Hidden 10 yrs ago Post by Honored Brother
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If the Ka are our Necrons, then I think we have our Tau.

Also, are those disrupters EMP devices? Sounds awefully alike.
Hidden 10 yrs ago Post by Theodorable
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Virillian Confederation


Known for their shrewd frugality and penchant for money, the Virillians are a cephalopod based lifeform from the ocean world of Crustae. The Virillians are neither youngsters in the galactic scene, nor the grizzled veterans of old -- but rather lay somewhere in the middle. They were responsible for the Great Galactic Crash that occurred 12,400 years ago when over a thousand Virillian firms crashed in the wake of an emergent political scandal, nearly even non-violent and sentient civilization had some vested interest in Virillian lenders and was largely effected.

Often called swindlers, thieves and all salesmen, the Virillians favor profit and credits over anything else -- ethics, loyalty and even the lives of others. This has generated animosity in some other law based civilizations where things like murder is wrong, no matter what financial matter is at stake. The Virillians are alleged to have bought the fabled plans for the X4-001 Virus, Black Tide from the Allorisian Combine and sold it right to their enemy, who helped reverse engineer a cure to become immune, while the Allorisians were not. Virillians consider this a silly legend.

BIOLOGY
Virillians typically stand around four feet tall, but their limbs outside of water are only strong enough to keep them up in a bent, crooked angle. In water, their natural environment, a Virillian is anywhere from five to seven feet long. They have a roughly humanoid body with heavily wedged fingers and toe digits that are laced with cartilage, but not bone -- making them brittle. The most distinguishing feature of a Virillian is it's tentacled mouth, supplanting eight tentacles that are used to pull food into it's mouth as well as used as tertiary sensory organs.

The Virilians have an elongated skull of rigid cartilage and bone, it is dense enough to resist the intense water pressures of their oceanic homeworld and has thus come to help form the phrase: Harder than a Virillian skull, indicating the toughness of some particular feat or person. The skull houses a single elongated brain, but it is largely rudimentary for all intents and purposes.

The Virillian homeworld, Crustae is entirely aquatic and thus the Virillians have evolved with an aquatic environment in mind. Because of this, Virillians cannot survive outside of at least partially submerged water for more than five or six hours without a device called a Hydrator, which is an apparatus that attaches around the neck that feeds into the Virillian's gills and can supply up to an extra twelve hours of water, though without a fresh water source the Virillians often go through mild discomfort as their skin prematurely dries out.

CULTURE
Virillian's top priorities are profit and hedonism via profit. Regulation is largely non-existent and while economic monopolies have formed in the past, the Virillian culture has shown time and time again the precedence of the boom and bust cycle. Virillians seek to work hard so that they can not work hard at a later date. When not working -- whether it be toiling in a mine or selling in a marketplace, Virillians seek the solace of sexual gratification, luxury goods in the form of barbiturates, psychotropic drugs and gambling.

Virillian's are hyper individualistic and are always seeking to supplant their superiors for a bigger purse. A Virillian would more likely sell it's own child than it would make a bad investment and it is because of this that thirteen of the most fourteen richest individuals are Virillian's, that fourteenth outlier is believed to be one of the original owners of the Eudaimonia Foundation.

Even the most common Virillian citizens have intricate understanding of business regulations, intragalactic economic functions and faster-than-light credit decay rates that would make other civilizations scoff. This understanding has led to the foundation and stability of Virillian banking and gambling. On every Virillian world, and many non-Virillian worlds, Underworld Station as well as the Eudaimonia Foundation Virillian bankers and casino's exist. One to give (to later take), and one to take (and seldom give). This has cast the Virillian's in a bad light, other civilizations casting them as thieves and swindlers, but when you need an economic adviser, there is no better selection than a Virillian.

MILITARY
The Virillian Surface Fleet manages over seven thousand surface and sub-aquatic vessels to help govern it's homeworld, but it has rarely seen use as other civilizations do not nominally possess the technology to invade the intricate sub-aquatic arcologies of the Virillian home planet.

The Virillian Space Fleet is not the largest, nor the most powerful in the galaxy and is composed of around fifteen thousand vessels -- four hundred of which are capital ships and fifteen of which are dreadnoughts, immense war ships that are miles long and brimming with weaponry. The Space Fleet's military doctrines are designed with asset protection and planetary defense in mind, with an emphasis on kinetic shielding and survivability.

The Virillian Army is composed of less than 0.04% of the entire population of their intragalactic empire, with around 255,000,000 soldiers. These soldiers are equipped with Hydrators and the famed Piton Guns, weapons that fire kinetic spikes that pin the target against anything behind it. The distinct Puh-Tun sound of the projectile being fired is the reason for it's name. Due to the fragility of the Virillians in combat, with their fleshy epidermis and their brittle, mostly cartilage based skeleton, the Virillians often fight their wars employing huge amounts of mercenaries, or buying off those who would see them destroyed.
Hidden 10 yrs ago Post by Theodorable
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Sorry. Posted twice.
Hidden 10 yrs ago Post by Shoopthewoop
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for what.
Hidden 10 yrs ago Post by Hyperdrive
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Seems like everyone's ready for the RP to start. Can't wait for the NS template and IC thread to be up.

Shoopthewoop said
for what.


Hidden 10 yrs ago Post by Feigling
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Honored Brother said
If the Ka are our Necrons, then I think we have our Tau.

Also, are those disrupters EMP devices? Sounds awfully alike.


Yeah, but EMPs would only affect robots. Disruptors shut down electrics AND knock out, paralyze, nauseate, confuse, blind, demoralize and a bunch of other fun but non-lethal effects.
There are also disruptors to deal with mechanical objects, but these won't affect electrics and vice versa.
Hidden 10 yrs ago Post by Trillovinum
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Feigling said
Yeah, but EMPs would only affect robots. Disruptors shut down electrics AND knock out, paralyze, nauseate, confuse, blind, demoralize and a bunch of other fun but non-lethal effects.There are also disruptors to deal with mechanical objects, but these won't affect electrics and vice versa.


It apears the Ka have found their nemesis. The organic will be avoided at all costs until more data is collected
Direct confrontation will certainly affect the Ka in a negative capacity. Perhaps basic battery bombs will be used or dormant ship tactics to gather said data.
Hidden 10 yrs ago Post by Skylar
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The Eudaimonia Foundation

Size:
Population: Aprox 90 Trillion
Planets: Aprox 7,000 (and decreasing as evacuations and transfers to city-ships is ongoing)
City-Ships: 3,000,000+

Species: Assorted species, AI's, trans-species entities. Present fashion of form is Terran-humanoid.

Its difficult to classify the Eudaimonia Foundation by any one majority species, due to both the diversity of member races and the proliferation of body resleeving technology allowing persons to remote-control or transfer into new bodies on a regular basis. The present "popular fashion" of form in the universe's dying age are humanoid bodies, which most of the Foundation has adopted over the past 2,000 years and intend to see the end of the universe with.

Culture
The Eudaimonia Foundation is all about pleasure and self-fulfillment, insofar as you respect others rights to self-fulfillment and "live and let live". There are very few written laws in the Foundation, although some planets and city-ships may have their own set of rules as part of a "theme" that are mostly voluntary, but a large number of unwritten social norms and people can live elsewhere if they don't like them. Even death and murder arn't much of an issue on some planets due to active backups and respawns, although its usually not socially acceptable to kill outside of designated regions. But in general, crime in the Foundation is for all intents and purposes non existent as near post-scarcity enables good life for anyone for nothing, and mostly kept to the edges of the Foundation in interaction with other species.

In short, the whole of the Foundation is in a state of permanent vacation. Their near post-scarcity society is run by near-indestructible automated systems that see to every basic need of their creators, and more than a few of their luxuries, and the greatest challenge for any Eudaimonian is to make effective use of their free time. However in order to obtain higher status and luxury, a Eudaimonian has to contribute to the Foundation in a cultural manner, although this is more of a societal expectation rather than a hard hierarchical limit. Exploration, discovery, roleplay, creative arts, and diplomacy are common methods of earning berths on fancier city-ships or getting into parties.

Many worlds and city-ships adopt a "theme" its denizens are recommended to adopt and try out as part of their "rent" for living in luxury, which Eudaimonians consider a pleasant way to add variety to their lives. Some noted examples include a ocean planet hosts itself as a post-post-apocalypse world filled with ruins and adventure amidst the archipelagos, while one city-ship hosts games and entertainment in the guise of an ancient medieval empire with gladiator games and feudal arts, while another city-ship obligates everyone to wear a customized suit of powered armor and has no other rules than that.

Military

The Foundation doesn't possess a standing military, as they have very little need for one. The usual mechanisms and desires behind conquest and imperialism are nonexistant amongst the Foundation, and they would rather have other species join them peacefully or not at all. Live and let live. The Foundation will never start a war.

However, that isn't to say the Foundation is inept at war. Mothball yards of thousands of battleships and battlecruisers from pre-Foundation navies are still maintained, and the same nanotech industry that sustains their post-scarcity lifestyles can be easily converted over to large-scale war industry if absolutely needed. Graviton and antimatter warheads, positron beams, and hyperkinetic railguns firing "fun stuff" are common weapons, while every Foundation ship is equipped with klein-bottle shields that redirect incoming fire onto itself and outwards, providing a powerful defense that while not invincible and can be saturated, is still extremely potent.

However any military effort would be hampered by a lack of manpower and support. While the AI's certainly can run an entire war on their own and the explorer groups can certainly serve as special forces units if needed, unless a exceedingly pressing casus belli is given, any military action will be limited to a handful of volunteers. In terms of material factors, only the city-ships closest to any warzone or predicted warzone will industrialize for war and demothball local warship yards. Support from outside a given sector is rare, and the possibility of the Foundation adopting a total-war mentality as a whole is nonexistant.

But by and large, the Foundation doesn't want to go to war, and its so large and powerful that its not worth conquering for conventional reasons. Although the Foundation's plans to build extra-galactic starships may be a issue for jealous neighbors.

Notes: While the Foundation seems massive and huge, the bulk of it won't even care about interstellar affairs and is effectively a non-entity in outside wars and conflicts. And even then, it will take a serious amount of provocation to rouse any of the central sectors and the oldest and most powerful city-ships. Most of the time, only the rim and frontier city-ships and worlds will be the active elements of the Foundation in the dying stars interacting with other societies.
Hidden 10 yrs ago Post by Feigling
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Trillovinum said
It apears the Ka have found their nemesis. The organic will be avoided at all costs until more data is collected.
Direct confrontation will certainly affect the Ka in a negative capacity. Perhaps basic battery bombs will be used or dormant ship tactics to gather said data.


Fire and brimstone, lads! Let's show these hunks of steel and numbers the benefits of true inelligence.
Hidden 10 yrs ago Post by Sovi3t
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Don't forgot the Underworld!

The Space station may look something like this

Hidden 10 yrs ago Post by urukhai
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Hope i'm not to late to the introduction party, the final edition of this will have a ton more info on armies, ships, the fleets, religion, population and such.
Name: The Hegemony of the Darkened Moon

Homeworld: Nevareth
Nevareth is an interesting planet, known to most within the Hegemony as the planet of endless spring. This is due to the planet orbiting it's twin suns in such a way that has caused it to form shorter summers, falls, and winters, in place of a much extended spring like season. The planet is known for it's beauty and abundance of growing things, as even within the sprawling capital city, public gardens have been set up and are well maintained by the public works staff.

Race: Nevarethi, humanoids that have a more pronounced spine and short (about half an inch long) bone spurs that emerge off of the jaw line every two inches or so. Another feature of the Nevarethi are their eye colors, namely violet, red, and various shades of blue and green. They stand around 6'5'' average, and generally have stronger muscles and denser bones than humans



Culture: The culture of the Hegemony is ridged and traditional, prizing duty, loyalty, and honor above all else. This is due to the fact that the culture of the Hegemony is a warrior culture, where to fight for what one believes in, in service to some greater good, is one of the greatest things one can do. Even death is not to be feared as long as it is an honorable death. This thinking has permeated all levels of life within the Hegemony, resulting in the races of the Hegemony being viewed by outsiders as stoic, a bit dull, and even though they are very advanced, perhaps a touch backwards in some fashion. But, at least to the peoples and races of the Hegemony, this cannot be further from the truth. As the philosophers of old have said "To be fearsome in war, one must be restful in peace." and to this end peace in the Hegemony is not spent idly. All soldiers, from the lowest foot soldier, to the highest general, when not training, are painters, sculptors and so on. But as always this takes a back seat to their study of war and combat.

The concept of honorable combat is so deeply ingrained that is have given rise to two special social classes of warriors, the Relequa and the Varele. The Relequa are soldiers, usually children related to the Great Houses, that have been trained from birth in the code of warriors. Their armament is simple, a ornate heavy armor, forearm mounted plasma caster, and a single edged vibro-longsword. They are an elite fighting force, with the command of a brigadier general, but the battlefield presence of a squad commander, unparalleled in close combat. The Varele however are dishonored, or purposeless Relequa, they wander from place to place, from battlefield to battlefield, in an effort to once more find purpose. They use much the same armament of their Relequa counterparts, with the exception of the Plasma Caster, preferring the role of a close range shock troop. It should be noted that any son or daughter of the Hegemony can become a Relequa, with acceptance for training and recognition by a great house

Government: The government of the Hegemony is broken up into 3 parts, the council of races, the council of 14, and the office of the Hegemon. The Council of races is the largest chamber of the government, where delegates from all corners of the vast Hegemony come to voice their opinions and complaints and to work with the day to day governmental problems. The Council of 14 is made up of a single delegate (Usually the head or Heir, if they are not currently engaged as a Relequa) from the Great houses, it functions like the Council of Races, but on a much smaller scale. Finally is the Office of the Hegemon, but unlike the title suggests, the office is not an elected position, it would be more accurately be described more like the seat of an emperor than a Office, all decisions on this level are final.
Hidden 10 yrs ago Post by Feigling
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Name: The Republic of Koninkryk
Capital: Huisward
Population: roughly half a trillion

Language: Huis
Religion: Religion is scarce in tbe Republic, but religous beliefs are protected by Republic law
Law: There are some basic laws covering things like kidnap, theft and murder, but mainly the laws are left in the hands of the planet's personal government

Government type: Matrichal multi-seated Republic - Every planet gets five seats in an interplanitary senate. Seats are divided amongst the planet via population.
Influence and relations: None as of yet, however they are renowned for their dislike of robots and cyborgs.

Major industries: Non lethal weapons, energy crystals, decorative pieces, scavenged machinery, mercenaries
Currency: Katar - small metallic coins with square shaped holes in the middle. There are prints and writing down the sides and on the faces.

Military: There is a standing military on every planet within the Republic. In case of invasion, reserve forces will be pulled out from nearby planets to sandwich attackers between a defensive planitary force and an offensive relief force.
Military weapons are not restricted to rifles and pistols. There are a vast variety of melee weapons that act as disruptors, like the tridents used by the residents of Valmiro or the axes and spears popular amongst the Skugga. Some planets and races, like the Segruin and Akvard, have outlawed ranged weapons entirely.
In terms of space craft, designs have been focused on making fast, mobile and agile machines rather than big, heavy destroyers. Even flagships and heavy support ships barely compare in size to their counterparts in other empires. They do not, however, lack firepower and perform their duties just as well as their rivals.
There are also artillery pieces - siege engines, cannons and howitzers, to name but a few. Run by at least five or six troops at once, these mechs have the benefits of conventional disruptors with added splash damage, anti-armour and larger shots.
The typical weapon of a Koninkryk ground unit is the disruptor rifle, a lightweight, semi-automatic rifle designed to incapacitate rather than kill. As a back-up, there are also pistols that achieve the same effect. Assault units are equipped with a fully automatic rifle, and are given EMP grenades to help counter hostile war machines.
Support, snipers, medics... Every class of warrior can and will show his face on the battlefield. However, some of the more archaic planets dislike such dishonourable units, especially snipers. Therefore, for their first battle at least, foes need not worry about sharpshooters and suppression fire. However, if the foe is judged to be dishonorable, there will be no holding back and no mercy next time

Notable places: Huisward, home of the Republic and capital planet. Huisward is a warm, sunny planet, with long, flat expanses of ground broken intermittenly with small lakes of clear, sweet water. There are few cities, but many towns and villages.
Skygge, the first planet to be conquered by the Republic. Skygge has many mountains and tall jungles, making it the perfect habitat for its amphibious, lizard-like inhabitants, the Skugga. Similarities have been drawn between Skygge and Jurassic Earth, including the plants, atmosphere, weather and dinosaur-like inhabitants.
Valmiro, the first planet to join the empire that was originally inhabited. Entirely aquatic, it's residents are capable of surviving wothout breathing. At all.
Eris, the ever-changing planet. Completely unpredictable, this planet has no definable form. All benefits should be reaped immediately, as the planet's changeability means any benefits are short lived and potentially ill timed

History: Pending

Important People (Player Characters):
Hidden 10 yrs ago Post by Honored Brother
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Might as well post some more information about the Combine.

Alluminatic Combine

Government: The Alluminatic Combine is the successor government of the previous Allorisian Empire. The government is made up of a council that serves as the executive and legislative bodies of their controlled territories. The Combine works as a federation. The planetary governments that are part of the Combine would elect a president and a prime minister. The prime minister would govern the planet he was elected on while the president would serve as the representative of the planet for within the Combine. The planetary governments of the Combine are largely autonomous but must follow the constitution and federal laws set forth by the Combine. Futhermore, every planetary government under the Combine are obligated to have their own planetary defense force but the Combine Legion, the armed forces of the Combine, may recruit from any of those planets. Any citizen of the Combine is also free to travel and/or trade with any other part of the Combine held regions.

As mentioned before, the Combine is the federal executive and legislative bodies of all Combine territories but it's legislative body is devided into three. There is the lower senate, the higher senate and the Combine council themselves. The lower senate is in charge of drafting laws known as bills and then are sent to the the higher senate. The higher senate then debates upon the bill and makes revisions if necessary. The Combine council then reviews the bill and votes upon whether to pass it as a law. If the Combine council votes to passes the bill, the law will then be enacted immediately throughout all of the Combine territories. If the bill is rejected by the council, the bill would be stored in the Combine archives until the higher senate decides to revive and pass it to the council again.

The executive body of the Combine is comprised of the following:
*The Combine Council Leader which serves as the de jure and de facto leader of the Combine and oversees the administration of all Combine federal laws throughout its held territories.
*The Combine Master/Mistress of Arms and Interior Affairs serves as the overseerer of the Combine armed forces, determining military policy, enforcing the law and managing external and internal safety.
*The Combine Master/Mistress of Foriegn Affairs serves as the overseerer of diplomatic service, determining foriegn policy and managing foriegn relations.
*The Combine Master/Mistress of Finances oversees the Combine treasury, determining fiscal policy and managing the federal budget.
*The Combine Master/Mistress of Justice oversees criminal prosecutions, correction and rehabilitation.
*The Combine Master/Mistress of Commerce oversees economic policy and manages and ensures economic laws and standards are followed.
*The Combine Master/Mistress of Propaganda oversees the fabrication and distribution of Combine propanganda throughout Combine held territories and ensures the effectiveness of Combine propaganda campaigns.
*The Combine Master/Mistress of Communications oversees the construction and maintenance of communications devices and ensures the constant communication lines across the Combine are active and secure.
*The Combine Master/Mistress of Energy oversees energy policy and the handling of potentially dangerous resources used for producing energy.
*The Combine Master/Mistress of Transportation oversees transportation policy, most notably the ensurance of fast, safe and convient travel inside any region held by the Combine.
The positions listed above are granted to the members of the Combine council after they are voted by their fellow council members. The council members can can only have two terms as their appointed titles and cannot take another position in the council afterwards. A term last 3 years. Those council members without a position in the executive branch will be a council member for as long as 30 years. If a position is vacant and no other council member without a title can assume it, one of the council members with a position already could assume the task. If any of the council members are found guilty of any crime while still holding a seat in the council, the people of th Combine can vote to have them be removed.

The judiciary branch of the Combine is held by the Supreme Court of the Alluminatic Combine and the local courts of each planetary nation. The supreme court are led by the nine Bearers of Justice who serves as the highest authorities of the supreme court. The supreme court and the master/mistress of justice are two seperate entities although the master/mistress of justice and his or her suburdinates are tasked with investigating whether the judiacry branch are performing their task.

Culture: The Alluminatic Combine comprises mostly of Allorisian people. Thus the inhabitants of the Combine are largely influenced by Allorisian culture. The Allorisian culture roots back to their early arrival on the galaxy. The Allorisian people had humble beginnings which were influenced by their need to survive in their new homeworld. However, as time passed, their culture gradually expanded and became more and more unique and complex. By the time of the Allorisian inter-planetary Empire, the Allorisian culture was centered around excessive hedonism and grandure. Their cities were filled with towering skyscrappers of all designs where only the most priviladged and esteemed lived. Nothing was spared for their luxury. Other rising strutures in their cities were monuments, temples and government buildings. The Grand Palace of the Allorisian Emperor was huge, majestic and stunning. The edges of the building had gold trimming designs and the entire palace was made of sparkling marble. Only the most exotic of plant-life where found at the palace courtyards. Temples also spared nothing on the adoration of the Gods. Temples from across the empire would rival each other by building more impressive structures, statues and courts that would make even the emperor speachless. Allorisian arts were also focused on their people's excessive hedonism. Allorisian music where focused on wind instruments that played soothing songs for social gatherings. Allorisians would pay artist to compost great songs in their honor. Emperor Fellone II had his own personal orchestra to perform for his lavish events. Allorisian sculpture focused on the "perfect being". When sculpting their figures of the Allorisian body, they would focus on getting every individual aspect perfect. Such great artist like Pretono Pellini and Jassar Obellem would take months, sometimes years to finish their works. Paintings would often revolve around grand social gatherings like parties, family reunions, imperial celebrations, hollidays and the infamous Allorisian orgies. As Allorisian culture began to center more and more on excessive hedonism, the wealth gaps between the rich and the poor began to grow and grow. Soon there were those who couldn't afford to pay their bills. The poorest citizens soon lost their citizenship within the empire and became slaves. Slavery become a very profitable trade within the Allorisian Empire. Some historians attribute the sudden expansion of the empire further into space because of the need for slaves. Slaves became a big part of Allorisian society. At the hieght of the Allorisian Empire, it was estimated that 68% percent of all manual labour was done by slaves.
(WIP)
Hidden 10 yrs ago Post by Shoopthewoop
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I cannot wait for this to start. I want my Reptilians to be accepted.
Hidden 10 yrs ago Post by Theodorable
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I think the Virillians would really enjoy Allorisian art and culture; I can see large amounts of Virillians living on Allorisian worlds.
Hidden 10 yrs ago Post by Honored Brother
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You know Theodorable, I think the two biggest bastard races in this galaxy should have a love/hate relationship.
I think the majority of the Allorisian people would despise your kind. This will mostly come from the allegations of the Empire that the Virillians stole the genetic blueprints of the Black Tide virus to save themselves. The current government, the Combine, however, would be trying to get on your good side for further trade between our inter-planetary countries. What do you say?
Hidden 10 yrs ago Post by Theodorable
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I love the idea. Generates some good historical premise; also glad you liked the idea of the Virillians stealing and selling the blueprints of the Black Tide.
Hidden 10 yrs ago Post by Honored Brother
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Glad you liked it. There could be some Virillians who live within or near Combine territory. They would have to pay for private security though becuase of the threat on qn angry mob. This would put more pressure on my government to come up with a solution. Also the idea for the blueprint theft is great because it gives my nation a little agressive friction. I need that to make my nation a little more disunited and fragmented. With that, I can make tons of events, mostly violent ones, that would affect my nation.
Hidden 10 yrs ago Post by salamimike
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I cant wait for this to start and have a N.S up :D
What did you guys think of my race?
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A fragile race opressed by their government?
Sounds like an easy target of deciet and slavery. :D
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