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Rabbit Burgher

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Colony Name: New Brussels
Race: Human
Leader: Catherine Demarco
Government: ESA Colony (European Union Mandate)
Economy: Mining and scientific research.
Society: Due to the colony's European routes, the society is heavily socialised with most working towards a common goal for the good of the people. Its current small nature with only three hundred colonists (and a lot of machines) is due to all of the personnel being from the European Space Agency's colonisation programme, handpicked for their abilities.

History
: Established only three years ago, the European colony has already flourished with its work mostly being done by robots. Food is now entirely produced locally and the skeleton crew has been inflated to a full compliment of personnel. However, this is by no means where the colonisation efforts are to stop. With the colony being increased regularly, the ESA's established plan is to have it eventually become an open colony for civilians to make their home.

Map Claim:
2ykizh2.jpg



Character: Catherine Demarco
Race: Human
Age: 59
Title (if any): Director
Specialty: Xenobiology
Bio: Born in Italy, Demarco was a child of academic excellence, passing through her school years with ease and finally finding herself employed in the field of Xenobiology after achieving a doctorate whistt at the University of Mars. However, after a violent exodus from a research outpost that was occupied by a hostile species in a minor border conflict, the Doctor found herself looking for work. Work that she found in the nation that had replaced her home country.

With her PhD in xenobiology, Dr Demarco presented an excellent candidate for the ESA's research outpost on an alien world. With a reputation already established in the galactic scientific community and experience on frontier outposts, the doctor found herself being selected for the role of Research Director during the training programme. Having overseen the first three years of the colony's development, the Director now looks to the colony's future, hoping that she can navigate the diplomacy and intrigue that might occur with her neighbours.
 
Last edited:

DeMarchese

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I will play as a colony if the limit is not already reached or if the GM still allows it.

I'll wait for an official reply before developing colony background or making any map claims.
Thank you.
 

XVG

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WQrMbIl.jpg


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.
 

Shynka

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Odnowiona Rzeczpospolita Duchowa
((The Renewed Spiritual Commonwealth))

Race
Human
Leadership
Biskup-Książe Jerzy Albrucht ((Prince Bishop)), Wojewoda Kolonialny Twardomir Skałka ((Colonial Governor))

Government

The Government of the Colonial nation has is recognised by it’s own mother state as fully autonomous. No taxes are levied and no obligations exist, but technically the Colonial Governor can be dismissed by the Government. The colony is organised into two main branches, of which one is theoretically subject to the remnants of the once significant Catholic Church. Due to the lack of Popes, the Bishop is instead appointed by his peers following the death of the previous one. This collegium of priests, 8 strong, effectively forms the upper chamber of the government with the power to appoint new Bishops and veto legislation with a ⅔ majority. The Bishop is a largely ceremonial figure, although has significant sway over the fanatically religious population through the Church. The Bishop very rarely intervenes in the affairs of the colony, mostly busying himself with organised religion.

The Colonial Assembly, called so despite independence, is 32 strong. This lower chamber is elected from men of ‘great standing’ in the various communities of the colony, and has the power to enact legislation and appoint a Governor. The Assembly is elected once every 5 years from the 32 boroughs of the colony by the population; voting rights are widely available to minorities and even short term residents. The Assembly will then elect the Governor, who may or may not seek confirmation from his majesty, the Bishop. Confirmation is not necessary but will usually affirm the candidate in the eyes of the populace. A governor begins his rule by filing an official letter to the Polish Colonial Ministry, asking for Promotion to the Station of Colonial Governor. For the past 27 years permission has been granted to each Governor, even ones that were fervently Catholic (As opposed to the atheist mainland) or fervently pro-Independence. Two referendums for full Independence have failed, and another one is scheduled in 4 years.

A lot of the laws are oriented around the state religion of the colony. Secularism and atheism are both welcome, but non-Catholics are not allowed to hold more than 82 hectares of land without a special permission granted by their local Borough. These permissions are usually nothing more than a formality, but can sometimes be denied.

The Colonial Assembly is currently divided between three major blocs;

  1. Partia Prawa, Siły i Chrystusa Zbawiciela ((The Party of Justice, Strength and Christ the Saviour))

  2. Katolicko Ludowa Partia Socjalistyczna ((Catholic People’s Socialist Party))

  3. Zgromadzenie Niepodleglosci ((The Independence Assembly))

Currently the tiny (2 Assemblymen) Independence Assembly sits with the PPSCZ in the assembly.


wyuRN9O.png


Economy

The colony is primarily reliant on its rich mining and drilling operations, which are still partially owned by Mainland Conglomerates. The colony also has a tiny but quickly developing services sector; due to taxation loopholes around certain types of corporations, it is home to a few shell companies. It is also home to some very minor telecommunications research due to the abundance of available metals and relatively cheap labour. Taxation is fairly lax. The colony imports most of its non-metallic raw resources. A large portion of the work is performed by imported drones and machinery.


Society

The Society is mostly slavic, with the biggest majorities being 61% Polish, 14% Croat, 8% Czech and 3% Italian. Non-Humans consist of only 2.1% of the colony and are largely ostracized by the humans in the countryside, keeping to the major corporate settlements. The Colony is made up of 31% self-declared Fundamental Catholics, 49% Moderate Catholics and 20% other, of whom the vast majority are assumed to be atheist. In the age of spacefaring it is considered a very traditional colony; it is mostly home to outcast who feel the world has become too Secular and seek a place where Catholicism is still the fundamental pillar of society. Most people live in the small hoverport of the town of Matka Maria ((Mother Mary)) which at 1700 strong is the Capital City of the colony. There are two other large settlements; Przylądek Józefa ((Cape Joseph)) which is home to a large robotic drill farm maintained by 330 workers, and the large complex of S.L. Petroas which belongs to the mainland IT company Petroas and effectively consists of 210 ‘employees’ kept there for tax purposes by a number of other corporations. Other settlements are usually families with farms of robotic drones maintaining fields or small mines.

Map
Enormous blob, west. Blue is actual territory, pink was claimed for the colony by the Treaty establishing it, albeit is not recognized by anyone but the Motherland.

qVMd2IE.png
 

Ranger900

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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.
 

Dadarian

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I'm thinking of going with some kind of sentient aquatic race that is native to the planet. Any ideas on how advanced, large, or powerful they should be? Personally I was leaning towards more primitive (at least in comparison to the colonists), around medieval-age Earth technology, but they make it up for it in numbers and a knowledge of the environment. They'd be unified under an Iroquois Confederacy-esque government.

Alternatively I could have some sort of advanced but extremely isolationist people that largely stay to themselves in the deep seas of the planet.

Native Sentients are medieval as declared by GM fiat. Go ahead with development.

@DeMarchese, develop what you want, I'll take a look.

# of nations bumped up to 10-12 based on quality.
 

Mikkel Glahder

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prCTtUz.jpg

Sholah Vior'la Sho, during a campaign

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 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.

ole7MIq.png
 
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).

Map Claim: No specific area, spread out throughout the southern sea.
 
Last edited:

chopak

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I woud like to play a research outpost from Korr'vian Technocracy. If there are too many colonies, I will gladly lower the budget for research team to only afford one person with no permanent base of operations dr Livingstone style :)

Colony Name: Korr'vian Xenoresearch Station "Expetuate"
Race: Korr'vi - lizard like people. They walk on two hind legs and often use their prehensile tail to hang off various things. Four fingers hands on their arms allow them use of tools similarily to humans.
Leader: Doctor Merrs Viridian
Government: Technocracy
Economy: Nonexistant, self sufficient and focused on research.
Society: Around 300 people. Mostly scientist with families. Xenobiologists, Xenogeologists, Xenophysicists etc... Includes small security team, medical staff and bunch of engineers. Station is one of Korr'vian famous research outposts - deployed from orbit and theoretically fully self sufficient. Food is grown in biodomes and all equipment is manufactured using replicators. They are not almighty though and still need resources to make stuff. Luckilly all outposts come with container full of titanium.

Contrary to its name, Expetuate Station actually consist of few stations scattered within short distance from one another to make sure all of scientists have easy access to their preferred field of study.

(Six lime dots)
map.png
If cut down to one-man research team:

Character: Doctor Merrs Viridian
Race: Korr'vi - lizard like people. They walk on two hind legs and often use their prehensile tail to hang off various things. Four fingers hands on their arms allow them use of tools similarily to humans.
Age: 48
Title: Doctor (PhD)
Specialty: Researcher sent with scientific mission to XPE-28-13-2
Bio: When the XPE-28-13-2 was discovered everyone in Korr'vian Technocracy was excited. A new Eden-like world! Full of new life, new minerals and new anomalies to discover! But with time the hype was wearing off and expedition went from fully fledged with colonists and armed forces, to research outpost with about 300 people, to single outpost with around 10 staff and finally to single-man expedition with almost no state support.
Similarily expedition was first to be led by famous Dr Lirrvan Silver, but as the funding dwindled, the only candidate that remained was Doctor Merrs Viridian. Skilled no less, but less lucky. His last research mission failed spectacularly and Dr Silver-led rescue mission had to be assembled.
 

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AzagalTheGreat

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WANTED : DEAD OR ALIVE

b942a60e1ad85e43742bb39941404f3c.jpg


'LADY DAUNTLESS'

REWARD : 100,000 GALACTIC CREDITS

Character: Lady Dauntless (Birthnames have been lost during her escape)
Race: Human
Age: 26 biologically, chronologically 376 years old.
Title (if any): (former)Queen of Pirates, Lady Dauntless (Claimed, the last is more of a nickname she adopted)
Specialty - This woman is best described as a human roach. She is known to be incredibly crafty, and even when the odds seem impossible she will find a way to get back onto her feet. Which ties into her piracy, the thing she excells at until she runs into the law, inevitably.

Bio:

According to what authorities know of her, born into a moderately well off family on a colony on Alpha Centauri, becoming an orphan at age five as her parents died from a drug overdose. Together with her elder brother Gronnar and her sister Saath, she was left to fend for herself on the streets of the Alpha Centaurian colony of New New York. She would with them join a pirate crew known then as Broth's Brawlers and learned the ropes of what would become her future occupation, slaying her first sentient being at only twelve years old. She relished in it and grew into a strong woman, and when her brother, who had by then deposed Broth died in battle three years later she would take her chance and took over control of the ship.

Under her rule, a pirate empire grew that invested the known galaxy, reaching from Earth to the farthest reaches of the Galaxy. Her downfall would come in a long planned ambush, where the UN forced boarded her ship and took her alive. She would be sentenced to 350 years in a cryogenic facility, to remove her as a threat to the galaxy. When she was released, she pretended to be a changed woman, but would soon hijack a merchant freighter and flee into deep space, and many thought it was to be the last that was heard from the dreaded Lady Dauntless, alas, for she soon returned to her malicious ways. She once again scours the Galaxy, and many wonders how long it will take for her to be stopped once more..

pirate_spaceship_by_axiom_concepts-d87sn04.jpg

((I want a small hideout on the planet with a hangar for my ship, with a base, some basic defences and some supplies. Currently just me and a skeleton crew of scoundrels and henchmen.))
 
Last edited:

Gorganslayer

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Colony: Izarus


Race: Izirian

ZbZmOA_rbb1wFUvAsc1gC0ck5S_goLOOY7cIosnxJ2zTuse8bGBgIXZxo5SQ6NuwMO2DtmH1KtDDVEHjpXE24teEUN9AAEinKR1RF5VX2xdcFjpbPcW4uS36d_MzzzGl3ZNDqARt


Leader: Conduit K’Reel


Government: Radical Eco-nationalist Anarchist Commune


Economy: Mutualist economy in which goods are exchanged based not just on the cost of labour, but also primarily the environmental cost of producing the goods too. Environmental sanctity and and protection are placed at the highest level.


Society: The colony of Izarus, consists of ~2,500 individuals, living together in a voluntary anarchist society. The core tenants of the group espouse Environmental harmony and the entire way of living even their form of economy ties back into the maintaining this harmony. With the growing number of rival colonies on the planet, and what the Izirian’s regard as a genocide being perpetrated against the planet itself, the Izirians seek to enforce their ideology of environmental mutualism across the entire span of Izarus by any means necessary.


Generally, the colonists are split into voluntary communes, or congregations, without any ironclad leadership. The title of Conduit for example, is not a position of leadership or authority, but rather a title given to those who serve as representatives for the Izarians, and who only remain in that position as long as they retain the voluntary support of Izarus.

rWRdwnM.png

YLZLgNi.png

rWRdwnM.png

claim is in yellow
 
Last edited:

Dadarian

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Everything looks good, does anyone have any last concerns or questions about the lore and planet before I bring about the thread?
 

Deaghaidh

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kung-fu-panda-3-master-oogway-quote.jpg


Character: Oogway
Race: Tordus
Age: 129
Title (if any): Mystrix
Specialty: "Skrrum" Tordukan Transcendent Meditation and Martial Arts ((if Stellaris style psionics are allowed, Oogway is a sort of elderly wandering Jedi type))
Bio: Mystrix Oogway hails from Skurr, homeland of the peaceful and enlightened Tordukan Magistry. She carries on the tradition of Skrrum, an ascetic lifestyle of physical and mental training and service to others. Most of her species prefer to remain close to home, but Oogway believes in finding new places and meeting new types of beings, to teach and be taught.
 

Dadarian

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Anyway you could not literally be a derivative of Kung Fu Panda Deagh?
 

Towll

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Is this out of colony spaces?
 

Dadarian

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Towll

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Make a signup and we'll see.

And so I shall.

Colony Name: Port Finlay

Race: Human

Government: Military Governorship
Leader: Governor-General Finlay Fletcher

Economy: Agriculture and small scale mining operations.

Society: Port Finlay is state venture of Kingdom of Hox, a human, constitutional-monarchic realm, spanning multiple planetary systems. The Kingdom prefers a jingoistic foreign policy, meaning that the people of the Kingdom of Hox do not look kindly on the xenos races, but they are willing to do trade with them where appropriate. Colonial society is martial, with the civilian populace serving mainly upkeep the colonial troops, providing men, materiel, and food, ensuring that the colony is safe, secure, and ready to expand.

jOuGaan.jpg
gpfjt
 

Olligarchy

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Everything looks good, does anyone have any last concerns or questions about the lore and planet before I bring about the thread?

Planet seems good, though we should probably somehow solidify what's going on in the galaxy as we've a few different mentions of galactic UN and Empires.

Or think we can leave that be?