~An administrator from a NWN2 Persistent WorldRoleplay is a cooperative effort. We're all working together to craft a story here and it's important people remember this even when you are in heated combat with another player.
Current roleplays I'm in (this is more a note to myself than to you, but feel free to take a peek):
Spoiler
^^Credited to Silux, the Mighty God Emperor!!^^
“Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”
You know, Raptorman, I've just reread your sheet, and I've noticed that our races are remarkably similar, even more than those glorified jewels. We're both psionic peoples who have a ton of individuals under the complete domination of hive mind entities.
We could make an alliance, the three of us, to ASSIMILATE the galaxy.
I do wonder what would happen if our races were to fight, after all we both are races with psionic domination, can we control each other's minions?
Also grievous, what did you have in mind?
We of the Hosteen wage war against each other constantly. Psychic battles between Swarms are like those knife fights in action movies, where both contenders struggle for the same knife, which sometimes gets closer to one, sometimes closer to the other. The moment your concentration is broken, bam, you just got shanked, or, in the case of psychic warfare, you gain some new soldiers/Make some enemies explode in a shower of gore. I imagine there's nothing to stop us from controlling each other's minions if we can win that fight (I mean, we Swarms already dominate small animals like snakes for their eyesight (Kind of hard to aim a railgun with a worm's senses)).
Well perhaps our forces run into one another on a planet that is giving off beacon single that fits known Golden Empire wave lengths and codes. Basically there might be a data library on the planet.
Both our forces discover it and send in a small force to secure it?
Well something along those lines, causing a skirmish to break out as they fight over the data library/archotech.
A possibility if your willing and the GM is OK with it. Squabbling over ruins seems to be the premise of this setting in any case, and less risky then committing and risking actual rare and extremely expensive ships.
^^Credited to Silux, the Mighty God Emperor!!^^
“Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”
Faction Overview
Faction Name: the Mannowarrian Confederation
Faction Core World Name: Mantanorr
Core World Description:
Mantanorr is a very lush planet that is about 1.5x the size of the earth, with wild grasslands and old mountain ranges dominated the planet's land surface. the planet large oceans and scattered inland seas. it is also has a good number of woodland areas and very rich amounts of Mannowarrian Iron. the planet was once very cold thousand years ago thanks to it's last ice age, but has warmed up to a more temperate climate.
Dominant Economic Activity: Mannowarrian iron mining and Ironworks. weapons production Energy crystals.
Secondary DEA: minor trades of goods. mercenaries
Nation Perks: - honor: they have a great sense of honor and loyalty to whom ever they pledge their allegiance and trust to, and they are last to betray an ally unless it is absolutely necessary.
- firmness: they are very firm and direct in politics and will go through with an action if they set their mind to it, which makes them very adamant about their beliefs and opinions.
Nation Flaws: -warlike: they have a great love of war, not really in the sense of acquiring resources, but for honor and pride in ones self achievement. they can be very violent with each other and really aggressive against their enemies. they will many times fight to the death, even if it's a losing battle.
-uncompromising : under almost any circumstance, Mannowarrians almost never compromise and will very rarely negotiate about changing their opinions or ideals about something they perceive to be terrible. this makes it hard for them to stop a fight before it starts.
Short History: twenty thousand years ago, they discovered the ability to harness Mannowarrian energy crystals they dug up from the earth for jewelery and decoration, with the energy they started an industrial revolution, which gave birth to the confederation, and five hundred years later they learned how to create synthetic energy crystals without having to dig for them. once they came into contact with the empire, they developed interstellar travel and had other intelligent species brought to their planet from other worlds as slaves or workers for very cheap manual labor. after the empire fell, their knowledge of interstellar travel was almost completely lost, but have in last few years, regained a portion of that knowledge. there are over a thousand clans around the world
* * * * * *
Outposts:
Outpost Name: Oran
Planet Summary: Oran is a heavily wooded planet on similar orbit a little bit away from the Mannowarrian system's sun, it slightly colder and has a very large number of dangerous wildlife, which makes it good for military training.
Asset: military base.
Outpost Name: Korr
Planet Summary: it is one of Mantanorr's three moons, and is inhospitable with the exception of a mining colony that mines for korrion steel and making it into armor and other materials.
Asset: mining and metalworking
Outpost Name: Janirr
Planet Summary: it is Mantanorr's third moon, and has a breathable atmosphere, but it almost just a rock covered wasteland with only a little bit of life. it holds a massive shipyard.
Asset: shipyard
Outpost Name: Conarr
Planet Summary: it is another hospitable planet in the Mannowarrian star system that is the same distance from the sun as Mantanorr. it is has an environment of of plains, grasslands, and steppes which cover most of the land. it has three oceans and six inland seas.
Asset: military training facility
* * * * * *
Majority Species: Mannowarrians make up 95% of the planets population since most of the other species brought to planet could not survive the aggressive and violent nature of Mannorwarrian culture
Minority Species: humans make up 1% percent of the percent of the population, Kattions make up 2% and Jinnirians make up 3%
Species Description: Mannowarrians are a feline like large bipeds, with retractable claws on their hands and feet. Female Mannowarrians were up to 2.2 meters tall, while adult males ranged up to 3.0 meters. They were covered in gray-white to black fur, often with more colorful spots or stripes. They had extremely dense bone tissue, allowing them to endure greater physical trauma than beings with similar physiques. they have a lifespan of up to 79 human years. Their species most greatest traits is hyper-evolution, which allows them become stronger by pushing themselves to their absolute limits and breaking through them. the Mannowarrians evolved over a million years in the harsh climates of the cold northern regions of Mantanorr. they started off as waring tribes of warrior cultures, and eventually moved away from a hunter-gatherer society to an agriculture society hundreds of thousands of years ago. thirty five thousands ago they discovered the art forging Mannowarrian iron, a very dense alloy far tougher than most metals. from there they built civilizations made up large families known as clans, each city was ruled by a clan leader. after they discovered the energy crystals they unified the clans into a single confederation to make themselves stronger. thousands of years ago they developed a martial art known Bordan-Vo which is form of training to use ones life energy to push themselves to the peak of their physical limits, it also greatly enhances their reaction skills and reflexes. Mannowarrians dress mostly in robes and tunics, the nobles usually wear their decorated armor to show off their nobility. they can be very aggressive and violent and love fighting, believing it to greatly help individual growth and betterment.
humans who number only in a few million were brought to planet as slaves by the empire thousands of years ago, just like the Kattions and the Jinnirians. there use to be more but like with other minority species they have a hard time living among such a warlike race. their culture is rather withdrawn do to their low numbers
Kattions are a little furry bipedal species that like humans are very withdrawn from society and will socialize with a being outside of it own race.
Jinnirians are a humanoid species with pointed ears and are a little less withdrawn from society unlike the humans and Kattions, they have sometimes tried to influence Mannowarrian politics, but with little success and sometimes with violent consequences. like with other minority species, they are unable to reproduce with Mannowarrians, but they can reproduce with humans
Majority Species Traits:
Mannowarrians
positive perks: very strong and amazingly agile.
negative flaw: irrational when angry. very stubborn
Minor Species Traits:
human
positive perk: resourceful,
Negative flaw: somewhat of a low high gene.
Kattions
positive perks: nice
negative flaw: weary
Jinnirians
positive perk: very kind
negative flaw: somewhat rebellious
* * * * * *
Social Values: Mannowarrian value strength and honor above anything else, and defeat is considered a big disgrace. they are very loyal to their leaders and clans and will fallow them to the death. they begin training to be warriors at a young age, and can appear to be very hard on their children, but they do generally care for their children. their reason for training to be warriors are more for honor and individual betterment.
Government: a Monarchy with a clan leader high council.
Economy: Market socialism
Religion: they worship many war gods, but their supreme god is a creator god who made Monnowarrian Iron and taught them how forge it.
Military: Mannowarrians use their brute force for their military strategy, and use aggressive strikes when using warships and will charge very ferociously at their enemies, though most of their strategy depends on how well their general's orders are. they like put most of their power into a first charge to scatter their enemies and destroy them. they have blasters, but most prefer to use long-swords made from Mannowarrian iron, thanks to Bordan Vo, their great reflexes allow them to deflect blaster fire with their blades, but mostly the average warrior can hold up against one opponent's blaster fire, it takes a great amount of training and mastery of the martial art to face off against multiple blaster wielding opponents. they do not fear death and love the thrill of battle. the most skilled warriors are the Clawed Crusaders which are said to fight almost like war gods.
Ideology: they value strength because they believe hat by fighting strong enemies and being pushed to their limits, they will grow stronger. they equally hold honor and Loyalty in just as high regard, believing that united they are the greatest warriors in the galaxy, but they still hold a strong sense of the individual and reputation.
* * * * * *
Name: Slasher T77
Class: destroyer
Weapons: torpedo tubes, heavy beam cannons and light beam cannons
Captain: Kossir
Perk: very powerful
Flaw: rather slow
Name: Slasher T77
Class: destroyer
Weapons: torpedo tubes, heavy beam cannons and light beam cannons
Captain: Hallnor
Perk: very powerful
Flaw: rather slow
Name: Slasher T77
Class: destroyer
Weapons: torpedo tubes, heavy beam cannons and light beam cannons
Captain: Zanzor
Perk: very powerful
Flaw: rather slow
Name: Shadow K1000
Class: Corvette
Weapons: light beam cannons
Captain: Jorr
Perk: easily built
Flaw: not very durable
Name: Shadow K1000
Class: Corvette
Weapons: light beam cannons
Captain: Kjor
Perk: easily built
Flaw: not very durable
Name: Ultor Y200
Class: Heavy Frigate
Weapons: heavy blast cannons, heavy and light beam cannons, large torpedoes and Intion bombs.
Captain: Heinir
Perk: incredibly powerful
Flaw: pretty slow.
Name: MovirP24
Class: Transport
Weapons: light beam cannons.
Captain: Dnor
Perk: rather fast
Flaw: not very good defense.
Name: MovirP24
Class: Transport
Weapons: light beam cannons.
Captain: Urran
Perk: rather fast
Flaw: not very good defense or offense.
Name: Slasher T77
Class: destroyer
Weapons: torpedo tubes, heavy beam cannons and light beam cannons
Captain: Onrir
Perk: very powerful
Flaw: rather slow
* * * * * *
Major Characters: (For major leaders or heroes in your nation)
Name: King Osinor
Species: Mannowarrian
Skills: very commanding and strong willed
Personality: he has a rather fiery personality and can be of really great mirth
Short History: he is the current king of Mantanorr. he was born in the Palace of the capital city of Jorninir, and had four brothers and sisters, growing up was not what other species would call a good childhood, but for Mannowarrians, it was necessary for a king to rule properly. when he was twenty he lost a brother to a battle, and then a sister to another one when he was twenty six. now as king tries to rule the confederation with strong and wise hand, and serve his people.
Name: Heonar
Species: Mannowarrian
Skills: very skilled in the art of battle and an incredible swordsman. he is incredibly swift and agile.
Personality: he is rather aloof and calm, he prefers to keep his distance and observe people of interest to see how they act, especially with his enemies.
Short History: he was born to a middle class clan called the Kjornar in the plains city of Tirr. when he was young he was sent to a military training academy in Jorninir, and quickly rose through the ranks to become of the top students in sword fighting. after graduating he joined the military and became a very respected warrior among those he had fought with. he hopes to one day become a Clawed Crusader and then become best warrior in the galaxy
Name: General Ganonar
Species: Mannowarrian
Skills: a fantastic military strategist and excellent swords-master who is undefeated and considered one of the greatest warriors in the world, and some say even the galaxy. he is very talented at boosting his troops moral, and his blades are said to be like a blur when he battles
Personality: he very commanding and will fight his men into submission to teach discipline. he can have a horrible temper if angered by someone, and will not take being ignored on matters that would involve him. he is very demanding of respect and believes that a person earns respect through his or her's actions.
Short History: not much is known about him, since he doesn't talk about his past, but he did come from a lower class clan, but the name of the clan is unknown. he made his name by street fighting, taking on any opponent that dared face him. eventually his impressive fighting skills caught the attention of general Havinor, and the old and highly decorated warrior had him admitted to one of the most prestigious military academy on Mantanorr. for his first few weeks at the academy he had to overcome many who had little to no expectations of him achieving any worthy of mention, and some of students and teachers didn't think he belonged. but his amazing skills and great grasp of strategic military strategies, he was soon considered one of the best students to ever come through the academy. after finishing school, he was made Sargent of band of three hundred warrior on successful battle against thousands of Neobarbarians on a distant planet. after that and several more successful battles, he was made general of the confederation Clawed Crusaders.
Last edited by Gotharic; 03-02-2013 at 10:31 AM.
Damn, this thread grows fast. Glad I picked an isolated nation, so I won't have to keep up with you people. :P
My blog the Alternate History Inquirer. Give it a look; maybe you'll find a nice alternate history scenario to set your RPG in.