DragoNES: Secrets of Darkspace

Dragonson

Back and Stronger
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Thread under construction.

Welcome to DragoNES: Secrets of Darkspace!

Spoiler Empire Creation :
Wish to join in? Well then! 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: Discuss starting Techs with GM.
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!

Races:
Humans: Its a human. Duh.
Pharaoh: Pharaohs are a rather new race in the Black Nebula. They are fast and cunning. Wich is a deadly combination against most foes. However, the only magic they can do is Spirit Magic (magics will be explained lower on the page). They are also, extremely proud of themselves.
Appearance: The Pharaos are tall and abit darkskinned. Their eyes colors vary between red, purple and blue.
Sylvan: The Sylvans have been in the Black Nebula for longer than the humans. In fact, theyre from the same planet. Theyre very earthbound, and are not happy about having too many colonies. Ironically though, they have the most advanced space travel technology, but are not willingly giving it to anyone.
Appearance: To make is short: Theyre elves.
Outsiders: The outsider are a resently arrived race in the Black Nebula. They have a extreme potential for magic, but are very fragile, and are 207% incapable of doing damage to anything other than cardboard through physical means.
Appearance: The Outsider look like humans, but there is something, dark about them. Even though they look like humans, their appearance is so pristine that everyone is attracted to them. No matter the race.
Dwarf: Its a typical DnD dwarf. Duh.
Cetra: Looks mostly like a human, except their hair color and eye color can be all the colors of the rainbow. Odd-eyes are common to them. They are brave, adventurous but their queer sense of humour often puts them on edge with other species. They are, however, likeable if they develop friendship with other species (and if you can get used to their constant pranks and sarcastic comments). They have high potential with magic, but not as much as the Outsiders. They are, however, usualy weaker but more swifter then normal human, and uses magic to augment their fighting prowess.
Appearance: Already Described.
Kranoth: Intelligent Insects. They are the most numerable. They form hive minds and are expert ship builders and soldiers (omg wall of insects) because of their complete coordination. Their magic users, however, are few as they can only generate 3-5 Ether fluid to feed their youngs which turns them into magic users.
Appearance: Already described.
Gnomes: The gnomes are the race that are most scientificly developed, even though the Sylvans beat them at space travel. They are fragile built, but has a big potential on magic.
Appearance: its a gnome. Duh.
Garganthan: They are a nomadic race (Wich means that they do not live in big cities, since they do not happily leave their home planet), often described as "brutish and violent". They stand approximately 2 meters tall and have a humanoid appearance, with long limbs and weathered skin. They also possess a single large slit-pupiled eye which dominates their greenish-tan foreheads. Abyssins do not take kindly to derogatory nick-names regarding their eye, such as "monoc," "one-eye," or "cyclops." They are quick to anger, especially when taunted or insulted. They are known to look for conflict and rarely show restraint. All Abyssins have the ability to heal quickly and to regenerate body parts, which leads to their belief that change is impossible, and as such they rarely stray from their home world. Therefore their technology on space travel is not to advanced.
Appearance: Already described.
Amanin: Nicknamed Amanaman in some regions, are large aliens that have long arms and a broad body. Their heads resemble a hooded cobra's head, but with a humanoid face. When travelling on planets they prefer to travel in the trees, using their arms to swing among branches, but their shapes also allow them to curl into a ball and roll at incredible speeds (droidekas! go!). They prefer to use swords and other archaic weapons instead of guns, but is galaxy reknown for it.
Appearance: Already described.
Nikolen: They look like humanoid with Octopus faces. They originally lived in deep sea environment with giant underground cities. These evantually evolved into giant floating cities, and then into space stations. Their watery ancestory actually helped them in space, and their orbital shipyards are reknown through out the galaxy. They, however, cannot survive on desert, although they can steal breath air.
Already described.
Seraphs: The Seraphs are well, angels. They look like humans but with big, white, feathery wings.
Their magical potential is almost equal the outsiders, and they are feirce soldiers that use energy blades as their main weapon. Their divine origin is questioned alot, but most races beleive that they are really "sent from heaven". They are the only known race that are able to travel and breathe in space without any kind of technology. All they need are their wings. And strangely enough: When they are in space, their flying speed matches the one of a spaceship, and their bodys can take it with no problems at all.
Appearance: Its a angel. Duh.


Spoiler Tech Startup :
The Starting tech system is pretty simple: Everyone has 10 tech points. You spend them in the various tech pools of your choice, and the GM (me) will give you starting techs based on your choices.
Space Travel: Things like teleportation, spaceship movement, and generally stuff that helps you move in space.
Spaceship Building: Hulls, Shields, stuff like that. Gnerally everthing that comes with spaceship building, as the name says.
Weaponry: Weaponry. Do you really need a explanation?
Arcano-Tech: A special kind of technology mainly used by gnomes. It combines magic and technology to create a large amount of diffirent stuff.*
Colonization: All things that help you make a planet colonizable, and also alot of things that help you keep livin' there.
Terraforming: It's terraforming.
Crystalforging: Forging crystals into various things might sound like something completely useless for giant space battles, but for those that wan't to use magic, this should be considered.*
Warp: Everything from Warp-Drives to Warp-Holes. Yay!*
Bio-Tech: Wanna' Cyborgs? Wanna' Giant Tree-Like Robots? Wanna' be able to stitch life together without running around in a robe made of leaves? Well, this is for you.*
Lasers: Lasers. Blue Lasers, Explosive Lasers, Bouncing Lasers, Lazers, Penetrating Lasers, Giant Non-Organic Space Squid Killing Lasers, Etc. You name it, this tech type's got it.
Energy: It, Is, Energy. Duuuuuuh!*
Mining: Helps you to mine stuff. Or maybee you didn't figure that out?
Fusion: It allows you to fuse things. Fusion energy? Maybe?*

There you go! This is the list of technologies that you may pick at the start of the game.
Though please note this while you pick: Tech Pools can be combined to acheive even awesome'r techs..
Example: Mining + Lasers = Mining Lasers.
Wrong Example: Bio-Tech + Crystalforging = Bio-Crystal Techforging.
For information of what bonuses your race has in the various tech pools, ask me.
Also, if you wan't a more detailed description on a tech pool, ask me. (though you might not get one.)

*Hidden Posibilities
It generally means that things are possible with this tech type that you might not get to know by simply reading the description.
(More Coming.)


Spoiler Building Startup :

Everyone gets 500 Dek to start up with. Any remaining Dek will be added to your "Treasury".

General Buildings
Barracks: Used to train pilots for various spaceships. Seraphi gets this for free, and in their case it is generally a training ground.
Cost: 80 Dek.
Ingame Tourns to build: 1.
Produces: Fighter Pilots, Stealth Pilots, Melee Soldiers, Shock Troopers,



Spoiler Magic Startup :

Magic Startup works just like tech startup.
Though, just one thing: Magic with red names is "Prestige Magic."
There will be no information about what they do here.

10 points to fill out in theese various magic pools:
Fire Magic: Fwoosh!
Water Magic: Splash!
Earth Magic: RRUMBLE! (Good for colonization!)
Air Magic: Woosh!
Anti Magic: Requires 2 points in atleast 2 Elemental Magics.
Binding: Allows you to bind one material to another, with almost no borders on wich materials can be combined. (Travinium bound into a human's flesh = Golem Perhaps?)
Communing: Allows you to commune with the spirits and etinities of the universe. Leads to Scrying.
Scrying: Requires 5 Communing.
Life: Wanna' be able to stitch the foundaments of life together? Well then, you have to wear this robe made of leaves.
Spirit: Though abit similiar to communing, spirit magic also allows you to summon various cosmic etinities to do your bidding.
Darkspace Energy: Requires 3 Binding, 3 In any elemental magic, and 3 life.
Battle Energy: Harness the power of battle itself as your ally in combat.


Spoiler Hero Startup :
Hero Name:
Every empire has a starting hero. Fill out this form to create yours.

Hero Race:
Hero Class: Assault, Commander, Engeneer, Stealth, Diplomat, Mage, Healer, Darkspace Chosen or Jumper. (Ask me for details on the classes. Though really, is it that hard to guess what they do?)
Hero Spaceship: Don't fill if hero is seraphic. Seraphi get 5+ Hero Ability points instead of a special spaceship.
Spaceship Special Abilities: Make up something fitting. I'l give feedback on it. I promise.
Hero Stats: Every hero has stats. For start heroes, you have 20 points to put in theese various fields.
Strength: How STRONG your hero is... duh. Outsiders cannot put points into this stat.
Intelligence: How easy your hero is at figuring things out. A high intelligence will result in the hero more often leveling up and learning new skills.
Dexterity: How dexterous your hero is. ^^
Fighting: Guns: How good your hero is at using guns.
Fighting: Melee: How good your hero is a using melee weapons.
Fighting: Magic: How good your hero is at ma... Do you REALLY need me to do all this copypasting?
Fighting: General: General fighting. For all your fighting needs.
Magic: Healing: How much healing magicks your hero has.
Magic: Stealth: Stealth magic. Lololol.
Magic: General: This stat generally increases your magicks.
Tech: Hacking: Are you a hacker? NO! Your HERO is!
Tech: Coding: 001001110 + 6
Tech: Sabotage: Enemies with exploding weapons, spaceships with no power, robots with no AI... All lovable.
Tech: General: This stat generally increases your technology skillz.

Heroes will learn abilities as the game rolls.
Some races has hero ability bonuses, but those do not count for starting heroes.


Spoiler Mothership Startup :
[Emptiness]


Spoiler Rules :

:health: and :yuck: works just like in civ.
:hammers: is workforce, the more you have the faster you build.
for every :commerce: you have you get 1 Galactical Credit (Or whatever i called it.) per turn.
:science: is how fast you research.

Spoiler Turns :

As you might already have read, one week, is one turn.
Every turn you will get income, resources and other things from your various buildings,
you will also need to pay wages to your workers every turn ofcourse, but that's another story.
Every turn you can (among other things) give orders to build various buildings.
Every building has a build time, though most of them will be built on one turn.
You can also order your various spaceships around, do politics, research and do other stuff.
Special event's might also occur, but don't expect one every turn.


Spoiler Valuta :

Ingame, there will be LOTS of diffirent resources to trade. Here's a list of the basics:
EP: EP (Energy Points) are generated from power plants and other stuff like that. Generally it is electricity, but you may call it whatever you wan't. The intergalactical word though, is EP.
Dek: Dek is the intergalactical valuta. There might be other valuta on the diffirent planets, but Dek is the one ýou will probably use to trade with each other.
Travinium: Travinium is the basic metal used to build spaceships and spacestations. 1 Travinium Point = 1 Ton Travinium. Travinium is very common, but is still a very valueable resource.
L.K. Crystals: L.K. (Lumos Kentaro) Crystals are a very precious resource that has many uses. L.K. Crystals can also be used to boost magic.

Spoiler Rules for Combat :

In DragoNES units have a "Unit Strength" stat, like in Civilisation.
Cobat is pretty simple, really. For every combat i roll a 6 sided die for each side. The Unit Strength of fighting units will then be added to their side's diceroll result. The side with the highest final result wins. The loosing side will then take the diffirence between their side and the other side's total unit strength as damage (Unit strength serves as hit points too, just like in Civ). Upon rolling a 6, another dice will be rolled for the side rolling a six, the result of this dice will be added ontop of the six rolling side's total result, and if ANOTHER six is rolled, then a third dice will be rolled, once again adding the result to the total unit strength. If THREE sixes are rolled, the six rolling side will win by default. Some units are immune to this (It's called Critical Strikes.), but apart from that, the only thing that can save you from a critical strike is DM intervention.



Spoiler Rules for Combat :

In DragoNES units have a "Unit Strength" stat, like in Civilisation.
Cobat is pretty simple, really. For every combat i roll a 6 sided die for each side. The Unit Strength of fighting units will then be added to their side's diceroll result. The side with the highest final result wins. The loosing side will then take the diffirence between their side and the other side's total unit strength as damage (Unit strength serves as hit points too, just like in Civ). Upon rolling a 6, another dice will be rolled for the side rolling a six, the result of this dice will be added ontop of the six rolling side's total result, and if ANOTHER six is rolled, then a third dice will be rolled, once again adding the result to the total unit strength. If THREE sixes are rolled, the six rolling side will win by default. Some units are immune to this (It's called Critical Strikes.), but apart from that, the only thing that can save you from a critical strike is DM intervention.

Ofcourse, tactics will also help determine the outcome of a battle.



Spoiler The Black Nebula :
dragonson.png


Spoiler Player Empires :

Spoiler Kyzarc: Conloach, Sylvan Exploration Empire :
Spoiler :
Empire Name: Conlaoch
Empire Type: Exploration
Empire Main Race: Sylvan
Empire Race Politics: Main-race focused. (less racist then most elves but still view most species as inferior. Some individuals of other species live here, and even achieve high posts in the goverment)
Empire Starting Technologies: ???
Homeworld Name: Dar Kaling
Empire Leader Name: Cian Naoise
Homeworld Clima: Earthlike environment with several terraformed moons.
Homeworld Defence: Massive field of small, solar powered laser satellites scattered throughout system in a sphere centered on the sun. There is an anti-warp/teleport field incompassing the entire system except at the various star ports. Massive computers and a large number of ansibles coordinate between the various satellites. There are sensors that can scan out to a distance of several light-minutes to detect incoming craft. Everything but the sensors are kept at minimal power until an unauthorized fleet is detected
Empire Magic Politics: Magic is good where useful. Utalitarian
Empire Magic Specialisation: Long-distance teleportation, scrying, and solar
Empire Technology Politics: Utalitarian
Empire Technology Specialisation: Scout specialization, long distance speed, mobility, Bell Continuum, Communication, long-term outpost-ships

Backstory
Spoiler :
Society and Government:
Split in two, with the planetary/official government being very liberal, with relatively few government restrictions, with the colonial/outpost government being more rigid. There is a socialized economy and a democratic government. Higher social status is given to people who contributed to the greater good the most.
The Colonial Governments are based around survival in a hostile galaxy and much freedom is given to the ship captains who compromise the sole source of defense. Each scout ship functions as a miniature society, with mixed-gender crews, a fully functional, if small, fabber, Bio-centers, magic-labs, brig, and highly developed defense systems. The captain’s word is Law, and must be obeyed.
The government has three branches: Reachtac (legislative), Dílthiul (judicial), and Teidhmeannach (executive). The Reachtac branch is split into the Planetary and Colonial councils, who separately make laws regarding places under their jurisdiction and jointly decide on laws affecting everyone. The planet-dominated Dilthiul branch presides over both branches and is resented by the Colonials. The High Thane, highest ranking member of the Teidhmeannach branch, has almost total control over foreign policy and is the most powerful individual in the government. This position is currently filled by Cian Naoche, a former ship admiral and first officer in the initial fleet that tried to protect Isolda. He managed to save over half the fleet from complete annihilation.
Military:
Small craft based. There are few Capital ships, the largest being Deirdre, but many long-range fighter craft and Scout ships. The scout ships can hold their own against bandits and are comparable in size and firepower to small Destroyers. All ships are capable of inter-stellar travel and all scout-ship captains are empowered as diplomats representing the Conlaoch.
Magic:
Magic is used as a defense against enemy attacks and for long-range scouting when ships aren’t available. Many parts of ships have been enhanced by magic to increase their effectiveness, engines sped up, shields strengthened, sensors enhanced.
Technology:
Speed, mobility, and initiative are held above all else. Speed to make for quick interception, mobility to decrease the effectiveness of enemy targeting systems and make fleets better able to strike where needed, and initiative to give that crucial element of surprise. For weapon tech: major emphasis is placed in Kinetic and Gravitic weapons, but some scientists have interesting ideas on what research into Bell Continuum theory could do to weapon tech. For shielding Gravitic and conventional shields are common. For energy Fusion plants and solar grids are used, at least until a cheap source of antimatter is found. Communication is primarily by Ansible for interstellar communication, and sub-ether radio for communication within star systems
History:
These Sylvan are a break-away faction from the main Sylvan Empire just prior to the end of the Sylvan War. The minority party leader, a Chronomancer named Epona, foresaw the oncoming collapse of the great empire and led twenty percent of the Sylvan to split off with a dozen star systems. The civil war caused by this were a major reason for the Sylvan loss in the war and nine of the star systems were utterly wasted by enraged Empirical forces. The defenses from the war are left standing and the last three systems are incredibly well-defended. With the annihilation of the original capital planet of the revolutionary government, Isloda, and death of Epona (she didn’t see it coming) the newborn civilization collapsed, each star system claiming to be the true leader. With each system’s defenses being ni-invincible for their time, the civil war became a war of attrition. Dar Kaling owns several “Fabbers”, massive robotic factories that can create almost anything to which you have designs, and so has been able to replace defenses much faster than its breakaway neighbors, leading to the two other systems attacking each other instead. Dar Kaling has spent the best part of a decade sending out scout ships and small, orbiting outposts to nearby star-systems. They have mapped out dozens of star systems and trade routes for nearby nations, including the broken remnant of the Empire.

Tech
Spoiler :
Space Travel: 3. Fast fleets both in and out of star systems.
Warp: 2. Interstellar travel, warp-missiles, warp-sensors
Spaceship building: 2. Emphasis on long-range light and medium craft. Scout ships are like mini-enterprises, with slightly fewer weapons and shields. Energy shields from Energy tech
Energy: 2. Solar power! Woo! Also energy shields, and tractor beams, so on.
Fusion: 1. back-up fusion reactors in case the solar panels stop working for some reason

Hero
Spoiler :
Hero Name: Cuchulain
Hero Race: Sylvan
Hero Class: Darkspace Chosen (Assault, melee specialist)
Hero Spaceship: C. S. Drustan
Spaceship Special Abilities: Large Scoutship, very-very fast. An experimental stealth field and has strengthened shields, weapons and engines.
Hero Stats:
Strength: 8
Intelligence: 9
Dexterity: 6
Fighting: Guns: 0
Fighting: Melee: 6
Fighting: Magic: 0
Fighting: General: 4
Magic: Healing: -1
Magic: Stealth: -1
Magic: General: -1
Tech: Hacking: 0
Tech: Coding: 0
Tech: Sabotage: 0
Tech: General: 2
A pretty vicious guy, brutal in combat and can go berserk if he gets too annoyed. Pirate Gentleman of leisure. With a sword. Wields a claymore into battle and has a personal body shield to protect him from projectiles. Plays the bagpipes.
Leads the more radical parties in the Outposts and is only nominally under the government's control. He leads a small armada of like-minded individuals. Popular folk-hero. Fought in the Battle of Isloda and boarded the Imperial navy's flagship, the Bricius. The Bricius disappeared after the battle, only to reappear months later at Dar Kaling, with the only survivor being Cuchulain. He looked the same on the outside, but a strange new tattoo was apparent on his face and his entire demeaner changed to something more akin an animal. He leaves on long solo scouting expeditions to the border of Darkspace, searching for something.
(think Jack Churchill if you know your WW2 history. No relation to Winston)







Spoiler Solar System Libary :
Solar Systems will be added as the game proceeds.


Spoiler Situation :
[Emptiness]


Spoiler Technology :
[Emptiness]
 
yay, I beat Seon this time!
 
"Badges!?! We ain't need no stinkin' badges!"
what do badges do?
 
They used to give awesome stuff such as items or prestige classes back in M&ANES.
 
LOL kyzarc, you beat me while winston distracted me... :(
 
Oh and: All those who are still interested in playing: Post your empire sheets (finalized) in the thread. They will then be added to the list.

MAKE SURE THEY ARE AS YOU WAN'T THEM!
Upon posting them in this thread, they are locked, and any changes will have to be made IN GAME.
 
Empire Name: Conlaoch
Empire Type: Exploration
Empire Main Race: Sylvan
Empire Race Politics: Main-race focused. (less racist then most elves but still view most species as inferior. Some individuals of other species live here, and even achieve high posts in the goverment)
Empire Starting Technologies: ???
Homeworld Name: Dar Kaling
Empire Leader Name: Cian Naoise
Homeworld Clima: Earthlike environment with several terraformed moons.
Homeworld Defence: Massive field of small, solar powered laser satellites scattered throughout system in a sphere centered on the sun. There is an anti-warp/teleport field incompassing the entire system except at the various star ports. Massive computers and a large number of ansibles coordinate between the various satellites. There are sensors that can scan out to a distance of several light-minutes to detect incoming craft. Everything but the sensors are kept at minimal power until an unauthorized fleet is detected
Empire Magic Politics: Magic is good where useful. Utalitarian
Empire Magic Specialisation: Long-distance teleportation, scrying, and solar
Empire Technology Politics: Utalitarian
Empire Technology Specialisation: Scout specialization, long distance speed, mobility, Bell Continuum, Communication, long-term outpost-ships
 
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: Normally, things that have to do with keeping life and healing. Much control over the elements, but the Seraphim abhor Death Magic.
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: In Space, they favour the creation of powerful Space Stations and Power Armours for their fighters (the Seraphim, for some reason, can't have actual spaceships). In Land, they use their great knowledge to terraform planets and make them more livable to the Seraphim, Humans and Gnomes that live in the Empire of Tartasia
 
Empire Name: Tanael
Empire Type: Religious/Military focused
Empire Main Race: Sylvan
Empire Race Politics: Fascist, A.K.A. focused on the Sylvan race (Elven stereotypes). They do accept races which bring advantage to the empire, such as trade agreements, alliances and such.
Empire Starting Technologies: ?
Homeworld Name: Salasar ("Planet of the Race")
Empire Leader Name: Emperor Rayne the Copperheart
Homeworld Clima: Jungle-climate, leaning towards sub-saharan temperatures and lushness. There are a few exceptions though, including various "stains" of deserts that dot within the immense jungle area. There is also a bit of water supply, which are also dotted around the planet as lakes. The only water-mass that qualified as a sea is where the city of Tanael is.
Homeworld Defence: Code-protected atmosphere (a forcefield does not let any ship without the codes input into it's data inside the planet). Any intruders without the codes and break the forcefield bubble are notified by they're location, and drone squadrons are sent to destroy them.
Empire Magic Politics: They view magic as sacred, but only under the regulations of the empire. Only sylvan magics are acceptable.
Empire Magic Specialisation: The Tanaelan sylvan population usualy master nature magics, controlling the environments.
Empire Technology Politics: The empire focuses on new technology, but also accepts sylvan traditions mixed with those technologies. State of the art military technology is the main focus on technological advancement in the empire of Tanael.
Empire Technology Specialisation: Travel efficiancy, to improve outer-system and inter-planetary trade and provide speed and travel logistics advantage to ships. The empire is also efficiant at creating space-travel warp gates to create travel routes and make travel safer and faster. There is also a prominent military industry in the imperial regions, producing advanced weaponry and military tech for troops.
 
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 1/5th 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.. Cetra is also very adept at using geomancy, light, and shadow magic.
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.
 
This is also my subscription post. :D
Empire Name: Karakkis Imperetat
Empire Type: Mago-technological
Empire Main Race: Outsiders, as time progresses, perhaps more magic-users or tinkerers.
Empire Race Politics: Naturally focused on Outsiders, but only because of lack of contact with other races. Not xenophobic.
Empire Starting Technologies: Waiting for gamestart.
Homeworld Name: Karakkis; A massive gas giant that rotates a medium-sized yellow star. The gas giant is the only planet in the system, and only has to share with an asteroid belt. Its one small moon is unexplored as of yet. The Outsiders, for the most part, live in floating city-ships in the upper level of the planet's atmosphere, and enjoy the moderate climate therein. Some Outsiders have ventured deeper, but all that rests at the center of the gas giant is a large crystal of unknown materials surrounded by a sea of practically useless ethane and methane.
Empire Leader Name: Tamnis, Strastvoi, and Kratkoe; These three most powerful mages make most of the decisions, but if it will come down to some kind of empire-changing decision, a metaphysical or magical ballot is fairly simple to organize. In case an empire-wide vote comes about, it overrules the opinions or wants of the three head mages.
Homeworld Clima: It's a gas giant.
Homeworld Defence: Due to a very low (nonexistent) instance of contact with other species, they only have a shield surrounding the planet. Stops stray asteroids and comets, but I don't know what that would do to incoming vessels.
Empire Magic Politics: Magic is just about everything. The Outsiders are too weak for anything else.
Empire Magic Specialisation: Living on a gas giant has given them considerable insight to the workings of the winds, and has given them insight into the nature of higher-gravity bodies. Wind and Gravity augmentation magicks, if that's acceptable.
Empire Technology Politics: Technology is not frowned upon, and is somewhat encouraged, but technology can do little that magic can't, in the eyes of Outsiders.
Empire Technology Specialisation:99% of tech developed has to do with space travels. Metallic outer shell with a magically enhanced inner compartment. If technology in the Karakkis Imperetat didn't have magic as a companion, it would be comparable to industrial revolution tech here on Earth, I think.
 
noone wants humans? :(
 
Humans are slaves :borg:
 
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