If anyone is interested, the Rissan could make first contact with one of you. Albeit in a HIGHLY unconventional way that will leave the Rissan stranded with whatever aliens they happen to encounter, and also probably screw with their perspective of the universe.
I could - Aliens getting stranded in the midst of a potential warzone, could be fun
Hmm. I can only pull this insanely ridiculous thing off once, because it honestly just shouldn't happen. My entire explanation for this happening is based upon the fact that you won't always roll a six every sixth time you roll a die.
I think I'll choose White Feather's people, since the character I have in mind is from Ozcheva, and therefore one of the few Rissan that is an atheist. It'll be fun watching how she functions in a theocratic society.
Hope things go better for you, Kimi. The ER isn't a fun place.
Hmm. I can only pull this insanely ridiculous thing off once, because it honestly just shouldn't happen. My entire explanation for this happening is based upon the fact that you won't always roll a six every sixth time you roll a die.
I think I'll choose White Feather's people, since the character I have in mind is from Ozcheva, and therefore one of the few Rissan that is an atheist. It'll be fun watching how she functions in a theocratic society.
Hope things go better for you, Kimi. The ER isn't a fun place.
Hey Keyguy After my absence due to depression, I might be able to start writing well enough and long enough to take up a roleplay. Nation roleplays have always gotten my best posts- so maybe it'll jumpstart my inspiration and strike down my writer's block.
So, Keyguy- do you think I should use the Valkians? I never really got to use them and they were super unique.
Heh, I may join this NRP with a civ I was supposed to introduce before. The only problem is that they're a human civilization and one which was separated from the "main human civ" for decades, developing as a sorts of feudalistic space nomads. So yeah, my question is, what is the game's current lore on humans?
EDIT: Some players may even know which civ I am talking about. Just to make it even more obvious:
I know I will regret giving the Innes/Astra shippers more fuel, but it's incoming xD
Muhahahahahahahahaha....
I've got a post in the works that's going to be thicker than an eighteenth-century skirt.
Oh god, that similie. You're a woman after my own heart, Raidne
I think I'll choose White Feather's people, since the character I have in mind is from Ozcheva, and therefore one of the few Rissan that is an atheist. It'll be fun watching how she functions in a theocratic society.
YES! I'VE BEEN CHOSEN! I'VE NEVER FELT THIS MUCH LOVE IN MY LIFE!
Ahem. I mean, sure, maybe we can collab on it or something later.
Krugstahl is a human colony originating from Earth's early interstellar history. It was supposed to be the first large-scale interstellar exodus vessel, propagating humanity in the distant reaches of the galaxy. For this purpose it mounted a gigantic and still experimental black hole engine which powered its "Jump Drive", design 80% identical to Warp Drives yet working by a different wormhole-type mechanism. All trials were a success and live-testings went perfectly. The next step was launching a wholly equipped colony to the Horsehead Nebula. The giant colony was equipped with a scaled up Jump Drive and blackhole engine and by 2092 it gained the shocking number of over 100 million inhabitants. Unfortunately Kurgstahl's systems suffered a critical malfunction during its maiden voyage, making the entire colony disappear. People were rightfully assuming the worst and this tragedy led to the ban of blackhole engines and the abandonment of Jump Drives. In truth the system was successful, maybe even too successful. The Jump Drive overloaded and sent the colony Krugstahl with its millions of residents to the edges of the Milky Way. Having no way to replicate this feat and return to Earth the colonists declared this world their new home, eventually growing into an entire fleet of wandering colony vessels.
Government/Society/Species
Principality of Krugstahl is a nomadic civilization that lives entirely in space. To their belief "gravity weights down human souls" thus they refuse to live in natural gravity wells, instead prefer their own colonies and space vessels. Indeed, over the centuries Krugstahl's population evolved to live in their low gravity environment. The vastness of space also had an unexpected effect on the people as many of them developed heightened sixth sense and at times even beyond, showing various psychic powers. Legend says their historical first leader the visionary Karl von Krugstahl did predict this, and called them "Neue Mensch" or Newtypes. According to him the Newtypes would be the next step in human evolution and would bring a great era of peace. Unfortunately neither of his theories proven right. Krugstahl's people are still warlike as ever and their once democratic system devolved into a feudalist principality, with the aristocracy taking all power. Newtypes are the government's favored tools for war and oppression. Unless born aristocrat a Newtype can only have two career options: Join the military and become a Panzergeschickt pilot or join the principality's secret police and use their psychic powers to spy on their own people. Some Newtypes choose the third option and go into hiding but they have no chance against their well-trained and experienced comrades. The principality is ruled by Duke von Krugstahl while the nobles are his loyal vassals. High-class nobles can lord over an entire colony or even oversee a cluster of colonies. They enjoy considerable autonomy and these can be considered small kingdoms. Colonies are cylindrical space vessels with the average length of 20 kilometers and the diameter of 4 kilometers, each holding at average 5 million people, making them effectively like a tiny country each. The only exception is the original colony Kurgstahl which is over 90 kilometers long and 16km wide, with the staggering population of 254 million people. Aside from regular aristocrats there's a military branch called Knights. Knights sire from aristocratic roots who pursue soldiering. Their title reflects their rank and influence within the military. Mere Landeritters (common knights) are just little above common troops, at best leading a Panzergeschickt squadron. Rittermeisters (Knight Lords) were owning colossal warship-castle colonies called Kriegschloss that made the heart of Krugstahl's military. There's also the unofficial title Oberrittermeister (Supeme Lord of Knights) who control multiple Kriegschlösser and thus effectively lead more than one Knight Order into battle. Knights are free to ally themselves with any aristocrat of sufficient status and it's a matter of prestige between barons to own the most Kriegschlösser with the best knights available. Still, while the aristocracy hold great power, even combined they could barely match the Duke who traditionally rules Krugstahl and owns close to one-third of the other colonies.
Technology
Having separated from humans during the early ages of interstellar travel, the Principality was forced to develop on its own. They have large self-governing automatized factories which can produce all their needs with various mining bases providing the required resources. Hydro-farms can cover all the population's need of food. Nanomachines are widespread in medicine and diseases are almost unheard of. Their primary source of energy is pure fusion reactors, gathering their fuel from stars and gas giants. Colony ships and Kriegschlösser have a controlled singularity engine as their main power which is also essential for their jump drive mechanism. No Principality ships smaller than a Kriegschloss are capable traveling interstellar distances. Weapon technology is sufficiently advanced with their fusion warheads approaching matter-antimatter reactions in power. To protect their crew from shaking and great accelerations they use inertial dampeners which Panzergeschick pilots also use to rapidly change vectors thus improving their combat maneuverability.
Just like their government, the Krugstahl military is in the hands of nobles. Knights of various title fill up nearly every leading position within the army who are free to swear their allegiance to any deserving aristocrat who. Yet in times of war Duke von Krugstahl can rally all nobles under the Bundeswehrmacht, often abbreviated just as the "Bund". In addition there was the duke's own personal army the Zentraler Kriegsmacht or just "Kriegsmacht", reserves kept exclusively for war while the central colonies were protected by another forces called the Reichswehr. These three organizations together formed the core of the Krugstahl military. Because interstellar travel capability was limited only to their largest vessels the Krugstahl military doctrines also concentrated around these. Using civilian colony habits as war carriers was foolish thus they developed a new kind of vessel, their mobile castles AKA "Kriegschloss". These were the base of operation for each knight order and the forward bases during military campaigns.
Name: Kriegschloss, Mobile Castle Classification: Mobile Military Base, Military Factory, Fleet Carrier Dimensions: Length: 4km, largest diameter: 1.2 km Mass: c. 12 billion tons Maximum Capacity: 120.000 people (while usually less than 12,000 of them being soldiers) Hull Material: Durametal Alloy Composite Powerplant: Compact Singularity Control Engine Propulsion: Gravity Drive, Thermonuclear Thursters Defensive System: G-Field, plasma screens Interstellar travel: Jumpgate Generator Weapons (highly variable per castle):
Durametal Ram (frontal spike made of solid durametal, also used for landing operations)
Missile Ports (launching thermonuclear missiles)
Interceptor Pods (launching swarms of smaller interceptor missiles)
Gun Turrets (armed with railguns, mega-particle beams, heat rays and other means)
Point-Defenses (smaller scale gun turrets, or laser emitters fit in flexible ball-mounts)
The Kriegschloss is a sturdy warmachine which is also the home of an entire knight order. It's a colony just as a warship, serving as the soldiers' habitat outside combat. It's also a carrier, holding and servicing multiple warships and hundreds of Panzergeschickten. It has habitat modules, hydrofarms, mining modules, refinery systems, factories and even more. Overall it possesses everything to support itself thus if required a Kriegschloss can act independently for long. Their versatility also make them preferred to send out for establishing mines and other installments which help Krugstahl to sustain itself. Kriegschlösser are too big to be produced in regular factories and instead made in a certain colony which was hollowed out to be transformed entirely into a shipyard. Due to this Kriegslösser are rather expensive and replacing even one of them could take a considerable time.
Mobile Castles are the heart and core of the Krugstahl warmachine. Their loss is a great blow for the fleet as they suddenly find themselves with no support, neither any means to leave the system. If Kriegschlösser are the core of the military then Panzergeschickten are the backbone of any offense. These are 10-15m tall humanoid machines armed with various weapons. They're fast, agile and surprisingly powerful for their size. It's said that their compact mega-particle rifles approach the firepower of a warship-mounted mega-particle cannon, thus in groups they could be a considerable threat. The tradeback of these machines is low combat endurance. Their thermonuclear reactor are overclocked and eat reaction fuel quickly. Their mega-particle rifles use energy packs which quickly empties out. Yet their utility in combat is unquestionable, so much that warships are forced to remain in support role. Panzergeschickten are versatile which is shown by the fact these machines are often Krugstahl sole form of land warfare, too. Krugstahl has infantry and posses few other land vehicles but the single most common military unit on the frontlines are the various types of Panzergeschickten.
@Willy Vereb, I've reviewed your nation sheet and for the most part I do not see any problems of note, but there is one issue I have some ambivalence for. Specifically the description of your ship sizes. I realize you were describing city-ship like structures meant to house enormous populations, but they still seem somewhat larger than the average for the setting.
In tends to be a case in most space NRPs that nobody can ever agree on any sort of standardized ship sizes/classifications. One person will want their largest ship to be no more than five hundred meters long. Others want two kilometers. Some want ten. Some want one hundred. It leads to continuous arguments and never tends to be resolved satisfactorily. I personally tend to avoid defining the exact dimensions of all my vessels for exactly this reason.
The easy workaround here would just be to remove the actual numbers for your ship sizes and simply describe them as being colossal in size. If you're really attached to those particular figures though, I suppose you could ask for both @Queen Raidne and @Keyguyperson to chime in with their opinions on the matter. If I had to make a hard ruling, I would be inclined to let you keep your ship sizes. I'm only bringing it up because of the problem described above.
@Willy Vereb, I've reviewed your nation sheet and for the most part I do not see any problems of note, but there is one issue I have some ambivalence for. Specifically the description of your ship sizes. I realize you were describing city-ship like structures meant to house enormous populations, but they still seem somewhat larger than the average for the setting.
In tends to be a case in most space NRPs that nobody can ever agree on any sort of standardized ship sizes/classifications. One person will want their largest ship to be no more than five hundred meters long. Others want two kilometers. Some want ten. Some want one hundred. It leads to continuous arguments and never tends to be resolved satisfactorily. I personally tend to avoid defining the exact dimensions of all my vessels for exactly this reason.
The easy workaround here would just be to remove the actual numbers for your ship sizes and simply describe them as being colossal in size. If you're really attached to those particular figures though, I suppose you could ask for both @Queen Raidne and @Keyguyperson to chime in with their opinions on the matter. If I had to make a hard ruling, I would be inclined to let you keep your ship sizes. I'm only bringing it up because of the problem described above.
It's because these aren't space ships but mobile colonies. Their purpose has nothing to do with fighting space battles. Sure, they are armed and practically the only thing which has energy shields in Krugstahl but their purpose is to carry Knights over interstellar distances and also serve as their habitat during peace. My actual warships are roughly 250-450 meters long albeit even those are more like semi-carriers which deploy the mechs. Yes, mechs are the main form of combat for Krugstahl. They have poor endurance and can be brought down with relatively minimal firepower but they are fast, agile and use compressed energy systems to make their weapons notably powerful compared to their size.
Also I really don't get what's the deal about the size of ships. It's a nice info and that's it. A ship could be 100m or 100km long it doesn't matter compared to how powerful it actually is.
It may be different if I make the Kriegslösser as large as moons and then make a million of them. That'd tell a ton about my industrial capacity and would scream OPness for this setting.
Anyways,Kriegschlösser are colony ships, they are living habitats which are absolutely not sacrificeable. They mean the world for each knight order, these are their homes. These colonies were also amassed over the period of hundreds of years. I bet some nation can create entire fleets in a year. So yeah, I don't see a point. I already ran through this NS with Keyguy and Duck via PMs. I apologize that I forgot to invite you into the discussion. To my (weak) defense I only read the co-GM list today.