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    1. TwistedSun 10 yrs ago

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Your friendly neighborhood stalker welcomes you!

Please, take a seat; i already knew you were arriving, so I prepared a little performance.
*starts dancing the Riverdance*
*falls on ground and blacks out*
...miserable fail...

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Also as to a council sanctuary I will allow that. All council races plus krogan and Aquarian are here. But they will minor npc. They may come up in events and give you some gifts if you help them out. Also once the last people put in their votes I will be able to give out the starter mods and perks.
caliban22
I suspect my people won't be regarded nicely by council races :p
Unless the big man in charge steps in and stops us.
rush99999
Political maneuvering was a common factor. Houses would rise and fall often. If your destroyed you can always act as a mercenary. Still in the RP, simply reduced in power as a result of various factors.
Durandal
Sorry, I had to do something stupid before starting my homework.
I have the presentiment that once and if the IC starts, we're going to annihilate each other slyly and mercilessly xP
OK so now I must ask. Two things. 1. Would you all want pockets old races? Such as human turian and such. 2. Some changes to combat?
caliban22
Maybe. It's likely that some individuals of the last cycle had tried to escape the onslaught, through the chances of their survival were minimal. Say! Would it be ok if we could find some sort of hidden sactuary with few members of each species of the council? (I don't like Batarians xP)
Alll dose pwetty pikures Anyhow, what do with Exuli intrusions to the galaxy? They seem so far like a problem humans can sort out. I got a technocracy to destabilize and cybernetic bugs to doublecross.
zombieaccount
I would like to point out that nobody knows of my presence in the galaxy, since I hold only one planet for now. Moreover, you seem a bit too confident of your forces ;)
![](http://i113.photobucket.com/albums/n220/Neo-Erusea/emmeriaaf.png) Name of civilization: Drahss Federacy Race: Drahss Description of race: Drahss are a L-ammino race, carbon-based and oxygen-breathing, standing anywhere around eight and ten feet in eight. They are bipedal viviparians, with slim bodies - an evolutionary response to their homeworld's high atmospheric density - and a soft and reflective skin; its color varies from a really pale teal to a dark green, usually standing the average individual in the middle of them, with a watered green. Their upper body is, compared to the lower one, significantly thinner, whereas most of the muscular density is in their legs, widely bowed backwards, that gives them flexibility and agility unknown to many other species, allowing large and accurate jumps. They share several features with Quarians, like an unusual third foot toe, but mostly with their creation, the Geths. In fact they have elongated neck, almost impossible to distinguish from the skull; the latter is characterized by the presence of two mandibles stretching onwards, and a single, slightly outside of the ocular cavity, compound eye, formed by hundreds of individual reflective bluish hexagonal photoreceptor units; this grants them an eyesight comparable to that of other species, though somewhat limited in scope of vision. However, Drahss also use a subconscious echolocation system, which naturally helps them in perceiving the space that surrounds them. For this reason, particularly strong ultrasounds tend to destabilize the Drahss, although not substantially crippling their cognitive or physical abilities. Nose and mouth usually escape an alien's attention, being them almost invisible and fused with the skin: the nostrils are hidden under the mandibles, composed of one pair for each side; the mouth, located under the eye, is lipless, and composed of two layers of teeth. Their pattern and shape reseamble much that of humans, hinting an omnivorous nature. Average lifespan of race: 90-110 Galactic Standard Years Government of race: Federal Presidential Oligarchy Military description: One thing that Drahss wouldn't probably understand of other civilizations would most likely be war. Having always lived in an environment without a life chain as harsh as other planets, and so favourable for the formation of peaceful and static societies, Drahss have never experienced a full out war, or a subsequent total annihilation of a culture or group. For this reason, Drahss warfare has adapted to sly and fast tactics, easily permitted by their slender bodies, thus resulting in ancient times in a costant assasination 'warfare' between hostile leaders, hardly harming civils. However, after the discovery of one of Liara's black boxes, simultaneously with Prothean artifacts and ruins on Krothurn's lush moon, Ladae, many governments united together under the project of an organized armed group that would protect both their nations and extra-planetary colonies. Soon, with the unification of Krothurn, the fleet was organized in the modern shape, built on the model of turian one. Surely the strength of Drahss ground armies lies on stealth and hasteness. Particularly unefficient in frontal assaults, Drahss warfare is naturally set on hit and run strategies, where big and powerful blows can be achieved without heavy losses. This applies also to Drahss navy, organized in many little platoons, often lead by a small cruiser, whose main cannon -built having in mind a smaller and less money-eating dreadnoughts gun, probably using as reference the blue prints of Quarian civil ship's one- fire-strength matches that of many races' bigger ships. Queer however is how much more they excell in building cannons than using them. Their natural engineering affinity led to the design of ships highly cured both logistically and aesthetically, increasing exponentially their efficiency with many different hulls patterns for every layer of the ship. The rationalization of inner structures and materials awards the Drill fleet with an high maneuverability and adaptability to situations. After the discovery of an incredibly rich eezo deposit in their home system, Drahss were capable of developing the mass effect fields technology even before they found Liara's black box. For this reason, their first ship assents were very different from those of the Citadel, composed of reflective isotopes that permitted the storage of sun-light through solar panels. Moreover, this permitted Drahss to elaborate an unique shield pattern on their own, more resistant to kinetic bullets than Citadel's one, although decrasing their efficiency against lasers. No biotics have been spotted, nor implants have been ever suggested; for this reason, Drahss biotic affinity is totally unknown. Basically, as a summary, Drahss are far more proficient in building complicate and efficient ships than using them, instead excelling in stealth, medical and logistic fuctions. Important people: Executive: Vanguard Ilsoni Comitee member: L'dot Jirvani Comitee member: Oloteria Grellhan Comitee member: Khirion Maddoria C.E.O. Kironniah F'isdon Imperator: Orelhe Blaktu Commander: Tardosi Kirll Religion: The Drahss, having developed under the genial eyes of their creators and the stream of spirits, have a strong sense of spiritualism, and most of them believe everything in the universe having a soul emboding the very essence of the being, which shares a deep and unknowable bound with the rest of existence. Basically without a name, it dates back to the first Drahss societies, as an evolved form of a more primitive cult of ancestors; what influenced mostly this evolution was probably the unusual solar activity of Olia during the neolithic age of Drahss species, probably dating around the Beestonian stage for mankind, that determined an almost constant presence of auroras in all Krothurn highly magnetic ionosphere. Today the phenomenon is still very active, and it is believed that no Drahss can be considered as such without having seen at least once in a life time Krothurn's 'stream of spirits'. Their religion is not based on menial rites and formulas, nor has revelatory or salvific characteristics: basically a pantheism, fatalistic and perpetually optimistic. In a universe ruled by mad mathematical laws each individual strives between the other spirits of the cosmos in search of his own fulfillment. Import: N/a Export: N/a Treaties: N/a
> > > > Indeed. It was a direct consequence of the germanic-barbarians' succession custom, which stated that the property of the father had to be equally divided to each son. Following this same usance in fact, The Holy Roman Empire shed into three different countries: The Germanic Empire, Northern Italy, and France. > > Thus, to avoid problems with succession which was ruled by similar laws, centuries later, most nobles preferred to send their youngest children in monasteries, where they were likely to achieve an important rank nonetheless. > > I do know about the Frankish dynasties constantly dividing lands among their offsprings but I didn't know they dealt with it like that. Learn something new every day, but that does make a lot of sense. Might have to change up my royal treeline a bit to fit in with this tradition :D speaking of that, I was thinking about limiting size of the noble house in the beginning because there won't be many positions to fulfill anyway. So say, 6-12 members per generation, males and females? If there are 5-6 RPers as it seems to be the case for the moment that puts us at a rough range of 30-72 nobles in the realm, or 51 on average. I think that's a decent pool to choose from. Also, there will be some other minor noble houses that won't be controlled by anyone and are meant to simply boost the amount of knights and possible royal marriages in the country. That's the nice part of life :D Anyway, it seems a decent amount of nobles to me. Now, forth to the next question! How will the economic system work?
> > I had no idea majority became clerics over land owners? That's interesting. > > The RP starts on 1st of January 1400AD. I think one RL day will be 2-3 RP months. Most likely two so every six days I will post a kingdom report (active members of the noble houses, who owns what, population of their fiefs, money they have, costs and incomes, possibly some sort of power index based on all of that plus the army size and social ranks of family members) Indeed. It was a direct consequence of the germanic-barbarians' succession custom, which stated that the property of the father had to be equally divided to each son. Following this same usance in fact, The Holy Roman Empire shed into three different countries: The Germanic Empire, Northern Italy, and France. Thus, to avoid problems with succession which was ruled by similar laws, centuries later, most nobles preferred to send their youngest children in monasteries, where they were likely to achieve an important rank nonetheless.
> > Also, I still don't have clear the time of the Rp ^^'. 1300-1400? > > The RP begins in the year 1400 Right. Then scrap the wandering knights and replace them with a growing number of diplomats :P
> I'm still in. And looking forward to it. Me as well!
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