Imperium Offtopicum: The Great Abyss [Sign-ups and OOC]

Extreme WIP.

Species Name: The Silthar Union
Main Species: The Siltharim
Species Description: The Siltharim are a species of humanoid reptiles, the tallest standing at 2.67 meters. Each one varies in appearence, although they all share the same body shape and composition. Siltharim are highly imperialistic and aggressive when dealing with outsiders, although to each other they are peaceful, seeing no reason for fighting another member of their race when hundreds of other races exist across the universe
Biological details of your species; strengths, weaknesses, etc. Does not apply if playing as some sort of cybernetic species. The more descriptive, the more you benefit.
Homeworld Details: Description of the biosphere, environment, and climate of your species' homeworld. Like above, the more descriptive you are, the more you benefit.
Species History: A history of your species from beginning of sentience to present. Like above, being as detailed as possible can only help you.
Technology: Briefly describe what sort of technology your species utilizes to do things such as colonize, fight, etc. I'll give you leeway on the descriptiveness here. Note, you can't be too advanced. See below.
Location and Color: Save the grid map and put a dot on where on the grid you want to be. Post coordinates along with it, plus a color.
 
I'll give this till Friday. My hope is that I'll have at least ten players but I think I'll start with a minimum of eight. I have 6 applications assuming the two human applicants have a backup, so it shouldn't be hard if we just get two to four more.
 
Oh my IOT got an NESer's attention! How exciting! :D
 
The Stabilizing Directorate of the Hlur-Baiheen

Species Name: Hlur-Baiheen (Also known as Singers, Whistlers, Chirpers)

Species Description: A crude layman’s description of them would be to call them tree-climbing clams, perhaps mentioning their delicate feeding frill, expanding like a fan from their body, or their five gripping tentacles. To speak with more detail, the Hlur-Baiheen could be best described as arboreal molluscoids. The center of their body is a two-part shell, protecting their brain and viscera. Extending from the crack between these two armoured plates are a sticky frill and five tentacle-like limbs, each terminating in a ‘hand’ with two fingers, an eye, and a small talon. The frill is used to capture aerial plankton, while the limbs are used for climbing and fine object manipulation. Hlur-Baiheen are genderless- each one releases spore-like gametes, which fertilize the eggs of their downwind neighbours. Thus, adult Hlur-Baiheen are able to constantly produce a large number of offspring, which are capable of living independently from a very small size. Young Hlur-Baiheen will know only a single parent, thus creating a pyramidal social structure. Hlur-Baiheen possess a pneumatic musculature- that is to say that they expand and contract their muscles by pumping air in and out of their sac-like muscles. They also use this pneumatic system to communicate, forming a spoken language from a series of hums, whistles and burbles. The Hlur-Baiheen place great pride in their voices, to the point where their name for themselves translates directly to ‘The Singing Animals’.

The physiology and history of the Hlur-Baiheen has given these beings a distinctive outlook on the world. The physical capabilities of the Hlur-Baiheen are unspectacular. They are swift climbers, but poor walkers and swimmers, and their shells provide them with a decent degree of protection from damage. They have keen senses of hearing and smell, while their infrared ‘heat vision’ is somewhat less developed. Mentally, Hlur-Baiheen are of average intelligence. They possess a keen sense of spatial awareness and a knack for physical problem solving, and are good at small-scale group coordination. Their memories are strong and clear, and their vocabularies are immense. However, they often struggle with various abstract concepts, such as the idea of fiction, and are unfamiliar with dishonesty, or masking their intentions. While filial loyalty has been strongly ingrained in their culture since the very beginning, much has changed since the development of the first treetop villages. Many centuries, or even millennia, of life in a zero-sum, population-limited universe has given them a very keen sense of the value of many things, including lives. Thus, life, like many other things, is viewed as a commodity. Due to the nature of their reproduction, romance is alien to the Hlur-Baiheen. However, emotions equivalent to platonic love can exist between unrelated Hlur-Baiheen, and strong friendships have been formed on the basis of past loyalty, or mutual admiration for each others’ achievements.

Homeworld Details: The Hlur-Baiheen originate from an earthlike world which they call ‘Seeoo’, notable for its particularly dense atmosphere. It is roughly as warm as the earth, although the denser atmosphere causes the average temperature range to be smaller. This soupy atmosphere is rich with aeroplankton, microorganisms sailing on the heavy winds and air currents of Seeoo. Before the advent of Hlur-Baiheen civilization, the planets major continents were covered with massive forests, although these have today been replaced in their entirety with buildings, for habitation and aeroplankton capture. Most animal life on Seeoo roughly resembles the Hlur-Baiheen. Five-limbed, shell-skeletoned creatures swim the oceans, walk on the ground, and soar through the skies on wings and parachutes. Creatures with endoskeletons, vaguely similar to earth vertebrates, exist primarily in the oceans, where a few grow to titanic sizes. Today, almost all native life on Seeoo has been supplanted by the Hlur-Baiheen and their infrastructure, and very little remains of the wild planet that once existed there.

Species History: The Hlur-Baiheen are the descendants of organisms resembling scallops in basic form and function. Their distant ancestors moved onto land millions of years ago, adapting a portion of their gills into a large extendable feeding frill, and changing a few of their peripheral tentacles into muscular limbs. The specific clade that included the Hlur-Baiheen moved into the trees to feed upon the rich abundance of aerial plankton that exists on the world of Seeoo, and it was here that intelligence developed. To maximize the effectiveness of their aeroplankton hunting techniques, the Hlur-Baiheen developed social behaviour. They grouped together in trees and organized themselves into elabourate group traps, protruding their fan-like feeding fringes out into the open air in order to capture the aeroplankton. Ultimately, sociality led to tribalism and war, as different family groups competed for prime territory. Over time, some of the more intelligent Hlur-Baiheen developed textile technologies, building artificial nets to capture food. This served as a rough equivalent of the human discovery of agriculture. The Hlur-Baiheen, for the first time in their history, had the time for more than just feeding and singing. With an abundance of food came the opportunity for leisure and experimentation, and the development of increasingly complex tools of wood and stone. Ultimately, voyages down onto the ground (previously a place of terrible danger) led to the discovery and subsequent development of metal tools.

Over time, tribes became nations, and nations became empires. Great artificial structures came to tower above the declining forests. The cities burgeoned as the natal trees of Seeoo were burned for fuel. Grand membranes stretched between these monumental edifices to capture vast clouds of aeroplankton, providing nourishment to the teeming masses. These were grand and heady years, and in this age of growth came the development of the fundamentals of modern Hlur-Baiheen culture. However, it was not to last. The ‘Singing Animals’ at last grew beyond the means of their world to provide for them. As their population ballooned to tremendous heights, aeroplankton stocks began to stutter and fail, and the territoriality of the Hlur-Baiheen, which had been severe since ancient times, rose to a feverish extreme. Terrible wars ravaged the surface, leading to the use weapons of tremendous power, nuclear and otherwise, which were wielded liberally by the surviving powers. Hlur-Baiheen civilization reached its nadir, and the world of Seeoo nearly felt silent.

However, it did not die altogether. The Hlur-Baiheen were not rendered extinct by their foolishness, though they were rendered more wise. The survivors united- or were perhaps forcibly united by- a new government, a Stabilizing Directorate which enforced strict order over Seeoo. Resources were split evenly amongst individuals, and the population (after it had recovered to near its pre-war levels) was forcibly capped to avoid the catastrophes of the past. Brutality and heavy coercion were used, necessary evils to ensure the ongoing stability and sustainability of Seeoo, and the survival of the species. Technological development resumed, and the terrible war machines of the Hlur-Baiheen were converted to a more constructive purpose, carrying the first of their people to the stars.

While the Hlur-Baiheen were quite late to begin their space program, the focused efforts of their homeworld ensured that development was swift. As they escaped the confines of Seeoo, the Hlur-Baiheen found new worlds, and new resources. In space, they have come to realize, there is wealth, and opportunity. Thus, Hlur-Baiheen have begun emigrating in great numbers away from their homeworld, rapidly colonizing an expanding sphere of systems surrounding Seeoo. These colonies are wild places- free from the stifling hand of the Stabilizing Directorate. While austerity rules the homeworld, on the frontier, the laws are loose. Resource exploitation runs rampant, opportunity beckons to alland the population is free to grow naturally. Of course, this practice is not without its faults- uncontrolled growth inevitably leads to the repetition of history on all Hlur-Baiheen worlds. However, the species-destroying war is no longer necessary. Once the planet’s carrying capacity is met, a brief period of strife precedes the establishment of the Stabilizing Directorate, and the end of the first era of that planet’s history.

Thus, modern Hlur-Baiheen civilization is bipartite. It is fundamentally stable on its core worlds, but wild and lawless on its frontiers. On the ‘complete’ core worlds, terraforming is finished, and the Hlur-Baiheen population is held at its stable maximum. From each of these planets emerges a constant stream of adventurers, constantly and necessarily spreading the influence of Hlur-Baiheen civilization. Exactly what will happen when the Hlur-Baiheen encounter another sentient species remains to be seen.

Technology: Physical engineering and biotechnology are the most advanced of the Hlur-Baiheen sciences. These are used heavily during the terraforming of planets, with orbital shades and mirrors being used to alter the surface temperature, and carefully engineered viruses being used to annihilate native ecosystems, before their replacement by carefully-designed ecologies more similar to the native life of Seeoo. Superluminal travel has been developed into a reliable technology, although it is still improving. Hlur-Baiheen weaponry varies, depending on the context. Against their own species, they generally make use of conventional explosives and mass drivers, while against other species, they do not hesitate to use genocidal viruses and planetary immolation. However, the relative peace that has existed since the establishment of the Stabilizing Directorate means that weapons technology has generally been underdeveloped.

Location and Color: You may place Seeoo wherever you would like- the Hlur-Baiheen didn’t get to choose where in the galaxy they evolved. ;) For a colour, I would like a light orange or pink, whatever looks better on the map.
 
Species Name: Pokemon
Species Description: Several hundred species of creatures, many of which have at least limited control over several elements (and an affinity for one or two), led by a collective of the most powerful, intelligent, and typically psychic Pokemon. The leaders are unique in that they cannot breed, and therefore are the only ones of their specific species.
Homeworld Details: Earthlike - many biomes to support the various species.
Species History: later
Technology: Most Pokemon can survive extremely well with just their natural abilities, but some have built machine bodies for themselves. Psychic types can generally do whatever a machine can with their mental energy, including space flight.
Location and Color: somewhere and rainbow

this is seriously just a placeholder
 
I'd rather not have literal Pokemon in space but I'll give you the benefit of the doubt because I'm such a nice guy and will wait for you to flesh it out into something that makes sense for this setting as it seems you have intention to judging from the NES-IOT thread.


Anyways I think we have enough to go on to begin with Update 0. I'll get started working on it officially Friday or Saturday night(I am busy for most of the both of those days.) at the very least I hope to get update 0 up by Monday or Tuesday at the absolute latest.
 
My glorious vision will sweep the world off its feet because it knows Low Sweep.
 
preliminary sign-up will finish tomorrow after i get home

Ysigath

Position: (R2, K6)
Color: Green

Physical Description: The main body of the Ysigath is long and serpentine, with six tentacles sprouting from the forward half of their body. The body is covered with a thick, solid skin, not scales as in terrestrial serpents. A typical specimen is approximately twelve feet long and two feet in diameter at their thickest point. The Ysigath move in a slither, and when not actively moving somewhere can rear on their back, "standing" several feet tall. Their tentacles have both sensory and manipulatory ability. While an Ysigath's tentacles lack the degree of fine motor control displayed in some other creatures with fingers, they are very strong, and able to apply large amounts of force around an object they twist around. The average tentacle is about four feet in length.


Biological Description: Ysigath are able to digest both animal and plant matter, but have a predisposition to carnivorous sustenance. Ysigath are warm-blooded.

work in progress


Government Description: work in progress


Technology Description: Ysigath have a unique and intuitive grasp of non-Euclidean geometries, and they often exercise this in their constructions. Their architecture features angles that are both obtuse and below 90 degrees at the same time, as well as spaces that are larger or smaller than they would appear. Parallel lines that intersect, triangles with more than 180 degrees, doors that lead places that shouldn't be there; all are common features of Ysigath construction.

work in progress

Historical Description: work in progress
 
The Lauran Empire

OOC: I chose to do a country which is tier 6 tech level (industrial era), that cool? I thought it would be fun to have one species which didn't start in the space age.

Species Name: Sepheran, Sepherans

Species Description: Sepherans are an underwater species, who live on the ocean floor, under intense pressure, in a cold environment with little light. Physically Sepherans are gelatinous, with five tentacle-like limbs they use to move rapidly along the sea floor, or to swim in open water. Due to the unprotected nature of a Sepheran's body, thick clothing has been an integral cultural and survival component of early Sepheren societies. They primarily use their sensitive outer layer to detect with intimate detail the vibrations and movements of the water around them - which is also their main means of communications - using different patterns and orders of waves. Omnivorous, Sepherans were adapted with their intelligence in more ancient times to hunt in packs as well as move rocks or other objects to get at rarer non-poisonous plants which grew under them. Sepherans undertook huge projects of agricultural cultivation on the ocean floor to produce these foodstuffs, though many in Sepheran societies now advocate for more sustainable floating farms at higher oceanic altitudes. While Sepherans are blind, they do posses powerful senses of taste, time, acceleration, proprioception, and a less useful and less powerful sense of hearing. Their gelatinous bodies allow them to live at lower pressures, so long as they make pilgrimages to higher pressures (closer to the sea floor) on occasion to regain musclar strength to hold their bodies together - Sepherans muscles can completely atrophy, making them helpless victims of overheating and starvation without recuperation from sufficient water pressure.

Homeworld Details: The homeworld of the Sepherans, Obos, is a small and dense rock planet, about the size of Mars, though due to its density, is a planet that has a gravity between that of Earth and Mars. No moons orbit Obos, though from the planet's surface several other planets in the solar system (all bigger than Obos itself) can be seen easily at night. Obos orbits a luminous white star, still quite young. The planet's surface is defined by two massive but separate oceans and one very large lake, disconnected by an irregular and skinny bridge of land, which only forms a sizeable continent in the northern polar region. Most of the planet's underwater geography is of the flat abyssal plains the Sepherans are most adapted too, split up by long trenches and massive mountainous mid-ocean ridges, as well as dotted with abundant underwater lakes, which house the main organic material Sepherans have historically used in construction. Because Sepherans reside at the bottom of the ocean (and also amplified by the density of the planet) there is a significant mineral wealth which Sepheran society has been endowed with, and it has been a key factor in determining the success of empires and the locations of initial industrialization. Deep planetary mining has also been speculated as a potential area of resource conflict.

Species History:
Spoiler :
Sepheran history is usually divided based on the exploratory period, on which part of the planet was being explored by the dominant imperial powers of the time. Most people refer to these periods as the first, second, third, fourth, fifth, and sixth eras.

In the first era, the first agricultural societies emerged in rocky but fertile areas where the particular plants Sepherans prefer to consume could be grown - these areas were well protected from the attacks of still nomadic Sepheran tribes which roamed the ocean floor, and these protected societies thrived to eventually enter into the second era - that of exploring higher sea levels, including the mid-ocean ridges.

The first imperial system emerged during the second era, the Ioboa Empire, which was able to explore beyond the immediate ridges and trenches of its boundaries, landing colonies around the central part of the Great Ocean (the largest and main one, separated physically from the other ocean and the largest lake on the planet by the aforementioned skinny landmasses).

The third era, long after the fall of the Ioboa Empire, is designated by the first settlements at higher oceanic altitudes, where explorers discovered revolutionizing new animals and plant-life, enhancing the nutrition and wealth of many countries. Without a strong history of invasion and re-invasion (with the major societies well protected by rock formations), Sepheran society never possessed a strong slave system, and these colonies were developed only over a thousand years of slow migration and occasional scientific breakthroughs, until the fourth era.

In the fourth era, the Great Ocean's main peoples, the Laurans, Tarlins, and Carroa, the three main colonial powers who'd funded the third eras’ upper altitude exploration, were faced with an unprecedented attack. A culture never known to any of the people of the Great Ocean descended from land; they were Sepherans who'd developed the exploratory ability to cross the space above the oceans, the heavens. They called themselves Jeem, and modern historians now know they existed in the large lake on the planet, which had been isolated from the Great Ocean only a few thousand years ago due to tectonic movements. The Jeem were aggressive in the higher altitudes, and their imminent threat to the heartland forced the creation of a new Ioboa Empire (which was in reality merely a confederate alliance of the Laurans, Tarlins and Corroa) which painfully adapted its society to the new technologies of the Jeem, and through sheer numbers and size, was able to regain many of the higher altitude colonies after hundreds of years of bitter conflict.

Land travel was rough and dangerous, and no permanent settlement could ever be made in "heaven" (the overworld), and the Jeem were safe from any kind of invasion, for the time. The Jeem's lake was situated to the south of the Great Ocean, and it was a very difficult trek from it to the other major ocean on the planet, whereas the Laurans were situated more northern and eastern, and their technological levels allowed their people to visit for the first time in history, the other ocean. This is considered the fifth era. This completely new and free land, without any Sepheran inhabitants (due to millions of years of total separation), which the Laurens settled over several hundred years almost exclusively, allowed them to become the global hegemonic power, fuelling an enormous industry. While the Laurens were the first and most successful colonizer of this new world, the Jeem, Tarlins and Corroa settled what they could, and each possessed their own notable economies, though much reduced comparatively.

Starting in the fifth era, but taking the most significant advance in the sixth era, came a globally sweeping industrialization and mechanization of the economy, of warfare, and of society, that the people of Obos now live today in. This is the era of exploration and exploitation of the heavens, the overworld, though no permanent settlements have ever been possible, due to a lack of pressure, which is essential to keeping Sepherans alive. Sophisticated machines are mass produced to exploit the overworld’s resources. This era has also brought new revolutionary ideals of independence, and ideals of empire, as the colonies wish to go their own way, and the Laurans see that their only chance of world domination may be lost if they do.


Technology: Sepherans are specialists in construction of "air tight" (ie pressure controlled) buildings, vehicles and suits (to cross land, they basically need to wear a space suit filled with water), which are critical for habitation in high altitudes, and for travelling across land. They are also masters at mining, due both to the abundance of minerals, but also to the necessity of creating tunnels to bridge cities and colonies. Currently under-construction is the biggest tunnel in Sepheran history, which would go between the Jeem and the Great Ocean, and would change commerce between these two oceans forever. Sepheran-powered vehicles have been plentiful in history, though since the industrialization of the Great Ocean’s central powers (whom inhabit the region which was the former Ioboa Empire) unprecedented leaps in automations and machine equipment have been made to make up for the Sepheran’s natural inabilities to survive for long without pressure recuperation. The extensive use of war animals continues to be prevalent, though spearguns and war vehicles are becoming mainstay weapons.

Location and Colour: T3 R3, Crimson (DC143C)

I used a random number generator for the location, and I got this:
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I suppose that's alright, but it's a pretty big self-nerf. Good luck when the game starts in any case.
 
Government Name: Naltan Triumvirate

Species’ Names: Abala, Kintet, Jorvian

Home system details: The Naltan system has a yellow-white sun slightly larger and hotter than Sol. Its planetary system has a fairly standard mix of terrestrial planets, gas giants and has two asteroid belts. Naltan is notable for the presence of three habitable bodies within its Goldilocks Zone. The closest to the star is Ren, the largest moon, of the gas giant Naltar II. Ren is slightly less massive than Earth and no other orbital bodies of Naltar II approach its size.
Further out are Mennet and Kolja which form a double planet with a common centre of gravity and have a shared atmosphere. Mennet and Kolja are of similar size, both roughly the size of Mars, and as such are tidally locked.

Homeworld Details (Ren): Being on the inner edge of the Goldilocks Zone leaves Ren a very warm moon, a situation only exacerbated by the light reflected of Naltar II. As such, Ren is an ocean world with no polar ice caps, dry land is scarce and consists nearly entirely of island chains along tectonic fault lines with a smattering of volcanic islands. Most islands are in the size range represented by the Caribbean islands and the largest is similar in size to Iceland.
Native fauna are, with the exception of a few island lizard species, aquatic, amphibious (including the Abala, the native sentients) or avian. There are more terrestrial flora that grow on the islands but the majority of species are aquatic.
Abala cities are located across the globe at all depths but the major cities are located in the shallows surrounding the islands, which are all covered in industrial sites. The major city is Jint, based around Ren's largest island. The capital is a wholly artificial city floating in the ocean - a poliberg if you will - anchored near to the artificial island occupying the near point to Naltar II that is home to Ren's largest spaceport.

Species Description (Abala): The Abala are smooth skinned amphibians possessed of gills and lungs. They are bilaterally symmetrical with three pairs of limbs, the lower/hind and upper/fore limbs are webbed and operate as flippers in water or legs on land. The mid limbs are used for manipulation and have seven non webbed digits, two of which are opposable.
The Abala do tend to desiccate if too long out of water and are physically comparatively weak but this is compensated for by high intelligence, quick reaction times and excellent senses of sight and hearing. They are able to adapt to rapidly changing pressures and are possessed of a bioluminescence that they can activate at will although it can be triggered by strong emotion.
Abala are hermaphroditic and are polygamous by nature, tending to engage in a number of brief, passionate encounters during their reproductive periods – although they can reproduce parthenogenically if unable to find a partner. Abala lay eggs in clutches between three and six, it is common for each egg in a clutch to have a different ‘father’ and the young are raised by their ‘mother’. As this method of rearing, along with the fact that during mating both partners can be fertilised, means that Abala may have many sibilings they did not grow up with they have chemoreceptors on their skin that can identify the pheromones of near relatives and prevent sexual attraction.

Species History (Abala): The Abala evolved in the southern polar waters of Ren. Much like humans the first major development was the transition from a hunter-gatherer to an agrarian society, farming various flora and crawling sea bed dwelling species and developing the first burrows in the sea bed in which they could shelter from the storms that stirred up the waters.
As it is impossible to use fire underwater the Stone Age of the Abala was particularly lengthy, however they were able to develop pottery by leaving shaped clay to bake on islands during hot, dry days.
As the Abala spread across Ren nations formed and inevitably went to war. With ceramics being the basic tools and weapons of the Abala the wars were inevitably waged over rich clay deposits and equatorial islands on the far side from the planet, upon which the baking process went much faster.
Eventually the far side shallows became dominated by the Larta Empire with other nations forced into the less valuable deep, polar and near side waters. Within the Empire a population boom put a squeeze on living space forcing them to dig deeper burrows – discovering copper bearing rocks in the process.
Cold forged copper gave the Empire superior tools, but the discovery quickly spread and other nations discovered richer deposits in their own territory, allowing them to compete with the Larta and eventually leading to the Empire’s collapse.
After this materials technology stagnated, barring the periodic discovery of other metals, until the accidental discovery that fire – previously only known as an occupational hazard of pottery bakers – could be used to soften and melt metals.
Following the discovery forges were set up on the islands, alloys were developed and the Abala propelled into a Bronze Age.
Another series of wars were fought as the nations tried to utilise the new discoveries to their advantage and particularly intelligent Abalans were sponsored to further development to aid these war efforts.
With this patronage of science and technology Abalan society progressed from the Bronze Age to a proto-industrial society in a few brief centuries of nearly constant warfare that became known as the Blood Age.
As the wars wound down and the survivors entered an age of unprecedented living standards the scientists managed to maintain their funding out of fear that the wars could resume at any time pushing further development. Slowly the fear of war receded and the scientists were able to turn their developments to civilian use and focus on theoretical science.
It was during this period that many of the advances were made in atomic physics that would make the forthcoming war so destructive and spur the Abalans to leave the surface of Ren.
As the Abalan population again grew to unsustainable levels the old conflicts began again. Once more the attention of the scientists turned to the technology of destruction and nuclear weapons were soon developed and turned upon the enemy. With such power unleashed entire cities were wiped out and the seas tainted by radiation. Horrified by the results of their work the scientists began to reach out across national boundaries to their fellows. Secretly they concocted a way to end the wars and issued a joint statement to all the nations that if the wars continued all technological developments would be shared. The governments signed peace within a week.
In the ensuing years the Abalan scientific community collaborated to gain political power off their popularity as the instigators of the end of the war. Eventually the Technocracy was developed as a transnational body to mediate between governments, but as political scientists gained more influence over national governments the Technocracy became the de facto Abalan world government.
With global unity the Abalans focussed on space travel to prevent a repeat of the overpopulation crisis, beginning with orbital unmanned orbital vehicles progressing to manned orbits and satellites, eventually setting up a robotic hydrogen mining operation in orbit of Naltar II to prepare for development of the rest of the Naltar II moon system. Three manned missions had been sent to other moons to investigate their potential as a colony when the first Jorvian probe made a flypast of Ren.

Homeworld Details (Mennet and Kolja): The curious orbital configuration of Mennet and Kolja means they are very similar, a number of avian and insect species have been present on both planets since before any sentient made the journey, and many plant species also made the journey. Both planets are covered in water over 60-80% of their surfaces, the actual figure varying as water moves between the two worlds in an approximately twenty-two year cycle.
The water cycle between the two planets means the native species are very adaptable, shorter lived species can often display marked differences between parent and child as the water available to them can be incredibly different. This is most notable on the far sides of both planets as the majority of the water is naturally located closer to the common centre of mass. The same effect can be seen in aquatic species although the variations are due to the change in salinity instead of water volume.
Both planets have oceans on the near side, although Mennet has a small permanent continent occupying the exact near point (a large island emerges on Kolja several miles from the exact near point for about seventeen months either side of the lowest point in the planetary water cycle). Cities on both planets tend to be built some distance inland to protect them from the variable sea level leading to both planets being less urbanised than those of similarly developed races. On the flip side the cities are considerably more crowded than other races counterparts.
Since the establishment of the duumvirate both planets have their capital at the planetary near points - which required the construction of a massive artificial island on Kolja. These capitals are linked by space elevator to the Sphere (officially the Mennet-Kolja Interplanetary Satellite), a large satellite built around the common centre of gravity that hosts peerforms a number of functions including hosting the parliament of the triumvirate (formerly that of the duumvirate), interplanetary business and commerce (many companies have head office in the Sphere and it contains the largest shopping centre in the Naltar system) and tourism (as well as being the main link between Mennet and Kolja the Sphere is the principal space port for both planets).

Species Description (Kintet): The Kintet are a large, beetle-like species. They are bilaterally symmetrical with eight limbs. Of the limbs, four are legs, two are powerful arms with crushing claws and two are more delicate arms with smaller manipulator claws. They are exosceletal and have a thick carapace, although their underbelly is very soft. During their juvenile phase they possess wings and can fly short distances but these are lost upon adulthood, the wing cases of males and females fuse shut but they remain separate for neuters.
The Kintet are technically trigendered, having females, males and 'neuters' (in a similar manner to terrestrial worker bees neuters are hatched from unfertilised eggs). When reproducing females lay unfertilised eggs within the wing case of a neuter which are then fertilised by one more males. The neuter then broods the eggs until they hatch and keeps them safe within its wing case during their larval phase and raises them thereafter whilst the female provides food - most males have no contact with their offspring. A typical Kintet family consists of one female, one neuter and usually between two and five young (the female lays hundreds of eggs but as the neuter does not provide a milk analogue to the larvae, a larval Kintet's only source of nutrition is its siblings).
Male Kintet are large, powerful and their carapace is much thicker than the other genders. In many males the manipulator arms are atrophied from lack of use - males far prefer to use their claw arms. Males are promiscuous and prone to violence, they play little part in Kintet society outside of the army.
Females are less powerful than males but quicker witted. Their carapaces are not as thick but their manipulator arms see more use and are better developed. They make up the backbone of Kintet society carrying out most manufacturing jobs.
Neuters come between the males and females in size, although over all their carapace is similar in thickness to females it is much thicker over the wing case. They are by far the most intelligent of the genders and make up the political, academic and professional classes of Kintet society.

Species History (Kintet): Coming soon

Species Description (Jorvian): The Jorvian species is saurian in nature with a society similar in many respects to terrestrial colonial insects. Historically there are three castes of Jorvians all with varying physical appearances. Queens are the rarest caste, non sentient and are dedicated egg layers, drones are barely sentient and are the warriors of the Jorvians and in addition fertilise the eggs of the queens, finally the workers make up the majority of the Jorvian population, there are several worker sub-castes (builders, nurses, scouts) but they are physically very similar. Jorvian workers are all sentient and have varying intelligence which appears to be influenced by subcaste.
The basic physical for of a Jorvian is similar to a human - bipedal, bilaterally symmetrical, two arms and a head on a short neck - but they are scaly, have a prehensile tail, lack a nose (their tongue doubles up for olfactory duties), have four eyes, their ears are on the neck and their hands have four digits including the thumb which is on the opposite side of the hand to a human thumb.
As it is impossible to convey the full spectrum of Jorvian forms due to the centuries of selective breeding and genetic manipulation we shall focus on the historical forms.
Queens are bloated creatures with any organ not related to the creation of new young or providing itself with nutrition atrophied. An adult queen is incapable of movement under her own power so must be guarded by drones and tended by workers.
Drones are large and hulking. Their brains are small but their skulls are of a similar size to workers due to extra bone mass. They have sharp talons on their fingers and wicked teeth as well as numerous bone spurs on their arms and legs. Despite their low intelligence their reflexes are second to none and they have excellent hand-eye coordination, making them highly skilled with weapons.
Workers conform closely to the description above so shall not be further described, with the exception of mentioning that the nurse subcaste is possessed of nipples in her armpit that secrete a royal jelly like substance used to feed young Jorvians. The chemical make up of this substance is related to the diet of the nurse and regulates the subcaste a worker will become. A female infant fed sufficient quantities will develop into a queen regardless of the chemical composition.

Species History (Jorvian): Coming soon

Technology: Due to the varying technological development processes of the three races making up the triumvirate the triumvirate as a whole makes use of wildly diverse technologies. As much conflict between the Abala occurred underwater beam weaponry and explosively propelled munitions were of limited use, instead nearly all Abala weapons were self propelled and this has carried over to warship design, torpedoes are the primary weapon systems on Abala vessels with beams and guns limited to point defences.
Jorvian ships have a biological brain as the CPU and prefer to use beam weapons.
As the Kintet style of warfare is based on the principle of getting the males into melee as quickly as possible they tend to focus on carrier warfare, with female piloted fighters defending the carriers and their payloads as they deliver boarding pods full of male marines to enemy vessels. As a side effect of this strategy the triumvirate navy has more than a few captured vessels on its registry, often crewed by Kintet.
All three races make use of fusion reactors as a power source and use the helium by product as reaction mass, however Kintet and Jorvian vessels use ion drives as their primary means of propulsion, preferring to save reaction mass for emergency manoeuvres whereas the Abala, with easy access to hydrogen from Naltar II, will freely use helium as a primary source of thrust and in emergency situations will use the vessels hydrogen fuel as reaction mass.

Location and Color: U4,S5 aquamarine
t5j6.png
 
Announcing interest. Expect post Saturday.

Some current ideas.

1) Space Fuedalism after a collapse of a Tier 2/3 Empire. 4-6 Major "Houses" and another dozen independent minor houses and two rival corporate factions and three allied churches. Expect civil wars. Expect lots of races. Can be toned down. AKA SUPER CREATIVITY GOGOGOGO.

2) Some kind of hivemind sludge where each cell is basically a reprogramable stem cell forever. Large collections can from grave-mind-esque masses while smaller ones can be imbeded into machines as trainable minions. Electronics will feature open wires for interaction, and overall there will be a greater emphasis on hydraulics than on electronics per say, whenever possible. No, not going to be flood-esque. Lots of questioning of individuality and such to be expected.

3) Several lower-tier races ruled over by a Tier 3 species which controls interplanetary trade and governments. The ruling species will be mostly behind the scenes as "benevolent traders", but those which refuse their "gifts" are mercilessly crushed and eradicated. Expect roleplay as several different Tier 4 powers and Tier 5 producer cultures.

4) Blandish monolithic empire composed of shrouded figures. Modus-Operendi: construction of Dyson Spheres around controlled and long lasting stars using material from nearby systems.
 
I can't decide which of the first three I like the most.

I'm loving the renewed attention this is getting for sure.
 
I realized that #1 will take way too much effort and in the end, focus more on the interal politics than the species or cultures I would be developing.

Thinking about mixing #2 and #3 right now.

Some "Clients"

Zolaxif, the Slave Planet, Tier 7 (Agriculture)
The Zolaxii are powerful psionic spheres able to manipulate electromagnetism and pheromones to produce various effects, but most notably the twisting and breaking of an organic mind. Although their original body is weak, most learn early enough to cover themselves in metallic scraps from an earlier civilization, which is upgraded as they gain in status. Although suits of armor can be made, they are frowned upon compared to smooth spheres.

The Zolaxlii are terrified of electronics and machinery due to difficulties in manipulating them, especially if they are shielded or are encoded in yet unknown programing languages. In exchange for exporting tons of food and raw materials and artificially preventing technological innovation, the Zolaxis are protected by us from such monstrosities, and provided with a steady stream of aliens to break and control. Some are also provided with high technology entertainment or rides off world.

Most Zolaxii believe themselves to have recieved the better side of the deal.


Peurtovok Tier 5, The Cold War
Puertovokin are spindly creatures of many intersupporting limbs, which helps them survive their high-gravity planet. Tool use and sophistication came early, although industrialization came rather late compared to the relative efficiency of a single Puertovokin craftsbeing. However, it came eventually and the Puertovokin states were ripped apart in wars and rebellions until the invention of atomic weapons. The main consequence is longer and more intense study of philosophy that led to their cold war.

Fearful of these ultimate weapons, the political situation settled down into three or seven spheres, depending on context and geography. The "Populist" sphere focuses on a return to an imagined state of pre-industrial bliss after eradication of various "Progressive Heretics". The "Progressives" focus on technology and consumerism, flaunting their relative wealth in order to woo undecided Puertovokin. The "Puritans" are more spiritual and spare, demanding a revival of various discarded beliefs with or without industrial progress. The "Proletariat" focus on community and self sacrifice necessary to unite the Puertovokin into a single brotherhood of nations.

We have contacted each state and each sphere separately, so that all feel that they are the chosen ones recieving various advantages. Populists recieve needed advanced supplies, Progressives new technological wonders, Puritans miracles on demand and the Proletariat food to prevent starvation. We also provide deportation of all subersives for all spheres. In exchange, they all promised to abstain for further space exploration, as well as provide unique cultural goods and industrial "surpluses". And just in case, we have installments to blow up any and all nuclear devices which might lift off in an attempt at mutually assured destruction of such a valued client. And we make especially sure their cold war will never thaw. No matter what.

OOC: Just quick ideas, each race will be more fleshed out as we go.
 
They are both lovely concepts. Looking forward to the finished product.
 
I can't decide which of the first three I like the most.

I'm loving the renewed attention this is getting for sure.

I think all the Old Guard are happy at the new flood of players; I was afraid I wouldn't get to use my cute fuzzy sociopaths. :p
 
joining this, though I don't have a nation planned yet
 
Species Name: The species communicates through a complex mix of color, sound and scent. The noise "Sklak" is the closest that can be assigned to these creatures in terms of a proper name.

Homeworld Details: Once a water-world (though with enough islands to break up circumglobal winds and currents preventing the planet from being TOO stormy), Clum's oceans are drying as its yellow star reaches the end of its life and expands, becoming steadily brighter. The new continents are almost unlivable, though bacteria tenuously populate them. The oceans still have much vibrant life, from massive jungles of strange seaweed and sponges (will describe these more in the RP I produce later) to the Sklak themselves.

Species Description: Starfishlike, with many arms centered around a head. Each arm has its own brain, which coordinate together to allow complex (somewhat schizophrenic) thought in the central brain. Interestingly if a Sklak is cut up, the parts all grow into new Sklak, but these are rarely as intelligent as normal Sklak and have formed a sort of slave underclass in Sklak society. The skin can change pigment (like an octopus) and the arms have numerous small hooks on them which can be used to grab and manipulate objects. The central body has several eyes, which are attached to large stock-like tentacles and can be extended as far as the main tentacles. The mouth consists of 3 pairs of jaws, forming a hard beak. Reproduce sexually, like octopi.

Species History: For most of its history, Clum was a water planet without intelligent life. However, as the planet's star entered the last stages of its existence it expanded, drying the oceans. This rapid drying decimated the seaweed, forcing many of the Sklak's unintelligent predecessors together in the remaining clumps of seaweed. The normally territorial animals had to learn to cooperate and communicate, or die. Some opted for the former, some for the later, but those who survived were now skilled at adapting to an ever harsher and smaller environment, producing tools, forming societies and farming fish and seaweed. Most of these societies were highly nomadic, following the schools of fish that they herded and which were their food source. Some were sedentary seaweed farmers. Due to the lack of fire, there was no way to progress beyond coral and stone tools. The Bronze Age didn't come... yet.

These coast-dwellers (for they inhabited the shallow seas around what now became continents on a drying world) had a simple answer for anyone they didn’t like: exile them into the open ocean. The pressure of the deep would crush anyone who sought comfort there. The sea above was largely empty except for the currents, which bore strange sea monsters and hostile nomads, who protected their fish-flocks (OOC: when I say fish think: see creature with something like a backbone and fins. These aren’t our sardines and they will get their own RP later) and loathed outsiders, who threatened the tribe. Exile meant certain death, though was more comfortable to the exilers then execution. Usually. Sometimes though, an exile lucked out. As the oceans grew shallower, volcanoes in the deep became accessible from the surface, and were seeded with life by the erratic currents, which the new continents threw into permanent flux. However, tribes had not yet colonized here, for farmers viewed wandering as taboo and nomads viewed settling as taboo. No such norms troubled the starving exile, to whom these seamounds were a desperately needed oasis. So, on these new volcanoes a new community is formed: One built by extremist cultists, usurping chiefs, serial killers, rebellious slaves, adulterers, drug dealers, revolutionaries, healers accused of witchcraft and everyone else whom normal tribal society would like to be rid of.

These were not stable communities. The newfounded volcano dwellers spoke (or smelled, or colordisplayed) different languages, worshiped different gods and were often outright criminals. Most of these communities died early. Those that didn’t formed a centralized justice system or, in the words of English philosopher Thomas Hobbes “a sovereign power to keep all in awe”. Thus on these mounds rose the State, in all its grime and glory. In some places, where revolutionaries and reformers dominated, this state took on a distinctly communist character: Authoritarian, giving jobs and welfare to its underclass (and hence the least socially stratified on this planet, which isn’t saying much at this point), but snapping at the slightest sign of dissent. Where cultists were the majority, theocracies were born, authoritarian, god(s)fearing and snapping at the slightest sign of heresy. Where criminals organized, aristocracies, ruling over slaves rose: authoritarian, hereditary, snapping at the slightest sign of the underclass getting out of their rightful place. No matter their character, these nations exiled any dissenting minorities who went to seek, and sometimes find, their own volcano of hope. Some of these returned to the coast, where they made only a minor change. But this expansionism was built in to mound-dweller cultures everywhere, and would one day reorganize the world.
These authoritarian states soon realized that the lava from volcanoes can be extracted and used, to mold stone to their convenience. The volcano became the natural forge, though an artificial forge was not possible under water. Soon, new tools were invented on these volcanic refuges, and their inventors began to dig deeper, finding bronze, gold and iron. The rulers of these volcanic mounds developed agricultural tools, then swords, which they gleefully turned against their own uppity subjects. Soon, their improved agriculture led to an explosion in populations and these technologically advancing exiles began to greedily eye the tribal coast.

From the perspective of the tribal, stone age herders and farmers the coming of ironclad, sometimes steam-powered mound dwellers was a horror. In most places they were enslaved, as the volcano-dwellers expanded, occupying the feeble pseudo-democratic tribal confederacies that formed to resist. In some places the shore-dwellers won, by stealing the volcano-dwellers technology and turning it against them, claiming the precious forges for themselves by sheer numbers and beginning to themselves mold metal and rock to their will. Soon, the world was split into empires, with feuding ideologies, limited resources of volcanic forges, without which nothing could be made, and steampunk submarines made from the metals extracted from the shores and mounds. Combined with a drying world, limited resources, good aquaculture spawning overpopulation, and extreme social stratification, the result was perfect for war. War breads death, but also arms races. Arms races meant progress. Submarines grew larger and developed for civilian use, mines grew deeper and found coal, uranium and aluminum, explosives were discovered, electricity produced and tamed, and the first cubical water tanks crawled out onto the empty parched land, all in a struggle between thousands of states for a tactical advantage.
Eventually scientists realized that their world was dying. That the sun was growing brighter, and that their discoveries were just being used to continue the ever deadlier, ever pettier wars. They continued to work though, on ever deadlier weapons of underwater destruction, since after all, without food or employment, you could be as moral as you wanted, you’d be dead soon enough anyways, so it wouldn’t matter. And soon, the nuke was made. The weapon that finally promised to put the last nail in this volcano-obsessed self-destructive coffin. Except that its makers had collaborated in secret. And so, one fine morning, in a year now called Year 0, the following message was sent over all radio networks:
&#8220;We have nukes. We have all the nukes, but we refuse to fire them. If we followed the commands of <insert government here> then your homes would be boiling right now in radioactive fallout. Indeed, if nothing is done, then the sun will continue to become brighter and we will ALL be boiling in a few million years. But we give you one choice: Overthrow your governments, and acknowledge us, the technocracy as your masters, and we will take you off this dying ball, to seek new and better worlds in space. Or stay true to your ideologies, in which case we will do as they demand: press the buttons, and fire.&#8221;

It didn&#8217;t take much deliberation. The New World Technocracy was born. Slightly less socially stratified than what it replaced, slightly less obsessed with warfare and propaganda, but even more expansionistic than before. And now, three new worlds beckoned: The black deep of the ocean which pressure had made unexplorable, the brown parched land of the continents, and the black darkness of space which promised new worlds beyond.


Technology: Tier 5

Location and Color: TBA
 
Two aquatic technocracies, interesting. How are you justifying volcanic forges? I considered them myself but came to the conclusion anything getting close enough to forge metal would be boiled to death before the metal softened even a little.
 
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