Hmmm... Actually half-tempted to basically just make the Federation but not sure how well that would work out. ^^; But that would mean having to play the diplomacy game which is less fun than being a bloodthirsty alien warlord. XD But then someone's got to be the goody-goods I guess. Hmmm...
Bloodthirsty alien warlord doesn't require you to be a full jerk. There some things you cannot fight alone. ;)
Number 3 is a limit on magic. I have had more troubles with technology in the past then I have, hence why there is more restrictions. I also threw in the last line for a reason, in case more issues with magic were ever to arise.
And that is a speed limit, not a restriction on the types of FTL that may be used.
Planetary radius is pretty huge. Does it mean we can have tech that blows up planets? I think spell radius is about the least which needs balancing.
As for FTL, you may allow lower interpretations I bet but I mean methods that work entirely differently from the rest. You remember my slow but constantly on warp drives, right? Also I hope instant communication doesn't also mean instant sensor speed because that means infinite detection range. I am sure you meant something less over the top. Just warning on its implications. I like FTL sensors and they are the only way for space opera style battles. So this part is kinda not relevant. Still, I am the last guy to call for more rulings but these rules don't prevent people making ridiculous factions but may prevent fun loving bening players to do their thing. Can't you just try to measure each faction as they are made? Many NRP games in other sites have technology and war mods for regulating tech or military alone. You don't need to carry this burden on your own.
Anyways, I have 4 ideas: - White Corps, Star Trekish faction but with megacorp like mega capitalist structure - Morte, small nation with troubled past filled with wars - Martians, War of the Worlds combined with a bit of oldschool sci-fi - Militaris Sine Finis, a tiny faction of mercenaries taking soldiers from any part of the galaxy
<Snipped quote by duck55223>Planetary radius is pretty huge. Does it mean we can have tech that blows up planets? I think spell radius is about the least which needs balancing.
As for FTL, you may allow lower interpretations I bet but I mean methods that work entirely differently from the rest. You remember my slow but constantly on warp drives, right? Also I hope instant communication doesn't also mean instant sensor speed because that means infinite detection range. I am sure you meant something less over the top. Just warning on its implications. I like FTL sensors and they are the only way for space opera style battles. So this part is kinda not relevant. Still, I am the last guy to call for more rulings but these rules don't prevent people making ridiculous factions but may prevent fun loving bening players to do their thing. Can't you just try to measure each faction as they are made? Many NRP games in other sites have technology and war mods for regulating tech or military alone. You don't need to carry this burden on your own.
Sensors are not instant. Instant Communication only means two linked points are capable of contacting each other without delay.
Edit:Spells have a planetary radius is going off the assumption that someone plans to have a technological based planet destroyer.
Sensors are not instant. Instant Communication only means two linked points are capable of contacting each other without delay.
I think that was the least important part of my question. We can perhaps make quantum entanglement based instant transmission common. So there's a way to get two attuned devices to make instant message transmissions. Perhaps you may even extend this to a quantum gate system which may have strategic significance. Remember how e always had problems with the galaxy being too big and what solution we came up with last time? There you go.
<Snipped quote by duck55223>I think that was the least important part of my question. We can perhaps make quantum entanglement based instant transmission common. So there's a way to get two attuned devices to make instant message transmissions. Perhaps you may even extend this to a quantum gate system which may have strategic significance. Remember how e always had problems with the galaxy being too big and what solution we came up with last time? There you go.
The thing is I played with the same rules and laws in Andromeda and that was quite successful for a while.
The thing is I played with the same rules and laws in Andromeda and that was quite successful for a while.
Well, these aren't the same rules for sure but if yes then there aren't any obstructions to make my factions. So I'm cool with that. But if we follow the rules you made to the letter that's not the case. Anyways, the quantum gates was the idea to make these vast distances less jarring. You know, trillions of planets yet owning more than a few dozen of them being too much. As you remember we tried that in your game not long ago. Anyways, Andromeda was successful for the people in it, not the rules. If anything it only had rules on paper. I don't trying to turn this into an argument. Just stating facts.
Anyways, I have 4 ideas: - White Corps, Star Trekish faction but with megacorp like mega capitalist structure - Morte, small nation with troubled past filled with wars - Martians, War of the Worlds combined with a bit of oldschool sci-fi - Militaris Sine Finis, a tiny faction of mercenaries taking soldiers from any part of the galaxy
Just throwing my opinion in here, but I'd love to see Morte.
Just throwing my opinion in here, but I'd love to see Morte.
I liked them a lot, too. Actually, all of those factions are tons of fun to play. As for Morte for those not familiar with the Andromeda NRP they were a Krieg-like faction from 40k living on an irradiated death world assaulted by hostile alien civilizations who went crazy from the radiation. The closeness of death and struggle for survival changed their mentality to be pragmatists who thought little of death or personal joy. They knew a lot about war and while technologically inferior their application was frightening on the military equipment. In spite of that they aren't seeking fights, they just want to survive and prosper. They are a small tough civilization but a minor one regardless. Basically if you expect them to attack and burn all on sigh you are wrong. They actually engage in diplomacy as much as they could, when they could. They are pretty good allies once you get past the whole extreme pragmatist thing.
Due to their size and policies the Eternal Union has grown to include multiple species.
The Iscandarians are one most prominent of all the Eternals Union’s species and the original species that comprised the EU. They come from their homeworld of Alas Prime, in the system of Iscandar. Iscandarians are humanoid, however unlike humans their ears are pointed, as well as their skin being near white, and rarely for a few Iscandarians, a strange silver color. Another unique physical feature is their veins, which glow underneath their skin to indicate their magical ability, and while any Iscandarian can have any different color, some are more common depending on their sub-type. Iscandarians also have a far better memory and rate of knowledge absorption than humans, however they still have a similar level of comprehension compared to humans, so the Iscandarians are technically at the same level of intelligence as humans. Iscandarians are also very long-lived, with most living around a thousand years.. There are four Iscandarian sub-types, these being Earthen, Sentinel, Caster, and Immortal. Earthens cannot cast magic directly, rather their magical abilities help make them excellent farmers, engineers, and other more physical tasks, however Earthens have existed within other roles. Sentinels much like Earthens cannot cast magic, with their natural magic abilities instead be granted as the gift of flight, with them having the unique feature of angelic like wings. They also tend to be the warriors of the Iscandarians. Casters can cast magic directly, hence their name. They are the ones who drive forward the Magitech, magical sciences, and other sciences of the Eternal Union. The final type are the Praetorians, of which only four exist. They are in Iscandarian religion blessed by Faust for committing great acts that serve everyone and advance the Union forward, they can be said to be a combination of all the other subtypes, with non-Sentinel Iscandarians who are ascended into Praetorians gaining the Angelic Wings. They are amongst some of the most powerful beings with magic, unrivaled anywhere else in the Union. They are also biologically Praetorian.
The Seraphram are also a prominent member of the EU. Much like the Iscandarians they have pointed ears but their skin color is much closer to that of a human. The other notable features of the Seraphram are their wings, and while much smaller than those of the Iscandarian Sentinels, they all have them and they are all capable of magic. They live about an average of 200 years. While the original Seraphram culture called for peace, much as the EU like to say it does, their entry into the Union was violent. The Seraphram always held a long tradition of freedom and independence, and after years of attempting to work with the Seraphram to convince them to join the Union of their own accord, the Immortals declared that the Seraphram would impede the “Great Mission” and declared that they would “harmonize” them. A swit war of conquest was carried out, and Seraphram resistance and rebellion afterwards brutally suppressed. The Iscandarians have long since begun replacing the culture of the Seraphram with their own, with all but the few who manage to hide from the Iscandarian’s hand only remembering the resistance as a distance memory, fully embracing what they have become since there is barely a memory of what Seraphram culture was before the war left, beyond a few locked archives sealed in the Praetorian Citadel.
The Tygochan are a mammalian race, although lack hair on most of their bodies. Their skin is very rough, and is usually dark colors. They are very strong and have a high muscle density. Due to their violent culture, the Iscandarians determined that attempting to annex them peacefully would be impeding the “Great Mission” and proceeded as much they did with the Seraphram to “harmonize” them. The Tygochan have largely served the Iscandarians as a frontline battle troops, and turned through synthesis and augmentation into various synths.
The Rakloid are a humanoid race with pure red skin, with horn-like structures coming out of the bottom of their. Their hair and eye color tends to be darker colors. Having nearly been destroyed by a disaster on their homeworld, they were only saved by the Iscandarians finding the remaining fleeing ships and giving them a place to settle down. Since then they have used Iscandarian technology to terraform and fix their homeworld, returning and joining the Eternal Union. They are the least prominent, mainly due to having a low population after the disaster on their homeworld. They usually stick to their homeworld of Rakta and the nearby System of Trylon with two Rakloid colonies.
Description of government:
The Praetorians serve as the heads of the Iscandarian Government. Their authority stands above all others, and the Union is taught to serve them unquestionably from birth. This mainly in part due to how they are considered to be blessed by Faust. Beyond the Immortals there exists a series of councils, ministries, bureaucracy, and planetary governors that help govern the Union but the Immortals
There is however a very notable organization relatively unknown to the public but who has influence in the everyday runnings of the Union. Known as the Praetorian Guard they operate under exclusively the directive of the Immortals and are considered above all other governmental organizations beyond the Immortals themselves. They act as essentially the secret police and intelligence agency of the Union, responsible for maintaining vast spy networks and uprooting and destroying subversion within both the people and the government. Whispers run through the public of their exist but due to the secrecy surrounding them remain faceless, adding an extra layer of fear.
Description of military:
EU Navy
EU Armed Forces
EU Special Forces
Technological Overview:
The Iscandarians are a very advanced society, mainly due to the longevity of their species as well as being amongst the oldest living species within the galaxy. They make heavy use of magic, as well as magitech, the combination of magic and technology, within their society. They still however use many forms of technology that do not use magitech, although it is extremely rare to see these pieces of these technology.
For FTL, the Iscandarians primarily rely on both gates between their major worlds as well drives for exploration. Both use a system of magical dimensions that was discovered shortly after the Iscandarians entered into the space era. The system is known to allow for fast, efficient, and safe FTL travel between various worlds. The FTL system is also used to allow for instant-communication between all Iscandarian vessels. When not using FTL propulsion, Iscandarians either use efficient but slow and cheaper ion drives for civilian ships, as well as small craft where the loss of speed does not effect them much, and then fast and powerful antimatter drives for most military ships, as well as a few larger civilian craft. Anti-gravity based propulsion powered by magic is also frequently used, mainly for maintaining space stations in orbit, floating cities in the skies of their worlds, as well as for propelling non-space flying craft, ground vehicles, and allowing water naval vessels to transform into aircraft when needed.
The Iscandarians used many forms of power to help keep the Eternal Union up and running. Their primary source is in antimatter based reactors which used magically enhanced antimatter to produce both mana and regular power for the various components of their magitech devices. Another common source of power is manafusion reactors, which operate using various magically enhanced materials to produce both mana and regular power. While not quite powerful as their antimatter brothers, they are more easy to setup and easier to downscale and port around. As such they are mainly used by first in-colonists as well as to power ground craft and aircraft, although large water naval vessels and all space-based craft that are not small use antimatter reactors as they can support them.
The Iscandarians weapon technology has been advanced a great deal, mainly out of a fear of various forces from the mythos of their religion as well as their belief that they will need to “harmonize” many nations on their question to complete the “Great Mission”. The Iscandarians use a mix of kinetic, energy, and explosive weaponry. Kinetic weapons are various rail-guns, using either highly-dense and enchanted metals for their shells, or antimatter tipped shells for extra effect. Ground forces primarily use railguns, with some smaller scaled-down autoguns which are essentially weaker, but automatic railguns. Energy weapons in space primarily consist of balefire, a highly destructive magical substance equal in power to most plasma weaponry, thus eliminating the need for Iscandarians to develop plasma weapons. Antiproton streamers are also a sight to be seen, although there are only a few per a smaller vessel, banks of these destructive weapons can be found on capital ships. Ground forces use exclusively balefire-based energy weapons. For explosives weapons space-forces use primarily balefire missiles launched by rail-guns, as well as some antimatter missiles. Ground Forces use balefire explosives, and in cases were they are severely outmatched, each army carries a small amount of low-yield antimatter missiles.
Iscandarian defense technology is very odd. While all units, even common infantry with their power armor, use shields, and the Iscandarians have highly advanced and powerful shields, there armor is usually only average. The high-tiered armoring alloys that the Iscandarians would like to use for most units are vastly expensive to make, and thus they have reserved the alloys for capital ships, elite units, and highly elite vehicles and fighters. As such the Iscandarians primarily depend upon their shields in a fight, although they can still fair well if they lose them. It is also to be noted that the Iscandarians incorporate faraday cages into all space-based craft and a majority of their ground forces, making them mostly immune to EMPs.
Ground Forces carry a lot of devices to use with them, such as radios, in-built displays providing battlefield information, and various others. They also have unique devices called spell matrixes. Embedded into armor, these can cast various spells and keep their own mana store, as such those who can’t tap mana directly or even this without magic entirely can use these, and the Iscandarians often use spell matrixes as a trade good.
The Eternal Union has heavily developed augmentation technology, of both the genetic and cybernetic kinds. However with the development of these two types of augmentation they have also developed synthesis, a terrifying combination of both types. The monstrosities created through these methods are common only in the military or in other secret operations, and are completely hidden from the public. In addition to these AI, robotics, and nanotechnology are also heavily developed. AI can be implemented into a person’s mind through use of cybernetics. It is to be noted that one has to be very careful after receiving a AI implant, as destruction of the implant can cause severe mental instability, especially if the AI and the person’s mind end up merged into what is essentially a single consciousness. Nanobots can be used to augment systems that are normally un-augmentable due to their nature, such as the respiratory and circulatory systems. Mind-wipe technology has also been developed to allow them to modify memories as they please.
Iscandarian manufacturing is highly efficient, using robots and AI to streamline the process. Iscandarian manufacturing is centered around Arcano-forges, powerful factories powered by many magical devices and other things. A few Arcano-Forges have even been turned into massive factories that spawn an entire planet, although only two of these exist due to the cost of building them.
Stealth technology only exists for vessels smaller than frigates, although it is highly efficient on the ground and provides many elite units.
Cultural Overview:
Three of the most important aspects of Iscandarian culture are their pragmatism, their embracement of the Greater Good, and the “Great Mission” as they call it. Their pragmatism, along with their embracement of the Greater Good, are all used to justify actions many races would normally consider abhorrent, immoral, or otherwise evil because in the end it shall lead to the greatest possible outcome for all. This impression is not often received by other nations the EU has contacted, as they will often say peace is preferable and will only reveal this darker side to their nature when their hand is forced. This has given the impression, from the outside and to the public at least, that the EU is a peaceful state working towards prosperity for all. They have also used these ideals to justify the Praetorian Guard, spying, suppression, and oppression of their people. Much of this darker side is hidden from the public due to again, it being the best possible action that the EU could take. This has also been used to just their conquest of the Tygochan and Seraphram, or as they call it, “harmonizing”.
The “Great Mission” is sometimes mentioned in passing to the public or other nations but the full purpose of it is only truly known to the Praetorians and the higher ups of the EU. It is the final goal of the EU, what they wish to work towards. It is the idea of creating a Utopia based around a Union of Everything, a Union of the Universe. The Iscandarians will often try to neutralize those who they feel impede the “Great Mission”, or if the situation calls for it, absolute destruction.
The only other major and notable part of the Iscandarian culture is the Church of Faust. While it is a religion that preaches peace and utopian ideals, it is used by the Praetorians as another method by which to control the populace and eliminate uprisings, as well as spread EU influence. As such the EU has no religious freedom, believing Faust to by the only God-like being to exist. The Praetorians themselves still believe in Faust, but feel the way in which the Church is used is justified do to the “Great Mission”.