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Hidden 10 yrs ago Post by ShinySurskit
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ShinySurskit

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"Life, for ever dying to be born afresh, for ever young and eager, will presently stand upon this earth as upon a footstool, and stretch out its realm amidst the stars."

There will come a time where all once-great civilizations will fall, not by warfare or depressions or corruption, but by natural causes. The torches they once held, illuminating the path around them, the cities and countries once raised from nothing, will become all but emptiness. The lights of these nations, no matter how advanced or how equipped, will burn out; the candles of civilization will eventually be snuffed. Light, likewise life, will fade away, and all we know of the present, past, and future, will be of a dream upon a faint memory; the universe will cease to live on.




For thousand of millennia, life has spread through the universe. Beings of extraordinary capabilities, intelligence far beyond what seems possible, explored the far reaches of the unknown. Planets, systems, galaxies bustled with the species smart enough to develop new technologies, invent new practices, and think logically. Wars were fought, civilizations have succeeded through the misfortunate downfall of others; bloodshed was not uncommon, and it seemed that at the very least universal peace was unattainable.

Long ago, the universe was filled with small civilizations that were limited to their technologies. They all had one thing in common; each and every one of them thought that they were alone in their seemingly endless universe, and each and every one of them were wrong. Years, no, eons passed, and these infant civilizations matured. They expanded their territories and scientific capacities to an extent where they colonized planets of their systems, and the darings ones ventured beyond. The almost infinite energy they managed to extract from their native stars seemed to be a breakthrough, but it was not enough. Life was greedy, and it was ever-growing.

Only a few hundred millennia ago did the galactic show really start. The first civilizations made contact with each other, and this primitive form of communication would expand to something much, much greater; and a hundred-fold more devastating. Technologies like quantum physics, atomic manipulation, and nanotechnology were considered to be a thing of the past, and these galactic nations started thinking amongst themselves. Did they want more? Surely, they were big enough, powerful enough, but the lust for more land was overwhelming. Gradually, over the course of the universe's history, the civilizations built bigger and better colonies. Ships and armies were raised, and tensions arose between the many civilizations that called their galaxies home.

Blood was shed. Trillions upon trillions of intelligent organisms were killed in the inevitable greed for more land, more power. The galaxy saw more and more violence over the years, and civilizations were razed in the snap of a finger. Some considered themselves to be gods, ruling over the petty empires who kneeled beneath them. Others wanted nothing more but to pursue peace, and seldom succeeded. But the nations spread across the stars would learn eventually. Death among the many innocent populations was not the only form of death, either. The galaxy itself appeared as if it were sentient, slowly draining itself of power all the while observing the little nations fight over and destroy its many stars.

Now, the galaxy is at a final point in its life. War is not as frequent as the previous years of the universe, but it still happens. Stars are burning out, civilizations that once sat upon mighty thrones proclaiming their might throughout the stars disappeared almost over night. Only the most advanced ones remained, struggling to overcome the cold, empty, natural destruction brought on by the ever-aging stars.

Some say, if you listen closely, on a cold winter night with a small, cold star sinking below the horizon, you can hear it sing. Not the star itself, but the civilizations that used to speculate the possibilities of an infinite universe, the early astronomers who thought they were the centre of the universe. Those civilizations are gone now, and only several advanced civilizations remain to hear them sing. To hear the universe sing. So, the next time you are out, standing over a cliff peering down over the horizon, listen for it. Listen for the Song of Dying Stars.






The universe is almost at the end of its lifespan. The galaxy which your mighty civilization once called home is burning out at an exponentially high rate, light fleeing in all directions. You've seen your neighbour civilizations disappear before they knew it, and your rivals gone in the blink of an eye. Only several other grande civilizations including yours live on to write the final chapter in the universal history books, and it is up to you to leave your mark in both space and time.


The Song of Dying Stars is a Sci-Fi NRP set in the final stages of the universe's lifetime. You control a vast civilization stretching across the stars of the elliptical galaxy, engaging in political, economic, diplomatic, and militaristic campaigns with the other players (civilizations). The elliptical galaxy the role-play takes place in, Messier 86 (or M86) has had a violent past with full-scale wars between thousands, possibly millions of different young civilizations. Now, things have quieted down, however some tensions are still present. Wars are still common, and that is to be determined by you, the players. You will leave your mark on the final millennia of the universe, and you will leave your signature on the ending of the only copy of the "universal history book".

A lot of the stars in the galaxy are burning out, and many are turning into red giant or supergiant stars. Civilizations that have home worlds near active stars are at risk of solar wind bombardment, heat waves, and the inevitable expansion and possible supernovae of dying stars. Events are present in the game as well and can range on a scale from negligible actions such as a meteor shower to game-changing catastrophes. It is possible to have your civilization wiped out, and the role-play can and will enforce micromanagement of different planets, units, and such, while still delving deep into character and planetary development.

It is a high casual role-play, however is not near advanced. Character development and overall description in your posts are both expected and mandatory, and activity is highly encouraged. If you go inactive for a period of time without telling me, your civilization will be eliminated whether through domination or natural destruction, whichever the players see fit. It is also recommended that you post in the OOC section as well as the IC, with IC being for long descriptions and stuff like that and your OOC posts being "Fleet A moves to here", "I'll spend part of my economy on doing this", etc. Again, IC is required, OOC isn't, but OOC is recommended for easy management.

I'm not going to go too into detail here, it is just an interest check. If this role-play attracts enough attention, then I will go more into detail about game mechanics and whatnot in an actual post in the nation role-play section. If you're interested, let me know below, and I'll be happy to reserve a spot for you!






Nations are not all equal. Some may believe in certain faiths or follow certain political systems, while others may exclude faith entirely. No civilization is the same, and this expression of uniqueness can cause bonds or conflicts to develop between the different civilizations. War is not a major priority in the Song of Dying Stars; this role-play is meant to unravel a story more than have your civilization control all of the galaxy, or what is left of it. War is allowed, but it must be declared prior to any battles, major or minor, and attacking weaker or easier nations is strongly discouraged. It is not against the rules, but other civilizations will see you as a ruthless warmongerer.

In a dying universe, many events are bound to happen. Stars explode, systems collapse, paradoxes form, and generally anything believed possible or not. Events can and will happen in this role-play, and natural ones can occur at completely random intervals anywhere from a day or two to more than a week between. These natural events are completely random and target random civilizations, and can range on a scale of negligible to utterly devastating (or helpful). Events can be beneficial or harmful to the political and economic development of a nation, and even in a military aspect, you can fall back or rush ahead quite a bit.

Events are designed to be game-changers or just minor pokes in the side. A civilization that is succeeding and flourishing may all of a sudden have their mother star collapse and explode, rendering almost all of their civilization extinct. Major events, whether negative or positive are rare, but can drastically change the position of any given nation. The events that happen are completely random, determined by dice rolls and whatnot, and will not be used as a means to hinder some I don't like or boost someone I do. The natural events present in the Song of Dying Stars are nearly completely random, and as a result, do not complain or boast if your civilization has a negative or positive event happen upon it.

There are also 'man-made' events, which any civilization with a major political presence can initiate. They shouldn't be too frequent, however, and if an event targets many civilizations at once, there can only be one at a time. You can't directly affect the magnitude of an effect; you cannot spawn in a bunch of fleets for yourself, as an example. These man-made events are more to do with politics and can be anywhere from a galactic pod-race to an emergency political conference determining the next leader of the Galactic Congress, for example. Don't use events as a way to power-game; it is strongly frowned upon, and can get your civilization eliminated if you break the rule too many times.

Events are a very dynamic part of the role-play and can heavily determine a nation's political, economic, and militaristic standings. Civilizations can be destroyed and wiped out from rare events, or they can be lifted up and made much stronger. These events occur at random intervals, and are completely unpredictable.






You will notice the map, or "star chart", has considerably less stars than what you would expect of a map of a galaxy. This is because many of these stars are dying out; the first stages of the universes' demise have already started. Only the oldest stars remain in what is known of the galaxy, and they may burn out themselves soon, as well.


In the Song of Dying Stars HC-NRP, you control an advanced galactic civilization situated wherever you see fit in the M86 galaxy. You manage your economy in time of peace and in time of war, your politics, your military and many other aspects that a leader would be responsible for, similar to many other nation-role-plays. But this time it is in a dying universe. Technology has progressed to an extent where extraordinary things are possible, but require extraordinary amounts of time and economy. Inventions like Dyson Spheres are used in this era, and although being expensive to produce, may return quite a bit of your investment. Or you could take the survival path and just take your civilization's history as it progresses. You could have massive city ships instead of living on planets, offering more protection against time but less against space and the elements. Whatever you do in this old and desolate universe is up to you.

The role-play has a few important rules, and many laws. Laws are different from rules where rules can get your civilization warned, penalized, or eliminated if you break them, and stand on an OOC basis, and laws are more pre-set galactic laws that could have an effect on your politics and economy. Players exerting enough political or militaristic pressure may be able to pass or repeal laws, but the only people who can define rules would be the GM(s).

The rules are as followed. Don't be disrespectful, or blatantly rude. You aren't out there to start flaming away at people because they beat you in a battle. Take the defeat with honour and it will reflect you in a good manner, for example. Don't fill up your role-play with swears. Moderate swearing is accepted, but vulgarity is not. Excessive swearing does not make you look powerful or mighty or whatnot; in fact it makes you look the opposite. Saying this, milder swears are preferred over heavy ones, and they are usually not very literate when not used in context. Also, don't be racist or sexist in the OOC. Sure, disliking a certain species or civilization in the in-character section is alright, but that means you don't like a certain race of the game. If you go saying "I hate blacks", or "All men should die", or "Whites are impure", then you will face consequences respectively. Be respectful to your fellow role-players, and don't morally degrade them. Also, act mature in your role-play, and posts of one or two paragraphs won't cut it. This is high-casual, and you should be descriptive. For example, don't just go to war without any prior actions, act like any nation would and take the matter into political hands first.

The laws are somewhat different. Not many are in place to start off, except for the following. War should be declared prior to any major conflicts. Small skirmishes before-hand are allowed, but before you go seizing any planets or destroying half of their manpower, declare war or be seen as a warmonger or back-stabber. Don't attack weaker nations without a legitimate reasoning. Attacking weaker nations because it is considered easier roughly translates to "I'm a huge asshole" in the language of civilization, and again people will see you as a warmonger. Back-stabbing "friendly" nations is treated with the same disrespect. Don't commit mass homicide against any populations or assassinate any prime targets, whether it is a commander, espionage agent, or political governor in their own territory. It is generally frowned upon and can really upset the targeted nation, possibly issuing a denouncement or trade sanctions and possibly an escalation to war. And don't forget the other nations. Again, remember that there are no direct penalties for breaking a "law". They aren't formally rules; you can do everything here without any OOC penalties; its the other nations acting against you that you should watch out for.
Oh, and attacking a nation that is infinitesimally weaker than you is really just a dick move.
That being said, this is just an interest check. If you are interested, please let me know below, and I'll happily reserve a spot for you. Sections such as mechanics and the map and whatnot will be included and others such as the Summary will be removed in the actual role-play post, if this moves forward. And remember, next time you are out in the middle of the night, watching the waves crash onto the shores of an undiscovered beach, listen for the Song of Dying Stars.
Hidden 10 yrs ago Post by salamimike
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salamimike Probably not even real.

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Interested
Hidden 10 yrs ago Post by Hyperdrive
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Hyperdrive Not Possible

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Very interested in this, count me in!
Hidden 10 yrs ago Post by Heyitsjiwon
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Will be watching for more developments.
Hidden 10 yrs ago Post by Isoshi
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I'm up for this if it starts
Hidden 10 yrs ago Post by Sovi3t
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Sovi3t Obamacare

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Interested
Hidden 10 yrs ago Post by laserX
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laserX High Functioning Sociopath

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HOW DO YOU SETTLE WHETHER A BATTLE IS WON OR LOST?
Let's say you have two players, both of whom want to win a battle. How do you determine who wins?
Hidden 10 yrs ago Post by Pepperm1nts
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laserX said
HOW DO YOU SETTLE WHETHER A BATTLE IS WON OR LOST? Let's say you have two players, both of whom want to win a battle. How do you determine who wins?


HOW DO YOU SET CAPSLOCK OFF?

Unless the GM has a system set up, I imagine it would come down to accepting when you've lost. If you're "wanting to win", you're doing it wrong. You should be wanting to tell a good story, not win them all. If you feel a battle is lost, you accept it.
Hidden 10 yrs ago Post by Honored Brother
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Very interested.
I'd like to have a go at this,
Hidden 10 yrs ago Post by urukhai
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interesting concept, im in
Hidden 10 yrs ago Post by Shoopthewoop
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Interested.
Hidden 10 yrs ago Post by ShinySurskit
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laserX said
HOW DO YOU SETTLE WHETHER A BATTLE IS WON OR LOST? Let's say you have two players, both of whom want to win a battle. How do you determine who wins?


Pepperm1nts said
Unless the GM has a system set up, I imagine it would come down to accepting when you've lost. If you're "wanting to win", you're doing it wrong. You should be wanting to tell a good story, not win them all. If you feel a battle is lost, you accept it.


ShinySurskit said
That being said, this is just an interest check. If you are interested, please let me know below, and I'll happily reserve a spot for you. Sections such as mechanics and the map and whatnot will be included and others such as the Summary will be removed in the actual role-play post, if this moves forward.


laserX, this thread is mainly just an interest check for now and the actual role-play will be posted as soon as possible. I stated that not all the mechanics and stuff would be explained in the interest check for the sake of keeping it as short as possible, and will go more into detail in the actual thread.

Like Pepperm1nts stated, "I imagine it would come down to accepting when you've lost". The first general way to determine who wins would be to use common sense, a fleet of two hundred star fighters would be walked all over by a fleet of 160 destroyers and 310 frigates, for example. I'm thinking of implementing a system based on either fleet strength, manpower, or whatnot, but the role-play isn't just centred on who can battle the best. War is a part of it, as it is any nation role-play, but the Song of Dying Stars is mainly centred around the political, economic, and yes, militaristic aspects combined in an aged galaxy.

The role-play is also based on just continuing the history of these "civilizations" you create and play, and not necessarily trying to win in any aspect.

On a side note, should I reserve a spot for you guys, if you're interested? More players amounts to more fun and more in-depth history and role-playing, and I'd be happy to have you guys play! Anyways, I've got to leave for now, just came back from Shopping: The Prelude. I get to go for the sequel now, yay! *sarcasm*.
Hidden 10 yrs ago Post by ulsterwarrior
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Amazing idea, I'm totally up for this.
Hidden 10 yrs ago Post by ethanjory
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Sounds like this could potentially become rather epic. I'm all for this.
Hidden 10 yrs ago Post by ShinySurskit
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Thanks for all the interest! I'm currently trying to work on the map, its a little difficult to create and balance for an elliptical galaxy. But it should be done soon ;). Plus, I'm no graphics designer, but I'll try to make it look as good as possible.

Thanks again! :)
Hidden 10 yrs ago Post by Sigma
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Sigma

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Hmm, I shall keep watch of this.
Hidden 10 yrs ago Post by Rare
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I knew that as soon as I saw the title, it was going to be something sad and I was right ;-;

I'll have a eye on this as well..
Hidden 10 yrs ago Post by Shoopthewoop
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Rare said
I knew that as soon as I saw the title, it was going to be something sad and I was right ;-;I'll have a eye on this as well..

Could of been worse.
Hidden 10 yrs ago Post by Skylar
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I'm in. This reminds me of one of Issac Asimov's short stories "The Last Question", which also was centered around how stars were dying.

Can't decide whether to play a Culture-like society or a warmonger culture. Choices, choices, choices. So much possibility in a dying universe.
Hidden 10 yrs ago Post by marioman
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May I join this awesome thing
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