FT RP Sign-up(So open it makes your mom look bad>:P)
Taledonia
06-10-2005, 03:09
Well, I was sitting in my room all bored, when suddenly an idea struck me. After recovering from the blow, I decided to test it out on NS as I lack the competence to write a book but can RP rather well. Hokay, so here's the relevent information.
Storyline: There are seven races that inhabit a solar system, and each has three planets in that solar system. For many years they have hated each other, and have had minor skirmishes for territory and the like. Finally, all of them declare war, and thus, the Great Eldar War starts, as they are all elder races by the way.
Object of the RP: To give a chance for many good FT RPs that have no risk to your actual nation(diplomacy can be tricky at times), but more importantly, to have fun.
I'm not gonna be dumb and make up races that you have to chose from, and will let everyone make up their own races. The only things I don't want you to do is make a super uber GMing nation. Have super advanced technology, as everyone is allowed to have that, but don't have invincible ships and the like. You can also make up the names of your planets, their locations, and their relevent data.
Hokay, here's all who have signed up so far:
Taledonia(Me!)
Chronosia
Relative Liberty
Hanseania
No endorse
GadgetCorp
Khurgan
And here's the info on my race:
Sarians- Children of the Gods as they like to call themselves. A very vain race. Humanoid in form, these amphibians are native to the planet Solus(Golden Water). Their technology is based mainly around their ability to harness pure energy, and is used mainly for peaceful matters, but can be extremely deadly in war. While Solus is totally water, with many great storms passing through it, the Sarian Empire's other two planets, Arcan(Dark Water) and Tole(Island), differ slightly. Arcan has one massive island sourrounded by the dark waters caused by the many clouds and storms that rarely allow sunlight throught; and Tole has many small islands dotting the waters. These three planets are a medium distance from the sun, causing a warm temperature.
Taledonia
06-10-2005, 03:30
*sniff* nobody likes my idea. If you all start signing up when I go offline, then I'll be vewy vewy angwy at voo!
Relative Liberty
06-10-2005, 06:45
I'm in. description of my civilization will come later today.
Admiral Thrawn II
06-10-2005, 07:27
Being an Imperial Guard player myself I am quite reluctant to...explore the ways of the Eldar for fear of catching heresy...(TAG, none-the-less)
Hanseania
06-10-2005, 09:30
OoC: Finally an RP that looks worthwile!
EDIT: Details galore, eh?
BiC: Info on my race...
Physical: The average Loquari stands between 5, 7 and 6, 3 feet tall. Their tough, leathery skin varies in colour from ochre yellow to earthy brown and is seldom seen in any amount of excess on any specimen. An overweight Loquari would be a rare find indeed. The Loquari face is usually broad and flat with hollow cheeks, a nonexistent nose leaving only two slits for nostrils and a massive, undershot jaw which as often as not accommodates a pair of blunt, grey tusks. Their cone-shaped skulls rise from their slim, bony shoulders at a 45 degree angle and usually sports up to several bony ridges around the forehead. Eye colours range in hue from icy blue to lavender purple, the last being seen as a sign of nobility and battle prowess.
Combat: Combat is an important part of every-day Loquari life. It is the way most legal disputes are settled, a nobles right to bear his title is maintained by a duel held once every decade or so, and the only way any would-be suitor can prove his sincerity to his consorts family is by a duel. In war, close-combat is favoured by the nobility and is usually conducted with Loquari shimmer-blades and a whole lot of armour. Any free Loquari joining the armed forces is either trained as servo-panzer pilots (Loquari equivalent of tanks) or put aside for duty in the navy. Rank and file infantry are mostly made up out of slaves and other convicts armed with simple firearms and indoctrinated with a ‘fight or die’ mentality. Rush attacks with such units are not uncommon.
Technology: Space-wise the Loquari have still many lessons to learn. Their navy is not large, their ships are fast but far from able to withstand a serious beating, and their battle prowess is in this time and age rather limited, a fact Loquari scientists are working furiously to change. On the other hand, medical technology and cloning procedures have come a very far way and combat stimulants of various kinds are widely used by those who can afford them.
Planets:
- Holmarion, a planet completely covered by wide, grassy plains and large bodies of crystal-clear water. The home planet of the Loquari is dotted by huge, white-walled cities and is widely regarded as a paradise-world of unseen magnitude anywhere in the galaxy.
- Follasar, locked in the cold grip of raging blizzards and permafrost, below the surface Follasar makes up for its inhospitable climate with its vast quantities of valuable minerals. The mining operations here are usually administrated by a speckle-skinned sub-race of the Loquari.
- Kerrem, it is widely suspected, was at some point in a distant past much larger than its current size suggests. It is surrounded on nearly all sides by large asteroid fields, and its surface is scorched mercilessly by a pair of twin, radioactive suns. The Loquari navy maintains a number of holdings in the vicinity, as space around Kerrem serve as the entrance gate to the rest of Loquari space.
Chronosia
06-10-2005, 09:51
OOC: Certainly seems interesting.
The Ta're (Pronounced:TA'RAY)
A race, ancient beyond count. They evolved upon the desolate sands of their homeworld; Ta're'ka (Island of Void). They were the void walkers; their flesh was black as obsidian; their eyes burning with the secret fires that came with knowledge; climbing from the primordial soup of their worlds oceans; screaming their cries towards the uncaring skies; and the sun that blazed there like an avatar of some obscene and ancient Death God.
For many years; they struggled and toiled; progressing through the ages. The mighty temples and cities of Ta're'ka rose to greet the skies; great mausoleum structures dominating the world; immense tombs, that the living seemed to be but vagrant occupants. It was only in death they knew peace; their religion venerated it. To bring death, and to know death, was to indulge the ancient primal desire.
They mastered space travel; conquering two neighbouring worlds; enslaving or slaughtering the inhabitants; as they 'pyroformed' the planets; searing the world to burning ash sands and gleaming dunes; mountains of black glass upon endless seas of ash and rock. The first, Nan'ke'va 'Plateau of Sacred Flame', became a mineral world; where Ta're tunnelers plunged into the depths; excavating and collecting; building immense underground cities and temples. Vast black scaffolds surrounded the world; as it became a centre for construction of the vast tomb fleets that slid like daggers, forth to bring their doctrine of war, strife and venerated death. The second, Kael'va'ra, 'Living Flame Entombed', was home to the sacred altars of the Twinned Gods. Mak'rash; who governed death and life; and his brother Ham'kra, he who brings the sacred fire to the Ta're.
The leader of Ta're culture is the Ta're'rash; "He who walks the Void of Death". Legends say that upon his crowning; he sacrificed all he held dear to Mak'rash, by way of Ham'kra. Some say he is immortal; some say he cannot be killed except for true violence. Most are rumors; though an aura of near palpable power and mystery surrounds him.
At his side; the beautiful and alluring Ta're'kra "She who walks the Void of Flame". Declared as Mistress of War, Scion of Pain; she brings forth her terrible art with the delight of a succubus.
The Ta're stand, on average, 7'0". They have jet black skin and eyes of pale yellow, with blazing red irises. They are photosynthetic, co-existing with heat, flame and their blazing sun. They thrive in heat; and are adept swimmers. Each welcomes death, especially by violence. Neural pathways are surgically altered to regulate pain and pleasure more effectively; turning the moment of death into a sacred, almost erotic act. They have black hair that runs from their heads, down their spine; often ceremonially braided into a single lock. Ornate jewellery, complete with skulls and symbols of flame are common; armor is ornate and heavy; decorated and designed to be almost a living tomb, and a living weapon.
Relative Liberty
06-10-2005, 15:38
The Cael-Donnae (pronounced kayl donn ay) were once a proud people, the rulers of a magnificent empire and powerful psykers. They did not involve themselves in the affairs of other Eldar, instead choosing to interact with the younger races, bolstering their numbers with alien soldiers. At the birth of Slaanesh their empire shattered, as the psychic powers of their leaders vanished. No longer ensured safe travel through the warp, or coordinated leadership of their many legions, their once so powerful warlocks were transformed intop howling maniacs and madmen. Perhaps it was this exposure to the ruinous forces of Chaos that granted them their fearsome powers, for they are able to meld into shadows and darkness, leaving nothing but a faint heat signature as a trace, and coloured their skin black as tar and their eyes glowed a fiery red. They are also light-footed and move with uncanny speed even through the roughest terrain.
Using these newfound powers and abilities, they set out to reconquer their empire. No longer relying on foreigners and slaves to fight for them, the Cael-Donnae employed light infantry and assassins to win their battles. Their infantry, carrying light equipment and jump packs, were supported by automated armoured vehicles, imbued with the wraithbone of fallen warriors. Their jump infantry won much fame and glory in the battle of Caer Elaven, where a single squad harassed two Orkish warbands until the Orks were forced to retreat.
Now a warlike people, their entire society was based on lightning warfare and quick mobilization, they soon conquered the two planets closest to their homeworld. But other planets were controlled by stronger factions, no longer rivaling natives that could be divided and conquered with a few lightning fast strikes. The empire therefore focused much of its attention to the creation of a spacefleet, and the necessary industrial power needed to field one.
A Cael-Donnaean looks much like an average Eldar when clad in the light armour of the Mobile Infantry (which resembles a Guardians powered armour), however underneath it they are much different. They possess no psychich powers, and rely on technological advancements to make up for this. In addition they have black skin, often covered with scars, and their eyes are firey red. Their leader is the Cael-Arenadya, rumoured to be an incarnation of the blood-handed god Khaine himself.
OOC: I'll use the Relative Liberty stats for almost everything, however since the Cael-Donnaeans are even more focused on war and quick mobilization I field a more than average number of soldiers when in war (say three to four percent).
Taledonia
07-10-2005, 00:26
You shall all burn in the firery pits of hell for waiting till I signed off to sign up! But anywho, looks like this is actually gonna happen, woot. All who gave descriptions are accepted.
Mini Miehm
07-10-2005, 00:31
I'm in, description later.
Taledonia
07-10-2005, 00:35
Mmkay, so I'm gonna start this thingy. We have 5/7 possible players, so the other two can just join in the carnage when they sign up later. Everyone else, especially Mini Meihm who has yet to come up with his people, prepare for war! w00t!
Caronicilia
07-10-2005, 00:38
I'll join!
Race: Humans.
Caronicilia
07-10-2005, 00:39
Planets: Earth, Mars, and Endor!!!!!
GadgetCorp
07-10-2005, 00:50
Hm..guess I'll join.
Mechanicus
The Mechanicus are a race of semi-organic machine-beings. While being machines, their internal cicuitry much resembles that of a normal humanoid. And while being organic, they have not the need for food or water and are made entirely from metal, silicone and such.
It is not entirely known how the Mechanicus came into existance, but their origins must have been by some bizarre happenstance. The chances of a semi-organic-bio-machine race of beings suddenly springing into existance are incalculably small.
The Mechanicus currently own a large amount of planets, all but three of which have been converted into vast factory-planets for production. Planets of note include...
Mechanicus Prime - The Mechanicus homeworld, and one of the three planets to not have been converted into a factory. Instead, this world is covered by an immense urban utopia, filled with the beings living their day-to-day lives. This planet is the first most heavily defended planet of the Mechanicus.
Coventia - The world of Coventia is the single Military planet of the Mechanicus race. The planet surface is completely hidden by the immense floating structures occupying the air that serve as command posts, training facilities, and the largest, a buliding nearly eight hundred miles in diameter, the Central Headquarters. This planet is the second most heavily defended planet of the Mechanicus.
Production Planet S9 N18 - The largest factory planet in all of Mechanicus-controlled space. The immense planet is fully concealed by a humongous, kirionite shell, under which lie the factories of the Mechan Empire.
The Mechanicus look like jet-black, metal life forms with upside-down, three-sided pyramid heads with teal-lighted electronic eyes. They have incredibly lithe bodies three spider-like legs.
Image (http://img.photobucket.com/albums/v649/Ycom/Mechanicus.jpg)
((Going to edit a bit more later.))
Taledonia
07-10-2005, 00:51
Denied!(Not you GadgetCorp, you are good.)
Mini Miehm
07-10-2005, 00:52
Race: Darhel
Bio:
A powerful hunter race long in the past, now they are deadly interstallar conquistadores, in a constant low-grade war with their neighbors, physichally they resemble elves, until you see their teeth, deadly and pointed like a sharks, their purpose is obvious, they now control three planets, Deiss, Terra, and Barwhon. They are extremely dangerous fighters, but have a lower than average military size due to a genetic modification that causes them great difficulty if they even contemplate killinbg, but, despite this disability, they are deadly warriors.
GadgetCorp
07-10-2005, 01:06
I've now put the picture in my post.
Taledonia
07-10-2005, 01:20
Guess I shoulda put the link to the thread on here. Anyways here it is. (http://forums.jolt.co.uk/showthread.php?t=448245)
Sign me up, or rather, my puppet, Khurgan.
Race: The Charx
Info: Evolved on a planet much closer to their sun than ours, the Charx have an inanely high heat tolerance, and a distinct love of fire. In otherwords, a race of arsonists. This is compounded by the fact that their religion demands that they war with their neighbors, and that their dietary needs require all food to be extremely well cooks. The Charx conquer other worlds, burning the world to the bedrock after annihilating all resistance in honorable combat. Of course, with the Charx definition of honor, it is best to watch one's back...
The Charx were once a slave race, in the service of the Ta'Re. Their home world was conquered, their religion suppressed. Still, the Charx secretly payed homage to their own gods, and plotted revenge. Finally, under the shadow of night, the Charx rebelled, killing their Ta'Re overlords. Ships in orbit were seized, planetary defenses subverted. In that one night, the Charx were freed. Still they hungered for vengeance, and continued their crusade. Within a month, two more Ta'Re worlds had fallen. Finally, the Charx could gain no more ground. They fought the Ta'Re to a stalemate, and an uneasy ceasefire was agreed to. Even so, some amongst the Charx still plot against their former captors. These factions are slowly growing in power, and soon, the Charx will once again bring fire to the galaxy.
Ahg I hate work.
Bored out of my freaking mind, then something like this comes up, soemthing actually interesting and fun, and I miss the sign up.
RL sucks... *Plots to bring in the hive fleet to nuke everyone... then scuttles off* *Would also like people to know he is kidding.* *Is done now.* *Wait... now* *..now!*
Taledonia
09-10-2005, 07:07
*cough* BUMP! *cough* Oh, excuse me.
*cough* Chronosia, respond to my attack already damnit! *cough* Damn sister for giving me a cold! :D
Hanseania
11-10-2005, 11:20
So, has this thing just died down or what? Where did all the enthusiasm go?
Chronosia
11-10-2005, 11:22
I will soon Tal!
Mini Miehm
11-10-2005, 22:27
My internet has been acting up, so I only have about an hour every day that I snatch from the library. I'll have to drop this RP, since I can barely keep up with any of my other current RPs, much less another one.
No endorse
11-10-2005, 22:49
Are there still slots open in this RP?
Taledonia
12-10-2005, 01:37
You can take Mini Miehms place if you like.
No endorse
12-10-2005, 01:49
Awesome. would I be restricted to his race? Or can I go with my own?
(I'm still writing up the description, twill be ready soon.)
Taledonia
12-10-2005, 01:53
Go head and make your own.
No endorse
12-10-2005, 05:15
An'dyne:
The An'dyne are not much different from the Terran, but are set apart in several ways. They are shorter than the average and have slightly smaller eyes, which are almost completly pupil, requiring protection against fierce light sources.
They are much weaker physically, but have a radically different brain anatomy. Their minds are entwined on the metaphysical level, meaning no conscious thought must be given to communicate with another member of the species. Almost any process can be explained instantly from one member to another. This neural net is not like 'telepathy,' nor is it a hive mind. It is a net of every single member of the species constantly sending and recieving information. Members have the ability to enter and/or leave. This net is capable of pulling a member's consciousness out of its body and save it from death, as long as the consciousness is not resisting. However, many consciousnesses have fled to the void to avoid being sustained on the net.
The technology of the An'dyne is very advanced, but much of it is focused towards perpetuating their race and their planet. They are a race in decline, one whose golden age was a good millenea ago. Several great plagues and terraforming accidents have reduced their numbers to a mere fraction of what they once were. However, they are still fearsome in battle.
Their technology relies heavily on beam weapons, ionic drive arrays, and farjumper systems. There are very few communications arrays on their ships. Usually only ships larger than cruisers have them for negotiating purposes.
Primary battle tactics are to hit with overwhelming numeric superiority and flee before reinforcements arrive. Speed and secondly firepower is chosen over armor, except in their huge capitol ships, which are purely armor and firepower, with almost no speed or maneuverability. As such, pitched battles will usually begin to swing against them, unless one of their few ancient but more than battle worthy dreadnoughts joins into the fray. Their number of dreadnoughts is dwindling, however, due to the much higher maneuverability of their enemies.
The An'dyne are very weak physically, not requiring much to cause fatal injuries. As such. they are much more apt to planetary bombardments than slogging along the surface. Their navy is immensly powerful, but their ground forces are laughable. If a force is caught unprepared with a chemical or biological attack, it may be completly wiped out.
They are not traditionally agressors, but if threatened they will react harshly.
Economy: fragile
Freedoms: high personal, few political
political status: civil turmoil due to rapidly declining population and the rise of nearby enemy nations. Central government still strong
Planets: Fringe, Aurora, and Cross (no, they're not Christian)
Estimated populations:
Fringe: 500 million
Aurora: 2 billion
Cross: 150 million
Total: 2.65 billion, and falling by .5% per year (leveled off from much steeper declines in the very recent past)
(I'm assuming we're using stats more in keeping with the RP than our NS nations have. If this is not the case, I'll reduce, since I'm 441 million over my current nation stats. Is there any problem with ANY of this?)
Taledonia
13-10-2005, 03:13
Mmkay, welcome to the RP, please post an intro on the RP thread.
Zatarack
13-10-2005, 12:32
Still open?
Taledonia
15-10-2005, 23:15
Iunno it its because the forums are crap right now, or if you guys just lost interest, but start posting damn it! I at least started a battle, what about the rest of you?
No endorse
16-10-2005, 00:21
I'm still in, I've just not had much time. I'm composing an entry now.
Hanseania
16-10-2005, 02:22
Whenever I try to log onto the forums, I get this damnable little error message telling me that some sort of "VB area of script must be redefined."
So far I'm only able to post here by pasting old links in the URL bar, but even that has it's black days sometimes. I'll post something as soon as I can...
Arenumberg
16-10-2005, 03:25
just go to www.jolt.co.uk/forums and log in that way.
Is this still open? I have yet to actually complete a full RP.
Info on the Huntarians/Kirtir/Malikir will be provided if I'm in.
Taledonia
16-10-2005, 05:42
Sorry, all the positions are filled.
GadgetCorp
16-10-2005, 05:45
Actually, since I'm a bit busy, what with fixing up my new, revised, and re-edited storefront, I'm willing to give up my spot to Huntaer.
No endorse
16-10-2005, 05:46
I reviewed my schedule, I'll have to leave. Someone else can have my slot :(
My schedual is fairly open.... (especially after Driver's ed. ends next week)
I'll take one of their (No endorse, GadgetCorp) spots and replace it with my nation
Taledonia
16-10-2005, 05:50
Fine.
GadgetCorp
16-10-2005, 05:50
Curse you, my irresistable urge (and necessity) to create a better storefront for my Corporation nation (rhyme not intended)!
Huntarians:
The average huntarian is ~6 ft average and are "Elven" immortal (meaning everlasting life and immune to age, but they die in combat) Some have the ability to wield the force. There are two force wielding factions: The Kirtir and The Malkir.
The Huntarian Technology is rather advanced, repalcing the old Star Destroyers with the new Towerless Star Destroyers. Shields are increased, hull resistance increased and firepower is increased.
The Kirtir
The Kirtir were formed almost 140,000 years ago before the Huntarians even discovered Nuclear Energy. They had rather primative powers then, even lesser than those of a Jedi Padawan or a Sith Padawan. Though the current power of the Kirtir and Malkir is true, their powers have actually lessened from their ancient counterparts. Compaired to the older Kirtir, the newer ones are like, "Children playing with toys." The older ones had to face deadly unknowns and much tougher Malkir warriors and they needed to expand their powers and lightsaber training where as the more recent ones have little to face in combat and are over populated, sometimes disputing over terretories and land control (untill the emperor comes in).
The Kirtir have been responsible for numerous genocides, mass murder, and planetary scale destruction.
Falcania
16-10-2005, 08:15
Sign me up.
A humanoid civilisation and a force to be reckoned with in the system, the Falcanian species originates from the planet Earth, but later spread among the galaxy much faster than the human race. The Falcanians are a calm people on the whole, but are fiery when angered, and have a system of honour second only to the Klingons.
Society
Falcanian society is similar to that of Humans. Falcanians live in families, often in ancestral houses. It is usual for a Falcanian to be born and die in one house. When Falcanians marry, it is for life, and they normally live in the husband's family house. Most couples have only 1 child.
Falcanians have long believed technology to be the end to all problems. Most Falcanians are superb engineers, and all falcanians have an almost borg-like craving for new technology. The main role of the Falcanian Navy, apart from defending the Falcanian Empire, is to explore new cultures and spread their technology, as well as acquiring new technology.
Many of the ships designed by the Federation have included at least 2 Falcanian engineers on the design team, and in return Starfleet have granted the FN production rights for every ship they have produced since the Constitution-class.
Physiology
Falcanians are an Avian species, who evolved from humans. After the takover of Diamindokere in 2005, the radiation quotient combined with the staple diet of fried falcon caused the Falcanian people to mutate. All Falcanians have wings which are connected to the humanoid skeleton at the scapula (shoulder blades). In addition, all Falcanians have hard claws, which are retractable, inbetween the knuckles. Unlike fingernails, which are composed of Keratin, the claws are made from cells with a much higher carbon content, crystallised to be like diamonds. The skeleton is made from a similar material, meaning that Falcanian bones are very hard to break.
The skin of a Falcanian is very heat-resistant.
Falcanians have hair in the same colour as their wings. Their ears are longer than a Humans, like the ears of a Vulcan, but not pointed.
Falcanian pregnancies are quite long, on average 12 months, but can sometimes last much longer. The womb of a female Falcanian is made of a very heat-resistant tissue, necessary because the heat required in the gestation of a Falcanian baby is immense, as the bones and claws are formed from high-temperature carbon and cool slowly.
Religion
Falcanians are not a naturally religious people, having rejected the concept of a god after viewing the hardship in the world. Falcanians are normally cremated after death, a process involving very high temperatures, because of the heat-resistant skin.
Zatarack
17-10-2005, 12:25
Dang it.
Caladonn
17-10-2005, 17:00
Curses! By the time I find things they're usually closed! *Bangs head*
Hanseania
17-10-2005, 17:17
Well by the look of things Cal, the IC thread isn't going anywhere at the moment, so if you'd just stick around I'm sure a place'd open up for ya sooner or later.
- The friendly neighbourhood Hans
The blessed Chris
17-10-2005, 17:18
OOC: I know that this is sooooo late, but can I join, sounds fun, and I have a race ready to use.
Caladonn
18-10-2005, 20:18
Thanks! I'd like to join if possible.
Zatarack
19-10-2005, 00:06
OOC: I know that this is sooooo late, but can I join, sounds fun, and I have a race ready to use.
I'm afraid you'll have to get in line.