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EmperorGrimm

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Mar 8, 2010
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Introduction

Coldfront.net channel is MoW. Go to cold front.net and type /join #Mow.

Welcome to Master of Worlds Redux, my second attempt at a grand strategy game set in a space opera setting. Players will create their own factions and take the role of the ruling elites or democratically elected officials depending on what kind of faction you design. The game starts on the 1st day of Cosmic Year {CY} 53, fifty three years since the revival of the Subspace Nexus an ancient network of jumpgats that have emerged out of the stars of hundreds of star systems. Only the mysterious Taiban Navigators possess the knowledge to operate the jump nodes and their jump gates. The Taiban have been known by some civilizations as a drifting species of religious pilgrims who occasionally traded for fuel. The first half of the century has seen the colonization of hundreds of star systems and the establishment of a loose interstellar community. Taiban pilgrims have dispensed the knowledge of subspace tech to civilizations technologically capable of adapting it. Despite their obvious tech advantage the Taiban seem to have zero interest in interfering with astropolitical affairs and have dispensed subspace technology to despots and democracies. So lets begin!

Setting

The first fifty years of the interstellar has been fairly peaceful. Contact between civilizations have been made with subspace transmissions and translators but no polity has had the ability to project their power outside their starting territory. The subspace universe is based on the extraction of subspace particles that can be found in any material in densely packed pockets. Interstellar travel is done through jumping with the aid of jump gates that takes the burden of the energy required to make a jump. Nebulas contain rich subparticle pockets but the density of the particles cause severe communication and navigation issues outside of jumping. Outside of the Nexus lay voids and distant subspace signatures which have yet to be explored. Once you reach Late Subspace tech you will be able to construct your own jump nodes.

The Law of Sentience states that only humanoid species possess sentience. Insectoid infestations are a great threat in this era but sentient machines are not possible without a biological element. Players can only play as a humanoid species.

Rules

Key Concepts

Your faction has several stats explained below. Military stats are explained in the military section.

Economic Points: represents your wealth and material resources, generated by your territories, trade deals, and some other variables
Prestige: represents your faction's reputation in the universe, generated by winning wars, signing diplomatic agreements, and doing other nice or great things
Territories: the number of sectors you control, territories generate EP which range from a value of 1 to 3. 1 represents 1-10, 2 is 10 through 20, and 3 is 20 to 30.
Stability: Ranged from 1 to 5, represents how close you are to revolution and civil war, 1 is bad and 5 is good.
Technology: ranges from 1 to 30, 1 through 10 representing Early Subspace Tech, 10 through 20 representing Late Subspace Tech and 20 through 30 representing Transdimensional Tech.
Military Level: Represents the quality of training and discipline of your military

Orders

Every faction gets 2 orders per turn to do anything they want with their faction. PM me your orders.

Economy

Your faction can earn EP several ways. The most common way is by controlling territories which generates EP. You can also sign trade agreements that provides 10 EP each. Random events or ordering "economic reprogramming" which can be role-played anyway you like also can give an EP boost.

Your EP grows or retracts naturally like any economy would.. At a stability level of 5 you earn 10 ep. At 4 you earn 5 and at 3 you earn 0. You continue to subtract 5 ep off until you have -10 at a stability of 1.

Economic Reprograming represents economic programs or tax cuts or projects meant to boost the overall EP generation of your faction. Players must use 1 order per turn for three turns to be able to do this. At the end of the three turns ill roll a die to determine if it succeeded. Success can net you a boost of 25% of your income in the final turn and even a prestige or stability boost. Failure just the opposite.

You can perform Economic Reprogramming once every eight turns.

Territories

Territories generate EP based on a value of 1 to 3. 1 being poor and 3 being rich.

Prestige

Prestige is earned from winning wars, signing diplomatic agreements, or controlling territories.

You can spend prestige on solidifying agreements with NPCs although peaceful annexation would cost far more than a trade deal. It also adds 5 ep to your faction income per prestige point.

Warfare

Your military is divided into Fleets, Planetary Forces, and Subspace Weapons.

Fleets cost 10 ep to build. PFs cost 5 ep to build. SWs cost 1 ep to build but their use will force you to 0 prestige for ten turns and an additional loss of 10% of your income for ten turns as well.

Fleets - represents a group of armed starships, a fleet represents 50 ships
Planetary Forces - represents your soldiers, aircraft, seaships, et cetera fighting on a terrestrial surface, one represents 10,000,000 troops
Subspace Weapons - represents the WMD of the interstellar age, a device that explodes creating rift burst wiping out half a planet, using a SW will reduce a territory's EP by 10 for five turns permanently. SWs eradicates all forces in a territory instantly but requires a fleet to deliver the device.

Fleets and PFs can be "damaged" during a battle representing losing half the fleet or something. Fleets take 2 turns to recover while under the damaged status. PFs take 1 turn to recover.

If you face an enemy faction with a tech level five degrees above your own you will automatically lose the battle.

Battles will be determined via a simple point majority. Every fleet or PF that you have in a battle will give you 1 point. Once your fleet or PF points are added together I will add your technology and military levels. After I determine the results of the actual battle I may throw a fortune roll to add some surprises. The winner must get above a 50 out of a hundred to keep his or her victory.

Stability

Stability is a bit more abstract. You take stab hits if you're at war for longer than 3 turns and will continue to lose stability every 3 turns afterward until your faction isn't at war at all. You lose 1 stability when you acquire a new territory as a base but regain it after 2 turns.

You will also gain and lose stability through random events but may have an option to select a lesser of two evils during these events. You can temporarily boost stability back to 5 by implementing martial law but depending on what kind of faction you have and the roll of the dice you will have increasing problems with violent uprisings.

Independent Territories

Any territory not claimed by a player is considered and Independent Territory usually containing a minor faction with its own small defenses.

Example of Stats

Faction Name: Republic of Hu
Economic Points (EP): +40
Treasury(EP): 80
Prestige: 35 (0 to 100)
Territories: 2
Stability: 5 (1 to 5)
Technology: 4 (1 to 30)

Fleets: 2
Planetary Forces: 3
Subspace Weapons: 20
Military Level: 5

Creating Your Faction

Signing up and creating your faction is easy. Once you post the information below i will position you with a random territory on the map. I will assign colors to the players but you will also have your own number to better clarify who is who. Players can have two posts describing their factions in the game which I will link to the stats post. This will keep things organized better.

Polity Name: self-explanatory
Government System: what system governs your polity
Leadership: the ruling group
Demographics: a synopsis at the least of what species exist in your polity
Background: history, society, everything else describing your faction
I'm implementing quality control for this game. No anime characters, direct clones of existing factions in fiction (although you can of course have influences just don't have the exact same shit especially names), or non-humanoid species. And no Union of Latin-African Republics or Imperial Russia in space type factions. Earth doesn't exist in this universe but still. You can have monarchies and feudal systems but no direct clones.
 
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The Interstellar Age

Turns

Turn 1
Turn 2
Turn 3...

Faction Posts


Events


Faction Statistics

1 - Daronia (Bialaska)
Faction Name: Daronia
Economic Points (EP): +25
Treasury (EP): 25
Prestige: 10
Territories: 1 (+25)
Stability: 5
Technology: 1

Fleets: 1
Planetary Forces: 1
Subspace Weapons: 10
Military Level: 3

2 - Askarth Empire (King5000)
Faction Name: Askarth Empire
Economic Points (EP): +15
Treasury (EP): 15
Prestige: 10
Territories: 1 (+15)
Stability: 5
Technology: 1

Fleets: 2
Planetary Forces: 3
Subspace Weapons: 10
Military Level: 4

3. The Jaaraqi Kingdoms (Tapscott)
Faction Name: The Jaaraqi Kingdoms
Economic Points (EP): +10
Treasury (EP): 10
Prestige: 10
Territories: 1 (+10)
Stability: 3
Technology: 1

Fleets: 1
Planetary Forces: 3
Subspace Weapons: 10
Military Level: 5

4. Confederation of Hemilta (Bakerydog)
Faction Name: Confederation of Hemilta
Economic Points (EP): +30
Treasury (EP): 30
Prestige: 10
Territories: 1 (+30)
Stability: 3
Technology: 1

Fleets: 3
Planetary Forces: 3
Subspace Weapons: 10
Military Level: 3
 
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Game Map and Descriptions

http://postimg.org/image/bgzcur6of/
Astrography

http://postimg.org/image/5a62y2yyj/0711dcb8/
Jump Node Regions

http://postimg.org/image/gwzn666jx/
Territory Map

Node Regions

Aebil Holy Worlds

Populated by mostly pre-industrial civilizations this region is rich in ancient treasures and powerful relics. A species claiming descent from a god known as Aetut can be found in many systems in this region but none has emerged to dominate their sector. Interestingly the Aebil civilizations all worship Aetut without contacting one another in their histories.

Nintep

This region is divided into the immensely resource rich "southern" territories and the poor "northern" territories. The rich territories are highly civilized but face growing incursions of raiders from the poor area. The greatest rifts in the Nexus is located here and although they dispense immense quantities of sub particles they possess powerful gravity fields that can take ships into its body and transport them to the hellish subspace dimension.

Narshuna

Possessing the most diverse demographics in the Nexus. Most civilizations are subspace grade but have yet to project their power beyond the sector level. One promising civilization is the Klindathi Imperium who is on the verge of winning their thirty year war with the fiercesome Qwatril Despotism in T24.

Vetanar

The poorest of the regions. No civilizations have obtained subspace tech as of CY 53.

Qos Wastes

Echoes of a subspace disaster resonate in this region. Communication is impossible and strange monsters terrorize those who are unfortunate enough to find themselves here.

Tual Corridors

A mildly resource rich region dominated by Tual FAL tribes that constantly bring war and problems to the region. Tual tribe fleets are expert navigators of the Qos Wastes and are organized by tradition and customs. It is rumored that an ancient fleet is dormant inside a moon but its location is unknown.
a

Ceta

Home to the Ehnot and Tenar Unta who are currently at war. Several subspace civilizations are nearing the unification of their territories.

Far Reach

The Khonsut Nebula is located here making it the richest region in the Nexus. Far Reach should be the most civilized region as well but the nebula is a natural hideaway of pirates and is dominated by the Sherrak pirates..

Trax

Dominated by subspace despotisms that are constantly at war. It is not expected that any factions will emerge as a unifier anytime soon.

Blockades and Jump Nodes

Territories can be blockaded which reduces EP by 50% but you collect a -5 prestige per turn from harming interstellar trade. Jump Nodes can be blockaded reducing the whole region's EP by 50% and a -30 prestige hit per turn.

Jump Nodes link the regions together. Travel between regions must be done through the jump node but once you arrive in a region you can jump to any territory within the region. Territories with nodes are always +30 ep a turn. If you control a jump node you can ban any faction's ships from traveling through. Travel access is a potent tool in this game.

Map Key

Red Numbers = player polities

Teal Numbers: = NPC polities
Yellow Numbers = economic value
 
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cyborg_by_fightpunch-d5y66c6.jpg


Polity Name: Daronia

Government System: Limited Democracy (only the Second Generation may be elected)

Leadership: The Council of the Second Generation

Demographics: Daronians start life in shells made of flesh. 2 arms and 2 legs and a lot of soft organs. Most of these are unnecessary parts are removed shortly after birth and the brain, spine and heart is instead transferred to the Daronians first Training Body. As the Daronian age, they will go through more of these bodies, until at the age of 15 they are moved into what should be their permanent body.

Background: 300 years ago Daronian society was greatly different. A Daronian was flesh only and was driven by various urges, and there were many different factions, constantly fighting for one reason or another. In the beginning Cybernetics were developed because of these many wars, in order to create better and stronger soldiers. At first it was limbs, then organs. Eventually any part of the Daronian, with 3 exceptions, were replaceable, and far better than the originals. Where a Daronian once had an average life span of 70, they now suddenly could live hundreds, possibly thousands of years. One of Daronias nations decided that all citizens should be upgraded, and the rest followed, as they could not afford to not do so.

It was shortly after that the leaders realized their mistake. So many Daronians went insane from the transformation and the next 50 years were filled with mass suicides and murders. The population decreased greatly, and even the leaders who made the decisions eventually went insane. Yet the youngest generation, those never to experience adult urges never suffered the insanity. It was this generation, the Second Generation, that eventually took over.
They realized that the Daronian species were going extinct, since no more Daronians were made. So they simply made a machine where they could put the necessary physical components for creating new Daronians. This generation was called the Third Generation, and is the current.
 
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*Under Construction*
EVE-Fleet-in-space.jpg
Polity Name: The Askarth Empire
Government System: Stratocratic, Totalitarian Democracy
Leadership: The Senate (Economy & Domestic), The Emperor (Diplomacy & Military)
Demographics:
Askarth
lwrm.jpg

Emperor Arlohn Cotte
Comprising 40% of the total population of the Empire, the Askarth are almost all citizens, the only civilians among their species being those children who have not yet reached the age to join the military. A species of light skin and short, dark hair, the Askarth are the most mammalian of the Empire's member species as well as its founding member, giving it its name. As the founding member, the Askarth are the most loyal species of the Empire, and the most devoted to its founding principles of duty to the state first. Originally this was duty in all levels of the state, but with the eventual addition of the Qoria to the Empire, this duty has evolved to mainly the military, forming the bulk of the Legion. Regardless of this, the Askarth still maintain a high-rate of public service, and maintain a near monopoly over the higher levels of government, forming continuous coalitions with the Vulea within the Senate and a constant hold over the seat of Emperor. The average lifespan of the Askarth, through advances in medicine and a high standard of living, could reach 100 years, though their extreme sense of duty to the state sees the Askarth undertake suicidal missions of scientific experimentation and exploration at the age of 60, when their body begin to be physically unable to perform many duties.

Vulea
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Admiral Mily Homoor
Comprising 35% of the total population of the Empire, a large majority of the Vulea are citizens, with the civilian minority formed mostly by those free-spirited Vulea, holding onto the past Vulea ideals of freedom among and one with nature and the cosmic energies of the universe. A species of light to dark long hair and light skin with natural hues of purple and green, the Vulea are mostly mammalian in their biological composition, though the diverse hues in their skin pigmentation and the callused sections of skin found across their skin (most notably their head) suggest some reptilian-amphibian influence. The second species to join the Empire, the Vulea have mostly adopted the Askarth sense of duty to the state, forming the bulk of the Fleet while the Askarth take to the Legion, and engaging in pubic service alongside their sister-species, controlling with Senate with the Askarth and even holding the Emperor seat for a time. The average lifespan of the Vulea, with the same medical advances and standard of living as the Askarth, tends to be 120 years, which the Vulea tend to live to the utmost, regardless of these sense of duty, with their ancestral values of free living and personal happiness coming to the front of their minds the older they get.

Qoria
hqrl.jpg

Senator Talou V'Andem
Comprising 20% of the total population of the Empire, the Qoria are split between citizens and civilians, with many simply enjoying the peaceful lifestyles of merchants and industrialists while others seek something more, enlisting in the Fleet under the leadership of the Vulea and serving the minimum time and becoming citizens. A species of dark blue skin and sparse hair, the Qoria are mostly amphibian in their biological composition, though avian influences are seen with their young being born with feathers which are gradually lost as the Qoria age. The third species to join the Empire, the Qoria have been resistant to the over-powering sense of duty prevalent among the Askarth and Vulea, instead keeping to their traditional senses of the individual and personal wealth and glory, making them less than ideal for military duty, but perfect for the Empire's growing economy and bureaucracy. Those that do join the military, do so to later enter the Empire's government, taking over the majority of the lower governing bodies and a small, yet growing position in the Senate, though they have neer held the Emperor's seat due to their rather lack of military enlistment. The average lifespan of the Qoria, even with the Empire's medical advances and a much higher standard of living than even the Askarth due to their wealth, is only 70 years, as their bodies begin to rapidly lose water composition regardless of medical or scientific attempts to prevent it.

Cagawa
wulp.jpg

General Meloo-Igan Drako
Comprising 5% of the total population of the Empire, the Cagawa are almost solely civilians, with the few citizens seen being high ranking officers among the Legion's Auxiliary, of which the Cagawa form the bulk of. A species of dark, tough skin with shaggy, brown and red fur, the Cagawa are mammalian in their biological composition and seem to have been bred for one single purpose, to rip apart their enemies and crush them beneath their feet. The fourth and most recent species to join the Empire, the Cagawa are resistant to anything other than loyalty to themselves, clan, and chieftain, ignoring any sense of "duty to the state" that the other member species of the Empire have (mostly) adopted. Though this makes them completely unsuited for the Empire's economy or government, this makes them perfect to serve its military purposes, with the Auxiliary formed specifically for their war bands, but with Legion-trained Cagawa generals placed in charge of them. The average lifespan of the Cagawa is a simple 50 years, if they can even live that long, as even during times of peace the Cagawa go to war, fighting amongst themselves on their home-world or selling themselves as mercenaries to the other polities across the stars. To put it simply, an old Cagawa is as rare a sight as one is to find.

Background:
History
The formation and early history of the Askarth Empire is shrouded in mystery and only fully known by each Emperor and the most senior of the Senators. What is made known to the general public and the intergalactic community starts at the first contact between the Askarth and Vulea and their short yet fruitful war. The Askarth, hailing from their home planet of Elyon, had begun to expand into and militarize the space around their orbit as a build up for eventual colonization of their solar system. As part of this plan, a manned exploration of one of the system's most promising habitable planet, Inon, was sent to survey the landscape for the first colonizers.

Inon, a habitable and cold planet at the edge of the habitation zone, just happened to be the home world of the Vulea, who, upon discovering the Askarth, quickly captured and detained them for questioning, their first contact with a sentient species other than their own. When communications with their exploration team suddenly cut out, the Askarth responded with an additional, larger team, this time with a contingent from the Legion. Landing at the same position as the original team, they became witness to a standoff between themselves and the Vulea Home Guard. Unable to communicate with his Vulea counterpart, the Askarth Legion commander responded the only way he knew how, with the weapons he and his men had been told to use against any hostile threat.

Catching the Vulea by surprise with their ferocity and the technological advantage in weaponry, the Askarth routed the Vulea forces, and began to fortify their position while communicating with Elyon for reinforcements, paving the way for what would have been a full-scale invasion. With the addition of reinforcements, bringing the number of Askarth forces on Inon to 1,000, came a counterattack by the Vulea, though not on the ground as they had expected, but in space. Attacking from space docks on the opposite side of the planet, the Vulea Fleet, though outnumbered by the Askarth Navy, proved to be superior in both technology and training, decisively destroying many of the Askarth ships for no losses of their own and cutting off the Legion already on their home world.

The war would continue on for another few months in this fashion, with the Askarth landing some Legion troops and pushing into the nearest Vulea city, undefeated, while the Vulea Fleet destroyed the Askarth ships in orbit. Eventually, with no clear winner in sight, an accord would be signed between those Askarth and Vulea able to learn each other's language, with both species agreeing to join in union under the pre-existing Askarth Empire, due to their military and population superiority, while the Vulea would enter as a client nation, able to gain citizenship the same way as the Askarth and forming the basis for the Empire's Fleet.

This union would prove to be of great benefit to both species, as years after the end of the war, cross settlement between both sides would lead to significant advances in the economy, science, culture, and military of the entire Empire. The later discovery of a common ancestor between both species would lead to further unity, though speculation about how this could be with both species developing on separate worlds would remain just that, speculation.

Half a century later, with the Askarth Empire now a fully fledged space-faring power with colonies throughout its home system, exploration teams would be sent out to nearby solar systems for future colonization as well, though this time with much more caution and forward observation, as had been the case after the first contact war between the Askarth and Vulea. As their exploration vessels neared the planet Vaima, a almost desert planet near its system's star, they came into contact with foreign ships, hailing them in binary code, the language of the universe.

Weirdly enough, rather than asking the Askarth/Vulea ships to stop, identify themselves, or anything else that would be expected during a first contact situation, the ships hailing the Askarth and Vulea were asking them if they were interested in a "time-share condo" on their home planet (which would later turn out to be in the center of their planet-spanning desert). As they drew closer to the planet, more and more hails came from these foreign ships offering them "great deals for low low prices" until they docked at an orbiting station, where they were greeted as any visiting customers would. After spending a few hours shopping around the station, the crew of the exploration team finally communicated back to their superiors that they had found another sentient, space-faring species, that were incredibly friendly. Trade and diplomatic relations were soon established, and the newly discovered Qoria, as they called themselves, became close trading partners with the Empire. It would not be until the discovery of the Cagawa, almost a century later, that the Qoria would join the Empire as another client species.

Decades would pass, with the Empire and the Qoria States growing closer together, the Empire's economy becoming dependent on and dominated by the Qoria's. 70 years after the beginning of relations between the Qoria and the Empire, the catalyst for the joining of the Qoria as a client member of the Empire would occur: the Cagawa Invasion. Striking quickly and without provocation, the Cagawa just one day appeared in orbit over Vaima, laying waste to the orbital dockyards and stations and destroying the small Askarth/Vulea Fleet refueling before continuing out on patrol of their trade lanes, the only form of resistance above the planet.

While their forces in space lit up the orbit with explosions and fire, the Cagawa landed troops within the planet-spanning Qoria capital city, crushing any Qoria resistance they came upon, which only took the form of the city's police forces. Within only a few hours after the first shots fired, the Cagawa had destroyed all artificial constructs in orbit, and occupied 25% of the Qoria's capital, their progress only hampered by the logistics of conquering such a large city. They made quick work to execute any who resisted, as well as those government officials they came across, making it clear to the local populace that they were there as conquerors, and that they would not accept any forms of resistance, not that the Qoria could offer any resistance, having given up standing armies and militant forces nearly a century ago. Only the embassy of the Askarth Empire refused to submit, and prepared for a siege, sending one of the last communicates to leave the planet back to the Fleet's headquarters on Inon, requesting immediate aid in the form of the entire Askarth/Vulea Fleet and the bulk of the Legion.

There was near unanimous consent among the Senate that Vaima would have to be rescued, the Empire's economy was too dependent to allow it to fall to a hostile power, but the Empire no longer wished to see them as an independent entity on their doorstep, so when the Qoria diplomats arrived at the Senate to plead for immediate aid, a ruse was in place that would see them finally annexed as the newest member species of the Empire. Walking into the Senate floor, heated debate raged across the room as Senators "argued" over what the response to the Cagawa threat would be. Half of the Senators called for the immediate action that the Empire was already preparing for, while the other half called for defenses around Inon and Elyon to be established instead, and to wait until the Cagawa were soundly defeated on the Empire's battlefield before Vaima and the Qoria could be saved.

The Qoria diplomats were completely shocked by what they heard, and as the "debate" drew to close to an hour, they became more and more desperate to do anything to save their home and people from brutal occupation, which is exactly what the Empire's Senators wished to see. At this point a group of Senators offered a "compromise", where the Empire's Fleet and Legion would deploy immediately to rescue Vaima and the Qoria and fend off the Cagawa, but in doing so the Qoria would agree to join the Empire in union similar to the way the Vulea had joined the Askarth over a century earlier. This was, understandably, a severe blow to the freedom-oriented Qoria, but with the threat of continued deadlock and occupation of their home world, the Qoria diplomats had no other choice but to agree. The papers of union and annexation were quickly drafted and with the last signature on the documents signed, it was done, and the Qoria were set to become the newest addition to the Empire's gradual expansion across the stars.

By the time the Empire's Fleet and Legion arrived in orbit over Vaima, the Cagawa had brought in further reinforcements, both space and land, and controlled nearly the whole of the planet. Though outnumbered 3-1, the Fleet struck fast and hard, taking the Cagawa Mariners by surprise and decimating their forces with the precision and discipline the Aebil Holy Worlds have come to expect from the Empire. Their superior technology and training tearing through the few Cagawa formations that existed, while the majority of the Cagawa Mariners rushed to engage the Fleet head on and solo. This first engagement in the long war against the Cagawa would be used as the text-book example for how to engage an enemy in space, the destruction of the Cagawa Mariners so complete was this victory.

With their space forces decimated, the Cagawa war bands dug in and prepared for an actual fight, something they had been craving the entire war. Free to now land, the Legion decided to divide and conquer, deploying its forces at multiple points across the planet in the hopes of ssplitting the Cagawa into multiple, small bands that could be easily defeated. This would turn out to make no difference, as the Cagawa proved to be as efficient in warfare with their sheer ferocity and natural might as the Askarth's technology and training. The fight would be long and devastating for both sides, but in the end the Cagawa, cut off from reinforcements and outnumbered by the Legion and Qoria freedom fighters, would be defeated just as soundly as they had in space. The last hold outs would not allow themselves to be captured, however, and as the Legion drew in for the final assault, they stood their ground and felled twice as many Legionnaires as their own number, laying waste to a whole city quarter in the process.

The rest of the war against the Cagawa would follow this same pattern, liberating Qoria colonies from brutal Cagawa occupation, who would then stand their ground against the relentless Askarth Legion, dying to the man. It would take at least a decade before the Cagawa home worlds would be reached, in a nearby star system, and the final stages of the war. Leaving their outer worlds open to the encroaching Empire, the Cagawa Mariners gathered their strength in orbit above their home planet, Udskara, for the final battle with the Empire's Fleet. Using weapons of massive proportions, the Mariners threw everything they had at the Fleet, desperate to keep the Empire fro their final bastion of strength, but as history has shown time and time again, it was not enough, and the last vestiges of the Cagawa Mariners were destroyed in orbit. As the last Cagawa left in space slowly suffocated or died from exposure, they beard witness to an orbital bombardment by the Empire's Fleet upon the surface of Udskara, opening the underground cities to the radioactive wastes of the surface.

It was genocide. Thousands died by exposure within the first few hours, while millions would die over the following weeks and months by the development of cancer. For the first time since the war began, the Cagawa Clans were willing to enter into negotiations to end the war. As a ceasefire was enacted, and the Cagawa leadership traveled to Elyon to discuss the terms of peace, debate raged within the Senate over what would be done about their defeated enemies. Some called for a continuation of the war, with nothing short but the complete eradication of this clearly dangerous species, other said that they had been punished enough with the systematic slaughter of so many civilians, and that the long term effects of the radiation would be ensure they could never be a danger again, while finally a few called for their annexation and integration Empire. In the end, it would be the Empire's current ruling Emperor, Goroy Amer, that would decide the Cagawa's fate, and that is seen in their current status within the Empire. Faced with either annexation or death, the Cagawa Clans would, one by one, agree to the Empire's terms and would soon join as the newest client race of the Empire. The Auxiliary would be formed as the Empire's Cagawa military branch, and Legion spots opened for those Cagawa who showed tactical promise, but other than that, little integration was seen or has been seen between the Empire at large and the Cagawa.

Society
There are two types of people within the Empire, regardless of species: citizen or civilian. Where civilians have chosen to serve themselves first, Citizens have chosen duty and honor. Citizens are those who have put their needs aside and enlisted, at one point or another, in the Empire's military, serving amongst the Legion or within the Fleet. Because of this sense of duty for the state before themselves, Citizens have earned the right to vote and be a part of the government. It is the Citizens who decide what direction the Empire takes upon the intergalactic stage, as it is the Citizens who have put their lives on the line for their Empire.

Within the eyes of the law, no distinction is made between Civilians and Citizens. All within the Empire are afforded the same rights, no laws discriminate, and trials for breaks in the law only make a distinction between Civilians and Citizens in terms of quality of character, with Citizens held in a higher regard for their self-sacrifice. Laws enacted by the Senate tend to be nondiscriminatory, though instances have been seen of favorable ones for the Senate-dominating Askarth and Vulea.

Within the government as a whole, the Qoria have taken over the majority of government positions and jobs, freeing up Askarth and Vulea for the Legion and Fleet. Within the Senate, the Askarth and Vulea have managed to maintain a dominance and monopoly, securing the interests of their people first and foremost. This has led to some resentment from the under represented Qoria, but their growing numbers within the Senate has settled many fears of repression, though they still maintain almost second-class status within the military.

Within the military, the Askarth and Vulea dominate. The Legion follow the traditions and leadership of the Askarth, while the Fleet follows the model of the Vulea. The Legion, based upon the ancient Askarth armies of Elyon, is strictly hierarchical, but with promotion based off of merit rather than connections or wealth. It is considered a great honor to serve within the Legion, and its Legionnaires are held to a high standard for physical fitness and discipline. In contrast, the Fleet is flexible, with many positions filled by those with friends amongst the Vulea Senators or High Command, though this has not kept it from advancing quickly as a powerful and great branch of the Empire's military. Any of the client nations may join either branch, but to gain Citizenship as their primary motif, most Qoria often choose the Fleet over the Legion, though Qoria within the special forces has not been unheard of. Likewise the Cagawa shy away from the Legion as well, but mostly out of a disdain for the organized and centralized control seen within its ranks. Instead, the Cagawa serve within the Auxiliary, a branch created just for them, where their Clan organization can be kept in place, but adequately controlled by Legion-trained Generals. Regardless of where one serves, military service is completely voluntary, with a minimum term for enlistment on 4 years following basic training.

(more to come)
 
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Polity Name: The Confederation of Hemilta

Government System: Federal Council- Representatives are elected from planetary districts to the planetary council to decide planetary laws and then may be elected to the Council of Hudrari to pass interplanetary laws and decisions plus they get to choses their successor for their position.

Leadership: Jadin Weston head of the Council of Hudrari, the Council of Hudrari with the subsidiary Kenet Council in Kandars case
Demographics: The standard Humanoid race except that every 2 generations a large number of abnormally gifted children with gifts such as being able to instinctively perform scientific tasks or a skill at some art like music which comprise less than 1% of the population.

Background:

Home world description: A relatively large world that is made up of 67% water and the other 33% consisting up of 5 Continents whose names are Sera, Naridal, Jura, Oxdes, and the biggest Loures.

History: The Kandarians are descendants of the Empire of Tria in which they once ruled a vast empire but collapsed and the Kandarians who were the merchants and traders who lived on the frontier of the empire boarded ships and left as refugees to escape the ensuing violence. After traveling for a couple of years the finally landed on a planet they deemed suitable for establishing the capital city Kandaria on the continent Loures, the planet was forested mostly with some mountains on the southern side of the planet which made the settling of areas easier for the experienced frontiersman. There were no inhabitants of the planet before and so they set to work establishing the districts and councils. Rodra Lonix set up the 15 districts on the planet and oversaw the first elections. Rodra was the first member to be elected to the Council of Hudrari. While all seemed well the population of the planet was growing slowly which could be explained due to the fact that the Empire of Tria had a small caste of frontiersman who made up most of the refugees was simply to small to start up major cities in every single district. Meanwhile there was major internal strife in the Kandarian year of 859 when the planet went into a civil war due to the fact that most people were unhappy with the Xidor Law which stated that peoples property was owned by the districts and they were just leasing the land off of the district and were required to pay a lease payment every month.

Fanus Yucryl led the revolt in the 5th district which was the district that was most heavily burdened by the payments to the district, quickly he had masses of supporters armed with old rifles and farming equipment ready to fight against the Confederation for a re-appeal of the law. Most representatives were focused on maintaining power so they joined in on the revolt which ended with the Battle of the Commors in which Fanus and supporters were trying to reach Kandaria to reach the councilmen in Kandaria but met the military which killed many supporters but were beaten back with heavy losses after being surrounded and their armored vehicles burning. The councilmen surrendered and repealed the Xidor Law and were tried for treason for failing to uphold Kandarian ideals and were found guilty and executed which resulted in immediate elections in which the Ronet's a party vouching for freedom and for the ideals of the Confederation. The Ronet's still hold power till present day but the Yutek's a party in which they vouch for more government control and expansion which has caused divides in the politics of the nation.

The Civil War of 859 had resulted in many deaths and only till now have they recovered from the war. Most scientists of Kandar have been looking for extraterrestrial life on the moon of Kandar, Kiro which has not been proven to exist yet there which makes calling for colonization of the moon due to the fact that they may be able to make it habitable. The star of Kandar, Neosma is a yellow star that is fairly young and is stable enough that observation of it with telescopes is fairly common. There are only 3 other Terran planets in the system, Prodor, Venubios, and Krynara. Krynara is the most habitable as its a little farther out from Kandar and at the edge of the habitable zone of the star. The other two planets Prodor and Venubios are closer to the sun and have no potential for habitability due to the mass amount of heat on the planets. There are 2 gas giants Dynadyne and Betafoy in the system. Both are of very large mass and are near the edge of the system with over 30 moons each that may be colonized. There are two asteroid belts the Polantian belt and the Lodrit belt, both have comets and are fairly the same except the Polantian is closer to Neosma. As to the current events of The Confederation many women are demanding the right to be elected to the councils which was a right never granted to women in all the years of the Confederation. The Confederation as a compromise right now only allows one representative for women in the Kenet Council, the representative is Anatronika the first women to be elected to the Kenet Council and is a member of the Ronet's. This situation is causing unrest right now with both sides stubbornly wanting their way in the matter. The rising power of the Yutek's are becoming stronger and are becoming more influential.
 
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OOC: Possible actions and more information will be posted with the start of the first turn.

Ehnot Aggression

The fifty years following the revival of the Nexus there was peace between the major interstellar powers. The new galactic order had changed quickly and no polities were capable of projecting their power beyond their own sector of space. So for half a century the powers that exist today settled or conquered their territory fighting minor skirmishes with post-industrial and weaker subspace civilizations. This astropolitical paradigm is over.

A military dictatorship known as the Ehnot Interstellar Union considered the most powerful polity in their quadrant has stunned the interstellar community by attacking Tenar Unta research ships in the frontiers of their territory. Tenar Unta are peaceful traders with little experience with warfare not even with pirates and they have requested aid from the interstellar community.

Ehnot warships followed their attacks in Tenar Unta deep space by jumping their force to the nearest jump gate and fought a battle against a poorly trained and outdated Tenar Unta fleet.

Battle of Jaban - Quarter 4, CY 52

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Commanded by Admiral Uthlu Debok the Ehnot battle group consisting of 110 warships (2 fleets) jumped to the Jaban star system and engaged the entire Tenar Unta fleet of fifty ships.

Admiral D'qui commanded the Tenar Unta fleet and sought to hold off Ehnot as long as possible. The battle began when a squadron of Ehnot fighters attacked a Tenar Unta frigate creating a chain reaction of counter attacks leading to a full on battle. The first hour saw the Tenar Unta fight conventionally in an attempt to protect refugee ships fleeing the system.

Gradually Tenar Unta numbers dropped below twenty and so D'qui ordered a series of kamikaze attacks that managed to destroy 14 Ehnot warships. However this effort cost D'qui and the entire fleet's lives and so after three hours the entire Tenar Unta fleet had been eradicated.


The Grog Despotism

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According to galactic records the Ehnot have always been a violent and aggressive species. Once divided into warring nations they were unified by their current ruler Admiral Nim Grog who has ruled the Ehnot for seventy years.

The Ehnot Interstellar Union is the creation of Grog designed to serve his ambitions to rule the Nexus. It is a military oligarchy with the admiralty and generals appointed by Grog himself. The military was hardened by the Shal'tut War which they won after two decades of exhausting and cruel warfare. The Shal'tut were enslaved as a result of the war.

Admiral Grog is known for his cruelty and decadence. He will stop at nothing to enslave the Tenar Unta and absorb their territory.
 
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A Jaaraqi Fledgling​

Polity Name: The Jaaraqi Kingdoms
Government System: Elective Monarchy
Leadership: Supreme Warlord Tal’El
Demographics: 100% Jaaraqi – The Jaaraqi are conceived and birthed through normal mammalian measures, and are able to live for up to 60 years.
Background: The Jaaraqi hail from the planet of Zargoth, and have a very detailed history. The first species to achieve sentience on Zargoth was not the Jaaraqi, but rather a race of tentacled sea-dwelling creatures known as the Zop-Tops. The Zop-Tops somehow managed to harness the violent volcanic activity that occurred in the ocean of Zargoth to be their source of energy. Using the materials they had access to in the ocean, the Zop-Tops built a civilization that was quickly unified through a series of violent wars.

The Zop-Tops eventually turned their gaze out of the sea, and onto the land. Deeming the entire world was theirs, not just the portion of it that was covered by the ocean, they constructed mighty land-travelling vessels. From there they ventured out, scouring the world for materials. Eventually the Zop-Tops deduced that the highest concentration of the most valuable minerals could be found near the bases of the land volcanos, but this presented a problem to the aquatic creatures. Their machines could not handle the heat, nor could their bodies stand to be so dry. The Zop-Tops then devised a cunning plan. Capturing the wild ancestors of the Jaaraqi, the Zop-Tops genetically altered them to make them compliant and semi-sentient. The Zop-Tops had created a slave race, and sent them out to work the land for the Zop-Tops. This status-quo lasted for several centuries, until one day a Jaaraqi was born with full sentience. Known as Darv’k, this Jaaraqi would lead a slave uprising against the Zop-Tops that would result in the complete extermination of the latter, and the vaporization of over 60% of Zargoth’s ocean. Unfortunately, Darv’k died in the final days of the uprising, so the Jaaraqi regressed, unable to neither use their former master’s technology nor make advancements of their own.

For over a millennia the Jaaraqi were engaged in constant warfare with one another, until all the different Kingdoms were united under one Jaaraqi, Supreme Warlord Valla’tk’n. Forging a global federation of Kingdoms, Valla’tk’n ushered in a golden period for the Jaaraqi in which culture and science prospered. For several centuries Zargoth has been united under one government (albeit not one dynasty), and has maintained a semblance of stability despite the violent nature of Jaaraqi succession.
 
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((I'm probably being optimistic about my available time, but here's my idea))

Name: 'The Great We'
Government: Hive mind/ emergent intelligence
Leadership: Not Applicable
Demographic: Insectoids of various breeds

Background: The 'Great We' is the term the hive mind uses in its efforts to communicate. Individual specimens are fairly simple creatures with only a rudimentary brain, that respond to simple pheromone cues in astonishingly complex ways. This process, appearing in Earth insects, has reached such a level that the billions of individuals collectively make up a single consciousness, as though they were individual cells making up a body.

The Great We shows many aspects of technological civilization. The food plants that sustain the individuals are intensively cultivated, minerals are mined and processed into artificial tools. Somehow specialized "communicators" have adapted to use subspace recievers as a surrogate for a sensory organ. While it seems to understand messages, the Great We has great difficulty making itself understood.

Contrary to common belief, there is no single "brain bug," and the "Queens" serve only a reproductive purpose, not a decision making one. It remains to be seen if establishing off world colonies will lead to distinct new individuals emerging on new worlds.

Diplomatically, the Great We is isolationist and defensive. Expansion doesn't seem to be much of a priority, and the concept of trade confuses it. Lacking other individual consciousness of its own species, basic social skills, let alone diplomacy, come very difficultly.
 
Orders are due for Turn 1 on Friday, 8 PM EST. DEADLINE HAS BEEN EXTENDED BY 24 HOURS.

You have 2 orders per turn. Keep them short and concise, no more than three sentences each.

You can use the resources and EP you gain for a turn in the same turn that you earn it like Steampunk Mars 2.

Deag, you gonna make a new faction?
 
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