DragoNES: Secrets of Darkspace

throws Lincoln clone at humans
 
Empire Name: Nephel Hold
Empire Type: Scientific/military
Empire Main Race: Nikolen
Empire Race Politics:Multiracial Politics
Empire Starting Technologies: Actually, don't fill out this part. Starting Technologies will be given on Gamestart.
Homeworld Name: Nephel
Empire Leader Name: Jonas Carack
Homeworld Climate: Mostly Aquatic Planet, With rocky Islands sticking up in patches, a relic of the ancient Mountain ranges from before the planet was flooded. the Planet itself is surrounded by a cloud of Ice and Rocky Debris, also remnants of the catastrophe that flooded the planet.
Homeworld Defence: The Rocky and Icy cloud is traversable only by highly trained pilots, and additionaly, is supplemented by a defense network consisting of Fighters and Laser cannons.
Empire Magic Politics: Magic is another tool to be studied and used.
Empire Magic Specialisation: Mind
Empire Technology Politics: The more the better.
Empire Technology Specialisation: everything.
 
since I have too much spare time:
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.
 
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).


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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...

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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.
 
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, the vu'tarb and the vu'vauxout to other lights in the sky."
Empire Technology Specialisation: Spaceship Building

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.
 
Empire Name: Telmarin Hive
Empire Type: Bio-Industrial
Empire Main Race: Kranoth
Empire Race Politics: completely homogenous, the Hive does not co-exist with other races. The entire planet is of single specie.
Empire Starting Technologies: ???
Homeworld Name: Telmar
Empire Leader Name: The Hive.
Homeworld Clima: Temperate global woodlands
Homeworld Defence: Stealth Cloaking
Empire Magic Politics: Largely utilizes them in raw material gathering and other various activities
Empire Magic Specialisation: Telekinesis (only Hive), Pyromancy, Telepathy (pretty much given), Mind Control (only Hive), Geomancy
Empire Technology Politics: Utmost focus
Empire Technology Specialisation: Shipbuilding, Architecture, Mining
History: In the beginning, Telmar was just like any other planets, thriving in bio-diversity, and the Kranoths were not Hive-minded, they were humanoid mammals. Millemia had passed and the planet was under serious threat of self-destruction brought on by global warfare. One of the tribes, called Grishnath, highly industrial, developed the Machine. Grishnath mass produced weapons of war and conquered the rest of the world save one: Telmar, religious and scholarly tribe. The philosophers of Telmar, in order to counter the warmachines of Grishnath, developed a novel technology. They called it the Overmind. Using their magic, the philosophers were able to separate the mind and the body of a Kranoth, unlocking the full potential of its species. The Body, as the millions of mindless drones of Kranoths were came to be called, was genetically engineered to form hard exoskeleton, sharp jagged fangs and scythes, wings for flight, unable to feel pain, hunger, or exhaustion, were the ultimate soldiers. And in order to control these monsters, the Mind was created combining the brains of three most renowned philosophers: Guru of Wisdom, logic; Guru of Dream, emotion; and Guru of Memory, history of the past. Despite technological advantages, Grishnath machines were quickly overwhelmed by millions of Bodies, and its population assimilated by the Mind. And in order to avoid another global catastrophe, the last of the philosophers gave up their minds and bodies as well, finally forging the true overmind uniting the entire species of Kranoth into a single Mind. Later, due to their insect-like appearances, they were come to be called the Hive.
 
Empire Name: The Noble Technocracy of Jellin
Empire Type: Tecnocratic
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 NameThe 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.

OOC: I think that's all the basic details done.
 
Empire Name: The Imperium Stella
Empire Type: Technomantic (The Imperium Stella seeks to advance far enough ahead of the other nations and act as protectors of higher learning and art. With the power they seek, the Imperium believes that it will be able to watch over a greater area than ever before and have the authority to launch a crusade if needed.)
Empire Main Race: The nation The Imperium Stella is mostly comprised of Seraphim but there is a sizable minority of Outlanders who long ago gained the rights to set up a city of their own on Aether.
Empire Race Politics: Both the Seraphim and the Outlanders are fairly open to other races but view themselves as slightly superior to the common masses of the others. However, they are more than willing to accept anyone who can prove their worth through skill or strength.
Empire Starting Technologies:
Homeworld Name: Aether
Empire Leader Name: Seraph leader (main character) Arch-Paragon Gwenivere Kosciuzko, Outlander leader (minority leader) Chancellor Daedalus Budarin
Homeworld Climate: About 1/3 larger than Earth, is unusual in the fact that it has a horizontal axis, making the poles in the East and West and the tropics in the North and South. is composed of 57% water, most of which is contained in the planet's fresh-water ocean. However, there are two large lakes in which the water is mixed with various minerals and not as potable. The land is composed of mainly jungles and rounded mountains in the tropics and changes to more barren and rugged terrain toward the poles.
Homeworld Defense: Long ago the Seraphim learned to create powerful explosives capable of completely shredding anything in a relatively small radius. Using this technology the Arch-Paragon commissioned the creation of the first planetary defense ring. Aether now possess five planetary defense rings. The first four are made up of different types of orbital mines packed very closely together yet made of transparent materials so as not to block Aether's starlight. There are very few spots amongst the mines where any type of ship could easily fit through (although personal fighters could squeeze through the minefields one at a time, they would have to go so slowly that they could be picked off). The few openings a patrolled by the Outlanders craft as well as Seraphim. The Seraphim, since they do not require ships to travel in space, can easily navigate the mines. The first four rings of mines are a fair way out from Aether as to protect the fifth ring if they were ever to go off. The fifth and final ring holds the planets satellites as well as a ring of defense stations designed by the Outlanders and housing their fleet.
Empire Magic Politics: Both the Seraphim and the Outlanders of Aether highly value magic and see it as a power that should be embraced and expanded to its full capabilities (whatever those may be). The Outlanders are more naturally adept but both races train their members extensively if they show promise and frequently share secrets with each other on how to control and apply magic.
Empire Magic Specialization: The culture of the Imperium cares little for debating which branch of magic is more appropriate than another, instead all magics are allowed and students are encouraged to pursue the area which they feel most attracted to. The only condition is the purpose to which the magic is applied. If a citizen repeatedly uses magic in ways that are of questionable merit they will be investigated and stopped. Traditionally since magic and technology were separated the most powerful advances have come in areas such as elemental manipulation and spirit magics as well as some darker endeavors.
Empire Technology Politics: Traditionally the Imperium has tried to keep magic and technology separate in major productions such as space and weapons advancement for fear of creating something unstable. This led to an equal importance being placed on the development of technology as magic. However in recent years specialists have been successful in creating a branch of the national research institution that deals with safely combining the two and huge breakthroughs are expected soon.
Empire Technology Specialization: As with magic, it has always been the merits of the application and as such most areas of technology have been explored. However, the areas which were historically deemed more technological than magical have seen greater technological improvements. These include construction (both planetary infrastructure and defensive installations) as well as heavy industry and computerization. Of course the Outlanders of Aether have also delved into space technology, both for their own needs to survive in space and to create large ships for command, cargo, and colonization ships (since the free-flying Seraphim take the place of fighters).
History: The Seraphim of the Imperium Stella were once part of a larger loose collection of Seraphim among the stars. However Seraphim of Aether split with the others over the use of magic and technology. The conservatives of the order saw magic as something that should only be wielded by a few, carefully selected holy orders and only certain types of magic should be allowed. Never should technology be corrupted by mixing it with magic. The conservatives pushed for a galactic purge of all the cultures who used 'dirty' magic and corrupted the purity of life. The moderates of the order resisted this purge and the idea was placed upon the shelf for future consideration. Then in the year -12Ae a Seraph was discovered trying to create a device which mixed magic and technology and she was exiled to the far side of the galaxy. Unforeseen by the elders several thousand other Seraphs supported her and elected to accompany her into exile. This group, referred to as the Fallen, finally established a colony on Aether. For centuries they lived in seclusion until the year 308Ae. The first warning was the Outlander refugees who begged asylum on Aether from a great war that had consumed their world. This turned out to be the purge that the Seraphim alliance had planned centuries before. The Fallen accepted the Outlanders onto Aether but set them apart as a lower caste and forced them to help defend the planet. As the alliance forces drove the Fallen back to the planet's surface they gathered their greatest mages of the Holy Orders and attempted to smite Aether with a giant beam of solar energy (one of the few areas of magic allowed to them). Realizing the planet would be destroyed, the Outlander chancellor gave his life to pull Aether's single moon out of orbit and smash into the planet's surface. This move destroyed much of the surface and many of the inhabitants of Aether died. However the planet was knocked out of the path of the energy. This collision is also the reason for Aether's horizontal axis. After creating such powerful magic the Holy Order was left weakened and forced to retreat. The Outlanders of Aether were granted equal rights and their chancellor was recognized as a true political leader. The Fallen have recognized talented individuals of other races as their equals but never has any other entire culture been granted this distinction.
 
When will you be back?
Soon
When is 'soon'?
I call all times soon.
-Voyage of the Dawn Treader
 
Allright! The starting tech-pools are posted!
You may now post your tech sheet. (a list of the various tech pools you've used points in. And also how many points ofcourse.)

NOTE THAT NEW TECH POOLS WILL BE FOUND DURING THE GAME! >=O
 
We are the Kranoth, call us as you wish.

We're advanced in following things:
Science spending

Space Travel: 1 (small spaceships)
Spaceship Building: 2
Weaponry: 2
Mining: 1
Colonization 3
Energy: 1

EDITED TECH SPENDING (REMOVED TERROFORMING, REPLACED WITH COLONZIATION)

We spent Total: 10 points on science.
Our decisions will help us to expand rapidly.
 
Alcadian Empire

2Energy + Fusion
2Crystal Forging+2 Arcano tech
2 Lasers + Weaponry
1 Spaceship building
2 Colonization+Terraformation
1 Mining
combining tech paths confuse me... Could you provide an example?

Do you mean something like this, or something like Northen Wolf's?
 
I'd reply more detailed, but for now:

Yes miguel =) its just the way to do it.
 
10 points
Space Travel: 3
Warp: 2
Spaceship building: 2
Energy: 1
Fusion: 2
so we can combine various pools? I agree with seon, an example is needed

With combining:
Space travel/warp: 5. Emphasis placed on both sub-light and interstellar speed, as well as Warp-sensors to detect incoming craft
Spaceship building: 3. Emphasis placed on light to medium Craft and long-range scout ships.
Fusion/energy: 2. Emphasis on Solar energy and collection, with lesser emphasis placed on Fusion Plants
 
10 points spent:
5 Crystal Forging
3 Spaceship building
2 Colonization
 
Empire of Tanael - Tech Pool
Bio-Tech - [3 Points]
Space Travel - [2 Point]
Weaponry - [2 Point]
Spaceship Building - [1 Point]
Warp - [1 Point]
Energy - [1 Point]

Combo Techs

Bio-Tech + Spaceship Building - Sentinent Ships (better control, manouverability, and best of all, they finnaly THINK for themselves. Within regulation of course, I don't need any spaceship mutinies.)
Warp + Space Travel - Warping Ports (Predefined space-travel routes which makes travel safer and faster, and more regulated. Kinda like roads, only bigger and in space)
Weaponry - Advanced weaponry (It's for combat.)
Energy + Bio-Tech - Biological Energy (Exploiting the hidden energy within the environment, such as trees, to make an effective and long lasting energy source)
 
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