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MrsMica
Crew

PostPosted: Thu Jun 19, 2008 3:28 pm


Please Add to our Universe biggrin

This thread is meant to be a quick reference for players and GMs alike. Magic, supernatural phenomenon, and high technology are allowed in this RPG and it is up to the GMs what is available at the locations that they create.

Each GM can feel free to post in this thread. I would like for each planet and city to have its own post. If you want to add information to an existing place posted by another GM, PM that GM and they can edit their own post. Players can also contribute by PMing GMs, Fenrir Songmoon, or myself.

Lovely form. You can leave out bits of the form that you don't need:

Location:
Galaxy: ?
Solar System: ?
Planet: ?
City: ? etc.
Location Details: Name of the place and a brief description. Remember to make separate entries for large cities and the like.
Technology Level: Compare your technology level to a real civilization and time period, or list a few examples of common technology.
Magic Level: Give your players a basic idea of what types of magic, if any, are available to their characters.
Playable Species/Cultures: List the species but put the info in the Species sticky.
Languages: Official language of the government? Can all of the above species talk to each other easily?
Availability of Basics: Is this a place in a drought, do people have to stand in line for shipments of food? Running water?
Government: Names of important positions, ministries, or buildings that characters will need to know.
Climate: Is it usually rainy or sunny? Lots of earthquakes, tornadoes?
Strange Phenomenon: Any weird things like, you can't see the stars at night?
Strange Creatures:



[b]Location:[/b]
[b]Galaxy:[/b]
[b]Solar System:[/b]
[b]Planet:[/b]
[b]City:[/b]
[b]Location Details:[/b]
[b]Magic Level:[/b]
[b]Playable Species/Cultures:[/b]
[b]Languages:[/b]
[b]Availability of Basics:[/b]
[b]Government:[/b]
[b]Climate:[/b]
[b]Strange Phenomenon:[/b]
[b]Strange Creatures:[/b]
PostPosted: Thu Jun 19, 2008 6:16 pm


The Universe + Travel

There will be a map here, and/or the necessary information for characters to travel between locations!

Travel for Breezes
A "leap", as mentioned in your points system, is not a real measurement of distance. It costs (1) leap to go any where in your solar system, and (2) to go to the nearest solar systems/objects within the nearest systems. There probably won't be too many three and four leap distances because we'll place the majority of our solar systems within the same galaxy.

Location Index

  • Alpha Galaxy

    • Jinial Solar System

    • Illumina Solar System

      • Siralaf Planet

    • Patria Solar System

      • Drasil Planet

        • Viret Country

          • Kastan (Capital City)



    • Columbus Star

    • Essence Solar System

    • Zuria Solar System

      • 5th Planet

        • Meseta (Capital City)



  • Sector Z Galaxy

    • Utopia Planet

      • Haven City



MrsMica
Crew


MrsMica
Crew

PostPosted: Thu Jun 19, 2008 6:32 pm


Location:
Galaxy: Alpha Galaxy
Solar System: Jinial
Star: Jini
Planet: Terris
Satelite: St(o)
Location Details: St(o), Terris.
St(o) is a satellite (moon) of the planet Terris, colonized by Terrisans 5 generations ago. Terrisan colonists are also called St(o)ns. The moon has been a base of Breeze travel since before it was colonized by Terrisans, the position of Terris being within easy reach of several other planets by Breeze standards. St(o) provides a more concentrated area for Breezes to meet now that there are people there to bother.
Technology Level: (Futuristic). Terrisans have launched many things into space, but St(o) is the only place that they have colonized. They are not aware of other inhabited planets and have concentrated their technology and resources into colonizing St(o). St(o), by comparison, is a mix of high technology needed to keep them alive, and harsh living conditions.
Availability of Basics: Food and water are both tight for all St(o)ns, though vitamin supplements shipped from Terris help. St(o)ns are more likely to die from equipment malfunction than from malnutrition. Fashionable Terris goods are quite rare as every shipment from Terris is first filled with necessities, and there are no frivolous factories on St(o).
Magic Level: St(o)ns believe that they have magic, but they do not. The high concentration of Breezes there has made them very superstitious, and the Breezes purposefully feed into the superstitions in order to make St(o)ns' emotions more predictable. St(o)ns believe that writing vowels is bad luck, which is why I'm writing it all funny here, though they have a different writing system that uses a symbol for every phoneme.
Playable Species:

  • St(on)s (Terrisans) -
  • Breeze -

Government: The colonies are overseen by Terrisans that are regularly sent up from the planet, each one to replace the last overseer. The overseer makes sure that the colonies mete out the basic necessities to every member. In extreme cases the overseer might send a colonist to Terris for medical help or to rid the colonies of a nuisance.

Each colony, in turn, is run by a governor elected by the colonist. The governor oversees day-to-day living but reports to the overseer on matters such as law and the flow of materials. St(o) has a single settlement constitution that also served as a settlement agreement between the various countries that settled people there. This constitution carves out basic law, land distribution for the colonies, and of course the role of the overseer. Although each colony was original settled by different countries, and still remain differentiated, St(o)ns now consider themselves part of one country, St(o). In spite of this it is still possible for an incident on St(o) to cause international conflict on Terris, and this is one of the things that the overseer sees to.
Languages: There is no official language of St(o) and most inhabitants are bilingual. See languages of Terris:



Climate: The air of St(o), held on by permeable containment fields, is thin by comparison to Terris, preventing those with respiratory problems from living there. The containment fields are thin layers of cells held together by Terris-made webbing, and must be repaired any time a large object accidentally flies off St(o). The fields repair themselves for smaller objects. St(o)ns keep stores of concentrated gases in case an emergency lets loose too much of what they already have. The oceans resemble shallow lakes melted from the icecaps and supplemented by shipments from Terris. The combination makes for few storms but also little warmth. These shallow lakes are heavily irrigated for crop production and any waste liquid is recycled if possible.
Strange Phenomenon: The air containment fields make for a translucent robin's egg blue which blocks some of the otherwise harsh sunlight. Day therefore covers 4/6ths of the satellite instead of only 1/2. One can actually look up at the sun without damaging one's eyes.
Strange Creatures: Bacteria have incorporated into themselves broken bits of DNA left over from long-dead micro-organisms, released by melting ice, etc. In the past generation, a few plants have also adopted new DNA from bacteria, increasing diversity in a place colonized by mono-cultures. This can cause any thing from glowing plants to crop death.

  • H(i)sh(a)w -- A variant of the grainy h(i)s(o) plant that is no longer very tasty but may now be good for textiles.

PostPosted: Fri Jun 20, 2008 6:30 pm


Location:
Galaxy: Alpha Galaxy
Solar System: Jinial
Star: Jini
Location Details: Star Jini
A small main sequence star nearing the supergiant phase. Jini may be billions of years old because of its small size. The star is still surrounded by a flat disk of remnants of star dust and gas from its birth, though the inner layers have formed a few planets and been stripped of extra gas by solar winds.

  • Terrestrial Planets: Terris
  • Gas Giants:
  • Planetoids:

Playable Species:

  • Breeze


Availability of Basics: Most star dust is just star dust to a Breeze, and certainly not worth visiting. This star's Kuiper belt, however, also sheds a very light smattering of emotion. It might not taste exactly like emotions from larger beings, and there's only a bit of it shed at a time, but it's there for the taking and any type of Breeze can eat it. Rumor is that the first Breeze was created here after eons of "emotion" had collected, enough to provide it with enough fuel to hop to the nearest inhabited whatever. It's possible that before the inner planets were formed, there was more for the taking. Now the Kuiper belt is occasionally used to help birth a new Breeze, and for that reason, most Breeze won't deplete the stores by stopping by for a light snack.

MrsMica
Crew


MrsMica
Crew

PostPosted: Thu Jul 03, 2008 5:50 pm


Location:
Galaxy: Alpha
Solar System: Jinial
Planet: Terris
Location Details: Terris Planet, a terrestrial planet.
Technology Level: Terrisans have launched many things into space, but St(o) is the only place that they have colonized. They are not aware of other inhabited planets and have concentrated their technology and resources into colonizing St(o). Available technology includes:

  • Hover boats

Magic Level: None, though there are plenty of charlatans who pretend to see the future, speak to the dead, etc.
Playable Species/Cultures:

Languages: Cheti, Nyant
Availability of Basics: This will depend on the country. Some countries still cannot produce or important the basics for their entire population. There are still untapped resources available for speculation, especially in less developed countries which do not have expendable capital for such speculation. Charity is controlled mainly through religious organizations and most governments do not involve themselves in foreign aid except as a pact for something in return.
Government: No world government, though there are many international projects, such as the settling of the moon, which affect the whole world.
Climate: Blessedly, weather is fairly predictable due to current technology and currently stable world-wide climate systems.
Strange Phenomenon:
Strange Creatures:
World History:
The Cheti people attempted to conquer the world, believing that other continents would be free of people. The conquest was stopped by the resistance of the very natives that the Cheti did not expect to find, and by technology of the time that made communication and travel fairly difficult, cutting off even successful colonies from the main country. Colonies were released peacefully after many years of chaotic war-- basically, when the conquest was officially abandoned. Because the Cheti released their colonies peacefully, they were able to continue migrating to foreign continents and perpetuate trade with many former colonies. In most places, animosity towards the Cheti is a distant memory.

Just before and during the Cheti conquest, the religion and language of Nyant also spread, uniting nomadic peoples and small tribal systems against Cheti invasion. In the beginning, such unions rarely succeeded militarily, but served to clot propaganda and assimilation efforts in conquered states. Once the Cheti had spread themselves thin, and Nyant had made its way into far away lands thanks to Cheti's own soldiers, Nyant became the single most important force credited for stopping the Cheti world conquest.

Throughout history, no civilization was as successful as the Cheti at outright world conquest and world-wide infiltration.
PostPosted: Thu Jul 03, 2008 8:35 pm


Still under moderate construction~

Location:
Galaxy: Alpha Galaxy
Solar System: Illumina
Planet: Siralaf

Location Details: Silralaf is not a very large world in itself, consisting of only 2 continents. 1 being entirely uninhabitable by any Hyu'ma and the other, named Selant, filled with numerous countries that were in constant power struggles for resources and power.

<< If anyone is more curious about the other countries, their politics, etc. Contact me via PM or AIM. I don't see it as affecting anyone elses' characters in any way if I post or don't post the info if no one will use it xd >>


The City-State of Valanista: The Temple of Silaf, God of Healing

The City-State of Valanista is a beautiful city that is set on the precipice of Valan Falls, the tallest waterfall in the world. Surrounded on three sides by the falls and accessible by land only through the special ferryboats that can fight the current of the falls and a gondola and by air via either Nohpyrgs, a flying beast that are native to the forests around Silaf, or the Airships which are run by Air Mages which can carry a considerably larger amount of people.

The City has flourished as a neutral haven and escaped several wars because of it’s unique geographic location. Known for its beautiful view of the falls and the grand Temple of Silaf who is the City-State’s Patron God, Silaf is renowned throughout the realm for being a cultural center of art and music and as a peaceful haven.

Within Valanista there are various pubs and inns scattered across the city which cater to the influx of bards, artisans, political asylum seekers and pilgrims to the Temple. Other buildings of note are located within the Hearth, the center of the city which contains the buildings of Government such as the Mantle, where the heads of the different boroughs of Valanista meet to create law and hold hearings, the Guild Hall where all the artisan guilds of Valanista meet to create the rules that govern the artisans and their work, and the Temple of Silaf where people come to worship the benevolent God of Healing that founded Valanista.


NPCs:
L'uazia, High Priestess of Silaf (Currently Missing)
Sei, Assistant to the High Priestess of Silaf: L'uazia
Iendin, Paladin of Silaf and Lover of L’uazia, High Priestess of Silaf
Members of the Mantle
Guild Hall Masters

Technology Level: All Technology is Magic Based.

There are Airships that exist that can ferry people around and these contraptions range from large freights to small one manned ships. All Airships have one thing in common - they run off Elemental Stone power, the primary source of energy for all of Siralaf.

These stones are found in areas of specifically high Elemental concentrations (Fire stones in Volcanoes, Earth Stones in Deserts, Air stones in the Clouds, etc.) and are moderately common though expensive as they are nigh unlimited power sources and


For example, the Post is sent through enchanted boxes that are created in pairs or sets and sent out to major cities. Mail that is to be sent from City A to City B is inserted in the box in City A and is received in City Box B. These are the Post Boxes.

Magic Level: Magical Technology is the source of all energy within Siralaf.

Mages consist of 1/3 of the population of Siralaf, but most of the luxuries and conveniences that magic provides are available to non-magic users through enchanted items, like the Post Boxes.

Playable Species/Cultures:
Anything that you can think of. While the majority of Siralaf is populated by "Hyu'ma", the opening of the world to space travelers has brought with it a growing population of varied species.


Languages:
English is the common language of the world.

Availability of Basics: A flourishing world, Siralaf is filled with many fruit trees and rivers and lakes full of fresh water.

It's a lush world and even those living in poverty have the opportunity to practice sustainable farming. Hunger is something that is quite rare on Siralaf.

Government:
Depends.

Climate:
Temperate with extremes ranging towards the poles.

Strange Phenomenon:
It has been only recently that Siralaf has opened its mind and doors to interplanetary explorers and while knowledgeable of other species and technologies, the inhabitants of the planet choose to live with their Magic Technology and tend to ignore the technology brought in by other races.

Strange Creatures:
Nohpyrgs - Gryphon like creatures who have been tamed by Keepers who reside in and around Valanista. A Mature Nohpyrg is up to 15 feet long for males and 13 for females, and can weigh up to 300 lbs.

Sey


Ikken Isshu

Shirtless Vampire

4,700 Points
  • Citizen 200
  • Conversationalist 100
  • Forum Sophomore 300
PostPosted: Thu Jul 03, 2008 9:14 pm


(It might seem awfully detailed for something so new, but the truth is, it's all from a story I was writing a long time ago but never finished. Hope everything's in order. Will do a Location post for the city of the first mini-RP soon. The angels and demons of Drasil will also be described in a Species post. I wonder, should I do all the Location stuff in separate posts, or edit all of them into one post, but keep them in separate forms, for minimal space-wasting and easy reference?)

Location:
Galaxy: Alpha
Solar System: Patria
Planet: Drasil
Known Countries: Athrop, Dachrea, Grack Isles, Harch, Viret, Yemet

Location Details: The planet Drasil is characterized by a few peculiarities. For one, over 75% of the planet's population subscribes to a religion known as the Drasilian Orthodoxy, a monotheistic religion built around the belief in an infinite and perfect God known as Tsefos, or the Vater. The religion is largely based on the teachings of the Prophet, a man called Versiver, who lived approximately three thousand years ago in the nation of Athrop. Versiver's teachings, and some earlier works by other minor prophets, are serialized in what is known as the Holy Writ, and it is from this book that the Orthodoxy draws its tenets.

Another peculiarity of Drasil is that, except for the Grack Isles, all known countries are a part of the same continent. As far as anyone knows, the rest of the world is simply ocean. Legend has it that there is a land of dragons far to the north, across the sea, but the Orthodoxy discourages such rumors, and no explorer has ever come back to land after more than a few days at sea. No reliable record of the existence of such a place has ever been found.

Technology Level: Roughly modern. Some nations, such as Dachrea and Harch, are slightly more advanced, with such phenomena as personal levitating crafts or the Incendiary Quadruplicate Radioactive Arm (IQRA) personal-sized chemical laser weapon; and other nations, such as Athrop and the Grack Isles, are less advanced, and are limited to more antique technologies. The countries of Yemet and Viret are more or less similar in technological capabilities to modern-day America or Japan. The more advanced nations of Drasil have achieved space travel, but are not yet capable of interplanetary or interstellar travel. They've landed on the moon, and sent automatic craft and satellites to outlying planets of the Patria System, but that is as far as they've gotten.

Magic Level: The Drasilian Orthodoxy condemns all forms of the supernatural except for Tsefos, their God. However, supernatural abilities are available to angels, demons, and humans who receive gifts from these beings. A human receiving such gifts, though, is extremely rare, due to the persecutions of angels and demons. (see Species)

Playable Species/Cultures: Human; Grack; Angel (Primary), Secondary, and Tertiary); Demon (Primary, Secondary, Tertiary).

Languages: For approximately thirty years, there has been a universal Common Tongue that people are encouraged to speak; There is also Melck, the traditional language of the Drasilian Orthodoxy, and in which language all Orthodox ceremonies are conducted. In addition, all nations have an Old Tongue that is particular to that nation. Most people speak their own nation's Old Tongue and the Common Tongue; and many heavily religious or high-ranking people speak Melck.

Availability of Basics: Varied. Dachrea is a very military and sparse nation that encourages work for the sake of glorifying the Vater, and as such, people have only what they earn. The more well-to-do citizens have no shortages of water and food. Harch is a very generous nation, and it has a very thorough public welfare system; Viret and Yemet are both comparable to modern-day America, except that Viret is a much colder and slightly poorer nation; Athrop is an extreme desert region with very little water or vegetation except in certain oases. The Grack Isles are largely unexplored, and all that is known of them is that they are populated by the murderous and cannibalistic Grack, a species somewhat like goblins or gremlins.

Government: It is easiest to compare Drasil's government to real-world nations. Dachrea is somewhat like Nazi Germany, with Christoph Himmelsmund in the role of Fuehrer, though his official title is Prime of Dachrea and of the Drasilian Orthodoxy. Dachrea's government is almost entirely centered around the Orthodoxy. Harch is a constitutional monarchy with very liberal principles, placing very high value on human life and civil liberties. Yemet is a constitutional federal republic headed by a Congress, President, and a House of Representatives voted into office from each of several different provinces. (Think USA and you've got it.) Viret is a constitutionally socialist state that emphasizes working, but strives to never deprive any citizen of the necessities of life. However, slothfulness in Viret is tantamount to a crime. Athrop is something of a monarchy, but in fact is divided into so many warring factions that it is easier to say that it has no government at all. It is unknown if the Grack Isles have any form of government whatsoever.

Climate: Variable. Dachrea has a typically mild climate with warm but reasonable summers, and cold but reasonable winters. Athrop is a scorched, dry desert all year round. Yemet is a warm country that rarely freezes, even in winter, and tends to get quite hot during the summers. Viret, on the other hand, is a fairly cold nation, and is icy for most of the year, often thawing out during the summers, but never getting very warm. Harch is a temperate nation with few extremes as far as temperature is concerned, but it is a fairly wet country with a great deal of precipitation. The Grack Isles are tropical but sparse in vegetation due to the rocky soil of the islands.

Strange Phenomena:

~There are three cities in Yemet that hold a special fascination for the Orthodoxy; Origin, Nexus, and Terminus. Origin, a dead city of ruins, is supposedly the place where the world began, and was built out from that place. Nobody lives in Origin, due to the Orthodoxy's strict prohibition of any non-high-ranking religious persons from entering the city. Nexus, the capital of Yemet, is a thriving city, and supposedly symbolizes the existence of the universe as it was created by the Vater. Nexus is also known to many Drasilians as 'Life'. Terminus, another city in Yemet, is populated mostly by monks and clerics of the Orthodoxy; supposedly, it is in Terminus that the Vater will send His Prophet, Versiver, back to the world, to warn of the Apocalypse. In other words, Origin is the beginning of the world; Nexus is its life; and Terminus will be its end.

~Angels and demons are not considered to be related to the Vater in any way, but are uniformly hated. Primary and secondary angels and demons are rarely seen, but tertiary angels and demons are all over the place, usually trying to hide from the Drasilians who try to annihilate them. It is unknown precisely where angels and demons come from, since they do not seem to give live birth (or any other kind of birth for that matter), but rather seem to simply crop up randomly. Neither angels nor demons are considered people, and they are ruthlessly persecuted wherever they are found.

Strange Creatures: Angels, demons, and the Grack.
PostPosted: Thu Jul 03, 2008 11:19 pm


((place the planet wherever))
Planet: Valde Firma-Grande

Planet Details: It's a large world, the land mass total is equal to Earth, but it's about 90% water, so there have been floating cities made, Grendul, Marks, and Archet are those cities. The nine major ports, aside from the floating cities are located as such; three on Scandeola along the western coast due to the eastern being a mountain-range and cliffs, two on Tranist which is north of scandeola and connected towards the eastern half, and four circling Ventura a seperate continent, similar to Autralia
Technology Level: several pockets of technology similar to the 1920's exist, but mostly similar to the 1700's
Magic Level: Vast quantities of magic about, every person born on that world has a magical power they can unlock through training
Playable Species/Cultures: Any species seen playable in Dungeons and Dragons, including the were-species. I would prefer to keep demons and angels out, but if one of those gets in on a campaign, their power must be restrained.
Languages: Common, and each species has it's own unique language that they may use with others of their species, which may not be learned by other species.
Availability of Basics: Large abundance of water, wild fruits and vegetables are found easily, not much to worry of.
Government: The leaders of every nation come together easily, peace is an accepted thing, but there is often diplomatic handling between smaller cities and minor kingdoms that lead to smaller wars, alongside the occaisional demon portal that allows a small grouping of demons free.
Climate: Usually rainy, and there's often a good wind blowing about.


this is the basic form, I need to gather my infos before I write the whole form

Palinor


Master Strategist Kess

2,450 Points
  • Member 100
  • Gaian 50
  • Statustician 100
PostPosted: Fri Jul 04, 2008 12:45 pm


Location
Galaxy: Sector Z (Called the Ascension Sector by locals)
Solar System: Celestial System Z-278536
City: Haven
Planet: Utopia
Satelite: None
Location Details: Haven, Utopia. Utopia is a beautiful, lush, super technology planet colonized by people originating from earth. However, it's been so long that the humans have forgotten earth exists, and earth never even knew the project occurred. Haven is the center for activity. There is a check in desk for anyone coming in on a spaceship, and otherwise there are beautiful white and blue buildings that stand among the 100 foot trees in the jungle that covers Utopia. The city has beautiful waterfalls and other landscapes. All people wear white and blue outfits, uniforms for officials and togas for civilians. It is a harmonious place where the people are well cared for by the government.

The Ascension system is at the edge of known space, for that reality. Beyond the Ascension Galaxy there is impenetrable darkness that supposedly holds things trying to destroy all reality. Somewhere, many years away, there is earth, but those in this system have long forgotten about it. Now they focus on ascending the human soul through technology and conformity.
Technology Level: Super technology. They have spaceships; their money is all placed upon one plastic card that all people use to keep track of their balance; all people are tracked through a government system; surveillance consists of invisible eyes; there is cloaking; a climate control system regulates the planet; several large screens around the city play continuous ads for different companies, safety standards, how to live, and how great the government is; and several other super techs.
Magic Level: Technically the science is at a degree that it's just as much magic as technology. The science shouldn't work, but it does. However, anyone suggesting that they use magic quickly finds themselves on a missing persons report.
Playable Species/Cultures: Humans. Alien races exist, and may find their way into Utopia, but the people are exceedingly xenophobic, and all humans native to Utopia would quickly turn in an alien species.
Breezes. Unfortunately the government has ways of finding these entities, and they exterminate them with extreme prejudice. Fortunately the equipment required is highly specialized, unwieldy, generally looked at as mystical nonsense, causes a lot of panic in the otherwise complacent populous, and the only reason they employ it is they know that a Breeze is in the area. In a hundred years they have only found two.
Languages: English
Availability of Basics: There are no shortages of goods. All people on the planet are provided for with everything they could possibly need, and there is no poverty.
Government: There is no need for a government. Everyone does their job just fine. People volunteer for the positions that need filling, and the population is never higher or lower than it should be. This is primarily because all surplus is sent into space upon the capital ship Ascension. This ship is the primary war ship of the sector, patrolling for anything outside known space. It is the primary defense for all reality.

Those in the army seem to strangely have more freewill than those on the planet. They can make crucial decisions on missions, where as the civilians follow set protocols on how to act. The military when they are in Haven reacts in ways that usually offend, or at least turn off, the civilians. Younger civilians, generally teens, find these acts attractive. Despite the rough and uncivilized nature of the military personnel, they find no issue connecting with weekend lovers.

The civilians have some emergency response teams, but even they react based on, more or less, programming. This doesn't mean people don't have a sense of humor. They laugh and cry, but it would seem fake to a normal person. It would feel as if they respond that way because they were taught to. Breezes are considered a threat, because they can break the programming, and usually an individual acting very strange is what causes Breeze searches to begin.

The top civilian as far as status is the Receptionist. She is the gateway in and out of all of Utopia. When the military personal returns, they first see her. When they leave, they have to get through her. She has a list of all humans on the planet, and is given the most freewill of any civilian position. Below her is the Media, a man in a white uniform who sends propaganda through the planet, making sure everyone knows proper protocol. The final important person is the Specialist. No one speaks of him, though everyone knows where he is. He wears a white suit, white hat, and black sunglasses, clothing that sticks out amidst the other civilians. He makes sure that people are following protocol, he hunts down aliens, and he investigates possible Breeze sightings. No one speaks poorly of him, but nor do they speak pleasantly of him, for they do not speak of him at all.
Climate: Perfectly warm and sunny.
Strange Phenomenon: A population of three million human beings is happy, loves their government, and works in perfect unison.
Strange Creatures: On the planet there are none. Everything is perfectly safe. Those who end up spending a lot of time in space helping secure more planets, and patrolling the boundaries of the galaxy speak of horrific creatures. The creatures are always an inky, black substance, though they take a multitude of shapes. They drive most survivors insane, though any survivor is a rare one.
PostPosted: Sat Jul 05, 2008 8:59 am


Location
Galaxy: Alpha Galaxy
Solar System: Columbus
Star: Columbus
Location Details: Star Columbus
The star Columbus has only four planetoid objects in orbit around it. It is a star of relatively small size, with only four orbital objects in rotation around it. There is no indication that the star will go nova any time soon.
XXXXXTerrestrial Planets: Hermes, Apollo, Plymouth
XXXXXDwarf Planets: Heracles

Playable Species/Cultures:
XXXXXBreeze

Availability of Basics: It's space, there's pretty much nothing out here.

Wahoozerman


Wahoozerman

PostPosted: Sat Jul 05, 2008 9:16 am


Location:
Galaxy: Alpha
Solar System: Columbus
Planet: Plymouth

Location Details: Planet Plymouth, a terrestrial planet.
Technology Level: Extremely advanced, though all technology in the planet is now broken beyond repair. Even if anyone could get to it, the technology would be of little use.
Magic Level: Whatever magic there once was is no more.
Playable Species/Cultures: None.
Availability of Basics: Neither plants no animals can currently survive on Plymouth, meaning there is no food to be had. What little water there is lies frozen and non-potable.
Climate: Plymouth is constantly under a state of nuclear winter. A large cloud blots out any light from the sun, killing all vegetation and freezing the planet. It is constantly "snowing" ash down upon the surface. The blanket of radiation that covers the planet beneath its atmosphere is deadly to most living creatures within a matter of minutes.
World History:
Not much is known about the race that used to live on Plymouth. They were an advanced race, as evidenced by the technology both on the surface and orbiting the planet. It has been suggested that they knew some magic, as a number of recovered bits of technology seemed to be missing key elements. It is thought that the race living on Plymouth fell into a state of planet-wide war that led to the total destruction of the planet.
PostPosted: Sat Jul 05, 2008 9:38 am


Location:
Galaxy: Alpha
Solar System: Columbus
Planet: Plymouth
Satellite: Delaware
Location Details: Satellite Delaware
The satellite Delaware was an advanced space station built by the inhabitants of Plymouth before they went extinct through what is though to be self-inflicted destruction.
Technology Level: The technology of the station itself is highly advanced, though since the inhabitants of the station are not the ones who built it, many systems remain offline or unusable. Basic support is online, including artificial gravity, life support, and some sensors. It even appears to have some sort of energy shielding to protect it from solar radiation. Many of the more advanced systems are inoperable at this time. The rest of the available technology is human based from around the year 2200 AD, with slight modifications due to the availability of resources.
Magic Level: Some of the station's technology seems as if it was made to run through the use of magic, but as its current inhabitants are devoid of magical talent, there is no magic available.
Playable Species/Cultures:
XXXHuman
Languages: The inhabitants of the station speak mainly English, a few speaking Spanish or French as well, though there isn't any necessity to do so. A very few of the humans have been studying the language of the station's builders. There is a quasi-universal translator built into the station that is able to very roughly translate languages of species the builders encountered into the builders' own language, but since hardly anybody understands that, it isn't very useful.
Availability of Basics: The station recycles its own water and waste, using a device that is part of its life support system to convert any nutrients into small and tasteless cubes. One cube will nourish a human for a full day. There are also experiments in plant cultivation in one of the labs, but there are no animals.
Government: The station is run pretty much as an autonomous collective. Pretty much everyone on the station knows that their survival depends on everyone else, so things usually work out pretty well. There is a station administrator with the power to forcibly make any decision. The administrator is voted in every year, and another vote is immediately called if the administrator uses his or her decision power.
Climate: The climate is maintained at seventy-five degrees. There is no weather.

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PostPosted: Sat Jul 05, 2008 12:27 pm


Location:
Galaxy: Alpha
Solar System: Patria
Planet: Drasil
Country: Viret
Capital City: Kastan

Location Details: The city of Kastan is unique in Viret, for it is more wealthy then the rest of the cold nation, perhaps because it is where the seat of power lies. However, it is as cold as the rest of the country, and is typically hidden by snow or ice.

It is, however, as heavily religious as the rest of the nation, with over 75% of its population subscribing to a religion known as the Drasilian Orthodoxy, a monotheistic religion built around the belief in an infinite and perfect God known as Tsefos, or the Vater. The religion is largely based on the teachings of the Prophet, a man called Versiver, who lived approximately three thousand years ago in the northern nation of Athrop. Versiver's teachings, and some earlier works by other minor prophets, are serialized in what is known as the Holy Writ, and it is from this book that the Orthodoxy draws its tenets.

Technology Level: Roughly modern. Viret is more or less similar in technological capabilities to modern-day America or Japan. The Viretan military recently had a breakthrough in the design of the Personal Electromagnetic Launcher (PEML) weapon, a weapon roughly the size and shape of an RPG-launcher, but it is still in its testing stages. Viret has achieved space travel, but as of yet has only landed on the moon, and is nowhere near capable of interplanetary or interstellar travel.

Magic Level: The Drasilian Orthodoxy condemns all forms of the supernatural except for Tsefos, their God. However, supernatural abilities are available to angels, demons, and humans who receive gifts from these beings. A human receiving such gifts, though, is extremely rare, due to the persecutions of angels and demons. (see Species)

Playable Species/Cultures: Human; Angel (Primary), Secondary, and Tertiary); Demon (Primary, Secondary, Tertiary).

Languages: For approximately thirty years, there has been a universal Common Tongue that people are encouraged to speak; There is also Melck, the traditional language of the Drasilian Orthodoxy, and in which language all Orthodox ceremonies are conducted. In addition, all nations have an Old Tongue that is particular to that nation. Most people speak their own nation's Old Tongue and the Common Tongue; and many heavily religious or high-ranking people speak Melck. (The Viretan Old Tongue is based on Russian.)

Availability of Basics: Viret is comparable to modern-day America, except that Viret is a much colder and slightly poorer nation. The government strives to provide for all its citizens, but leechers and parasites are not appreciated.

Government: Viret is a constitutionally socialist state that emphasizes working as a virtue, but strives to never deprive any citizen of the necessities of life. However, slothfulness in Viret is tantamount to a crime.

Climate: Viret is a fairly cold nation, and is icy for most of the year, often thawing out during the summers, but never getting very warm.

Strange Phenomena:

Angels and demons are not considered to be related to the Vater in any way, but are uniformly hated. Primary and secondary angels and demons are rarely seen, but tertiary angels and demons are all over the place, usually trying to hide from the Drasilians who try to annihilate them. It is unknown precisely where angels and demons come from, since they do not seem to give live birth (or any other kind of birth for that matter), but rather seem to simply crop up randomly. Neither angels nor demons are considered people, and they are ruthlessly persecuted wherever they are found. The seat of this hatred is in Dachrea, the center of the Orthodoxy, but the persecution is practiced everywhere.

Strange Creatures: Angels, demons, and the Grack (rare).
PostPosted: Fri Jul 11, 2008 3:04 pm


Galaxy:Alpha Galaxy
Solar System: Essence
Planet: Ezhmere
Continent: Gladishel

Location Details: The Holy city of Tridom is said to be the place where history on this world started. This is where the Essence created the five leaders of the tribes...Vasheen, Septoch, Eloph, Innurok, and Tunare.
The Hallowed temple of the Essence and the sacred throne of the Transcendent lie in this city.

Technology Level: Though magic is very advanced, the technology level of Ezhmere is that of a pre-gunpowder world. Bows and Arrows, swards, and shields are the only weapons, and are used profusely to enforce the laws of the Essence.

Magic Level: Elemental magics. People are born into their elements. With each increasing level, magic increases. All humans are born in the Love elemental, and although they can level, it is very rare. In order to level up, one must be blessed by the Transcendent himself.

Using magic takes points. Each Rank has a certain point number. To regain points one must meditate to the Essence.

Trancendence-160
Thule-80
Mar-40
Brel-20
Prior-10
Rathe-5
Slave-0

To create or destroy your element-80 pts
To move/throw your element-5 pts

Earth-
Plant=Control over living things produced by the earth
Rock=Control over nonliving things produced by the earth

Fire-Control over fire.

Wind-Control over wind.

Water-Control over water.

Love-Control over emotions.

Playable Species/Cultures: Stor, Mastern, Human

Languages: Elder Mastern- Religious language of Illumination,
Mastern-Everyday speech for the Mastern Race
Basic- Used for communication to and between slaves

Government: Transcendent-Leader of the Chancel and the continent of Gladishel, elected for 1 twenty year term.
Thules- Five leaders of the various elements. "Governor" of each of the 5 territories.

Climate: General Temperate climate with

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PostPosted: Mon Jul 14, 2008 12:16 pm


Location: Zuria
Galaxy: Alpha
Solar System: Zuria
Planet: 5th
City: Meseta
Location Details: Meseta is the capital city on the capital world of the Zurian Sphere of Influence, which extends about 60 light years in all directions. It is a city has become a perfect blend of technology and nature, due to the Zurian civilian culture. No other city like this exists within the Zurian Sphere of Influence, other then other major cities around the planet. One of the stranger quirks was that if it weren't for the massive artificial, orbital rings, massive fleet traffic, and other cities on the planet, one would think that the city was in ruins and had been that way for thousands of years. Until you see the hover vehicles, and swarms of people. Meseta also has the largest civilian population on Zuria. Other worlds within the Sphere have larger populations but are towering structures that dominate the poison ridden landscapes.
Technology Level: Cybernetics are rampantly common. The Zurian tech base has gotten to the point where you could not tell whose been modified in anyway until you do an x-ray scan. Multiple Space Elevators that can move approxmiately one million tons per two hours anchor each orbital ring, which is a massive ring facility that houses the other half of the Zurian population. There are eight rings in existence. Each ring is the heart of Zurian capital ship production, trade, and other things of that nature. Each is anchored by eight Space Elevators.
Magic Level: None. At all. No psionics or magic has been detected within the Zurian genepool.
Playable Species/Cultures: Zurian, Breeze, Eliferian
Languages: The official language is Zurian, and since no other races exist within the Zurian Sphere of Influence and neither are the Zurians particularly diplomatic, they don't feel a need to learn other races' langauges. 'Sides, that's what A.I. is for.
Availability of Basics: Water, food, and shelter are a non-existent problem on Zuria or in the Rings.
Government: High Command is the major government structure in place, since the Zurian population is 90% military.
Climate: The northern hemisphere is a temperate environment, closely resembling that of Seattle.
Strange Phenomenon: You can see the Orbital Rings at all times, regardless of day or night. The stars in 'space' are not so much actual starlight but usually the naval traffic that's surrounding the Rings
Strange Creatures: The most dangerous creature on planet is the Mayaar. Even with the highly advanced technology of the Zurians, a single Mayaar could eat an infantry platoon for breakfast without even realizing it. They are mostly found in the wild and untamed southern hemisphere.
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