathies, and many from OSFP by decreasing the power of the central government. AUP and OSFP now maintain their coalition by a narrow margin, and if they lose 20 seats, they'd be forced to deal with the nobility, which would have profound implications on the governing policy of the colonies. Virtually all remaining nobles are Werecs, since most Baloraquese nobles were killed in the revolutionary conflicts a millenia ago.

Stance on issues
Transbeingism: In favour
Economy: Interventionism
Colonization: Supportive of
Social support: Opposed
*Special interest: Increased decentralization to the nobility

People's Party of Goridalia and the Colonies- PPGC (Socialists)

The PPGC is one of the oldest parties in the GDRP, however it has almost always been minor and ignored. It seeks to create an egalitarian state where corporations are dismantled and wealth redistributed among citizens. 600 years ago these ideas caught on with some Baloraquese revolutionaries who started a rebellion, but were crushed. The PPGC only survived by distancing itself from the rebels, calling them communists, not true socialists like themselves. While the party would recover, and retains a decent number of Equals, it has little to no political power, and only the AUP or GFP would even consider making deals with them, and so long as the former has far greater prospects with the OSFP and FRPHG it won't sully itself dealing with the PPGC. What little support the PPGC has comes roughly equally from all three races.

Stance on issues
Transbeingism: In favour
Economy: Planned Economy
Colonization: Supportive of
Social support: Redistribution of wealth

Goridalia First Party- GFP (Isolationists/Pacifists)

The fringiest of fringe parties, the GFP only barely makes it past the 1.5% votes needed by a party to gain entry to the Equalius. It is a double issue party, caring only about the destruction of the military and the halting of colonial expansion. They believe that the military is an utterly unnecessary drain on the state budget, and that colonial expansion should wait until they have solved their internal issues, so as to avoid taking their sins with them further into space. While the members generally show socialist leanings, there are others within the party who are more Liberals, who believe the government should be disarmed as the first step to a truly free society. Tensions within the party are often high because of this, with fracture avoided mostly because those involved understand their pathetically limited support can't support a split party.

Stance on issues
Transbeingism: Opposed to government restrictions
Economy: No official position
Colonization: Opposed
Social support: no official position
*Special issues: Dismantling of the military​

2015-08-27-00-01-21-650607-10103595280948406666.svg

Breakdown of the 247th Equalius by party membership
FNO-328
AUP-297
OSFP-215
FRPHG-88
PPGC-54
GFP-18
 

Brettles

Private
32 Badges
Apr 1, 2015
19
1
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Crusader Kings II: The Old Gods
cXtKKda.png

Name:
Kazanlak Investors and Traders Corporation

Ingame start Polity: Kazanlak

Description: The Kazanlak Investors and Traders Corporation is a primarily human-run enterprise that hopes to profit from the new colonisation opportunities. Across the Kazanlak sector, the Corporation owns mines, farms and factories fuelled by the cheap labour of the Naslav, and profiting from their exploitation. The KITC take a mercenary attitude towards space colonisation; a goal to be pursued for profit and little else. But the promise of off world assets has seen KITC share price soar and the Corporation is eager to keep the price high by fulfilling their promises of a new trade route to the stars.

Positive Trait: Efficient colonialists- The Corporation are skilled at maximising profit no matter the cost to the population or the land. Bonus resources from colonial regions.

Negative Trait: Oppressed workforce- The Naslav, and particularly the Naslav за Чистота continue to struggle against Corporation business practices. Increased unrest.

((Edit for logo. Hope it fits with the established polity lore.))
 
Last edited:

Noco19

Little Creole
69 Badges
Nov 20, 2011
835
41
  • Crusader Kings II
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Reapers Due
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Hearts of Iron II: Armageddon
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
The Supreme Hall of Arbitration over the Bursk

Capital Name: Burskiwui

Species Description:
Like many other species, the Bursk evolved from primitive beings into intelligent life, utilizing tools to ultimately become the dominant force on their planets, not through pure strength but from ingenuity. Raised on the planet Burskiwui, an arid world filled with cavernous mountains, the Bursk were originally a cave-dwelling species of the predatory nature that thrived by hunting the large cave beasts. Thus, eyesight was extremely primitive, and the Bursk relied on superior smell, hearing, and extrasensory organs in their heads, and eventually on fashioned tools.

As the Bursk progressed in development, they came to encompass the vast majority of their planet, ruling from within the caves and more shaded areas, while the harsh sun necessitated eye implements to be worn as the sunny plains and deserts were colonized. Societies arose in the form of extended clanships, and the Bursk proved to be an honor culture, with the ideals of family, clan, and personal prestige being primary tenants. Perhaps unlike other species, these clanships would survive into the modern era, acting as the governments of their respective members, and the top source of inter-clan diplomacy and quarrels.

However, what fundamentally changed the Bursk species was the rise of genetic modification and other forms of biological sciences. While tools and crafted implements had served the Bursk well, to understand the Bursk obsession with these alterations of the body, one must understand the Bursk philosophies and its pull on the species.

Universal among the Bursk is a common code of philosophies, constructed over the ages by various powerful Bursk strong men, spiritual prophets, and assembled clan gatherings, wherein the paramount principle is the concept of inner perfection, that to create a perfect outside world, the inner self must be perfect first. Prior to the rise of feasible self-modifications and genetic research, this was often followed as a guide of meditation and personal learning, a sort of honorable set of values. But with modern sciences, the Bursk realized that they could more literally enact this principle by actually physically perfecting themselves and improving their bodies.

Of course, this is but the initial spark. Early geneticism with selective breeding, of plants, beasts, and Bursk was hailed as a grand success, but what truly cemented these methods was a series of great breakthroughs in the modern era, the first being the improvement of the Bursk eye, suddenly allowing sight without shielding from the sun. Subsidized by the clanships, for none would allow their people to be inferior, this would open the floodgates to further widespread redesigns. And it would not stop at Bursk alone. Suddenly anything could be achieved through manipulating life. The Bursk were never proficient engineers, nor did they truly glorify the mundane works of construction and engineering. But eminent scientists? They were oftentimes hailed as great heroes, on par with the military heroes of yore. Ethics were nonexistent in this regard, as the Bursk had philosophical justification. Foodstuffs were modified to yield more, be stronger, and grow further than ever before. Animals could be customized for specific purposes. The old Korks - a type of eight-legged cave worm that could be mounted and guided - could be quicker, could be more easily manipulated, becoming less animal and more organic tool.

And so the Bursk went down an entirely different path than most species, away from mechanical machines, away from relying on metals and electronics. Rather than powered vehicles, animals were simply repurposed and improved; rather than planes, flying beasts became little more than organic fleshbags to be piloted by the Bursk; rather than electronics, the Bursk developed a system of rooted organisms that could be manipulated, their energy focused and rerouted. By this current year, the Bursk have sailed the stars, using enormously swelled creatures to travel the Great Blackness, settling down microorganisms to establish colonies, and continually pushing the limit of what life can do, the Bursk looking almost entirely different from their origins, centuries of modification shaping their forms into more grotesque and fleshy figures.

Government Description:
The old clanships have weathered the progress of the Bursk, and have simply reformed with the times, acting as the governments over their members and territorial claims supported by the Supreme Hall of Arbitration. This Hall consists of every clan chieftain, so that all may have representation in matters of planetary justice and agreement. It is so named for its original inception, that being the control of which clans got which lands, and it has gradually evolved into a sort of planetary organ that has thus far spearheaded matters relating to matters on a species level. Presiding over this is the Keeper of Stilled Hands, an old title which related back to an old Bursk saying, essentially meaning that the Keeper ensured no hand could be raised in anger without reaction. The Keeper is technically elected, however, challengers may duel the elected Keeper to the death for his role, meaning oftentimes strong men dominate the position, except in cases where beloved or prestigious Bursk earn their position through sheer gravitas, who tended to either be extremely old or scientific gurus.
Positive Trait: The Bursk are masters of genetic and biological modification, knowledgeable in most all fields of organic life research. And if they don't know it, some Bursk will ultimately spend a lifetime trying to crack the code for a shot at legacy and honor amongst his clan.
((+1 Civ Tech))

Negative Trait: While scientifically incredible, at least in the organic fields, and trained warriors, due to their cultures of honor and aggressiveness, the Bursk are inept in anything overly mechanical, electrical, or otherwise engineering. Dealing with outside species and their non-organic technology will be difficult or even downright impossible.
((Unable accept tech trades/colonial share from other polities))
 

Strikingace57

Recruit
12 Badges
Aug 6, 2015
0
0
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron III
  • Impire
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Sengoku
  • Ship Simulator Extremes
  • Teleglitch: Die More Edition
  • Victoria 2
  • War of the Roses
  • Magicka: Wizard Wars Founder Wizard
Name: The Forgotten
Place Of Origin: Archduchy of Regina Territory
Occupation: Nomadic Hivemind/Cultists
Description:
The Forgotten, are part of the remnants of a long forgotten colony, Poseidon's Reach was a failed attempt at colonizing a group of asteroids on the outer edges of Centaurian Empire. During the fall of Centauri, all communication and information with and about the newly settled colony was lost. Their growth reached a stagnation, as all hope seemed lost.
However, a glimmer appeared on the horizon, no, for real, a glimmer appeared on the horizon, that glimmer was a large carrier craft of unknown origin.
After plummeting into the large asteroid that made up the foundation of their colony, it was discovered the entire interior of the craft had been charred clean by atmospheric entry.
(Now mind you, this is a very large asteroid, and artificial atmosphere was created on the colonies founding) A search party was hastily put together and sent to the crash site immediately.

Clearly, the craft was of alien origin, a race with technology far superior to that of the colonists. The craft had clearly been in combat, and sustained severe damage before entry, leaving breaches in the hull and shields offline. Most of the craft's systems were damaged beyond repair or inoperable by the colonists due to their lack of technical knowledge.
The craft's only system operable was in a contained unit that hadn't been severely damaged, a room of complete darkness, with a single silhouette sitting the center.
The silhouette was of a large chair, seemingly whispering to the nearby colonists. The search party returned to the colony and reported what they found.

Only days later, they started reporting nightmares and hallucinations to the colonial medical officers. Upon psychological analysis, they seemed fairly stable, with what seemed to be a form of attention deficit disorder, however this proved to not be the case. The members of the search party grew agitated, impatient, and began demanding to go back to the room, the room, the room, it was all the could talk about. After an attempt to rush the colonial gates, they were subdued and placed in solitary confinement under psychological observation.

One morning, one of the male members of the party was found dead, he had died in what seemed to be a heart attack from the pressure and stress placed upon him by the condition. Another one hung himself the following day, and one by one they began to die. The colonial medical officers grew troubled and were determined to save the remaining patients. After many failed experiments, they decided it best to see what would happen if the remaining members were allowed to return to the craft. As the vehicle grew closer to the craft, the search party members began to seem more calm and began to regain their humanity. They claimed that the craft was sent by God, to the human colonists and that it would give them salvation at a price, that they would cast off the chains that bound them to the asteroid, but they could never abandon the craft. The medical team was extremely sceptical, and for good reason too, having seen the results of what happened when it had been abandoned. Administrative officials denied them the supplies necessary to make the craft space-worthy again, however, the members of the original search party formed a cult and never abandoned their holy destiny.

This cult gained support from the lower classes of the colony, and those who sought to regain contact with the Imperial worlds. Finally, after twenty-three years of effort, they managed to repair the ship and left the desolate asteroid that they once called home.Eventually, their emotions and concious seemed to become more and more connected as they flew through the vastness of space, becoming the Forgotten.

Positive trait:
The Chair (Don't ask me... Ask Tristan)

The attunement is a room containing a simple chair, it seems to be rather normal at first glance... But upon further inspection you start to hear whispers,
small noises and a sense of attraction... More and more, as you stay in the room, the feeling of attraction starts to increase, the noises continue to grow in noises, and the whispers
resonant in your mind... Suddenly... They stop... The whispers fade, the noises stop, and a warm feeling is left in your chest.... You become more, happy, upbeat, and kinder to the ones
who felt the same as you, and you slowly slip into there hive mind... However... As soon as you leave the radius of the room that has given you all these emotions, you panic, you grow
paranoid, you breakdown... Then, you feel a strong longing for that room... a great desire for you feet to touch that holy ground, a great aching for those whispers to return... So, you
go back, and you feel fine once more... - A observation made by one of The Forgotten

Techy crap

The chair can manipulate the captains and crews mind, switching them over to our side... However, the mental fortitude can effect this rate, but once it breaks it breaks. Sadly, the radius of attunement/peace of mind is limited to 50km, but The Forgotten may recreate a "Replica" of the chair, that cannot attune people, but may calm to the raging hearts of the ones who desire the chair.(The peace of mind for the replica reaches about 10km)

If you are fully willing to join the forgotten, and know whats coming, you need to do a dice roll of 20, and have to get a 2 or above... good stuff

If you don't really know whats happening, and is caught by surprise, you need to do a dice roll of 20 and have to get a 10 or above... kewl

If you are suspicious of all this crap, and know that there is some shady ass chair that turns people into hippies, you need to do a dice roll of 20 and have to get a 15 or above... wow

Obviously, the attunement can be interrupted by a few things... Them walking out of the room, a breach in the room, or the destruction of the throne. Distractions that affect the senses however, will not affect the ones who are being attuned.

The dice rolling can happen once during combat, and twice during interaction with another being/thing outside of the ship (besides from the actual affected ship), and three times when we are in out in space. However, even if you are able to roll 3 times. The action takes a single order, but only affects a single ship.

Negative trait:
*You hear a explosion in the distance, and wails are echoing in the recording... A man breathing heavily into the microphone is heard, his voice seems weak, as if he was drawing his final breath.* We were fulfilling our god given duty, spreading out across the galaxy, looking for new members to take to the main ship... Then, bandits, filthy heathens,
launched missiles and beams of light, penetrating our hull and blowing up our stations... Then, a random projectile found its mark, and hit the throne dead on... All of us onboard felt
a indescribable pain in our hearts... It hurt, it hurt so much... It hurt so badly... Where was it? Where is our warmth, our kindness, our future... Its gone, oh god, its gone, no... No... This cant be happening, no, this isn't happening. *you hear a small chuckle* Yeah, this isn't happening... They are with me, I am safe. I am sane. I am not alone... *The sound of a knife being drawn is heard* Yeah... I'll be ok... Everything's fine... Everyone's waiting for me... Our salvation is waiting. *You hear metal puncturing flesh, and then hear a item being dropped, clanging on the floor* I'm coming, hold on... I've always been a slow... *END OF RECORDING*
- A damaged recording device, found in the captains quarters of The Forgotten's capital ship.

Techy crap

The throne is our friend... our way of life... if it is destroyed, we perish along with it... The main throne is indestructible, invincible... but the other replica thrones and the
other things around the main throne. (the room, the ship, the other ships...) Not so much...

If you are able to land a lucky shot on the throne room of a scout ship or something, the crew of said ship instantly dies... yup, if it gets shot, there dead (More precisely, it takes about a single hit, if it breaches the room...)

The throne room is usually built in, near, or around where the cabins are focused in. If none exist, they stick it in the bridge out of necessity, until cabins are built.

If the area where the throne room is attacked, another roll will take place. If the roll is or less than 5, its game over. (The roll will be out of 20)

This also applies to the main ship, but the main throne can be awakened by a member of the Forgotten, however, if the main throne is knocked out, who ever is on the main ship, like the
replica ones, dies, instantly. However, The Forgotten that survived will be attracted to the main chair, and will be able to find out where it is, even if it is millions of light years away, and they
will retrieve it, no matter what...

What we have right now...(and/or starting with.)
One heavy ship
One mind control thing
 
Last edited:

Tristanxh

Patriotic Texan
81 Badges
Oct 30, 2014
507
184
steamcommunity.com
  • Stellaris: Megacorp
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Mount & Blade: Warband
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III
  • Crusader Kings II
  • War of the Roses
  • Sengoku
  • Europa Universalis IV: Call to arms event
  • Victoria: Revolutions
  • Victoria 2
  • Hearts of Iron III Collection
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Steel Division: Normandy 44
  • Cities: Skylines
  • Age of Wonders III
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Sword of the Stars II
  • Leviathan: Warships
  • Prison Architect
The Reginal Ties, Daily News
Archduke Wellington Confirms Conspiracy!

This morning, Archduke Wellington revealed classified documents after Parliament demanded answers while reviewing the proposed new 'Strategic Weapon Ordinance Ready Deployment' plan. These documents revealed that the long speculated matter of the existence of alien empires being covered up was indeed, real.

Communications have yet to be made with these alien empires, only garbled bits of comm chatter can be picked up by the strongest of military scanners, giving us a rough estimate of their location. However, this revelation has kick started exploration and colonization, stronger than ever before.

Those of you, on the remaining independent systems, we beg you to join us, so that humanity can be fully united on the diplomatic table in these coming years.
Archducal citizens, our leader, Archduke Wellington has beseeched the bravest of you, to join the colonies in these newly explored regions, such as Beta 8 and Ceti 11. Archduke Wellington is also offering businesses monopoly on colonial possession, however these must be negotiated in greater detail, mercenaries, business men, CEOs, nobles, all of you should contact an Archducal office for offers.

(End of Comm)

-------------------------------

((OOC:
The Chair (Don't ask me... Ask Tristan)
Why should they ask me? I gave you 2 paragraphs of description after revising it all to an interesting and short backstory, and called it the "throne of enlightenment" not "the chair", then you go and add all of this additional random stuff that I said TL;DR to and you blame it on me when you realize the plot holes in your story cause you wrote more than you kept track of. No, They shouldn't ask me, I wrote 1/3 of the description but I am not the author of this, I'll even post what I wrote if anyone wants. I haven't a clue what you were thinking when revised my revision, I'm not psychic.
))
 
Last edited: