Immaculate NES II: Emperor of the Fading Heavens (pre-NES thread)

okay- can't say i really knew you so...

EDIT
I hope this isn't because i forgot to mention the rajenites two posts ago when i listed current players. it was a good house- short lived- i might use them as an NPC house if i don't have 12 PC minor noble houses.
 
MAPS!

The Known Worlds

Hubbard
Spoiler :


Hubbard is a land of harsh giant mountains with little vegetation and harsh weather. It is also a land of immense mineral wealth.

It is the only planet to have been invaded by the Second Symbiot contact though it is now thought to be clean of the parasites. Unfotunately, this secondary contact has seriously damaged the infrastructure and population of the planet and most colonists have only returned here in the last 40 years.

Hubbard's jumpgates provide access to Errobus Secondus, Arrakis, Leagueheim and Stigmata, making it a crossroads of sort.

eastern hemisphere
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western hemisphere
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Asimov
Spoiler :


Asimov is accesible only from the jumpgate of Errobus Secondus (though in times past its jumpgate did access other worlds). Generally the world is covered in thick jungle, though there are exceptions, most notably the poles.

Asimov required considerable terraforming (especially the atmosphere) by the Grand Republic to make it liveable and thus it colonization is last of all the current planets of the Known Worlds. Asimove retains much of its exoticness; many of its plants and animals are found only here and many are very deadly. A number of guilds and houses have attempted to develop medicines and biochemistry form Asimov's plant and animal life and many have succeeded.

While Assimov's terrain allows for extensive growth of wildlife, introduced species have not fared well and farming remains limited. This has severely reduced the capacity of the planet to supprot colonists and as such, noble houses with major populations here are prone to famine and hunger and often find themselves spending their funds on importing food and other resources from the guilds.

eastern hemisphere
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western hemisphere
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Clarke
Spoiler :


Clarke is land of cold rocky islands in the midst of constantly stormy seas. Remarkably the seas are extremely low in saline content and would largly freeze over around many of the islands if the storms did not prevent it. Despite this bleak descriptor, it is a land of remarkable resources. The seas are very suitable for major aquafarming and fisheries and the islands often hide significant ore deposits. Lastly the seafloors hide many potential oil fields.

During the Symbiot wars the waters of Clarke were extensively infected by the body-snatchers and wars here were a brutal affair fought by specially outfitted navies and divers. Descendents of the veterans of Clarke's reclamation have much to be proud of.

Clarke has jumpgates to Arrakis and Incillia and no direct contact to Errobus Secondus.

eastern hemisphere
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western hemisphere
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Arrakis
Spoiler :


The desert world of Arrakis is a dry desolate plain stretching for seemingly ever and yet it is broken and divided by a mulititude of large lakes, rivers and flood plains. While the desert sands are harsh and inhospitable, areas with good water retention are extremely fertile (and indeed many of the staple crops of Errovus origin have been successfully introduced here) and can easily develop large population centers.

While the sands hide few mineral resources, there are signicant oil fields throughout the planet.

Arrakis is accesible from Clarke, Hubbard and Errobus Secondus

east
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west
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Incillia
Spoiler :


Incillia is a land of beautiful boreal forests and long cold winters with plenty of snow. Despite this, its inhabitants do fairly well. Farming is concentrated around the equater but produces significant amounts of food for its more densely populated centers here. Away from the equater farming gives way to hunting and trapping the population density drops considerably.

Fishing is also abundant and commerial fisheries are run near the equater while smaller scale projects are popular in colder climes.

Mineral wealth is good though the relative youth of the planet precludes the existance of massive oil fields.

Incillia is accessible via Errovus Secondus, Leageheim and Clarke.

east
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west
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The modern noble houses do not hold jump coordinates to errovus, leagueheim or stigmata.
 
Please edit your submissions to indicate where your faction makes its home... 5-8 major cities with about 2-5 million people (includin outlying areas) would be appropriate for each major noble hosue with about 1/4 of those numbers for a minor noble house.

thanks.

glad to see the interest developing and all the great ideas being submitted.
 
Permission to join?
If so then:
Spoiler :
House Minor Quin
Location:Asimov
Major Cities:
Lan: Capital, second city on western hemisphere. Center of commerce. Spaceport and Farmers Guild are located here
Vader: Mountain stronghold. The Monks are trained here.
Denari: Home of a dozen research labs and religious temples. Pretty small.

Assets, Military:
Jungle Patrol. Highly trained jungle soldiers. Very, very nasty in combat. Don't fight them in the jungles (unless you have a great deal of agent orange). Like a highly trained version of the Viet-Cong.
Monks of Vader: Martial arts specialists. Kung-fu at its greatest. Mostly pacifistic, but will fight for House Quin if needed.

Assets, non-military:
Spaceport: Source of all interstellar commerce for western hemisphere
Farming Guild: main source of food

Characters:
Lord Nereus: Head of house and bearer of scepter. Lead the planetary fleet against a small ilithid invasion fleet, not a particularly large or well-led one, but this victory was enough to give his family House Minor status. He leads both the House's Church and the House's scientific branchs, which leads to some conflicts.
Lord Adrastos: Son of Nereus. Leads the Jungle Patrol, and the rest of the military
Lady Eirene: Wife of Nereus. Trained as a Monk and is runs the House's commerce

Research: Mostly Biotech, emphasis on farming and medicine
Magic: even mix between Thaumaturgy and Theurgy

did I forget anything?
 
Argh. I like none of the planets :(.

Playing in Asimov or Hubbard may be nice though.

Problem with them being: Asimov: lack of jumpgate to other worlds: no trade
and Hubbard: Mountains and Bosssheaom (:p).

...reserving Hubbard just in case though.
 
DE's scaring me. Going to Incilla. :p

Characters:
Ludenard Akatas: gray eyes, black hairs, and more than 6 feet tall. He is an imposing figure in House Court and bears one of the sceptres. He possesses large intellect for science, and is a popular leader.

Dante Labis. Muscular brute.SMART muscular brute. He possesses impressive build and are skilled with many of the weapons. Although he knows his way around weapons, technology, and commanding, he is not skilled in backward politics, and thus unable to break loose from the Akatas. Not that he seems to want to anyways.

Ubertino Mercator: very, very wealthy. He possesses many friends within the league. He is generally loved by the people of the city he lives in.

Hades Jomon: Head of the Jomon family. Many of the other noble family fear him. Known to be highly trained in martial arts and for being highly loyal to Akatas family.

Alexia Ashford: Head Matriarch of the Ashford Family. She is sharp, buisness like, ambitious, and deadly smart. Rumored to be Ludenard's love interest, although she denies all rumors. She currently lives in more recent fiefdoms of Koriate House to help development. Rumors say that this is because she does not wish for there to be a scandal between Ludenard and herself. This rumor, however, is probably false.

Ozwell Akatas: the adopted son of Ludenard. He lives in Errovus Secundus and has proven himself to be quite a diplomat. And a shrewed buisness man.

Location: Eastern hemisphere of Incilla is in this house's control. The cities are all found near the Equator, with towns and fortresses spanning to the north and towards the south.
 
Spoiler :
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Possible enclave positions according to the Avestites. The exact position will be PM to Immac, the rest of you will just have to track me down.
 
Looks good KF but i would appreicate a bit of history :)
 
Thanks for reserving my place Immac. I'll get my house in asap. First I will need to read over the previous NES and refresh my mind a little, but I will try to have it sent to you by tomorrow or the following day if that's ok with you.

EDIT: And I take back what I said about the screenshot maps, they actually look pretty good :).

Think I'll take a spot on Incilla somewhere by the way.
 
Some more planets:

Errovus Secondus:

Spoiler :
Though a relatively small planet, Errovus Secondus is vastly overpopulated, so much so that terraforming engines must be constantly employed to maintain a breathable atmosphere and clean seas. The planet itself is the first to have been colonized when mankind reached space and as such it contains precious few resources any longer.

Importantly, it is the home to the imperial throne and the imperial garrison, fleet and eye all maintain a large and protective presence on this world.

While much of the population lives at the relative cores of the various continents almost all the coasts are made up of 100s of miles of brimy swamps which are constantly flooded by the rolling seas.

Errovus Secondus seems to constantly be in a state of almost-collapse as it food and energy production are in flux. If it were not for the taxes of the entire known world being funneled to this planet to maintain the imperial government and throne, this planet would have long-ago collapsed upon itself.


Holy Errovus

Spoiler :


We are children of the Diaspora, seeds spreading the Celestial Light’s truths hither and yon across this bleak cosmos; and so it is fortunate that we may still gaze longingly, across the night skies of a thousand worlds, toward the stellar madonna that nursed our species to adulthood. She may still be seen, though she too has ebbed in the manner of her celestial sisters: yellow Sol, beacon blazing all the more gloriously in her faintness.

I can still remember the exercise that every seminary student had to undergo beneath the watchful eye and ready cane of the chartophylax. I remember myself as a lad, reciting those hoary names: Mercury, Venus, Errovus, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto. And though I was born amid the fields of Arrakis, separated from my race's cradle by unfathomable gulfs, those simple names permeate me with simultaneous longing and serenity.

Or rather, I should amend, one name among them. The other eight planets are little known to me, save as words to be recited: orphan waifs of memory. Erovus, though: third planet from the sun, that superficially undistinguished sphere on whose meadows and fields, forests and mountains, eons past, the Celestial Light chose to smile...

Ye who peruse this humble work, ye are a scion of that third planet, no matter what star shines upon ye now; and so I challenge thee, can ye read of the mother-sphere without shedding a single nostalgic tear? Do the ancient names, Eesunlun, Terral, Shwalan, Averlan, Altheriol, fail to tug your thoughts ever so faintly, across unimaginable gulfs of time and distance, toward that lone and flickering star?

Take heart: For though we have been weaned and grown and matured, and finally left the ancestral nest, as all children do when they have entered adulthood, do not imagine that we have abandoned Errovus to the abyss. No, the Church has sanctified her as Holy Errovus, and if Erruvus Secundus is the regal queen of secular power, then Holy Errovus is the aged but honored matriarch overseeing the disposition of our souls.

There are, of course, those who interpret much too literally the Church's reverence for the natal soil. These "geomancers", byblows of an Eskatonic garbling of Book 23 of the Omega Gospels, would uphold the planet itself as some sort of sentient dominion, even going so far as to pay it worship and invoke its blessing in magical formulae. This is clearly false: Do not the Omega Gospels speak of the Celestial Light's "single and supernal godhead" and warn against false idols?

Nonetheless, no planet, not Clarke or wondrous Assimov, does the Church hold in such reverence, and so Errovus has been given over to Holy Church, the better that those who love her might preserve her beauty forever. And this task her curators have accomplished admirably: Terra has been transformed into the idyllic garden sphere of her youth. Her continents are lush with flowering shrubs and aromatic pines, her monuments have been restored and weathered against the elements, and no planet is as radiant with cathedrals praising the Pancreator's bounty.

This is not to infer has Errovus been left entirely destitute, a revered but purposeless astronomical obelisk, in our quest for the heavens. On the contrary, over two billion faithful still walk close to the Celestial Light's timeless blessing. Errovus is a garden, yea, but a living garden, one complete with industrious and contented denizens happily going about their works, treading the very soil, sowing the very fields, plying the very streams that their ancestors trod, sowed and plied in the dim eras of time's beginning.

And so naturally, as with any garden, the Church must faithfully prune the grounds, encouraging the Celestial Light's flowers to bloom while uprooting the weeds and poison toadstools, and in so doing suffer nothing to spread beyond its preordained bounds. Just as a dutiful son would never enter his mother's house with mud soiling his boots, so the Church must safeguard lest prodigal children bear to Errovus some alien sin, some occult taint from the far reaches of outer space. Thus, the Church sternly but wisely forbids all the scions of this honourable world, but the holiest from returning to Errovus, save through the vicarious auspices of winecups and melancholy songs.

Certain agitators, ignorant of the Church's wisdom, decry this regulatory policy prohibiting homecoming. Their anger is understandable, but ultimately foolish and misdirected. They must realize that the Church's sapience on this matter exceeds their shortsighted needs. They must accept that humanity, as children of the Diaspora, needs must pay their penance in the void before returning triumphant to Errovus, not as dutiful children, but as conquering spouses. Yea, only when all is cleansed, when the race is reunited under one banner, when the Symbiots and the Kappa and the Lost Evvis and the unbelievers from all across the stars and all the other servants of the hells have been purged in celestial flame, only then may humanity return as one brotherly congregation and repopulate the seat of origin, and lift their voices to the immaculate heavens in exaltation of the Celestial Light's work.

And so I adjure those who dissent: Turn thy tongues from ill speech, but go amid the heavens, and rest ye not until your humble star, your verdant planet of genesis is universally acknowledged as supreme in the Celestial Light's esteem, until the Kappa, the Lost, and the warlocks themselves come one and all to pay tribute amid the nurturing soil of Holy Errovus.


Stigmata
Spoiler :

When the evvis (ie- elves) opened the jumpgates to Stigmata after the first Symbiot invasion they unleashed a terrible evil upon the world for, in their short-sighted search for wealth and power, they open a gateway to a renewed Symbiot invasion. The symbiots managed to infect Hubbard but by then the church knew how to fight them and employing theurgy alongside the soldiers and fleets of the Emperor, managed to fight them back to the jumpgates, purge Hubbard and trap the Symbiots in Stigmata.

But the Symbiots would not be so easily beaten. They launched a counter attack upon the orbiting jumpgate of Stigmata and very nearly broke through. Only the sacrificial deployment of 'Belial's Fire' fission weapons by the now beautified St. Cleary prevented a third invasion. Surprisingly, despite the explosion of a nuclear bomb of this scale directly in the vicinity of the jumpgate, Stigmata's jumpgate was not destroyed. It did however lose it oribital stability and was pulled from the heavens by another invasion of symbiots. The stigmata jumpgate now lies in a shallow dust-filled crater in a lifeless land of rock and darkness.

Stigmata is home to the majority of the Imperial Garrison including the Manifest Light Legion, the 2nd, 3rd, 5th, 6th, 7th, 9th, 11th Legions, and the Scions of Zahl (a Brother Battle Legion) as well as the majority of the imperial fleet. There job is simple; they must protect the jumpgate from renewed invasion by the Symbiot hordes.

As a result of the battles on this planet and the extensive use of Belial's Fire fission weaponry, nothing grows for 1000s of kilometers around the jumpgate and those soldiers which are sent there must constantly protect themselves from the miasma that comes from fission weapons.

The source of Symbiots on Stigmata is a matter of debate. It is clear that they do not use the downed jumpgate to access the planet and no other jumpgate is known to exist. Some say that Stigmata itself is a breeding colony while others say that the symbiots are able to travel there using conventional space travel.

Without stigmata, there would be no Known Worlds and it is only through the bravery of the soldiers who fight and die on this bleak and darkened planet that we live to breathe today.


Leagueheim
Spoiler :

Another smallish planet that suffers from overpopulation, Leagueheim is covered by a single city that has sprawled to cover all the landmasses. While the planet is run by the gnomes, the majority of the population is human.

No other planet in the Empire can claim to have as many technological wonders as Leagueheim. No other planet can claim to have politics as vicious as Leagueheim, either. With several hundred guilds represented on the planet, anything can - and does - happen. Here anything that can make someone a firebird is legal and already being done. Still, discretion is the key word here. No one wants the Inquisition ruining the fun.

Every guild in existance has a headquarters here, many are only here and nowhere else. The massive unregulated race for resources and wealth has stripped the planet of its vitality in the short time of its existance and now there are many "Pollution Zones" that dot the world - sites of abandoned factories that are too polluted to be habitable. The world suffers from severe global warming due to excessive pollution.

Access to Leagueheim is a closely guarded secrets and only licensed guilds have the jump coordinates to reach this small dying planet.
 
I'll take a spot on Incilla, somewhere. I'll put it in my Background when I create a proper History for the house of klorin
 
People, 3 Major Noble House family onthe same planet is very uncomfortable, you know.
 
thats fine actually - they're entire planets after all.

also- your fiefdoms don't all have to be on one planet- you can split them between planets. (by fiefdoms i mean cities)

lastly, think about where you want your major characters to be located. Do you have a character on Errovus secondus or not? On which planets will they start?

Remember that your actions/projects in this game will be based on your characters- only characters can perform actions so if you want them to hold diplomatic missions then they should be on errovus secondus. if you want them to adminster the development of new fisheries, then they should be in one of your coastal cities. if you want them to manage a new research project then obviously you will need to situate them appropriately.
 
Oh ok that's interesting. Is there a limit to how many characters we can have? Is it just the people who have a voting rod, so 3 per major house and one per minor?
 
No you should have about 5-6 characters for a major house (4 minimum) and about 3-5 for a minor house (2 minimum). guilds and sects should have 3-4 also (2 minimum).

For the major houses only those with sceptres will be capable of actions/projects (in game terms) and the others are for color and story development or to replace those that die. If you lose sceptres then you will retain 2 actions at a minimum. If you gain sceptres so that you have more then 3, you will be capable of one action for each of your BONDED sceptre-holders (bonding a sceptre takes 20 years)

For the minor houses one character will have a scepter and they will be capable of taking actions/projects and the one other character (the same one every turn until he/she dies or is incapacitated) will be capable of actions. If you lose your sceptre you retain 2 actions. if you gain sceptres you can take a number of actions equal to your BONDED sceptres.

Guilds and sects also have 2 actions/project-capable characters. if they gain sceptres then they will be capable of actions equal to the number of BONDED sceptres they hold.
 
um...
Spoiler :

The house was formed three generations before Lord Nereus, immediately before the Coming of the Trancendentals. The founding Lord, Orion, had fought for House Decados and suppressed several peasant revolts for them. He was granted initial House Minor status for this and was on Asimov when Bear, Decados's main planet, was burned by an unknown House. His perceived failure caused a mental breakdown and he became increasingly paranoid. He devoted his entire house's income to the training of the Jungle Patrol and sent numerous regiments to join the fighting on Stigmata, this almost led to financial ruin. His son, Lord Zephyr, inherited House rulership when Orion died mysteriously in the night. He saw how bad things were going and he spent the remaining thirty years of his life trying to save his House from ruin, including the pulling back of the soldiers on Stigmata and creating the great spaceport in Lan. When his son in turn took over, Lord Nereus, the House was able to take control over several cities, including Vader and Denari. He led the successful defense of the planet against a small Symbiot invasion and became fairly popular among most residents of the planet because of this. His son is leading the Jungle Patrol on various missions at pacifying the "barbarian" tribes, scattered Survivalist camps that inhabit Monerean, the main continent. His wife is living on Errovus Secondus negotiating for increased food shipments. His daughter, a disciple in the Eskatonic Order, is in training at the monastery in Vader.

Monks of Vader: Off-shoot of the Brothers Battle who train in the mountains and jungles to become resistant to the many diseases and poisons there. Not as skilled in hand-to-hand combat as their cousins, they're almost immune to the worst nature can throw at them
Lady Iole: Monk in training and disciple of the Eskatonic Order. Training in Vader
 
Hmm... I'm tempted to be a trade guild since my Sheaim seem to be taken care of. Oh well, I can't just abandon them.


Minor House Tsedeq
Spoiler :

Origin:
After the Soul Wars a sect of the Sheaim people sought redemption in the eyes of the Church and cleaned themselves of inequity and demonology. This noble house sought to purify their dark past.

Current
The new House Tsedeq has had thousands of years to accomplish this goal and now is closely bonded to the Church and through that loyalty, the peasantry are extremely loyal as well.

The Capital city of Refuge is located on a storm bitten isle on the world of Clarke, where it boasts one of that world's only stable space ports.

Nearby islands hold fisheries, aqua-farms, refineries, and the occasional secluded monastery funded by House Tsedeq. There are also rumors facilities on the ocean floor, which supply a great deal of oil and other exotic things.

Families
Bel-Laga- The Head family of Tsedeq, has traditionally been the most faithful to the Orthodox Church, and privately funds its own monastic retreat on Clarke.

Kazab- A bit simpler of a family, though still influential, they rule a fief on Clarke and concern themselves mostly with fishing. Fishing is a huge industry on Clarke, so they have quite a bit of financial sway, but it hasn't seemed to puff of the heads of the Kazab.

Oreb- This family is a bit more flamboyant, and wealthy, as they run Tsedeq's oil interests on the seabed of Clarke. They are regarded as solid businessmen, and unreliable at most anything else.

Tormah- This family is almost entirely based off-world, as the Clarke Tsedeq's supply a great deal of Errovus Secondus' food in the form of fish and aquatic vegetation. This family handles the small private shipping contract with the League from Clarke to Errovus Secondus, and as such is the most diplomatic of the families.

Mirmah- By and large the quietest of the families, many of its members join the various Orders of the Church, in a seemingly even spread. They do not own their own fief, but live in Refuge and maintain good standing for the House with the Church.

Characters-
The naming convention for the Tsedeq goes as follows: First, Family, House

Sasha Bel-Laga Tsedeq- This mid-thirties woman has managed by guile and skill to put herself on top of first the Bel-Laga family, and then the entire House Tsedeq. Remarked as a beautiful raven-haired woman, she studied under the Blossoms of Mercy for a time, and while ruthless in maintaining her power, she has a kind streak towards the serfs, and they love her for it. She is devoted to that sect of the Church, but maintains loyalty towards all the church.

Dram Oreb Tsedeq- A clever younger man, every financial project he touches seems to turn to gold. While politically conservative, and by far the greediest member of the entire House, he is not a -bad- man. But he usually earns a baleful glare from more reserved, and devout, member of the House. He is known for wild parties, and wishing that he was on a more lively planet.

Baladas Mirmah Tsedeq- A very orthodox man, he serves as the House priest in Refuge. He provides a great deal of wisdom to all the Tsedeq families despite his young age. He is very devout and is known to retreat into quiet contemplation at the monastery for days at a time, but he is always ready to offer advice if needed, if with a bit of annoyance tossed in if his meditation had been interrupted.

Mortimer Tormah Tsedeq- An older gentleman, Mortimer, or Morte as he prefers, is the head of the Tormah family and the diplomat for House Tsedeq on Errovus Secundus. As the most important member of the family the farthest from the rest, Morte is the Scepter-Bonded. While he has a charismatic personality, years of fishing on rough seas has left him with a scarred, battered look, and very old, hard, eyes. On Errovus Secundus he faithfully attends both Eskatonic and Orthodox services.


Assets-

An ancient Freighter used for to haul fish and energy to Errovus Secundus

Oil stations and refineries- The riches of Clarke are Energy and Fish. House Tsedeq exploits both successfully for the enrichment of the Empire.


How's that for a minor house Immac?
 
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