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Gorganslayer

Second Lieutenant
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Sep 29, 2014
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Union Of Stars: A Sci-Fi Adventure in the Far Future
“Across the sea of space, the stars are other suns.” ― Carl Sagan
IRC Channel: #UnionOfStars
Signups are OPEN | CLOSED

Sci-Fi%20Picture%20Of%20A%20Planet.jpg

IRC: #UnionOfStars
Instructions:
1-Go to coldfront.net
2-Choose if you're using the flash ap or the java app.
3-Create a screenname
4-The page auto adds you to the #coldfront channel, which is displayed at the list on the left side of the screen. Close that
5-In the command box down below type /join #UnionOfStars
6-You're in and ready to chat
Foreword:
firstly I would like to thank iisbroke for all the help he has given me in making this game a reality, and all the effort he has put in to help me with this despite already working on other projects at the time. Couldn't have done it without you buddy. I also wish to thank Alexander23, BlackBishop and many other GM's for inspiring me to keep trying despite my many failed attempts at starting games. Just a quick word to those who were interested in XCOM, i'm sorry it's been delayed, I'm committed to making it work which is why there has been no update on its progress yet, as I'm still working on getting it work and feel how I would like it too.

Introduction:
Anyway back to the topic on hand. Union of Stars is a Science-fiction setting created by me, taking inspiration from many science fiction series such as WH40K to give an example. As such expect it to be full of the sci-fi tropes that you love and those that you may be not so much of a fan of. I view the game as more of an homage to the Science fiction genre and hope you will all wish to join me on this journey. Union of Stars is a semi-hard science fiction, which means that while there are more soft science fiction tropes like Psychics, this is limited, and has a much smaller scope, so please bear in mind that I am cool with you doing softer science fiction aspects if this is too pronounced and extensive I may take you aside over it. I'm not trying to be a lore nazi, this just helps preserve a more cohesive and real feel to the Universe.

Setting:
our game takes place in the 11th Millenium, A time known as the Age of Equinox. Humanity rules the Galaxy having conquered it several millenia beforehand, under the reign of the fascist power that was the Union of Stars, lead by its Council. For the first time in Millenia however humanity stands free and divided, a brutal civil war splitting the former Union apart into various polities, each with their own motives and cultures. The only current sign of any human unity is the Grand Council, a political organ where the powerful from each polity come to discuss and resolve debates and issues.

Humanity is not without its troubles however. A growing number of psychically tuned Citizens are emerging in the humanity across the galaxy. To many the old Union policy of arrest and surgical lobotomy is clearly not working to prevent to spread, and arguments rage between political sides on what the new solution should be. Even worse is sign of an impending economic recession within the polities as they struggle to adapt to their new statuses as legitimate governments.

For the ordinary people, this time is a poor one to live in. Few care for those of a lower social class than them, and in an age of automation and technology many are left homeless and without a job, as those not taken by robots are quickly filled by the rampant availability of slave labor, brought on by Governments leading views of humanities innate superiority, and active involvement if not encouragement of the slave trade. This leads to many seeking to join the life of the army or navy, seeking an escape from the stagnation of their lives. However the stars hide true danger, to the galactic east lies the breakaway state, known as only as "The Enclaves" a cesspit of crime, indencency and torture, all overseen by a powerful psychic known only as the 'Messiah' and his army of Psykers. Add to this the latest threat, A galaxy wide horde of biological terrors, identified as "The collective", the terrifying beasts raining death upon any planet or system they visit, stripping every bit of life from their victims before moving on. Viewed as the cause of the civil war after the Unions many disastrous battles against the threat, The collective was only stopped after a many year war, and the combined strength of all humanity, although it came at a drastic cost. For those lucky few, they are tasked with guarding the Far Reaches, a region of space not even conquered by humanity in the days of old, and were strange tales are said to be made.

our game, Union of Stars will begin 5 years after the Civil War, at the first meeting of the Grand Council since the end of the Civil war and halting of the Collective, the Age of Equinox, where humanity will choose between renewed greatness or be squashed like a bug on a windshield.

How do you fit in?
at the start of the game, you players will begin as minor people of importance in respective nations attending the inaugural Grand Council meeting, these first few turns will be for allowing people to lay some IC groundwork and letting me know about anything. However you will quickly rise through the ranks of your respective nations (I mean quickly) to lead them in the events to come and with your hand shape the galaxies fate. In addition I will also have landless characters once I feel their is a satisfactory number of landed players (most likely 1 per nation) these characters can be as varied as your imagination can think of, and feel free to do their own thing, or shape the overall plot of the narrative we create here.

Galaxy Map (courtesy of iisbroke)
KWEL4CT.png

Nations and Sign-ups:
now a simple guide to sign-ups, each person may have one character at a time in the game, if this character dies they may wish to play a descendant of that character or feel free to sign-up again as a completely unrelated one. Just with starting the game, I'm going to ask that we have a limit of two players per nation until all the playable nations have at least one person playing them. At that point I will allow more people to play in each nation, or become a landless character. When signing up I ask that you follow basic format:

I only have two rules regarding characters and these are for lore purposes:
- no landed character in any of the nations besides the grey freehold can be an open or strong psychic, I am okay to having one or two characters be weaker psychics if you so wish, just discuss it with me first and i'm sure we can work something out
- I am open to people playing landed alien characters in human nations as long as they give a good reason and not just "it's fun" in the interest of lore however i may limit this if too many people play as aliens.

Name: ~ give your character a name
Position: ~ which nation they are a part of
Specialization: ~ pick between battle, economy or espionage (feel free to call these anything to add character as long as i can tell which trait)
Name of Starting System: ~ name your system, personalizing makes it special
Bio: ~ fill in your characters backstory, what have they done? what do they want to do? what motives do they possess?
For landless it will be a bit different, as they operate slightly differently.
Name: ~ this one is obvious
Starting Region: ~ where in the world are they currently?
Assets: ~ name one or two special traits or equipment these people possess, these can be pretty much anything, if your not sure however just ask me.
Specialization: ~ same as above
Bio: ~ same as above

Before you sign-up you probably want to know a bit about each of the nations, below is compiled a short summary of each nation, and the culture it is derived from. those nations with the tag 'playable' in the spoiler may have landed characters in them. (if i get enough players I may open up the Enclave to being played)

formed only the 5 years ago after the defeat of the old union of stars at the Battle of Alpha centuri, the newly formed Terran Federation is a somewhat struggling nation, much of the lower order and structure of Terra was destroyed in Terra's great sacking. The power vacuum was eventually filled by the creation of a Council of 13, run by the 13 most powerful families in the Federation. Although Terra is wealthy, much of the wealth is located in the upper class, meaning the large majority of ordinary Terran's are very poor and not well off. Due to its position as the cradle of humanity it has a wide range of cultures and is the most multicultural of all the petty kingdoms, though primarily European. Terra hosts the grand council and the nation still practices slavery.

Arguably the largest and most powerful kingdom formed in the wake of the civil war, the Kingdom of Orion is situated in the central east of the galaxy bordering the Mustafar Caliphate in the west, Grey Freeholds Sicarius to the South, as well as the Democratic Union of Epsilia and the Terran Federation in the east.

Orion is an industrial powerhouse boasting the largest manufacturing power of any polity formed in the wake of the Union, as such it is viewed by many as the superpower in the region. In truth the kingdom of Orion has a poor economy with it being reliant on imports of minerals and food to keep its factories running and people fed. Which in turn requires it to lease out much of its own industrial power to other polities.

The kingdom is managed by a Ducal system, where the higher you are in the nobility the more land you control, with the entire realm being under the command of a King. In addition the nation has banned the slave trade viewing it as a vile practice and a way to show its superiority to its rivals. The Kingdom is a primarily Anglo derived culture.

The nation of Sicarius is a loosely connected union of Tribal states, controlled by an ingrained sense of tribal honor and loyalty, based on respect of strength. Sicarius is neither wealthy or desperate, instead it is a self-sustaining nation, though it is not particularly strong in any economic aspect.

Sicarius was one of the 2 kingdoms to loose land to the Collective, loosing 3 of its western systems to the onslaught. The new western border is now a highly militarized and fortified zone. Keen to make up for this lost the grand Chief is very expansionist, looking to prove his strength and win back the territory the former chief lost, even if it doesn't have to come from the same place...

Sicarius is also the largest contributor to the slave trade, regularly going out on runs to collect more aliens from ghettos and slums, even the Grey Freehold. They are known to sometimes even take other humans as slaves if the price is right or they are desperate enough. The nation has a primary culture made up from a mix of African origins

The democratic union of Epsilia is a kingdom formed from the Act of Union between several System-States that popped up throughout the civil war. located in the galactic east, it is situated directly above the Terran Federation. Epsilia is referred to as the galactic food bowl exporting its rich grains and olive oils as fare west as Mustafar and South as Sicarius.

Within the nation the system states all practice a large degree of autonomy. However all major nation wide policies are discussed in the National assembly, in which all citizens may have a vote in the lower assembly in a form of direct democracy. meanwhile richer and more influential citizens may find themselves bestowed the title of Ecclesion, and a seat in the upper house as well as the right participate in judicial affairs. Finally at the top tier of citizenry, one may find themselves posted as a Zeugatai, or ministers whose roll is to advise the Aeropagus, the head of state. The Polity relies on slavery to help with its harvests which are too extensive for robotics alone, however apart from for harvesting and farming slavery is uncommon. Epsilia has a primarily ancient Greek inspired culture.

located in the west of the galaxy the Mustfar Caliphate hosts two of the worlds most fortified borders, the border with the Enclave and the border with the Collective. The Caliphate is made up of several sheikdoms which are each ruled by a Sheikh, who swears fealty to the Sultan, the ruler of the Caliphate. Viziers serve as the Sultans main chiefs and advisers and are arguably more powerful than a Sheikh if they are not already one themselves.
The Caliphate economy revolves around its vast mineral wealth which it exports to the rest of the galaxy, primarily Orion. however to fuel this massive mining sector, slavery is rampant in Mustafar, even occurring in the human population. Slvaes normally don't survive long, with the rich and powerful having thousands of slaves and indentured workers in their service. Recently the Caliphate has looked with hungry eyes towards the untapped riches of the Far Reaches in hope to expand its wealth and even the playing field with Orion. The culture in Mustafar is a mix of Turkish, Ottoman, Arab, Middle East and Islamic cultures

At the end of the civil war the Grey's who had helped in the final days overthrow the Union and its council were granted control of their own sector of space, located where their ancient empire used to be. Their leader lead billions of former grey slaves and other alien species to their new worlds only to find these former halls of their empire destroyed by nuclear and esoteric weapons testing. Determined however they rebuilt their society and slowly returned the planets to normality over a period of two years.

Soon they established a society founded upon their old. Psychic powered beings or those viewed as greatly important and influential became the leaders of the society and established its theocratic government. The Theocratic order overseas all of the Grey freehold in a rigid caste system, at the head of the order, is the Pope, the living embodiment of their religious beliefs. beneath the pope is the deacons, the primary advisers and overall managers of the Freehold. Upon the Popes death they are locked in a room and not allowed out until they elect a new Pope. under them are the Praetors who overlook the day to day management of specific sectors and regions of space with the Freehold. The grey nation is still small although self-sufficient. It makes some money exporting some of its mineral resources to humanity although not as much as Mustafar. It's interactions with humanity are more driven by a desire for survival and necessity rather than any love for the species.

An interesting point is that due to its religious beliefs of helping others, the Freeholds are the closest thing to a welfare state in the galaxy as it exists today. The greys do not practice slavery and their culture is primarily religion driven.

The Enclaves are the westernmost nation in the galaxy and also one of the largest polities in terms of area under its control. Formed by the rogue, Psyker 'The Messiah', the Enclaves are a cesspit of crime, villainy and worse of all, Psychics. little information comes out of the nation but that which has speaks of terrible atrocities and the violent execution of the old government. For all that is known the polity is a giant police state. Far from the haven of freedom those fleeing the union under the messiah's exodus many centuries ago were lead to believe. In fact it is more authoritarian and controlling than the Union in many ways, although its treatment of psychics could be viewed as slightly better. Serve or Die. Over recent decades Enclave raids upon the Union had began to increase and individual terrorist cells have caused numerous accidents and tragic events. In the wake of the civil war the Enclave and Mustafar warily eye each other across the border waiting for one side to make a move.

The Collective a swarm of space faring biological beings, carried upon giant living mother ships akin to whales. In the first war against the collective, managed by the Union fleet, the inexperienced crews expected an easy victory against the so called "space bugs." There at the First battle of Calamar the Union was shocked to be not only bombarded with a form of biological ranged weapons from Motherships thought to be defenseless, but also found themselves outmaneuvered and under both ranged attack and boarding assaults from biological warships and fighters that appeared to be using tactics and strategy against them, picking of smaller ships and flanking around to destroy the weak carriers. Soon the fleet was encircled an a desperate breakout lead to the loss of nearly 60% of the fleet despite successfully fleeing. Eventually the fleet would be destroyed at the Second battle of Calamar after the Flight from Caracas.

The lessons learn't from the first war have shown the Collective to be truly deadly, their large unending swarms capable of overwhelming the largest fleet and the best prepared planetary defense. The alarming discovery that they could be intelligent and strategical also fails to bode well for the rest of humanity. Despite the Collective appearing to be in hibernation now, after the Pyrrhic victory of the United human forces in the 2nd Collective War, leaving behind only the lifeless husks of once vibrant worlds. One can only wonder when the Collective will emerge again, and once it does, what will the fate of humanity become.

Next Post: Rules and Timeline Overview
 
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Rules, Mechanics and Stats
Union of stars is a primarily story driven game, therefore what stats there are exist to help progress the story rather than force players to follow certain paths and attempt to 'win' the game. As such the game is also fairly light on orders.
Gameplay:
much of the game will take place through IC conversation, I ask that for major events you at least write a short paragraph response to the event, while for minor you don't have to respond as in depth. However I will reward players for effort. Aside from general IC conversations to further the game I will do smaller updates to incorporate players orders. In addition sometimes there will be mini updates if I feel a certain situation needs or deserves some more attention. Mini's will take the form of an IC introduction, as well as extra orders followed by an Mini-update.
Orders:
orders are submitted to me by a given deadline, which will typically be weekly or fortnightly depending on how much time I have and how much is going on in the game at the time. Each character may submit one order normally, but gains an order when at war specifically to be used for an order related to the war.

So effectively you get
- A normal order
- A war order

One thing to note is that it doesn't cost an order to raise your fleet, just add it to your orders when you submit it.

One exception to this is when I do a Mini-update, in that case i may ask for a certain number of orders related to those events either from everyone or specific players

Stats:
Union of Stars uses a light stat system, which might seem complicated at first but is actually pretty simple. At the core of it is the trade system. This is automated by me, so don't worry about having to do a lot of micromanagement and fussing around with it, as I control it following a simple set of guidelines.

Here a two examples of the stats:
o1oivPn.png

DfsF2EO.png

as you can see the stats are not very excessive. Firstly we have the name of the character whose stats they are. For example in the second we can see that this is the profile for the current leader of the Terran Federation. Beneath that is the territory directly controlled by the Character. Here we can see that the character rules the Terran Federation, and the directly the Terran Sector within it.

After that we have the four money stats, income, expenses, net and treasury. income and expenses are self explanatory, they are the money generated by the character and the upkeep they have to pay. The net is simply those two stats simplified to show the end impact, with the treasury the amount of money currently stocked by the polity.

Population is the measure of how many people are under this persons control at the time. Population is the main generator for money and requires food to increase and be maintained. The next three stats food, minerals and industry make up the three parts of the trade system. and it is quite easy to understand. Your systems generate a number of each stat. Population takes up food, Industry takes up Minerals and Ships take up Industry. Export/import shows how much of a resource your either giving away or importing. (note you will give away all excess food and minerals) Exports earn you money and imports cost you money. As the game goes the price will be updated in real time as the ratio of export:import goes on creating a real feel to the world hopefully.

Ships raised is pretty simple, for every point of industry stat that your nation possesses (including imported) your character can raise 1 ship. In addition to the industry cost, each ship will have an upkeep value in money. Once a nation runs up to much debt ships will be disbanded. This means that a faction can raise large navies in times of emergency but prevents someone from having a too large navy at a time if they don't have the money to support it.

finally economic and combat rolls simply stat how many rolls you get for each type of order, more rolls increasing the chance for success. The base is one roll with you getting a second if you specialize in combat or economy. Defense bonuses are bonuses granted to characters with a fortified border, and give bonuses to combat rolls in fights taking place along these borders. At the start only a few polities start with fortified borders.

using these stats as guides some ideas for orders can be a flat money increase, income increase, an increase to any of the 3 trade stats or to build a defense up. Though keep in mind your orders can be pretty much anything really as long as it can translate into the game somehow.

Espionage:
espionage orders are a special order given to characters who have that specialization in addition to normal orders and war orders. You can use your espionage orders for nearly anything that you can think of however there are a few limits for balance reasons.
- espionage can't buff your navy or nerf your opponents, this is simply to make battle characters important.

Ranks:
each nation has 5 ranks of power within its nation, a landed character will start at the lowest rank and work your way up from there slowly gaining more power and influence as they do so. (don't worry it will be a quick process)
the national ranks are:
Terran Federation:
1.) Planetary Governor
2.) System Governor
3.) Sector Governor
4.) Councilman
5.) Grand Councillor
Kingdom of Orion:
1.) Earl
2.) Baron
3.) Duke
4.) Lord
5.) King
Sicarius:
1.)Clan Chieftain
2.) Tribal Chief
3.) Chief
4.) High Chief
5.) Grand Chief
Democratic Union of Epsilia:
1.) Civilian
2.) Citizen
3.) Ecclesion
4.) Zeugatai
5.) Aerophagus
Mustafar Caliphate:
1.) Bey
2.) Nazier
3.) Sheikh
4.) Vizier
5.) Sultan
Grey Freeholds:
1.) Brother
2.) Father
3.) Praetor
4.) Deacon
5.) Pope

Other Points:
at this point I can't think of anything that has slipped my mind gameplay wise, Union of Stars being a mechanics light game, so now I would like to bring up some general game rules, just so we can have a friendly and fun atmosphere:
- Be civil at all times | even if you don't like someone treat them with respect and nicely at all times
- No meta gaming | don't use OOC information for IC actions
- No power gaming | play the game for fun not to win
- No power ICing | don't write your IC to be the best or better than others.
- Don't use other characters without that players permission | this is simple. Respect others property
- Other than that have fun
 
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A Basic Lore Guide to the Union of Stars Universe.
below is compiled lore on the universe within the Union of Stars game, as of right now it covers three topics: the timeline, FTL travel and communications and Psionics. However if you would like more information on a specific topic feel free to shoot me a question on IRC or via PM and I will add it in here as well.

Timeline:
Age of Unification: 2050-2100:

Tensions rise on earth, as the effects of climate change and resource depletion begins to be felt within the many nations and countries that make up earth. Across the globe one by one, Far right and pro-military factions gain control in nearly if not all countries on the world, creating a global arms race and influence war, as factions form and countries are forced to throw in their lot with a major power. In 2050, war breaks out between the many factions, although the exact cause of the war and who started it is not entirely known to this day, all that is known, is that after an intense 30 year war, in which NBCR weapons and ICBM's proved near useless against modern technology and defensive power. One faction calling themselves the Council was victorious. Now presiding over earth, the Council declared the creation of the Union of Nations. Over the next twenty years Earth was rebuilt and the people looked to the stars. With great advances in engine technology leading to the exploration of Mars, and the establishment of an outpost on the red planet. In addition the first prototype space elevator rises from the surface of the Earth, into our orbit. All this pales to the 2092 creation of a working Alcubierre drive. The successful trialing of this engine in 2093 lead to the construction of the SEV Copernicus, humanities first FTL ship, which in 2099, did the impossible and made the leap to Alpha Centuri. This amazing achievement lead to the beginning of the Age of Exploration

Age of Exploration: 2101 - 2300:
Buoyed on by the success of the Copernicus's voyage the Union begins to create a series of new Alcubierre powered ships to explore the universe. Though in the time period they are only able to survey the local cluster of systems. In this time Humanities obsession with space hits fever pitch with millions lining up to either serve on spaceships or to agitate for colonialism. One such venture is the crowd-funded project to colonize Europa, which eventually falls through to corruption. The Council takes over the project in order to satiate public demand, while Mars is granted full status as a member of the Union. On Europa the first ever alien life is discovered, a small sample of bacterium known as specimen X by scientists, under study it is shown to have potentially beneficial health impacts to humans, unfortunately it is blown up by a terrorist raving about an plague that turns people into mindless undead. The middle of the Age of exploration
would see the ageing space elevator replaced with a large ring station around earth attached to the planet by 4 equidistant space elevators, with the ring serving as shipyards, offices, Council HQ and a traditional spaceport. God's Ring as they are known are regarded as one of the 7 man made wonders of the Galaxy. Towards the later Age of Exploration, the military sets up Pluto as a restricted zone and begins work on a Top secret Military base, alongside an increased construction of Military orientated vessels. Concerning to many is the Geneva accord and its first amendment which allows the exploitation of space by commercial companies, and in the first amendment the establishment of colonies by them. No doubt however the greatest achievement of the Age is the creation of 3 colonies on systems outside of Sol, (Epsilon Eridana, Alpha Centuri, Tau Ceti) the three develop well with Tau Ceti becoming the most popular migrant destination, however on Epsilon Eridana, an alien virus wipes out 85% of the population over a period of 2 weeks, requiring the army to be sent in to return order to the colony. The virus is frozen by the Military and shipped back to Pluto. Epsilon Eridana becomes a penal colony as migrants refuse to go, with the stigma attached to the colony. The Age of exploration would end with the outbreak of the 2284 General Strike as it was referred to: A Union wide rebellion formed from the alliance of many dissident groups, the event was catalysed by the refusal to grant Europa full status as a member of the union rather than a colony after Union wide riots following the bicentenary of the end of the Unification wars in 2080. Despite some initial victories the rebels soon collapse due to infighting and are mopped up by the Union loyalists, who use the alien virus as a biological weapon ironically against the dug-in defenders of Epsilon Eridana.

Age of Enlightenment: 2301 - 4,000

In the wake of the Civil war, the Union is renamed the Union of Planets, in an attempt to stamp out nationalism on Earth, the planet is renamed Terra, and all history of times before the Union is destroyed with anyone possessing or teaching it to face High treason. Despite initial setbacks from the Purges one good event does come, all Planets except Terra are now treated equally, although that equal is a heavy handed iron glove. In the internal science summit of 2400, scientists begin to show of their new technology and inventions as well as theories. The work shown there encourages the council to make significant investments in the Sciences. Over a period of 1600 years up until 3,000, the technology of the Union grows by leaps and bounds. Stem cells and grown organs, in addition to great advances in the fields of conventional medicines and others mean that people begin to live longer and longer, with the average life expectancy going up to 150 years. In engineering experiences with colonies and the new methods to make the strong materials leads to a revolution in architecture and city building. Soon enough large prefabricated cities begin to spring up all over the Union, capable of housing millions if not billions vast, yet cramped territories allowing for effective governance and control. In addition the techniques lead to a great advance in construction methods for other uses, as Spaceships are now capable of being made even cheaper and quicker than before, and pre-fab colonies become more reliable and transportable, what is referred to as the 2nd wave of colonialism begins with seemingly a new colony established every other week. In chemistry and physics, discoveries are made that shock the world. Chemists discover a new chain of elements that are stable despite their massive size, and contain many desirable properties for computing, construction and all other fields of society. Meanwhile in physics the discovery of the Graviton and gravitational waves excites many scientists who feel they are close to unlocking the vast knowledge of the universe. In continued bouts of success they next prove the existence of dark matter and energy, although at the time applications are unlimited. The most usual advances comes from the creation of the worlds very first fusion reactor, which is followed swiftly by an antimatter drive engine. These pivotal advances push humanities advances into space faster than ever before, as well as on planets were its technology helps provide the billions upon billions of people living with power. Two controversial technological developments however remain as they push forward. Genetic engineering and A.I, Genetic engineering first starts out as a technology to help feed the billions going hungry in the Unions race for expansion, and by that it succeeded, leading to the first surplus in centuries in the Union and reducing malnourishment all over. As time goes by its technology starts to be used to modify animals and human beings for experimentation and potential uses as super-weapons. Eventually a news story reveals the extent of the dodgy genetics program and it is quickly down scaled and pulled back into the shadows. Meanwhile Automation and A.I begins to take a forefront role in society, as bosses quickly find it easier to replace workers with untiring and cheaper machines. leading to a huge rise in the number of unemployed and homeless people in the union. Many of whom are quickly shunned by a society fixated on its success and unwilling to admit any weakness. A.I is regulated heavily however with only top government organisations and the military having access and permission to use cybernetic creations with an Artificial Intelligence clearance.

Throughout the whole scientific golden age of Humanity, the funding had come from the Union and its council. In return they expected equipment they could use, and there was one equipment that valued more than any other: Weapons. As time went by more and more scientists found themselves forced to switch to working on weapons as the Council pulled back its funding to other areas of science. Soon this lead to situations were all other sciences besides military was effectively a deadzone. Eventually without the foundation advances in other fields, as occurred in the 3,600-3,800 period military hardware just could not be refined any further, in response the Union decided that science was no longer worth it and cut all funding to any science departments. In a weird twist of fate, the success of scientific knowledge had bought about its own demise, choked to death slowly by lack of funding. The Age of Enlightenment would arbitrarily continue until 3999 when an unidentified alien ship, the first ever belonging to an sentient species attacked and killed the entire population of the Marco Polo system. After a year of debate, the Council declared war on the aliens species in 4000. Declaring the age of Enlightenment over, the Council stated that the peace of humanity had been destroyed by the scourge of Alien life, and as such, all alien life must be made to kneel or turned to dust. They swiftly declared the Age of Enlightenment over. Although it had truly already been dead for 200 years. now it was the dawn of the Age of Expansion.

Age of Expansion: 4,001 - 8,000:

After it's declaration of war against the entire galaxy, The Council orders the constant construction of military fleets and ground equipment. Millions of the lower dregs of society, are pulled from the streets and press-ganged or conscripted into service in the Armed forces in preparation for the oncoming storm. By the official start of the crusade in 4050, the Union's Navy numbers approximately 10 million ships, and around 12 billion soldiers. Over the centuries and millenia humanity experiences near constant war as they push into the wider galaxy. On a million inhospitable worlds and in the vast void of space, Humanity destroy countless aliens, many swept aside, despite their pre-space age state. As the Crusade continues vast fleets of colonization ships follow in its wake, seeding those planets and systems cleansed of Aliens and paving the way for human habitation. For the Alien species defeated by humanity, under the Union they face a serious hardship, many are killed outright, others live in ghettos and slums under constant harassment from human police forces, but for most who survive they face the threat of an emerging trend in Human society, Slavery. While many of the Alien's faced by humanity are defeated in weeks, months or a couple of years, as humanity pushes further North and West they find increasing resistance from more and more expansive empires, with history talking of 100 year war against a species whose name has been lost to time. But this pales in comparison to the Grey wars. The Grey's were discovered in the Galactic South-west, and at the time had the largest empire ever discovered by the Union, after a border incident allegedly framed by the Union the two empires would go to war, in a campaign that lasted, 250 years. Casualties on both sounds would climb into the hundreds of millions in the first 100 years alone, as both sides crashed into each other viciously. Interesting field reports begin to regularly report evidence of unusual abilities and actions by the Grey's, which after a lengthy investigation is proved to be a form of psychic prowess. Alarm bells are raised and the Union redoubles it's efforts to end the war. Eventually drowning out the Grey's in a mass of bodies and manpower they cannot match. They are utterly destroyed and their empire scattered to the wind, but that is not the end of the story, the billions of Grey's not killed in the war are forcefully deported from their home worlds in a plan to 'Humanize' the planets. Once they arrive at their destination they are processed and sold in the largest slave transaction ever in human history, before long Grey's make up the primary slave demographic. Some manage to sneak off or avoid deportation and soon find themselves living among the slums and ghettos, hiding out as wanted fugitives. As the Age of Expansion begins to die down, the Union stretches from Sol and Terra in the East all the way to the western edge of the galaxy, with the entire southern quadrant and central region under human control. The only area of space not controlled by humanity is the mysterious north, known as the Far reaches.

Age of Excess: 8,001 - 9,095:
the age of expansion comes to an end after rising costs put the Union, once again renamed, this time to the Union of Stars, at risk of economic collapse. Many of the first Systems and worlds to be conquered have now become flourishing core worlds of the union and over 2/3rds of the Galaxy now bears the flag of the Union. Growing rich on on the spoils of war and slavery the union grows decadent as independent sectors of space become even more decentralized from the Unions Autocratic government in Terra, in effect they split up into pseudo-independent petty kingdoms and Societies.

Even more disturbing is the growth of Psychic gifted individuals in the unions society, at first these are only found among the human-grey hybrids emerging from the grey slave trade. These 'freaks' are carried off and undergo surgical lobotomy to remove their psychic abilities, and a fear campaign is conducted to convince people to inform their local Security division of any people suspected of harboring Psykers or being Physic themselves. Despite this psychic affinity spreads throughout the population and eventually outstrips the control methods by the increasingly eventually outstrips the control methods being used by the increasingly authoritative council and petty nations.

In 2455 a person calling himself, "The Mesiah" preaches against the increasingly decadent and authoritative council, he calls for mass exodus to more tolerant petty Kingdom on the western Fridge known as the New Terran Confederacy, as a result millions leave to the area, including hundreds of thousands of unknown Psykers, many believe "The Mesiah" to be the most powerful psychic in existence and his great exodus an act of Psychic mind control. Many peoples worst fears are confirmed when all contact with the confederacy is lost except for a single broadcast declaring the Confederacy dead, and a new nation in its place: The Enclave"

the age of expansion comes to an end after rising costs put the Union, once again renamed, this time to the Union of Stars, at risk of economic collapse. Many of the first Systems and worlds to be conquered have now become flourishing core worlds of the union and over 2/3rds of the Galaxy now bears the flag of the Union. Growing rich on on the spoils of war and slavery the union grows decadent as independent sectors of space become even more decentralized from the Unions Autocratic government in Terra, in effect they split up in pseudo-independent petty kingdoms and Societies.

Even more disturbing is the growth of Psychic gifted individuals in the unions society, at first these are only found among the human-grey hybrids emerging from the grey slave trade. These 'freaks' are carried off and undergo surgical lobotomy to remove their psychic abilities, and a fear campaign is conducted to convince people to inform their local Security division of any people suspected of harboring Psykers or being Physic themselves. Despite this psychic affinity spreads throughout the population and eventually outstrips the control methods by the increasingly eventually outstrips the control methods being used by the increasingly authoritative council and petty nations.

In 2455 a person calling himself, "The Mesiah" preaches against the increasingly decadent and authoritative council, he calls for mass exodus to more tolerant petty Kingdom on the western Fridge known as the New Terran Confederacy, as a result millions leave to the area, including hundreds of thousands of unknown Psykers, many believe "The Mesiah" to be the most powerful psychic in existence and his great exodus an act of Psychic mind control. Many peoples worst fears are confirmed when all contact with the confederacy is lost except for a single broadcast declaring the Confederacy dead, and a new nation in its place: The Enclave"

In 2480, a new alien species sweeps the southern Galaxy, identified as the Collective, this species of space-faring biological creatures often compared to Locusts or a horde of spiders emerges in the galactic south, sweeping past many of the frontier worlds of the Petty Kingdom of Barra, a backwater Pseudo-kingdom in the Union, intelligence shows that these planets are left lifeless and derelict with every strip of biomass gone. Eventually The Union springs into action leading the First, Second and Third Union fleets to counteract the Collective's advances. However the union fleets are highly inexperienced after decades of peace, and are quickly destroyed in the First Battle of Calamar, The flight from Caracas and the Second Battle of Calamar. In desperation the Union introduces conscription and demands the Petty Kingdoms to start building new fleets. The response is almost instantaneous, as the Petty Kingdoms declare succession from the Union, and no longer subject to its rule, aid is also received from an interesting ally, the greys, who rise up against slavery under their enigmatic leader General Spero, forming their own militias, within a 5 year period the combined petty Kingdom forces manage to end the war with the Union, and halt the collective, in a series of high intensity, high cost battles, although in the end they are unable to save the newly recognized Kingdom of Barra before the Collective overruns its fleets and armies, turning the entire kingdom into a lifeless void. On Terra the peace documents are signed ending the Union, establishing the Terran Federation as a Petty Kingdom in Place of the Unions capital Systems and the establishment of the Grey Freehold, in the heart of the Galaxy where the old grey empire heartland was, although the grey slave trade still exists and is going on strong. Also established is the grand council, a platform for all the Kingdoms and States to voice their opinions on the Current situation in the Galaxy and settle problems between them, the greys are even given a seat, although they are mostly overlooked and unimportant.

Age of Equinox: 9,096 -:

5 years into the so called Age of Equinox, humanity stands divided into a myriad of polities, the Union of Stars its greatest achievement and also its most tyrannical lies gone. Torn asunder from the many stresses both inside and out that and catalyzed by the Collective onslaught. The Grey's enslaved for Millenia now have their own refugee and look to rebuild their culture and society from the safety of their new freeholds. Despite this the majority of the Grey population still live in slavery with no end in sight to the vile practice. Even with the internal difficulties, the new states face a myriad of threats, as the shadowy Enclave, the destroyer of the once proud Petty Kingdom, known as the New Terran Confederacy, stands in the galactic west, with hungry eyes its leaders eye the weakened state of humanity and plot to bring around its downfall. The Collective threat, halted after the devastation the first war caused, appears to be in a state of hibernation, with few if any of the species seen by intelligence, although for how long this will remain is anyone's question. All analysts and historians say that humanity stands at a crossroads, will they rise to greatness, doing away with the corruption and oppression of the old Union, or fade into the darkness, beset on all sides to be a footnote in another species history book.

Faster than light Travel and communication:
The first Faster than light engine created by humanity was the Alcubierre drive, originally proposed by a scientist from the days of pre- unified Earth, the drive had been created by a team full of young and hopeful scientists bent on fulfilling their hopes and dreams of becoming the first humans to step outside the solar system, which they did in the Alpha Centuri expedition. The first alcubierre drives, (the Mk 1.) were big and clunky machines prone to breaking down after a lengthy voyage and compared to later improvements were fairly slow. The biggest downside however were their size and cost meaning few ships could effectively mount them. For a long time this mean't the ships were limited to exploration or colonization vessels as well as the occasional military capital ship.

Overtime in the Age of Exploration, many scientists worked to improve the technology with the mark II drive being reduced in size significantly to allow it to fit into nearly all warships and larger corporate vessels. However the engines were still prone to break downs and the price per unit remained high, meaning the technology stayed out of reach for all but the richest member of society.

The real breakthrough in FTL technology would come at the dawn of the age of Enlightenment, A scientist named Roy Kipfler, a physicist working in the realm of wormholes (proven to exist towards the end of the Age of Exploration) was curious about the potential to control wormholes and use them as "FTL highways." Many discounted his theories stating that wormholes were to bizarre and to small or rare to be used as FTL technology. However after roughly a decade of working on the technology, Kipfler created the Kipfler Drive. This piece of equipment took the shape of a huge power station, (a full scale requires an entire spaceport to be built around it) The Kipfler drive is capable of connecting to another Kipfler drive light-years away and forming a wormhole link between them, effectively creating the cheap "FTL highways" Kipfler had set out to achieve. He received the Nobel prize for Physics after the discovery.

With this technology FTL has become available to all, with the limitations being that it is necessary to built space stations to support the drive first, meaning the alcubierre drive is still used. Nearly all modern vessels however use this as it doesn't require the ship to waste valuable space and power on an independent engine. However despite this the Alcubierre drive (currently the mk.IV) is still used by the military for its ability to operate outside of pre-designated lanes. In addition many explorers and colony ships use the technology as it is the only way to travel in areas were human civilization has not yet reached and established itself.

Psionics:
Psychics were first noticed among the Grey's in the wars fought to conquer and subjugate them, but soon spread after the age of expansion to develop within the human population. (at first in human-grey hybrids) Within society psychics are extremely vilified and feared if not outright hated in all human lands of the former Union states. The original Union policy of lobotomizing those with the condition and then returning them to society which failed to stunt the growth of the problem has long since been replaced in all Polities by the outright killing of them on the spot by Government forces if not by civilians. A large part of this is due to the threat of the Enclave, which is a Psychic nation formed by the most powerful psionic being known to mankind and as such a large part of the threat and abilities of Psychics are exaggerated and false.

Psionic abilities are usually restricted to 3 categories:
- Clairvoyance
- Telepathy/Mind Control
- Empathy

Clairvoyance in this universe is limited to being the ability of the psyker to improve their physical sense beyond that a normal human would find possible, such as hearing something normally inaudible or seeing incredibly far. In the Union of Stars universe this is the most common form of Psychic ability.

Empathy is the ability for a psyker to read a persons emotional state and in stronger psykers even directly influence this.

Telepathy is the least common form of psionics, and the strength of its effects varies greatly from psyker to psyker. At its most basic it is the ability to read somebodies thoughts and their innermost desires. Naturally this creates a lot of fear around psykers, as they have the ability to find out someones most personal and private thoughts or important private details like bank account details. An extrapolation of Telepathy is the ability for a psyker to influence the mind of a person through thought implantation. This is the rarest ability among psykers and its strength varies the most. the gist is that a psyker may implant a thought in somebody else's head, however unless the psyker is extremely strong, if the thought doesn't directly relate to the persons current activities or a past memory it is most likely forgotten or ignored. Stronger psykers can implant memories with greater success rates. The most feared ability from this is subliminal messaging were a psyker uses thought implantation to effectively gain control of a persons mind and persuade them to do the psykers bidding while at the time not even realizing they are being manipulated as the commands come in the form of their own thoughts. Luckily on roughly 1% of all psykers can use this ability to convince anybody to do anything. The majority who possess the ability (4% of the psychic population) can only convince someone to do something they already intended to do or was in their nature. These Psychics however a hunted down fiercely due to the threat they pose and stigma around them.
 
STATS
note: Stats are sorted by nation/landless tabs

Player List
- Marco Torregrossa
  • Scrapknight | Terran Federation | Economist | Planetary Governor of Firenze IV
- Maximillian Devereaux
  • DeMarchese | Kingdom of Orion | Economist | Earl of Lumières
- Hugh Man
  • Brovahkin | Grey Freeholds | Espionage | Brother of J'ta'pan
- Brynk
  • Deaghaidh | Grey Freeholds | Combat Master | Brother of L'ayr
- V'ol Tanaak
  • BlackBishop | Sicarius | Combat Specialist | Clan Chieftan of Vonym Minor, in the Vera Verge.
- Earl Edward XXXVII Windsor
  • Dutchguy | Kingdom of Orion | Combat Specialist | Earl of Anglia
-Peisistratos Hippson
  • Brettles | Democratic Union of Epsilia | Economy | Civilian on Alethnia
- Badr Yousef
  • iisbroke | Currently in Mustafar Caliphate | Battle | Landless pirate
-Valeria Verbeek
  • Mder1 | Terran Federation | Economist | Planetary Governor of Tristan I
- Jaasim Nawaz
  • Terraferma | Mustafar Caliphate | Espionage | Bey of Fasninda
- The Twins: Karevia Kashlonikov and Marevia Kashlonikov
  • Alexander23 | Currently in the Kingdom of Orion | Battle / espionage | leaders of the CROW
- Elizabeth Forrette
  • Bisquix | Currently in the Kingdom of Orion | Battle | A mechanic with visions of adventure

Archives

Act 1: The Far Reaches
 
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The game is now live, feel free to post your characters sign-ups and bio's

I'm hoping we can get a player for Epsilia and Sicarius before we get underway but either way all playable factions and landless are open, though grey freeholds is fully reserved atm
 
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"One origin, one nation, one destiny!" - Marco Torregrossa
Name: Marco Torregrossa
Position: Terran Federation
Specialization: Economic
Starting System: Pontevecchio, Firenze-IV, Firenze System

Bio:

Patriot. Maverick. Tycoon. Madman. All these words have been used to describe Marco Torregrossa, CEO of Legion Industries and leader of the Sons of Terra, an ultranationalist organization with members all across the Federation. Born in the Firenze system, about seventy light-years from Terra, Marco believes that Terra is destined to regain her place as master of the galaxy. His father was also a Terran patriot, and when Marcus inherited his company he took his ideals much farther. The Sons of Terra glorify human culture specifically as it pertains to Terra, seeking to preserve Terran cultural heritage. Through Legion Industries, Marco has funded maintenance for such touchstones of human culture as the Colosseum, Eiffel Tower and Kinkakuji.

Legion Industries essentially owns the Firenze system. Slavery as such is illegal, but many of the system's poorer citizens are indentured to Legion's many subsidiaries. The Sons of Terra, however, are different. They seek abolition of the Federation and its replacement with a new, unitary system. From there, the organization seeks to advance Terran dominance over the galaxy once again, uniting the broken human nations into an entity once again capable of facing the alien threat. They believe that sovereignty is derived from the people, and a single leader wields this sovereignty for the people's benefit; the system is called National Populism. Like in Thomas Hobbes' Leviathan, the leader of the state is entrusted with absolute power, which he wields to protect the people and the nation.


"Brothers and sisters, today our nation will rise from the ashes and unite mankind! Ave Terra!"​
 

Name: Maximillian Devereaux
Position: Earl
Specialization: Economy
Name of Starting System: Lumières

Bio: Maximillian Devereaux, the thirteenth and last member of his noble lineage, inherited his house several years ago. Owner of a powerful lobby, after decades of careful investment and aggresive market expansion, Devereaux Industries became the primary source of power of his planet. In recognition to this achievement (and to ensure their future loyalty) the King granted the title of Earl to the head of the family. Building all kinds of machines, Deveraux Industries supplies several worlds and foreing goverments with the latest technology in robotics: From advanced butlers for the rich to police units and military hardware of deadly power.
Ruthless, arrogant and prideful, Maximillian is well aware of his power, he seeks only absolute power, believing he and only he is prepared to handle the responsibilities the throne demands from a man in this galaxy in turmoil. He will preserve beauty and knowledge from the dirty hands of the barbaric peasants and the alien filth.

 
Name: Hugh Man
Position: Grey Freehold
Specialization: espionage
Name of Starting System: J'ta'pan

Bio: Hugh Man is what his name say he is, a human, in the grey freeholds. Hugh mann was orphaned during the civil war and was adopted by a grey family who named him hugh mann. Weather this was serious or alien humour Hugh's not really sure. Hugh is a empath of some strength but he not very open about. He consides himself a bridge between the grey freehold and the rest of the human polities
 
Name: Brynk
Position: Grey Freehold
Specialization: espionage
Name of Starting System: L'ayr

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Bio: Born a slave, Brynk eagerly joined in the uprising and Exodus of his people during the Civil war. His band of rebels included many who, like himself, we're gifted in telepathy. He specialized in unearthing secrets, and in inserting self destructive thoughts into humans' primitive brains.

While a fervent follower of the Hierarchy and he would never disobey the Deacons and Pope, Brynk is disgruntled that the slave trade has been allowed to continue. He accepts that, with the collective near at hand, the Greys cannot afford a righteous crusade against mankind. Still, he believes they must always use their superior minds to keep vigilant watch over their erstwhile oppressors.

His one exception to his condemnation of mankind is for human psykers, who he sees as natural allies
 
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V'ol Tanaak
Clan Chieftain of Sicarius
Combat Specialist
Hailing from Vonym Minor, of the Vera Verge

A protégé of the current Grand Chief of Sirarius, V'ol has proved a trustworthy and valuable commander in the recent skirmishes with the Collective. Also an adept bounty hunter, V'ol is often turned to when high value slaves break bonds and rebel or flee. A minor hero among his people, V'ol has led the Tanaak clan nobly for the past decade. Though an ambitious man, V'ol dreams of rising in the ranks and bringing Sicarius to the forefront of Grand Council politics.

V'ol is among the Grand Chief's honour guard in the Grand Council as the assembly convenes.


Arsenal

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The Noble Spear

Preferring the maneuverability a small fighter can provide, V'ol's choice ship is a Sikuda Class fighter that offers speed and defense modifications. The Sikuda's were developed in Orion and sold to Sicarius decades ago. Remarkably, the aged vessels still serve in the Sicarius navy. Due to modifications and maintenance, the older fighters still hold up to today's ships.

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The Honoured Kinsman

Even older then the Sikudas, this frigate is a tried and tested model that sustained the Collector onslaught, and as such, is the ship of choice for many Sicirius commanders, including V'ol. Packing dual missle tubes and side mounted mass driver canons, this Orion designed vessel, obsolete in most parts of the Union, is a common sight in Sicirius space.

The Honoured Kinsman is V'ol's home and base of operations while on off-world missions. When in combat, the Kinsman is generally regulated to support while V'ol and his Sikudas do the bulk of the fighting.​
 
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Name: ~ Earl Edward XXXVII Windsor
Age : 25
Position: ~ an Earl in the Kingdom of Orion
Specialization: ~ Battle
Name of Starting System: ~ Anglia : A giant world five times the size of Terra, It was the place the Windsors and royalists and their kin were forcefully relocated to by the Union government after continued resistance. They were amongst the first to go there with a bunch of migrants and quickly founded a strong colony on the alien world. Now this world holds about 1 Billion people, mostly humans. The trend has been to elect the current head of the House of Windsor for the past millennia as the representative of Anglia in honour of the past monarchies and their ancestral traditions as monarchists. The former noble families form the large upper layer of people, with old royal dynasties like von Hohenzollern or von Habsburg having a lot of influence with the head of the House of Windsor. The planet is generally richer then average due to it's low population and many people on the planet have large, spacious homes in the colonized areas of the planet. The main problems of the planet are the relatively low population and it's ineffective use of the resources on the planet itself .

Bio: ~ Edward XXXVII was born about 25 Terran years ago when the Union was starting to crumble. His father George LII died as a soldier in the army during the war and thus he promtly came to the post of Representative of Anglia at the age of 17. He was awarded the title of Earl due to the nature of his families firm controll of the planet known as Anglia and it's massive size. Like his ancestors before him he despised the Union of Stars and strives to reform and reunite the human worlds in a constitutional Human Empire with himself at the head as it's monarch. Slavery in his eyes is a terrible crime that needs to be ended once and for all.
 
Name: Peisistratos Hippson

Position: The Democratic Union of Epsilia
Specialization: Economy
Name of Starting System: Alethnia

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Statues in the Greek style are increasingly popular amongst the wealthy of Alethnia. Peisistratos commissioned this one recently, and like all good statues of this style, it looks very little like him.

Bio: Amidst the golden wheat fields and fertile orchards of Alethnia Prime are dotted mansions; assembled from gleaming white marble to classical designs and carefully shaded by planted trees and phasic force fields. Upon their expansive verandas, robots and slaves serve cold drinks to rich citizens. Peisistratos Hippson is one such Civilian; a wealthy agriculture magnate whose wealth allows him to extend influence in politics. Strength and strong friends are Peisistratos’ watchwords, and it is on these maxims he has recently won a public office. The Democratic Union will need both in the days to come if it is to survive and Peisistratos is politically ruthless enough to provide both, should the people call upon him of course.

Anánkāi d'oudè theoì mákhontai
 
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Name: ~ Badr Yousef
Starting Region: ~ Mustafar Caliphate
Assets: ~ Pirate, Fleet of Ships
Specialization: ~ Battle
Bio: ~ Mustafar is divide into many squabbling sheiks, and borders the virile Kingdom of Orion, the disgusting Grey Freehold, and the horrendous Enclave. It is an area rife with plenty of rivalries and feuds. What better way to hurt a foe than to hinder their economy? This is where the likes of Badr come in. Free lance thieves who will do anything for the right price. Yousef has sabotaged fortresses along the enclave border. He has raided Grey ships for slaves, and escorted grey slaves to the safe freeholds. He has done mercenary work for Orion mining companies, and assassinated rival sheiks. What he has really become well known for are forays into the Far Reaches, something all of Mustafar lusts for.

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Name: The Shah's Curse
Asset: Crew
Specialization: It's a flag ship what do you think?
Bio: Originally the SS Abdulana, this ship was captured in a dry dock raid by the pirate Badr. It is a heavy battleship and is rather large. Stealing it was part of a contract to hurt a rival weapons company. With the ship though Badr instead used it to raid his client and rob them for twice the amount of money promised him for delivering the ship. He named it the Shah's Curse and has since used it as the cornerstone of his ever growing pirate fleet.

 
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GM NOTE: Introduction update should be up tonight or tommorow. I know @Mder1 expressed interest in signing up so we'll see if he shows up :)
 
I will try to hurry up, after my first Character died an untimely death by s bluescreen.
 
no problem, in that case I will delay the begining post for you :)
 
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Name: Valeria Verbeek
Position: Planetary Governor of the Terran Federation.
Specialization: Economy.
Name of Starting System: Tristan I, Nibelunga System. Tristan I has the biggest population in the system, being the economical heart of it, too. As a hive world there is not much left of the former flora or fauna. Except for its oceans it is covered with factories and housing districts high enough to prevent all sunlight on the lower levels, overseen by the so called floating district, who is hovering over the planetary surface, housing the Governors palace, the parliament and the headquarter of the planetary militia and some estates of the richest of the rich.
Bio: Youngest daughter of the old Verbeek merchant family, her path into a high ranking office was set by birth. The Verbeeks always saw them selves as the major noble family in the system and greatly profited in their collaboration with the other elites in the Union of the Stars. When the Revolution swept across the Galaxy, even such old terran territory as the Nibelunga System wasn't save. When most of the already thinned military power left to fight in the hotspots of the revolution, the lower classes saw their chance to get rid of the corrupt government and their associates. After easily overwhelming the police forces, they sacked the floating disctrict. Killing every government official, no matter if he was the Governor or just a clerk of the administration. Some of the old families tried to hide, while other made their way to terra, hoping there to find safety from the unrest. The Verbeeks didn't do either of them. To proud, to arrogant, they stayed in their estate confident of their mercenary force and automatic defenses. And in his heart the old patriarch Verbeek thought no one would dare to attack them. But he was wrong. The mob didn't stop before the Verbeeks and when the mercenaries realized they were to many to stop it was already too late. The front gate was battered down, the Guards could gave a couple of salvos before they were overrun by the rebels equipped with plundered police gear. The patriarch was petrified, just standing in the courtyard watching how the rebels closed in. Even when some laser bullets were tearing through his flesh, he didn't felt the pain so much, but the awe how these people dared to invade his property. Meanwhile the rest of the family hid in the cellar, full of ancient whine barrels imported from terra. The cellar door opened, a click sound could be heard and Valeria could make out a small ball dropping slowly from one step to next lower. Then the world around her became first red and then completely black.

When she awoke the next time she could hear a regular beep noise. It was interrupting her thoughts. What happened? Beep. Where am I? Beep. Then she realized she could not open her eyes. She tried, but she couldn't feel them. Beep. Terrified she wanted to scream, but couldn't either. She awoke again. Breathing heavily. A dream? She looked around. Her bedroom since she was little. It was hold in a classic design as the whole estate was. Designed after burgher houses in the 16th century on terra, because her father had an spleen for old terran history he rebuilt the estate faithful to it. The door was slightly shattered. What happened, did someone ran against it? Beep. There it was again, this sound. It was coming from a machine on her left. An autodoc. Was she ill? The last thing she remembered was eating dinner with her parents and talking about the recent unrest on the planet. She stood up, her legs shaky, and made her way out of the room. She gasped as she entered the lobby. Blood staines on the floor. The painting on the wall pierced by bullets and half burned. She slowly walked down the stairs heading to the entrance. "Good morning, I see you finally recovered." Valeria turns around in a instance, frightened by the sudden appearance of the voice. Standing now in front of her, a young man, wearing a police vest. "What are you doing here? Where are you?" "Oh, excuse my manners. My Name is Alfred Stukker, and without wanting to bolstering myself your savior." "My savior? What happened here? Where is my family?" "So you don't remember what happened? I'm afraid to tell you that your family is death. Their remains are with the others in the courtyard." Her legs trembled, while she remembered. How they hid in the cellar, how a explosion made her an orphan.


Valeria recovered from her Injuries, but she didn't from the loss. When the revolution was over, the Federation searched for a Governor, who was able to deal with the merchant families, but was easy to handle. Their choice fell on Valeria, coming from an old family and fairly young, she was considered the perfect puppet for the puppeteers of the council.
 
GM note: all stats completed
 
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Name: Jaasim Nawaz
Position: Bey of the Mustafar Caliphate
Specialization: Espionage, "The way of the Veil"
Name of Starting System: Fasninda System
Bio: Jaasim Nawaz was a man of a mysterious history. With an elongated scar on the left side of his face, all that was known of him was that he was a beggar pulled from the streets saved by a merciful Sheikh who would be found assassinated several years later for unknown reasons. Had it not been for Sheikh Abbas, Jaasim would of been sent to a life of a slave whose chances of even reaching young adulthood were rather remote. Since then the man many call "Mr. Nawaz" has looked after himself by associating with mercenaries, corrupt bureaucrats and the criminal underworld in a bid for greater power managing to place himself on the ladder by becoming a Bey. For him the goal would be to rule the Fasninda System but he would not stop there, what else he had in mind would be anyone's guess. There was another name he was known for but it was more closely associated with fear than with any modicum of respect, "The Deviled Turban".
 
The Council Begins
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A large droning bell sounded out into the Main foyer of the Grand Council, signalling to the many dignitaries and guests milling about inside that the Grand Council meeting would soon commence. Outside the building sat the sprawling clean city, built upon the ruins of what had once been the old earth city of Geneva. Once serving as the center of the Unions vast hegemony, the mighty building had been re-purposed to serve a new council, one with the goal of peace and freedom rather than conquest and corruption.

Inside the main assembly a wide tiered cone of chairs and desks pointed down towards a large semicircular stage, upon which stood two people, a man and a woman, watching the various attendees as they slowly filtered in. Eventually satisfied that the main bulk were now within the confines of the assembly, the lady stepped forward to speak.

"Welcome all, to the inaugural session of the Grand Council. For those of you who may not know me: I am Samantha Keaton, the appointed President and overseer of this council." she nodded her head towards the man on her left. "My colleague is Admiral-General Faheem Allahdeen, our security Chief. To you, who have chosen to attend tonight, here in what was once the heart of the corrupt organisation we once overthrew, I say let us work together to create a new peaceful galaxy reforged from the scattered shards of humanity." She turned and motioned to the Admiral-General, "Do you have anything you wish to add to this conversation?"

The Mustafarian Man strode forward, "I would just like to go over some ground rules for the council." he paused before beginning his list.
"No fighting or conflict shall take place within the halls of the Grand Council, all disputes must be resolved peacefully or outside of the Council itself. Next, any member of the council may propose a plan for the council to consider. Next, the council will only consider up to two proposals at the same time. Finally all Council proposals are voted on and must secure 51% of the vote to succeed, a tie will count as a failure." he paused, "Actually I forgot the last two, The president or security-chief may veto a plan, the president can veto a security-chiefs veto and lastly, all plans that succeed are assumed effective immediately unless otherwise stated." he stepped back, offering the podium to the President once more.

"Thank you Admiral-General for informing us of the correct procedure." she smiled at the crowd. "Now I will take any questions from the Attendance, then we will adjourn for an hour to eat before the main session begins, hopefully this will give you all time to get acquainted with one another.

(the game has now started, all characters except iis are assumed to be attending, feel free to ask Ingame questions or interact with each other, share you thoughts or any other IC etc. Terraferma added to stats and sign up, map updated with place names, a mini will go up later)
 
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