BLACK SKIES AND BLACK FLAGS
It has been more than a thousand years since humanity first journeyed forward into the stars. Earth remains only as a broken reminder of those who came before - a shattered planet, enveloped in molten fire and acidic clouds. The civilizations that originated there have long since moved onwards to other areas of the galaxy, settling in vast swaths of space far from their original home. Aliens and humans now live in close proximity, interacting in both peace and warfare. The undying ties of trade and economy sweep across the galaxy, transporting goods and material through routes that stretch for lightyears on end. These vast tracts of empty space are subject to a constant battle between crime and law which seems to grow more intense with every passing year. With the stability of the galaxy continuing to decline, men of order and opportunity now venture into the void with dreams of wealth, glory, and eternity.
HUMANS
Albion -
"Britons! There lie beyond the Sun’s cruel bounds
Uncounted worlds which stygian space surrounds,
By xenos now possessed, who'll bear the fate
Of all who would defy our noble state.
To reach that promised land thy ships steer true
There shall we raise great Albion anew
And found an empire cosmic and divine,
Which time shall ne'er destroy, nor bounds confine."
Those immortal words of the venerable King George IX, who successfully led the British evacuation of the Martian colonies in 2215, echo those spoken by the goddess Diana to Brutus of Troy so many millenia ago. Like their predecessors, then, the Britons set out to forge the grandest empire the galaxy has ever known; a new Albion, a dominion that will stretch further than even light can cross, unrivalled in military strength, in industry, and in sheer majesty. While other nations of weaker men and lesser races have grown corrupt or complacent, Albion will prosper under the divine hand of its monarch - who is worshipped as the reincarnation of his illustrious ancestors, great kings and queens from ages past; Arthur Pendragon, Alfred the Great, Victoria and countless more. It is the collective wisdom of thousands of years of rule, the collective heroism of a myriad noble deeds and battles won against all odds, that guides the Empire ever forward, and leads its brave citizens to victory in the wars they wage against evil in all its forms, be it the hostile aliens that plague the galaxy or the human domains that have fallen to savagery and barbarism. Unlike some factions, Albion does not shun the idea of peace or alliances with other civilised human nations when necessary - but any who violate that peace will find themselves mercilessly punished by the righteous fury of the King's red right hand; the Royal Navy.
The Holy Roman Empire of Alaska - To describe the doctrine of the Alaskans as absurdly heretical by Christian standards would be accurate, but to describe it as such to an Alaskan would be unwise. Descendants of Russians and Americans, the Alaskans draw on distorted and often obscure fragments of history and theology to form the basis of their nation. The commandment "thou shall have no other gods before me" has been misunderstood to mean that worship of other deities is acceptable so long as Christ is at the head of the pantheon. As a result, the distinction between saints and lesser deities has been lost. Practices involving human sacrifice in the glory of the dual aspects of St. Michael/Mars have become commonplace. The Alaskans also believe that they are descended from the ten lost tribes of Israel, believing only those similarly descended can convert to their closely guarded religion - making aliens are entirely ineligible. Priests are believed to be blood descendants of the ancient apostles, causing the clergy to effectively beocme a class of hereditary nobility ruled over by the Patriarch-Emperor. Despite the Alaskans' burning hatred for the vague memory of the Pope, the Patriarch-Emperor is the head of the Alaskan Church and regularly calls for Crusades against his enemies.
As almost every war the Alaskans fight is deemed a Holy War, service in the legions is an important religious affair. Every able-bodied young man serves at least a few years. Training for an Alaskan legionary is certainly nothing to scoff at, but the true strengths of the legions are the quantity of its troops, the quality of their gear, and the courage given by the belief that dying for the empire is the quickest way to Heaven.
Zolotoy 113 - Situation remains normal in the Zolotoy system. 113 remains intact. Populace is happy. All is well.
Tafelberg - Tafelberg is no system for the faint of heart. The collection of planets that identify themselves under that name tend to be corrupt, lawless, and completely embroiled in all forms of criminal activity. Tafelberg’s official government holds technical authority over the loose confederation from their leisurely space stations, but the true rulers of Tafelberg are the people ruthless enough to take such a position on the grimy surface worlds that make up the incorporated planets.
The Concorde - Ever since the mass exodus from Mars in the 23rd Century, the Concorde has stood as Humanity's sword and its shield. While contemporary historians prefer to point to Earth's European Space Agency as the Concorde's origin, the bonds between people runs far deeper; for millennia, the people of Europa have shared a somewhat brotherly bond. These people have experienced crushing hardships, legendary victories and everything in between. Since the beginning of civilisation, Europa had been the birthplace of Earth's greatest generals, scientists, artists, engineers - each of whom have forged legacies that are still remembered today.
The Concorde's journey into the stars is another chapter of theirs filled with hardship - some colonies were wiped off the faces of whatever planets they landed on by alien wildlife. Many unfortunate souls never even made it that far. Between the loss of Earth and now their brothers, the Europeans that remained forged an alliance between their planets to seek revenge on any and all sentient alien life. The first Purity March was declared in 2409, and there have been a dozen more ever since. The year is now 3160, and the Concorde demands blood once again...
Tianxia - The vast territories of Tianxia are presided over by a series of warlords, military commanders, and criminal triads that each claim varying degrees of authority over the swaths of space that they lord over. The conflict between these often voracious factions has endured for over one hundred years, with the corrupt and incompetent central imperial government completely unable to maintain or impose any semblance of stability for most of its existence. Their civil conflict is compounded by their endless frontier wars with the Zhi, aliens that launch occasional probing invasions that consequently devastate Tianxia’s outer planets. The sheer scale of the warfare and criminality that takes place within Tianxian space makes most outsiders wary of entry, but the corruptible nature of most authorities in the former empire has fostered an extremely dangerous but very profitable black market.
Tezcatlipoca - Where Tafelberg serves to harbour the galaxy's career criminals; pirates, unscrupulous mercenaries and purveyors of illicit goods, the planets and stations under the control of Tezcatlipoca are home to those too deranged and degenerate to make their home even amongst such villains. Named for the powerful alliance of cartels that still rules over this pit of chaos today, Tezcatlipoca's residents consist almost entirely of murderous psychopaths, sinister cultists practicing human sacrifice, and ruthless slavers. Attempts by various nations to subjugate or civilise the population have failed entirely, and expeditions both military and civilian have invariably met fates too horrifying to describe. It seems all that anyone can do is wait, and pray that Tezcatlipoca will be torn apart from within.
Respublica Literaria - Taking the name ascribed to a great collective of enlightened minds in old Europa, these former citizens of the Concorde fought a fierce war of independence against their zealously religious former brothers. Since then, their fledgling nation has only fragmented further, as its residents divide themselves along philosophical lines, each claiming to be more committed to their guiding principles of rationality and liberty than the last, and each prepared to stage near-constant revolutions in the name of their chosen philosophers. On the whole, these uprisings are not especially bloody, but the sprawling government and incomprehensibly complex legal codes of the Respublica fluctuate on an almost daily basis - and all in the name of progress, they say.
Nyakot - It is said - rather fittingly - that the Nyakoti are born with ledgers in their hands. Their nation is rather small, but the people that inhabit it are renowned to have a savvy regarding money unlike any other in the world They conduct trade on a massive scale, dealing with any and all creatures capable of signing away their savings. Their trade routes sweep across hundreds of solar systems, protected by mercenaries or pirates or anyone who enjoys being paid well. The Nyakoti themselves prefer spending their extravagant riches on their decadent homeworlds to conducting war, but they become famously belligerent should their interests be threatened.
Amalrik - One of the few human nations known to openly accept aliens as truly equal citizens, Amalrik is a melting pot of vastly different creatures and cultures guard their way of life in the face of the many voracious empires that oppose their statehood. Exposed to ruthless enemies on two seperate borders, Amalrik is forced to maintain an effective defensive military force as well as diplomatic ties with the only power willing to aid them in their conflicts - the Theale. Although Amalrik and the alien republics that make up the Theale may not always overlap ideologically, their common enemies force them to cooperate in order to uphold their own nations in a hostile galaxy.
Slavassia - Slavassia takes its name from the Slavic peoples of Earth - a hardy group of people who have in the past, survived and thrived in some of the most dangerous places on Earth. Despite intense rivalries between the various sub-peoples, the Slavs found themselves united in the face of extrasolar invaders. These people adapted to the harsh, unforgiving environment that is outer space much better than most other humans.
The Slavs are led by what many consider to be the most transparent democratic government within this area of space. Unfortunately, it is not all plain sailing - being sandwiched between the warring Tianxian warlords and the Alaskans has left Slavassia in a tenuous position.
Vespucci - Separated from the main American evacuation convoy when it abandonded Mars, the colonists who would later form Vespucci did not travel as far from their old home as most. Observing as other nations carved out their gigantic empires, engaged in relentless warfare with hostile aliens, and occasionally turned on each other, Vespucci resolved six centuries ago to enact a strict policy of total isolation from the rest of the galaxy. They do not wage war. They do not conduct trade or diplomacy. No foreign ships have entered their borders for a hundred years - and none have ever left. The people of Vespucci are entirely reliant on their uniquely safe location in space, separated from aliens and criminals on all sides by the mighty Albion and the opulent Nyakot, both of whom are content to let them be for now.
Ammontia - Steadfast in their religious values, the Ammontians believe that their nation was ordained by God and is therefore chosen to represent the holiest place of governance and worship available to human or alien alike. All male citizens of Ammontia are recognized priests of their ancient faith, and as such they are expected to participate in politics. The women, however, are relegated to the duties of the household and the rearing of children. Men that are especially pious and accomplished in their religious service are rewarded with a number of wives that correlates to the determined value of their actions. Women that are uniquely pious are rewarded with medals of merit. The Ammontians are lead by their Great Prophet, a man appointed by God himself before he is even born. This Great Prophet rules from his birth until his death, declaring peaceful missions of revelatory to foreign space and auditing the strength of the faith. The Ammontians have few allies apart from the occasional illicit faction that deals in captured women to be inducted into the faith and rewarded to pious men, but this does little to dampen the grandiose speech and eternally lofty goals of the grand Ammontian faith.
Albion -
"Britons! There lie beyond the Sun’s cruel bounds
Uncounted worlds which stygian space surrounds,
By xenos now possessed, who'll bear the fate
Of all who would defy our noble state.
To reach that promised land thy ships steer true
There shall we raise great Albion anew
And found an empire cosmic and divine,
Which time shall ne'er destroy, nor bounds confine."
Those immortal words of the venerable King George IX, who successfully led the British evacuation of the Martian colonies in 2215, echo those spoken by the goddess Diana to Brutus of Troy so many millenia ago. Like their predecessors, then, the Britons set out to forge the grandest empire the galaxy has ever known; a new Albion, a dominion that will stretch further than even light can cross, unrivalled in military strength, in industry, and in sheer majesty. While other nations of weaker men and lesser races have grown corrupt or complacent, Albion will prosper under the divine hand of its monarch - who is worshipped as the reincarnation of his illustrious ancestors, great kings and queens from ages past; Arthur Pendragon, Alfred the Great, Victoria and countless more. It is the collective wisdom of thousands of years of rule, the collective heroism of a myriad noble deeds and battles won against all odds, that guides the Empire ever forward, and leads its brave citizens to victory in the wars they wage against evil in all its forms, be it the hostile aliens that plague the galaxy or the human domains that have fallen to savagery and barbarism. Unlike some factions, Albion does not shun the idea of peace or alliances with other civilised human nations when necessary - but any who violate that peace will find themselves mercilessly punished by the righteous fury of the King's red right hand; the Royal Navy.
The Holy Roman Empire of Alaska - To describe the doctrine of the Alaskans as absurdly heretical by Christian standards would be accurate, but to describe it as such to an Alaskan would be unwise. Descendants of Russians and Americans, the Alaskans draw on distorted and often obscure fragments of history and theology to form the basis of their nation. The commandment "thou shall have no other gods before me" has been misunderstood to mean that worship of other deities is acceptable so long as Christ is at the head of the pantheon. As a result, the distinction between saints and lesser deities has been lost. Practices involving human sacrifice in the glory of the dual aspects of St. Michael/Mars have become commonplace. The Alaskans also believe that they are descended from the ten lost tribes of Israel, believing only those similarly descended can convert to their closely guarded religion - making aliens are entirely ineligible. Priests are believed to be blood descendants of the ancient apostles, causing the clergy to effectively beocme a class of hereditary nobility ruled over by the Patriarch-Emperor. Despite the Alaskans' burning hatred for the vague memory of the Pope, the Patriarch-Emperor is the head of the Alaskan Church and regularly calls for Crusades against his enemies.
As almost every war the Alaskans fight is deemed a Holy War, service in the legions is an important religious affair. Every able-bodied young man serves at least a few years. Training for an Alaskan legionary is certainly nothing to scoff at, but the true strengths of the legions are the quantity of its troops, the quality of their gear, and the courage given by the belief that dying for the empire is the quickest way to Heaven.
Zolotoy 113 - Situation remains normal in the Zolotoy system. 113 remains intact. Populace is happy. All is well.
Tafelberg - Tafelberg is no system for the faint of heart. The collection of planets that identify themselves under that name tend to be corrupt, lawless, and completely embroiled in all forms of criminal activity. Tafelberg’s official government holds technical authority over the loose confederation from their leisurely space stations, but the true rulers of Tafelberg are the people ruthless enough to take such a position on the grimy surface worlds that make up the incorporated planets.
The Concorde - Ever since the mass exodus from Mars in the 23rd Century, the Concorde has stood as Humanity's sword and its shield. While contemporary historians prefer to point to Earth's European Space Agency as the Concorde's origin, the bonds between people runs far deeper; for millennia, the people of Europa have shared a somewhat brotherly bond. These people have experienced crushing hardships, legendary victories and everything in between. Since the beginning of civilisation, Europa had been the birthplace of Earth's greatest generals, scientists, artists, engineers - each of whom have forged legacies that are still remembered today.
The Concorde's journey into the stars is another chapter of theirs filled with hardship - some colonies were wiped off the faces of whatever planets they landed on by alien wildlife. Many unfortunate souls never even made it that far. Between the loss of Earth and now their brothers, the Europeans that remained forged an alliance between their planets to seek revenge on any and all sentient alien life. The first Purity March was declared in 2409, and there have been a dozen more ever since. The year is now 3160, and the Concorde demands blood once again...
Tianxia - The vast territories of Tianxia are presided over by a series of warlords, military commanders, and criminal triads that each claim varying degrees of authority over the swaths of space that they lord over. The conflict between these often voracious factions has endured for over one hundred years, with the corrupt and incompetent central imperial government completely unable to maintain or impose any semblance of stability for most of its existence. Their civil conflict is compounded by their endless frontier wars with the Zhi, aliens that launch occasional probing invasions that consequently devastate Tianxia’s outer planets. The sheer scale of the warfare and criminality that takes place within Tianxian space makes most outsiders wary of entry, but the corruptible nature of most authorities in the former empire has fostered an extremely dangerous but very profitable black market.
Tezcatlipoca - Where Tafelberg serves to harbour the galaxy's career criminals; pirates, unscrupulous mercenaries and purveyors of illicit goods, the planets and stations under the control of Tezcatlipoca are home to those too deranged and degenerate to make their home even amongst such villains. Named for the powerful alliance of cartels that still rules over this pit of chaos today, Tezcatlipoca's residents consist almost entirely of murderous psychopaths, sinister cultists practicing human sacrifice, and ruthless slavers. Attempts by various nations to subjugate or civilise the population have failed entirely, and expeditions both military and civilian have invariably met fates too horrifying to describe. It seems all that anyone can do is wait, and pray that Tezcatlipoca will be torn apart from within.
Respublica Literaria - Taking the name ascribed to a great collective of enlightened minds in old Europa, these former citizens of the Concorde fought a fierce war of independence against their zealously religious former brothers. Since then, their fledgling nation has only fragmented further, as its residents divide themselves along philosophical lines, each claiming to be more committed to their guiding principles of rationality and liberty than the last, and each prepared to stage near-constant revolutions in the name of their chosen philosophers. On the whole, these uprisings are not especially bloody, but the sprawling government and incomprehensibly complex legal codes of the Respublica fluctuate on an almost daily basis - and all in the name of progress, they say.
Nyakot - It is said - rather fittingly - that the Nyakoti are born with ledgers in their hands. Their nation is rather small, but the people that inhabit it are renowned to have a savvy regarding money unlike any other in the world They conduct trade on a massive scale, dealing with any and all creatures capable of signing away their savings. Their trade routes sweep across hundreds of solar systems, protected by mercenaries or pirates or anyone who enjoys being paid well. The Nyakoti themselves prefer spending their extravagant riches on their decadent homeworlds to conducting war, but they become famously belligerent should their interests be threatened.
Amalrik - One of the few human nations known to openly accept aliens as truly equal citizens, Amalrik is a melting pot of vastly different creatures and cultures guard their way of life in the face of the many voracious empires that oppose their statehood. Exposed to ruthless enemies on two seperate borders, Amalrik is forced to maintain an effective defensive military force as well as diplomatic ties with the only power willing to aid them in their conflicts - the Theale. Although Amalrik and the alien republics that make up the Theale may not always overlap ideologically, their common enemies force them to cooperate in order to uphold their own nations in a hostile galaxy.
Slavassia - Slavassia takes its name from the Slavic peoples of Earth - a hardy group of people who have in the past, survived and thrived in some of the most dangerous places on Earth. Despite intense rivalries between the various sub-peoples, the Slavs found themselves united in the face of extrasolar invaders. These people adapted to the harsh, unforgiving environment that is outer space much better than most other humans.
The Slavs are led by what many consider to be the most transparent democratic government within this area of space. Unfortunately, it is not all plain sailing - being sandwiched between the warring Tianxian warlords and the Alaskans has left Slavassia in a tenuous position.
Vespucci - Separated from the main American evacuation convoy when it abandonded Mars, the colonists who would later form Vespucci did not travel as far from their old home as most. Observing as other nations carved out their gigantic empires, engaged in relentless warfare with hostile aliens, and occasionally turned on each other, Vespucci resolved six centuries ago to enact a strict policy of total isolation from the rest of the galaxy. They do not wage war. They do not conduct trade or diplomacy. No foreign ships have entered their borders for a hundred years - and none have ever left. The people of Vespucci are entirely reliant on their uniquely safe location in space, separated from aliens and criminals on all sides by the mighty Albion and the opulent Nyakot, both of whom are content to let them be for now.
Ammontia - Steadfast in their religious values, the Ammontians believe that their nation was ordained by God and is therefore chosen to represent the holiest place of governance and worship available to human or alien alike. All male citizens of Ammontia are recognized priests of their ancient faith, and as such they are expected to participate in politics. The women, however, are relegated to the duties of the household and the rearing of children. Men that are especially pious and accomplished in their religious service are rewarded with a number of wives that correlates to the determined value of their actions. Women that are uniquely pious are rewarded with medals of merit. The Ammontians are lead by their Great Prophet, a man appointed by God himself before he is even born. This Great Prophet rules from his birth until his death, declaring peaceful missions of revelatory to foreign space and auditing the strength of the faith. The Ammontians have few allies apart from the occasional illicit faction that deals in captured women to be inducted into the faith and rewarded to pious men, but this does little to dampen the grandiose speech and eternally lofty goals of the grand Ammontian faith.
ALIENS
The Zhi - Plant-like organisms that seem to be unable or unwilling to peacefully communicate in any form with any creature not of their own species, the Zhi are characterized by their exceptional organization and unbreaking resolve to conquer the entire universe. The Zhi famously destroyed Earth upon their first contact with humanity, laying waste to the surface of the planet and killing billions of people. The alien aggressors seemingly contracted a strange disease while enacting their extermination, a sickness that would an inordinate amount of them and force their fleets to withdraw from large swaths of infected territory. Human scholars declared them extinct, but the Zhi reappeared to once again in 3085 - now immune to whatever disease had cripped them - and prepared to wage relentless war once again. The original homeland of the Zhi is still unknown, as is the exact amount of space they control and various other aspect of their society and biology. Worlds that the Zhi inhabit tend to be populated and industrialized at extreme speed, making their potential for aggressive military expansion extraordinary when compared to other races.
Crawlers - Crawlers are a species of highly transferable parasites that seem to be able to infect every sentient creature in the galaxy. Their appearence resembles that of a flat and translucent worm about a single centimetre in length, but once secure inside a living host a crawler can grow exponentially. Most deaths that occur as a result of crawlers tend to be due to this enormous growth, as once the parasite reaches a certain size they begin to consume vital organs. Persons infected with crawlers exhibit strange but uniform behaviour, such as gathering in large groups and building pyramidal structures from whatever material is available. When these groups of infected persons inevitably expire, the fully developed parasites escape the corpse and climb the pyramidal structure in order to burst and expel hundreds of newborn crawlers that are carried away by the wind. Crawler outbreaks are extremely dangerous if handled improperly, but if the infected persons are located and destroyed before they can group together and construct a large pyramid, then widespread devastation can be avoided.
Makarians - Living in planetside oceans and enormous environmentally constant spaceships, the Makarians are a race of aliens seemingly unbothered by the grand machinations of other civilisations. Makarians are characterized by their symmetrical bodies, large heads, numerous arms, and brilliantly patterned and coloured skin. These aquatic creatures live their entire lives in water, and although they have developed environmental suits that make terrestrial travel possible it remains highly uncomfortable for them. Theirs is a relatively peaceful society, headed by an enormous creature that seems to act as their absolute leader. This queen appears to be effectively immortal, and although she is not a monarch bent on domination as so many others are, she and her race ruthlessly defend their own territory with enormous and highly advanced machines of war.
Ketea - Gargantuan whale-like creatures (and often referred to as whales in common parlance) able to survive in the vacuum of space, subsisting on minerals and moving slowly by natural gas propulsion. The Ketea produce extremely energy-rich oil in glands within their bodies, making them an easy target for spacefarers short on fuel.
Umbra - Space is a dark and mysterious place; none can claim to know the true extent of what lurks in that black expanse. Sometimes, a ship will drift back from the frontiers, devoid of life and carrying no logs to shed light on its fate. Sometimes, a border world or station sends a distress call, but shortly afterwards the ships sent to respond receive another message, reassuring them in calm, ostensibly human tones that what they heard was only a false alarm. Whole colonies, albeit very small and sparsely populated moons, have been lost in such a fashion. The culprits are careful to cover their tracks - no human remains are left behind, nor clues left by the attackers themselves. A single, long, bloodied talon, buried amidst the wreckage of a remote trading post less than a year ago, is all that indicates these attacks are not the work of rival human commandos, but something far deadlier. These unknown creatures are referred to as 'Umbra' - 'shadow' in an ancient tongue, for they are but sinister shades concealed within the endless night.
Theale Republics - An firm alliance of small alien republics:
- The Goroxi - A pseudo-crocodilian warrior species engineered and enslaved by an ancient race, the Goroxi rose up and slaughtered their masters, forever casting off the shackles of servitude. Shunning their designed purpose, they now live a mostly peaceful life among the states of the Theale Republics - although reluctantly act as the bulk of its defensive force when absolutely necessary, as they are practically the only ones among the Theale who can effectively do so. Still, the Goroxi make for a truly formidable foe when they are called to war.
- The Thenguls - Originating on the dark side of the moon they call home, the Thenguls have evolved in an environment devoid of light. As such, they are completely blind, their skin is pale and almost translucent, and their six limbs are long and spindly. Thenguls communicate via a complex language of rapid high-pitched clicking, which also serves as a means of echolocation. As their race is too weak for combat, and too unsettling in appearance to be successful as diplomats or traders, most Thenguls devote their lives to the study of the galaxy and archival of any and all knowledge they come across. Thenguls are solitary, and most of their space station archives are manned only by one or two individuals. They are members of the Theale almost purely by convenience of location.
- The Kavii - Two metre long, portly creatures somewhat resembling guinea pigs, recognisable by their impressively cultivated facial hair and ostentatious dress. The Kavii'n Mercantile Republic is a state small in territory but immensely wealthy, and its great bazaars are famed across the galaxy for the rare and exotic goods, and slaves of all races, one can find within their labyrinthine grounds. The Kavii are the most recent race to join the Theale, and were a welcome boost to its once-struggling economy.
- The Circle of Zaal - The Circle of Zaal is a religious order comprised of the majority of the Xotet, an insectoid race originating within Theale space and dependent upon the Republics for protection. Few and far between are Xotet who choose not to devote their lives to the Circle. Members of the order live a secluded, pacifistic, and ascetic life, and spend most of their time deep in meditation and prayer to Zaal - a word roughly translating to 'heart'. It is unclear, as no outsiders have been granted the opportunity to study the Circle's beliefs, whether Zaal is a god who resides at the centre of the galaxy or whether it is the concept of the centre itself that is the object of worship. Regardless, many members make the long and mysterious pilgrimage to their holy site, and none so far have returned.
- The Rhileia - The Rhileia are an avian species resembling owls, although flightless and standing at around a metre tall. The Rhileian Commonwealth, now a member state of the Theale Republics, is a collection of planets all inhabited by Rhileians, although every planet is granted near-total autonomy in its day-to-day administration by the High Council of the Commonwealth. In fact, the High Council has almost no real power outside its own planet, and the Commonwealth is mostly run by thousands of elected regional officials and their elected deputies. Suffice to say, rarely a day goes by on a Commonwealth world without at least two elections.
- The Neonirians - A species of pseudo-canine humanoids that share the origin of the Goroxi: engineered by an ancient, dead race for the sake of servitude, these creatures were developed from genetic material belonging to the domesticated dogs of Earth. Having already been bred for loyalty and companionship to mankind, the Neonirians were engineered as a quickly produced sentient improvement upon what artificial selection accomplished over thousands of years. Loyal to their makers, the Neonirians harbor an intense hate for the Goroxi, who rebelled against the precursors, but find themselves in an unfortunate and tenuous alliance of necessity against the likes of the Concorde. Despite the Theale’s general opinion of humanity, Neonirians are well known for their empathetic tendencies towards the scattered Terran race, knowing full well that their ancestries are intertwined in the annals of history. Given their particular origin as experiments, however, few humans but the Alaskans feel the same.Neonirians arrange their society in a hierarchy based on merit and aptitude and have developed a flexible semi-caste system based on subspecies and their individual strengths and weaknesses. In the spacefaring age, they are represented by a clan-based Council of Alphas. Though the Neonirians largely keep to themselves, social outcasts and dejected omega-ranking individuals have been known to venture out of Council jurisdiction as lone wolves, or to form ragtag packs with others of their social status, or even with outsiders, such as human pirate crews or Alaskan nationals.
The Xotet-Neru - A faction comprised of the small minority of Xotet who shun the Zaalic faith, and voluntarily choose exile from the Circle's planets. The Xotet-Neru have no homeworld, and instead drift through space in gargantuan ark ships. Masterful engineers, they seem capable of maintaining their vessels from little but salvaged wreckages and Ketea they encounter on their endless journey through the abyss.
The Ghek - Silicon-based life forms that resemble living rock formations, the Ghek are primitive compared to the other spacefaring races of the galaxy. Loosely organised into a coalition of tribes, their main pastime is venturing into space in hunting parties, with the aim of forcibly capturing foreign spaceships and dragging them back to the inhospitable death worlds and sprawling asteroid belts they call home to consume them. In testament to their lack of civilisation, this crude piracy is also the single most important factor in their political system - whichever lucky Ghek manages to bring back the largest spaceship is crowned King of all the tribes. Until the next hunt.
The Zhi - Plant-like organisms that seem to be unable or unwilling to peacefully communicate in any form with any creature not of their own species, the Zhi are characterized by their exceptional organization and unbreaking resolve to conquer the entire universe. The Zhi famously destroyed Earth upon their first contact with humanity, laying waste to the surface of the planet and killing billions of people. The alien aggressors seemingly contracted a strange disease while enacting their extermination, a sickness that would an inordinate amount of them and force their fleets to withdraw from large swaths of infected territory. Human scholars declared them extinct, but the Zhi reappeared to once again in 3085 - now immune to whatever disease had cripped them - and prepared to wage relentless war once again. The original homeland of the Zhi is still unknown, as is the exact amount of space they control and various other aspect of their society and biology. Worlds that the Zhi inhabit tend to be populated and industrialized at extreme speed, making their potential for aggressive military expansion extraordinary when compared to other races.
Crawlers - Crawlers are a species of highly transferable parasites that seem to be able to infect every sentient creature in the galaxy. Their appearence resembles that of a flat and translucent worm about a single centimetre in length, but once secure inside a living host a crawler can grow exponentially. Most deaths that occur as a result of crawlers tend to be due to this enormous growth, as once the parasite reaches a certain size they begin to consume vital organs. Persons infected with crawlers exhibit strange but uniform behaviour, such as gathering in large groups and building pyramidal structures from whatever material is available. When these groups of infected persons inevitably expire, the fully developed parasites escape the corpse and climb the pyramidal structure in order to burst and expel hundreds of newborn crawlers that are carried away by the wind. Crawler outbreaks are extremely dangerous if handled improperly, but if the infected persons are located and destroyed before they can group together and construct a large pyramid, then widespread devastation can be avoided.
Makarians - Living in planetside oceans and enormous environmentally constant spaceships, the Makarians are a race of aliens seemingly unbothered by the grand machinations of other civilisations. Makarians are characterized by their symmetrical bodies, large heads, numerous arms, and brilliantly patterned and coloured skin. These aquatic creatures live their entire lives in water, and although they have developed environmental suits that make terrestrial travel possible it remains highly uncomfortable for them. Theirs is a relatively peaceful society, headed by an enormous creature that seems to act as their absolute leader. This queen appears to be effectively immortal, and although she is not a monarch bent on domination as so many others are, she and her race ruthlessly defend their own territory with enormous and highly advanced machines of war.
Ketea - Gargantuan whale-like creatures (and often referred to as whales in common parlance) able to survive in the vacuum of space, subsisting on minerals and moving slowly by natural gas propulsion. The Ketea produce extremely energy-rich oil in glands within their bodies, making them an easy target for spacefarers short on fuel.
Umbra - Space is a dark and mysterious place; none can claim to know the true extent of what lurks in that black expanse. Sometimes, a ship will drift back from the frontiers, devoid of life and carrying no logs to shed light on its fate. Sometimes, a border world or station sends a distress call, but shortly afterwards the ships sent to respond receive another message, reassuring them in calm, ostensibly human tones that what they heard was only a false alarm. Whole colonies, albeit very small and sparsely populated moons, have been lost in such a fashion. The culprits are careful to cover their tracks - no human remains are left behind, nor clues left by the attackers themselves. A single, long, bloodied talon, buried amidst the wreckage of a remote trading post less than a year ago, is all that indicates these attacks are not the work of rival human commandos, but something far deadlier. These unknown creatures are referred to as 'Umbra' - 'shadow' in an ancient tongue, for they are but sinister shades concealed within the endless night.
Theale Republics - An firm alliance of small alien republics:
- The Goroxi - A pseudo-crocodilian warrior species engineered and enslaved by an ancient race, the Goroxi rose up and slaughtered their masters, forever casting off the shackles of servitude. Shunning their designed purpose, they now live a mostly peaceful life among the states of the Theale Republics - although reluctantly act as the bulk of its defensive force when absolutely necessary, as they are practically the only ones among the Theale who can effectively do so. Still, the Goroxi make for a truly formidable foe when they are called to war.
- The Thenguls - Originating on the dark side of the moon they call home, the Thenguls have evolved in an environment devoid of light. As such, they are completely blind, their skin is pale and almost translucent, and their six limbs are long and spindly. Thenguls communicate via a complex language of rapid high-pitched clicking, which also serves as a means of echolocation. As their race is too weak for combat, and too unsettling in appearance to be successful as diplomats or traders, most Thenguls devote their lives to the study of the galaxy and archival of any and all knowledge they come across. Thenguls are solitary, and most of their space station archives are manned only by one or two individuals. They are members of the Theale almost purely by convenience of location.
- The Kavii - Two metre long, portly creatures somewhat resembling guinea pigs, recognisable by their impressively cultivated facial hair and ostentatious dress. The Kavii'n Mercantile Republic is a state small in territory but immensely wealthy, and its great bazaars are famed across the galaxy for the rare and exotic goods, and slaves of all races, one can find within their labyrinthine grounds. The Kavii are the most recent race to join the Theale, and were a welcome boost to its once-struggling economy.
- The Circle of Zaal - The Circle of Zaal is a religious order comprised of the majority of the Xotet, an insectoid race originating within Theale space and dependent upon the Republics for protection. Few and far between are Xotet who choose not to devote their lives to the Circle. Members of the order live a secluded, pacifistic, and ascetic life, and spend most of their time deep in meditation and prayer to Zaal - a word roughly translating to 'heart'. It is unclear, as no outsiders have been granted the opportunity to study the Circle's beliefs, whether Zaal is a god who resides at the centre of the galaxy or whether it is the concept of the centre itself that is the object of worship. Regardless, many members make the long and mysterious pilgrimage to their holy site, and none so far have returned.
- The Rhileia - The Rhileia are an avian species resembling owls, although flightless and standing at around a metre tall. The Rhileian Commonwealth, now a member state of the Theale Republics, is a collection of planets all inhabited by Rhileians, although every planet is granted near-total autonomy in its day-to-day administration by the High Council of the Commonwealth. In fact, the High Council has almost no real power outside its own planet, and the Commonwealth is mostly run by thousands of elected regional officials and their elected deputies. Suffice to say, rarely a day goes by on a Commonwealth world without at least two elections.
- The Neonirians - A species of pseudo-canine humanoids that share the origin of the Goroxi: engineered by an ancient, dead race for the sake of servitude, these creatures were developed from genetic material belonging to the domesticated dogs of Earth. Having already been bred for loyalty and companionship to mankind, the Neonirians were engineered as a quickly produced sentient improvement upon what artificial selection accomplished over thousands of years. Loyal to their makers, the Neonirians harbor an intense hate for the Goroxi, who rebelled against the precursors, but find themselves in an unfortunate and tenuous alliance of necessity against the likes of the Concorde. Despite the Theale’s general opinion of humanity, Neonirians are well known for their empathetic tendencies towards the scattered Terran race, knowing full well that their ancestries are intertwined in the annals of history. Given their particular origin as experiments, however, few humans but the Alaskans feel the same.Neonirians arrange their society in a hierarchy based on merit and aptitude and have developed a flexible semi-caste system based on subspecies and their individual strengths and weaknesses. In the spacefaring age, they are represented by a clan-based Council of Alphas. Though the Neonirians largely keep to themselves, social outcasts and dejected omega-ranking individuals have been known to venture out of Council jurisdiction as lone wolves, or to form ragtag packs with others of their social status, or even with outsiders, such as human pirate crews or Alaskan nationals.
The Xotet-Neru - A faction comprised of the small minority of Xotet who shun the Zaalic faith, and voluntarily choose exile from the Circle's planets. The Xotet-Neru have no homeworld, and instead drift through space in gargantuan ark ships. Masterful engineers, they seem capable of maintaining their vessels from little but salvaged wreckages and Ketea they encounter on their endless journey through the abyss.
The Ghek - Silicon-based life forms that resemble living rock formations, the Ghek are primitive compared to the other spacefaring races of the galaxy. Loosely organised into a coalition of tribes, their main pastime is venturing into space in hunting parties, with the aim of forcibly capturing foreign spaceships and dragging them back to the inhospitable death worlds and sprawling asteroid belts they call home to consume them. In testament to their lack of civilisation, this crude piracy is also the single most important factor in their political system - whichever lucky Ghek manages to bring back the largest spaceship is crowned King of all the tribes. Until the next hunt.
RECENT HISTORY (Current Year: 3160)
3085 - The Zhi reappear in force after centuries of absence from recorded areas of the galaxy. Their emergence concerns both human and alien powers, nearly all of whom had been in conflict with the Zhi at some point in their history.
3089 - Zhi forces launch an assault into Albionic space, occupying a large swathe of the empire stretching almost to Morholt System. Overextending themselves, they are cut off from their suppy lines, but still manage to hold out against the Royal Navy.
3091 - Fourth Albion-Alaskan war ends with the signing of the Treaty of New Diomede. The Albionic war machine redirects its full attention towards the Zhi. Finally, the reinforced Navy manages to expel the Zhi from Albionic territory and recover their lost systems.
3092 - First Albion-Zhi war officially begins as Admiral Kildare's 4th Vanguard Fleet crosses the border, occupies two Zhi defensive stations and turns their artillery on their own planet.
3101 - The Literarian cargo ship 'Leon Grosjean XII' arrives in Albion's Port Albert with no trace of her crew; the cargo is still competely intact.
3102 - Shengzhan Accords signed by Albion and the Imperial Government for the Central and Righteous Control of Tianxia - thirty years of peace guaranteed between the two nations to enable both to combat the Zhi.
3108 - Unable to effectively wage war against the Zhi with their under-manned and ill-equipped government armies, the Tianxian government gathers a coalition of regional warlords in order to face the alien threat.
3115 - Queen Mary IV of Albion dies. Her 22 year old son accedes to the throne as King Richard VII.
3116 - The new King of Albion orders the construction of three new battlefleets to be sent to the Zhi front.
3118 - The bloody stalemate of the Albion-Zhi war is broken as the King's new fleets succeed in advancing the front and capturing several systems.
3120 - Tianxian coalition devolves into infighting, abandoning the Zhi front. The Albionic Navy is once more pushed back by the Zhi. The stalemate resumes.
3123 - Construction work begins on the Bakerloo Line, a system of heavy fortifications stretching along the entirety of the Albion-Zhi border.
3129 - The star system of Tafelberg becomes home to a large fleet of pirates, preying on the valuable merchant shipping in the massive Kavsagano Trade Junction.
3132 - Shengzhan Accords officially expire. Progress on the Bakerloo Line reaches the halfway mark.
3133 - The pirate fleets within Tafelberg, ludicrously rich after years of intense commerce raiding, expand into neighbouring star systems; the stations constructed within their sphere of influence are the largest of any group not affiliated with any nation-state.
3134 - King Richard redirects two battlefleets from the fortified Zhi front to attack the weakened Tianxian warlords, as punishment for their
abandonment of the war effort fourteen years prior.
3137 - After a few years of raiding and skirmishing with Tianxian ships and border worlds of the Quiji sector, Albion's forces are pushed out of Tianxian space by the combined fleets of the Yan and Huangse Cliques.
3142 - The Yan and Huangse Cliques are recognized as legitmate in return for their support in upholding the government and fighting the illegal warlords as well as the Albionic invaders. The clans are allowed to hold official authority over the autumn and spring prefectures of Tianxia respectively.
3146 - The last few forts of the Bakerloo Line are completed.
3149 - The Zolotoy system goes dark. Attempts to reestablish contact are all classified as failures. The Slavassian government surrounds the system with several seperate fleets and prevents any further investigation by the galatic community.
3150 - The Concorde's government begins preparations for a crusade against an undisclosed target.
3151 - The Theale Republics launch a pre-emptive invasion of the Concorde before they can begin their crusade; the Theale-Concorde War begins.
3152 - A large group of Zhi manage to sneak through the Line to attack Albionic territory, laying siege to several planets and destroying the small Royal Navy forces guarding them. Several months later, the Royal Navy responds to the Zhi attack with overwhelming force, ultimately securing victory. In the Concorde, the small colony of La Messe is glassed by the Theale Navy after months of brutal but inconclusive fighting on the planet; the Concorde retaliates by refusing to take prisoners, and executing all Theale citizens already in captivity.
3153 - The Royal Navy sends forces to check up on the two forts closest to the Zhi incursion point, and finds them totally deserted with no sign of a struggle. An additional outpost is established to keep the area under close surveillance. Meanwhile, the Theale Navy begins a colossal offensive, capturing many small planets from the Concorde; Concorde soldiers fight desperately and to the last man to hold key locations.
3154 - The Theale 2nd and 9th Fleets meet the Concorde Battle Groups Austerlitz and Foch in the Danube system; what followed was the largest naval battle of the war thus far, involving over 500 ships on each side. Theale forces land on the major world of La Triomphe. The battle, which lasts for over nine months, ends in a Concorde victory.
3157 - The Yan Clique takes control of the Tianxian winter prefecture. A huge counterattack against the Theale is started by the Concorde Navy, retaking much of the territory lost int he initial years, and even pushes into Theale proper; it is estimated that up to 60% of the Kriegsmarine Nationale was present for the attack in some capacity.
3158 - The Albion-Zhi front shows no signs of shifting in either direction. The Theale-Concorde front has also reached a brutal stalemate; colonies near the front lines change hands many times in the span of a few months - in particular, the Theale world of Maerilia saw intense land warfare and experienced the worst of the Concorde's atrocities committed against the Theale people.
3160 - C U R R E N T Y E A R
3085 - The Zhi reappear in force after centuries of absence from recorded areas of the galaxy. Their emergence concerns both human and alien powers, nearly all of whom had been in conflict with the Zhi at some point in their history.
3089 - Zhi forces launch an assault into Albionic space, occupying a large swathe of the empire stretching almost to Morholt System. Overextending themselves, they are cut off from their suppy lines, but still manage to hold out against the Royal Navy.
3091 - Fourth Albion-Alaskan war ends with the signing of the Treaty of New Diomede. The Albionic war machine redirects its full attention towards the Zhi. Finally, the reinforced Navy manages to expel the Zhi from Albionic territory and recover their lost systems.
3092 - First Albion-Zhi war officially begins as Admiral Kildare's 4th Vanguard Fleet crosses the border, occupies two Zhi defensive stations and turns their artillery on their own planet.
3101 - The Literarian cargo ship 'Leon Grosjean XII' arrives in Albion's Port Albert with no trace of her crew; the cargo is still competely intact.
3102 - Shengzhan Accords signed by Albion and the Imperial Government for the Central and Righteous Control of Tianxia - thirty years of peace guaranteed between the two nations to enable both to combat the Zhi.
3108 - Unable to effectively wage war against the Zhi with their under-manned and ill-equipped government armies, the Tianxian government gathers a coalition of regional warlords in order to face the alien threat.
3115 - Queen Mary IV of Albion dies. Her 22 year old son accedes to the throne as King Richard VII.
3116 - The new King of Albion orders the construction of three new battlefleets to be sent to the Zhi front.
3118 - The bloody stalemate of the Albion-Zhi war is broken as the King's new fleets succeed in advancing the front and capturing several systems.
3120 - Tianxian coalition devolves into infighting, abandoning the Zhi front. The Albionic Navy is once more pushed back by the Zhi. The stalemate resumes.
3123 - Construction work begins on the Bakerloo Line, a system of heavy fortifications stretching along the entirety of the Albion-Zhi border.
3129 - The star system of Tafelberg becomes home to a large fleet of pirates, preying on the valuable merchant shipping in the massive Kavsagano Trade Junction.
3132 - Shengzhan Accords officially expire. Progress on the Bakerloo Line reaches the halfway mark.
3133 - The pirate fleets within Tafelberg, ludicrously rich after years of intense commerce raiding, expand into neighbouring star systems; the stations constructed within their sphere of influence are the largest of any group not affiliated with any nation-state.
3134 - King Richard redirects two battlefleets from the fortified Zhi front to attack the weakened Tianxian warlords, as punishment for their
abandonment of the war effort fourteen years prior.
3137 - After a few years of raiding and skirmishing with Tianxian ships and border worlds of the Quiji sector, Albion's forces are pushed out of Tianxian space by the combined fleets of the Yan and Huangse Cliques.
3142 - The Yan and Huangse Cliques are recognized as legitmate in return for their support in upholding the government and fighting the illegal warlords as well as the Albionic invaders. The clans are allowed to hold official authority over the autumn and spring prefectures of Tianxia respectively.
3146 - The last few forts of the Bakerloo Line are completed.
3149 - The Zolotoy system goes dark. Attempts to reestablish contact are all classified as failures. The Slavassian government surrounds the system with several seperate fleets and prevents any further investigation by the galatic community.
3150 - The Concorde's government begins preparations for a crusade against an undisclosed target.
3151 - The Theale Republics launch a pre-emptive invasion of the Concorde before they can begin their crusade; the Theale-Concorde War begins.
3152 - A large group of Zhi manage to sneak through the Line to attack Albionic territory, laying siege to several planets and destroying the small Royal Navy forces guarding them. Several months later, the Royal Navy responds to the Zhi attack with overwhelming force, ultimately securing victory. In the Concorde, the small colony of La Messe is glassed by the Theale Navy after months of brutal but inconclusive fighting on the planet; the Concorde retaliates by refusing to take prisoners, and executing all Theale citizens already in captivity.
3153 - The Royal Navy sends forces to check up on the two forts closest to the Zhi incursion point, and finds them totally deserted with no sign of a struggle. An additional outpost is established to keep the area under close surveillance. Meanwhile, the Theale Navy begins a colossal offensive, capturing many small planets from the Concorde; Concorde soldiers fight desperately and to the last man to hold key locations.
3154 - The Theale 2nd and 9th Fleets meet the Concorde Battle Groups Austerlitz and Foch in the Danube system; what followed was the largest naval battle of the war thus far, involving over 500 ships on each side. Theale forces land on the major world of La Triomphe. The battle, which lasts for over nine months, ends in a Concorde victory.
3157 - The Yan Clique takes control of the Tianxian winter prefecture. A huge counterattack against the Theale is started by the Concorde Navy, retaking much of the territory lost int he initial years, and even pushes into Theale proper; it is estimated that up to 60% of the Kriegsmarine Nationale was present for the attack in some capacity.
3158 - The Albion-Zhi front shows no signs of shifting in either direction. The Theale-Concorde front has also reached a brutal stalemate; colonies near the front lines change hands many times in the span of a few months - in particular, the Theale world of Maerilia saw intense land warfare and experienced the worst of the Concorde's atrocities committed against the Theale people.
3160 - C U R R E N T Y E A R
Plot
This RP is, in essence, a collection of much smaller stories that may occasionally come together. These 'smaller stories' take place on your ships or anywhere your characters go, giving players more of an opportunity to create your own little plots. At this time, there is no large overarching plot in play, so reave and pillage to your heart's content!
Your characters may be captains, crewmen or whatever strikes your fancy. If you would like, you don't have to be a pirate either; being a member of a national navy, privateer or a pirate hunter is also a valid option!
The date for the start of this RP is 21 December 3160
This RP is, in essence, a collection of much smaller stories that may occasionally come together. These 'smaller stories' take place on your ships or anywhere your characters go, giving players more of an opportunity to create your own little plots. At this time, there is no large overarching plot in play, so reave and pillage to your heart's content!
Your characters may be captains, crewmen or whatever strikes your fancy. If you would like, you don't have to be a pirate either; being a member of a national navy, privateer or a pirate hunter is also a valid option!
The date for the start of this RP is 21 December 3160
1. Do not, under any circumstances, do anything that seriously affects another player's character without their consent; shooting at a character without telling the player is fine, but actually shooting them is not, for example.
2. If your character has a ship completely their own with no other players, you have the freedom of posting whenever you feel like it; those players that share ships or plots will have to be at least somewhat active.
3. This isn't a rule, just a recommendation: please avoid starting your character off with an entire fleet of ships to call their own; there will probably be little progression for them, and unless they're written extremely well, it will likely become stale.
4. It is possible to join the crew another player's ship if you get their permission to do so.
6. You can have as many characters as you wish, but one or two is recommended.
7. If you find anything wrong, do not hesitate to tell the GM or any co-GMs that may be appointed.
8. This RP is only SEMI-OPEN - Applications will only be considered if noticeable effort has gone into their creation (due to the number of people already participating).
2. If your character has a ship completely their own with no other players, you have the freedom of posting whenever you feel like it; those players that share ships or plots will have to be at least somewhat active.
3. This isn't a rule, just a recommendation: please avoid starting your character off with an entire fleet of ships to call their own; there will probably be little progression for them, and unless they're written extremely well, it will likely become stale.
4. It is possible to join the crew another player's ship if you get their permission to do so.
6. You can have as many characters as you wish, but one or two is recommended.
7. If you find anything wrong, do not hesitate to tell the GM or any co-GMs that may be appointed.
8. This RP is only SEMI-OPEN - Applications will only be considered if noticeable effort has gone into their creation (due to the number of people already participating).
TECH
Armour
Kevlar and ceramics - Effective at stopping small rounds and shrapnel; a variant of armour used by humans for centuries.
Graphene - Much lighter and thinner than kevlar and ceramics while still remaining as effective at stopping kinetic penetration, although without the same blunt-force trauma absorbing capability.
Metal plate - Stops all sorts of shit, and is slightly better against energy weapons than kevlar and other traditional anti-kinetic options, although without an energy shield such weaponry would still penetrate it in seconds. Very heavy, due to the thickness of metal needed to be effective. Useful in zero-gravity where its weight is not a problem.
Alien-Alloy armour - Very rare, very strong, and very light. Only useable by the aliens who designed it, although there are incredibly risky surgical procedures with horrible side effects one can undergo to be able to utilise them as a human.
Weapons
Lasers - Exceptional vs. most types of metal armour; pathetic vs. energy shielding; they produce no recoil
Bullets - Good all-rounder, most common form of weaponry
Plasma - Fantastic all-round; extremely expensive, very risky to use and lacks reliability
Shielding
Shields act somewhat like prism, dispersing incoming light and hopefully lessening the damage the light beams cause. They do not work against kinetic weapons nor plasma.
Space travel
Many ships use Alcubierre drives to travel faster than light; they contract space ahead of the ship and expand space behind it, thus allowing FTL travel.
Energy & Fuel
Space whale oil
Nuclear energy
Solar energy
Armour
Kevlar and ceramics - Effective at stopping small rounds and shrapnel; a variant of armour used by humans for centuries.
Graphene - Much lighter and thinner than kevlar and ceramics while still remaining as effective at stopping kinetic penetration, although without the same blunt-force trauma absorbing capability.
Metal plate - Stops all sorts of shit, and is slightly better against energy weapons than kevlar and other traditional anti-kinetic options, although without an energy shield such weaponry would still penetrate it in seconds. Very heavy, due to the thickness of metal needed to be effective. Useful in zero-gravity where its weight is not a problem.
Alien-Alloy armour - Very rare, very strong, and very light. Only useable by the aliens who designed it, although there are incredibly risky surgical procedures with horrible side effects one can undergo to be able to utilise them as a human.
Weapons
Lasers - Exceptional vs. most types of metal armour; pathetic vs. energy shielding; they produce no recoil
Bullets - Good all-rounder, most common form of weaponry
Plasma - Fantastic all-round; extremely expensive, very risky to use and lacks reliability
Shielding
Shields act somewhat like prism, dispersing incoming light and hopefully lessening the damage the light beams cause. They do not work against kinetic weapons nor plasma.
Space travel
Many ships use Alcubierre drives to travel faster than light; they contract space ahead of the ship and expand space behind it, thus allowing FTL travel.
Energy & Fuel
Space whale oil
Nuclear energy
Solar energy
Character Application
NAME:
SPECIES:
SEX:
DATE OF BIRTH:
PLACE OF BIRTH:
BACKSTORY:
APPEARANCE:
MOTIVATION: (this is optional)
SKILLS/STRENGTHS:
WEAKNESSES:
PERSONAL EQUIPMENT:
ROLE ON SHIP:
NAME OF SHIP:
NAME OF CAPTAIN: (if not your character)
SHIP DESCRIPTION/SPECS:
NAME:
SPECIES:
SEX:
DATE OF BIRTH:
PLACE OF BIRTH:
BACKSTORY:
APPEARANCE:
MOTIVATION: (this is optional)
SKILLS/STRENGTHS:
WEAKNESSES:
PERSONAL EQUIPMENT:
ROLE ON SHIP:
NAME OF SHIP:
NAME OF CAPTAIN: (if not your character)
SHIP DESCRIPTION/SPECS: