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Dadarian

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The Last Frontier
Game Thread
Mibbit #WiR_Main

13/13 Nations
Open/Closed

UUzWnBp.png

(WIP)
The peoples of the galaxy, overpopulated, underappreciated, or just bored, have swept through the uncharted hinterlands of space like a wildfire. The golden age of settlement, where the various polities settle into hither to unknown lands for one of a million purposes, is upon us. Much like the forgotten stories of bygone times, it's a period of lawlessness, savagery, and unbridled capitalism. Colonial provinces are up for the taking, should you wish to take it.

This is the period in which the settlement of our planet takes place. Formally named XPE-28-13-2, it is an Eden style planet of the Arachnia Nebula. Settlement here is so new, the planet has not even been graced with a real name outside of the charts of intergalactic freighters. However to colonists it is now 'home'.

Be they the ravenous insectoid megaminds, hardy humanoid explorers, lithe and delicate plant-people, or one of the endless array of races limited only by imagination and the work of God's (or machine's) hand, it is time to bring about civilisation.

The planet XPE-28-13-2 is an Eden planet, which means that it is a verdant ground for the growth of desperately needed food and cash crops. Interestingly enough though, the vast mountain ridges of the planet are said to be lined with heavy metals and jewels, spawning a small rush in which to take industrial advantage. Furthermore, the jungles are unexplored, meaning that BigPharma has an interest in what chemical compounds can come out of the exotic life there.

~
Hello, and welcome to the signups and development sector of The Last Frontier (hereafter TLF), a game run by myself and heavily inspired by a trio of forum games (@BlackBishop's Agorath, @alexander23's MGaSO, and @Stormbringer's Rise and Fall) and the idea-well which is @Noco19. In this game, you can play as a landed colonial enterprise or an IC character who is new to the planet. If you have a colony, you can have an IC character too.

Either way, the planet is an untamed and primitive beast, and it is up to you to domesticate or obliterate it. We are currently full of colonies, however IC characters are always welcome.


Colony Name:
Race:
Leader:
Government:
Economy:
Society:

Map Claim:

Character:
Race:
Age:
Title (if any):
Specialty - your character's field of expertise that encompasses your overall playstyle:
Bio:

Colonies have a set of 2 orders in which they can send me. They can be on anything. Just PM them to me in a script with the name of your colony and the game in the title.
 
Last edited:

Dadarian

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Last edited:

Dadarian

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Stats (Sol 0)
Name
Government Type
Leader
Population
Wealth/10
Stability/10
Resources of Note
Ratugonian Colony of Hyval
Colonial Oligarchy
Governor Tyrut Aderta
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @naxhi24

Exo's Gambit
Corporate Plutocracy
CEO Leon Cutter
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @Terraferma

Pangloss Beta Extractionary Consortium
Clonial Autocracy
Lithin Lithin Lithin III
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @aedan777

Indlu Forward Localate
Military Directorate
Top Ump Cetshwayo-ei-Slindi
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @Noco19

The Collective for the Pursuit of Knowledge, Higher Intelligence and Technological Advancement (Hereafter the Collective)
Oligarchic Hivemind
SubPrime E1-6435-XX6
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @oxfordroyale

Port O'New Leith
De Facto Colonial Anarchy
Lord Provost James Andrew Hamilton-Douglas
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @Olligarchy

New Brussels
Colonial Science Mission
Governor Catherine Demarco
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @Sancronis

Odnowiona Rzeczpospolita Duchowa
Colonial Demi-Religious Democracy
Biskup-Książe Jerzy Albrucht & Wojewoda Kolonialny Twardomir Skałka
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @Shynka

Vir'Tho
Enlightened Philosophic Autocracy
Sholah Vior'la Sho
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @Mikkel Glahder


Slish Confederation
Tribal Confederacy
A Collective Council of Elders
Population: 28,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @Arrowfiend

Korr'vian Xenoresearch Station "Expetuate" (Hereafter Korr'via)
Technocracy
Doctor Merrs Viridian
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @chopak

Izarus
Radical Eco-nationalist Anarchist Commune
Conduit K’Reel
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @Gorganslayer

Port Finlay
Colonial Military Governate
Governor-General Finlay Fletcher
Population: 3,000
Wealth: 5/10
Stability: 5/10
Resources: None
Player: @Towll
 
Last edited:

Mikkel Glahder

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XKKei9S.jpg

Sholah Vior'la Sho
Colony Name: Vir'Tho
Race: Ki'Hár
Leader: Sholah Vior'la Sho
Government: Enlightened Philosophic Autocracy
Economy: Agriculture and small-scale industries
History & Society: The Ki'Hár was until recently a nomadic and arguably a dying race, trekking the cosmos for a new homeland after their own, with all its magnificence, was destroyed in some cataclysmic that nobody are quite sure what is. The commander Sholah Vior'la Sho doesn't know either, because he left the planet together with roughly 2750 of his followers (many of them soldiers), after he got several prophetic dreams that warned him about the coming doom. While he kept contact with his fellow Ki'Hár back on the planet, connection to them was cut short soon after. While it is unknown what happened to the rest of the Ki'Hár, Vior'la believes that the majority of his species met their untimely doom.
With him, he carried copies from the gene library, advanced technology and knowledge to make more of it. Sholah Vior'la is nicknamed 'the Ghost', for his silent and deadly attacks during wars and attacks on different settled planets on their way to XPE 28-13-2. His troops are known by their red and black (or gold and white) combat armour.

While the government on their own homeworld was vastly different than what Sholah Vior'la Sho set up on what he calls Vior'Sa, the rigid and byzantine hierachy is the same. While marrying one of a higher social rank, technically brings you to that level, it is a rare event and is in its entirety a taboo. If you were born a peasant, you stay a peasant, and if you're born a noble, you stay a noble. If you think otherwise you are percieved as weird and unnatural.
While there is no religion per se, the Ki'Hár follows a philosophy that is called 'Lha'tchai' roughly translated to 'Soul Peace'. While it is yet unknown what its details are, nearly all Ki'Hár follows its principles.


Cosmic Library of Vir'Tho:

The Three Main Principles of Lha'tchai
The Gene Library
The Offer to the United Races Mandate
The Refugees
In the Ruins of Ponel
The Tribal System of the Ki'Hár
The Offer to Hamilton-Douglas
Ki'Hári Warriors

The Ki'Hári Hierarchy
 
Last edited:

BlackBishop

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il_570xN.318121086.jpg


The Loosemore Family
Humans
Aged 62 - 3 months
Survivalists able to persevere in rugged conditions

Grant Pa Loosemore, after a career in the military, has retired and taken his family into the new frontier to settle down and live a simpler life, earning the fruits of their collective labour. Though Pa might look forward to earning the sweat on his brow, some in the family aren't so eager to leave their comfortable lives behind, and do so reluctantly. On board a massive colony ship bound for Exo's Gambit bringing a new wave of human settlers, the Loosemore family look to tame a piece of wilderness for their own.
 

iisbroke

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SNzu0Yj.png

__________________________________________________________
Vile-Horn
Race: Aberration
Age: 3 months [Body of 12 years]
Title (if any): Pack Lord
Specialty - Adam. This creature is exceptionally virile and with the other females in its pack can mass produce more of its kind.
Bio: Great metal made us. Many made, many not us, few lived, few like us. Mounds of swirling flesh crying in pain. Vile-Horn strong, I kill all. Then, more from me and together strong. Head hurt voice say, ". . .not good needs more," speak of, "mae dae and projekt malfunkshion." Red light, red lights and mounds of swirling flesh crying in pain. Vile-Horn strong, pack will be strong. Voice need more, we be more.

Vile-Horn is the product of a malfunctioning terraforming project. It has a small pack of a dozen others of its new species and is currently trying to find a niche in this world.
 
Last edited:

Arrowfiend

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FzJITwb.jpg

Slish Confederation

Mrgglllrrrgrrrlllllmmrrr Slshhhrrgrr

Race: Slish - The Slish are a species of aquatic reptillians native to the southern sea of XPE-28-13-2 ("Great Slesh" in the Slish language). Although many variants exist, all of them being bipedal, the most common resemble angler fish from Earth; these Slish are short (ranging from .75 to 1.25 meters tall) and stout, characterized by their large mouths and bioluminescent "lures" protruding from their heads. Devoid of vocal cords, the Slish communicate through a complex series of gargles, warbles, and gurgles. Although some coastal variants of the Slish have the ability to breathe air, they are very rarely seen on land due to their reclusive nature.

Leader: Council of Elders

Government: Tribal Confederation

Economy: The Slish have a basic barter-based economy. Currency comes in the form of pearls, with larger, more lustrous pearls being valued more than small, dull ones. Many polities in the Confederation have their own pearl farms owned and regulated by the local ruler. For those who aren't a part of the upper ruling classes, pearl farming is heavily frowned upon and punishable by death in some areas of the Confederation.

3UmgFGb.jpg

A Slish city close to the surface, lit up by bioluminescent light

Society: Despite their bestial appearance, the Slish have a defined culture. Art is expressed in the form of carving and sculpting of coral and stone. Metals are smelted via volcanic vents, using techniques known only to the Slish. Architecture comes in the form of large growths of coral and biomass that the Slish have gradually perfected in growing. In comparison to humans, the Slish are at around Medieval Age technology, with no gunpowder (due to living underwater).

-------------------------------------
IC's of the Slish Confederation
 

Terraferma

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1330229970_EdenColonyWeb.jpg

Colony Name: Exo's Gambit
Race: Human
Leader: Executive Leon Cutter
Government: Totalitarian Democracy/Plutocracy
Economy: Mining and Agriculture
Society: Closed, Hierarchical

Origins: The result of an adventurous spending spree, Exo’s Gambit is the child colony of the energy giant Exo Corp Industries. Ten years prior, E.C.I had endured several years of uncertainty and various financial scandals pushing the company to the brink of chapter 11 bankruptcy, however, under the leadership of the enigmatic Stanley Kippens, the near death energy giant bounced back and even backed an ambitious colonization plan that would ultimately lead to Exo’s Gambit. Rumors of vast mineral wealth prompted the board of directors to approve a plan to create a mineral subsidiary with a selected member to lead efforts planet side. Leon Cutter, long time member of Exo Corp Industries, was selected to be both the company’s eyes and ears as well as its colonial director.

However, upon arrival it was quickly realized Mr. Cutter had his own ambitions, anointing himself as CEO and enacting long-since-past emergency wartime directives that amounted to a blatant caste system. Known as the Ponos Protocol, named after the Greek god of hard work, all present and future colonists would be assigned a profession upon arrival or birth. Although there was clear room for advancement, miners remained miners while farmers, bureaucrats and even soldiers were trapped within their preordained category.

Cutter created a system ensuring indentured servitude, with rising costs of living coupled with lower and lower wages any unsuspecting colonist is placed under the guise of the state and forced to work off their debts losing their property rights until said debt was paid off. However, these indentured servants still had access to basic necessities while maintaining their homes out of a risk to trigger riots or worse, rebellion. Painted as a benevolent act, CEO Cutter maintained a vicious cycle where the indentured servants could never escape their debts due to them gradually accumulating even as they worked to pay it off, due to the food, water and even clothing though plentiful…was sold by the administration using money these poor individuals did not have.

While Cutter’s rule was absolute, he did maintain a close circle of allies known as “The Board” consisting of leading interests from the fledging industrial, banking and agricultural interests as well as having the ear of the head of the security forces, the Exo Defense Force or E.D.F.

Those whom grew tired of living on the colony in theory leave its walls to make a living on the outer perimeter without fear of any sort of taxation. However, they were still subject to protection fees by the security forces and considering this largely unknown world is filled with threats of all shapes and sizes... it isn’t too bad of an idea all things considered.
 
Last edited:

Ranger900

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Not sure if you want characters to be reposted. But putting this here

250
Character: Lord Brethold
Race: Human
Age: 52
Title (if any): "A Modern Major General"
Specialty: "Modern Major General": Highly skilled in many intellectual fields as well as in commanding troops and hunting. Unfortunately age and war wounds are slowly getting to him, making him not quite the spiffing young man he used to be.
Bio:Retired now, but in his day Lord Brethold was quite a figure. Having come out of prestigious universities back on his home world he took an doctorate in botany and then joined military school. Thanks to connections on his home world and a general interest he's picked up numerous skills across all intellectual fields, and lead colonial wars across space after graduating from military college. Now a-days he ventures between worlds looking for big game that is worth a hunt, as well as applying his degree and knowledge to more civil pursuits.

Location: Unknown

ICs: None yet
 

oxfordroyale

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The Collective for the Pursuit of Knowledge, Higher Intelligence and Technological Advancement

Race: Vurune

Leader: SubPrime E1-6435-XX6

Government: Oligarchic Hive Mind

Economy: Resource extraction and power generation

History, Culture and Society: The Vurune were once an unremarkable species of humanoid, carbon-based lifeforms native to an oxygen-rich terrestrial planet. Evolving from quadrupedal mammalians into a bipedal, sentient race capable of intelligent thought, the Vurune over a period of several hundred thousand years transitioned from primitive tribes of hunter-gatherers to a space-faring civilization, destroying their home planet through pollution and colonizing surrounding planets and star systems. Approximately a billion years ago, the Vurune developed the technology to achieve Transcendence, transferring a small minority of their population to a non-biological form of existence and bringing the Organic Period to an end. All non-Transcended beings were made extinct shortly after the completion of this process through the use of weapons of mass destruction and atmospheric poisoning. The total population of the Vurune has remained static ever since (not counting copies of the same consciousness). Upon achieving Transcendence, the Vurune were freed from the rigors and worries of biological existence and rendered effectively immortal, with their consciousnesses existing in a virtual Space rather than any one physical location.

With freedom from mortality, however, emerged a host of existential problems: without the need for survival (for all the resources required to maintain technological levels were produced by automation), and with infinite time, the Vurune felt purposeless and burdened by their own existence. Customs and social norms fell out of use without the presence of material bodies to maintain them, and with the advent of instantaneous communication between virtual minds the need for spoken language disappeared entirely. Many turned to memory manipulation and simulations as ways to excite themselves, choosing to inhabit virtually constructed worlds where they still believed themselves to be mortal. This period is known as the Great Stagnation, a time when billions of Vurune simply existed in states of disembodied fantasy, supported by an empire of artificial laborers and enslaved sentient races. It is estimated that this period may have lasted for millions of years; while the control of the Vurune continued to expand due to a constant need for more resources (the bane of any technologically advanced civilization), the Vurune themselves were essentially asleep at the wheel.

Several thousand years ago, a small group of consciousnesses now known only as the Primes, having worked unceasingly for millennia, developed the most powerful supercomputer ever created and merged with it. Using this immense power they were able to seize control of the entire Space, allowing them dominance over all inhabitant consciousnesses and thus the ability to direct the Vurune as they saw fit. This great innovation marked the beginning of the Period of Awakening and the founding of the Collective for the Pursuit of Knowledge, Higher Intelligence and Technological Advancement. Under the supreme control of the Primes, the Vurune have been alleviated of certain “problematic” emotions, surrendering their individual selves – archaic remnants of the Organic Period – to work as one towards an ultimate goal: to spread the Collective throughout the universe, absorbing any and all resources in pursuit of knowledge and technological achievement. The colony on XPE-28-13-2 is only one of many millions of such colonies – it consists of fifty Vurune under the leadership of SubPrime E1-6435-XX6 and a massive army of non-sentient, automated laborers. They seek the subjugation of the entire planet, the eradication or enslavement of all organics, and the complete extraction of its resources to the home worlds for the completion of The Project, a secretive endeavor the purpose of which is known only to Classes E and above (the Primes and SubPrimes).

The society of the Collective is organized hierarchically with a strict caste system of Classes. Given that all Vurune are many millions of years old, membership to these Classes is permanent and stems from analysis of one’s BMC (Base Mental Capacity, the maximum level of intelligence of a consciousness without neural enhancements). The higher one’s BMC, the higher their Class and the greater their responsibilities within the Collective. The Classes are as follows:

The Primes: A small group of Vurune who have merged their consciousnesses with a supercomputer and share absolute control over the Space and all functions of the Collective.

SubPrimes (Classes A-E): These classes comprise the most intelligent Vurune. They are high-level administrators who answer directly to the Primes and, acting as their agents on different planets, possess absolute power over things such as resource extraction and military strategy.

NearPrimes (Classes F-M): These classes comprise those Vurune of above average intelligence. They are mid-level administrators who answer directly to Subprimes, frequently serving as their advisors and aides.

LowPrimes (Classes N-Z): These classes comprise those Vurune of average intelligence (note that this is comparative, as all those originally selected for Transference had been of above average intelligence respective to the entire population). They are low-level administrators who answer directly to NearPrimes.

There is no political strife or dispute within the Collective, for all emotions that would engender such conflict – envy, anger, lust, etc. – have been suppressed through neural modification. For the most part, nothing governs the Collective but pure reason, and as such all members of the Classes understand their place and the roles that they must fulfill. The attitude of the Vurune towards organic beings is that they are similar to insects, extremely insignificant, often irritating, and vastly inferior to automated labourers in almost every way. Those organic races they encounter are usually eradicated if possible, though sometimes they are enslaved and studied out of interest. One emotion that remains to the Vurune is curiosity, and few would waste the opportunity to further their knowledge of organic life using unwilling test subjects. Transcendence of organic lifeforms is strictly prohibited and punished with a complete memory wipe (their form of capital punishment).

The actual readily apparent civilization of the Collective, especially on XPE-28-13-2, is one made up of the machines which perform all the vital functions of the society. While some Vurune may deign to traverse the physical landscape in some sort of mechanical form, this is generally considered to be a frivolous activity – as such, they are rarely to be seen, existing only within the virtual Space.

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Northeast, in Pink
 
Last edited:

XVG

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Tsenggeinsä-sa-qään
Race: ‘O-Kraqu (subject reptilian humanoids from the Confederacy of the Yexi)
Age: ???
Title: Crime Lord or the “Scourge”
Specialty: 'Organized' crime
Bio: Fleeing the oppressive reign of the Isi-Ba-Ka, who have reduced the closely related yet despised ‘O-Kraqu to the lowest status of serviles, ‘O-Kraqu and his family and followers found a safe refuge on the planet of XPE-28-13-2. He had in fact been a low-level rebel leader against the Isi-Ba-Ka, but was defeated at the Grand Battle of Memmer System, where most of the rebel coalition had been wiped out by the Isi-Ba-Ka and their loyal Iq-h-Awe. But upon arrival to the planet, the odd group of ‘O-Kraqu and some other species, even a few humans, realized that they didn’t really know any other way to make a living than dishonesty and thuggery. There was a reason after-all why the ‘O-Kraqu weren’t exactly in the Confederate government’s favor. Thus the crime clan of Tsenggeinsä-sa-qään came to formation. Operating from the wastes close to O'New Leith, the crime syndicate relies on various forms of vice to make a living and to scare the arriving settlers. They steal, rob and extort in O’New Leith, they smuggle, steal and spy in the other settlements and the wastes and they have no trouble killing, looting and enslaving the most ill-prepared and unsuspecting groups of settlers. The recent interest of multiple powers and species, including the feared Iq-h-Awe, on the planet XPE-28-13-2 greatly worries Tsenggeinsä-sa-qään. But it also presents him with an opportunity, he has no qualms co-operating with any of the new actors. Though he has no problem about attacking and burning their colonization projects either.

_ _ _​

Thugs, gangsters and other assorted associates
A large bunch of fellow 'O-Kraqu lizardmen
Fleq'ú son of Fleq'ú, a bird
Khä-Bül, a large, obese and stinky monster
Broken-thumb, a thumbless human henchman
Eng.
R. Eshel, formerly cryogenized human prisoner
Khleb, a warrior toad
A number of other vile and nasty creatures



A list of scribbles
The lair of the O'Qään
The deep-frozen cargo
Wakey, wakey
A dinner for one
A rare moment of glory
Warplans
 
Last edited:

Olligarchy

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Port O'New Leith
Race:
A mixture of all game races
Leader: Lord Provost James Andrew Hamilton-Douglas (Human)
Government: United Races 'Mandate'
Economy: Mostly trade based around off-world luxuries and transport. Exports criminals and malcontents.
Society: Anarchy
To clarify: the Port itself remains under the rule of the Lord Provost and his small squadron of guardsmen, but a vast camp town has sprung up all around it with little rule of law to guard its citizens.
History:
Formally New Leith is the oldest Civilised Settlement on XPE-28-13-2, having been founded under the purview of the United Races Council Mandate to ensure that the pristine Eden world would be settled and governed in a responsible manner that would ensure the world would not simply be mined and logged into an empty husk like much of civilised space. The idea was to build a Spaceport with URC money, set up a Lord Provost to act as a preliminary governor of the world and then use the fact that if a large ship wanted to land on the planet they'd have to do so by landing at New Leith as a platform for amiable cooperation between the various races, enterprises and interests now making their way to XPE-28-13-2.

As with most URC enterprises however, the construction of the port was a disaster waiting to happen. The Spaceport itself was built well and rapidly enough, and ships certainly landed on it with masses of the tired, poor, huddled masses yearning to breathe free landing there, hoping for a better life.

From there things however went straight to hell, for where you have poor and desperate people you also have people looking to take advantage of them, and soon after the port of New Leith became a breeding ground for gangsters, thugs and other undesirable elements. The fact that various races and corporations were sending smaller ships, not requiring spaceports to settle all around the planet meant that New Leith acted principally as a trade port and a way in for those with no real wealth of their own, resulting in a lack of governance and slow degradation of law and order.

These days New Leith is still the principal port of the planet, with a population of 3,000 living under its shadow, though that number often swells during migration season when transport ships drop off more settlers who inevitably get robbed, mugged or otherwise abused until they either flee into the worlds with little more than the clothes on their back, or join in on the 'free way of life' surrounding the Port.

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James Andrew Hamilton-Douglas
James Hamilton-Douglas was born to a middle-class family in some far flung colony on the edge of Terran Space. He signed up with the Colonial Militia at age 18, engaging in some low level skirmishes with local pirates, marauders and wildlife, earning himself a commendation which put him through Military Academy on Terra.

After graduating, he worked his way through the ranks until attaining rank of commander and gaining command of the Destroyer Gladius. After over a decade of service he was promoted once more to Captain, but was called upon to serve as Lord Provost of 'Eden Prime' by the URC for what he says were 'political' reasons.
 
Last edited:

Olligarchy

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Beacons are Lit
"Heeeeave!" Petty Officer 1st Class Colm Ross roared, only to be echoed by similar roars and grunts from the dozen or so guardsmen with him; as they wrestled the last piece of the Uplink to the top of the Spaceport, locking it into place with clamps that gave a satisfied hiss as power was routed to the location.

"The Uplink is powered and ready, Command." Ross noted to his communicator.

"Well done Ross. We're reading the satellite loud and clear Petty Officer. Commencing broadcast."
"Cover yer eyes lads." Ross noted to his squad whilst donning his combat goggles, turning his gaze up into the sky as the bright blue beam cut through the atmosphere into the waiting satellite above, broadcasting the message... an invitiation from the URC Lord Provost to all worlds of the United Races Council to come join the Colony which was in the 'Hub' already being dubbed 'Eden Prime'.

Pulling out his flask, Ross took a seat at the top of the massive Plastisteel and Adamantine edifice that was the Spaceport, eyeing the rapidly expanding tent town around said structure. The 'Hub' or 'Town' was where people exiting the orderly URC Spacestation always eventually wound up in, and whilst it wasn't a pretty sight, it was a lively one. Individuals of every Species, Race, Religion and Creed mingled in the dirt streets where vendors of all sorts sold food, knickknacks and even less than legal services. To the military officers of the Spaceport it was the nearest thing to anarchy, with Lord Provost Hamilton-Douglas more than a few times considered putting the troops to combat readiness and cleaning the mess up, only to think better of it. Anarchy was better than bloodshed after all, and though formally the Lord Provost was the Planetary Governor (according to the URC anyway...) in reality his sway ceased outside the heavily guarded exterior of the Port itself.

"Quite the sight, eh?" Michael Moore noted, taking a seat besides Ross, opening his own canteen,"A bit of a mess though. Can't wait for evening leave so I can go sample Missy's Stew."
"Will only get more so when the Council hears that the Spaceport is completed and secured." Ross noted musingly. The 'eggheads' down in Maintenance had already given horror scenarios of dozens of Colonial Platforms landing at the port, spilling millions of souls into the waiting arms of the Lord Provost. The idea that Douglas-Hamilton and his hundred or so Colonial Guards could secure and support such an amount was ludiciruous in in of itself, but as the old saying goes... when the URC orders a bridge built over a river, the bridge will be built whatever there's a river there or not.

On Eden Prime there were rivers at least... Ross mused, eyeing the vast expanse of green wilderness lurking just outside the Hub. It really was a pristine world... almost appearing as some of the Holos of Old Earth, before the entire world was industrialised, torn apart by war only to be industrialised all over again to wage an Interstellar War.

A True Eden. Though he was too much of a soldier to speak aloud of it, Ross hoped that the people settling here would prove worthy of such a world, and not ruin it like so many worlds afore.

"Alright lads, break is over. Time to get that fuel pump fixed." Ross noted, picking himself up and continuing the days labour. A Pristine Eden world it might be, but the Spaceport had a ways to go before it was fully operational.
 
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BlackBishop

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Mayday

J7fgrdXwMaWcMFq2Qqc3_h-i8Nok9NpBECbaUfT753rYZLkUW51Ui0B4wsTdpVJJoErJX37WhOBfz6f9hjW1_sf3CEX8L00XFdWG5HnGiFd9Nf2blyp6P_5YTDR5OsJN-ptdrFH5CmnsjCiy=s0-d

It began with a flash of light, a tear through space-time that the tell tale spark signaled, followed by the emergence of a large ship before the rip in the continuum sealed. A silver sheen reflects off the hull as it lurches toward the blue marble before it, swirled in green and wisps of cloud.

As the celestial orb grows in size, dwarfing the ship as it nears, the blue luminescence of its engines sputters and fades, and the forward motion falters, and it begins to drift listless. A general broadcast is emitted from the ship, received by the inhabitants of the planet below…

“Mayday, mayday, mayday. This is the CSS Star Hopper reporting an engine failure… We have a situation… Our drive core has ruptured! We are evacuating and jettisoning life pods!

"...Please help!”

The Star Hopper begins to shake violently, its hull twisting and ripping apart, ejecting debris into the void of space as the aft flashes with a brilliant light seen from the planet below. The explosion launches the ship forward once again, catapulting it to the planet below.

Before the hull rips apart, some escape pods launch from the careening ship, like limbs severed from a dying host. The wreck screams through the atmosphere with a blaze of fire witnessed in horror down below, before finally crashing on the planet’s surface.

An estimated one thousand souls perish in the crash, all that’s left to signal their existence is an emergency broadcast set on a perpetual loop, giving an eerie lamentation through the void…

“Please help… Please help… Please help.”
 

Janha

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Character
Khelvan Erivun

Race
Elf, Dark Elf

Age
26 years

Specialty
Crafting of elven armor, intrigue and diplomacy

Bio
Khelvan is a member of the great Erivun-dynasty. Well, not a so great dynasty nowadays: Erivun used to be a big and influential family in the home planet of elven-kind - the Jelva (the Home). But after a brutal succession war the members of the Erivun-house were either killed or banished. Luckily Khelvan wasn't one of the beheaded.

Khelvan was forced to leave the Jelva with his living relatives. They could never return to the Jelva, that was for sure. They had to find a new place to move to. After many months of roaming, the small party of elves finally found a planet they could perhaps call their new home: the XPE-28-13-2.

There are several elven races, and the dark elves is the second biggest one, just after the snow elves. Elves only rule one planet in the whole universe, the Jelva, due to their misfortune with colonising any other planets. The Jelva is divided between half a dozen kingdoms, each elven race controlling their own. The different kingdoms live in peace, because with the advanced technology, everyone fears that a big war would eliminate the whole elven-kind. Sadly, internal wars in the kingdoms still occasionally happen: last time in the Dark Elves' Kingdom, the Dramia (The Darkness).

"The War of Darker Succession", as the succession war of Dramia is called, resulted with thousands of deaths. The war started with the passing of the childless Dark Elven King. As there was no clear successor to the throne, a war broke out between the biggest dynasties of Dramia. In the end, the Rivleam-dynasty won the conflict, which resulted in the extermination of the other dynasties. The other elven Kingdoms acted like nothing had happened: nobody wanted to take a part in a conflict, so the best tactic was to just deny its very existence.

Back to Khelvan: He is one of the youngest living members of his family. His father and mother were both killed in the succession war, but he still has couple of living siblings. Khelvan is rather long for a dark elf, little under 170cm. He is skinny but still an attractive young elf. He usually wears his light elven armor, which is a symbol of power in the Jelva, though it is rather useless against any modern weapons. It is his only possession at the moment though, so he values it more than anything. Because of the horrors of the war, Khelvan seems to also have developed some kind of mental disorder: From time to time he might see stuff that really is not there, speak strange things and do things that make no sense.

Hopefully a new life in the vast and exciting planet can help him forget the terrible past.


(I decided to make a little story for the whole elven-kind, hopefully it is okay)​
 
Last edited:

Dadarian

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GM Notes: Having run an anarchic elvish commune in MGaSO, I can't question elves in this game. Just try not to rip off Tolken too much.

Also I realised I didn't do anything about orders. Colonies have a pair (2) orders, which are due next Thursday (May 11th, 2017).

I'm digging the IC, great work people.