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((YES! A STAR CONTROL II REFERENCE! Dunno whether you knew the background of that picture, but that picture is of an alien species called the Mycon, in my favourite ultra-nostalgia game, Star Control II.))

((That was intentional. The Hyudamni species are based off of the Mycon with some Orz thrown in for good measure (also a number of Earthly govts.), which probably says a lot about how they're going to behave))
 
DeMarchese you have a post in there but every time you edit it, it is flipping to needing approval because there is so much linking going on it appears. If you throw up a post or make an edit just wait and it will be approved. :)
 
DeMarchese you have a post in there but every time you edit it, it is flipping to needing approval because there is so much linking going on it appears. If you throw up a post or make an edit just wait and it will be approved. :)

All right. So ¿All I need to do now is wait for approval, no?

EDIT: Oh, I can see the post now. Wonderful. Many thanks for your time Jacob-Lundgren.
Now all I need is the GM approval for the nation stats.
 
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THE REPUBLIC OF KARTHAGAS

fw3h4i.jpg


Polity Name: Republic of Karthagas

Motto: Adyriim Edamim Karthagas (The senate and the people of Karthagas)

Government System: Aristhocratic Republic

Religion: The republic is Secular, and admits every religion inside it after an investigation by a Pentharchy. The main divinity among the people is Tinat, Mother Godess, whose symbol is placed in the Republic's flag

Leader: Baldo Adon Melkart, Prime Sufet

R. Positive Traits:
-Rich, due to centurys of development without external interference and the need of liquid assets for the war and rebuilding. (Important Initial Treasury)
-Good industrial capacity, because of centurys of un-interrumped economic development and plentiful of resources. ( Ships cost 75 % of normal rate to maintain and produce)
-Excellent merchants, trained in their own competitive internal market and commercial politics (+1% Yearly Income)
-Overall advanced technology advantage, due to the rapid technological recovery and innovative ideas in Mago's laboratory. Also, centurys of technology-absence have dramatically increased the average IQ, turning the new Astartian scientists into true geniuses in their respective fields (High initial Tech level and important bonus to Military tech)

R. Negative Traits:
-Small population, resulting in a smaller ground army than other comparative politys. Fleet assets suffer less thanks to automation; (Smaller initial population, +1 turn to colonization)
-Greedy politics can force the republic into un-wise scenarios if not properly contained (15% chances of losing money in projects due to corruption)
-Senatorial Debates: can delay action by executive power, which can be forced to explain himself, particulary if results are not according to the expected. Even secret matters can be attended through special commisions of five senators called “Pentharquies”
-People and Senate party: The Republic is divided amongst these two main parties. (If civil war erupts, rising side will be significally superior in numbers)
124dd9d.jpg

Soldiers of the Astarté Batallion: the best infantry unit in the small republican army

Species description: Tanned humans of strong, fibrous complexion and dark hair.

Home world description: Warm weather, and fertile land. The bigger water mass has the size of the Atlantic. Rains usually discharge great ammounts of water in short periods of time. Cities have been transformed under the rules stablished by the Republic: their shape and appearence it's of classic hearth architecture: behind the marble, the columns and mosaics, the high-tech that keeps the enclaves running work at hand of their masters.

1nz5hg.jpg

The shape of Karthagash capital 70 years after the nanite disaster. The city has grown, but its appearence has changed very little.
Stability: 6/10
Technology level: 4/10
Popularity: 80%
Home Population: 3,000,000,000
Alien Policy: Work Permissions /Trade Licenses / Separated clean and safe neighbourhoods
Exploration Rate: 1 system/per turn
Colonization Rate: 1 system/per 2 turns
Military level: 5/15

Military:
-Command ships: 3
-Capital ships: 5
-Carriers: 6
-Light ships: 30
-Transport ships: 15
-Marines: 50,000
-Planetary defense soldiers: 9,000,000
-Space shipyards:2/3/5 (Large/medium/small.)
-Total economy: 1,000,600,000,000,000 m.
-Yearly Income: 200,205,900,000.000 m.
-Expenses: 180.015.000.000.000 m.
-Deficit: None.
-Debt: None.
- Treasury: 400,600,000,000,000 m.

History: The world of Astarté was an ancient human colony, originally stablished by eco-extremists who arrived there thanks to a long disapeared private exploration company. But after a generation of agricultural society, the debate erupted in their ranks to change the productive model in order to increase the living standards of the growing population. The pragmatical party took advantadge gradually over the conservatives, and new corporations raised and infrastructure begun an incredible construction-boom. Several eco-terrorist groups emerged to force a change back to the origins, and the rupture point of a civil war was dangerously close.
And then, a man developed a plan. Mago Adad, genius scientist in charge of an important goverment I+D department, was related in secret to one of the most prominent eco-activist groups. With their help, he had been spending public miney on a secret project: a highly sophisticated nanite bomb designed to erase all trace of human presence -but the people, of course- into neighbourhood sized areas. Able to dismount the industrial infrastructure into atoms, leaving nothing but a perfect natural landscape, like if no man had steped over it. Several comandos were charged the task of placing these bombs for a simultaneous attack... and something went terribly bad.

The bombs resulted more powerful than calculated, and much more inhuman. The nanites erased entire cities from the planet surface, and did it with their populations included. When the fallout ended, only a handful of human beings were still over Astarté.

In the folowing centuries, those survivors joined together in several new comunities, new cities and countries, and made a new start towards civilization. These states commerced, struggled, colonized and investigated to re-achieve civilization, from the stone era of the post- apocaliptic moments through the rebirth of metal works, and to the fringe of the now un-discussed industrialization, they battled, anexed each other and even disapeared, till only one power remained: Karthagas. Which in native tongue of the planet means something close to “New Republic” or “New State”.
This republic's troops were those who finally found Mago's secret base, where his body was preserved thanks to his genius machines. For years he had dedicated his intelect to enlenghten his life and designing new innovative scientifical concepts. When the white-uniformed grenadiers of Karthagas were marching down the corridor next to his laboratory, he signed a letter whose content has never been revealed, and commited suicide.

By then, the republic dominated most of Astarté, and thanks to the pieces of information found in Mago's laboratory, they found out what was out there... and what they have to do from now on.
A handful of centuries after, with the planet firmly under their grip, the documents in the secret installations to speed things up, and a defined impulse of any new breakthoughs from the new senate, the still few inhabitants of the former colony reached the stars again.

They looked at their bright. And then realized something.

They must be very rich.

afhmw1.jpg

Hoplite-class MSC (Main Space Carrier) An excellent design with good cargo capacity, ample fighter-bays and terryfying firepower, mainly in the frontal arc: the ship is designed to ram enemy vessels if convenient
 
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I've published it already. Waiting for the admin.

PD: I think I may've done a mess with numbers :-(
 
I've published it already. Waiting for the admin.

PD: I think I may've done a mess with numbers :-(

((ooc: doesnt matter. i do the numbers as i am the one that posses how they are calculated etc XD
 

Sarcarra Prime
Polity Name: Sarcarri Xraalinate
Government System: Autocratic Empire (with an advisory senate, the Sarrem)
Leader: Praetos II, son of Taeros IV, Conqueror of Ten Thousand Stars, Heir of the Divine Oxhares, and Xraal of the Sarcarri

Positive Traits:
Honourable- The Sarcarri highly value honesty and loyalty amongst themselves; as such, their Spartan society is largely lacking in corruption and inefficiency.
Martial Traditions- For millennia, the Sarcarri waged internecine war amongst themselves (as well as the Icore who inhabited the Great Oasis); they also boast one of the most brutal and taxing training regimes in the world; as such, the army and navy are both highly trained and well equipped.
Ore-rich- Sarcarra Prime and the nearby planets (and their respective moons) are all abundant with minerals.
Meritocracy: The Xraalinate is highly meritocratic (even to the point where the Xraal will pass over his older sons should one of his younger children be deemed more competent); the most capable candidate is always chosen.

Negative Traits:
Ruthlessness- Despite their views of honour and loyalty amongst their own, their natural disdain for inferior races has made them perpetual practitioners of realpolitik abroad; their Machiavellian approach to all their neighbours has won them no love.
Xenophobia- Compounding this is that very disdain for their inferiors, which is all non-Sarcarri; this further harms their foreign relations. Furthermore, non-slave aliens are forbidden from landing on their planets (merchants are required to use space ports to buy and sale goods).
Exploitation- Planets that are occupied by the Sarcarri are quickly siphoned of any and all resources for the betterment of the homeward and the prime colonies; any sentient species there can only expect slavery.
Environment- Sarcarra Prime being a desert/jungle world has made the Sarcarri completely intolerant to the cold, so much so they will actively avoid launching surface attacks on frozen planets.


Typical Sarcarri male​

Species description: The Sarcarri are both taller and thinner than the average human, with the males typically standing at two metres (and females 1.8 metres). Due to spending most of their existence in the jungles of the north, they have developed a green colour at the core, and red appendages (the two most common colours of flora on Sarcarra Prime), whilst those that have lived in the desert have a tan core and orange appendages; occasionally a form of albinism, where the Sarcarri become turquoise/lavender, does occur. The most unique and fascinating feature of the Sarcarri is their skull; due to some odd case of biology gone weird, the Sarcarri’s forehead has a bright yellow glow emanating from its core, which allegedly changes colour depending on emotional intensity (this is mere speculation, as the delegates from Sarcarra Prime are widely regarded to have sociopathic tendencies, much the rest of their race regarding outsiders, which may effectively mask such feelings).

The Sarcarri language has been described as a mixture of chirping and clicking, along with hissing, whistling, and several sounds not possible for humans; some say hearing a group of them talk is highly disconcerting, due to its reptilian nature.

Home world description: The Sarcarri home world, aptly named Sarcarra Prime, is a small iron-based planet covered almost entirely by a vast desert, with the sole exceptions being at either pole, where oases and jungles are surprisingly common (80% of all water on the planet is found at the poles); it was from those oases that life began on the planet.

Sarcarri takes 400 days to revolve around its suns (Herax and Jaerys); the year is divided into four 100 day segments (generally corresponding to the four seasons); a Sarcarra standard day is 25 hours.

Tradition, combined with xenophobia, prohibits any alien from even entering the planet’s space, let alone reaching Sarcarra Prime’s surface; vessels oblivious of that law have all been shot down.


Sarcarri Capital Ship, Oxhares Kharix​

History: The Sarcarri Xraalinate was established some one thousand Sarcarri years ago by the great conqueror and diplomat Oxhares, the Lord of Hashar (generally referred to as the Magnificent or the Conqueror); during his one hundred and nine year reign, the Xraalinate established hegemony over the entire planet. During the reign of his grandson, Taeros (called the Starcrosser), the empire established its first lunar colony on its largest moon (Sarhax); by the time of his death, the Xraalinate had explored the other six planets in their system and had colonies on both their moons.

This peaceful existence continued for another century, until the Xraalinate came under attack from a society only known as the Marashae, which culminated in a full third of the Sarcarri fleet being destroyed; Xraal Oxhares II (the Warrior) retaliated with swift brutality, systematically invading every planet and enslaving or wiping out the entire populations; Oxhares, eager for land though he was, knew that attempting to govern these far off lands would be an impractical and costly matter, so he transplanted the entire populous of their defeated foes to home system to toil on the colonies as farmers and miners (the remnants of the Marashae still serve as slaves to the Xraalinate).

From this moment onward, the empire conducted much needed military reforms to ensure that other species could ever launch an attack on the Xraalinate successfully; military service, once only required by males for ten years, was expanded to both genders for twenty (and later increased to thirty), and the fleet was expanded drastically.

Its encounters with other space-faring civilisations, whilst nowhere near as bloody as the first, have been uneasy, to say the least; however, despite occasional skirmishes and the general coolness in diplomatic relations, no major has broken out yet.

Seven years ago, the first vessels from the Galactic Council reached this far flung region and quickly began gathering up new members; after two years of negotiation, the Xraalinate join reluctantly (largely to gain an advantage over one of its neighbours who refused to join).

NOTE: The only sentient non-Sarcarri allowed on Sarcarra Prime are the Icore, also natives of the planet, who are enslaved (working in mines, farms, etc.)


Speculated appearance of the capital, Hashar​

The Imperial Family (all dates following the Sarcarri calendar)
Oxhares I Kharix 0-109
Taeros I 109-213
Praetos I Sharhaerix 213-299
Taeros II 299-401
Oxhares II Herax 401-492
Rhaerax I 492-595
Oxhares III 598-696
Taeros III 696-801
Oxhares IV 801-871
Taeros IV 877-963
Praetos II 963-
 
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GM NOTE:

Update for turn 3 its completed.
Stats for players will be updated tomorrow and new map will be up.
New players stats will be up tomorrow as well as division of player between the new co-gm and me.
 
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Ok: it's been 12 hours. Ill post again: only the numbers so there's no problem and the GM's have it all :(



Polity Name: Republic of Karthagas

Motto: Adyriim Edamim Karthagas (The senate and the people of Karthagas)

Government System: Aristhocratic Republic

Religion: The republic is Secular, and admits every religion inside it after an investigation by a Pentharchy. The main divinity among the people is Tinat, Mother Godess, whose symbol is placed in the Republic's flag

Leader: Baldo Adon Melkart, Prime Sufet

R. Positive Traits:
-Rich, due to centurys of development without external interference and the need of liquid assets for the war and rebuilding. (Important Initial Treasury)
-Good industrial capacity, because of centurys of un-interrumped economic development and plentiful of resources. ( Ships cost 75 % of normal rate to maintain and produce)
-Excellent merchants, trained in their own competitive internal market and commercial politics (+1% Yearly Income)
-Overall advanced technology advantage, due to the rapid technological recovery and innovative ideas in Mago's laboratory. Also, centurys of technology-absence have dramatically increased the average IQ, turning the new Astartian scientists into true geniuses in their respective fields (High initial Tech level and important bonus to Military tech)

R. Negative Traits:
-Small population, resulting in a smaller ground army than other comparative politys. Fleet assets suffer less thanks to automation; (Smaller initial population, +1 turn to colonization)
-Greedy politics can force the republic into un-wise scenarios if not properly contained (15% chances of losing money in projects due to corruption)
-Senatorial Debates: can delay action by executive power, which can be forced to explain himself, particulary if results are not according to the expected. Even secret matters can be attended through special commisions of five senators called “Pentharquies”
-People and Senate party: The Republic is divided amongst these two main parties. (If civil war erupts, rising side will be significally superior in numbers)



Species description: Tanned humans of strong, fibrous complexion and dark hair.

Home world description: Warm weather, and fertile land. The bigger water mass has the size of the Atlantic. Rains usually discharge great ammounts of water in short periods of time. Cities have been transformed under the rules stablished by the Republic: their shape and appearence it's of classic hearth architecture: behind the marble, the columns and mosaics, the high-tech that keeps the enclaves running work at hand of their masters.



Stability: 6/10
Technology level: 4/10
Popularity: 80%
Home Population: 3,000,000,000
Alien Policy: Work Permissions /Trade Licenses / Separated clean and safe neighbourhoods
Exploration Rate: 1 system/per turn
Colonization Rate: 1 system/per 2 turns
Military level: 5/15

Military:
-Command ships: 3
-Capital ships: 5
-Carriers: 6
-Light ships: 30
-Transport ships: 15
-Marines: 50,000
-Planetary defense soldiers: 9,000,000
-Space shipyards:2/3/5 (Large/medium/small.)
-Total economy: 1,000,600,000,000,000 m.
-Yearly Income: 200,205,900,000.000 m.
-Expenses: 180.015.000.000.000 m.
-Deficit: None.
-Debt: None.
- Treasury: 400,600,000,000,000 m.

History: The world of Astarté was an ancient human colony, originally stablished by eco-extremists who arrived there thanks to a long disapeared private exploration company. But after a generation of agricultural society, the debate erupted in their ranks to change the productive model in order to increase the living standards of the growing population. The pragmatical party took advantadge gradually over the conservatives, and new corporations raised and infrastructure begun an incredible construction-boom. Several eco-terrorist groups emerged to force a change back to the origins, and the rupture point of a civil war was dangerously close.
And then, a man developed a plan. Mago Adad, genius scientist in charge of an important goverment I+D department, was related in secret to one of the most prominent eco-activist groups. With their help, he had been spending public miney on a secret project: a highly sophisticated nanite bomb designed to erase all trace of human presence -but the people, of course- into neighbourhood sized areas. Able to dismount the industrial infrastructure into atoms, leaving nothing but a perfect natural landscape, like if no man had steped over it. Several comandos were charged the task of placing these bombs for a simultaneous attack... and something went terribly bad.

The bombs resulted more powerful than calculated, and much more inhuman. The nanites erased entire cities from the planet surface, and did it with their populations included. When the fallout ended, only a handful of human beings were still over Astarté.

In the folowing centuries, those survivors joined together in several new comunities, new cities and countries, and made a new start towards civilization. These states commerced, struggled, colonized and investigated to re-achieve civilization, from the stone era of the post- apocaliptic moments through the rebirth of metal works, and to the fringe of the now un-discussed industrialization, they battled, anexed each other and even disapeared, till only one power remained: Karthagas. Which in native tongue of the planet means something close to “New Republic” or “New State”.
This republic's troops were those who finally found Mago's secret base, where his body was preserved thanks to his genius machines. For years he had dedicated his intelect to enlenghten his life and designing new innovative scientifical concepts. When the white-uniformed grenadiers of Karthagas were marching down the corridor next to his laboratory, he signed a letter whose content has never been revealed, and commited suicide.

By then, the republic dominated most of Astarté, and thanks to the pieces of information found in Mago's laboratory, they found out what was out there... and what they have to do from now on.
A handful of centuries after, with the planet firmly under their grip, the documents in the secret installations to speed things up, and a defined impulse of any new breakthoughs from the new senate, the still few inhabitants of the former colony reached the stars again.

They looked at their bright. And then realized something.

They must be very rich.
 
Zrask's chief opponent in the upcoming election, Girov Prisk'Bun, is debating with Zrask

"Zrask, why did you build these two shipyards? Are you preparing us for war?"

"Yes, I'm preparing for the inevitable war that is going to happen."

"What war? Our neighbors are peaceful --"

"One of our neighbors is going to declare war, no matter what happens! If we wait with the forces we have, someone is going to consolidate in their area and eventually add us into their territory. Or another could be in a corner and desperately attack us in order to gain some ground. Either way, we must be able to defend ourselves! Our forces aren't adequate to face a future threat!"

"What threat? I don't see one present. Beside, Zrask, fighting by force is not our way."

"I agree its not our way. We're going to develop our forces in order to defend ourselves!"

"I don't see why we can't build our forces when it is necessary."

"I'm preparing for a situation where we don't have time. If we don't have the time to develop our forces, we won't win any war that comes our way."

"We are spies, not warriors. Do we have to find out that fact the hard way, Zrask?"

"Traditionally, we have been spies, but spies can't win wars alone. Without force, the activities of our spies will not be used to the greatest extent possible. What I'm doing is developing our force so when our spies discover the chinks in the armor of a supposedly powerful foe, we will crush it with force. In order to win a war, one must find out information and use that information to do the greatest amount of damage before the enemy can cover it up."

A referee stops Zrask and Girov because time has run out. After this, the two go into their break rooms and get some water. Zrask looks at his datapad, looking through the news and his messages. Zrask formulates a strategy in order to defeat his opponent.

Okay, Girov needs to be defamed or else he could potentially win the election. I need to dig up some dirt on him. The other two candidates could potentially swing the outcome of the election, though, if either could support Girov. I'll also need to dig up dirt on them in case if they side with Girov. If they side with me, then I'll have to protect them from whatever Girov throws at them. Yes, this sounds good. Also, I need to watch my back after that last assassination.

Zrask composes a message, then sends it to his aides and subordinates. The only thing that he's sure of is, at this point, its anyone's game.
 
sdX7rGS.jpg


At the V.O.C Central Command of Security

The Central Command usually dealt with matters of piracy and security forces to keep the trade in the nearby area flowing for the system. But they received reports of enormous echoes pinging back trough the warp-gate. They were getting worried for a massive pirate raid so they had a defensive perimeter setup outside the gate.

The gate sparked to life, out from it came an enormous battlecruiser of unkown design. The commander of the fleet had only smaller ships like frigates and corvettes assigned to him, they were prepared for petty pirates, not ships of war. He immediately called in to the Central Command to have the fleet deployed and capital ships called in. Their response was for him to stall the unkown enemy for as long as possible until they could get there. Then the gate opened up again....

- "ANOTHER ONE?" he yelled out at the screen "Is this a fullscale invasion?"

The tactical computer identified primitive kinetic based weaponry and long-range torpedo silos on the battlecruisers, they were well in range but for some reason they hadn't opened fire yet. The tactical computer tried in vain to find anything in the council database or any symbols on the ships but its result was always empty no matter what it tried. After a long period of silence it were eventually broken.

- "SIR! We are receiving a transmission in our own language." the communication officer were reading text on his workstation "It seems like this is the trade fleet from the Chrz'Lek? That can't be right... But their identification token they sent checks out..."
- "Those damned insecticides, they probably don't know the difference between war and trade..." the commander were mumbling to himself, though relieved he gets to live another day. "Call off the battle readiness, prepare to escort our... visitors..."

*Featured in the picture is one of the Battlecruisers encountered and the V.O.C. security detail in the background.*
 
((Well, after reminiscing about Star Control II, I have elected to rejoin this game! We can all be *happy campers* together! I shall properly post my creatures this afternoon, but here is a picture of what to expect.))

Orz_zps205804c2.jpg
 
((Well, after reminiscing about Star Control II, I have elected to rejoin this game! We can all be *happy campers* together! I shall properly post my creatures this afternoon, but here is a picture of what to expect.))


((Ooh! You are *silly cows*. I think the Hyudamni and Orz might get along, at least when it comes to speech patterns. :rofl:))
 
GM NOTE:
Everyone can IC on pretty much anything.
All new players nations and stats are up except for slater (i apologize for that but, will be up as soon as possible)
Stats are updated
 
GM NOTE:
Everyone can IC on pretty much anything.
All new players nations and stats are up except for slater (i apologize for that but, will be up as soon as possible)
Stats are updated

Mmh.
Funny thing is that I don´t see my starting position on the galaxy map.
 
ahh... I suppose that's what I get for being so stubborn with images: the dammned profile has not re-appeared till a moment after I re-posted it.

Just my bad luck, I guess :happy:
 
Orz_zps205804c2.jpg

Polity Name: The Orz Dominion

Government System: Confederate Hive-Mind

Leader: Unknown

R. Positive Traits:

• Advanced Technology – The technology used by the Orz is unlike anything previously seen in the sector, and seems to function more efficiently.
• Skilled Colonizers – Eager to explore and colonize planets, and the Orz possess the technology to terraform most planets into their preferred habitat.

R. Negative Traits:

• Strange Language – The language used by the Orz is difficult to understand, with the translator devices often using words that do not match with the context. This results in rather difficult diplomacy.
• Strange Economy – The unusual system of trading and ownership practiced by the Orz is not fully understood, and causes particular difficult in trade discussions and agreements.

Species Description: The Orz are gilled water creatures, with green-yellow skin, eye-stalks and tentacles. They appear to require to be submerged in specially treated water to survive (the term water being used loosely in place of any other appropriate liquid). Beyond their immediate appearance, little else is known.

Interaction with Other Aliens: The Orz interact a friendly, almost playful manner, to other sapient lifeforms, happily answering most questions directed at them. Certain questions will not be well-received by the Orz, however, and it is not unknown for an Orz to engage a vessel in combat if the Captain continues to pursue the upsetting line of questioning. When it comes to colonization, it appears that a policy of extermination is undertaken. Often the Orz do not have to take any forceful measures against the other species, but rather just leave them to die on the planet as the Orz terraform it to their preferred habitat.

Home World: Their base of operations appears to be on the Home World of the former Assani Corporation, which abruptly cut off communications with all other polities. The Orz are unwilling to share any information on what occurred to the Assani Corporation, or how the Orz acquired their Home World, and is has been decided to not probe much further into this issue. Their Home World, which they refer to as *New House* (this being the closest translation we can get), has been dramatically terraformed since their arrival, as it is now a Water World with the only land-mass occupying 3% of the planet’s surface. It is presumed that the Orz live under-water due to their species appearance.

History: Unknown by any in or outside the sector, they appeared after the Assani Corporation disappeared. The Orz’s attempts to explain their history result in too many translation errors for there to be any use in the information given. The clearest description given by them is as follows:

We Orz are *fingers* who have come from *below* for *camping* in *the middle*! The *parties* with *campers* are *fun*! No more *silly cows* to *jump in front* and make us *frumple*! We don't have to *squeeze the juice*!

The asterisked words are words substituted by the translator as being the closest match possible to what the Orz said. Unfortunately even with the words being closely matched, little information is gathered from them, rendering questions about their history pointless.

((Just to summarise Alex, I'd like the Orz to be put in the same place where my old polity 'The Assani Corporation' was.))
 
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Gm note:
Deadline for order is next thursday.
Map is up
Bia and slater races will be up later today

-and I decided to implement to increase the ic of some people. If you ic you Will receive a minor bonus to a bad roll so its sonething less bad
 
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