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Hidden 7 yrs ago Post by Sierra
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Sierra The Dark Lord

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Faction: Aartlovah an Alduur (Empire of Alduur)
Government: Parliamentary Monarchy
The Imperial Parliament, representative of all populous worlds within the empire , are beholden to the citizen population through 4 year elected terms and limits to consecutive terms of no greater than 3. The Emperor/Empress follows more complicated succession and serves a term for life. A retiring monarch may appoint a successor, or allow heredity to appoint one for him/her. The Parliament must vote to approve the monarch-succeeding, followed by a popular vote of approval. The Emperor does hold near-absolute power that overrides the Parliament as necessary. Some Emperors additionally forfeit their power as commander-in-chief to a dedicated CIC appointee, subject to the same Parliamentary approval.
Current Emperor: Daarrian Leo Vontiim
Technological Standard: Magnetic systems & weapons, advanced computational systems, break-even fusion reactions for energy generation & controlled nucleosynthesis, discrete plasma weapon systems, advanced materials sciences, and partial-mitigation shield technology among many more specifics.
Species: The empire is comprised of only its namesake species, the Alduuri people. The original iteration of the Alduuri in my lore were best described as “less-blue Na’Vi.” They’ve evolved a bit more dissimilarity, but the general idea still holds true (I’m torn between convenience & originality). They are a somewhat large humanoid race with exceptional reflexive physiology - their nervous systems & muscle groups are capable of abnormally quick response - and notable aural & low-light optical senses.
Philosophy: Isolationist & elitist. Due to past breaches of trust resulting in severe loss of life, the empire maintains extremely strict border control. As far as they are aware, all those factions they once had contact with have faded into obscurity. Their plan should they encounter additional entities is to either keep their distance should they be large enough to present a threat or have nothing of interest, or remove them from the equation if they do control something of interest.
The Alduuri believe the entirety of the nebula in which they occupy - a space that would span beyond the entire spiral arm and contain potentially over a thousand habitable worlds - is theirs by divine right, despite only inhabiting & formally controlling just 38 habitable star systems. This obviously can create problems when others lay claim to something within this border.
History: In brevity, the Alduuri people have had three major periods of contact with non-Alduuri entities. Two of these ended in excessive bloodshed. The second is perhaps the most notable. The foe they faced is spoken only of in fearful whispers as if its return might be summoned. Records refer to them as “the harvesters”. Documentation about the actual events of the conflict remain tightly controlled. The empire as a whole continues to build military force well beyond what an entity its size should ever need preparing for this enemy that may not exist anymore.



Character: Muriel Dar’Tuura
Rank: Commander - AMS Destiny Ascendant
Gender: Female
Species: Alduuri
Appearance: Tough, chiseled, stoic. She’s a well-colored individual (medium darkish complexion) and stands at 7’8”, just a bit on the tall side for an Alduuri. Ignoring her perpetual ponytail, her square shoulders look rather masculine from behind. Her figure makes her just slightly imposing enough to easily command respect from those under her, but the veterans of the Destiny Ascendant will say that her focus and decisiveness in the heat of the moment more than earns it. On top of her traditional officers’ uniform, she wears a black armband on her right arm with the ship insignia on it. Military dress code dictates it is supposed to be gold with the Alduuri Navy emblem, but black & ship emblem is tradition among the black ops commanders. Loose faceclaim (since its both not quite right nor do I care for faceclaims normally): Iden Versio
Paraphernalia: When ship-side she has a small charm bracelet she keeps either tucked away in her room or on her left wrist. She always deflects when asked about it. Her hardware of the combat variety is anything available aboard the Destiny Ascendant.
Bio: (in brevity) Muriel’s father was a fleet admiral, fifth fleet, assigned to the defense of the ‘west’ sector of Alduuri Empire border worlds. He retired not long before she was promoted to unit commander. Her mother is a sitting MP on her eighth term (nonconsecutive). Neither parent pulled any strings to earn Muriel the prestigious Destiny Ascendant tactical cruiser. The D.A. is one of the few Aeon class tac cruisers still in service. The ship has suffered more damage in one battle than most active warships have suffered in their lifetime; ripped apart by cannonfire and put back together by dedicated engineers every time. It also was once the personal flagship of a previous Empress.
Ship: The Destiny Ascendant is an Aeon class tactical cruiser: a ship too versatile to be replaced. Many classes have tried in the two centuries it has served and more still are being developed. Tactical Operations commanders continue to pick the Aeon class for its unparalleled versatility & best in class firepower. For being so small for a cruiser class vessel at just 860 meters end to end, its light railguns deliver devastatingly precise firepower. Its well-mixed armament give it the flexibility to engage any foe.
The D.A. maintains an SAG (Strikecraft Assault Group) of 24 pilots and a variety of interceptors, multirole fighters, and light bombers. It maintains an ISG (Infantry Strike Group) of 24 marines - two full squads - trained in ground combat, ship boarding, and zero-g action. With modification, crew accommodations for double this number can be made, however this reduces the effective deployment time and requires certain other equipment and provisions to be sacrificed.
Hidden 7 yrs ago 7 yrs ago Post by Zetsuko
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Zetsuko

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Faction Name: House of Ruin
Faction Leader/Government: Noble Hierarchy
Brief Description of Technology: Advanced energy weapons and armor, cloaking technology, Warpdrives for interstellar travel, Personal shielding and short-range teleportation systems for high-ranking captains and officers, Complex machines known as servitors
Types of beings that exist in your faction: Eliksni - An agile race with four arms and two legs, giving them the ability to scale walls with ease. They have four eyes that glow a bright white-blue when they are alive, but once killed, the light dies out. They cannot survive without Ether, which is distributed to them by their Servitors. Their armor contains a supply of Ether and serves as a life support system, similar to a spacesuit.
Philosophy/Goals Etc: Survival
Brief History: After an event known as "the Whirlwind" drove the Eliksni from their homeworlds they have taken up a nomadic way of life, living aboard their massive ships and drifting in search of planets to claim for resources. The House of Ruin is the result of one Kells efforts to unify several powerful houses, making what would have been several bands of pathetic scavengers a force to be reckoned with. Since then the House of Ruin has only expanded, usually claiming abandoned worlds or taking those of weaker, ruined races.


Character Template:
Name: Ephsor
Title/Rank: Kell
Gender: Male
Species: Eliksni
Description:

Unique traits/Personality: Ephsor is clever, a good example of both brain and brawn. He is painfully aware of why his people are referred to as "The Fallen" and seeks to secure his house's place in the universe whatever it takes, even being more open to alliances with other races than previous Kells.
Equipment: Shrapnel Launcher, Shock pistol, 2x Shock Daggers, Miniature personal Servitor
Brief Bio: Ephsor is the thirteenth to take up the mantle of Kell of the House of Ruin, and though he has not reigned for long he has already led the House to wealth and glory and he aims to continue to do so, looking to territory that has gone unexplored by his predecessors.
Ship:


Hidden 7 yrs ago 7 yrs ago Post by DeletedUser9Gh7
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DeletedUser9Gh7

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Faction Name: Keepers of advanced technological artifacts (K.A.T.A)
Faction Leader: Commander-in-chief Set'kul
Technological standards: Cloaking devices,Warp engine for interstellar travel,Plasma weapons,Tactical vests with modifications,medium range teleporters for officers and advanced hologram projection
species: Sep'tal.Humanoid creatures they run fast but a shot in the naval part will wound them badly them.(Main reason of vests) and the rest of the population are humans.
Philosipical Matters: They tend to keep away from other beings they encounter but are willing will make expectations when the beings they require are essential for a mission.The Sep'tal are not good frontal seige warriors they are mainly assasins and they often stay in the back lines they also believe that it is bad luck to fight in the front lines.
History: When the 67% population of the Sep'tal and humans fought the after effects almost caused a distortion in the universe so a few survivors founded K.A.T.A to make sure that the events that it shall never happen again.

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Name: Dik'ta
Rank: Admiral of the Thirteenth fleet
Gender:Male
Species: Sep'tal
Description:Dik'ta is a strong and sometimes obedient admiral he may be the only Sep'tal to be an admiral but he is respected and many soldiers wants to be a part of his fleet 'The Thirteenth Fleet".
Traits:He never and will never respect Sep'tal traditions
Personality: Merciless and Strong
Equipment:Armor of the thirteenth,Dik'ta's wrath(gun),Naval protection vest with navigational enhancements and High range communication systems.
Bio: When he 8 yrs old he was adopted by a human couple during the Sep'tal-Human war.He enlisted on the age of 16 and climbed the ranks quickly. By the age of 24 he already commands his own he aims to expand his fleet to become the most powerful fleet commanded by K.A.T.A and to help K.A.T.A establish a influence on the galaxy.


Hidden 7 yrs ago 7 yrs ago Post by DeletedUser9Gh7
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Hidden 7 yrs ago 7 yrs ago Post by DeletedUser9Gh7
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Hidden 7 yrs ago Post by Hillbilly12
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Hillbilly12

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Faction Name: Asari Republics

Faction Leader/Government: Direct Democracy
Probably more accurately called an Electronic Democracy, Asari Republics came late to the idea of world government and to an extent doesn’t have an immense centralized Government. Instead the home world of Thessia has many large city states like polities that have grown closer and closer over millennia. Now they act as a massive confederacy with a legislature that anyone can participate in. Through internet chatrooms policy debate takes place not by politicians but by any Asari citizen. Advanced Virtual Intelligences monitor these. While this form of direct democracy seems too chaotic millennia often guide it old Asari called Matriarchs. Most Asari follow their views making them extremely influential in terms of shaping policy.

Brief Description of Technology:
Mass Accelerators
Laser Point Defense and Infantry weaponry
Kinetic Barriers
Anti-Matter Fuel
Nuclear Fusion
Advanced Material Sciences
Mass and Gravity manipulation
Cybernetics

Types of beings that exist in your faction (All humans, mixed alien etc): Asari, but the Asari Republics treat other races known as the Volus and Elcor as vassal allies.

Philosophy/Goals Etc: Explore the unknown and meet new interesting alien species. Also protect Asari Republics and its allies from any hostile acts.

Brief History:

The Asari Republics are essentially a massive confederacy formed from dozens of smaller polities from all over their homeworld of Thessia. While there were wars usually Asari could settle their differences through peaceful means. This is due to their generally communal nature and tendency to come together. After they left their world the Asari found an alien outpost in their solar system suggesting an ancient race not only monitored them but perhaps interfered in their evolution. Through studying this technology, they made advances in space travel developing ftl. They also discovered Mass Relays which are massive stations capable of sling shotting ships from one end of a spiral arm to another almost instantly. However, these massive constructs are rare and were only replicated by the Asari on a small scale to create ftl communication.

As the Asari expanded they discovered species like the Volus and Elcor which became close allies who eventually relied on the Asari for security. However, soon they discovered another species called the Foreth. A mammalian humanoid species who practiced slavery and weren’t afraid of raiding other species for slaves. Eventually both Asari and the Foreth went to war for several decades only for the Asari to force a peace treaty. Even with this treaty there were still brief skirmishes and only several more decades of terrorist attacks and sabotage on both sides eventually saw an end to the violence and true peace emerged.

Now, the Asari are looking outward towards the Galactic Center. Unknown aliens harassed several frontier worlds. Reconnaissance ships tracked them to the Galactic Center. The Asari, unwilling to let this stand is sending a small fleet to establish a base in the Galactic Center and learn about the new territory. If possible, they will negotiate with the enemy, but if they fail then lethal force will be allowed.

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Name: Ralla V’ Naari

Title/Rank (if you have one): Admiral

Gender: Monogendered (Most humanoid species assume female)

Species: Asari

Description:

Unique traits/Personality: Ralla can be considered by some as the least ideal Patriot they have seen. A bit of a backhanded compliment that in some ways ring true. Ralla loves the Asari Republics, but often criticizes it culture and even government. She believes the Asari are too stagnant and even Matriarchs essentially rule its direct democracy. Even so, she’ll defend it with her life.

It’s likely she was one of the most determined and potentially clever commandoes in her unit. As a commando Ralla used her focus and skill to battle an enemy ten times her forces number, and as a counter intelligence specialist she was clever and knowledgeable enough to prevent many terrorist attacks. Even as a commander of warships there are few officers who can make efficient use of formations like she can.

Equipment: Acolyte pistol, Asari Admiral Uniform and Hardsuit with Kinetic Barriers

Brief Bio: One of the youngest Admirals in the history of the Asari Republics, Ralla V Naari has grown from just an average but capable commando to the leader of a military expedition. Born in the city of Armali to two Asari scientists Ralla’s future was well planned. Go to a university, get involved in a scientific field, conduct research and potentially even be well known in her field. While she had the aptitude for study there was more pressing concerns for her. The war between the Asari and Foreth ignited a spark within her. She joined the military and trained for just under two decades as a commando. The war was over before she could be sent to the front lines, but she won accolades in her defense of an Asari colony under attack by Foreth pirates and slavers. She even worked in military counter intelligence to fight a shadow war that eventually brought the two polities to the peace table once more preventing further terrorist attacks.

She served for over 60 years even commanding ships in brief naval skirmishes. Eventually a military council formed from Matriarchs gave her the rank of Admiral for a mission that could define her place in history. Ralla is to command a fleet of 50 ships and go to the Galactic Center. The mission is to establish a permanent base, recon, contact other empires and prevent further alien incursions in their space. The now young Admiral was against this move due to her inexperience in commanding a fleet and the riskiness, but their decision was final in the end. Now, she’s enroute with her fleet to the Galactic Center wondering if this will be her last mission.
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Hidden 7 yrs ago Post by BKburke
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BKburke

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Name: Niryrk

Title/Rank (if you have one): Captain

Gender: Male

Species: Fallen, Eliksni

Description:


Unique traits/Personality: Augmented with cybernetics. Niryrk is a cold individual who will show no mercy unless ordered to do so. His loyalty is without question and is only matched by his ferocity in combat. He is devoted to the servitors and reveres them a little more than others.

Equipment: Void shield, Short range teleportation, two shock swords, shock rifle,

Brief Bio: Not much is known Niryrks past as a Devil splicer. After the death of Tankis, his people (including himself) were left broken and leaderless. His constant failures weighed heavy upon him and he abandoned the cause of the splicers. For years, he wandered through space alone as a simple mercenary. He sought purpose and a way to fill the void that was left in him after the loss he suffered. That was when he picked of a transmission from the House of Ruin. Hearing that they sought to bring others of their kind together, Niryrk grew hopeful that he could serve a real purpose once again. On arrival, he was met with extreme persecution because of what the Splicers did to his body. However, over time he proved himself and his unwavering loyalty was rewarded. He serves as a captain and under this new house refuses to fail again.
Hidden 7 yrs ago 7 yrs ago Post by Starwhip
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Starwhip Lakon Deli Console

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The Cinder Coalition

Type of Government: Republic

Warning: Reading Ahead






Miscellaneous


Character Sheets




Fleet (Will be updated as more ships become apparent in the RP)
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Hidden 7 yrs ago 7 yrs ago Post by 6slyboy6
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6slyboy6 The More Awesomest Potato

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Hidden 7 yrs ago 7 yrs ago Post by MarsMatter
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MarsMatter

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Faction:
Kriptoid Stellar Union.

Home World:
Kiram is an oceanic world in an unusually elliptical orbit around it's star. It has a nitrogen-oxygen atmosphere and a surface that is 92% covered in ocean. The elliptical orbit brings Kiram far from it's parent star for most of the year resulting in long and extreme winters where the entire ocean freezes over, and in the summer when Kiram is close enough to it's star to thaw out it is a much more hospitable place. No mammal-like creatures ever evolved there and amphibian-like animals make up most of the dominant fauna, many large and exotic fish swim the vast seas of Kiram which can be dangerous.

Philosophy:
Heroism is valued above all else in Kriptoid society, and their code of honor which is held by some as being almost sacred. This mentality started during the great rebellion back before the space age and it has persisted ever since especially after becoming an important part of the reformed government's constitution. They are a bit xenophobic because they have never found any evidence of a peaceful interstellar empire besides their own and are yet to make first contact, so they are prepared to fight if their independence is threatened.

Government:
An Elective Constitutional Monarchy, most power lies in the hands of a single individual known as the Guardian of Kiram. The position as Guardian is life long although it is a job stressful enough that some Guardians have resigned. While a Guardian is in power an heir known as The Apprentice is elected who takes over the position of Guardian if the current Guardian dies or resigns, they spend a lot of time with the Guardian learning first hand what it takes to run the government. In order to even be considered for becoming the next Apprentice the constitution requires that they must have demonstrated selfless heroism, this is to prevent corrupt rulers and it's a strategy which has worked well for them in the few hundred years that this system has been in place.
Another notable political entity is the Unity Council, they act as a second branch of government consisting of a few dozen elected officials which in some cases can overrule the orders of the Guardian, they often handle the smaller issues which are too numerous for just the Guardian to handle.

Current Guardian: Kana
Current Apprentice: Zal



Brief History:
A few hundred years before the space age the Kriptoids got into a series of wars, one faction among them wanted to take over the world and ended up succeeding after a lot of violence, but the people rebelled and the government was reformed into it's current state. This began a new era of advancement and peace, in which probes were sent all over their star system. After one probe discovered evidence of the Zaxoids on the moon of a gas giant space travel became much more of a priority, Kriptoids set foot on both moons of Kiram and soon after on the moons of that gas giant to study the ruins.

Within a century of putting the first Kriptoid in orbit of Kiram they had repaired an ancient Zaxoid wormhole gate which was towed into Kiram orbit.The first interstellar probes were sent through wormholes to new star systems in search of life, soon a habitable world was found nearby with more land and less water than Kiram which they named Naku. The first interstellar colony was set up there, and studying the local wildlife sparked interest in biology, so a lot of research was directed towards biology and genetics. This lead to the creation of the modern bioships, although the genetic modification of Kriptoids with the exception of curing genetic disorders in hatchlings has been banned.

Characters:
(They are all Kriptoids. I may add more later.)


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