NationStates Jolt Archive


ooc: transition to FT. err... little help?

Angermanland
25-01-2007, 23:53
ok, previously I've mostly stayed strictly in the realm of ancient-Napoleonic PT

now I'm branching out and creating an FT version of my nation... and i haven't a frikken clue what I'm doing *laughs*

so, yeah, this is what I've got so far as a 'fact book' type thing.



Full Name: the Principality of Angermanland.
Ruler: Prince Chargone the Undying
Home/capital Planet: the World (fifth planet in orbit around the star imaginatively named ‘Vitromente’ or ‘life spirit’
Planets: naturally habitable: 2
Terraformed: 3
Not really habitable but people live on them anyway: 10
Actually asteroid/satellite clusters: 9
Claimed as part of star systems inhabited/claimed by Angermanland, but not inhabited, in all above categories: 20
Stars: 6
Adjective: Angerman
Government Type: hereditary/representative, vassalage, state property, emancipation, organised religion
Religion: deism/animism, mostly founded, however, in the philosophy of the Way
Language: Primarily the Angerman tongue, some local dialects and ‘dead’ languages.



Travel through the rift attunes one’s mind and body to the latent energy of the quantum foam, and ultimately allows one access to its power in ‘normal’ space. More exposure does not necessarily lead to more power, however, as one’s mental state and sense of reality and it’s laws both affect the nature and degree of the power. Common is the power that manifests it’s self as the minor ‘knack’. It may not even push the Kizen [one who has access to this power] beyond the bounds of their race’s normal capabilities. Less common, or at least requiring greater exposure, are talents in areas that are not the norm for the race, such as telepathy, kenisis, and clairvoyance in humans.

The rarest of powers, requiring great degrees of exposure, training, focus, concentration, and energy, are those such as the destruction of stellar bodies, the mass control of the entirety of a planet’s population, or the ability to look death it’s self in the eye and laugh, because it cannot touch them.

However, two powers that have never manifested are the ability to reverse death, or to travel through time. In fact, modern standard medicine is more likely to bring someone ‘back from the dead’ than Kizen powers.

Where Kizen powers are concerned, the universe does maintain some sort of balance. Any given being can only channel so much of the energy of the quantum foam without it’s having adverse affects. The more attuned one’s mind is to the power in question, and the more attuned one’s body is to the energies at all, the more one can channel. The balance arrives in part from the price exacted… the energy could be bleed off as heat, light, electricity, molecular damage tot he wielder...any number of ways. But the bulk of the power not used is bled back into reality as the same form it was taken in. Latent potential in quantum foam.

Some Kizen even harness this fact, allowing them to throw fireballs that inflict significant damage on their target, but disburse before they can start fires.

By far the most common talents resulting from this exposure, however, are in the military. As such, they tend towards increases in accuracy, ability to dodge, explosive damage, and other tactical applications.

The most powerful Kizen, however, appear in the nobility. Those who can afford the travel and training required to gain great attunement and skill. Their powers run the breadth of the spectrum. Some are skilled in military matters; others have more political uses for their power.

Past wars amongst the various lords, however, have proven that great power is not enough. The ability to destroy a star is worthless if one cannot get to it, or would be taken out with it. As such, most matters military are carried out by more mundane means, with Kizen powers mealy an aid.



Rift travel is achieved by tearing a hole in the fabric of space/time, and travelling through it. End result is rapid transit in both subjective and objective time. It is a known fact that transferring something the size of a planet through such a rift, and powering it with an exploding star, will permanently damage the fabric of space/time, spewing for the energy responsible for the Kizen phenomena, as well as many other kinds of radiation, from the resulting tear. Small transits, such as ships, however, make holes small enough that they seal behind the ship in question.

Ships: carrier. Lots of PD weapons, plasma, missile, and mass driver based [primarily plasma]. Carries a lot of armour, making for a lot of mass. Slow, large, and hardly agile, these ships carry many small craft such as fighters and bombers, meaning that the smaller craft do not need their own rift drives.

Fighter: overpowered and armed for bear, the typical Angerman fighter is a marvel of engineering in both its engines and weapons systems. Defence however, suffers. A lot. So much so, in fact, that it was deemed so hopelessly ineffective that all armour beyond that needed to protect from micrometer type impacts was stripped off. Typically carries 4 missiles and two plasma cannon.

Bomber: carrying a little more armour than the fighter, the bomber gives up some agility and all of it’s dog fighting weapons for anti capital ship munitions. Carries 16 ‘limpet’ bombs. [Magnetic/gravatic generators in the bombs cause them to ‘fall’ towards the target]

Corvette: a small ship, half way between fighter and capital, it is the mainstay of the Angerman Space Force. Large enough to mount it’s own rift drive, a more powerful GRAV drive than that found in the fighter or bomber, and enough armour to make it worth while, it is the ideal vessel for use as an escort or on independent duty. Carries missiles, plasma cannon, and a GRAV rail guns.

Battleship: all the agility of a planet, and enough firepower to break one, given time. Armour is a high priority on this ship class. Uses GRAV rail guns to allow it to fire missiles with more payload and less fuel.

Missiles: warheads vary, but the most common are: HE, Nuke, P/S [puncture/shock. Designed to puncture shields or outer hulls and then release a massive electrical discharge. ] And GD [gravitational detonator. Essentially a bomb pumped grave drive, wired to blow. Highly unstable once activated, a single hit may do little more to a fighter than push it off course, or may blast a capital ship to smithereens. Has been known to sometimes catch the firer in its effect. Usually kept as a weapon of last resort.]

GRAV drive: drive utilising the manipulation of gravitational forces to allow interplanetary travel, as well as better intra-atmospheric travel. Makes interplanetary travel practical, but not cheap. Flying from earth to Pluto with one of these would still take several months. None the less, when combined with the rift drive, it is effective.

Thrusters: all ships rated as ‘space-worthy’ carry these. On civilian ships, they’re merely a backup. On Military ships, they allow for faster manoeuvring or more erratic manoeuvres. Long story short, they’re rocket boosters.

Infantry:




Rift travel, the ups and downs:

Travel through rifts is objectively instantaneous. Subjectively, it could take anywhere from a few minutes to a few weeks, depending on distance. It’s still fast.

Inter-ship communication whilst in transit is impossible.

Due to being of the ‘wormhole’ type of interstellar travel, it is impossible to change destination part way through the trip.

Due to technological limitations, range is an issue. The greater the distance, the greater inaccuracies creep in, and thus the further away from one’s actual goal one has to target. As a result, ships entering a solar system will usually do so by way of renting normal space well outside of the system it’s self, and re-adjusting their navigation calculations.

Short of the obvious “very bad” effects of re-entering ‘real space’ in the same location as another object, stars, planets, ships, etc in no way limit entry and exit points.

Rift drives are large enough that nothing smaller than a corvette can mount one.

They are very inefficient for short range travel, as tearing a rift in space requires just as much energy no matter where the terminus is, and that is quite a bit. As a result, short trips will usually be conducted under GRAV drive, not Rift drive.




now, apart from the people i know will inevitably object to something because it's not what They'd do ['magic' powers in the form of Kizen come to mind, despite being less 'magic' than Jedi and the like, even if i haven't explained so well] or other objections to the basic premise:

any suggestions on what i need to do to make this usable? followed closely by: any suggestions on how to actually get started with FT RP?
Toopoxia
25-01-2007, 23:58
Hey Angerman, I poked Philli with a stick but he ignored me, anywhos, when I was RPing in FT I found that a lot of people would Intro by stating that their vessel had gotten lost/broken down, that seems like a good place to start getting alliances going, it's all just fighting from there.
Terror Incognitia
26-01-2007, 00:01
You know what I'll say, but I'll say it anyway....
Looks good, and jump into an open/semi-open RP.
Contact with Incognitia is always a good plan ;)
Hakurabi
26-01-2007, 00:07
Alright, a few excerpts from the Tough Guide to the Known Galaxy (http://ourworld.compuserve.com/homepages/lyonesse/spaceguideA-E.htm)

Space vehicles, generally with crews, designed and used to zap or otherwise blow up enemy Combat Spacecraft in the course of SPACE WARFARE. Classes in common service range from SPACE FIGHTERS up to BATTLE STATIONS. Except for the last, TECHJARGON is seldom used to characterize them. Instead, most have type names that could have been found at the Battle of Jutland (e.g., BATTLE CRUISERS).

Even though the earliest interplanetary exploration, in the late 20th century CE, made extensive use of automated, crewless spacecraft, these seldom appear as Combat Spacecraft. This is odd, because not only would use of drones reduce casualty lists, but it would save on the cost and bulk of life-support. But who wants to see, or read about, battles between drones? (See also ROBOTS.)

Combat Spacecraft must require a good many auxiliary support vehicles, the equivalent of tenders, repair ships, oilers, and so forth. But these seldom get much attention, any more than their seagoing counterparts do.

A large COMBAT SPACECRAFT; almost always a STARSHIP. As the name implies, it combines the firepower of a BATTLESHIP with the high speed, large cruising radius, and general dashing flavor of a cruiser. Although larger space warships exist (TECHJARGON terms being Dreadnought, Annihilator, etc.), Battle Cruisers seem to do most of the work, and are the mainstay of most interstellar battle fleets.

Their type name is seldom hidden behind Techjargon; people in future centuries (and even wholly alternate universes) apparently find this First World War-era terminology irresistable. Battle Cruisers do have one important similarity to their prototypes at Jutland: they frequently blow up with spectacular explosions.



BATTLESHIP. A large COMBAT SPACECRAFT, intended to be the primary backbone of a fleet. Battleships have somewhat fallen out of use, being largely replaced by BATTLE CRUISERS, though for no very obvious reason. (But see TRADE FEDERATION.)

A class of fairly small to medium-sized, fast COMBAT SPACECRAFT. Usually they are STARSHIPS. The mission of Destroyers, as of their ancient oceanic namesakes, seems primarily to be escorting larger Combat Spacecraft such as BATTLE CRUISERS.

What they are protecting their larger consorts against, or why Destroyers can defend such powerful ships better than they can defend themselves, is not altogether clear. (On ancient Earth, seagoing Destroyers evolved to counter specific threats, such as submarines, which have no obvious equivalent in Space.) Escorting Destroyers might be most useful in protecting gigantic BATTLE STATIONS from the one threat they are helpless against, namely SPACE FIGHTERS.

Like their ancient prototypes, however, Destroyers often serve mainly as general-purpose light combatants, in which case they are more or less equivalent to FRIGATES.

And last, but not least, Space fighters.

EDIT: Actually, least is quite accurate.

Small, fast, highly maneuverable COMBAT SPACECRAFT. They have very limited range (never FTL), and no crew habitability to speak of; they can only operate for at most a few hours at a time. The crew is limited to one person, or occasionally two. At least among EARTH HUMANS and ALIENS WTH FOREHEAD RIDGES, these are usually males in their early twenties, known for their swagger, coolness, and fast moves on any attractive female of an INTERBREEDABLE species. (Who REALLY ALIENS use to crew their Space Fighters is not known.)

Because of their short range, Space Fighters usually must be carried into action by TRANSPORTER ships, though in some cases they will be carried piggyback on other, larger Combat Spacecraft. Their tactical value is unclear, since the are really just small spacecraft themselves. Since they don't operate in an essentially different medium, the way aircraft operate in a different medium from surface ships, there is no fundamental reason why they should be all that much faster. In naval terms they are more analogous to motor gunboats than to airplanes.

Mostly Space Fighters fight each other, which is logical enough in itself but doesn't explain why they are used in the first place. Only two other missions can be identified for them:

1) To destroy gargantuan BATTLE STATIONS, which are vulnerable only to attack by Space Fighters.

2) To give prominent roles to young males in their early twenties, so they can display their swagger, coolness, and fast moves on any attractive female of an Interbreedable species.

These would be your paper-scissors-rock of Science Fiction.

Battle Stations beat Battleships
Battleships beat Destroyers
Destroyers beat Fighters
Fighters beat Battle Stations.

It's all very simple, really.
Angermanland
26-01-2007, 00:24
from memory, the point in 'fighters' is that, having lower mass, they can get more acceleration and maneuverability. they have less momentum at the same speed. if you can pack a powerful enough weapon on it [which, generally speaking, gives one a 'bomber' type,] it can do a fair bit of damage while presenting a much smaller target, and requiring much less material to build.

so... mostly they're a way of being cheap and heroic at the same time, i guess :) [that many less rift drives, that much less Armour, etc etc.]

personally I'd use them for precise strikes on certain systems, or something like that.

so, while this information is very nice, Hakurabi, I'm not sure of the point?

personally, i find the rock/paper/scissors element silly. it's more a case of "swarms beat single monsters" than anything. to my mind, anything can take out anything... if used right. swarm a big thing with little things, overload it's ability to track, target, hit, and counter. hit something with something bigger, it dies. ultimately it's about the balance. I'd really expect corvettes and medium cruisers to be the most useful types. heh.

guess my corvettes count as 'light' destroyers..

i had a point when i started this post :S
Morvonia
26-01-2007, 00:33
record everything. In FT things past very fast compaired to MT and especially PT.
Thrashia
26-01-2007, 01:08
You finally decided to join us in the stars! Good thing you finally decided Anger. :D From what I read it looks pretty good. Very good actually, considering its your first major two-feet-in jump. Not bad at all.

I would say that you're set, technically speaking. Now all you have to do is have contact with some other nations. As your friend I would suggest you join the Galactic Empire, an alliance that is very strong and one that I am a head member of.

As to your ships, I think they're wonderful. But in addition I would mix in some ships that are of "known quantity", that way everyone can realize just how powerful something is, or compare it to a known ship. Such as you saying "my battleship is equal to or better than an Imperial Star Destroyer"; that gives you and others a gauge by which to rp correctly, and keeps you from tech wanking/god modding by saying a certain ship type is infallible.

Check out my alliance if you get the chance. In the mean time, when you start your first rp with your ft nation, I will be there. ;)
Angermanland
26-01-2007, 01:25
heh. actually, one could argue very easily that an SSD would utterly wipe the floor with my battleships. SSDs have shields and lasers and things. my ships have... armor... and... missiles. heh. yeah.

though can SSD shields handle gravitational forces? humm.

on the other hand, good luck to the SSD trying to catch up with something that can go "ARGH! ENEMY! RUN AWAY!" *poof* and be... elsewhere.

actually, apart from the lack of Grav wedges and sidewalls, my battleships and corvette ships are probably most comparable to the battle cruisers and LACs from the Honor-verse...

humm, actually, that's a pretty good comparison. the entire space based combat philosophy i employ would be very similar to that.

this is helpful :D i'll add something to that effect in later. it needs a little more thought before i actually apply it.

rift travel nullifies the need for me to define distances between locations in space for my own use.. but it'd matter to anyone else. ummm...

i dunno, maybe i'll set up some sort of frontier stations or expedition or something... that could attract some interest.
Kesshite
26-01-2007, 02:40
I've noticed that every FT nation has at least a billion pop. Is it possible to jump in without such large numbers?
Otagia
26-01-2007, 02:50
Of course. Just as easy as jumping into your average MT RP, where most of the players, again, are over a billion pop.
Angermanland
26-01-2007, 04:12
Of course. Just as easy as jumping into your average MT RP, where most of the players, again, are over a billion pop.

that's....

Really not a positive recommendation [i say this having attempted to get into some modern, near modern, and borderline post modern rps.]

personally, i tend to outright ignore my actual nationstates nation in terms of RP factors. it's a load of rubbish anyway. hehehehe. honestly, go read it... so many contradictory statements, and the population is purely how long it's been around. [not to mention excessive for a planet, let alone a single nation]

way i figure, is if your stats don't work.. fudge it so they do *shrugs*
Kesshite
26-01-2007, 04:12
Of course. Just as easy as jumping into your average MT RP, where most of the players, again, are over a billion pop.

Hmm, easy isn't all that easy. But I will take your advice to heart.
Angermanland
26-01-2007, 10:15
the tweaked version. still no mention of actual distances due to my guys not caring and my having no clue what would and wouldn't make sense

and unless anyone sees any glaringly obvious flaws, this is what i shall use. [i don't see the point in starting a new thread for it really, unless it would be a good idea?]

Full Name: the Principality of Angermanland.
Ruler: Prince Chargone the Undying
Home/capital Planet: the World (fifth planet in orbit around the star imaginatively named ‘Vitromente’ or ‘life spirit’
Planets: naturally habitable: 2
Terraformed: 3
Not really habitable but people live on them anyway: 10
Actually asteroid/satellite clusters: 9
Claimed as part of star systems inhabited/claimed by Angermanland, but not inhabited, in all above categories: 20
Stars: 6
Adjective: Angerman
Government Type: hereditary/representative, vassalage, state property, emancipation, organised religion
Religion: deism/animism, mostly founded, however, in the philosophy of the Way
Language: Primarily the Angerman tongue, some local dialects and ‘dead’ languages.



Travel through the rift attunes one’s mind and body to the latent energy of the quantum foam, and ultimately allows one access to its power in ‘normal’ space. More exposure does not necessarily lead to more power, however, as one’s mental state and sense of reality and it’s laws both affect the nature and degree of the power. Common is the power that manifests it’s self as the minor ‘knack’. It may not even push the Kizen [one who has access to this power] beyond the bounds of their race’s normal capabilities. Less common, or at least requiring greater exposure, are talents in areas that are not the norm for the race, such as telepathy, kenisis, and clairvoyance in humans.

The rarest of powers, requiring great degrees of exposure, training, focus, concentration, and energy, are those such as the destruction of stellar bodies, the mass control of the entirety of a planet’s population, or the ability to look death it’s self in the eye and laugh, because it cannot touch them.

However, two powers that have never manifested are the ability to reverse death, or to travel through time. In fact, modern standard medicine is more likely to bring someone ‘back from the dead’ than Kizen powers.

Where Kizen powers are concerned, the universe does maintain some sort of balance. Any given being can only channel so much of the energy of the quantum foam without it’s having adverse affects. The more attuned one’s mind is to the power in question, and the more attuned one’s body is to the energies at all, the more one can channel. The balance arrives in part from the price exacted… the energy could be bleed off as heat, light, electricity, molecular damage tot he wielder...any number of ways. But the bulk of the power not used is bled back into reality as the same form it was taken in. Latent potential in quantum foam.

Some Kizen even harness this fact, allowing them to throw fireballs that inflict significant damage on their target, but disburse before they can start fires.

By far the most common talents resulting from this exposure, however, are in the military. As such, they tend towards increases in accuracy, ability to dodge, explosive damage, and other tactical applications.

The most powerful Kizen, however, appear in the nobility. Those who can afford the travel and training required to gain great attunement and skill. Their powers run the breadth of the spectrum. Some are skilled in military matters; others have more political uses for their power.

Past wars amongst the various lords, however, have proven that great power is not enough. The ability to destroy a star is worthless if one cannot get to it, or would be taken out with it. As such, most matters military are carried out by more mundane means, with Kizen powers mealy an aid.



Rift travel is achieved by tearing a hole in the fabric of space/time, and travelling through it. End result is rapid transit in both subjective and objective time. It is a known fact that transferring something the size of a planet through such a rift, and powering it with an exploding star, will permanently damage the fabric of space/time, spewing for the energy responsible for the Kizen phenomena, as well as many other kinds of radiation, from the resulting tear. Small transits, such as ships, however, make holes small enough that they seal behind the ship in question.

Ships: [note, while all are theoretically capable of atmospheric flight due to drive design, landing things such as battleships and carriers would be idiotic due to their vast mass. Those marked as capable of atmospheric flight are those designed with such in mind as part of their normal function.]

Carrier. Lots of PD weapons, plasma, missile, and mass driver based [primarily plasma]. Carries a lot of armour, making for a lot of mass. Slow, large, and hardly agile, these ships carry many small craft such as fighters and bombers, meaning that the smaller craft do not need their own rift drives.

Transport: medium sized ships with some armour and weaponry, but built primarily for cargo transport.

Drop ship: small transport ship capable of atmospheric flight, mounts a mix of ground and light space weapons. Carries a lot of armour. Not really an effective combat ship.

Fighter: overpowered and armed for bear, the typical Angerman fighter is a marvel of engineering in both its engines and weapons systems. Defence however, suffers. A lot. So much so, in fact, that it was deemed so hopelessly ineffective that all armour beyond that needed to protect from micrometer type impacts was stripped off. Typically carries 4 missiles and two plasma cannon. (somewhere in the general vicinity of the LAC in the honour-verse, only unshielded and significantly more agile. I really can’t think of anything to compare it to more accurately.}

Bomber: carrying a little more armour than the fighter, the bomber gives up some agility and all of it’s dog fighting weapons for anti capital ship munitions. Carries 16 ‘limpet’ bombs. [Magnetic/gravatic generators in the bombs cause them to ‘fall’ towards the target, where they detonate and fire heavy metal rods into the enemy ship’s hull]

Corvette: a small ship, half way between fighter and capital, it is the mainstay of the Angerman Space Force. Large enough to mount it’s own rift drive, a more powerful GRAV drive than that found in the fighter or bomber, and enough armour to make it worth while, it is the ideal vessel for use as an escort or on independent duty. Carries small numbers of missiles, four to eight plasma cannon, and a GRAV rail gun. Capable of atmospheric flight {think of the millennium falcon. Give it more weapons. Make it actually work right and reliably. Maybe make it a little tougher. That’s probably about what this ship functions like. Note that it looks nothing like the millennium falcon.}

Battleship: all the agility of a planet, and enough firepower to break one, given time. Armour is a high priority on this ship class. Uses GRAV rail guns to allow it to fire missiles with more payload and less fuel. {probably best compared to it’s counterparts in the Greyson navy of the Honour-verse, if they had no impeller wedge or sidewalls and had some extra armour to compensate. Would get nailed by a SSD, if it’s captain were stupid enough to sit around and fight such a thing one on one.}

Missiles: warheads vary, but the most common are: HE, Nuke, P/S [puncture/shock. Designed to puncture shields or outer hulls and then release a massive electrical discharge. ] And GD [gravitational detonator. Essentially a bomb pumped grave drive, wired to blow. Highly unstable once activated, a single hit may do little more to a fighter than push it off course, or may blast a capital ship to smithereens. Has been known to sometimes catch the firer in its effect. Usually kept as a weapon of last resort.]

GRAV drive: drive utilising the manipulation of gravitational forces to allow interplanetary travel, as well as better intra-atmospheric travel. Makes interplanetary travel practical, but not cheap. Flying from earth to Pluto with one of these would still take several months. None the less, when combined with the rift drive, it is effective.

Thrusters: all ships rated as ‘space-worthy’ carry these. On civilian ships, they’re merely a backup. On Military ships, they allow for faster manoeuvring or more erratic manoeuvres. Long story short, they’re rocket boosters.

Ground forces:

Infantry: usually wear unpowered armour and carry energy rifles [rated at 150 meters, variable power rates (for operating in fragile environments), 50 burst shots per fully charged power pack. Can fire bursts or a continuous stream.] and a melee weapon of some sort.

Armoured infantry: use powered armour [this is kept as simple as possible, tech wise], tend to carry heavier weapons.

Artillery: lightly armoured vehicles using GRAV technology for both their drive, and to launch artillery rounds over long distances.

Cavalry: essentially infantry mounted on GRAV bikes, for when speed is key. A mix of fast combat vehicles is usually added to cavalry units to give them some punch.

Armoured vehicles: utilising GRAV drives, these vehicles really add up to a hybrid tank/gunship. Utilising GRAV drive technology, they fly [admittedly at medium to low altitudes, and lower still on smaller worlds, and not exactly at great speed] and carry a fair weight of armour and weaponry. Their actual manoeuvrability compared to most other ground units is lacking, but their ability to take a hit mostly makes up for it. {there are weak points, I’m still working on this :D}



Rift travel, the ups and downs:

Travel through rifts is objectively instantaneous. Subjectively, it could take anywhere from a few minutes to a few weeks, depending on distance. It’s still fast.

Inter-ship communication whilst in transit is impossible.

Due to being of the ‘wormhole’ type of interstellar travel, it is impossible to change destination part way through the trip.

Due to technological limitations, range is an issue. The greater the distance, the greater inaccuracies creep in, and thus the further away from one’s actual goal one has to target. As a result, ships entering a solar system will usually do so by way of renting normal space well outside of the system it’s self, and re-adjusting their navigation calculations.

Short of the obvious “very bad” effects of re-entering ‘real space’ in the same location as another object, stars, planets, ships, etc in no way limit entry and exit points.

Rift drives are large enough that nothing smaller than a corvette can mount one.

They are very inefficient for short range travel, as tearing a rift in space requires just as much energy no matter where the terminus is, and that is quite a bit. As a result, short trips will usually be conducted under GRAV drive, not Rift drive.


now i just need to set up a beginning of some sort. and this is where i really suck. heh. i'm guessing, like as not, 'first contact' is going to be at least semi-accidental. and now i have a vague idea. anyone want to volunteer for first contact duty? :)
Terror Incognitia
26-01-2007, 11:05
*jumps up and down and waves*
Angermanland
27-01-2007, 00:46
http://forums.jolt.co.uk/showthread.php?p=12257987&posted=1#post12257987

well, this is what I've got so far. want to introduce the relevant people of yours before i dump these not-entirely-non-criminal lunatics into your space, Terra?? :D

there is some limited back story to what's going on there... and i can do another scene as they arrive.. but I'd sorta like to know what they're landing in before i do :D
Gaian Ascendancy
27-01-2007, 01:21
Remember to have fun and go with what best suits you in FT. It's your own identity in the end, and the fun of building it all up, through it all is much of the fun of FT. An FT based Napoleonic-empire realm isn't all that unreaslistic.

After two years at this, it's down to what is best for your ideas, and make them florish in your own way. =^^=