DragoNES Pre-Thread: Space? Maybe?

More Cetra description: They are also cleverer than most humans, and uses it to create new items of fun. Such as a robot that behaves, looks, and smells just like a cockroach and is accepted by the insects as their own

They can generate a thin film of mana around themselves with training, although they rarely put it up as it can be tiring.
 
dragonson.png


The Map.
 
that sounds like future ffh2. mixed with dragonson's lore.
 
Lord Iggy, that looks great to my eyes. Is it in any way inspired by the Spore opening screen?
 
Not really- it's mostly derived from the more realistic depictions of galaxies, such as this one, mixed with Dragonson's requests for a dark galactic core.

Although the similarity is undeniable, but let's face it, most loose galactic spirals look roughly the same. :p
 
THE TIME HAS COME!
This NES will start soon, and anybody interested in joining may now sign up!
It is decided that this will be a Fantasy-SciFi Empire NES, in SPACE.
To sign up, please fill out this form ;)

Empire Name:
Empire Type: Religious, Trade, Military, Scientific, Exploration ETC. Make up your own cause if you wan't too.
Empire Main Race: Any of the races in the first post.
Empire Race Politics: Are your empire focused on one race (Main Race Focused), or open to all races (Multiracial Focus)?
Empire Starting Technologies: Actually, don't fill out this part. Starting Technologies will be given on Gamestart.
Homeworld Name: The name of your empire's home planet.
Empire Leader Name: The name of your charecter. Your charecter will rule your empire from the homeworld planet.
Homeworld Clima: What type of planet do your empire origin from?
Homeworld Defence: You may have a special defence system for your homeworld. It can be things like, a super energy shield, a planetcore symbiote, a giant laser canon (^^) or just something else with a name that sounds sci-fi'ish.
Empire Magic Politics: What is your empire's opinon on magic? How big a part does it play in your game?
Empire Magic Specialisation: What kind of magic does your empire specialise in?
Empire Technology Politics: What is your empire's opion on technology? How big a part does it play in your game? (Oh and, have some copypasta!)
Empire Technology Specialisation: Moar Copypasta! yay yay yay!

I'm pretty sure there's more i wanted on this form, but i can't think of it right now. Might add it later. =)

Enjoy! I'l be responding as fast as possible, though i might not check up on it every minute, since i'm setting up the NES "Interface".
-Dragonson
 
Empire Name: Tartasia
Empire Type: Technomantic (mixture of Science and Magic)
Empire Main Race: Seraphim
Empire Race Politics: Multiracial Focus
Empire Starting Technologies: ?
Homeworld Name: Hame
Empire Leader Name: Gendibal I
Homeworld Clima: Temperate, with some hot and cold deserts. Basically, like Earth.
Homeworld Defence: Hame's Great Shield, a great shield that covers the whole world borne from a mixture of science, magic and Hame's essence.
Empire Magic Politics: They like magic very much, and encourage children that possess this talent to practice with it.
Empire Magic Specialisation:
Empire Technology Politics: They are very forward tech-wise, and also encourage those that have the inventive spirit to push forward with their ideas.
Empire Technology Specialisation:

EDIT: YAY! I was first!
 
Empire Name: Arcadian Empire
Empire Type: Technomantic
Empire Main Race: Cetra
Empire Race Politics: The Cetra mostly welcomes those of other races. Mostly because they love playing jokes on them.
So yeah. Multi racial
Empire Starting Technologies:
Homeworld name: Arcadia
Empire leader name: Empress Elika
Homeworld Climate: Temperate. Not much desert, but much plains and forest and whatnot.65% of the world is land. Approximately 1/4th larger than Earth.
-There are many lakes on this planet as well.
-Cold along the north pole and the south pole.
-Rainforest exists as well
-Civilization is mainly focused on one side of the planet while the other side is filled with vegetation and temples/academies. Yes. Many wizards/templars of Cetra are hippies.
-No moons and asteroids because of the last time the Sword was activated.
Homeworld Defence: The Sword: Generates a large shockwave from the planet itself, annhiliating anything on orbit. This has no discrimination, and such it is a double edged sword. It requires long time to recharge while the planet's core heals, and also provides no other protection.
Magic Politics: Magic is greatly encouraged among people. There is no official restriction on what schools of magic that people can do. No official paths that the state forbids. The state also sets up many academies and colleages of magic. In fact, magic is such an integral part of culture that Cetra children are required to learn basic magic.
Magic Specialisation:Cetra does not have any gripe on studying various magic arts. All magical paths are open to everyone. They do, however, have natural affinity over raw magic energy manipulation, to the point of creating an armor of magic around themselves in emergency with training. They are also known to launch pure energy at their enemies if angered. Cetra is also very adept at using geomancy.
Technology Politics: The government is mostly ineffective at keeping people from inventing/blowing up stuff in their house anyways. So their opinion does not matter. Although most government officials are engaged in activities of inventing/blowing up stuff, so they can be counted as supportive.
Technology Specialisation: The Cetra were always an inventive creatures. There is no clear part of technological spectrum that they do not focus on. However, they truly excel in computer AI technology and energy manipulation. They also like to integrate magic into their constructions, which usually increases the output or the structure integrity of them.

With Energy manipulation, Cetra is able to create state of the art generators, energy weapons, and shields, and is the secret behind the Sword.
 
Damn you Mil!

Empire Name: The Welcoming Hive or vorkad'rs
Empire Type: Exploration
Empire Main Race: Kranoth
Empire Race Politics: Main Race Focused, but many other races are, er, welcomed. OK, they become drones, willingly or not.
Empire Starting Technologies:
Homeworld Name: k'orkuaez'rb
Empire Leader Name: The pioor (a mixture of king and queen, ruler of the hive)
Homeworld Climate: Barren. Less than 10% water.
Homeworld Defence: The Song (Any known agressors close to k'orkuaez'rb are lulled into a deep sleep. If they're lucky, they'll escape with their lives. If they aren't they are welcomed to the hive to serve as servants and food.)
Empire Magic Politics: Many of the few magic-users produced are stuck maintaining the Song on k'orkuaez'rb. However, when they can be spared, they are welcomed in the colonies and the armies.
Empire Magic Specialisation: Mind Control (specifically for those that cannot be reached by the vu'pioor'ko)
Empire Technology Politics: "The cold ground (metal) and the thinking unliving (computers and robots) allowed the pioor to send her children, the vu'pioor (lesser pioor, surrogate and subordinate to the pioor on k'orkuaez'rb. They are the undisputed leaders of colonies.), the vu'tarb (soldiers) and the vu'vauxout (workers) to other lights in the sky."
Empire Technology Specialisation: Ship Building

That OK?

EDIT: And because I'm just going to forget doing it if I don't do it now, the castes:

The pioor: Although technically the Kranoth are hive people, they need the pioor to get ideas started, to direct. They also need someone to lay the eggs.
The vu'pioor: Where the majority of Singers come from. They also direct the lower castes to better the Hive.
The vu'pioor'ko: Paracites. These are tiny creatures hatched by the vu'pioor to burrow into the target's brain and take control of them, making them become vivvok.
The vu'tarb'ou: Soldier caste (see below), but they release a toxic substance.
The vu'tarb'ds: A much larger version of the soldier caste, with bigger manidibles and claws.
The vu'tarb: Generic, most common soldiers. Able to hold weapons.
The vu'vauxout: The most populated caste. They are the builders of everything, but they never design.
The vivvok: Drones. Other races that are controlled via the vu'pioor'ko, willingly or not. They are servants, diplomats and eventually food.
 
History: We, the Karoth, are first settlers that were sent out from "The Welcoming Hive". As expected with new technology, we ended up far from place we were supposed to colonize. We found usselves cut off from "Welcoming Hive" and it's resources. But we were lucky, there was habitable planet near us - it had much more dangerous climate and inhabitants compared to our previous home, but we managed to build our first colony here.

During the battles with original planet inhabitants, we lost many brothers and sisters but gained valuable knowledge of warfare. Unlike our ancient brother Vorkad's, we relay on small spacecraft (we reverse-engineered remains of our and our enemies spacecrafts).


-------------------------------

Empire Name: We are the Kranoth, call us as you wish.
Empire Type: Expanding - we rapidly reproduce, build new colonies and improve old hives. Nothing will stop us from expanding.
Empire Main Race: Kranoth
Empire Race Politics: Main Race Focused - We do not let anyone into our hives but if other race could be used as slaves - we will use them as slaves. Our drones are weaker and less numerous compared to "Welcoming Hive" and we use them only to control leaders of other race.
Empire Starting Technologies: We have some, we don't know how to call them.
Homeworld Name: Mother Hive aka "'Raffarzzz"
Empire Leader Name: The pioor has changed in time. Now it consists of:
Greatest Father and Greatest Mother - Mother takes care of planning for the future and father takes care of military and workers. To become Greatest *, someone has to challenge and beat current "throne holder". Since first settling, we have had 4 challengers and among them only one was victorious.
Homeworld Clima: Our planet has harsh climate, the season of drought lasts 8 (earth) years, while season of storms lasts 4 (earth years). Food can only be gathered during total of ~4 years - but we do not care, we store food underground and grow some more in our hives. Our planet had many predators - we defeated most of them with brute force and enslaved those, who could survive underground as our slaves. Slaves will, eventually, become food.

Rough planet demographics:
Land mass: 45-70% (Varies per season)
Magma/Lava(on ground):15%
Water: 15-40% (Varies per season)
Homeworld Defence: We have many small colonies and outposts. If enemy comes to near our planet(s) he will be attacked by many small crafts. (imagine thousands of mosquitos attacking a large bear - enough of them will drain the bear empty)
Empire Magic Politics: We think that new inventions help us to survive. Magic is technology what must be studied for glory of the hive. We have forgotten the spell of "song" - all our singers died when we first colonized this planet. Because of this we've learned to attack and defend usselves by brute force. Our military strength is much stronger compared to our ancient brothers and we use many different tactics.

We have do not use many different types of magic - rather we focus on few spells. Our "healers" can "heal", but they cannot cast "magic shields" etc. Our scouts can see through objects / see auras, but they cannot use magic to move faster or to attack. We are specialists of only one type of "spell" not entire "magic tree". More talented ones, can learn up to 3 spells and if they survive, they teach others to use atleast one of their learned spell.

Empire Magic Specialisation:
*Scouting/vision magic - if we see better, we can attack and defend better.
*Healing - healing experienced hive members is usually cheaper than training our youth.
*Mind control - We have low level of, rather weak, "mind control" drones. We have communal telepathy , meaning that we can alert entire hive, if we're attacked or if there is a need for worker force. Communal telepathy can carry small messages, like "threat" or "food", to a distance of ~3 km.
Empire Technology Politics: Hive comes first, most of us work on expanding and improving hive. Some of us are smart enough to invent new working ways - ways that are more effective.

More effective working = better hive = good. Unlike humans, we do not "work" on inventing new technologies - we prefer to learn using someone elses technology or learn "by accident".
Empire Technology Specialisation: Building, digging, military and small-spacecraft (not large motherships) building.

If need arises, we'll learn to use new technologies by trial-and-error. Example: warrior on battlefield may (by accident) learn to use armor, if he is successful -and- survives, he'll pass his skill onwards to more warriors who will use this knowledge of "armor" in next battle. Should they find it good, they'll pass this knowledge onwards...

---------------------------------------------------------------

Unlike The Welcoming Hive or vorkad'rs we are more "brute force" oriented. We do not use mind control, nearly as much as Vorkad'rs and prefer to defeat enemy on battlefield. We also have more, different, soldier castes. We are influenced by "Starship Troopers".
Spoiler StarshipTroopers :
gkphoto_25.jpg


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Caste
I compare caste system with US military ranks system.

"Generals of the Army/the Presidents"
The pioor: The Pioor consists of Great Mother and Great mother, who make most decision that influence entire empire. Every hive has own Pioor of great mother and great father who make local scale decisions. Great Fathers and Great Mothers are generals, while Great Mother and Father are Generals of the Army

Colonels, Majors and sergeants of hive
The vu'pioor: "The Brain" of entire hive - vu'pioor members make decision and use their communal mind to plan and refine and complete orders/plans that were given to them by local Great Mother/Father. The vu'pioor members are the Colonels, Majors and sergeants of hive, who keep this complicated machine running. Vu'pioor does not have "singer" bugs.

Spies
The vu'pioor'ko: Paracites. These are tiny creatures hatched by the vu'pioor to burrow into the target's brain and take control of them, making them become vivvok. However for unkown reasons most of the vu'pioor'ko caste members die before hatching and those who hatch are weak - it's not known why.

Privates
The vu'orm'oz: Soldier caste, the "cannon fodder" comes from here. - they can be hatched fast and are ready for battle within few hours after birth.
The vu'orm'dk: A much larger version of the soldier caste, with bigger manidibles and claws.
The vu'sort: "The Stormers", these are fastest bugs - lightweight but their speed (their average speed is 80 km/hour), they can also "jump". They lead the charges or blitz enemy from behind.

Specialists/Medics/Scientists
The Va'mag'az: Healers, scouts and other magic users are placed in this caste - not too numerous, a pair of va'mag'az healers among 100 soldiers can reduce losses of battle from 75 to 50. If there are few va'mag'az scouts among soldiers, they can reduce losses to 30-40 instead of 75 hive warriors. The Va'mag'az are also the ones who study new technology.

Military engineers
The vu'vauxout: The most populated caste. They are the builders of everything, but they neverrarely design.

Slaves aka Victims of war
The vivvok: Drones. Other races that are controlled via the vu'pioor'ko, willingly or not. Vu'pioor'ko messes with their brain and makes them loyal to the hive.
The Vivrok - Slaves who are not mind controlled, few members vu'orm'oz make sure these few survivors work on expanding the hive or growing its food source - whatever plants/meat or themselves as food.
 
You can have a different caste system to me, Northen Wolf. Just say you evolved away some castes, or something.
 
Empire Name: Promethea
Empire Type: Plutocratic Conqueror Empire
Empire Main Race: Pharaohs are the only people with actual power, although the majority of the population are humans.
Empire Race Politics: Any race not Pharaonic is considered lesser and are regarded as little more than disposable ressources. Seraphim are the only exception to this.
Empire Starting Technologies: 42
Homeworld Name: Phoebus
Empire Leader Name: God Emperor Hapollon IV
Homeworld Clima: A considerable part of the Phoebic land area is covered in deserts, but there are lush river coasts as well as a considerably sized tempered continent. The planet is rather close to the sun it orbits and temperatures are generally high.
Homeworld Defence: Apart from the Slave Armies, which are large cadres of mindwashed human soldiers with fanatic courage and simple recoilless weapons, Phoebus is protected by the Fleet Promethea, a dozen of huge space warships currently in orbit around the planet. Apart from their standard weapons, the Promethean ships are armed with Aegis Mirrors, powerful technological devices that allow the ship to concentrate the sunlight they otherwise absorb for power into a single, devastating ray. It is very powerful in the vicinity of a strong sun like the one that Phoebus orbits, and can bring devastation to cities or starve entire continents by scorching traditional crops. Not to mention what happens if they manage to melt a hole in a spaceship while it's in space....
Empire Magic Politics: Spirit magic is considered a tool of the Phoebean church, and only of the church. The Prometheans employ rogue Seraphim as the only other accepted magic users, and even these are banned from using Spirit magic under penalty of death.
Empire Magic Specialisation: As a direct consequence of the Magic policies, the only official faculty of magic on Phoebus is the Divine Academy, which teaches the higher ranking members of the church their Spirit magics. Rogue Seraphim working for the government (which would be the church, too) are granted individual studies to perform other magics.
Empire Technology Politics: Technology and religion walks a strange hand-in-hand mutuality on Phoebus. Their church is focused around the dominating feature of the sky, their Sun, Illuma, which is also one of the two dominating figures in their religion; Illuma is the life-giver, the mother of their God Emperor, the almighty Hapollon IV, who inhabits the other dominant space in their religion. Their techonology is centered around how best to utilize the gifts of Illuma and how best to serve Hapollon IV. As such, they are very specialized in solar technology and warfare.
Empire Technology Specialisation: See above.
 
Empire Name: The Noble Technocracy of Jellin
Empire Type:
Empire Main Race: Gnome
Empire Race Politics: We are open to all gnomes and species deemed allies of the gnomes.
Empire Starting Technologies: ?
Homeworld Name: Jellin V (moon of the large gas giant Jellin I)
Empire Leader Name: The Occult Academy (we have no single leader rather the various academies, collages and schools work together to make day to day decisions on the planet. The Occult (meaning hidden knowledge not magic) Academy is the smallest and most important academy and therefore the supreme authority on Jellin and in the rest of the Technocracy.)
Homeworld Clima: Small but perfectly hospitable moon for life. That said the moon is very mountainous and arctic conditions prevail of much of its surface. The gnomes mostly live in covered cities or underground because of the arctic conditions.
Homeworld Defence: Jellin V is a moon but it is a perfectly viable planet as well. The Jellin gnomes have mastered quantum technology and use it to propel their spacecraft between stars, via quantum tunnellers or gates. Normally a quantum tunneller can only create and sustain a quantum tunnel large enough for spacecraft but on Jellin V a tunneller large enough for the entire planet has been built. It can literally teleport away from invaders but this requires inordinate amounts of energy and it can only be done once every ten standard years.
Empire Magic Politics: They view it as another kind of science so they use it in all pursuits. They particularly like using magic to augment other more normal sciences.
Empire Magic Specialisation: None but flexibility is always encouraged.
Empire Technology Politics: Technocracy. Guess.
Empire Technology Specialisation: Quantum physics, particle physics and adaptability.
 
Before i answer everything, i'd like to say a word to the people who have followed me through my previous NES'es: Thanks, Truly.

And now, its reply time.

@Milarqui
Simple, yet full of potential.
Good job =) You're signed up!

@Seon
Hmm... interesting.
Remember that the clima of your homeworld will greatly effect how your empire works in the begginning of the game, since with that little amount of land, your people will have to build alot of their buildings and cities underwater. You are aware of this i guess?
The Sword is a nice idea. Pretty imba, but yet, it's "double sided", so it works =)
Anyways, your'e signed up =D

@Haseri
Creative indeed! Good job with all the names.
A barren planet might not mean alot to the Kranoth species, but other races, like your slaves, might have problems with it. Races like the Seraphim are not fit for living underground, and they might be weakened and/or die.
With that in mind, You're signed up!

@NWolf
Ahai! Creativity! Too much! Too much!
But, yet a Really good job =)
I like the way you filled out the form as if it had been done by one of the kranoth ;) May the RP spirit live on!
Like with haseri, watch out with the undergrounding.
A good idea would be to colonize some nearby planets to keep all the "slaves".
And also: harsh climate can be alot of things, please specify abit =)
Aaand... youre NOW signed up!

@DE (MAN i love writing that XD)
Interesting... interesting indeed.
I smell both RP and game potential, wich is good, :evil:
Now, you too are signed up!

Great job with your applications everyone!
I can't wait to see how this turns out =D Now, abit of rules:

The game will work like this:
Every week is a turn. Once a new week starts, you may all post new orders for your empire, regarding construction, research, war, religious stuff, magic, and all the other things you might want to do things about. After posting orders, the rest of the week will be used to play out the effects of the orders. This might seem like alot of time for a single order (from each player), but i have a feeling that it will be nessecary. Example:

Seon orders his fleet to attack A unknow empire that has been sending small strike teams to attack his colonies.
I respond that his entire fleet has been wiped out, and that a sole survivor reports that the unknown empire is using shadow magic to annihalate their opponen'ts forces.
Seon Pleads his friend DE for help, since DE has a lots experiance with spirit magic, wich is a great way to counter shadow magic.
DE demands that Seon learns him how to build power generators out of L.K. Crystals, then he will help him.
Seon accepts (though certainly not with joy) and teaches DE how to do this.
DE moves his fleet to the system under attack by the unknown empire.
The unknown empire launches a full-scale assault at DE's forces, wich DE counters with a Spirit Magic-Amplified Laser volley.
Seon Strikes at the unknown empire while it is focusing at DE, and together they destroy their fleet.
On the battlefield, seon finds a almost intact battleship from the unknown empire, and as he boards it, he finds, OHMYGAWD A WEEK HAS PASSED!

That, is why i want the turns to be that long.
Ofcourse, it can always be changed in either direction.

Edit:
Ahai! Another application!

@Vertinari
Le gnomes! Le gnomes!
The game would not be complete without them =)
Like Milarqui's, your application is simple and full of potential.
A good job indeed =)
You're signed up!
 
WTH :p

Fine. Make it 65% land with many lakes.

And as for the sword...let'stake it takes a LONG time to recharge and normally gives the planet no protection.

That said. I may switch it for something like a tree.
 
Soo...any rulesets that you have in mind? :D

Edit: Nation description fleshed out
 
Empire Name: Empire of New York
Empire Type: Military, with strong desires to explore for new troops to fill the ranks.
Empire Main Race: Humans
Empire Race Politics: Humans form the core of government and is the leaders of the Armed Forces. Other races are welcome to live in the Empire as long as they agree to serve 15 years in the armed forces. Children are allowed citizenship when their parents join the armed forces.
Empire Starting Technologies: Actually, don't fill out this part. Starting Technologies will be given on Gamestart.
Homeworld Name: New York (Considered the capital of Earth)
Empire Leader Name: President Jonathan Lyons
Homeworld Climate: Terran, 30% Land/70% Water. (Similar if not exactly like Earth)
Homeworld Defence: The Home Fleet, the most powerful concentration of ships and space defense platforms. You would need a vast fleet to break through the defenses of New York.
Empire Magic Politics: Magic is forbidden in the Empire, only exceptions are for the Military and those who have permits to use magic.
Empire Magic Specialisation: Defensive and offensive military magic.
Empire Technology Politics: Technology plays a major role in the Empire, with the technological advances our military would be outdated and outmatched in all aspects of warfare. The bulk of the economy is pooled into the technological section so we can stay one step ahead of our enemies in the arms race.
Empire Technology Specialisation: Military.

Special Forces of the Empire of New York: These soldiers strike fear in the system and other systems with their ferociousness. They throw caution to the wind and strike hard wherever a line needs to be broken, and they always succeed, no enemy has ever survived a strike from this soldiers and lived to tell the tale. If these troops are given a deadline to reach a destination, such as 'be at point A in 5 hours' these troops will burn down a city just to make the deadline. They show no remorse about killing millions of innocents, in their minds, if they did not want to leave, they will not force them to. As a result, when civilians hear of a strike group approaching, they leave town. Nothing slows them down, nothing stops them, they will keep going until each one is dead or until they reach their objective. If trapped, surrounded or in a tight spot, these troops will not surrender, choosing death over life in prison, and as a result brings down as a many enemy troops as they can.

There is no known name for these warriors outside of the Empire, as a result the enemy has come to call them, Shadow Warriors. They strike from the shadows and retreat back. They rarely leave survivors and are damn near impossible to spot until they kill you.

The Empire, or more accurately, the War Council is the only people that know the real name, *Confederation Marines. These men and women are recruited from the best of the best, only humans, other races are not allowed. To make sure of no infiltration, each marine recruit goes through a lengthy inspection and strip search and each marine's background is constantly screened by hundreds of Intelligence officials. If a Marine is found to be consorting with the enemy, this Marine is immediately stripped of his rank, loses all medals, loses his command and is executed in front of his men on live television for the Empire to see and war immediately starts with the offending faction.

*The word Confederation comes from the Confederation of Nations, while the Empire of New York is the undisputed leader of the world, the world is still run by 100 nations, each run by a Governor. Each of these nations provide 100 marines from their armed forces for the Confederation Marine Corps each year. These marines are then weeded out from 100,000 to 30,000 to form an army and sent to a Camp to wait for further orders from Command.


OOC: I want you to know this is not really an UU in a sense, this is simply a story because I wanted to do one. If UU's are allowed then I will use the above as my UU.
 
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