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Cyrik
Vice Captain

PostPosted: Thu Nov 07, 2013 1:44 pm


So this thread is going to take a large portion of participation from the players to set up. So this thread will purely be used to flesh out this information.
PostPosted: Thu Nov 07, 2013 2:35 pm


In the far reaches of space, as we come to understand that concept, lies a star system known as Nervosia which is set up in a much similar fashion to our own Milky Way. A central star (Hypotmos) rests and shines vigilantly over the orbiting natural satellites of nearly every shape and size. There are thirteen planets in the system, all capable of sustaining life at some level, most capable of sustaining highly intelligent life who’s technological progress far exceeds anything we could hope to imagine. Given their proclivity for space travel, the races of these many planets are well known to each other and had the foresight to band together and govern themselves against each other in the form of the Nervosia Council. Each planet’s highest life form chooses an Ambassador amongst themselves, with 50 self- chosen congressman and these numbers form the council, which governs laws upon everything from Space Trading, Cosmic Travel and Military Sizes. Generally, the races are all friendly but the winds of change are upon this far corner of space.

The rest of the information will be provided by the people playing, things such as the Planets names, descriptions of the planet itself as well as the fauna and flora found on it. I want to leave this information up to the participants as a way of fully involving every single person within the thread and give them full range to release their creativity before we even begin the roleplay, as I feel like the cohesive effort of everyone involved would be able to craft a story and settings much more interesting then myself would ever be able to accomplish.

Now I was thinking that in this roleplay, every participant will take control of the whole dominant race of their planet. This was set up in a subforum because each planet will have its own thread that will be predominantly used to roleplay what happens on that specific planet. Things like building a military fleet will be explained there, or foreign ambassadors visiting will be explained there, peace summits or war councils etc… At the same time, the main story will be propagated in a thread designed to be the Nervosa Council, where every participant in the Thread’s Ambassador will be. This is the main thread where alliances will be forged or broken, trade and peace treaties will be signed and dissolved etc… So every destination will have its own thread and it’ll be up to us (as the players) to regulate our planets, while sitting on the high council and governing the whole of the star system. This duality, I believe, will make for a more compelling experience for the players and any spectators which happen to be following along with the story. Now it may sound like it’s going to be very labor intensive to participate in this roleplay but action progresses on your planet as fast as you’d like it to. Of course, there may be consequences in stagnation (No war ships or military perhaps) but then again, you don’t have to be a great warrior if you’re a great diplomat. Or if you are rich in wealth or resources, people will be less likely to attack you for several reasons. Which means there are a great many ways to be successful in this thread.

Now I need 12 dedicated roleplayers for the rest of the 13 planets (I will be playing one, the last in the Solar System) and will need certain information from anyone who wants to be apart of this so that I can set up the general story. These are as follows.

Planet Name:

Place in System: (How far from Hypotmos. First planet, second planet etc…)

Description of Planet: (Things like Environment, terrains, blurbs on some of the planets and animals, atmosphere, Weather, aesthetic properties, Level of Useable Natural Resources)

Name of Dominant Species: (This is the culture that you’ll be controlling in the thread)

Description of Dominant Species: (Physical Description, Cultural Set up, Brief History [If you feel like it. Not necessary], Social Trends, Brief explanations of their architectural style and artistry would add spice to the writing but isn’t necessarily a must. Any information that you’d like people to know about your race or anything that would make them interesting in the scheme of the story)

Dominant Species Specialty: (Every culture throughout history was known for something. This extends beyond space. Some Specialty ideas you can have are Warfare, Industrial, Artisan, Medicinal, Scientific, Technological, Arcane, Diplomacy, Trade etc… It’s just what your society does the absolute best, not necessarily the only thing they do. My one stipulation is that, for the sake of diversity, I’d like every planets diverse, so please keep their specialties different.)

Flag Ship of the Dominant Species sad Their most powerful weapon. Remember, not every race needs to be warlike and have a giant flag ship. There is nothing wrong with focusing on peaceful means or Politics)

Ambassador's Name:

Ambassador's Description: (Physical and Mental. Things like history and political tactics would be fantastic)

Ambassador's Treaties: (Consult other players first but these are trade and peace treaty your planet has to begin the story with)

As a form of reservation, just post what order you wish your planet to be in the solar system before filling out the information and submitting it. First come, first serve.

The more information provided the better, and I will probably ask for more in time.

Solar System:

Hypotmos

1st Planet: Zerachtra

2nd Planet:

3rd Planet:

4th Planet:

5th Planet:

6th Planet:

7th Planet:

8th Planet: Reserved to Patefist

9th Planet:

10th Planet:

11th Planet:

12th Planet:

13th Planet: Ali'estri'al

Cyrik
Vice Captain


Cyrik
Vice Captain

PostPosted: Thu Nov 07, 2013 4:31 pm


For an example, here is mine (in part):

Planet Name: Ali’estri’al
Place in System: 13th Planet (Last in system)
Description of Planet: Ali’estri’al is a desolate frozen wasteland of prodigious size. Given that there is no water to be found on the planet of Ali’estri’al, Liquid Nitrogen takes precedence as the predominate liquid upon the planet and forms thick fogs upon the surface of the planet. The planet is mostly comprised of a grey slate like rock, which cracks easily under the oppressing frigid air. A scant few vegetables grew on the nearly barren rock surface, including a tree called the “Til’uth’eh” which reaches a prodigious height of Forty Five Feet in the air and is littered with brambles which are a frosty Three feet in length and width. The root systems of these trees range for almost an acre which makes the process of knocking one of these trees over to be nigh impossible. This material is the primary building block of the society, whose strength and rigidity rival steel processed in the Tungsten fashion. Within the crust of the Frost Giant is a rare and precious metal ore called “Rul’et’stuu” which is highly sought after because of its special properties. This metal is extremely light weight and has the ability to gather heat energy from a hand wielding it, which transfers to the blade and gives the weapon an uncanny ability to cut through most materials which aren’t heat resistant. When electricity is introduced to the weapon, it vibrates as a rate nearly incomprehensible which allows for interplanetary flight as well as flight through an atmosphere. The side of the planet which is constantly plunged into darkness contained a degraded form of the Illithid, which they refer to as the “Nunithid”. As a means of punishing transgressors against their strict laws, the Illithid banish the convicted to the dark side of the moon. Because of the centuries of this act, the outcasts evolved to something that was capable of surviving in that dismal environment which lost much of its humanity and psionic abilities. They are physically larger to survive without their expanded intellectual abilities, the claws on the hands and feet are exaggerated and strengthened in order for survival and their physiology has shifted so as to survive without the photosynthesis process which gives sustenance to the race. The Nunithid are cannibals and often attempt raids on Illithid cities in order to attain sustenance.

Ali’estri’al is a Gas Giant of a size nearly equal to our Neptune (62.45 Earths in Volume) which makes the end of the Nervosia System a giant for all intense and purpose. In the heavens, it gleams as a grey globe with varying cloud structures of Amber and blue. Upon the face of the planet is the “Dod’ick’tro”, which is a planetary mountain range of prodigious size which arcs across the sunny side of the planet like a jagged frown, and also houses many of the precious ore deposits which are harvested by Psionic Drills by the Illithid.

Ali’estri’al has Four natural satellites which revolve around the stoic grey orb. They range in size from 1/20th the size of the home planet to nearly ¼ of it. The grey rock which predominantly creates these orbiting moons gleam with the light of Hypotmos giving Ali’estri’al a shining guard upon its borders.

Name of Dominant Species: Illithid
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Description of Dominant Species: Illithid are a race of Monstrous Humanoid creatures that are all but an afterthought in the annals of this Solar System. They hail from a planet called Ali'stre'al at the tail end of the system. This race was once attacked and almost wiped from existence by their closest neighbor, when legend states that a Hero stepped forth upon the balcony of the Royal Structure, and shot forth a psionic attack, which flew through the aether of space and implanted itself into the forehead of their rival king, effectively ending the conflict and sealing the many legends about the quiet Psionic Masters at the end of Space. From what is known of legend, this race of alien creatures is highly prized for two professions. The first are Ambassadors and the second is Assassins.

The members of this species have no means to verbally communicate, as their anatomy won't allow it. So they speak telepathically directly into someone's head. The language of their home world is unknown to all but they have the ability to draw on the knowledge of who they are talking to. This gives them the ability to speak almost any language, as long as someone who speaks that language is present. This is one reason they are sought as Ambassadors, because a powerful Illithid can speak to hundreds of people in up to Eight Dozen languages simultaneously, without being hindered.

This race is a frail one, which is why they have not been able to fully recover from the annihilation they suffered years previously. They are weakened warriors but can deliver massive amounts of damage with their attacks, all psionic in origin. They are, on average, Five Foot Seven Inches tall to Six Foot Four Inches and vary in strength and numbers of abilities, with the strongest being nearly impossible to defeat using conventional standards. Living lives in the frozen wastes have granted the Illithid in almost living cryogenic state which affords the race exceedingly long lives, but being Omni-blooded means that the temperature has no effect on the race (Other than the self-preservation of their frozen world). This race has no body temperature, they remain at whatever the ambient temperature around them happens to be.

The Illithid’s social structure is similar to that of archaic man. The strongest Psionic in the culture is in charge of all others in a Barbaric fashion of Might is Right, which means that the Patriarch of the race is in constant danger of challenge from lesser members who believe they are ready to take the title of Min’drag’leh, and Assassination for those who know they aren’t up to the task of defeating their Leader which makes the one in power an extremely paranoid one, or vindictive in certain cases. A leader named Doid’rak’yohh was known as the Mad Min for his proclivity to execute anyone who got too close to him for fear of their attempted assassinations.

The Culture has a rite of passage to attain adulthood, which happens upon the sprouting of the fourth tentacle. The initiate cannot be considered an adult, which limits their ability for power within the culture and military while also limiting their ability to garnish resources and riches for their own use, until the initiate is able to uproot a Til’uth’eh tree using nothing but the strength of their Psionic abilities which is a task of increasing difficulty given the extensive root structure of the trees and the hardness of the frigid ground in which they are anchored. Once they reach adulthood, members of the Illithid race are able to attain a higher rank in the Military then Pilot of a Fighter, as well as receiving promotions in the ranks of Society based upon their prowess with Psionics.

The Illithid race has several ranks of Social Standing, ranging from the commoner to Chieftain which all revolve around Psionic Ability and stores of Rel’et’stuu which has been designated for personal use. The metal acts as chief export and currency amongst the Illithid people, being traded for goods and services like contemporary coinage. It is also worn as decoration to indicate prestige using an aesthetic means.

The Illithid have a complex series of Laws in place to govern the race from transgressions against themselves, yet do not harbor a set of laws in connection with the other races beyond the tenants set down by the Nervosia Council which the Illithid had a hand in setting up because of their strong political influence. This means that visiting dignitaries have no rights on their planet, or emissaries in the planet’s Airspace (likewise) have no rights and are often treated as befits their place of the pantheon of Ali’estri’al’s hierarchy. However, The Illithid are extremely loyal to those they befriend and have ever rarely turned their backs on the planets that have treaties with them.

The Illithid military is smaller compared to the other planets, because of the dwindling numbers of their race, which makes planetary landings difficult and is the primary reason why the Illithid have never attempted to expand their surroundings beyond the borders of their home planet. However, despite lacking the military man-power, The Illithid command an impressive fleet of Star Ships. Using the resonant properties of the Rel’et’stuu ore and their innate Psionic abilities allows for their impressive Star Ships to be commanded by a single soldier, the main reason for their large star fleet compared to their small numbers. The size and abilities of the ships they command is determined by their Psionic Strength, which generally pushes the soldier’s Psionic abilities to their maximum to harbor the most effective military possible given their numbers. Those Illithid who have not completed the Rites of Adulthood command the fighters, the smallest ships in the Fleet and generally use to take out small targets like targeting arrangements, enemy weapons, enemy fighter ships and ground forces and up in the ranks up to the position of Min’drag’leh who commands the powerful Flag Ship.

The ships of The Fleet are fashioned out of the race’s two chief exports, Til’uth’eh (The extremely hardened wood, of a frosty amber sheen) and Rel’et’stuu (The Vibrant Ore which comprised most of The Illithid’s weaponry). The hulls are constructed with an artisanship which rivals the greatest civilizations in the cosmos, combining a fine filigree of inlayed leather (A purplish green hue, coming from the treated hides of the degraded form of Illithid from the Dark side of the world) which adds a beauty to the amber wood and iridescent glimmers of the metal. The ships are lozenge shaped and decorated by the large natural spikes of the wood used to create them. The cabin is generally extremely small, since they are all one man crafts, which means that the ships are usually of a smaller size then those of other races, including the fighters and the Lev’atheh’non (The largest Battle Class Cruisers The Illithid have). The ships are all equipped with an NH3+N2 filter which allows the Illithid to respire as if they were still on their home planet.

Weapon Systems on these ships are based upon the same technology as the Flag Ship in being amplification units for the natural abilities of the race. Generally being long barrels linked to the pilot’s head which makes for easy maneuvering of the ships, tracking and aiming of the weapons as well as firing. The size of the barrels are what determines the strength of the vessel’s weapons as well as their effective ranges. Lev’atheh’non class Star Ships have nine guns (A set on the sides at each quarter of the ships length) with a large Main Gun which juts from the front of the archaic designed ship which is hundreds of feet long (It starts from the rear of the ship and runs along the top of the vessel, with a portion hanging from the front of it) which allows for great power and accuracy of the shots. A formidable star ship in orbital combat.

Defenses for the Star Fleet run off similar technology as the weapon systems. Each ship, underneath the wooden hull, has a layer of the resonant ore of a thickness determined by the vessel’s size. This layer is linked into the control scheme and is large enough that the slightest bit of psionic energy is used to vibrate the layer which creates a Psionic field around the vessel, adding a bit of protection against certain attacks. It is adept at disrupting attacks of a nonphysical nature (Plasma shots, energy attacks etc…) yet suffers greatly when trying to resist physical objects (Ships that ram into it, missiles or attacks carried by a physical object). The ships best defense against physical attacks is an extreme agility which comes from the method of propulsion and navigation (The Operator Think and the ship acts, which allows for extreme agility and good speed).

Architecture of the race is very similar to that of the star ships, heavily decorated by filigree and metal objects embedded into the hardened spiked wood. The hides of Nunithid’s are dried and cured in a fashion similar to the tanning process of our world, and are woven into the wood in a process which leaves no indication that the leather isn’t grown into the wood. Large sweeping accents of this purple are nearly every-where in the society from the Palace of the Min’drag’leh and is indicative of the Illithid race being ingrained in their culture as much as their Psionics are. The spiked wood which is the building block of the architecture adds its amber hue to the others to craft something that is breathtaking, despite the rather simplistic designs of the buildings they make. The whole aesthetic of using wood in their construction gives Illithid structures a homely old-timey touch like one would see in early Scandinavian Architecture.

Dominant Species’ Specialty: Diplomacy. Illithid, while not a peace-loving race, prefer to use their massive intelligence to accomplish their goals then their meager force. This means they are capable opponents on the floor of the Council.

Flag Ship of the Dominant Species: Dim’Ing’Nell is a massive piece of emplaced artillery which was inspired by the legend of the Interplanetary Psionic Sniping by the Hero. The weapon is made of the wondrous metallic ore of the Rel’et’stuu which gives the massive weapon an iridescent glimmer underneath the amber frosting of the harsh elements. The weapon is designed to amplify an Illithid’s psionic bullet (The Main Form of personal attack for the race) exponentially, which allows for amazing feats of range and deadly accuracy like the Hero from Legend, while also boosting the power of the attack to the point of being able to easily damage air and space ships. The artillery is capable of planet bombardments consisting of almost the whole solar system (Down to the 4th planet) without hindered accuracy, making the weapon an amazing deterrent from attack of other races.

Ambassador’s Name: Tel’Ick’Thre

Ambassador’s Description: Tel’Ick’Thre was a Rin’del’itch’roh for many years of his long life, a position akin to the Special Forces of our time or an Operative in the CIA. He is cold hearted and extremely militaristic but he understands the world beyond the borders of his own planet better than most of his race which is why he is allowed to remain as the Ambassador. However, despite being militant, he also has amazing forethought in his dealings with the other races of the system which allows him to always make the best decisions upon the Council for his race’s continued survival.

Ambassador’s Treaties: Peace Treaty: Kxua
PostPosted: Fri Nov 08, 2013 5:03 pm


Planet Name: Zerachtra

Place in System: First planet, formerly second (long before space-faring life developed in the system)
Description of Planet: Zerachtra is what happens when a lush jungle world gets knocked out of its orbit and pushed closer to the sun it orbits. It is now mostly desert, and utterly inhospitable to most forms of life on the surface. As such, the lifeforms that survived did so underground. There are ruins on the surface, everything from the remains of a civilization that did not survive the orbital change to the ashen forests- countless acres of trees that have been reduced to nothing but frail white ash, and will disintigrate at the lightest touch. Water is unheard of on the surface, as is plant life. Where there is not sand, there is baked earth. All the life that remains on Zerachtra lives underground, clustered around the jealously guarded underground rivers that still survive. It is a world poor in resources considered common and vital on other worlds, chief among them being metal. Zeracthra has a respectable amount of some minerals, but metallic elements are extremely uncommon.

Name of Dominant Species: Kxua (Not correctly pronounceable without insectile mandibles, usually pronounced Zua or Ka-zua by others as an attempt to approximate it. The correct pronunciation has a clicking sound reminiscent of a hard K and the buzzing X sound at the same time.)

Description of Dominant Species: The Kxua have become the dominant race of their barren planet by evolving to become adaptable. They have in fact become adaptable to a degree that is sometimes horrifying to those from other worlds who are not familiar with them. Kxua are not particularly adaptable as individuals however. Most people that meet a Kxua will meet either a soldier, a worker or an intellectual, and they will likely hold that as the image of the race. All Kxua are insectile, the workers being short, powerfully built creatures, soldiers being tall, four-armed hulks, and intellectuals being tall, thin, four-legged intellectuals. All of these types sport large mandibles, anywhere from two to six antennae, and at least two sets of multi-faceted eyes. All Kxua have exoskeletons that are surprisingly durable.

Any given Kxua starts its life as a grub, identical to any others. Its path in life is determined while it is still a shapeless, maggot-looking creature by the Kxua taking care of the hatcheries, and in turn the ones managing population growth. While still young, Kxua grubs are fed and treated with different substances, causing them to grow and mature in astoundingly different ways. The Kxua do not have building materials, manufactured tools, or constructed buildings. All that they use are other Kxua that have been grown and bred for the task. Their hives are living things, composed of countless Kxua that have grown together to form walls, rooms and more, and draw energy from the heat of the sands. Their tools and weapons are the shed scales and body parts of Kxua that have been raised to cast such things off. Even their vehicles are other Kxua, grown together to form a functioning whole. A Kxua starship is an amalgamation of thousands of individuals, fused so tightly as to be utterly incapable of movement, working to propel their more ambulatory brethren through the stars. Because their vehicles and structures are living things, they can act and react on their own accord. An interesting note is that no Kxua starship has ever been captured and held in a conflict- the ship itself will violently react to repel the invaders, and if that proves impossible the ship will begin to flex itself in ways that cause it to break apart, the individual Kxua separating until what was once a ship is no more than a drifting field of insectile corpses. Similarly, Kxua structures are incredibly hard to capture or move through, since the building itself will actively work to repel intruders.

Kxua that are not meant to be ambulatory as individuals have the barest fraction of intelligence of Kxua that are able to move by themselves. The Kxua have a fairly powerful hivemind- the more individuals in a given location, the further their hivemind is capable of reaching. More intelligent / individually capable Kxua will push the field much further than structural Kxua however.

Prior to the establishment of the council, the Kxua were a growing scourge of the system. At that point they were still driven by the expansionist instincts that had caused them to become the dominant species of their planet, and it wasn't until encountering the Illithids that their relentless march of conquest slowed. Though the Psionic attacks of the Illithids were highly ineffective against the Kxua (as their impact was spread over the entire hivemind, and so each individual barely felt anything) they were the first ones to be able to establish any manner of communication with the insectile menace, and in doing so begin the series of events that would lead to their attacks subsiding and them taking a slightly more pacifistic stance in the system.

The Kxua have remained a fairly warlike race, though these days they don't have any active battles to fight. Of all the races in the system, they hold the Illithids in favour, as they and their strong telepathy are the only ones who are capable of communicating with the Kxua on their own level. Most other races have a difficult time understanding the Kxuan language, and the Kxuan mouthparts are not well suited to other languages, meaning that they often have difficulties communicating ideas and concepts to most other races. They sometimes rely on the Illithid for help in this regard, a dependency which has only drawn the two races closer over time.

Dominant Species Specialty: War. The Kxua have developed a staggering array of ways to evolve for the express purpose of killing things, from strange and exotic starships to living weapons.

Flag Ship of the Dominant Species: Qxkalx (Often pronounced Kick-shalcks by outsiders) is a moderately sized ship, one that at first glance wouldn't seem to be fit to hold the title of flagship. What makes it so effective is the fact that all of the Kxua that compose it are individually mobile. They are each fairly intelligent, they can move around. This means that the ship can reshape itself and adapt to react to whatever threat it faces at any given time, and the ship itself is an incredibly powerful beacon for the hivemind. Its weapons are a set of massive Kxua that are fed rather exotic elements not found on their homeworld, capable of projecting an energy beam of rapidly occilating wavelengths for a considerable distance. Sustained fire is capable of overwhelming and scrambling most existing shield technology, and it twists and tears its target almost as if claws were rending it. Because it's a living, highly adaptable ship, it's also capable of actually absorbing other Kxua ships and re-purposing them- this is so far the only way that a Kxua ship can be dismantled without causing the rapid death of all the Kxua that composed it, though the re-purposed Kxua often die afterwards. The Qxkalx is capable of putting the ships back together again after it's done, though usually only about half of the Kxua involved survive, and need to be replaced. More often it uses most of the absorbed ship as ablative armour plating, while using its weapon systems for itself. In a few rare instances it has made a smaller ship out of part of an absorbed ship, usually firing it off as a one-shot torpedo style boarding craft at another ship, designed to breach the hull, open up and spill out a contingent of soldier Kxua into the interior of the ship.

Ambassador's Name: Kchalek (Often pronounced Jalek or Chalek)

Ambassador's Description: Kchalek is the very picture of a Kxua Intellectual. At a towering nine feet tall, he often wears a robe over most of his form as he has found that clothing makes other races more likely to see him as a person and not just a bug. As with any of the Intellectual caste he was raised from a grub for his position, and the concepts and rules involved in the council are literally second nature to him at this point. He is quite well spoken to those who can understand the Kxuan language, and he is more capable than most Kxua at communicating his ideas in other languages, though it is still not an easy task for him.

Ambassador's Treaties: Peace Treaty: Illithid

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Cosmic Entanglement (Epic Sci-fi roleplay. Need Participants)

 
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