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

thomas is right.

You can send messages through the guilds- they travel between planets a lot- it would take awhile to get any message answered though (minimum 6 months)

a bulk freighter is a signicant asset. Its also, without an escort, a liability.

The league will sell you a ship and eventually you might be able to make your own (but one one should not be able to start the game making new ships- most of the ships are left overs, in bad repair, from the grand republic- including 90% of the guild and church ships). There's like 4-5 shipyards in the known worlds- one would be owned by the imperial fleet and be located on errovus secondus and the others would be either church or league.
 
Oh KF- i forgot the last question:

"How could someone get to a new star-system"

Each jumpgate is attuned to specific jumpgate destinations. when travelling through a jumpgate you need 'jump coordinates' (or nothing happens). Jump coordinates are like keys and like a new tunnel through space. So you have jump coordinates to get from, lets say, Assimov to Errobus Secondus. But you don't have jump coordinates to get to Holy Erruvus, Leagueheim or Stigmata.

Now, presumably there are computers left from the grand republic days that have stored jump coordinates and who knows maybe the jump gate in, say, Clarke, has other destinations accessible if you had the right jump coordinates... what would happen if you opened a new jump destination? Would you invite a second front against the symbiots? would you find an unihabited world of massive resources and abandoned technology? would you find other men and women trapped in their own set of planets trying to find stuff?

What if someone on another system opens a jumpgate and its destination is your planets?
 
I'm so glad we have this pre-thread. i realize i have lots of stuff that i take for granted and is not very clearly explained. hopefully there will be lots of up-front investment in the story and world but once we get going it can be based mostly on player interaction and story.
 
great- hey- you did 3D modelling of ships right? still got any of those around?

linkY?
 
great- hey- you did 3D modelling of ships right? still got any of those around?

linkY?

yah, I did.

I don't have that many uploaded right now, but, as soon as I get back to my computer at Mcgill, i'll be lgad to upload what I have/make some for you.

Spoiler art I did for Infinity :

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anything you like among those?
 
the last two are totally cool... i especially like your rhino-class cruiser...
 
By the way Immy, to comply with NES naming convention how about ImmacuNES as opposed to Immaculate NES? :p

Also, are we limitted to just two assets at the start of the game?
 
Given the discussion on assets, perhaps I should clarify what I think my spaceport is for the benefit of myself and everyone else.

I'm pretty much assuming that a true bulk freighter cannot land on a planet, and for that matter virtually no spaceships can. There may be some small, fast, and rare people/mail transporters that can go atmospheric, but I'll ignore those.

Anyway, not being able to land on a planet creates problems for freight. How do you get resources up and down from the surface? There are probably a few answers to this. Going down you could just let gravity do the job, but for obvious reasons I think we can assume this is rare at best. Space elevators are possible, and perhaps they even exist on some planets, but the most likely solution is to use something akin to the space shuttle. A ship with limited atmospheric and spacegoing ability, but a decent payload and reusability.

The issue with this is that there would be a natural bottleneck, since these surface-to-space (STS) ships would only be able to do so much at once. I'm again making an assumption of the great size of the planetjumpers, but reading between the lines that's probably not a terrible one to make. Anyway, the bottleneck to get to the surface means that there has to be a place for freighters to either sit and wait to be unloaded, or (more likely) for them to dump their junk into temporary orbit, get reloaded with stuff *already* in orbit, and fly away.

This area, and the assorted support structure (loading/unloading tugs, comm equipment, and probably some or all of the STS ships) is what I'm calling a space port. Note what it's not; it is not a place to create ships, or even to repair them, although there is probably some small capacity for the latter. It might be possible, and even likely, to expand the port into a construction facility as well, but in my mind that might not be likely. The port would be pretty high traffic, and having a ship just sitting in the way would be inconvenient. I'm thinking that the trade port would normally be located in opposing orbit from potential shipbuilding facilities, and that serious maintence would be routed away from the port.

Feel free to draw your own conclusions as to what such an asset is useful for.


Back to questions - one big one that no one's asked yet. What are the powers of the Regent? I think it's pretty obvious what the appointed staff can do, but the Big Man himself is a little sketchy. Is he basically a temporary dictator? Simple political figurehead? What orders can he give, to whom, and can he ensure they are carried out?


EDIT: nice pictures, thomas. @Kol: depends on what you mean by assets; as a major power, you can have up to two economic and two military, but I've been assuming that the total effectiveness of having one to start would be the same of having two. In other words, taking a second toy means the first one gets weaker.

EDIT2: and yeah, Immac, you should definately go with the proper naming convention.
 
bulk freighters can land on planets (and do). many ships cannot (archangel and seraphi class space-fighters)... a ship has to have 'landing capacity' which is rare on combat ships but common on transports.
 
So the reagent, the imperial garrison, the imperial fleet and the imperial eye will all have their own fiefs, their own stats and their own assets (which should start out significantly higher then your own noble house’s stats). When you assume the seat of reagent or commander of one of the imperium’s forces, you assume those fiefs, stats, and assets. They don’t become the property of your house or anything but you do get to spend them/deploy them as you see fit.

Reagent probably has the least capacity (its mostly political with a bodyguard and a huge bureaucracy) but then if you are reagent you get to assign the other imperial commands (including one to your own house if you want).

A note on this—you still only get as many actions as normal so you can’t actually take as many actions on your house’s behalf but then the line between the good fo the imperium and the good of your house might blur- I mean- maybe those imperial eye spies suddenly start focusing on your backyard’s rebel forces – that’s good for the imperium right? Maybe the piracy problem you are facing around your shipping lanes gets the attention of the imperial fleet- I mean- that’s important for the imperium right?


I am happy to answer any more problems if this isn’t clear…
 
i trying to create an atmosphere of backroom deals and petty rivalries, etc.
 
yeah well orange- even if they can land on planets- is it economically viable? or is it better to just hand that stuff over to a local noble house with an old but working grand-republic era space elevator who can land/launch resources for much cheaper?
 
The House of Holy Gate

The House of Holy Gate are a Noble House, but also a denomination within the Orthodox Church which follows the teachings of Saint Sabel. These teachings focus most specifically on the Book of Sabel, which details the Saint's epic journey through Hell to return her people to the world of the living, culminating in her tragic self-sacrifice to allow them to escape the forces of the Devil. There are some rumours of some members being indoctrinated with other, ''lost'' books written by the hand of Sabel after the Bannor had escaped, but most acknowledge that these rumours as mere misconception caused by insufficient study of the scriptures. After all, everyone knows Saint Sabel was killed by the brutal pack of hell hounds that had pursued the Bannor throughout the later part of their journey.

Some claim that the noble families of the House of Holy Gate can trace their ancestry back to the heroic Bannor themselves. However many doubt the truth of this, and claim that even if it was true the bloodlines are by now so watered down with the ignoble and treacherous blood of lesser human races that the distant Bannor heritage of Holy Gate counts for little in the modern day.

Regardless, the stories of the proud, if ceremonial, Bannor Ancestry live on in the fiefs and families. Most written documentation besides the religious scripture of the Church was destroyed during the Soul Wars and later catastrophic events, so the exact historical accuracy of the stories is perhaps debateable. However much of the clergy vouch for the Bannor's great struggle, single-handedly defending Errovus from horde after horde of demonic forces, vanquishing, in turn, the Fire-Orcs, Undead, and finally the hideous monstrosities known only as ''Syrii''.

Perhaps the most favourite story in the hearts of the people is the legendary epic known as the ''Purging of Veherra Sublime''. This is the story of the Bannor preparing a great armada of ships, and sailing their blessed armies half way around the world to strike the unsuspecting ''Buzzing Island'', named after the peculiar buzzing sound of the flies which permanently surrounded the inhabitants of the island. A battle of epic proportions ensued between the Bannor legionaries and the demonic Syrii, and legdend has it that in the heat of the battle, Saint Sabel herself returned from the dead in the form of an Angel to lead the assault on the fleeing cow-men. Once the resistance of the enemy had been broken the Bannor army marched inland, and personally put to death every last Syrii, burning their settlements and the surrounding forests to the ground. This is believed to be one of the primary causes of the ''Soul War'' after politicians associated with the ''Alliance of South Edsunland'' and the ''Coalition of Errovian Servants of Hell'' declared the purging of evil to be unacceptable ''genocide''. Regardless of such precise and insignificant details, one more race of demons had been destroyed, and an insufferable buzzing sound had been firmly extinguished.

The Legends of Bannor inspire a sense of near fanatical faith and loyalty in the serfs of Holy Gate, who perform the ancient tales in the form of drama at every major festival.

The Holy Gate has always been a close ally of the Church, aligning closely with their policies regarding heretic sciences and space exploration. The Noble House itself is commanded by a small number of influential families, who nominate a ''Patriarch'' to decide the overarching policy of the Holy Gate. The Patriarch rules for life, or until each of the families is in agreement that he or she should stand down. The current Patriarch is one Michelos van Hersula, an influential politician and devout religious leader.

The most influential families within the Holy Gate are the van Hersula, Valaeda, Peortovir, and Trovoskea families, to which many of the most prominent members of the Holy Gate belong.

The House of Holy Gate is based on the planet of Incillla, where they have large-scale farming and commercial fishing operations. The Holy Gate also possess a smaller number of fiefs on the planet of Clarke where they process oil, this is largely exported to Incilla and Errovus Secundus, where Holy Gate has a small Enclave used for diplomatic operations.

---

Assets and Characters to come.
 
thinking about it more- a large bulk freighter would probably need a special cradle to land into and have very specific weather and atmospheric conditions as a prerequisites- if it could load and unload in orbit, that would be easier on it... so big transport things like food/water/ore/etc is probably done like that and smaller things like electronics, wetware is probably landed directly in a smaller hauler with easier landing capacity.

very large ships are probably not nearly as stable in gravity as smaller ones. sorry- i'm not too much of a sci-fi nut so i have to think about these things... i guess thats why we have a pre-thread.
 
more shameless theft only barely edited to make it acceptable for use here:

And so what to make of the jumpgates? Beloved of the Pancreator; way stations of Evvis Pirates and Symbiots. Windows to a thousand paradises and gates whereby demons can emerge from nighted hells. Tools built by unknown hands, bearing the virtues of Holy Erruvus and the vices of Leagueheim indiscriminately.

Much has been written of these structures since their discovery in the dim eras before the Diaspora. Nobles, priests and Guilders alike have acted, if for no other common purpose, to understand these artifacts, at once utterly enigmatic and completely essential. And yet all the known worlds’ collective efforts have gone for naught; the gates are as much of a conundrum now as they were millennia ago. Who created them? For what purpose? What logic behind the intricate web of stellar leaps? Ah well, perhaps it is the Pancreator's will that they should remain a riddle.

The gates themselves hover in the astral night at the very edge of our reach, orbiting only those blessed worlds best suited to our kind and ignoring the inhospitable giants of gas, the melting molten balls of metal, the frigid airless rocks, evidently those which the Pancreator desired us to claim for Him. However, just as the Pancreator requires His servants to prove their devotion through earthly works before He deigns to allow His angels to bear their soul- sparks to salvation, those who would dare the jumpgates must first free themselves of their planetary ties, traveling to the fringes of their worlds through the harnessing of often recalcitrant spacecraft. This journey to the gate itself can take as long as a fortnight, during which the travelers are at the mercy of pirates, rival houses, Void Krakens and a host of other horrors. One indeed needs the favor of the Pancreator even to attempt such a trek.

Perhaps the gates are indeed the work of the Pancreator, simultaneously allowing humanity to carry His message to the stars and instilling Everyman with a much-needed sense of humility; for I personally aver that it is impossible to approach one of these structures without a sense of awe evoking itself in the witness. Certes the approaching traveler, viewing the vast metallic ring decorated with images of aquatic tentacles and deep-sea cities, hovering in the void like a hollow moon, and I use this simile deliberately, for many jumpgates are indeed of lunar proportions, becomes consumed with a profound sense of humility, as she can do naught but tremble before one of the universe's greatest works and most fundamental mysteries. Nor is this wonder diminished when, awakened by the call of the star-pilot, the gate begins to throb and pulse, and luminescent orbs play up and down the arcs of the metal hoop, and the entirety of the inner circumference is litten with a lambent rainbow radiance, as if a sun had erupted new-formed from the abyss.

And so the gate, newly roused from slumber amid the silence of the void, awaits its passengers as the leviathan anticipates its meal of krill. Of the gates' inner workings, few know much save the heathen Transcendantals. Of their operation more is understood. These gates mystically connect disparate tapestries of space, allowing a traveler to enter the glowing portal at the heart of the jumpgate ring and thereby "leap" across vast cosmic distances in a matter of mere months.

The time of travel, for the traveler, remains the subject of heated conjecture; most travelers agree that a jump, while not precisely instantaneous, transports the users across vast gulfs over a period of mere seconds at most. What, then, transpires during those moments of bodilessness, adrift in an incorporeal state? And why has the Pancreator choosen to break the otherwise unbroken passage of time for those that travel thusly?

Most enlightening are the epistles of our Most Holy Zebulon, who himself was a student of the jumpgates. In his writings he often speaks of the peculiar "ephemeral" state of the jump, and about its relationship to both the Pancreator's Empyrean and those hells housing the dwellers that wait between the known cosmic gulfs and the Outer Darkness (which is to the void we know as the dinosaur is to the gecko).

In the end there is little more that can be explained, and so the jumpgates remain as they have always been: monuments to powers greater than we can hope to explain. I add only that vigilance is critical; for the jumpgates are the bridges to celestial and infernal powers alike, and in this treacherous age it would serve us well to monitor closely what sorts of beings travel freely in our midst.
 
You know, Kol, I do feel kinda bad that my Sidar apparently failed in their determination to help the Syrii. I guess in the end they just decided to skip town back through the Gate... hmm... I wonder if that's still hiding away on Errovus... and whether it could tie into the Jumpgates as well.
 
The other potential link is that of the zombies and the symbiots... they seem similar- but then the symbiots chased the cephalods to erebus so they must have existed before the zombies.. and then the symbiots are still around now so they exist after the zombies- its not like its a linear one thing became the other- and yet- there are similarities...
 
q-q-q-q-QUESTION! You mention in the main thread that all the current species of the universe are distinct species and not capable of interbreeding; is that a new development, a blatant but well-enforced Churchly lie, or judicious retconning?
 
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