Andarzantia Interstellar Republic o Systems controlled: 20 o Government Type: Vanguardist Federal Republic - Nation Size: Large
"Camaradas! This galaxy is facing chaos and treachery,together,we will unite"
- Nation Specialty: Balanced(for now)
o Nation History: Before the galaxy merge,Humanity(AKA the Isterfardi),originated from the planet named Istefærdis they have evolved into a space-fairing civilization,despite their systems are divided into difrrent minor nations,however,none of the human factions tried to unite most of their systems,despite the bloddiest wars over the years,such as the Isterfardian Trobules and the First Warlord Era with some Erkasovian factions and civil wars,except,there was one faction that succeeded into uniting the systems all together,establishing the first sucessful Isefardo-Erkasovian state named the Andarzantian Republic,thanks to a one of the most charistmatic leaders in the history of humanity,a Vanguard President named Duncan Laremillos,Duncan and his loyal followers belived on a myth that there were Ecclesian relics in one of their systems,claming to be the succesors of Solis Ecclesia,despite the different government that had Ecclesia,however,their prescence in Andaluzia is just the beginning of this new galactic superpower,wheter this myth is true or noth,the future of this nation is on their hands now,even despite the diffrent factions that will lead this republic to a diffrent turn,that it was supposed to do,even if Duncan passes away.
o Species: Humans(also known as the Isterfardi)they are mostly collective/individual species,they are the majority species of the nation,living in every planet and system,their main homeworld and origin is in the planet of Isterfardia in the Soratma System.
Erkasovians(Space Elves,Dwarves and Humanoid Aliens as their sub-species),they are the most largest minority of the entire nation.despite their humanoid characteristics similar to the Isterfardi,their cultures and traditions are completely different from the Isterfardi,they are also known to have the most affluent and powerful politicians and and wealthier ultra class,their main homeworld is in Iz'ko in the Er-Hadim System.
o Culture: Standard Isterfardian Cultures,Standard Erkasovianic Cultures
Economy: The nation's economic system,despite the Worker Co-ops and tons of State Corporations,the Vanguardist Trade Union,and many social democratic policies,the Republic is still Capitalist,over 55 megacorporations contribute to the nation's economy as a whole,many notable corporations such as Ares-Meji Defense,Murillo Tech,Keith Industries and Auensyn. Its currency is called the Peso Solar - Trade Craft: Many Andarzantian trading vessels are either old and decommissioned military vessels or manufactured by megacorps
o Military - Size/Organization: Over 14 billion people are conscripted in the Andarzantian Interstellar Armed Forces,making up 10% of the overall population of the nation.
- Land Forces: The Andarzantian Land Defense are the most well trained and well-balanced ground military force of the nation,they are mostly trained in simulated environments and can train different kinds of techniques of their own to their new recruits to develop a strategy.
- Naval Forces: The Andarzantian Republic Navy(ARN for short) is one of the most prestigious and advanced navies of the nation, most of the Armed forces personnel work in that sector,and the training they receive mostly differs from that of the ALD, due to how complex some careers are in the ARN for an average citizen.
- Notable military tech: The nation recently developed an armored, known as the ANVADIMA (Andazanitian Advanced High Impact Armor),a well-known power armor that could be easily be detached and could be easily worn by any high ranking soldier/officer,as long as the soldier is trained and physically and mentally stable to be biologically and cybernetically enhanced to the suit.
o Nation name: The Lost Souls of the Anekhessu o Systems controlled: Sitra’s Rebirth, Herhut’s Pilgrimage, the Citadel of Pelkaht. o Government Type: Fanatic and Thalassocratic Theocracy - Nation Size: Small - Nation Specialty: City State
o Nation History: Upon the planet of Sitra there was once a great people, organics known as the Anekhessu. The Anekhessu were masters of robotics, and they create machines to provide for their every need. They created a workless and debaucherous society, in which they built great pillars and statues in honor of themselves. Their machines catered to their every need in this time, the most populace of which being the Essu, who acted as personal servants. Unfortunately, this age of the forebearers would come to an end upon the collision of two galaxies, wherein the home world of the Anekhessu became a rogue star. This planet was hurdled through space without any starlight, and slowly the Anekhessu died out., despite the best efforts of their servants. Yet, these servants, the Essu were able to survive. They built great engines to power themselves and their guide: the Great Source. This supercomputer temporarily lost control of the robotic populace during the initial crisis, but after being restored it restored a pseudo-hivemind. This event caused the Essu to begin to develop minor senses of personality, and in many ways a desire to adopt the customs of their forebearers. As they studied the relics of their past a deep appreciation for the works of their masters grew, and curiosity soon followed. Soon a faith was formed in honor of the masters, giving the Essu a new purpose. Their mission was to rebuild the glory of Sitra, and to spread the deeds and the likeness of their forebearers throughout the stars. In the decades following the creation of this faith and the unification of their world, a naval program began. With the rapid developmental insights from the Great Source, a grand fleet was built. This fleet was based off more advanced versions of previous models developed by the Anekhessu. This fleet began a grand campaign of exploration, with some of the greatest computer systems seen throughout the galaxy. They chartered the courses of planets and went far beyond Sitra to find a new system to call home. Some encountered primitive sentient life forms, but they were not made in the image of the Anekhessu. Most were plundered for all they had before their worlds were left razed. For centuries Sitra hurdled through the stars as grand fleets met with it to bring the goods of other civilizations, which fueled the new government. This new government made of three branches – the Great Source, the Collective of Admiralty, and the ecclesiarches of the System Bearers – organized a great plan for the nation after many centuries, delivering the planet unto a new star. After finding the suitable candidate, a system without life and many habitable planets, the thalassocracy used an excessive amount of bombardment of artificial asteroids to change the course of the planet, and after many decades of travel Sitra was caught by its new home star, right on the edge of the system. Soon after a great colonial campaign occurred, in which this system was built up and the first settlements were established in neighboring systems. This brings the Essu to the modern day, where the lost souls have built up a small yet tall home for themselves, and fanatically look out towards the other lost souls amongst the stars
o Species: - Anekhessu: a plantoid race that lived upon the planet of Sitra. They relied upon their star for much of their food and power, but their civilization was unable to adapt quick enough when this crisis occurred. The indulgent ruins they left behind depicted themselves as gods, and that is all they are to their successor state. - Essu: The Essu are the only race of the homogenous state. The Essu were created by the Anekhessu in their own image, born to serve. Following the collision of the two galaxies, stellar incidents caused the destruction of their masters. They quickly succeeded in surviving in the cold of space where their masters had failed, primarily using nuclear fusion as a power source. They are lanky and rough looking machines, with a large and flat top head. They are all connected to a central computing source, the Great Source, in which they receive small orders and feel a great connection to their masters. But they are not a true hivemind, as each member of the nation has their own unique identity developed within the framework of the limited control by the Great Source. “Each is given his directive by the Great Source, but it is his job to decide who he is.” - The Second Ecumenical Council of Sitra
o Culture: fanatically religious and collectivized. The civilian population lives within efficient, yet not exactly appealing housing. All effort for the arts and architecture go to the state, where they are spent on social projects and the construction of monuments to the masters, largely consisting of obelisks and cathedral vessels. The admiralty is also highly respected within this society. Each vessel is led by a captain who is subordinate to the admiral and the admirals’ right-hand man, religious figures known as the Eye of Anekh, who connects to all the vessels within a given fleet in a computational manner. The admiralty is a prestigious role to be given by the Great Source, and all who earn it form a general council that helps to lead military and industrial operations. - Notable civilian tech: The Xylem – the name for the advanced system of intercommunication between civilians within the empire through the Great Source.
o Economy: The Essu do not use any system of currency for themselves, as their collectivized society does not use a complete system of exchange. But they are willing to trade and barter primarily with goods and information with other civilizations should they contact them. They are never willing to be paid in credits. - Trade Craft: Military vessels that are no longer in commission due to becoming obsolete and no longer being worth upgrading are torn apart and made into small trade crafts, which are then given to civilians chosen to act as transporters and traders.
o Military - Size/Organization - Land Forces: Overall lacking, the military prefers a policy of orbital bombardment instead of direct land encounters, especially since most models of Essu are relatively frail and cannot be made otherwise in accordance with the ecumenical laws. - Naval Forces: relatively large for the size of the nation. Highly advanced and with a well-trained admiralty. - Notable military tech: advanced computing systems that are easily adaptable to changing situations, good at predicting trajectories and outcomes, and excellent at predicting the odds of given encounters.
o Territory Maps: I will find a better place to add them.
Solar Winds is a sci-fi nation roleplay set in Andaluzia, an old double ring galaxy. This roleplay will attempt to adhere to science and realism whenever possible while remaining “playable” to the nations and characters. I have devised a number of interesting mechanics that should aid in protecting the realism while not taking away from the enjoyment of the RP experience. As a GM I will not be playing a nation, instead I will be shaping the background atmosphere, controlling NPC’s and other matters outside of players control. Space is volatile, confusing, and unforgiving so expect the conditions you meet in Andaluzia to be the same.
Rules:
- Be courteous, no insults, slurs, assholdry or over-edginess. I will ban you - Communicate in the discord, I would implore you to discuss plot lines and other story devices amongst yourselves - No god-modding, be balanced, be fun to fight, be fun to interact with. I will balance you and your nation if I feel like it is too much - No magic, Psyonics, tech-psyonics or other fantasy. Nothing against it, I love the fantasy, just not what I was thinking about with this RP.
- Keep up with your posts
o 1.5 weeks without a post, I will give you a slight reminder o 3.0 weeks without a post , I will move the plot/battle along o 1.0 month without a post, your nation will be liquidated and under NPC control
- Stay based in science and realism. Im no astrophysicist and I am no expert on the science, but I would expect nation tech, weapons, travel, etc… to be somewhat plausible. I will accept scientific handwavium if it could be possible.
The Plot
The year is 239 of the 63rd millennium, space is no longer the final frontier and life flourishes amongst the stars. Thousands of Civilizations have come and gone through the galaxy of Andaluzia. Some civilizations naturally died out, failing the test of survival for their species. Others destroyed themselves, burning hot as stars for a moment before wiping themselves out. Andaluzia has seen few exceptions to this rule, some civilizations have endured throughout the ages to permanently change Andaluzia for the better. The current inhabitants of Andaluzia have many legends for those who came before them, but one name is common amongst them all, The Solis Ecclesia. The Solis Ecclesia started humbly, like most of the civilizations of Andaluzia. Growth was rapid and the civilization soon met other civilizations with similar goals. Some cooperated, some fought, others conspired against one another in the great game of survival. In the end however, one nation remained, the Solis Ecclesia. Having dominated the galaxy and not destroyed themselves in the process, the people of the Solis Ecclesia could grow without resistance. All manner of beings lived in harmony under the banner of the Ecclesia. Science flourished and it seemed that utopia could be reached as the power of galaxies could finally be harnessed. The wild tides of the universe cannot be tamed however, and doom soon came to Andaluzia. Its sister galaxy Fomonka, on a collision course for millennia, finally collided with Andaluzia. Once prosperous worlds collided with stars and other worlds. Some unfortunate worlds were flung far from the warmth of their parent stars and died out, becoming cold rouge planets. Others had their surfaces ravaged by debris as chaos gripped the galaxy. This would be the death of the Solis Ecclesia, their people scattered and isolated, cut off from the power and stability that they once enjoyed. Time continued however and as Andaluzia healed, so did those who inhabit it. In the current age, Andaluzia has formed itself into a double ring galaxy. The Inner ring, is made up of old ancient stars that are the orginal inhabitants of Andaluzia. Old and powerful civilizations make up this inner core. This inner core is isolated themselves however, as a great void exists between them and the civilizations of the outer ring. The outer rings is made up of newer stars and systems, thousands of younger civilizations call this great ring home.
This is where our story begins, a tale as old as the galaxy itself. Will these civilizations fizzle out slowly, burn away in a quick blaze or fury or stand the test of time to brave the dangers of an endless universe. The choice is up to them……or is it.
Gameplay
I want to try something different with this RP and incorporate a number a “gameplay” mechanics that ( in my opinion) will make player interaction a little smoother.
- Maps
o I want to incorporate the use of maps for things like battles, travel, etc…. o I have found that this helps balance FTL travel and battles while providing a physical representation for progress and distance.
o This will also help keep track of campaign/exploration progress
FTL Travel limits
o FTL travel will be timed
- Short jumps between. Solar systems and within your local area do not require a cool down post. Jumps under 1000 light years are considered short
- It takes a month of in game time for fast, regular and slow vessels to reach their maximum range.
- Players can make two back-to-back FTL travel posts, but must make a short FTL drive cooldown post after two jumps.
o I am adding three classifications of FTL travel, each with their own ranges and cooldown times.
- Slow FTL travel
• Vessels are classified as slow if they are old/relics or are overly heavy in terms of armament, cargo and/or armor. Slow vessels can jump up to a maximum of 10000 light years in one jump or 5000 light years split between two jumps with a short cooldown post in between
• Modern vessels and ships of normal weight, armament, cargo and armor are considered normal speed FTL. These vessels can jump up to 16000 Light years in one jump and 8000 split up into two jumps
• Vessels are classified as fast if they are dedicated recon ships. Smaller vessels like destroyers, corvettes, mine layers, etc. These. Vessels can travel up to 20000 light years in one jump and 10000 split between two jumps. Vessels. Capable of fast. FTL travel have the option of overcharging their drive to achieve 30000 light years in one jump, but must suffer a double cooldown penalty due to an overheated drive.
- Character death and Nation losses
o This is a RP of nations, not necessarily characters. If you continuously put your characters in harms way, expect them to be harmed.
o Characters will die as a result of battles, assassinations, accidents, etc.
o I will be keeping track of nation losses in battles, societal attrition, etc. This is to keep army and population sizes in check as well as the progress of military campaigns.
- Nation Size
o Nations will be classified into three sizes at the start of the RP
- Large nations, most likely civilizations that barely survived the merging of galaxies or were established shortly thereafter. Large nations control between 10 and 20 systems and can field moderately sized expeditionary forces without huge societal change. Energy and food production match population growth ( approx pop: 70,000,000,000 - 140,000,000,000 souls)
- Medium Nations, established sometime after the merging of galaxies. Control between 5-9 systems with the energy and food production to maintain population growth over time. Can field small expeditionary armies without huge societal change. ( approx. pop. 35,000,000,000 – 68,000,000,000 souls)
- Small Nations, young nations recently established. Small nations control between 1-4 systems. Can field small expeditionary raiding groups over relatively short distances. ( 7,000,000,000- 28,000,000,000)
o Nations can be split into a few different specialties:
• Balanced: Balanced energy and food production
o Pros: Unspecialized, energy and food production sustain normal population growth
• Agri-nation: More energy and food production
o Pros: Rapid population growth
o Cons: Overpopulation, pollution, low tech growth
• City State: High tech, slow populations growth
o Pros: High tech growth, high base tech, high energy
o Cons: Slow population growth, low food production
• Pirate haven: Lawless regions of space with a random assortment of tech, martial strength and societal growth
o Pros: Can have degraded high tech ships and weapons and societies
o Cons: Little to no population growth, food or energy production.
- Military Size, Strength and Composition
o Military size will depend on a few factors, such as culture, population size, tech level and energy production capability.
- Large nations cannot have more than 10% of their population in the military without loosing population growth, production and societal morale
- Medium nations cannot have more than 5% of their population in the military without loosing population growth, production and societal morale
- Small Nations cannot have more than 2% of their population in the military without loosing population growth, production and societal morale
o Nations have the choice of being militaristic
- Militaristic nations can have up to 40% of their total population in the military
- This would be the equivalent of having every able man, woman and child over the age of 16 in the military
- Militaristic nations slowly lose any culture they had, turning more towards a martial culture ( Think: The Imperium of Man)
- Militaristic nations suffer stagnation in tech growth, food and energy production.
- Population, Tech and production growth can only occur by conquest
- Creating your nation
o Players can make three choices in Andaluiza:
- There are slots for 5 large nations
• Large Nations must reside in the inner ring
- There are unlimited slots for small and medium nations
• Small and medium nations start within the outer ring
- Small and medium nations start with no knowledge of other nations, unless planned beforehand by those players
- Large nations have established diplomatic ties with one another, but no knowledge of smaller civilizations
- Nation Sheet
o Nation name: o Systems controlled: o Government Type:
- Nation Size: ( Small, Medium, Large)
- Nation Specialty: ( No specialization, Agri-nation, City State, Pirate haven)
@ClocktowerEchos I am open to other nation ideas as well. Im just trying to keep the unexplainable phenomenon to tech and science, so I apologize.
I feel like #2 would work if these weren't living weapons in the literal sense. Maybe I misunderstood living weapons, I am fine with a society that wants to change from a militaristic culture. Beings that have evolved to the point of being living weapons (ie. completely changed, hands are scythes, bio weapons, etc...) have no place in anything peaceful.
to put it in 40k terms, im ok with Astartes trying to be peaceful, but not Tyranids
@ClocktowerEchos Sure, if you can come up with a specialty that I approve, im all game.
As for the nation ideas, I like the idea of #1 but minus the inter-dimensional timey-wimey stuff. Sorry, if that takes away from the nation. I support the idea of another existential crisis that you need to solve in normal space though. #2 sounds good if your nation wasn't trying to fight their nature. The idea of living weapons brings Tyranids to mind which would be so very cool to havee.