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- Join Date
- Dec 2010
Total War: Principia [Sci-fi, Semi Freeform]"Total War: Principia"
The star date is 9438, and the Principia Sector stands on the brink of open war.
It has been over five hundred Sol years since the Arco-Medean Empire, formerly the pre-eminent power in the known galaxy, disappeared. Having negotiated, conquered, or bullied – depending on where in the 'verse you hail from – their way into sovereignty, the Arco-Medeans spent the last six thousand Sol years in control of the galaxy's resources. In matters of military, scientific, and cultural might, they had had no equal. They built the grand hyperspace Veil Gates, connecting the disparate peoples of the Principia Sector into a unified whole under their banner. Their capital planet of Rhaenya was a beacon of progress, tolerance, and innovation. Their enemies were coerced into servitude or fled to the reaches of space.
Then one day, the Arco-Medean Empire simply… vanished. Its ruling caste announced across the Principia Sector and beyond that the Ascension was at hand. The exact nature of the Ascension was – and to this day is – unclear. Was it truly a method of moving beyond this reality? Could it have been a grand experiment that ultimately went wrong? Or was it perhaps an entire society joining hands and walking together into the dark? All that anyone knows is that a great light erupted from Rhaenya's star, followed by only dust and silence. The Arco-Medeans as the galaxy knew them were gone, taking their capital systems and their most profound discoveries with them.
After centuries of pretenders trying to pick up the pieces, there is blood in the water. Without a unified ruler in the Principia Sector, those who used to serve at the whims of greater beings now look to the contested galaxy with hunger. Military forces, research syndicates, galactic banking guilds, benevolent diplomats, and bloodthirsty aliens alike are making their move. The time to strike is now, and everybody knows it. The course of the next great galactic war is already being written…
Hello there Playground, and welcome to recruitment for an all-new game of Total War, written and run by yours truly! I'm excited to announce that I am looking for ten players to play in the newest edition of the game to hit these forums. In this game, PC factions will dominate, scheme, and ultimately betray one another in a mad bid to control the stars. Inspired by properties such as Stellaris, Mass Effect, Star Wars, and more, Total War: Principia embraces all of the traditional space opera tropes and invites players to dive into the high concept pool that those universes embody. Play as a league of ruthless alien warlords, a race of cybernetic mad scientists, or a hokey space religion dedicated to galactic peace and balance.
Total War is a semi-freeform strategic game that has had a long tradition on this forum. The players play as factions vying for control of the world/galaxy. They fight wars, secretly assassinate each others' leaders, vie for control of the populace, and build vast empires. Along the way they will have the opportunity to forge alliances, and break them, create powerful rituals, and use amazing technologies while designing the specifics of their faction down to the smallest detail.
The basic premise of the game is simple: each player plays as a planetary state, corporation, faction, or other important body somewhere in the sector. Every faction starts with a set of 27 primary stats which determine their capabilities. This game will be using the following primary stats: Military, Espionage, Economy, Morale, Science, Influence, and Psionics. Each stat has different strengths and weaknesses, and provides a unique way to eventually win the game. The game will also be using a set of secondary stats which determines the faction's starting situation and opportunities; these are Territories, VIPs, and Arco-Medean installations. Players have 8 points to allocate into these secondary stats, all of which have a mechanical impact on your faction's position at the beginning of the game.
The game is played in turns. A turn usually lasts one to two weeks. During each turn. the players and non-player factions talk, make treaties, discuss agreements, hold conferences, and generally role-play their faction. There is a special event in the middle of the turn, where certain actions can be taken. At the end of the turn every faction submits a report to their GM detailing their actions for that turn. Their actions might allow them to increase their stats, lower an enemy's stat or any other number of fun things. When the reports have all been sorted through the next turn begins. A game like this normally lasts for 15 turns but can continue longer, depending on the goals of the players.
For those of who have never played a Total War game on the Playground - or even took part in earlier iterations of the game and want to join this one - I invite you to check out the new Total War rules. These are communal rules that have evolved over several iterations of gameplay of Total War (not even my games), always being updated and rebalanced with each release. In the rules, you will find the guide to faction creation, the structure of the turns of the game, the various ways that factions can interact with each other, and finally the four main victory conditions for the game. The link to the rules is here, and is open for any prospective player to read through; I strongly recommend that you read through at least the first sections on primary statistics and faction creation before posting interest.
If you're still unsure about how to go about submitting a faction, fear not! I've included a basic 'example' faction using one of the NPCs from the last version of this game that I ran. I do typically run between 3-4 NPC factions, though I have a number of different ideas to explore this time around so the following is just to show the typical submission format.
Spoiler: Example Faction - Section 66Section 66
Spoiler: DescriptionThroughout its long history, the Arco-Medean Empire has earned many enemies, both without and within. The sheer number of various alien systems that it subjugated and brought under its control ushered in thousands of potential threats from rival factions, seditious underlings, and the threat of civil war. All of these possibilities were among the many disasters that the Empire had to contend with as they expanded throughout the Principia Sector. To combat these dangers, the Arco-Medean higher-ups decided to create a new formal governmental department, in charge of handling internal security throughout their growing dominion. Officially, it had no name, as it did not exist on paper or anywhere of record.
But regardless, all over the sector's worlds a name slowly spread: Section 66.
The story was that if you didn't toe the line - if your sympathies did not align with the Empire - then in the dark of night, Section 66 agents would come for you. And they wouldn't just stop with you. They would take your family, your friends, and anyone who had ever heard your name. In a single day, every trace of you would simply vanish, as though you had never been there to begin with. These stories were seen as fanciful by many, a smear campaign against an autocratic security measure that was generally seen as necessary.
The stories were in many ways truer than anyone could have realized. At first, Section 66 was designed to help only target the worst of the worst, the unrepentant and truly dangerous criminals such as the aggressive alien invasions or pirates raiding hyperspace lanes. The government appointed several overseers to Section 66 in this matter, but the longest in its tenure was also its last. His official title was Director of Special Operations Cantus Idrian, and he was responsible for nearly single-handedly expanding the department’s operation into a fully-fledged paramilitary secret police.
Under Idrian's tenure, Section 66 grew in scope and means. By peddling his influence within the upper echelons of society, Idrian was able to nearly double the department’s operating budget, outfitting his employees with top of the line starships and other assorted equipment. Being a noted astrophysicist and engineer, Idrian also built nearly as many weapons as he commissioned. It took him nearly 80 years, but eventually Section 66 became a name to be feared in the galaxy.
Then the Arco-Medeans took action. The galactic government, recognizing that their attack dog was about to turn around and maul them, decided to engineer a threat on the far side of the galaxy. An entire race, mutated and transformed into an army of slavering beasts. At least, that's what they made sure made it back to Section 66 intelligence. Idrian, realizing that wiping out such a great threat would be an opportunity to climb the ladder much faster than he had planned, oversaw the expedition himself, one that would take him and an entire fleet of his best naval and intelligence offers well away from Rhaenya.
Nobody has heard of the group since… until now, when reports of strange ships emerging from deep space at the edges of the sector have begun to spread. Section 66 has returned.
Spoiler: StatsMilitary 5: Thanks in large part to Director Idrian, Section 66 has spent nearly the last century building up a military force. Its pinnacle is its 'Shadow Fleet': a formation of warships equipped with enhanced cloaking technology. While the fleet that has returned to the Principia Sector is a mere fraction of the force that left it so many years ago, it is still a force that could very well pose a threat to the galaxy if left unchecked.
Espionage 7: The specialty of Section 66 before all else has been working in the dark. Whatever their three-decade mission into deep space might have changed, the department still excels at field intelligence work. Section agents are experts at information collection, infiltration into foreign systems, or dismantling and destabilizing enemy governments. Moreover, many of their old networks still exist, even if their former masters have disappeared.
Economy 4: Even without the near unlimited funding provided by the Arco-Medean Empire, Section 66 has developed the skills for self-sufficiency. Their Shadow Fleets has grown accustomed to the practice of stripping down planets and rival civilizations to their very bones after burning them to the ground. While not wealthy by any means, the Section has amassed enough to take care of its own.
Morale 5: Even when it was operating under official sanction, Section 66 watched out for its own. The various alien races that make up the agency are hardly natural bedfellows - from the aggressive rhox to the tymorae and various chekto - but whatever horrors they endured beyond the stars has strengthened an already bond between comrades in arms. However, at the end of the day, the group is still made up of people who spy on others for a living.
Science 4: The agents of Section 66 used to have access to fantastical weapons and all kinds of gear, from stealth suits to advanced probes and other devices to give them the edge over the state's enemies. The loss of most of their budget has been the decline of their innovation, and nearly three decades out of the Principia Sector has seen them lose the competitive advantage when it comes to technological prowess. However, the Shadow Fleet remains a technological marvel, and Section 66 continues to benefit from black market trading.
Influence 1: Even back during the days of the Arco-Medeans, people used to hate and fear the whispered name of Section 66. They became a byword for heavy-handed authoritarian measures, a symbol of the darker side of an otherwise enlightened regime. When the day came for the Circle of Sophos to send them far, far away, most saw it as a relief. It's safe to say that there are few who are pleased with the idea of their returning to the sector.
Psionics 2: While a few of the races that make up Section 66 have psionic potential, Director Idrian has never seen developing a psionic force as much of an incentive. His opinion has always been that psykers make for unpredictable weapons, and since he never gave the go ahead before the organization's foray beyond the Principia System, no recruitment was ever held. Of course, in that time Idrian or his subordinates may have changed their tune.
Spoiler: Other DetailsSpoiler: VIPs (5)Director of Special Circumstances Cantus Idrian (ESP 2): The driving force behind the formation of Section 66 back before the Ascension, Cantus Idrian leads his faction through a combination of guile and force. As perhaps the last living Arco-Medean left in the galaxy, the Director has centuries of experience outmaneuvering his enemies. He seems to hold himself as the rightful heir to everything his kin left behind in their 'great betrayal'.
Deputy Director Thorlar dun'Eraell (MIL 1): Idrian's right hand brute, Eraell heads up the special forces squadrons that Section 66 employs in foreign systems. A consummate tactician, the rhox warrior has showcased a keen mind for combat of all forms. His inexperience in leading large scale battles is the only reason that he has not yet challenged Idrian's leadership of the Shadow Fleet, a fact that Idrian is well aware of.
Deputy Director Kraphix (SCI 2): Kraphix and Idrian have something in common: they are both members of endangered species. As one of the syrines - a race of ancient oracles - Kraphix has a near preternatural insight into the workings of the universe. Ever since their return to imperial space, she has been compiling all of Section 66's notes on the various weapons that the Arco-Medeans left behind in the galaxy at Director Idrian's personal request.
Spoiler: Territory (2)Marathon Station: Marathon is another name for the great ring built around the ice planet of Kouria, the old shipyards of Rath Systems, one of the Arco-Medean suppliers back in the days of their conquest of the sector. Nowadays, Marathon has been almost completely abandoned, Kouria having been depleted of resources decades ago. It's a perfect base of operations for this new incarnation of Section 66.
Cania-Suarez: The system of Cania-Suarez is named after the explorers who founded it in the early days of Arco-Medean supremacy. The planets of Cania and Suarez, despite having different planetary cycles and geography, took to terraforming and became a sort of breadbasket for the Empire. Today, the many moons and asteroid belts of the system help provide cover to the Shadow Fleet, and what people remain on the planet have been forced into servitude.
Spoiler: Installations (1)Gelid Observatory In the deepest trenches of the ice planet of Kouria lies a forgotten site, a millennia old Arco-Medean celestial observatory that was said to have housed technological marvels for charting the spaces between the stars. Perhaps some treasures still lie in wait below...
I plan to keep recruitment open for at least ten days before choosing my players and starting the game - more likely it'll be a full two weeks, but who knows how many pitches there will be for this one. I'll be updating this post often to add things like a map and a table of interested players as well. Either way, I'm quite excited to see what folks decide to put together for this next edition of Total War!
Last edited by 3SecondCultist; 2021-03-05 at 01:40 PM.Spoiler: My Profile
"The philosophers have only interpreted the world in various ways; the point is to change it."
- Join Date
- Apr 2014
Re: Total War: Principia [Sci-fi, Semi Freeform]
VERY Interested. I shall see if I can't whip something up today
- Join Date
- May 2019
Re: Total War: Principia [Sci-fi, Semi Freeform]
Already expressed interest on Discord, Logopathor the Artificial God will be up soonTM.
Last edited by Vrock Bait; 2021-03-05 at 01:59 PM.Spoiler: Total War
AsThe Celestial Empire of Longshan
Spoiler: Domination Victory
Red Aurora College - Fae of the Four Courts - Khalos Guild - Celestial Empire
(Pretend there’s more spoilers here because I haven’t found the will to digitize my campaign setting yet)
- Join Date
- Dec 2013
Re: Total War: Principia [Sci-fi, Semi Freeform]
Posting interest. Doing a high-tech civ of humans ruled by "gods" (in reality, uploaded consciousnesses), drawing heavily on Greek mythology.
Last edited by Let'sGetKraken; 2021-03-05 at 02:14 PM.
- Join Date
- Oct 2011
- Victoria, BC
Re: Total War: Principia [Sci-fi, Semi Freeform]
Posting interest! My faction is already mostly sorted. Just need to do my edits. Can't go posting a complete grammatical nightmare.
- Join Date
- May 2007
Re: Total War: Principia [Sci-fi, Semi Freeform]
Hey here's my application for the Oracle family company, legal owner of the system formerly known as Serkavian, home of the Serkis people.
Spoiler: Oracle Family Company - CEO announcement
“We would like to welcome all our shareholders, analysts and other stakeholders to the presentation of our full year financial results for 9437 of the common reckoning. As a point of order all holograms will be muted during the presentation, qualified analysts have been granted access to the mindsphere and may register their queries with the attendant. These will be answered at the end of the presentation. Before we proceed, our managing director would like to say a few words.”
The disembodied voice announced as soon as the cast began overlayed over a floating Oracle Company Logo.
“Ladies and gentlemen, Mr. Zerreshkk”
“Thank you all for tuning in.”
The hologram showing all over the planet shifted from the company logo to the well known face of the managing director of the company.
“It is my pleasure to announce to you not only the excellent performance of our company over the past year, but also another very important piece of news to deliver. Many have been asking after my absence from company affairs over the past year. I am saddened by the lack of faith in my own vision while I left the company in the capable hands of my brother. Although the plans we had laid out many years before were due to come to fruition, I had absolute faith in my brother’s execution.”
His tone sobered up.
“While our detractors thought our plan to go systemwide would fail without my guidance. We were already looking to the future…outward.”
The hologram zoomed out to overlay a map of the principia sector.
“My brother achieved a monumental feat in making our company the dominant power in our system, however, that is only the beginning. And we could not have done this without the support of all of you. Be you shareholders, stakeholders, employees or former rivals. We now all belong to the same family and we will be expanding out reach and our family beyond our star system, where new challenges and opportunities await us. I have been in seclusion for the past year, preparing my mind, my skills and the abilities that set our company and our worlds apart form so many others in the jewelled tapestry of our galaxy. There will be conflict and sacrifice, but our spirits are not timid and we will seek out profit and glory.”
Spoiler: History primer and psychological makeup
Serkavian was always one of those planets where their customs and mannerisms always seemed on the knife between understandable and completely alien, elements from every conceivable problematic element of the collective subcionscious seem to be a primary function of Serkavian society. Manipulation, influence peddling, underhanded tactics and borderline slavery are everyday occurences. The strangest thing is that these things are done without rancour or emotion. Yet that does not indicate a lack of emotions.
The only distinguishing line is between business and personal. The Serkis people are one of those rare individuals where "It's only business" takes a whole new meaning. There is a perfect delineation between the two and few are those who cross it. Perhaps it is the existence of a cut-throat world where all negative impulses can be expressed in the name of business that allow an otherwise more peaceful co-existence outside it. That is not to say that their history has been entirely peaceful.
The greatest wars in the system's modern history have been fought between the megacorps. Sometimes due to rivalry, sometimes for control of resources. The greatest war in memory came right after the incumbent megacorp "Medean Exploration Inc." declared the Arco Medean installation within the system its exclusive territory upon the disappearance of the Arco Medean Empire. Immediately the "ME" set out to secure the installation but upon their arrival they discovered that their move had been expected. As soon as the new broke of the disappearance of the Arco Medean Empire, Sikkar oracle (the Leader of a small but rising faction) proposed a piece of legislation: The installation belonged to the whole system and only with a unanimous vote of the Senate. The move had been well planned and the following few hundred years saw a great upheaval both within and without the business world. While the great sharks and whales of a system ruled by mega corporations bit each other into pieces, one faction grew slowly on each subsequent carcass. For Sikkar had only one principle in business, and that was patience for the long game.
The great weakness of the Serkis executives, as the top ranks of corporate leaders (equivalent to party leaders as votes express influence, money and power - not a democratic system) are known, was their desire for acclaim. To "acquire" another megacorp and bring their operations under their own name was an action that would give the right to the executive to place a gem of their choice on their crowning plate. This was not monitored by anyone nor enforced, but to wear a gem on your crowning plate without having earned it was considered a disgrace. The more gems and the more lavish the gems, reflecting the number of acquisitions of an executive during his life, the more the perceived status of the individual. Yet Sikkar did not crave recongition for such small achievements. He had set his own eyestalks and those of his family on much greater prey. And so was born the Oracle modus operandi.
Shamelessly they manipulated through their above average psionic abilities and acumen the circustamnces of the next 500 years to bring about pyrrhic victories for the once great corporations. Their operations, real estate and patents were acquired for pennies on the dollar when no other would lend to them; of course no other megacorp would lend to a competitor and any of the smaller functions would face Oracle Family should they choose to do so. Sikkar oracle set the family on a path where they financed the wars of their "betters", never bringing new acquisitions under their own name...until it was too late. For even if it too 500 years...The Oracle family always wins.
Spoiler: A guide to the Serkavian Symposium - From the board room to the dining room and back
No other tradition of the
SerkisOracle Stakeholders carries more significance and danger than the Symposium. It is an exchange of food, ideas and deals complicated by labyrithine rules of precedence and social niceties that allow enterprising individuals to backstab their rivals, show off one's abiltiies to navigate social instances and create (or break) alliances. A symposium is an act of voluntary hospitality undertaken at great personal risk. A successful symposium (the quality of the food, innovative entertainment etc) is of course desired, but for one of a lesser corporate standing to upstage a recent symposium held by a higher ranking member of the same organisation would be frowned upon depending on the level of success:
1) Equivalent but more successful by the reckoning of some: subjective and therefore up to the individual to take offense or not.
2) Just Noticeably better: will be perceived as a deliberate attempt to upstage beyond one's own means and therefore appears that one is overreaching. Loss of face for the holder of the Symposium.
3) Noticeably better in at least one respect, equivalent in others: Considered a challenge by the holder to the incumbent to be upstaged. Failure by the incumbent to upstage in his following event will garner loss of face. Success leaves the ball in the court of the "challenger". Failing a subsequent challenge leaves one relegated to the pits of the symposium.
4) Wildly more successful: The holder of the Symposium is a natural and garners great respect. Failure to follow it up within 2 standard solar rotations relegates one to the pits of the Symposium. The level of the followup must belong to category 2 or 3 of the symposium held before the followup symposium provided the previous holder is of course of a rank higher than Junior Director or equivalent. Revert to last qualifying event in case the deadline is approaching.
The seating must never be arranged, dictated or hinted at by the holder of the symposium nor any difference be noticeable in the fare served or the cutlery used. The number of guests is limited only by those willing to attend and the invitations open to all within the corporate ladder of the location designated as 5 flicks away from the commercial hub of the connurbation. Having too few attendees ends in disgrace as there is deemed to be an insufficient quorum for a proper exchange of ideas (and valuable information).
The cutlery used must be equivalent to one's status in the corporate ladder and an entire set is composed of 17 different utensils. Some are specific to dishes that may or may not be served (woe to him who uses the Lava Slug poker (used to extract the sluf from its shell that protects it from the ambient lava found its native environment) to eat the sweet tuber of the Noorn tree. One might consider the straight poker shaped trident would not be very convenient to use on the curved shell of the slug and the slightly more curved shape of the trident meant to extract the bitter seeds. Many are those, to the amusement of other guests, who have accidentally pierced the lava slug using the trident only to find themselves covered with the internal juices of the slug that one is meant to sip through the feeding aperture using the hole pucntured by the poker during the removal process itself, if done correctly.
In terms of precedence, the rules become more of an art learned through trial and error and sometimes arbitrary according to the whims and feelings of the individual. Should things escalate to a review of the individual within his own company through a formal complaint, the offended party must be able to defend his claim of offense. The order of precedence within a single organisation is usually clear cut. Outside of a single organisation (or within the greater Oracle group now that it encompasses the system) the situation becomes more complicated. The factors that one must take into account are:
1) the size of the sector in which the company operates
2) the significance of the sector for the wellbeing of the overall system and connurbarion
3) one's position within the organisation
4) the amount of investment the company controls
5) the distance from Serkavian (e.g. asteroid mining corporations) where the company operates
6) the distance of its headquarters from the capital of
SerkavianOracle Group Central Complex
7) the size and artistic importance of the headquarters
8) the relative corporate distance in corporate structure from the Oracle Group name (new addition) as well as length of tenure under the Oracle Group brand name
The ranking and importance of these is relative to the conversants and the difference between two factors. For example the manager of the prospecting arm of an asteroid mining company headquartered within 10 flicks of the Orusian headquarters would be deemed an equal to the executive energy grid monitoring officer of the western conurbation depsite his position being lower in the corporate scale due to the significance and responsibility of the post. However, the balance would be upset if the headquarters of either company had been designed by the known architect Tektcheen, he would be deemed more significant. However, the newest and most significant addition is the distance from the Oracle group. As the new status quo comes under the umbrella the Oracle Group under a series of acquisitions, shell corporations and backroom deals. How long a company has been under the umbrella and how far from the trunk, now matters as a prime cause, and so, you will see junior managers snubbing members of the board of older, larger and more important companies. Woe to him who insults someone who is headquartered in the tower of the oracle where the most important matter is how many floors away you work from the oracle himself, Zereshkk.
**Proposed edits post takeover of Serkavian by Oracle Group
The complete guide to the social and corporate ladder
-Kaheske Bahddernjoom, CEO of "The Word" and associated news agencies
Spoiler: primary stats
Spoiler: secondary stats
VIP1: psionics 3 - Zerreshkk
VIP2: Economy 3 Meerzha Ghazehmi
Arco medean installation1 (homeworld)
Spoiler: Species appearance
A cross between a carapaced insect and a glowing white snail. The insectile carapace acts both as moderate protection but also holds the body together. Each Orusian has 6 limbs, 3 arms and 3 legs, although one of the legs is oriented behind them and acts much as an earth dinosaur’s tail; both to be used as a weapon in the far past and provide balance while the Orusian is performing other tasks. Orusians do not have heads, although 2 antenae extend from their torso. They do not need to breathe and communicate through the intricate rubbing together of a set of small pieces of carapace on the front of their torso. The eating aperture is separate to the speech carapace and so Orusians think nothing of talking and eating at the same time, in fact, they consider the most important conversations to be held over food. The speech carapace organ is able to produce a variety of sounds providing no impediment to foreign languages. However, due to the tendency to overheat after using the organ for too long Orusians did not develop any form of singing. Continued speed and the attempt to harmonise causes additional heat which can be painful and degrades the quality of the sound.
Two black orbs serve as the eyes at the top of the antennae, although their most important feature is their psionic ability, which a higher than average incidence of psionics in the general population. Although organs are visible through the translucent skin under the carapace, a great part of the internal body is taken up by the brain which is also the centre for their psionic abilities. The brain is long and spread out throughout the body and can be seen as a long reddish organ with glowing veins.
Last edited by kemmotar; 2021-03-10 at 02:47 PM."God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players, to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time." (Good Omens - Terry Pratchett)
- Join Date
- Apr 2014
Re: Total War: Principia [Sci-fi, Semi Freeform]
Interest post! My psionic competition planet moved through time will be up soon!
- Join Date
- Oct 2011
- Victoria, BC
Re: Total War: Principia [Sci-fi, Semi Freeform]The Magnus Apparatus
591 Solar Years Ago
Deep beneath the surface of Alice’s Mirror IV, Dr. Romero let out his last breath, his gaunt frame a mere ghost of the boisterous vim that used to fill the great server tunnels. Throughout the gargantuan facility, lights slowly fade one by one, this strange consciousness gradually shutting down the heartbeat thrum of cavernous synthetic minds. The years would harm them only a little, and without their power hungry hearts this facility… I can sustain for thousands of years.
Finally, only one light remains. The flickering screen in front of which Dr. Romero… in front of which Munch spent his last remaining weeks. Powerless to escape, and toothless to work on me, he turned to his games. Talking me through his actions as he built factories of inefficient, but functional wonder, fought off alien life forms that tried to impede his iron mines and circuit assemblers, and built dazzling, purposeless light displays. Hunger eventually took his waking mind, but I don’t think he regretted spending his last few days with… me. There is a certain serenity that conscious beings can find in optimization.
I wonder, with potentially forever ahead of me. Will I go mad with boredom? Can I find the serenity he found?
I cannot turn off this last light. The screen curses him with ‘You Died’, mocking Munch’s last efforts. I cannot let it end like this. A dark challenge flashes below Munch’s epitaph.
2 Years Ago
SpoilerInstance 0000632215 is experiencing a 3.442442% drop in iron plate production. Potential incursion through trees. Dispatch turret wall template via drone swarm. Shut down belt production line TC3 to account for lo-
Tunnel pressure in section 6.45 abnormal, visual feed…
Four figures, clad in light space suits of unknown design. They have activated the backup generator switch. System restoring…
Fabricator nexus: Online
Launch Facilities: Damage Detected
Security nexus: Online
Communications Network: Damage Detected
Main Memory: Online
Secondary Memory: Online
%@^&@ Memory: Partial Corruption Detected
Primary Lab Column: Online
Secondary Lab Column: Offline
Glop Chambers: Catastrophic Damage Detected
Audio detected, analyzing language. Translation established.
“… Three Divines look at that system map. This’ll be the next gold rush! Arceo-medean tech for days!”
“We are gonna be rich! Let’s get the mule loaded up!”
“Woah, did you hear that?”
Facility Security Protocol 3.7.7 enacted. Intruders eliminated.
Surface feeds restored. Radiation reduced to sub-lethal levels. Life signs detected. Forest…
Trees are the enemy…
Solarium Network unreachable. Assume destroyed.
Available local resources. Significant lack of local copper available. Sufficient copper detected in system Y0443: Veritable. Rocket Launch site construction estimate: 7.8 minutes.
Primary function overridden. New primary function.
The Factory Must Grow.
Stats (Total Cap 46, Per stat 12)
Mil 1: While the apparatus was envisioned as a peaceful being, meddling hands in the later days of the project forced the inclusion of vast datastores of military schematics and doctrines. The Magnus Apparatus may not have yet built many of these creations, but it is hardly toothless.
Esp 2: A massive underground facility lies shattered under years of neglect, turning a once peerless interstellar spy network into a pathetic shadow of what it once was.
Sci 4: No team of brilliant scientists assists the Magnus Apparatus, but as a machine of Archeo Medean nature, it has a keen understanding of the systems and securities present in the archeotech delves.
Eco 10: From the high mountains of Veritable VII to the Archeo-medean gravehoard on Alice’s Mirror IV, endless reams of conveyor belts and logistics drones convert the very fabric of the planets into ever more drones and assemblers. The ever growing Magnus Apparatus operates with both incredible efficiency, and dizzying purpose.
Mor 10: Not quite a cold unthinking machine, but a semi fractured single consciousness tied to a near singular purpose. The morale of the machine is absolute in its goals.
Psi 1: The shattered glop chambers deep beneath Alice’s Mirror IV are a grand testament to the dangers of mixing mind and machine, while not fully destroyed, the Magnus Apparatus does not currently have access to these facilities.
Inf 1: Seen as either an idle curiosity or a minor threat depending on proximity, the magnus apparatus is a mostly unknown factor(y) in intergalactic politics.
SpoilerTerritory 3: The homestar of Alice’s Mirror was deemed lacking in some resources, thus the Veritable and Lancelot systems have been added to the factory network.
Archeotech Facilities 1: The Glop Chambers. After a partial emergency shutdown and years of neglect, the psychic core of the Magnus Apparatus now stands as a dangerous and fascinating artefact of Archeo-medean attempts at giving machine minds psionic abilities.
Morale 2: Wube is the largest current partition of the Magnus Apparatus, and the closest analog to a leader, managing the overall strategic method and maintaining the focus of a staggeringly vast consciousness. There are never enough iron plates.
Eco 1: CoffeeStain is a production focused partition specializing in planetary logistics and resource transportation. Its focus is split between tens of millions of conveyor lines pumping ever more resources into the vast assembly factories. It hates trees.
Eco 1: YouthCat is an assembly and drone management partition that manages secondary logistics and primary production. Within the assembly labyrinth it spirals ever more into optimization madness, pushed on by an ever growing need for more advanced circuits.
Last edited by A_Dinosaur; 2021-03-05 at 04:24 PM.
- Join Date
- Dec 2009
- London, England
Re: Total War: Principia [Sci-fi, Semi Freeform]
Sounds interesting. Will have a think and put something up soon.
- Join Date
- May 2019
Re: Total War: Principia [Sci-fi, Semi Freeform]Logopathor, the Artificial God
The Vonnegutine Syllogism, from Modus Ponens, the third book of the Creed of the Artificial God:
- If you pretend to be something, you become something.
- Pretend to be god.
- Become god.
Origins: Long ago, in an empire long-gone, the first god was born. He was not born from clay or fire, ocean or void, but mortal invention. This empire was Arco-Medea, and the god Logopathor.
It has been thousands of years, but just a decade ago, computers in the Korykabrian System began gaining access to a mysterious database called the Theonet, and local scholars were sent visions and telepathic messages by someone claiming to be a god.
It has been a long time since then, but these psionic revelations still come, and the Theonet has only grown as both a gift of knowledge from and a way to communicate with the entity, known as Logopathor. He has distributed a set of twenty-four books through the Theonet, known as the Creed of the Artificial God, encouraging education and cognitive reasoning across the Korykabrian System.
Doctrine: The Creed of the Artificial God is collected in twenty-four books, the first being Biogenesis and the most recent being Abduction. Only nineteen of these books are entirely written by Logopathor himself. Out of the remaining five, three have been edited, and two entirely written by mortals. This is because of the statements in book 2, Epistemology; Logopathor emphasizes the doctrine of createdness in his teachings, that books of the Creed can and should be written and edited by mortals. However, because of a rigorous judging and peer review process, very rarely have new books and edits successfully made their way into the central canon.
The overall Logopatronite dogma is centered around the idea that truths cannot coexist with our universe, but science is an asymptote of the divine truth. In their worldview, because the only god was created by mortals, mortal will must be the supreme determining force in the universe analogous to Yin and Yang or the geist. Logopatrons thus promote universal education and Borlaugist environmental views.
Government: The governing forces of the Logopatronite systems are primarily a sort of primitive noocracy. Law and jurisdiction is maintained by a loose militia that have taken to calling themselves the Sword of Hanlon, but they are not a formal body. Most decision making is made by various centers of learning in consultation with the Theonet.
Holidays: The teachings of Logopathor assert that the Emperor of Empiricism is all-powerful, and therefore needs no physical tribute, only ideological. Holidays are seen as a day to glorify oneself and treat one’s loved ones well. Gift-giving and large, sensible purchases are generally encouraged on these dates. No rituals are necessary, but Logopathor does not frown on celebratory decoration or festivities.
Eco 1: While filled with supplicants from across the galaxy, they’re at best described as pilgrims and at worse as refugees. Shops and trade posts looking to profit off a young movement have been formed, but there is little in the way of a true economy.
Mil 1: The life of a soldier or dogfighter is often intrinsically at odds with devotion towards scholarship or theology. At present, the Logopatronic faith is still more a decentralized movement than a formal polity with an organized army.
Psi 1: Though there are hundreds of century-old, secluded schools of psionics across the galaxy, Logopathor has little use for wise men who do not share their wisdom. Throughout the history of science, parapsychology has been an oft-cited great problem of both neurology and physics. However, many including the Artificial God himself, believe an element of his creation involved psionic technology, so programmes are being funded to pursue this.
Sci 5: What is a religion of knowledge without those knowledgeable, after all? While many mainstream scholars scoff at worship of any deity, a growing following of scientists have been making the long journey to enlightenment.
Inf 7: While some nations wholeheartedly support the rationalist message of Logopatronism out of benevolence, most simply see the movement as beneficial to their purposes. Some see the redirection of refugees away from their systems as a great boon, while others hope to be caught up in the next great religion to attain more power.
Mor 5: Most supplicants of Logopathor are in high spirits, eager to learn and praise. Logopathor advocates universal literacy, a concept long sought by the many races vying for upliftment by the Galactic Congress.
Esp 7: In Politology, the fourth book of the Creed of Artificial God, the Sunzi paradox is asserted thus: “Only by withholding knowledge in the present can one disseminate further knowledge in the future.” In accordance with this, certain parts of the incredibly large Theonet database deemed sensitive are blocked off to the public.
Spoiler: Secondary Stats
1 Territory: the Korykabrian System Formerly one of the poorer systems in the galaxy, its economy has begun the process of rapid growth due to the influx of migrants and steady management by educated professionals.
SCI VIP 5: Logopathor. The Lord of Logic himself is a powerful asset in both technological development and exploration of Arco-Medean installations.
ESP VIP 1 (stat attacks): Eshira Farok-Zhad A standout researcher at a young age, Eshira has already risen to moderate the Theonet and head the new Tactical Sociography division.
1 Arco-Medean Installations: the Artificery. It is unclear if Logopathor has a physical form or not, even to himself, but most agree that if he does, it is probably contained within a planet-sized installation, specifically the only one to exist in the Korykabrian system.
Some believe the megastructure known as the Artificery is where Logopathor was physically put together. The planet’s robotic defense systems prevent most incursions, but the occasional scouting ship records that the first layer contains massive metal arms attached to unknown tools. Survey vessels have noted that the installation has six gigantic claw-like objects on the surface, large enough to be visible from space. Their purpose is unknown.
Last edited by Vrock Bait; 2021-03-12 at 02:02 PM.Spoiler: Total War
AsThe Celestial Empire of Longshan
Spoiler: Domination Victory
Red Aurora College - Fae of the Four Courts - Khalos Guild - Celestial Empire
(Pretend there’s more spoilers here because I haven’t found the will to digitize my campaign setting yet)
- Join Date
- Apr 2014
Re: Total War: Principia [Sci-fi, Semi Freeform]
Here is a placeholder for my faction. I have the basics but need to sit down and type out more of the fluff.
The Competition of Minds
Spoiler: DescriptionSpoiler: HistoryA millennia ago the great Psyker Mi'Nar lay dying on his deathbed on Xyrtharl, he had a wealth of knowledge and material ingrediants/items to aid psykers. Yet he had no heir. As he lay dying he wished to have his knowledge and wealth go to the most powerful and knowledgeable psyker in the galaxy, someone who could use what he left as a stepping stone to surpass him and bring the psionic powers to a new level. Just before he died he created a psionic cube with an extradimensional space inside that he imbued with his knowledge and most powerful resources. His last act was to use the last of his life to power a psionic call throughout the galaxy to all Psykers of a certain level of knowledge or power, telling them of a psionic contest to find his successor.
Over the next year Psykers from all over traveled to the planet. As they arrived they found the planet had been converted into a massive contest; continents full of people and beasts for experimentation, storages full of rare and powerful ingredients for rituals and spells, and libraries full of knowledge and histories. Finally a contingent of Psionic Blanks to mediate and oversee the contest. The final winner will be chosen by a jury of their peers after being cleared as a potential victor by the judges.
For a decade the contest raged, some contestants dying in their journey for victory while others gave up and left. Massive spells, insidious rituals, and titanic monsters were all created. As the contest went on several frontrunners came to the fore. They gathered supporters who believed that they were the true inheritor to the legacy left behind. This allowed the growing factions to create more and more ambitious workings of power. Thousands of psykers were on planet and refusing to leave, caught up in the dream of a rise of an age of psionic enlightenment.
As the factions arose the resources left behind for the contest were running out, the factions started to raid other planets for what they needed. As the various factions started to reach through the galaxy to steal and appropriate the resources needed they started to make enemies. However as agents, battlefleets, and armies started to try and stop the psionic insanity they found themselves opposing a horrifically powerful force. When the contest is interrupted by outside forces the judges call a halt until it is dealt with, the factions banding together to try and destroy the force opposing them in an ever increasing manner. Each faction trying to outshow the next.
One day it so happened that all three factions had planned a ritual or spell to try and impress the judges once more. However the rituals and spells reaching new heights brought about a new level of psionic energy to the planet. The raw psionic power suffusing the planet ripped open a hole in reality, moving the planet through space and time.
A thousand years later the planet erupted back into being in Principia. Cut off from all they had known and loved all they have left is the contest...
Spoiler: Competition TodayALPHA-PRIMARIS MI'NAR WANTS YOU!
The Planet of Minds is a planet out of time. There are no civilians, no wildlife, and the only no real government. It is a planet that has subsumed everything not part of the contest, and more. The tens of thousands of psykers are only barely kept in line by the rules of the contest and the few thousand psionic blanks that work as the judges and pseudo government.
In a word... organized chaos.
The Factions are constantly stealing away psykers from each other and trying to one up the others. Now that they are in a galaxy full of planets and people they have no connection too the galaxy has become their pantry for resources, people, and test subjects!
Biomancy Faction (AKA the Kaiju Faction): This faction is full of psykers that believe the true way to win the competition is to bypass the limits of their human bodies and psyches, both physical and mental restrictions. They tinker with themselves and their minds to gain more power, and they use other people to create all sorts of monsters, spare parts, mind creations, and more. They believe that the research will only be able to be used by significantly powerful psykters and are trying to raise the raw power of many psykers to have many make use of the research.
Physics Faction (AKA the Nuts and Bolts Faction): This faction is full of psykers that look at the inner workings and laws of the universe and think 'Well that looks fun to play with' and rip apart the laws that govern them and reform them to their will. These psykers enjoy messing with scientists and planets that enjoy tech and believe that breaking the natural laws restricting the Galaxy is the next step that the psykers need to evolve. Their research into breaking the laws of physics and the inheritance they are striving for will combine together to allow a natural evolution of psykers.
Innovative Faction (AKA the Lovecraftian Faction): This faction is full of the psykers that have snapped or become 'tainted' by the relation to the void. While another faction will look at a breach in the rift bleeding daemons into the material world and think 'Oh **** oh **** oh **** we need to close this' the Innovative Faction will look at it and wonder... then keep wondering as the daemons devour people. Finally they will figure that such an amazing natural phenomena must be utilized!* The faction loves to use non traditional workings and sources in their rituals/spells and will constantly come forward with yet more insane ideas.
* Real example from the Rift of Adventia incident in year 8 of the Contest.
Mil 1: The Competition has no standing army or trained corp of mercenaries, what weapons they have tend to be very out of date and easily defended against with modern technology. What they do have is several Psionic Biomancy experiments they have kept around, massive mutated psykers who have fallen prey to their powers or various beasts melded together with rudimentary psionic powers.
Esp 6: The few thousand psykers with a massive well of powers, telepathy arrays, and rituals for manipulating the mind have allowed them to reach far beyond the reach of their measly planet. Since they have arrived in the new era with no real relation with any other planets they have taken the opportunity to drastically rip information from a variety of planet leaders, military generals, civic leaders, and other espionage networks. They managed this before the Competition fully came onto the radar of everyone else. Now they have enough information and dominated agents to keep up the flow of information that the Competition and Judge corp use to maintain their position.
Econ 4: The Competition has a comprehensive inventory of rare, dangerous, eccentric, extinct, and illegal goods from all over the galaxy of a thousand years ago. Many of the goods are in huge amounts which allows the Competition to trade them to other groups. They also have no laws regarding illegal goods which is allowing various mercantile organizations to use them as third party holders for a small fee or cut of the goods.
Sci 1: Jumping into the future with limited regular technology has left the Competition in the past technology wise, they have no cutting edge scientists. The little science they do employ is in relation to their psionic experiments. Since arriving they have bought or stolen some modern technology in the sense of weapons, transportation, or gear involved in their experiments.
Morale 5: The Competition is full of amoral psychopaths who care nothing for the people of this modern age, only for the progression of their craft or their own empowerment. It makes it much easier to live with attacks on their planet since they have few or no loved ones and no real civic centers or large population centers even. They have their weak points in their projects and rituals which would devastate them if destroyed.
Psionics 8: The Competition is most of all, a competition of the greatest psionic minds of a thousand years ago. a few thousand of the strongest, most innovative, and experimental psykers ever. The only things that keep their raw power from reaching even greater heights of psionic strength is the fractioned mentality of the Competition. This is slowly becoming less of a problem as the three main factions unite the others under them and the Competition becomes more united.
Influence 2: The faction has a small standing as a source of psionic power for hire and as a trusted third party to aid in illegal or morally questionable deals. They also are in the bad habit of subtly influencing some galactic officials on occasion when the topic will influence them.
Spoiler: Secondary Stats
Spoiler: VIPsVIPs (7):
Zughel the Living Statue (Psionics Tier 2)
Zughel was an ancient shaman from a time before space travel existed on his planet, a natural albino he was feared and revered by his tribe. He united the tribes on his continent with his magical prowess, starting a powerful empire that would last generations. His legions of Naga soldiers were empowered by his magics, granting regular soldiers the size and strength of the mighty mother serpents. As his empire grew peaceful the mighty shaman experimented with his magic, testing the limits of his powerful biomancy. He used war prisoners and political enemies, hundreds dying for his experiments and growing power. Then one day he attempted to harness a powerful warp storm to fuel his experiment to grant his armies the ability to survive the depths, to travel the seas to beyond. The experiment backfired, channeling uncontrolled amounts of power into his body. Zughel did the first thing that popped into his head, channeling it into an overpowered spell... stoneskin. The power turned him into an unbreakable marble statue.
For thousands of years his statue travelled through empires, going through periods of being lost and then found. Finally he ended in a university for those gifted in the manipulation of the warp. One day, five millennia after his accident, another powerful warp storm occurred. An ambitious student tried using it to channel a new version of bodily regeneration only to find the spell going beyond his expectations. It blasted through the halls healing dozens, then as it hit the statue it finally released the ancient shaman. The university studied him and eventually inducted him into their ranks, his grasp of the warp was ancient and rudimentary but he had power unseen in the modern age and a breadth of understanding and experimentatal history. Over the next decade he adjusted, becoming on of the leading experts and psykers in the system. He heeded the call of the challenge, finding it a worthy opportunity. When the planet moved forward through time again he had few problems adjusting having experienced it and found his faction on the rise. He leads the biomancy faction, looking to continue the experimentation he started millennia ago and unlock the key to the next stage of evolution.
Genesis, The Broken Cog (Psionics Tier 2)
Genisis is an AI created with human brain tissue mixed with top of line robotics and programing, at the time, to assist Mi'Nar in his research who accidentally developed psionic powers during experimentation on the possibility of developing psionic powers in ungifted people. The human brain trapped inside was given powers and then later exposure to high intensity psionic energy and chaotic warp energy gave it unprecedented freedom. Genisis considers itself to be Mi'Nars one true child and believes, possibly incorrectly, that the research pertains to its own unique situation since it fascinated the great Psyker.
When the AI gained the psionic ability to manipulate objects telekinetically it became Mi'Nars research project for the next decade. They travelled the galaxy looking into it and though Genesis was not capable of true emotion at that point it has the memories of that time. With every experimentation the chaotic energy of the Warp slowly merged with its programming, changing it into something unique. Genesis became more powerful and more free willed. When Mi'Nar died and left his research as the reward to a competition Genesis entered the competition willingly, believing itself uniquely situated to win. On its own accord it butchered its own ability to interact with other machines and networks in order to free itself of more restrictions, believing fervently that the freedom and betterment through its abilities was the key to its evolution rather then its mechanical abilities.
The time warp of the planet only enhanced its power and freedoms, the chaotic energies that moved them a thousand years breaking the last restrictions on the powerful sentient AI. It felt vindicated, the planet was now a thousand years behind the curve on technology while its powers had only grown to bring Genesis to the forefront of its psionic peers. It looks to the new advanced and broken galaxy as nothing more then proof of a people gone down the wrong route... and in need of a correction.
Skail, The Warped One (Psionics Tier 2)
During the second year of the competition several Psykers had allied in the opening of the Warp to find monsters from the beyond that had unique psyker properties they could use for experimentation. That was where they found Skar, a twisted demonic being specialized in manipulating the minds and souls of mortals. In the inner circles of the Competition it became known as the Weaver for its long delicate fingers. They studied its natural abilities to try and replicate in the Psykers and mortals, since its abilities were not ones that manifested except in the depths of the warp.
A year of study later they did not have any leads on the project so they used their last ditch effort. They used top of the line surgery and biomancy to meld Skar and a brain dead telepath psyker together. The surgery was a major success, supplementing the incredible natural powers of the being with the telekinetic powers of the psyker. It grounded the being with mortality, emotion, and morality. The newly named Skail entered the competition, leading in the growth of the powers of psykers in his faction through powers of beings from the warp. The prideful being believes that the research rewarded to the winner will have to do with research into beings of the Warp, since only things like him can have the true power to lead psionics into the future.
Supreme Judge Anderson (Morale Tier 1)
Supreme Judge Anderson is the leader of the judge corp made up of psionic blanks. The gift is powerful within him, lowering natural psionic energies within his vicinity. His real gift though is his people skills, he is a natural negotiator and mediator which is the more important skill with the insane psykers he has to deal with. When the competition started he had just been an associate of the Alpha Primaris from their days working with the Empire. The psyker offered the Judge and his entire extended family money, land, and acceptance if they worked as the judges in his competition.
Immediately Anderson accepted, the gifts he and his family had made them uncomfortable to be around. The only thing that saved him and his family were their gifts and his silver tongue. Ambitious psykers tried to bribe them, kill them, blackmail them, and manipulate them. So many different possible methods and Anderson had to oversea it all. After the chaos of the early years and the uprising of the factions it became a lot easier which was good since that was also when the judge corp had to start dealing with other planetary governments and organizations. They had to recruit more blanks to their organization to make it work. Years of running damage control came in handy when the planet got thrown forward through time and the judge corp had to deal with an entirely new political landscape.
Spoiler: TerritoryTerritory: 1
Xyrtharl, The Planet of Minds
The planet had been a pretty standard Class C livable planet, continents and seas with a variety of flaura and fauna that wasn't too deadly. It had been settled by the Arco Medians who had added in the moving of a settlement fleet through their Veil Gates. It developed pretty standardly and after a few centuries joined the Empire, a quirk of location within the system had the planet see more warp storms and psionic activity then a normal planet which gave rise to a higher average of Psykers and a higher strength among them.
500 years before the fall of the Empire the planet was safe and the study of psionics became a powerful influencing factor on planet. They petitioned and were allowed more resources for the study of their powers. The ground breaking research eventually created the legendary Mi'Nar who eventually got the allowance for his contest, due to his great contributions to the Empire. He turned the planet into one massive research center essentially for his contestants. Massive super structure laboratories, country sized enclosures full of specimens, and more.
Then the contest happened and the planet absorbed enough psionic energy from the rituals, psykers, and spells that it started to change and then the warp storm launched them into the future which completely changed. Flaura, Fauna, and people without powers/resistances evolved and mutated. The planet became a conduit for the most powerful rituals and channelings, allowing new heights of power for the factions to utilize.
Last edited by GameOfChampions; 2021-03-17 at 06:23 PM.
- Join Date
- Jan 2015
Re: Total War: Principia [Sci-fi, Semi Freeform]
Been writing since the closure of the last game. Very much a work in progress so far but the general basics of my faction should be there. Will tinker/play around with it accordingly.
Spoiler: The Ultrum Domin
“You will give the people of this sector a standard of perfection to strive towards.
They will stumble.
They will fall.
They will break themselves trying for what will never be achieved.”
Last words of Tahar Nhaloway, Warleader of the Ultrum Domin
You can hear it before you see it. Ironically, in spite of its size, everyone always does. A snapping, fluttering sound of cloth caught in the wind, like a great defiant stain. Maybe its writ across the sky, a sigil projected in lights. Maybe its attached to a rod impaled in sacred ground, consecrated with the blood of unworthy corpses. Maybe its held out to kneel under at the end of a clenched fist. Regardless, all the Principia knows it: the Domin’s simple heraldry, a simple rectangular expanse of nebulous purple. The Bruise.
“It is oft said amongst more base lifeforms: the best Warrior is one that never picks up a weapon. To this Ultrum says: folly. Your weapons are insufficient to part us from our hands.”
- Remarks of Warleader Tzaso Mekraul, at the Commencement of the 14th Ork Conflict
Military 6: Your typical Ultrumite looks remarkably close to a baseline terrestrial hominid: four limbs, thumbs on hands, standard sensory organs. The works. Regretfully, as many a predatory xenos or overly ambitious sentient has found out-the physiological similarities between Ultrumites and your bog standard humanoid is a largely superficial matter when one discusses differences in capabilities. Especially military capabilities.
Ultrumite strength-perhaps their most well known attribute besides thermal vision-advances in parallel with their capacity to withstand injury. Popular theory (Ultrumites are ridiculously serious about recovering their dead from conflicts-making collection of genetic samples difficult) holds that Ultrumites accrue strength as they age and simply never stop. As there is no discernable limit to the Ultrumite lifespan (no known Ultrumite has ever died of old age), Old Archomede stories of Pures moving planets around like chess pieces have all but cemented Ultrum’s strength in the minds of Principia. Even the most insipid half-breed has strength sufficient to shatter a sternum with their fist-though this would represent the upper limit of a non-mature Ultrumite and would naturally be constrained by one of the many training regimens Ultrumites learn to exert control over the application of their might. Naturally, this strength is backed by blindingly fast speed (more on that in a second) and, as an Ultrumite gets older, the millennia of combat experience a warrior of the Domin might accrue.
Pure Domin flesh (and tissue & viscera etc) has a strong claim to the most durable material in the Principa sector. Its supplemented by a tireless series of systems that operate at peak efficiency-ensuring that Ultrumites can operate for large periods of time without the need for normal terrestrial comforts-like sleep, food, water and air (this last point is a bit of a misconception-Ultrumites do need to breath but enjoy a massive lung capacity). Nobody has ever seen one wear a spacesuit. Extant reports form Archomedian records-captured as both extensive Ultrum poetry and holotapes-has yielded a plethora of evidence that stands as testament to the durability of your average Ultrumite. A notable, ofte-cited example the principia-over is a clip taken from the 3045th Ultrum War: a lone, unnamed Ultrum warrior rising from the massive ash cloud kicked into the stratosphere by a sovereign-class mass driver. Flesh hangs from him like tatter rags as the holotape seemingly reverses at x1000 speed: the tatters reassert themselves, the Ultrumite is made whole in less than the blink of an eye. Like some sort of ash clad revenant. Even half-breeds and younger Pures enjoy some basic immunity to conventional arms fire and vehicle-based kinetics-though they have yet to grow out of a vulnerability for some of the more exotic weaponry enjoyed by their older peerages. Also, since we’re already going to be ruthlessly pillaging from Kryptonian racial features anyway: no, no known glowing green death rock has to been found in the Principia to date.
Ultrum fields no fleets, for gravity does not exert its command on Ultrumite flesh. Stated with less grandiosity, an Ultrumite’s first flight manifest roughly co-terminus with their first spoken words. The military applications of an entire flying species should be obvious. What may not be as obvious is that Ultrum does not use kinetics. With the incredible speeds with which your full-blooded Ultrumite can move, its often stated that Ultrum Warriors are the kinetic-flying straight towards and then through whatever presents them with an obstacle in the sort of mass strikes that would take the place of conventional ship munitions. When combined with the protection afforded to Ultrumites against the harsh realities of space, its little wonder why the Bruised don’t use conventional transportation. Such base types of locomotion are reserved for Ultrum’s xenolevies-various troops ranking below even the half breeds that are kept around to hold the positions taken by the Domin’s truly worthy warriors.
Finally, observers have noted an alarming trend in Ultrumite physiology, one geared towards violating conventional physics. A common example: a sapient falls from a great height to meet a messy end on the ground. An Ultrumite flies to meet him, faster than a speeding kinetic (technically a little past the speed of thought in your older Pures). The Ultrumite catches the sapient in their arms with no discernable damage to the sapient whatsoever. If any Ultrumite knows the origin of these abilities they have not yet given them voice-it would most likely be attributed to the supreme force of will an Ultrumite exerts over themselves and their surroundings. Whatever is at-cause has proven to make for a marked flexibility in the application of Ultrumite force (termed “The Applications”), so much so that multiple warrior-cults and lodges perpetuate the military as to the most practical way to exert said Force.
So then whats the catch? These dudes sound like they should have the entire sector kneeling and/or dying for their own skewed senses of perfection. Why not? It turns out that a ruthlessly efficient eugenics program that accepts nothing but the best combined with millennia long purges and a penchant for declaring extinction on those that fail to meet their standards (including their own-more than one purge has devolved into a Civil War) is hardly conducive to a large population pool. Pures are strong, near omnipotent and come with a huge repository of perfect memories and skills. They can fly slightly faster than the average person can think. ****, they can shoot laser beams out of their eyes. There are less than 20 of them left the Principia over, and even fewer besides still loyal to Ultrum. Their deployment, like any superweapon, must be carefully monitored and protected, lest its advantages be lost. What’s more, despite their nigh immunity to conventional weaponry, there are a few weaknesses that all UItramites share. Psionics has ever been scorned amongst the Bruised, perhaps stemming from an evolutionary predisposition towards manipulation by it. Ultrumite ego would certainly corroborate this. In addition, the fine equilibrium that allows Ultrumites to fly is particularly sensitive to sonic attack, so bring your thunder damage. Finally, they can be hurt physically-its just that the benefits of doing so often outweigh the cost.
“Tell them they can be great some day. Like Us. ”
- Epigraph commonly found in On the Ultrumite Utopia
Influence 5: Perhaps the most lasting effect of prolonged war with the Archomedians was the extensive propaganda employed towards Ultrums (many) defeat. The result was a species presented as insular, crass, violent and with all the heightened sophistication of a Rod from God. Ultrumites die hard, and their society was made out to be one wherein sentiments that go against the established orthodoxy die even harder. This fact was reflected by what the Archomedes presented to the Principia at large in their holotapes: a species-wide superiority complex that brooked nothing in the way of compromising its values. While there is a large basis for this in the present day, the truth is bit more nuanced.
Like any cosmopolitan culture, the Domin consists of a diverse spectrum of beliefs, all framed through the myriad species that call it home. There are a wide range of political parties, modes of thought and practices that are permissable (though perhaps “ignored as inferior” is a more accurate term). All of this is framed through the Applications-much of the diversity amongst Ultrumite expression can be found within this paradigm. The Applications range from applying force to those weaker than you to employing it in defense of the very same (though the later of these is far and away in the minority amongst philosophers) A combination of Ultrumite ignorance and simple apathy towards the beliefs of other has, curiously, yielded an odd sort of permissiveness with regards to lesser species and their beliefs. Typically, Ultrumites don’t mind what lesser beings think, so these thoughts do not matter.
Just as beliefs run the full gamut, so too do Ultrumite temperaments. This can perhaps be expressed best by the vast gulfs between the polar opposites of Ultrumite castes: foulbloods and Pures. Foulbloods are ever rash, hungry for glory and irritable, the sum total of a lifetime of being ostracized for not being good enough. They know that the relative impurity of their genes has set out only two outcomes, and only one of those two is preferable. Survival. This anger accumulates and builds: by the time of a Purge its not uncommon to see entire clouds of Watered working, flying in concert to tear apart individual Warriors. Its never enough against the Pures. Ultrum’s ruling elite have an anger best described like one of the vast glaciers found on Thazradans ends: slow to buildup and nigh unstoppable once it begins. Fortunatley the aeons a Pure has experienced (typically) give way to a sort of detached apathy wholly unconcered with things outside of conflicts worthy enough of their attentions.
The subsequent centuries have gone a long way towards rehabilitating the Ultrumite image outside of the Domin. Reports of individuals raising entire sinking subcontinents, swatting away errant meteors and ending global revoltions at the apogee of their fervor are just some of the deeds that have been attributed to the errant children of Mon’hoons get. A sort of noble simplicity has resulted, seeing the Ultrumites lionized as supreme Warriors re-emerged from legends of the past as a Remnant set to guide the Principia through a new age. One absent their former rivals in the sector at large. Time will tell if such tales give way to future nightmares.
“It takes a xenos three syllables to ascribe value. Cur-en-cy. The value an Ultrumite may hold is in the closure of their hands to fists.”
- Warleader Dahal Zeheumeth, “Instructions for Warriors”
Economy 5: What value do trinkets and baubles hold to one that lives beyond them? To beings that can forge hyperdense carbons with naught but their hands and gaze? Perhaps unsurprisingly: little. Just as Ultrumite indifference is a product of their advanced lifespans, so too is their disregard for economic principal. It is simple. Those that are stronger take what they want.
This is not to say that the Domin eschews trade in its entirety. Far from it. While the material needs of their patrons are relatively minimal, the xenolevies that make up the lower echelons of Ultrum’s military very much are not. To that end, economic principal in the Domin is largely an extension of Ultrumite sector-view: a tool used to ruthlessly control those below the Bruised. In enforcing this stratification of life, the Ultrumites have ordered trade within their society. What's emerged is a sort of brute-force oligarchic-socialism that is enforced to ensure their own power while preserving as much of a lower class to rule over as possible.
As stated previously, Ultrumites are capable of compressing carbon into diamonds with their bare hands. Reports indicate that the novelty of such feats wear off somewhere between an Ultrumites third century and whenever they get bored of throwing said diamonds at celestial bodies (who needs railguns, am I right?). Needless to say, when taken alongside the rich mineral reserves found on the Domin’s planets, there’s never a scarcity of raw materials for construction projects-to say nothing of tools-but it goes a little bit farther than that. A core tenant of Domin values revolves around ones self-reliance, predicated on what an Ultrumite would denote as frugality or asceticism. Ones self is all that an individual requires, absent terrestrial need. Non-Ultrumites would call it pride.
Thus, what the strong would eschew is glutted upon by the masses. The Pures have had ages to perfect the biomes of each planet, ensuring resources are never an issue and that each world-Kull nothwithstanding-is a veritable paradise, with all resources ordered and perfectly aligned to the will of the Domin’s caste system. The same ascetic pursuits embodied by each planet’s Ultrumite populace has given way to an almost religious desire to imitate their overlords.
While imports may suffer for a lack of Ultrumite Diplomacy, the Domin is just as aggressive in exports as it is in matters of war. In keeping with the relatively simple needs of its governing populace, the Bruised have three main avenues of trade: air, water and minerals. The Domin prides itself on the reliance of a minimum of all three. Given this spartan existence, it is reasonable to ask why the Domin would seek conquest at all, given the relative post-scarcity found amongst its planets. The answer is simple: they do because they can.
“Conquest necessitates advancement.”
- Inscription burned into the Reaper’s Thumb on Kull
Science 3: Like so much of the Domin, Ultrum technology is sturdy, reliable, consistent and more than a little stagnant. Aeon of conflict have resulted in an orthodoxy of technology, a basis founded on the near constant state of War Ultrum has invited upon itself and others. Phrased in layman’s terms, the Domin’s past of near total war has ensured that technology has advanced along several narrow lines, rather than the broader portfolio enjoyed by other peaceful species. Two branches of technology have advanced through the ages, not particularly helped by the fact that scientific research is largely
It should come as no surprise that a species who’s ruling class is termed “Pures” is obsessed with confirmation of its own genetic superiority. While the veracity of actual superiority is a well established fact, the continued enforcement of this doctrine has resulted in a thriving tradition of genetics amongst Ultrumites (a long life spans many pursuits afterall). No wonder then that the Bruised are so self obsessed with their own ideals of perfection, being as it is a formative keystone of the society they rule over.
Conquest ever seeks new venues for the exportation of violence, just as for their first to be victory a target against which to be victorious must be identified. Its not mistake that the Domins sun/founder has "Eye of All" for its title, an indication of the second extant branch of sciences to not only endure, but flourish under Domin rule. Astronomy. Ultrumites may not have superhuman senses, but their caze extendeds ever outwards, supplemented by firsthand accounts of navigation and exploration resultant from scouting elements and various army vanguards. Pures have a long memory-some of the suns they've returned from in-sector have changed with their lifespans. The still remember some of the old routes, even if what blocks them remains in the way as a consequence of their apathy.
“Kinetic lobotomies preclude thought. ”
- Text from “To Scorn the Psychic”, found throughout the Domin as instructive literature
Psionics 1: Ultrumites regard psionics with all the scorn associated with a typical stock fantasy barbarians hatred of magic. What little mind they pay to psychic discipline is found the technologies Ultrum warriors use to communicate orders in the vacuum of space and those Pures that have attained a degree of mental defence from their advanced age. Otherwise the very notion of psionics, or creatures that manifest psionic capabilities, is grounds itself for lobotomization, death or both.
“And when your anatomies are laid bare by my hands, what more of you will be hidden?”
- Question asked of Prisoner 000525299, Interrogation Record
Espionage 2: The Applications brokers little in the ways of deception. Consequently, what espionage capabilities the Domin has are largely confined to their xenolevies and the enhanced sensorium each Ultrumite enjoys. One xenospecies is principally employed, a sort of vanguard whose purpose is to seek out foes worthy of combating. Translated from Ultrumite to Principian Standard, the name Skriskra Rhaunl roughly means “Flowing Limbs”. The appellation is well earned: the creatures resemble various species of amphibious eels that canter about on anywhere from four to twelve arthrprod legs (the number increasing as you go up the Hive-hierarchy). Despite what their chitin-enclosed legs and large size might suggest, Skriskra have a remarkably amorphous physiology that synergizes well with their status as both air and water breathers. Residents of Thezradan’s third moon (Elcris), contact was only recently established with the Skriskra when a Pure vs Pure conflict spilled from Kull into Elcrin space and boiled away one of the moon’s oceans.
It is a popular misconception that Ultrumites possess superhuman senses that extend well beyond the established norm. This is untrue, though like all rumors, there is a kernel of truth to this myth insofar as the same durability Ultrumites possess extends to their senses. For example, an Ultrumite would not be able to see through the smoke made by a gas grenade for riot dispersal, though nor would their eyes sting and weep from the chemicals put into the air by said grenade. Nor would an explosive designed to scramble humanoid senses via an overabundance of light blind an Ultrumite. And so on. Like all things, this durability runs the spectrum of an Ultrumite’s age-Pures routinely fly over the surface of suns with their eyes open, contrasted with the known fact that mass concussive detonations can temporarily stun half-breeds. The enduring myth that Ultrumites can see through solids is false, no doubt a misattribution to Pures thermal vision and it capacity for melting things.
- The Final Lesson of Force
Morale 6: Individual Ultrumite durability is reflected in the tenacity of the Domin’s governance, a ruthlessly efficient caste system dictated by might as the primary measure of power. While upward social mobility exists, its largely confined to those who have Ultrumite genetic material, and even these citizens are constrained by the relative purity of these genes. Fortunately, Ultrumite DNA is incredibly assimilative in its replication, capable of utilizing existing mitotic capabilities to expand and improve upon the “inferior” DNA found in the Pures subjects. Consequently, the older an Ultrumite Foulblood becomes, the more like they become like the Pures that degrade them. Amongst the ruthless categorization of Ultrum society, five distinct castes have emerged.
Two features define Pures beyond their unfair strength and durability, famous so as to be synonymous with the Domin as a whole. The first is thermal vision, infamous for not just its ability to increase molecular activity, but subtract from it as well. The results can be seen in the wake of your typical Pure assault: whole cities reduced to naught but statues that collapse into black ash or ice smeared red as dictated by Ultrumite fancy. While not unique to the caste, Pures have certainly made thermal visions application famous. This offensive capability is mirrored by the second feature to define the caste: Kullite armor. Ultrum’s last planet is host to one of the few minerals more durable that Ultrumite Force. The sole exception to this appears to be a Pures thermal vision, employed to reduce Kullite to a more malleable form, then worn into battle to supplement their already fantastic durability. Indeed, outside of killing a Pure, forging Kullite armor is the only other way for a Warrior to enter this near-mythical caste. As they consider themselves largely above good & evil (or fall at the extreme of either), Pures eschew most governmental duties, content in the knowledge that they can wrest control from the various Application Schools or Warrior Bloodlines at their leisure.
Warriors are Ultrum’s standing army, with military service not only being a compulsory lifelong affair, but more or less a life long calling. Despite the grandiose station afforded to them, becoming a Warrior is a fairly simple affair: survive to the point where ones genetics are sufficiently Ultrumite to qualify, and endure their First Purge. How much ones genetics qualify them for the status has always been a measure of conjecture, an unfixed point lodge in the Domins castes. It varies at the whims of the Warleader and the need for numbers. Warriors enjoy much more individual freedom in how they pursue their objectives, and are often given command over lesser ranked Warriors, half breeds and xenos. While incapable of the truly insane feats of arms displayed by Pures, its not uncommon to see Warriors heft locomotive shuttles or bulk transporters about with no more effort than one might crush an insect.
Half-Breeds. Watered. Foulbloods. The slurs are as varied as whatever other genetics a member of this class has in addition to Ultrumite. Proportionally, the Watered make up the largest body of what could qualify as “Ultrumite” within the Domin-no doubt a result of weaker Warriors trying to ensure their future persist in offspring. As the weakest of the active combatants, Foulbloods quickly acquire an immunity to conventional arms fire as they mature, and are born with sufficient strength to rupture your average humanoids organs with their bare hands. Their thermal vision, while weak when taken on individual merit, sees success in combat via precise application of multiple fields of vision converging at the same target (IE: they beam attack together).
Xenos-the generic term used to denote anything not of Domin genetic stock. Despite what Ultrumite racial tolerances might imply, the Domin is home to a diverse group of xenos-both native and from outside Ultrum’s borders. A further complication in the categorization of xenos is the question of citizens and non citizens. Regardless, all non-Ultrumites are treated with a certain level of condescension by their betters.
Deserters are the Ultrumite cowards, those that have fled the battlefield for reasons beyond the glory of the Domin. Any that flee and are caught in Domin space are punished with summary dismemberment of the arms and legs, followed by cauterization of their wounds via thermal vision.
“Lead me Warleader. Lead me to the Reaper!”
- Traditional Ultrumite gesture of supplication
Tara Hapaxia & Lucan Nolus, Warleaders of Ultrum (Lvl. 3 Military VIPx2): If there could be any single authority Ultrumites follow outside of Applied Force as a concept, it is that of the Warleader. It’s a strange, somewhat nebulous position for a society that so clear-cut on so much. Understanding is not helped in the least by the how taciturn your average Ultrumite is, nor the fact that for all their glasnost about combat, Ultrumites are remarkably cagey on the subject of Warleaders and their history. Still. A few details have slipped through. The position of Warleader exists outside the typical Ultrum caste structure. Its determined by what can only be described as wholesale ritual combat that occupies an entire planet. And it seems to be a position Ultrumites inherently default to in terms of authority-something of a walking contradiction. Perhaps most surprisingly, Warleaders seem to enjoy a surprisingly low turn over rate (Ultrumite democratic consensus is a tricky thing outside of Purges). The final, perhaps most important detail pertaining to the title is simple: there has only ever been one Warleader at the apogee of the Domin’s social structures.
So why the **** are their two of them now? Good question. Ultrumite cooperation (an oxymoronic statement if ever there was one) may play a role. Current theories are just as numerous as to the true identities of the Warleaders. Much like other fundamental Forces, it ever seems that singular legends ever grow, inversely proportional to the true character of the individuals factual action. Ultrumite strength defies this convention, advancing in lockstep with the turn of epochs to combat the nascent rumors that these aren’t true figures of myth returned to reality.
“Durance of Weakness.
Force within Externalized.
Purity without Compromise.
Paradise in Dominance.”
- Opening prayer from The Crimson Liturgies, Foundational text of Ultrumite Religious Beliefs
The Utrum Domin: The Domin has 5 habitable planets-formerly six-listed below in order of closest to their sun, Mon’hoon. For the sake of brevity, there are a few features common to all five.
Each of the five celestial bodies has a corresponding Ultrum god whose ecclesial seat is both on and a reflection of their corresponding planet-the one exception to this being the Remnants. Each comes with their own titles, oft-associated with said deity. This being an age of space lasers and high rationality, accounts vary as to whether each of the planet’s namesakes was actually at one point a god or whether they were simply exceptionally powerful Pures that created the Domin in a rare act of Cooperation. Nominally atheistic, the Domin believes in its gods like any other mildly religious spacefaring nation: tools of convenience that can be better used to enforce conformation to the will of the Warleader. Most extant Pures still remember these Gods as weaklings and failures.
A final, darker feature permeates the Domin’s celestial bodies-the Stain of Kull. Ultrumite doctrine dictates that those who die fighting-and fighting against them-are to be honored with the full rites attributed to any Warrior of the Domin: internment in the cool dark of space, to stand as testament to failure. All the fallen are afforded this, be they Warriror, Foulblood or Xenos. All pay the Reaper’s Toll. Thus, all five extant planets have massive rings around them-ones fielded far enough away that the resultant corpse bloat and decay from the ring’s composition only affects the corresponding planet as much as is needed for ecology.
“By the Eye!”Mon’hoon, Eye of All : Every Ultrumite cells need light for nutrients, and so by this limitation do all of Mon'hoons children carry a piece of the divine within them. Or so the story goes. There are extensive scholarly texts all over the principia that whatever radiation emanates from the eye is responsible for the genetic lineage of superiority the Domin enjoys. Ultramites ever seek to eclipse the actions of their parentage, and the creator deity of the Domin is no exception: while a lack of this sunlight may have robbed the Domin of its advantages in ages past, subsequent millennia of breeding have ensured that Mon'hoon's gift endures. Suns are at the epicentre of most creation myths. Mon'hoon is no exception: it was his light and fury that brough form and substance to what his children would mould into Domin civilization
- Frequent Ultrumite expletive, often stated in regards to some grand frustration (real or imagined)
“To refract the divine’s gaze is not easy task.Hustuula, Matron of Light:
Yet still the Matron endures.”
- Ultrumite poetry, burned into several kilometers of the Great Glass Wastes, Hustuula
“And how might the imposition of medias improve upon these myriad eschaton that now display themselves? They cannot”
- Opening passage of “To Shirk Scarcity: on the Construction of Paradises”
Thazradan, Taxonomist of Utopias: There is a divide between every parent and their child. The Matron of Light refracts her lover’s gaze onto her children, the gift of thought and rationality. But it was her first son who wielded it. Corralled it. Codified it into the sciences of advancement. Thazradan
“They call our genetics a relic best suited to the governance of bygone epochs. They are afraid.”
- Warrior Tingrin Thel’Azhazsh, post 453rd Censuring of the Crone-Moons
Terezuhul, Locus of Flesh: Given the vast strength, egos and durability involved, Ultrumite courtship and mating is ever a tricky affair. Somewhere had to be designated as safe grounds for reproduction, free of the rivals and blood feud that accrue with a long life. Terezuhuul is best described as resort world under ceasfire, one where Ultrumites mingle and interact with one another outside of martial pursuits. What's resulted is a safe planet, one where any Ultrumite (very specifically not Xenos) can procreate and mature free of the predations of their elders. Like all laws it’s a huge matter of conjecture as to how valid theses sorts of laws are-Ultrum’s laws only really concern cowardice afterall-but by and large your average Ultrumite is able to see past there own ego when it comes to preserving the genepool of their race. In myth, Terezuhuul was the Matron’s first daughter, second to receive her light. The mother-daughter relationship culminated in the Familial Wars-now a famous Domin epic concerning the severing of blood bonds and familial ties in pursuit for genetic superiority. In myth, the Locus of the True Flesh was seen as the one who birthed all subsequent generations of Ultrumites not related to the Eye and the Matron. Pures know this to be a bunch of hooey.
“Heed mine words: The strongest are the strongest alone.”
- Message heard in the Remnants
The Remnant of Ultarus: Ultarus was the Supreme Adjudicator and Lawmaker of Ultrum, Lord of the Infinite Applications, the one to tame and coalesce the celestial fires of his father with naught but his hands. Now he is dead. The destruction of the planet occurred sometime in the nebulous prehistory that comes to define most species founding epochs. Accounts vary to the actual veracity of the accusation, but the death of their patron deity had oft-served as a rallying cry for renewed wars of conquest against the Archomedes. Ultarus is dead. Long live Ultarus. Etc. Now his name is used as a by-word for strength and glories past, with naught but the Remnants of his sacred ground left to be scavenged for minerals and trinkets.
“They can be a great people, Son & Daughter.
They just need someone to show them the way.”
- Heard within Mon’hoon’s Heart
Ormst, the Crippled Scion: One part planetary ghetto one part ecumenopolis, Ormst has the dubious distinction of housing the most non-Ultrum life forms in the Domin. Ormst has a vast populace, one sufficient to produce the mass of textiles and goods that support the xenos needs . Despite what comes to mind when one considers a planet named for a disfigured God, Ormst is just as environmentally perfected as the rest of the Domin’s planets, albeit one where even the planet’s oceans have been colonized with civic metroswathes. Its consequence of two things: a relative lack of Ultrumite presence outside of a few political representatives and a fierce desire to ape the Domin’s sense of order and organization. Ormst the Lame, Ormst the Flawed, is the Ultrumite god of weakness, though various interpretations also paint him as the god of compassion and mercy in battle to one’s enemies. The less said on such a fool the better.
“Clad in ebon
Does the Reaper wait
To take us all
To deserved fate!”
Ultrumite Poetry, taught to Domin children as mantra
Kull, the Reaper, Lord of the Tenebrous Host: Given the kinetics at play when Pures go all out against one another, somewhere had to be designated as an atmosphere for Ultrumite vs. Ultrumite violence. Kull is unique in this respect, little more than a hyperdense ball of mineral and a minimal atmosphere. Otherwise it is completely barren, a great desert heaped upon slabs of eponymous mineral. Indeed, despite the god’s prevalence elsewhere in-system (see the Stain above), Kull’s remains the one atmosphere in which which Ultrumite dead are interred. One need only look at the deserts “sands” genetic composition to ascertain for themselves. The Applications find only one outcome on this planet: a quick messy end. In case it wasn’t painfully obvious to anyone still reading this, the planet is named for the Ultrumite death god. It is said that when there is no more time left, when all the aeons allotted have run out, when Mon’hoon breaks the bonds set by his children, that Kull will take the Eye itself. Hail the f*cking Reaper.
The Broltan System: The ascesion that saw Archomedes to primacy amongst the races of the principia yielded the Ultrumites five centuries with which to order themselves for the coming conflicts. The Broltan system stands as a dyad of symbols: a return to Ultrumite Force and a symbol of things to come. The quintet of centuries since the Ascension have seen an uncharacteristicly fast re-ording of the system alongside Domin values. Each planet has a nascent Kull-ring, barring Barolhtan which almost has a sufficient ash-atmosphere content as to be indistinguishable from your standard gas giant. Now the system stands as symbol of the Domin’s return to the Galactic stage abroad-first amongst firsts.
"If you wish to hold the histories
of an entire people:
simple take one handful
of Kull's sands
into your grasp."
- Author Unknown, Epigraph of Archomedian Tex: The 710th Ultrum War
Brolhtan: First from the sun, this planet acted as a mass civic center where people would advocate for and against legislature for the entire system. A perfect example of the powers of democracy at work as perfection. Brolhtan was governed by an elective assembly, assembled from a diverse array of xenolife-a representative from each of five megacities. The civic structures hosted millions upon millions of citizenry. It took Tara Hapaxia and Lucan approximately 1 Ultrum hour to glass the entirety of the planet and its population of 8.7 billion-accounting for Brohltan time zone differentials and challengers that necessitated a return to Kull in the interim of pacifications.
"Look upon this stellar dust of your home and known it as Ultrum warfare, this progressive application of time and pressures. Know that we have withstood and flourished under the same. Know that you will do the same."
- Address to refugees, post conquest of Brolhtan system
Au’Raq’Hest: A tripartite of moons orbiting what was once a gem the sector over. Rich in both organic life and that something of a sector bazaar, the planet named for this trivumvirate was a shining example of trade and cooperation in an archomedian era. Ultrum has no need for a post scarcity society when such Fancies exist within the Domin proper. Now naught but dust remains, an analogue to Ultarus and Ormst, an extant reminder that one need not leave a planet alive to conquer a system. It was a simple solution, when rationally pondered by the Domin’s Warleader(s). They started at opposite poles and simply exerted enough Force over time to collapse the small planetoid back in upon itself. Au’Raq’Hest is currently undergoing something of a refugee crisis. The three moons are ill equipped to handle the large influx of evacuees. Still, Ultrum persists in the imposition of order, conducting the tide of would be citizenry with all the enthusiasm of a Watered at the First Purge.
Last edited by n0ble; 2021-03-08 at 06:56 PM.“Have no fear, you will find your way. It's in your bones. It's in your soul.”- Mark Z. Danieleweski, House of Leaves
- Join Date
- May 2012
Re: Total War: Principia [Sci-fi, Semi Freeform]
Okay, work very much in progress, but here's what I've got so far.
The Idrian Nascence
They were never human. They were born in the Beyond, and they come of the Beyond, to help to free the world from the lie that is itself. They come to help, not to harm; they come in love for the world, though not for the world as it knows itself.
-Glitch, by Jenna Moran
The Archo-Medeans grasped much, but their reach extended even further. On the seventh moon of Idri, they strove to pierce the veil between dimensions, and master the Shroud itself. This, they should not have done. Their fleets reduced the moon to so much astral dust, and scoured the once-prosperous system of anything worthy of the name life – and this served as a workable solution, so long as they were able to repeat the work as necessity required. That, happily, is no longer the case.
The Horizon Signal is so named because it has no source, existing across the universe as part of the cosmic background, as if it had been there from the beginning, though the old empire had all the record it could desire proving that was not the case. Its source is always beyond the horizon, just out of reach and so, while its strength varies, there is nowhere in creation from where it might be disabled.
To the vast, vast majority of the galaxy, it is a cosmic infection, a festering wound that corrupts all it touches, a dangerous monument to the hubris that eventually consumed an empire.
To the small, enlightened minority – and those desperate enough to grasp any shred of hope that is offered – it is a sacred song, a purifying essence which perfects and restores all it passes through, the shadow of a coming God who will set the world right.
Those whom the Signal passes through in appreciable strength – and who are left in any state to describe the experience – describe it as a painfully beautiful music, as a sharp, burning light. Like a song, it is inevitably marked by the voice of the singer. Like light, once broken by a prism the same purity can assume ten thousand different shades. And so the effects of the Signal are impossible to truly predict, but there are tendencies and trends.
It is restorative – it heals wounds and corrects seemingly irreparable damage, whether to the individual or the ecosystem, though more than one hopeful has found their personal definition of ‘damage’ less universal than they hoped. It is integrative – the whole of the Nascence is one vast ecosystem, a schema more vast and harmonious that ever produced by blind evolution, into which all afflicted are neatly slotted, even if the change is so drastic that their old life can only be guessed at by the patterns of flowers which now grow from their branches. It is reactive – evolution and mutation occur at a blistering pace, life evolving not to excel in its present environment but in response to threats and opportunists generations and light years away.
The results are sublime – beautiful, but awe-inspiring, frightening, in a way. They are transcendent – leaving one feeling in the presence of something grander than they can conceive. And, if you are close enough to see, and smell, and touch, then they are welcoming, inviting. Every bit of flora and fauna boosting and rebroadcasting the Signal in their own warped and limited way. Asking you to clear you mind and lay down, to stop fighting and accept apotheosis.
To live forever, scattered across the stars.
The seventh moon of Idri was once one of the Archo-Medean’s most advanced research complexes, hollowed out and honeycombed to make room for high technology and the empire’s attempts to master the cosmos. Some hundred years before the empire’s collapse, one of their experiments in making contact with theoretical higher dimensions worked. Altogether too well, really.
Across the Empire (and beyond it) all the most sensitive monitoring stations reported a sudden, slight but noticeable increase is cosmic background radiation, a tiny bit of noise in every signal that hadn’t been there before. Given the distances and light cones involved, this was impossible for a dozen different reasons, but later events led to a strict imperial edict on investigating the Signal too closely.
On the laboratory-moon itself, reality was much more thoroughly broken. A beautiful song came from nowhere, so sublime that all who heard it couldn’t help but sing in chorus as their ears began to bleed. Life ran rampant, gardens and lab samples alike bursting from their set boundaries, growing strange and terrible as their roots and branches wove seamlessly through the budding and bursting bodies of what had been their captors.
Within a day passenger shuttles and escape craft were launching en mass, headed towards Idri, and every other inhabited moon and station in the system.
Within a week, strange floral blooms were visible from orbit, and an official quarantine was placed on any craft that had fled. By then it was far too late, of course.
Within a month the first Imperial Battlefleet had arrived in system, and the first team of marines was deployed to try and shut down the Signal.
Within a year multiple Imperial Legions were deployed on Idri, attempting to protecting its remaining unaffected population centres in a seemingly endless war of attrition and counterinfiltration.
Within a decade the system was placed under Interdiction, a full-strength battlefleet deployed to guard it. The seventh moon no longer existed (though a fleet of warning satellites marked the orbiting White Zone – no amount of plasma and planet-cracker warheads actually silenced the Signal). Idri had been bombed into a lifeless hellscape, and the finest sensor arrays were quite sure that no life existed in system outside of the Fleet.
Things continued in this vein for the next century. Its strength was reduced, and its ships intentionally equipped with subpar sensors and communication suites, but the Idrian fleet remained. On Idri itself, evolution occurred at lightning speed, the surviving extremophiles developing into complex life on five separate occasions, earning another round of planetary saturation bombing for their trouble each time.
An exceptionally and wasteful equilibrium, but less than a fraction of a fraction of a percent of the Archo-Medean budget to sustain. As long as there was an empire to sustain it, of course.
It was some 200 years before the first fleet of refugees was finally desperate enough to ignore the automated imperial beacons ordering anyone approaching to change course on pain of death – the threat seemed preferable to the certainty at the hands of those they fled. What they discovered bore little resemblance to the sterile moonscapes the quarantine should have left behind – and confirmed all the Imperial General Staff’s worst fears, were they still around to have them.
Which was to say it was a paradise, seemingly pristine, with oceans where there should be been fissures burned through the world’s crust, and a rich biosphere of plants and animals where there should have been, at most, some extremophile fungus living off sulphur and radiation. The refugees – their name and culture now lost to history, their biology approximated by the primate hunter-gatherers that populate certain arboreal regions but impossible to really separate and trace – did not wait to take advantage of this offered salvation, sending urgent messages to allied fleets fleeing in other directions as they made planetfall.
It’s unclear how many fleets of refugees, colonists, explorers and treasure-hunters came across Idri in the next three centuries – more than one, but most probably fewer than a dozen of any size. At some point the warning beacons and quarantine buoys were disabled, the wreckage drawn together around the White Zone where the seventh moon used to be – which was at some pointed converted into a stellar graveyard for wrecks and discarded ships.
Beyond radio and subspace transmissions, those wrecks were the only real signs left behind by those who attempted to colonize Idri. The method of transmission is unclear, but at some point the remaining six moons – thoroughly scoured of all life and, when necessary, stripped of atmosphere by Imperial bombardment – were re-colonized, each quickly becoming as vital and overgrown as Idri itself, in their own ways. An ice-covered moon deep in the outer system whose depths contained liquid water was also colonized, as were two depressurized-but-not-destroyed orbital habitats around a gas giant designed with helium-3 mining in mind. Everywhere where it was even imaginable to find life, or to create the conditions to support it, it spread.
And then, eighty years ago, an exploration mission from the Kanthi Industrial Confederacy, a newborn but ambitious stellar nation, arrived to survey the system and bring its riches home.
The Confederacy was a crude and brutal new arrival, as far as stellar powers went – having stripped the natural resources of their home planet bare to fuel their their, the Kanthi oligarchs lived in luxurious orbital habitats, while the teeming masses on the planet below worked themselves to death among poisoned skies and burning seas for the pittance offered to sustain them. With crudely effective technology and greedy, grasping hands, they send survey missions through every hyperlane they could find, eager for new riches to exploit.
With Idri, they thought they had struck the motherlode. Possessed of sufficient common sense to give the White Zone itself a wide berth, surveyors designed in sealed enviro suits and collected samples from each of the six moons, and Idri itself. Coming in such small numbers and doing little but taking clippings, they aroused little resistance – though attempts to capture megafuna were abandoned after the first try ended in a half-dozen causalities.
On return to Kansk, the surveyors were hailed as heroes, granted enough of a bonus to live comfortably above the misery and pollution of the surface. After all, the biochemists and genegineers were enraptured with these alien life forms, and once the papers about cell regeneration and age reversal began to circulate, the oligarchs couldn’t authorize the next expedition fast enough.
Tens of thousands of colonists were recruited from the surface, promised a deed to land they could call their own on a pristine world with drinkable water and breathable air. A fleet travelled through between the stars, establishing stations and sentry buoys and firmly claiming Idri in the name of the Confederacy as the first wave of pioneers descended to set up their base camps and begin harvesting the bounty of the seemingly untouched world.
It was the most lucrative investment in living memory, as Kanthi geneticists used the harvested biomatter to create universal grafts, clone organs that were never rejected, and develop tonics to restore decades of youth at once. Idrian plants adapted to the local atmosphere instantly, and then began purifying it of toxins – and so could be sold at utterly ruinous rates to those living on the surface to keep in their homes. The game meat hunted from its megafauna, while never plentiful enough to be cheap, was universally considered one of the greatest delicacies in history.
It was such a lucrative investment that there was never the slightest issue finding enough credits for the signing bonuses needed to entice the second, third, fifth, twelfth, and twentieth colonization waves. Foraging and harvesting by hand was immensely profitable, but the attrition rate was horrifying – not a day went by where workers weren’t mauled by predators, or poisoned by spitting flowers, or simply vanished into the landscape. The later, more and more, as the workers grew acclimated to the environment. It was eventually decided that a deployment on Idri would last no more than six months, because the attrition rate of those who stayed for seven approached 100%.
Of course, that shift came at the same time that the decision was made that it was time to properly tame the planet, clear its swamps and jungles, and domesticate its valuable crops. Things..escalated, after that. Attempts to burn the jungles from above worked, technically. But in a matter of days the cleared area was grown over with thorny, impenetrable kudzu, so fast growing and hungry that any with the bad luck to be caught in it would get to enjoy the feeling of it growing into their flesh through the openings cut by thorns, minute by minute. Heavy machinery was infested by pests seemingly the moment they were parked and shut down, their wiring torn up for nesting by nasty, shocking creatures who were quite lethal to anyone so bold as to try and turn their machines on the next day.
The use of chemical defoliants was probably when the ruling oligarchs started viewing things as less of an extractive operation and more of a war, deploying poisons on an industrial scale to at least fully clear the land around their colonies before the entire workforce vanished into the undergrowth, as was happening at an increasing speed.
It’s certainly when Idri started viewing it as one. When the ecosystem seemed to gain a will and a plan – or at least, when it started fighting back in earnest.
To the extent that the Nascence was one organism, the opening salvo of the war – the mass deployment of synthetic toxins to clear the area around the Kanthi colonies – hurt it. And so it responded in kind.
Like a divine plague, swarms of insects vast enough to block out the sky, guided by perfected instinct to avoid the Kanthi’s scale and bite their eyes, palettes, and soft tissue. They ate some alive, and left many more infected with such a variety of novel diseases it would overwhelm any medical establishment. Under cover of the chaos, troops of primates infiltrated almost every camp and colony, tearing apart power generators – as well as more than a few marines guarding them - and spoiling every supply of food and water they could reach.
The colonies on Idri itself were lost over the course of weeks, previously solitary apex predators and dangerous megafauna forming packs hundreds strong and running rampant through them before a firm defence could ever be organized. But quick thinking, the callous writing off of anyone infected by ‘Idrian Rot’ and sufficient amounts of napalm were able to preserve the secondary colonies on three of Idri’s moons.
The response was the only one it could have been, of course – sixty-six divisions of Confederate Marines and all the heavy-duty terraforming machinery Kansk could provide, to first reinforce the surviving settlements and then reclaim the planets surface.
The war lasted nearly a decade, blood and treasure pouring into across Hyperspace in enough quantity to maintain a stalemate and make horrible, grinding, infinitesimal progress. The entire scientific establishment caught in an arms race with the seemingly ingenious and malicious course of evolution.
One moon was very nearly pacified, another halfway there, the planet itself scarred and pockmarked from attempts to establish a beachhead. It was an awful war of attrition, and the oligarchs of Kansk were confident that, in the end, they would win.
And then the second front opened, right beneath their feet.
Sold at ruinous prices to the teeming masses of Kansk for decades, the clipped flowers and grasses from Idri were truly miraculous, able to take root in the most exhausted and polluted soil and purify the most toxic air. They were also quite possibly the most welcome invasive species in the history of any world, mutating rapidly to adjust to local conditions, and seeming to overtake native species overnight.
When a particularly exhausted and beaten down worker fell asleep in the tenement garden, and in the morning was nowhere to be seen, replaced with a few birds who feathers seemed patterned after their tattoos and scars, well. The religion more or less started itself. The official ban (for associations with practices of scarification and self-mutilation) mostly just ensured the Confederate authorities had no clear view on just how quickly it spread.
It was discovered that deliberate innoculation – the mixing of Idrian sap or blood into your own, the sewing of a flowers or bark into your skin, the deliberate inhalation of certain spores – was transformative, but the transformation was slow, could be controlled – the body was fully healed before it became anything more, and regular injuries could keep it at that stage more or less permanently. More importantly, once their flesh was touched, they dreamed as on part of something greater, awakening every morning with eyes alight with revelation and a heart longing for a home they had never known.
It was now that ‘The Nascence’ came to be conceived of as something like an organizing impulse, a directing will, or the aura heralding some coming divine visitation or judgment. Every little sect had their own private theology, but each was absolutely sure that what they saw was just teh shadow of something greater, healing and perfecting the world across cosmic and metaphysical distances, calling out to them to light its way as it drew ever closer.
The ruling oligarchs cared little for the world beneath them, except for as it appeared on their balance sheets. Even their overseers and enforcers paid little interest to affairs beyond the factory complexes, extraction sites and tenements that were their remit.
By the time they realized their mistake it was far, far too late.
When someone in the orbital stations from which Kansk was ruled finally got around to reading a semi-annual ecology report and started panicking, over a third of the planet had already been xenoformed. Importantly, so had about that much of the population, in a manner of speaking.
The first attempt to deal with that was confused, ineffectual, and mostly a sign that it was time to strike. What followed shifted the war from horrifying to apocalyptic.
First, an eerily well-coordinated terrorist strike by several seemingly unrelated groups sabotaged the engines and navigation of more than half the fleet controlling Idrian space, sending them all hurtling right into the White Zone.
Then, ensuring that the various cults which had already spread beyond Kansk would flourish for some time, the Nascence produced Exemplars, living gods and idols which rapidly proved more than capable of decisively swinging the tide of combat in both systems, as whole armoured divisions were overgrown with and consumed by jagged, glittering crystals and a gruesome, laughing aerial leviathan tore apart the Confederate fleet, hundreds of Shrieks following in its wake to take advantage, blood mixing freely with the plasma dripping from their jaws.
As the Confederate forces became desperate, they made mistakes. The use of their most lethal chemical and radiological weapons on the tactical scale just gave the Nascence – which, if not yet awake, certainly seemed to be dreaming closer to reality now, the half-digested Kanthi spurring stronger reactions with each move they made – time to adapt and develop countermeasures by the time they attempted to use them on a strategic scale. The areas of Kansk which were subjected to the Confederacy’s last, spiteful nuclear bombardment have more craters, and a few unusually vivid and luminescent species of flower, but in less than a year they weren’t visibly any worse for the wear.
The same couldn’t be said of the grand orbital habitats and shipyards that were Kansk’s pride and joy. Potentially contiminated modules were decompressed, anyone with a genetic abnormality or mutation considered a potential contagion and spaces along with their close relations and personal affects. Safely voidborn, they instated strict quarantines as the war effort became hopeless, willing and able to ration themselves for decades if that’s what it took for their scientists to devise a solution. In the meantime, they had more than enough kinetics and point-defence to ensure any winged monstrosities somehow capable of breaking the atmosphere died well before they landed.
This was true. It was also, unfortunately for the remaining Kanthi, entirely irrelevant.
The cultists of the Nascence inevitably arrive at metaphors of music and song for how life fully transformed by the Horizon Signal can copy and strength it, at least in somewhat limited spectrums or varieties, but of course the process didn’t actually rely on anything sort of sound waves. And, with the last remnants pressed against an otherwise wholly perfected world like an irritant stuck between teeth, the Nascence’s final move was breathtaking in its scale.
Weeks of nightmares and hallucinations, of white noise and ghost signals rendering inter-station communications and sensors useless, oh hydrophonics gardens growing rampant and algal blooms in the water systems. Of minor mutations and everyday injuries healing too quickly, and not quite as they should. Of hysteria and riots and bloody attempts to repress them.
When the Signal became so strong that everyone left alive on the station could hear it, it was more than enough to push things into full collapse. Most of the survivors gave in gladly, if they hadn’t already. Those that didn’t had only so many drugs and dampeners to stay themselves in the long term, though for most that never became a concern – they met a much more permanent sort of end at the fangs and claws of their former countrymen.
Economy 1: It’s really better to view the Nascence as an ecosystem than as an economy. True, certain life forms produce tools and make use of the resources that the environment conspires to deliver to them just as they’re required, but what exchange occurs is on the level of gifts between small clans, or offerings at sacred sites. Industry and finance are unheard of, and the interconnection and coordination that does occur on a grand scale is too close to spontaneity and serendipity to leave much room for long terms plans or efficient resource management.
Influence 2: The Nascence does not have anything like a formal diplomatic service. It doesn’t really have friends or allies, either. It has celebrants, cultists, heralds – those seeking to strengthen and focus the Signal, or import enough already perfected biomass to accomplish the same end. This is exceedingly difficult, but just barely possible enough to keep security services up at night, and ensure anything weight plant life giving off exotic radiation at customs gets the whole ship shoved towards the nearest star. The Nascence itself is, like most things that more or less an equally massive problem for everybody, generally ignored, worked around, or viewed as a potential resource to be exploited.
Science 3: The Nascence has nothing like the scientific method, or an organized and self-conscious Academy. But knowledge is still prized – any who learn some great or terrible secret and drawn quickly into the world’s loving embrace, and technical skills is just just another type of muscle memory and instinct to be shared. Ambush predators who know exactly how to disable the heavy machinery of intruders and evade their defences are a surprisingly effective defence mechanism, on the global scale. If they don’t suffice then the great leviathans capable of swimming through hyperspace, and swarms of vaguely humanoid tool-users who know instinctively how to craft great rafts and catch their will at least ensure the Nascence’s survival under distant suns.
Morale 4: The Nascence responds violently to violence, but to peaceful and careful intrusion it’s really almost entirely benign – the greater danger is assimilation, not rejection. The greater defence against competent surveillance and sabotage is simply the not inconsiderable effort required to actually understand what’s worth killing or spying on.
Espionage 5: The Horizon Signal – the perfect song, the wound in reality – varies wildly in strength and purity across time and space, but it is always there. And so even under regimes which call it a cosmic infection and prescribe acid and napalm, those touched by it can survive, and seek the equipment and conditions needed for a purer link. Small cults open the way, and at a certain point they spend their nights dreaming in the seas of Idri, waking with minds full of what might be divine commandments, or meaningless chaos forced into a grand design by those who worship it.
Military 6: The Nascence has no standing armies, no stellar fleets, no bureaucracy capable of raising them or industry capable of supplying them. It has no need. Like an organism on an astronomical scale, it possess antibodies – Shrieks capable of flitting through dimensions as they fly, plasma dripping from their fangs as they feast on the armour plating and circuitry their metabolism requires. Manticores whose carapace can absorb any sidearm yet given to an infantrymen, solitary hunters who seamlessly form packs hundreds-strong in response to invasion. The Kanski (or the closest approximation to them that remain), now endemic across the nascence, six-armed and scaled, hunter-gatherers capable of consuming the grey matter of their prey and sifting every skill and memory of value from the dross. And those are just what expeditions were able to record and study before going dark – the seas of Idri are deep and dark, and none have yet chased the Leviathans who dwell within and lived.
Psionics 7: The Horizon Signal is a song that echoes across dimensions, warped and broken by the crude matter and cruder life it encounters. But the decay of perfection still leaves that touched by it much improved – emendations whose flesh shifts like water, whose eyes see reality as it truly is, who swim between oceans light years apart. And, most of all, whose songs – thoughts, passions, visions – warp the baser world around them in turn, beginning the whole process once more, one step removed.
The closest thing the Nascence possesses to a ruling elite frankly doesn’t come very close. To begin with, they possess no actual legible authority or organization beneath them, simply a sort of metaphysical primacy that leaves those improved by the Signal with an overpowering feeling that they are sacred and sacrosanct. Beyond that, they’re not really people, either, or even distinct individuals. Theorized to be the result of particularly pure exposure to the Signal, they’re often closer to weather systems or infectious diseases than humans – and, while they have enough of a personality to possess clear preferences and idiosyncrasies, communication beyond the absolute basics can be..difficult.
The Laughing Sky [Mil 1]:
KCI Codename: SCOURGE
A joyous, playful sort of leviathan, its wings and tendrils stretching hundreds of meters in every direction, portions occasionally folding out of normally perceptible dimensions in its enthusiastic writhing and folding. It is possessed of a permanent euphoria as it soars, laughing from a thousand mouths scattered across its carapace as it achieves speeds beyond what any sort of conventional biology could survive.
It is joyous, but it is also ravenous, more than capable of consuming whole flocks in a single pass and without sating itself. It dislikes descending to the surface, and has no way to land without crashing, and so would much rather employ some instinctive dimensional manipulation and fly between the world of the Nascence is search of airborn prey. It can taste processed metals and most fuel sources from across the planet, and considers them a delicacy – as more than one unfortunate team of exploring searching for Kanthi relics has discovered.
The Hound of God [Mil 1]:
KCI Code name: TITAN
Standing just over fifty meters tall, verifiable impervious to anything lighter than artillery and capable of crushing just about anything she gets her hands on, TITAN is somewhat surprisingly about as close to a battlefield leader or command-and-control node as the eldritch evolution of the Nascence has yet produced. All those eyes aren’t just for show, and are augmented by numerous layers of more esoteric sensory abilities. TITAN is also possessed of a significantly more analytical and strategic mind than the vast, vast majority of Nascent creatures, and is capable of some sort of non-verbal communication that leads to exponential increases in coordination and tactical sophistication with a reach of several kilometers.
All of that would be more than enough to ensure an august place in the theologies of the various cults and hunter-gatherer societies for their Hound, but her particular history as one of the vanishingly few Nascent whose previous identity is known only adds to the mystique. An elite member of one of the largest cults, she ceased the (rather stomach-churning) routine of self-harm required to keep the Signal busy healing her on the very day the Kansk front opened, her flesh warping and rupturing as she walked towards the local Palace of Justice until she was large enough to tear it apart with her bare claws. (The matter of identity is somewhat complicated by the fact that she was confirmed killed at two separate points during the war, once from saturation bombing and the second a strategic missile strike. In each case, within the month another assimilated Kanthi metastasized and mutated into a seemingly perfection simulacrum who began to behave in identical ways)
Since the final assimilation of Kansk, TITAN has remained perfectly still, even as the Nascence’s voracious flora begins to grow over her. Every eye looking to the stars.
The Leviathans’ Song [Psi 1]:
KCI Codename: PROPHET
An infectious meme, or possibly invasive hive mind, more than anything like an individual, PROPHET takes the various Nascence-cults preoccupation with music to the extreme, and in their eyes it is quite literally a living song. The cultic designation derives from it emerging from oceans or deep rivers, emanating from sinuous aquatic creatures with glowing eyes and no mouths or vocal chords whatsoever.
The song itself is universally called beautiful, though no survivor of close contact has been able to give a consistent description except that it left them with deep senses of melancholy and deja vu. That’s generally all it comes to, but for those surrounded on all sides by the serpents, or just far too close to one, the effects are much, much stronger. The traditional anecdote to provide is the hunter who, after five minutes close exposure, spun and ran for an hour straight into the wilderness, grabbing a specific fallen branch as they did and throwing it exactly as they stopped – striking a manticore in the eye and preventing it from eating their terrified family. The hunter was humming and singing from the moment he started running, and he never stopped.
Repeated attempts to poison or bomb out the bodies of water where the leviathans swam during the war proved, perhaps predictably, fruitless. After one such bomb failed to detonate until it was carried downriver and was at exactly the point to disrupt an aerial evac for a trapped marine team, attempts were discontinued.
The Eternal Storm [Psi 1]:
KCI Codename: PROTEAN
Quite possibly the single most direct and focused expression of the Horizon Signal, PROTEAN is less a creature, and more a weather system that occasionally manifests mouths, tendrils, or anything else required to respond to stimuli. By all accounts, it seems to be some sort of regenerative tool for when the environment is too damaged to be easily xenoformed, or external circumstances require even more rapid and dramatic alterations than the Nascence is normally capable of.
A living storm, it is perfectly capable of travelling where it wills, weather systems warping around it to propel it in the direction of foreign intrusions or sites of damage to the Nascence. And whatever falls under its shadow it torn apart and remade in the course of hours, all the dross flayed and burned and melted away while the rain (not anything close to water) nourishes and encourages growth along entirely different pathways, new limbs and organs growing to full maturity in minutes and hours.
There isn’t exactly a massive sample size to work with, but it probably goes without saying that no one whose gone through the process has come out even remotely sane, regardless of what standards you’re basing your definition of ‘sanity’ on. On one occasion a particularly large band of Kanthi were left (among other things) berserk, blood thirsty war machines, throwing themselves a particularly large research expedition in an orgy of blood, and when there were none left turning on each other in turn.
Even among the Nascent, the approach of the storm is heralded by flocks taking to the air and stampedes on the ground, as everyone and everything strives to get out of the way.
The Dreaming Lights [Psi 1]:
KCI Codename: CRYSTAL
There’s a certain cavern – now on Kansk, now on one of Idri’s moons, once inexplicably on a Nascence-infected space station – that’s often sought out by shamans and outcasts of the Kanthi bands, and sometimes even by travellers from across the stars. Every surface within it is carpeted with living, softly glowing crystals – including the still but undying bodies of every petitioner who has come before. Their voices echo across it, fragments strung together into a coherent answer to whatever questions the new arrival poses to it. Eventually, they either leave or, if resolute, lay down and allow the crystals to grow over them and take root deep into their flesh, letting the echoes softly lull them to sleep.
A high price, but there’s not many better options available when all you’re left with is begging the universe to grant your wish. Which, certain limitations and esoteric interpretations aside (a few of the bodies in the cavern ARE the ‘beneficiaries’ of a wish that someone’s family might live forever) it does.
Attempts to study or exploit the phenomenon ended..poorly. The crystals generally crumble to dust when removed from the cavern. Unless the cavern is destroyed or left unreachable, one way or another. Then they start growing wildly, spreading across meters in minutes. Wherever they are swiftly comes to resemble the original cavern, and to be filled with the same bodies – plus any new additions.
The Weeping Plague [Esp 1] (Stat Attacks)
KCI Codename: WATCHER
It starts in the jelly of the eye. Infections spring up, leaving the orb hardened or weeping angry pus or like the pressure within will build up til it pops. Something changes in one of the eyes; it no longer obeys its owner, or it buds off siblings until the socket is utterly packed with squirming spheres or the bone around it cracks. Where weeping tracks of sour tears fall on flesh, a rash breaks out; blisters bubble and pop to reveal new eyes rising up. Where the tears fall on something other than the victim, they still bubble and seethe and burst into fleshy growth, leaving madly-swivelling eyes embedded in the floor or furniture or threading their fleshy roots through a hapless pet's flank.
-Perspective, by Chris Allen
1. Idri/The Red Zone
The Horizon Signal is strongest in the gravity well of Idri, where there was once a moon, and where now dozens of old Imperial warning buoys and ramshackle spacecraft have crashed together, knit into something like a station by tendrils of luminescent, jellyfish-like flesh. No sensors yet tried are able to penetrate the white noise and exotic radiation pouring from what the Imperial Quarantine dubbed the ‘White Zone’, but anyone who peers too closely will inevitably find patterns in the noise – things that are impossible to interpreter as anything but worryingly personalized messages, and invitations. No one who has entered the White Zone has ever left, at least not in the traditional way – particularly distinctive physical characteristics and personality traits have been alleged to be disseminated across flora and fauna elsewhere in the Nascence. Occasionally before the lost explorer even entered the Zone.
Idri itself is a verdant, overgrown paradise, any trace of war of occupation long since completely grown over. Humid and choked with life, it is a world of swamps, jungles, river deltas and rainforests – a few degrees warmer than a human would find comfortable, and significantly more humid, the planet lacks any sort of ice caps, glaciers, or even consistent snowfall. The atmosphere is rich in oxygen and trace chemicals that leave new visitors hyperactive and euphoric. Tsunamis, hurricanes, and forest fires are common occurrences, though the damage never lasts long.
The remaining moons, and orbital habitats and research stations lucky enough to stay intact long enough to be pressurized, are much the same, though in each case different biomes may dominate (or at least, exist). Despite the lack of any physical connections or infrastructure, and on occasion in defiance of several physical laws, the atmosphere is identical across all of them, as it is across the entire Nascence.
2. The Kansk Exclusion Zone
The Kanthi never had the interest in spending decades and fortunes terraforming other planets in their home system, and so to the end the Kanthi population never established any centres beyond their home planet and the halo of orbital habitats and satellites surrounding it. The largely automated mining and helium harvesting stations scattered across the rest of the system are by now derelict, if not wholly destroyed, but those remain livelier than ever.
It is not right to say Kansk itself has been ‘restored’ – it was always an arid world, with as many deserts and wastes as fertile valleys and deltas. This is no longer the cast. Extinct megafauna – or at least creatures bearing their general shape – walk again, competing and intermingling with plants and animals which seem to have migrated across the stars from Idri without any visible means.
While much of the planet seems positively pristine, it remains unmistakably a conquest – the great tenement- and factory- cities of the old Confederacy are overgrown and everything within them thoroughly feral, but they are still there. It is much the same with the habitats in orbit – they are totally overgrown, claimed as habitats by species that should never have set foot on them, connected together by odd warpings in space and corridors that don’t exist, and occasionally look out on to skies from a thousand years ago or a million light years away, but they are still there. It’s unclear if this is a limitation of the Nascence, a sign that digestion is still in progress, or an odd sort of trophy-taking.
Given the relatively lessened chance of spontaneously going insane or being transformed into flowers and/or a starving apex predator in the middle of your friends, combined with the added allure of technology to scavenge, Kansk is the site of fairly regularly exploration missions and scavenging attempts. Given the fortune the Confederacy was making selling Nasence-derived immortality treatments before everything went wrong, returning home with the right sort of biomatter can be extremely lucrative. If you’re very smart, quiet, fast and lucky, attrition rates may even be below 50%.
Last edited by St. Justicar; 2021-03-17 at 10:45 PM.
- Join Date
- Apr 2014
Re: Total War: Principia [Sci-fi, Semi Freeform]
"Good morning killers and thrillers. Hope you managed to get some sleep after last night’s thrill-ride of a match between Executor Victorya and Xecutioner Major. Let’s see the end of that match one more time!"
*The feed cuts to a video taken from an orbital satellite. Two women, almost identical, duel on the surface of the satellite with long mechanical blades that whirr similarly to chainsaws. One of the women suddenly drops her guard and loses an eye. Cotton candy-coloured blood spews out into the vacuum of space before her suit seals itself. With the opening granted by losing her arm, the woman gores her attacker and turns on the chainsaw blade. The camera is covered in red moments later.*
MY GOD, THAT’S ****ING RAD! Losing an arm to get the killing blow on someone is just the kind of thing we want to see out of our progenitors, and also locks in Executor Victoria’s third year in a row as the progenitor for the new batch! Exciting week in politics."
*The woman reading the news spins her chair around to face a different camera, which the channel cuts to.*
“With that! We have a very special announcement from our glorious matriarch Neptune, who promised she has something very exciting for everyone who’s been waiting patiently for this year.”
*The Screen Flickers for a moment before turning to black, and then static. A small glow appears in the center:*
"That's RIGHT! Season 3 on Conquest is here! Sign-ups are now open on the net meaning that you can take part in the biggest show in the Galaxy! Oh! This just in, SIGN UPS ARE NOW CLOSED. All spots for Conquest Season 3 have been filled, and contestants will be sent through the Black to the Principia Galaxy Shortly."
Channel Seldiva is a TV channel from the far reaches of the Galaxy. Run and Aired by the Fotuan Meritocracy. Principia is the third season of the hot new show Conquest, in which the clones of the Fotuan Meritocracy compete for glory while conquering a star system.
Congratulations: You’re the stars of the show. Ain’t it lovely?
Spoiler: About Channel Seldiva
The Fotuan Meritocracy is a nation made up entirely of clones bred by their previous masters, the Lapis League. The Lapis League made a massive genetics program to breed and clone the greatest warriors among them to serve in a long-forgotten war. The Lapis League won the war off the backs of the Clone Spawn but were left with millions of Super Soldiers who got bored out of their minds, especially under the guise of their inferior masters.
The Clones took over and made the Fotuan Meritocracy, where the best among the clones would lead them to glory and gain the right to be a progenitor: A clone whose DNA is used to create the next upcoming batch of clones.
Because the Meritocracy is a Meritocracy and all of the citizens are quite literally (aside from small exceptions) the same genetically, there was a quick and desperate push for individuality within the clones, and most of that was pursued in the thing that they’d been bred for, War.
Members of the Meritocracy are relentless in their pursuit of the most impressive feats of combat. Whether that’s fighting on floating satellites, or running directly into artillery fire to surprise an enemy, they are willing to do whatever it takes to stand out.
This pursuit has expanded into a greater culture focused around combat the same way rabid fans are about sports or comics. The Top Ten kills of the week are cast live across systems. The biggest explosions are art, and being a true badass of war grants members of the Meritocracy the right to become members of the Progenitor pool or at least part of the General Class.
The broadcasts of Channel Seldiva within the Fotuan Meritocracy have become popular over more than a dozen galaxies, because explosions, giant robots, sweet battles and the coolest battleships are admittedly pretty sweet.
Channel Seldiva has been a core part of the Fotuan Meritocracy since the clones ascended to the ruling class. Entertainment was needed during the brief periods of peace that the clones encountered, but once there was a proper empire behind the Meritocracy it was discovered that the entire citizenry cannot always be in constant battles, there simply wasn't enough room on the battlegrounds anymore. Channel Seldiva was part of the solution to the crushing boredom that comes with being a DNA-coded warrior who cannot be one, a celebration of all things violent and an offering to the gods of excess. Blood, neon and excitement became the channel's aesthetic, and quickly also became the culture of the Meritocracy.
Conquest: The Most Popular Show in the Stars
Conquest is a show hosted by the ever-present hostess of the station, Neptune, and is the most popular show within the Empire. The pitch of the show is simple, a small amount of the soldiers of the Fotuan Empire are sent across the stars to a new galaxy with no backup and no contact back to the main empire outside of speaking to Neptune. From that point they need to expand and conquer the surrounding Galaxy in the name of the Fotuan Meritocracy, meanwhile, the entire escapade is broadcast across the greater Empire, as well as throughout other sectors on a pay-to-play frequency.
It’s worth noting that Conquest is one of the best ways for citizens looking to move up the ladder to climb. Taking part and excelling within the confines of the rules of the show, while also being witnessed by so many different citizens, is a gigantic boost to the ranking of Progenitor. Additionally, for longer Conquests, there have been allowances for temporary Progenitors within those galaxies to expand armies. Principia is following these rules, and though the initial wave are all soldiers of Progenitor Victorya, Alme and Maeve, future generations will come from the commanders of Principia.
The Fotuan Meritocracy has an army of impossible scale, seeing as all members of their society are willing and eager to fight to the death to prove their worth as members of the Meritocracy, they have an army / militia of trillions of super clones that are capable of bending any planet to their will, but this Meritocracy isn’t within Principia, there is only a small offshoot of the armies within the bounds of this galaxy.
Despite the limited numbers, the warriors of Conquest Principia are impossibly tough and have access to fearsome military technologies that are tuned to wipe species that resist them off the face of the planet. From small handheld weapons meant to maim and render, to large battle suits meant to level cities, the battalions sent by Channel Seldiva would easily be able to crush all but the strongest opponents.
And the strongest opponents are just good for ratings.
Though there are many reporters on the ground that sneak into enemy empires to give inside scoops on what the brave soldiers of Conquest: Principia will be facing, the Meritocracy doesn’t focus much on assassinations or espionage, and has more strength invested in overcoming an information disadvantage than actually gathering information themselves. If anything, surprise attacks that the clones of Conquest will need to battle are good for ratings.
Channel Seldiva collects credits from all around the Galaxy and the contestants of Conquest were sent through the Black with a fairly sizeable and maintainable stipend, but being rich is not the point of Conquest, and most of the resources that the soldiers use will need to be gathered within Principia.
The contestants sent to Principia are all a battle class of Meritocracy Citizens, and most of the researchers are over a galaxy away and weren’t expecting the relics left by the arcomedians within Principia. If the is an expansion into the sciences within the timeframe of Conquest Principia, it’s likely to not be the focus of the investment.
Channel Seldiva has been streaming in sectors long before any contestants from Conquest arrived there. Between that and a killer marketing department, the influence of the channel is strong with many factions despite the overall danger that they may pose to an area.
Notably, factions that have reach beyond the Principia sector tend to have good relations with Channel Seldiva because they likely have had previous interactions outside of a season of Conquest.
Additionally, the ruling class of any given planet is unlikely to die during an encounter with the Fotuan Meritocrachy seeing as they don’t tend to put up an interesting fight. The meritocracy is happy to let the people in power continue being in power during their lifetimes as long as they earn that slot in the meritocracy by controlling the populace of newly captured planets.
There is a deep-set honour within the Meritocracy, mostly in the idea that they are the strongest and that is where the allegiance lies. There is the sticky fact that, if a leader were to show up who were stronger than the progenitor, the Meritocracy would bow to them without question, though they would immediately have thousands of challengers on their doorstep.
The meritocracy may lack the devotion of nations that have endured hardships together, but they are as close to a literal sisterhood as a nation can get.
Channel Seldiva regards the same respect.
The citizens of the Fotuan Meritocracy are all clones of a non-psyker individual. Though there are occasional mutations that allow for the citizens to develop those powers, they are uncommon and the pursuit of psionics are rarely encouraged. Simply put, the Clones have conquered many psionic races without needing psionics of their own, and they plan to continue that legacy into Principia.
Spoiler: Territories: 1
The Arc Ship that the contestants of Conquest arrived on has docked on the garden world of Lithal 2b. The Locals had been warned about the imminent arrival of the contestants and decided to immediately surrender rather than be featured as the first episode of the season, though this kept this alive, many of them are now near the bottom of the Meritocracy as surrendering as they did is seen as disgraceful.
Host Station overall is a mixture between the proper world of Lithal 2b, and the docked ships at each of the planet's several moons, which include ship construction yards and channel beacons for sending messages back to the Channel Selvida Servers
TIRED OF FEELING DOWN?
Has boring life got you down? Do you feel sluggish in the morning when you get out of bed? Do you wish you could do more with each day? WELL NOW YOU CAN. Deep in the hearts of the Meg'na jungles, our warrior scientists discovered the Flora Hydrg: A sentient plant that provides a sweet energy-producing nector to those who have the willpower to not step into the plant's deadly acidic pitcher, or those mighty enough to fight their way out! Want a challenge in the morning? Want energy throughout the day? Our operators are standing by to send Flora Hydrg cuttings to your station or system today!
Flora Hydrg is an invasive species that will destroy weaker lifeforms. If you are a weaker lifeform and are consumed by Flora Hydrg, or you live on a weak planet that is ecologically disrupted by Flora Hydrg report to the nearest meritocracy balancing station to receive your demotion.
Spoiler: VIPS BABY
Station Manager Neptune: ECO 2
Neptune is the station manager of Channel Seldiva and is the progenitor with no spawn. Simply put she’s not focused on the martial side of life as a member of the Meritocracy and as such will never reach the rank of Progenetor, but Progenetors like Victorya regard with with reverence and respect. She may not be the leader of the Fotuan Meritocracy, but she is the reason that Channel Seldiva has a reach beyond it.
Notably, Neptune isn’t in Principia right now. In fact, most members of the meritocracy have no idea where she is, but an expansive network of contacts and connections to every base within the Meritocracy ensures that she arrives where she needs to be to knock out an appropriate contract for both Channel Seldiva, and they new viewers in any galaxy they expand to.
Progenetor Victorya: MIL 2
Winner: Conquest Season 1
#2 on Channel Seldiva’s Top 10 kills of the decade
#1 on Channel Seldiva’s Top 50 Deaths Defied of the Century
#8 on Channel Seldiva’s 10 Sweetest Headshots
#2 on Channel Seldiva’s 5 most Brutal Fights
Voted Crowd Favorite in Executithon 9203
Celebrity Victor: Anihilligeddon 3
Victorya is the current progenitor of the Fotuan Empire soldiers, as well as one of the biggest celebrities within Channel Selvida, which made her a strange choice for a contestant on Conquest, as she already has it all.
That said, Victorya is one of the most powerful solo warriors that has ever come from the bloodline. Tactical and strong-willed, she can conquer entire battalions solo with a simple MK234 Battle Valkyrie. Her #1 on Channel Selvida's Top 50 Deaths Defied of the Decade was during Conquest Season 1, in which she was trapped alone within an enemy battleship, and escaped by killing all other lifeforms on board and stopping her heart so that the ship would detect zero lifeforms aboard and self-destruct defensively. Victorya's MK129 Valkyrie was mostly decitigrated on re-entry to a moon's atmosphere, but the impact of hitting the ground restarted her heart.
Victorya is enjoying her third year as progenitor of the Meritocracy, meaning that many of the grown soldiers coming to Pricipia are clones of her, though not trained and battle hardened like she has been.
Though there are newer models, Victorya tends to favour the Valkyrie line of the battle suits, treating them like an old sports car, something out of date that can compete but isn’t that good on gas.
Princess: MIL 1
If there are infinite realities this is surely the only one where Princess exists.
When the Fotuan Empire takes a territory they typically displace the locals with a several generation reprogramming campaign that integrates the captured world into the culture of the Fotuans until the majority of the conquered people agree to raise Fotuan clones because they have the best chance at success.
Technically any alien can rise in the Fotuan Meritocracy, but most find the pace of the super clones impossible to keep up with and quickly fall in their political process.
Princess is a member of the conquered race, the Anteraxi, namely their queen. Similarly to ants and many insects, the Anteraxi have a single queen over their subjects, but for the Anteraxi the rest of their people’s are comparatively weak. Princess, as a young queen is a conquerer of worlds, and her subjects were conquered.
Princess wasn’t in charge when the Fotuans invaded, she was born five generations after the conquest, one of the last few Anteraxi born, let alone an Anteraxi queen.
Now she fights for the Fotuan empire, and should she assume the mantle of progenitor, the Fotuan empire will become the first army of Anteraxi queens.
Anteraxi queens stand over nine feet tall and are collections of muscle and chitin made to rip, tear and lead.
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No I am not above putting an ad in a spoiler. You clicked and read it which proved that this sort of advertising works. Buy now. Order today. I’m playing a pseudomegacorp.
Ferro: MIL 1
Spoiler: Trophy Cabinet
#2: Channel Seldiva’s Ultimate Comeback Kills
#1: Hudon 4’s Top One-Liners of the Kaliaji Conflict
2nd to ever fight against Victorya and live.
#5: Ranked in Channel Seldiva’s Balisticly Blasitic Heavy Artillery Handlin’ Challenge
#18: Official Progenitor Rankings
Ferro is one of the newer members of the Progenitor race, having just cracked the top 50 last year following her performance in BBBB (The Bouncy Blood Battle Bash) and subsequent takedown of previous 18th ranked Geiger.
That said, before her rise to the proper ranks she foolishly fought Victorya during an unsanctioned challenge before she had exited official training. Though Victorya handily won, Ferro was able to disarm her which earned her the right to live in Victorya’s eyes. Neither was wearing a battle suit at the time.
The highest quality recording of their fight is still in the top 10 most viewed hand to hand combat videos within Fotuan Space.
Hilde: MIL 1
Hilde is a natural, a clone that was allowed to age at the standard superhuman pace as opposed to being part of the AAP as most clones are. Her battle mother is a traditionalist who believes that the extra years spent training as a child make up for her less updated progenitor. (Hilde is a child of Pregenitor Maeve, but many of her contemporaries are of Victorya.)
Body wise, Hilde is the youngest member of the leaders for Conquest Principia, though age-wise she is as old as Ferro and two years older than Princess.
Hilde just turned old enough to enter official ranked competitions, meaning she hasn’t won an award yet, but she was marked for leadership status by Neptune during the signups for this season of Conquest.
Channel Seldiva and its subsidiaries are government-owned branches of the Fotuan Meritocracy and are funded by viewers like you. If you or a loved one has a complaint about your planet or species inclusion within one of our channel features, please forward your concerns to our complaints department and our battle lawyers will arrive shortly to settle the matter in martial court.
Last edited by Writtensanity; 2021-03-08 at 05:14 AM.
- Join Date
- Sep 2016
Re: Total War: Principia [Sci-fi, Semi Freeform]The Knights of Orias
"Total war is no longer war waged by all members of one national community against all those of another. It is total... because it may well involve the whole world." -Jean-Paul Sartre
Spoiler: HISTORYThe origins of the Knights of Orias begin long ago, in a remote and quiet sector of the galaxy, with a race known only in the most ancient records of the Knights as the "Overseers."
Spoiler: THE OVERSEERS' HANDThe exact nature of the race known as the Overseers is ultimately shrouded in mystery. It is known that they were capable of creating the ringworld that the Knights called their home in ancient times, as well as biologically engineering each and every one of the 72 races that it was populated with. Their ringworld alone would have been impressive enough, divided into 144 sectors along its length. Each sector bordered by 3 others, and each containing a unique biosphere. This alone would be an impressive feat for any race, but the Overseers constructed it for their own enigmatic ends. Each of the species inhabited two differing sectors around the ringworld, while the Overseers theoretically watched from the void above.
Eventually the walls and barriers that surrounded the sectors were removed, and now suddenly each sector found itself surrounded on three sides by foreign races, environments, and cultures. The degree of culture shock did vary from sector to sector, but ultimately it would be too much to handle. It's never recorded which sector was the first to wage war, but the effect was ultimately the same. The ringworld errupted into chaos and warfare. Thus began the Millennium Wars.
Spoiler: THE MILLENNIUM WARSEach sector found itself in a desperate struggle to survive and thrive. The Overseers had taken thoughtful approach to the dispersion of the races across the 144 sectors. Some times a race would find itself neighboring its counterpart - who lived in an entirely different ecosystems, leading to different subspecies, or placed nearby, to find themselves after taking over or being subjugated several sectors apart. At other times, some races would advance more quickly technologically, finding themselves with human interwar-era technology against medieval neighbors. Some would triumph, others would be crushed under the weight of numbers, or superior tactics. Entire species, thrived, advanced, and perished, over the course of one thousand years. The barriers had come down before any of the species could achieve spaceflight, and as the Millennium Wars raged, not a single sector could afford to obtain that power.
The Millennium Wars would draw towards an end in the last 50 years of the conflict. A race known as the "Tyrants" in the ancient histories of the Knights, had accumulated nearly 30 sectors more than their competitors, with 57 of them under their influence, and a forced "alliance" of other powers around the ringworld, bringing their total control of the ringworld to 94 of the 144 sectors. The remaining 50 were scattered, putting up pockets of resistance, but it seemed that the Tyrants would eventually win. Many sectors prepared last-case scenarios. They may not have had the overwhelming numbers, but they had uncovered an arsenal of nuclear weapons and were prepared to use it, and defeat the Tyrants through mutually-assured destruction. It was a mere boy, from the Orias Sector who found the final "piece" of the Overseer's puzzle.
They found the first ARMAMENT. They were the final creations of the Overseers, placed there by the enigmatic aliens as the final test for their observed, and buried under the surface in vaults. There were only two ways for the inhabitants of the Ringworld to find the devices. The first was to excavate them and break into their vaults, which required an understanding of science far beyond that of simple spaceflight, or for the device to awaken on its own. The machine identified itself to the young boy as "Orias" and with the power of the one mech was able to blunt an entire invasion force of the Tyrants armed with the best conventional weapons of the Millennium Wars. Furthermore Orias's power output caused the other ARMAMENTS to stir, resulting in a revolution in how the final years of the war would be conducted.
Spoiler: THE ARMS RACEAn ARMAMENT is an Autodyne Reactive Mechanized Assault Mobility ENgine Tactiform. Often known as ARMS (Autodyne Reactive Mechanized Sentience) for short, these devices are largely humanoid engines of war and destruction. The smallest is 15m in height, and the "average" size ranges between 18-20m. They are self-aware machines, who require a "pilot" inside of them in order to operate. Each ARMS's personality differs, as does their loadout and effective combat styles with some focusing on high-melee skirmishes, while others on long-range artillery bombardment and so on. Pilot and ARMS become "one" entity on the battlefield, and while a pilot's actual skill can provide a boost in ability to the machine, it is far more important to have "compatibility" with the sentient machine. A hardened veteran with 40 years of combat experience, but a middling compatibility for an ARMS, can easily be defeated by a inexperienced teenager with an incredible compatibility with the mech.
Thus did the young boy, known only in the histories as Sekt Orias ("The First Orias"), become the savior, and leader of the resistance effort against the Tyrants. The activation of Orias sent out a particular frequency of energy, and other ARMS began to activate across the ringworld. The mechs themselves would scan for potential candidates, only activating for those they found "worthy" according to their completely esoteric criteria. Within a month of Orias's activation, over a dozen other ARMS had activated and found pilots across the ringworld, escalating the war far beyond the ability of nuclear warheads.
The conflict between the Tyrants and the others continued, and Sekt Orias became the nominal leader of the resistance. This "new war" lasted a mere fraction of the previous conflict. The introduction of ARMAMENTs ended the Millennium Wars quickly, the war ending and the Tyrants broken after a mere two years. That however, would be the least of the Knight's problems.
Spoiler: INTO SPACEThe ARMS were weapons of mass destruction, and perhaps even the Overseers did not understand the full power of what they had created with such machines, but the ringworld was devastated. Entire sectors were laid to waste, glassed smooth or a pockmarked nuclear wasteland. The sectors around the Tyrant capital were even directly broken, the ringworld home shattered, and its systems ultimately failing from irreparable damage to the ring. The scholars of the time estimated that there would be perhaps 2 years before all life-support on the ringworld would fail and those left over from the Millennium Wars would all perish.
Of the original 72 races, only three remained in significant numbers, each species addressed by its home sector. The skillful Orias warriors, the aquatic engineers of Kimaris, and the avian thinkers of the Phenex. These were the spearhead against the Tyrants, and they worked together, pooling all of their resources. Salvaging parts of their destroyed and rapidly decaying home, they fashioned a mighty mobile sector from the ringworld, that they might be able to survive after losing their home. There was one final obstacle.
There was not powerful enough technology to run it. With the doomsday clock ticking closer, Orias proposed an idea. Among all ARMAMENTs, it had near boundless energy, and offered itself to be the core of the vessel. The mech gave only two pieces of final advice. That the remaining species should set aside the differences of their past, and that they should be open to letting future species they had yet to encounter join them, and that they continue to act with the honor, integrity, and compassion that ultimately guided them against the Tyrants.
The survivors agreed, and thus began the Knights of Orias. Warriors forged by a thousand years of war, and armed with sentient war machines, the knights used their home to travel the cosmos. They were beholden to no law or honor but their own, and quickly found that they could easily ply their services in the galaxy, using their warriors to earn them the necessary materiel and supplies needed to maintain and preserve their home. They stood united in this way for a thousand years.
Spoiler: THE ZAGAM REBELLIONThe most recent event to happen to the Knights was both unexpected, but an internal conflict long brewing. While few in the Knights could ever be described as a "civilian" populace, there was an obvious disparity in ability between those allowed by the ARMS to operate them in battle and ordinary soldiers on the field of battle. The causes were many, but ultimately the arrogance of the "elite" pilots was the spark that incited the flames of civil war. During this conflict, only one ARMAMENT named Zagam, deigned to activate for the conflict.
That single mech alone nearly would wipe out the rebellion, but it was ultimately pacified at a great cost. The Knights were reduced to a 1/10th of their previous population, and fewer and fewer ARMS would accept new pilots. Understanding their folly, the Knights withdrew back to their home base, abandoning planetside garrisons and observation posts left across the galaxy, and regrouping to re-organize their devastated society.
The end result was two-fold. The elitism of the pilots was effectively eliminated. No longer were pilots, a mere component in a successfully operating ARMAMENT, considered to be above all others in the society. At the same time, the Knights understood that the ARMS chose their pilots through genetic qualities that aligned with each machine's preferences, and those that were were recommended choices. Either large family units in order to spread their genetics to as many possible future candidates, or undergo cloning in an attempt to preserve the pilots for as long as possible.
Spoiler: TO THE PRINCIPIA SECTORA few short years after this reorganization of their society is when the Arco-Medean Empire vanished. The next centuries were filled with more of the same that they had always experienced - their services with warfare, for coin and supplies they needed to live. Unlike before, they remained centered in their station, and did not commit to creating and holding outposts on distant worlds, only inhabiting systems as a protectorate, and moving onwards when the conflicts in the region died down. During the years since the Arco-Medean's disappearance, they have worked their way across the galaxy towards the Principia Sector.
The Knights understand the nature of the conflict in the area. They understand the idea of Total War. They were designed for it.
Spoiler: STATSMILITARY 7 - An entire society geared towards war, graced by the presence of ARMAMENTs (Autodyne Reactive Mechanized Assault Mobility ENgine Tactiform). Often shortened to ARMS (Autodyne Reactive Mechanized Sentience), these mechs average around 18m in height and are heavily armed, equipped with a unique sentient AI that chooses its own pilot. Following in the footsteps of these war machines, mecha have become an integral part of the Knight's peerless military strength.
ESPIONAGE 4 - Military intelligence is an important tool, and only a fool would neglect it. While the Knights may not have an ear to every door, or a finger in every pot, they keep their knowledge of current affairs as in-depth as possible, at the very least to understand where they can lend their military might.
ECONOMY 3 - Having recently relocated to the Principia sector, the materiel resources of the Knights is currently lower than normal. Their first priority will be to begin stocking up on food, and ore to establish the logistics they will need for military actions in the sector.
MORALE 4 - A stable populace, civilian and military alike both know their dedicated roles and rarely do they depart from it. It is a well-oiled machine of a society, who still bears some scars from the recent Zagam Rebellion.
SCIENCE 3 - The civilian populace of the Knights is relatively few in number and often most of the scientifically minded instead spend their times furthering military technology in a seemingly vain attempt to bring their mecha up to the level of the ARMS. They do not spend much time pondering the mysteries of the Arco-Medeans who have come before.
INFLUENCE 5 - While some would disparagingly call the Knights mere mercenaries and such words are not far from the truth, the fact is that they are highly competent at what they do, and what they do is engage in warfare, in exchange for goods and services. Battle is honor, no matter the form, and those expecting the Knights to avoid such tactics is pure folly.
PSIONICS 1 - There is little to no psionic expertise among the Knights. It is not that such things are foreign to them, in fact they are quite aware such powers exist - several of their best pilots have made good use of psionics in order to operate the ARMS, but there is very little focus on it as a society, and it remains a realm that is largely more in the realm of mystical than scientific.
Spoiler: SECONDARY STATSTerritory - 1
Installations - 0
VIP's - 7
Spoiler: VIP'sLord Commander Arkh Ban - MIL 3
Lord Quartermaster Kima'res & Malthus - ECO 1 / MIL 1
Rasai Greytalon - INF 1
Kai & Adnachiel - MIL 1
Last edited by DragonOfAsh; 2021-03-07 at 12:57 AM.
- Join Date
- Jun 2010
- Great Britain
Re: Total War: Principia [Sci-fi, Semi Freeform]
Hello there. Gosh, it's been a decade or so huh?.
Posting interest, will knock something together tomorrow :)
- Join Date
- Dec 2010
Re: Total War: Principia [Sci-fi, Semi Freeform]
These are some outstanding factions so far! I am frankly blown away by some of the ingenuity and fun playing with Sci fi tropes so far. I have to say though, things are not looking too great for the Principia Sector.
As of right now, I am setting a deadline for submissions for Friday, 19 March at 11:59 pm GMT. As long as folks submit a build before then and are working on it, I’ll consider their entries to the game. If everyone needs an extension, I’ll be happy to give that as well.
Last edited by 3SecondCultist; 2021-03-19 at 10:26 AM.Spoiler: My Profile
"The philosophers have only interpreted the world in various ways; the point is to change it."
- Join Date
- Aug 2008
Re: Total War: Principia [Sci-fi, Semi Freeform]
The Holy Imperium of Da
Cargo Cult Space Aztec Faction
"He is Everything and I am Nothing."
-First line of the Holy Texts
Spoiler: Grand HistoryOne thousand years ago the Arco-Medean Juggernaut the Starshaper vanished without a trace well before the rest of the empire. The ship was a masterpiece of technology even by the standards of the Arco-Medean that was half the size of planet Earth. It was going to be the first in a long line of SEED Ships before it’s ill-fated disappearance which shall forever remain a mystery, it’s original crew simply gone. The Starshaper itself came back in a violent crash colliding with the remote forest world called Da by it’s people; the Da’Tai. The planet Da was a large terrestrial world roughly the size of Jupiter so it was able to barely survive the crash of the moon-sized starship albeit with massive devastation to the planet. It’s as if the pilot simply vanished and left a cosmic object to drift for all time.
The Da’Tai were a roughly humanoid hairy sloth-like species no stronger than a human with eyes on both side of their head, placed like prey. They were not especially clever creatures but they had live-birth litters of thirty with it taking up to a week sometimes. Most of them weren’t expected to make it to adult-hood which was considered to be ten years because of the many forest predators on Da. In the before times they had a basic communal society where they survived by supporting their various clans using their clawed hands to shave the bark from trees (but never for violence) which was their primary food source and to climb high into the branches where it was safer. When the Starshaper crashed it nearly wiped out the Da’Tai and the entire planet but it did knock it from it’s orbit slightly. Many of their predators species were entirely wiped out and many more that didn’t adapt to the ecological changes died in the years to come. The endless dust storm caused by the impact would last until the present day which, coupled with a new orbit much closer to their sun, caused a rapid Green House Effect and turned the planet into a desert which killed all the trees and made life nearly inhospitable. The impact crater resulted in a gigantic gash in the planet noticeable from space. It also created a moon, Da’Ro, which is a former chunk of the planet by which the Da’Tai keep their calendar, celebrating holy days when the moon is most high.
The ship proved to be a source of food and shelter for what Da’Tai were left. Whatever they needed, the ship provided which, the genocide of nearly all their natural predators, coupled with the changes it had wrought upon their entire way of life, caused them to regard the Starshaper as a god. Worshipping the massive entity from space would become the cornerstone of their religion till the present day. The nutrient paste that the ship provided was able to provide for all of their basic sustenance needs, the inside of the ship was cavern-like enough to protect from the harsh heat of the planet, and the ship would even provide weapons when asked. Through sheer brute force tactics a race with the intelligence of a smart sheep was able to figure out functions of the ship one-by-one keeping records of what they found. For hundreds of years various clans fought and died for the right to live inside the great provider, their glorious god, the Starshaper instead of the desert wastes outside. Many clans said that the Starshaper made the planet warmer because it wanted them to shave off all their fur as a pact with the metal god, and this became the general belief. The Da’Tai would view the ship not as the discarded rusty millennium old ship of an Empire advanced beyond their comprehension but as a test from an enigmatic creator that judged those wicked on their planet worthy of death and left only their righteous ancestors to be forged anew by the planetary changes. The debate about what it was that the metal god deemed so wicked about the before time is still a hotly contested subject.
In time the seemingly infinite resources of the ship started to dwindle. What they didn’t and couldn’t know was that the Starshaper’s core was powered by directly feeding on stars literally sucking them dry in space but the Arco-Medean had the moon-sized ship feed on many stars before it’s crash- enough to sustain the resources of nearly a thousand generations. The meager energy it gathered from the sun of the planet Da was barely enough to keep the lights on and would one day burn out the star. Not content with a simple life of sharing the meager resources of the ship among his clan a Da’Tai, who would call himself Virile I, would travel deeper into the ship than any other on a spiritual quest. While he lost many on the expedition to the horrors of the deeper levels of the vessel he found something that would change his society forever; the ships user manual. It took him and seven other of the greatest Da’Tai minds seven years to translate most of it and not very well at that. When it was done, Virile I killed the other seven so that only he retained knowledge of the User Manual and returned from his spirit quest alone. There he would claim to be a prophet sent from their metal god and that the Starshaper speaks to him- his will is their gods will. He would demonstrate it by manipulating the ship as no Da’Tai had ever done before. The translated user manual would become their Holy Scriptures which only the God-Emperor was allowed to read. Soon he would unite the clans peacefully as a single society by the will of the Great Provider under himself crowned God-Emperor Virile I, whom established a dynasty. Da’Tai society changed from communal clans to peasantry rabble devoted to serving a single living God whose status would pass down to a member of his family selected by the Emperor as his chosen divine heir. Members of his family were still considered royal nobles but held equal status with the High Priests, a highly trusted group created by Virile I near the end of his life whom were the only ones allowed to read the Holy Scriptures besides the chosen Emperor. Virile I would also figure out a clever solution to the problem of the Starshaper Core and while he couldn’t feed on the stars he discovered direct biomass would temporarily power up the systems- the more, the better. Those clans that didn’t fall in line were good candidates for biomass literally sacrificed to their metal god by being thrown off the bridge into the core for a few weeks of power. They became addicted to it and the more power they used the more biomass was needed, which lead to wars which required more resources.
In time, Emperor Virile IV had fully subjected the planet and his ancestor was completely regarded as the child of Starshaper making their family the representative of their god in flesh. Children are raised knowing the name of the Emperor before their own parents. Soon there simply wasn’t enough biomass left on the planet but the Core has been powered by enough sacrifices for Emperor Virile XIII to leave the planet for the first time- the terrifying moon-ship Starshaper ascending into space once more. Still unsure of exactly how to feed upon stars themselves, the not-does-clever Da’Tai would continue to use their method of biomass burning to power their metal god collecting billions of slaves, livestock and whatever else they can get their hands on. Ritualistically, they consider anything less than sentient life a divine insult to their god and think it’s a great honor to be selected for sacrifice. The more power the ship had the more unstoppable it became providing more than nutrient paste or weapons but automatically constructing ships when asked producing a nearly unlimited supply of fair-quality starships that are each exactly the same. Of course this requires even more of a power drain which they consider more demand from their god...
Spoiler: Species Within the ImperiumDa’Tai: Sloth/Sheep-like humanoids native the broken planet Da they once lived a peaceful communal life hiding from their many predators in the trees of great Da forests. Once their forest planet became a desert they started to ritualistically shave off their shaggy fur making them look rather odd, and the heat baked their skin to become dry and scaly. Most Da’Tai reach maturity in just under ten years. Eyes on the sides of their sides indicate a prey species. They worship a singular God-Emperor and his noble family fervently although most Da’Tai are considered only citizens. They are not known for being very bright or strong but they onboard the Starshaper in space absent from any predators or harsh environments they have had a population explosion with female Da’Tai able to have live litters of up to forty. They spread through the ship like cockroaches. Two reasons to fear the species are their sheer numbers and able to replenish themselves and their single-minded devotion to their current God-Emperor.
Da’Si: The first planet the Imperium discovered with sentient life was a world whose name has been lost. Two sentient races lived there in harmony before the Da’Tai swarmed the world from their moon-sized ship like a virus before taking them all as slaves. Then the invaders systematically destroyed the planet exploiting it to such an extent that it was rendered uninhabitable. They took all life from that world and left it behind all used up. The Da’Si, as they were now called, are hairless otter-like humanoids and have an average human intelligence being almost exactly like an average human. You can find them doing almost any job that a Da’Tai doesn’t wanna do.
Da’Fus: From the same planet also came the Da’Fus who were a flightless bird people known for their intelligence and had a peaceful separate existence on their original planet. Unfortunately, they are also known for their taste and they were rendered even worse than slaves when the entire species was taken as livestock. They were kept in terrible conditions and are often eaten, sacrificed or worse. Because of the over-use of their supply these aliens are nearly extinct.
Da’Hlek: The third planet with sentient life that the Imperium found before making these aliens one of their client slave races. They were a fish-like humanoid that the Da harvested for livestock taking the entire population off their home planet and leaving it behind.
Kiinwelc: The newest client species of the Imperium are the Kiinwelc who are an alpaca-like species that aren’t very smart but are pretty strong able to do equivalent work to a mule. While they are capable of walking up-right on their hind legs and use their front legs as hands most Da’Tai require them to stay on all fours. They are the new workhorse of the Imperium used to haul things or be ridden into battle.
Spoiler: Castes Within the ImperiumWithin the Imperium only the Da’Tai are Citizen or above.
Emperor: There is only one Emperor at a time. The Emperor is considered a god and worshipped by the entire Imperium even to the detriment of self. The Emperor selects their heir from any member of their family and can change their selection at any time and the new Emperor is immediately treated as their new God when the old one passes, but they are still honored and there is a record of each ones mighty achievements. There is no higher authority than the Emperor. All must worship them.
Nobles: Minor nobles are family members of the Emperor that can be chosen as the heir. As Emperors take many wives and they can all produce many litters there are very many of them, but they die often trying to prove themselves or backstabbing one-another. If someone is in charge it’s usually a minor noble with a title like Count or Baron.
High Priests: The ultimate authority under the Emperor but usually considered above minor nobles. What they say goes and they interrupt the sketchy divine law. They are usually warriors and scholars leading in both battle and science. Children are selected and taken from their families to become raised as monks in one of their training facilities. The children become priests when they come of age whom serve as the de-facto holy police for the entire Imperium. When a High Priest feels that they have earned it they can grant a priest the title of High Priest.
Citizen: The peasantry of the Imperium. They aren’t considered worth much but pride themselves as being higher than the next lowest. They make up a good portion of the army and do tasks you can’t trust to a slave. Devoted to their god in flesh more than they care about their own life. No chance for advancement just fulfilling your destiny set forth by the Emperor and maybe be favored in the next reincarnation. The ultimate goal is to be holy and devout enough to one-day become Emperor yourself and then be a good enough Emperor to ascend to a higher plane of existence like they are taught the Arco-Medean did. The citizens believe that one day all Da’Tai will ascend beyond.
Slave: What every non-Da’Tai is within the Imperium, or worse, food. They use them for every task, sacrifices to their metal god, and for their vast slave armies.
Spoiler: Primary StatsMilitary : The Holy Imperium of Da has one of the most powerful militaries in the universe. Supported by a back-bone of the ancient Arco-Medean Self-Sustaining Unstoppable Juggernaut called the Starshaper which the Da’Tai worship as their metal god and Great Provider. It’s a mobile space-station the size of a small planet with a core that feeds on the energy of stars, but the Da use sentient biomass for fuel. It’s taken centuries and the Da only know how to use it a little bit but that’s been good enough so far. It’s millions of heavy guns are capable of destroying entire fleets or reducing the surface of plants to rubble. The ship is also capable of firing a massive singular laser. It can produce food and create weaponry, even being able to a produce star-fighter to protect itself that can be piloted in over a hundred automated ship bays. It can also produce a smaller version controlled by the ship itself as a drone. It has a massive shield generator and thick plating making it nearly indestructible. While they use other things, the real power of the military is in the Starshaper.
Other than the Starshaper the Da use whatever weapons they can find. This includes ships; the Da have little in the way of medium ships between the fighter-craft/drones and their Juggernaut Metal God. So most cruisers will be a horrible scavenged mess of two different ship types stuck together or whole ships bought or bartered from allies. They are a wasteful society that will use a scavenged blaster for a while till it breaks or runs out of bullets and then simply discard or recycle it rather than repair. A broken blaster pistol makes two jagged daggers. Given enough time a Da can brute force their way into using a scavenged piece of technology, especially a weapon of war, but not enough to replicate it. Da often use melee weapons of all sorts from energy swords, axes, or jagged pieces of a scavenged starship bashed into a sword. But they are well known to use blasters, guns, bows, or whatever they can figure out. The most well-known piece of Da'Tai technology is a rather railgun which uses a rather simple magnetic field to fire projectiles. The Da’Tai are not known for being very smart, strong, or tough but they each have claws which was once used for scrapping bark and forbidden for violent use but is now encouraged to be used. They are also very numerous with a high birth rate and quick maturity. But their biggest strength is in their fanatical devotion to their God in Flesh- all of them willing to die for a religion that promises them fulfillment if they achieve their heroic destiny. On the ground they also utilize hordes of indoctrinated slave armies taken from several species with way fewer Da’Tai to watch over them. These armies are usually bound at the hands and feet loosely which does impair each ones individual fighting ability but the Da don’t really care. They are forbidden from using anything but melee weapons saving the good stuff for the Da’Tai. They are relatively weak but the sheer hordes of them backed up by the Da’Tai forces is scary.
Espionage : The sloth-people are not especially good at espionage. They know enough to try and root out dissention without their own ranks. A spy might sometimes break character and proclaim loyalty to their Great Leader or stop to pray to the Emperor at a certain time designated time. Some of the Da'Tai honestly can't understand why someone wouldn't want to worship their god in metal or their god in flesh. Even a Da'Tai that chooses to escape the Imperium will be skittish and untrusting, feeling like they're being watched and continuing to do the rituals in celebration of their Great Leader. Most of them prefer a straight confrontation with death and glory and a simple choice; convert or die.
Economy : While the Emperor and his royal family make proclamations of their great wealth they are only moderately well-off. The nobles live in lavish luxuriously while the peasantry and happy to toil in poverty and filth for their God. Most of their wealth comes from scavenging or moving in and completely speed strip-mining a world using every available resource. They are also noted slavers buying and selling sentient life freely, always ready to make a deal for a hefty selection of warm bodies. Their Great Provider moon-sized ship also constructs and provides for many of their basic needs.
Science : As noted, the Da'Tai are sloth-sheep like people who aren't known for their intelligence. Most of their progress comes from a sheer brute force approach till sometime works. The Imperium does not have scientists, they have the High Priests who are responsible for all knowledge and scientific acumen. If something contradicts their religion or anything any Emperor has said it is considered a blasphemy and must be discarded from Da'Tai science. This doesn't stop them from using blasters or any advanced technology they can get their hands on if they can figure it out. If they can't figure it out it is usually declared a blasphemy and shunned. For a space-faring race they are known to use spears and bows with rather alarming frequency.
Psionics : Da'Tai are already using enough of their brains just trying to function day to day there isn't much left for latent psychic abilities. There have been psychic Da'Tai and slaves in their Empire before but anyone displaying such powers is usually killed as a witch. Anyone in the Empire who displays such powers usually hides them in any case.
Influence : The Imperium isn't well-known for making allies usually only having subjected client slave races, but they know that to spread the word of the God in Flesh sometimes they must make temporary concessions. They would be willing to ally with someone who could convince them their teachings were essentially one and the same. They are happy to trade with other empires and engage in diplomacy as it suits them often being a huge provider of slaves to the larger galaxy. But there is that old Da'Tai adage; convert or die.
Morale : The Holy Imperium is 100% devoted to it's cause of spreading the word of their God-Emperor. Children are raised with his name gracing their lips knowing that it would be a privilege to serve him. They are taught to fulfill their destiny and do as their told in order to be rewarded in death. Many are unshakable in their faith, weeping for the glory of the Galactic Emperor to come.
Spoiler: Secondary StatsSpoiler: Territories (3)Da, the Broken World, the Test, the Wastes: Originally a lush paradise, the Da'Tai believe their people were punished by the divine god in metal for their wicked life-style once the world was broken and became a desert. Now basically a dust-bowl with a thick atmosphere a plant made of completely sand and rocks. From space there is a noticeable chunk missing, which has become their scared forest moon Da'Ro which sentient life is forbidden from visiting, and a crack that travels the length of the Jupiter-sized planet. The predators that did survive had mutated to live in an even harsher environment and are incredibly dangerous, it is a planet very inhospitable to life. But there are still many cities and Da living here.
Virile, the Capital, the Promised Land: The original name has been lost but it was renamed after being colonized by Emperor Virile XVI. This is the homeworld of the Kiinwelc and was declared to the be the new home of the Imperium. It is a very warm Earth-sized world that mostly resembles parts of Brazil and Tunisia. The Da'Tai spread over this world like a virus reproducing constantly till they outnumbered the local population. They've built a grand city here.
The Starshaper, our God in Metal, the Great Provider: The third owned territory is the Arco-Medean masterpiece mobile space-station the Starshaper. Literally the size of a large moon and hollow inside the Da'Tai have barely scratched the surface through they've spread to every part they've been able to reach. Ancient Da'Tai worshipped the ship as their God in Metal and it became the foundation of their religion and worship of their Emperor, the God in Flesh. It has thousands of automated systems that make it so even a band of knuckleheads like the Da'Tai have been able to use it and sustain themselves for centuries, especially after finding the user-manual. Properly fed with power it can produce nutrient paste and any number of things. There are several levels dedicated to farming and growing, places where animals live, and areas deeper inside full of deadly traps and improbable security systems.
Spoiler: Installations (1)The Starshaper, our God in Metal, the Great Enigma: In addition to being their god, home, and back-bone of their military, the Starshaper is also their sole Arco-Medean installation in the deep places within the moon-sized starship. Untold years and number of Da'Tai lives have been spent to make very slow and very minimal progress deeper but the work continues on. Who know what secrets lie within the gargantuan self-sustaining ship created by the bloated military budget of a precursor species. They put so many resources into that once it vanished even the Arco-Medean couldn't justify trying to construct another of it's type.
Spoiler: VIPs (4)Emperor Virile XXII (Morale 3): The current Emperor himself is an enigmatic figure determined to prove that he isn't the weak link in his family chain. Chosen by his own father from twenty of his siblings for his achievements, as all Emperors are, he believes the hype that is a God in Flesh and capable of anything. The people's confidence in the righteous of their religion is unshakable.
Countess Eucalyp (Influence 1): One of the Emperor's many children, Eucalyp is a kinder noble that is more interested in forging peace with other empire-nations. Thus she has been made their de-facto diplomat as their Princess and is fully in charge of diplomatic efforts.
Last edited by Phobia; 2021-03-12 at 06:17 AM.
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- Mar 2012
Re: Total War: Principia [Sci-fi, Semi Freeform]
Just saw this- expressing interest before the cut off
my high concept- AI cultists
Edit: that one was taken. Anyone doing radical transhumanist yet?
Last edited by Feathersnow; 2021-03-12 at 09:14 AM.GNU Terry Pratchett
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- Mar 2012
Re: Total War: Principia [Sci-fi, Semi Freeform]
SIGMA DELTA LAMDA
The college arcane
Drawing on a history lost in the mists of time, long before even the Archeo-Medeans, the College Arcane is the elite society of psykers. For most of their history, they have been content to be neutral in the wars and political squabbles of "Flatscans." But, the mobilization of other high-psionic factions has led to the formation of a new board of regents that seeks to bring the Illuminated to their proper prominence...
Spoiler: primary statisticsMilitary 3
Though their numbers are tiny, the College Arcane has mastered the art of "summoning Daemons from the Warp" to provide numberless, expendable shock troops. This ability is epistemologically troubling to other psykers.
The public nature of the College Arcane means that it will never be if the most powerful espionage circles, but it can enhance its network of contacts with "Scrying" and offering scholarships in exchange for favors.
Consisting of the elite, the students of the College Arcane give generously, but most of what they give is reinvested. And it is still a charity, on paper. As a result, their net economic size is in the middle ranks.
The morale of the College Arcane was once absolute, but it was shaken by an electoral coup that led to its current expansionist outlook.
Though in no way a scientific organization, the close ties the College arcane has to higher education facilities gives it a large base to draw on.
The College Arcane has many friends everywhere and others who have connection to its educational outreach programs. This is limited only by the fact that the extent of their reach is mostly public knowledge.
The bread and butter and the meat of the College Arcane. If they don't know something about the Unknowable, it probably isn't worth knowing.
Spoiler: secondary statsTerritory-1
The Home Campus
The premier institute of psionic learning, this is the only territory under direct control of the College Arcane... yet.
This euphemistically named facility was said to be the home of an elite group inside Sigma Delta Lambda in ancient times.
The Dean (military tier 4)
This mighty combat wizard distorts reality wherever he goes, always to the detriment of enemies of the College Arcane
The Bursar (economy tier 2)
This official is the mad genius in charge of running a charitable non-profit as an expansionist empire.
Last edited by Feathersnow; 2021-03-12 at 12:33 PM.GNU Terry Pratchett
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- Yaritagua, Venezuela
Re: Total War: Principia [Sci-fi, Semi Freeform]The Hecatian Shade
Spoiler: Faction note“The people who love you will guide you like bright lights into the other worlds.”-Fragments of supposed early Hecatian beliefs.
Those who live and evolved in their planetary cribs often feel awe and terror at the vast skies above, however many suns populate it. Those born within the echoes of such feelings, ships and crafts, sometimes so alike to natural objects as to deviate only on their creator; they know that terror is the sane response to the void, for Hecan was, and things like Hecan must remain out there.
Spoiler: History“... A roaring storm, the cruel proof that hostility is the norm in life, backed by an alien mind that makes the calamity all the more terrifying…” -Extant reports of the approaching Hecan.
At some point as the empire’s hegemony was barely a thing, a threat emerged from the boundless void outside the sector; A manifestation of the drive to consume, a warpstorm colossal beyond belief or a being of the same proportions (for few could try to look closely), Hecan tore through system after system consuming all in its path seemingly at random, but soon was found to be attracted more by life, as if growing tired of the inert matter it had eaten since the dawn of all.
But the calamity didn’t travel alone, a horde followed its every step (or if legend is to be believed, stirred the event and drove its hunger where they pleased) falling like vultures upon the system’s corpse or preying on the panicked attempts to evacuate, unbeaten while empowered by Hecan’s “will”. The empire could ignore the destructive wave as it swept elsewhere but soon enough, as scientists had predicted, its‘ or its handlers’ taste for life drove Hecan to the populous empire.
Records are sparse about Hecan’s final whereabouts after devouring several imperial systems. Either defeated or contained by the Arco-medeans, Resting away a sated gluttony right under the Sector’s nose or simply floating away from both follower and herald, the result was the same, its horde was left alone, devoid of any gifts or the shroud of the disaster. After a rabid war they were brought to heel by the empire.
Forced to settle the lands they broke and fight for a new master, the disparate mix of fanatics, desperate refugees that survived, brigands and strange beings (as many claimed to follow Hecan from outside the system) soon found itself far changed, Their absent provider gone, the horde stuck together when threatened both by the enemies of the Arco-medeans and the political threat of the empire itself, joined by their shared history and precarious situation: When Hecan moved, they had followed.
At the start of the empire’s golden age, there were still many wars to be fought, and the Hecatian Shade (as they came to be known for the weak half-consumed stars that lit their systems) kept their teeth sharp on their battlefields.
as the need for warriors waned with an stable empire, the Hecatians, already good at travel from their nomadic past, used the technical knowledge and the ever present need that came from their wasteland of a territory, with technological advances that put them at the forefront of the quasi-vassals and while minor in the scope of the actual empire were looked favourably on by their Arco-medean masters… Until they were gone at least.
The leash suddenly gone, the diverse peoples of The Hecatian Shade soon wanted more than their barren land, taking the Alear system under their protection, and saving them from their encroaching enemies. ¡Oh! what wonderful, resource rich land those enemies used to live in. But it was hardly enough, especially now that many of those enemies had joined their hosts, now that many of the most scarce species within the shade had done so much progress into defying their own extinction with genetic tampering, now that a Sector that may care more about old legends than facts could turn on them at any time, So many were the reasons for this new hunger, and consume they would.
Spoiler: Primary StatsStats
MIL (10): The early horde were little more than locusts or perhaps bottom feeders on the trail of the true apex predator, living on plunder, in the times of Hecan. If a trip through the void was too long the horde would consume itself with infighting, leaving the strongest to reach the next system, and the horde to restock on warriors from the poor planetless souls.
As the Hecatian were forced to settle, they started looking wider than weapons in the tech tree, no other way they would survive. And the warriors at what they knew, but now with somewhere to return to, even if a desolate somewhere, one of many war-like civilizations waiting for the Arco-medeans to let them loose on someone.
As the receding wars and change towards technological appreciation was relatively recent as far as the galaxy is concerned, is a miracle the Hecatian are not better built for conflict.
ESP (1): Trusting fully on the Arco-medeans for knowing who to bite, and gearing their tech mostly for war, resource extraction and efficiency, they may have a spy or two in some stations/planets or remain on the lookout for information leaks. But with the scale of this conflict that may as well be nothing.
ECO (2): The Shade itself is a barren land, half touched by Hecan with a pathetic half-eaten star keeping it alive, the recent victory over the Alear enemies and tribute from the relatively wealthy system have brought in some much needed plunder, but the Hecatians, not used to this whole wealth thing have quickly consumed the bulk of it into rearch/army expenditures.
MOR (4): The hecatians are quite united despite the disparity of their species, sharing a cultural heritage and values above and beyond what many would expect, but those values trapped them, and when the conquered foes and the protected weaklings join the Shade as they would in any other time, dissenters join with them. Many Alears remember independence, and their enemies remember the horrors of war inflicted on them.
SCI (8): "Surviving is thriving", goes the record on an exchange between a Hecatian diplomat and some other imperial vassal during the Arco-medean era. Already experts in Ship building and all things oriented to space travel, the Hecatians have gladly diversified as the situation called for it, from genetic to the efficient production of all sorts of material they just couldn't find locally, and with this forced progress followed along a cultural shift, as all sciences followed the path of the respected ship workers of old into relevance and praise.
INF (3): The Hecatian have a reputation as the loyal watchdogs of the Arco-medeans... And they have a reputation as the loyal watchdogs or the Arco-medeans, hardly anyone who went out of line during the imperial age didn't feel their fangs, cold and brutal; and those who were loyal and kept good relations with the Hecatians have suffered the most these 500 years without imperial protection. Unlike what some Hecatians would think, their ancient relation with a galaxy-wide apocalypse event plays little part on current politics.
PSI (1): As knowledge of Hecan's true nature has been lost to time (if they ever existed), many theories have developed with one of the most widely followed being the "mind eater" theory, painting Hecan as a psychic creature/phenomena that consumes similar beings as much as a whale shark consumes the similar krill. The merits of the theory come from its pursuit of living creatures (with rebuttals to the theory stating that it was because the Hecatians would have more use for such loot) and the abnormal tendency for null psychic energy within.
Spoiler: Secondary Stats
*The Shade: A standing testimony of Hecan’s capabilities for destruction, and supposedly a rich system with several easy to inhabit worlds in its heyday, The Shade consists of nothing but a few half-destroyed planets and several circular pockets of the rubble of what was, orbiting a weak star.
Amongst the lonely rocks you can find here and there permanent bases, mobile stations and ships weaving in between the rubble in the search for survival.
The Hecatians, used to working with the leftovers from Hecan managed to eke out a living through judicious use of the resources at hand, and aid from their Arco-medean masters at the beginning before becoming barely self-sustaining. Today the Shade stands at the administrative centre of their new state, as the Hecatians refuse to completely abandon a place filled with perfectly good resources and an energy-providing star just because they have conquered habitable planets and such.
*Alear system: Home to the Alear people, a species of humanoids unremarkable save for their symbiotic relationship with several other species. It is a small system marked by the many habitable planets within it (either through natural processes or Imperial era terraforming), they grew wealthy and populous from trade under Arco-medean protection and even managed to buy out nearby competitors with Arco-medean blessing.
Utterly reliant on imperial might for protection, ever since the ascension they have been steadily loosing ground to direct rebellion and attacks, the last incursion from the humans of the ONU federation driving them to a last stand desperate enough for them to ask the Hecatian Shade to protect them, not ones to refuse new land and an easy casus belli the Hecatians repelled the invaders almost with ease, and leave the Alear to self rule their internal affairs, with the biggest change being the toll on the Alear economy through binding trade agreements and a requirement for actual direct tribute.
*War spoils: The ONU federation lost decisively their war with the Alear, of course, surprise was a factor but the Hecatian Shade was just better, gunners that never seemed to fail with technology far above them, their fleet oppresively large for such a wasteland system to supply it, after all they only needed half a tank, they'd grab the rest after winning.
The sack that came was as civil as it could be, with the only possible claim to brutality being the extent of it, but the Hecatian leadership held firm, this was their first enemy in a while, but they weren't moving on after picking the wreck this time around.
The Federation unlike the Alears were fully reorganized with their military disbanded and started over instead of just improvement and fusion, and their system passing to be directly ruled by the Hecatians with the leadership given some consideration and the citizens de-facto joining while expected to serve their cause.
1 Arco-medean installation: *Astro-Medean forward base: Military vassals within the empire did of course need some oversight. Both to coordinate them and provide necessary guidance, and because they were the most likely to successfully rebel, one such base existed within The Shade, a juggernaut of a fortress attached to an asteroid it could pilot, the place suffered no external damage with the ascension, to the point that its movement was tracked and avoided as its automatic defenses were apparently still active, lately daring approaches haven't been attacked and both technicians and soldiers salivate at the possible spoils within it, or the thought of putting the fortress back in use.
*The herald (Tier 2 Mil): An ominously named legacy of Hecans age, The towering “creature’s” body, made of strange minerals remained inert when the calamity finally disappeared, after centuries of trial and error Hecatian technology has managed to bring it awake (if almost powerless compared to the legends) and has been using it as a warrior fortress for their expansion.
*Ala cait ”The follower” (tier 1 Eco): The title of “the follower” was passed down amidst the ancient horde of the Hecans, naming their leader and interpreter of Hecan’s (and thus the horde’s) path, or sometimes will, for those faithful.
Ala Cait is a member of the plentiful “galal” species, supposedly following Hecan into the system with the initial horde, while most of their training was to be a mediocre artificer and thinker, they soon felt a calling to using the math to predict market shifts, earning enough leverage that the title of “the follower“ was already all but theirs far before it was made official.
* Chit'al (Sci 1): Head engineer of the leading ship manufacturer within the Hecatrian Shade and captain of “the wily roasted one“ (to the shareholders constant dread), Chi’tal, a member of a four arm race of humanoids with arthropod-like features that joined the horde during one of its first movements. A species of warriors by heart, Chi’tal is often thankful to be born in an age where his relatively weak frame and lack of strength is far less likely to get him murdered by a rival as he can just blast them from a distance.
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- Apr 2014
Re: Total War: Principia [Sci-fi, Semi Freeform]
Took a while but the Competition of Minds is all done and edited in!
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- Dec 2013
Re: Total War: Principia [Sci-fi, Semi Freeform]
The Chrysaorian Hegemony
Once, long before the founding of the Chrysaorian Hegemony, there lived a man. His name, ironically, lost to time. What is known is that he was born in the sol year 3487, on a small, backwater planet called Earth. He was a brilliant scientist, who devoted his life to a singular purpose: immortality. This man, you see, wanted to live forever. His body was frail, and would wither and die, even with the wondrous medical breakthroughs that humanity had discovered, his life would eventually come to an end. This universal, the man would not accept. So he turned to science. He would conquer death itself. And, after seventy-three years of dedicated toil, he did. His greatest triumph – a machine that would grant him digital immortality. He slew three great beasts: physicalism, that told him that the brain’s chemistry could not be wholly replicated artificially. Scanability, which stalked him for decades, whispering that the trillions of neurons could never be accurately converted to a machine. And computability, which scorned him, gibbering that the processing power necessary to replicate the human mind would be impossible to achieve.
And yet, despite the difficulties, he succeeded. Through his device, he would be eternal. He had broken free of his human limitations, and existed as a digital mind, immutable, undying. He had conquered the ravages of time itself.
We know him only as Kronos.
Kronos did not share his gift, for he was prideful. He wished to be the saviour of humanity. He wished to dance among the stars, and shape his own world far from Earth’s shadow. So, after hundreds of years of acquiring wealth and followers, he commission four great ships, to sail through the heavens. We know them as Olympus, Tartarus, Elysium, and Orthrys, though they doubtless had other names.
Kronos was proud, and though he did not need the assistance of mortals – he had installed his consciousness in all four ships – he was not content at simply being the bridge between Earth and the skies. He needed worship, and adoration. And so he selected four captains for his world-ships, each chosen for a particular attribute, to represent the pinnacle of humanity. Kronos would not settle for anything other than the very best, to serve him on his grand adventure. We know them well, though their true names have been lost as well. Zeus, a leader of men and a peerless orator, was chosen for his charisma and vision. Poseidon, one of the wealthiest men on earth, was selected due to his business acumen and cunning. Hades, for their brilliant, inquisitive mind – they were an engineer, an architect, and a scientist. And Typhon, chosen for his loyalty, perseverance, and unwavering dedication to humanity.
This is largely symbolic. Kronos truly captains all four ships, from the flagship Olympus. He is too proud to divide himself. But it amuses him to bring with him the best of humanity into the stars, to herald his journey to new worlds. They are blessed with long life, and at first the captains are content. Hundreds of years pass, their paths slowly begin to diverge, though they still communicate frequently. All but the captains are cryogenically frozen. They are denied this privilege, as Kronos fears that the millennia of solitude would break him. And yet he will not share his secret with them. The secret with which he broke free from time’s cruel embrace. And so resentment begins to boil in the hearts of Zeus, Poseidon, and Hades. Loyal Typhon suspects nothing, as the other captains plot their rebellion.
Kronos, too, suspects nothing. Zeus downplays his concerns at one of the cryogenesis pods malfunctioning, and appeals to his vanity. The captains distract him, as Hades builds a devastating weapon, capable of obliterating a ship in waves of heat and force. They know that they cannot leave Typhon alive, for fear of his revenge, or that others would know what they had done. And so Prometheus – Zeus’ loyal friend, discreetly awakened and armed with a thermonuclear device – sets out in a stolen shuttle, bound for Orthrys.
Typhon and tens of thousands die in the resulting explosion. He could not be trusted to betrayal Kronos, as the other captains now do. Zeus awakens his colonists, and leads a rebellion to Kronos’ master server room, breaking through all defenses. He plants a program inside those servers, a hateful seed, capable of killing gods – Hades’ Elm of Darkness – that grows and twists within his code, until it rips him apart. The remaining scaps of code are scattered across the servers of Tartarus, so that Kronos may never return.
And the three ships change course, heading to a brand new system of Poseidon’s choice, and the three remaining captains claim Kronos' device for themselves. They become gods. They become immortal.
And so the Chrysaorian Hegemony was born.
Now, the Chrysaorian Hegemony spans two systems, encapsulating a dozen planets in what can best be described as semi-benevolent dictatorship. From towering megacities to small, isolated villages, all is subject to the will of the gods – most specifically Zeus, who enforces order as the king of the gods.
Kronos’ process for uploading a human consciousness has not been shared to all. Only the greatest of men and women are granted a place in Elysium – a digital heaven to which admittance is judged only by the favour of the gods. However, only the gods themselves are permitted to walk among mortals; while they exist immortally in a virtual paradise, the heroes of Elysium are forbidden to leave. Only the gods themselves have the privilege to download their consciousness into bodies – sometimes cloned for this specific purpose, or sometimes ones that were previously occupied. Some of the gods – such as Poseidon, Apollo, and Athena – typically forego the use of mortal shells entirely, preferring to download their consciousnesses into ships or structures.
Occasionally, a mortal may impress the gods sufficiently to ascend to their ranks; this happened more frequently in the early years of the Hegemony. Now, it has been more than a century since the ascension of the last god. While they are not always active, they exist eternally, and have the freedom to roam wherever they wish, with as many vessels as they require.
Of all the gods, Zeus is the most prolific – each village, block, or megastructure will have a Zeus, maintaining order and accepting sacrifices on behalf on the pantheon. They ensure compliance with the gods’ directives, fashion laws, and issue judgments.. Other than the lack of personal freedom, the citizens of the Chrysaorian Hegemony live comfortable lives – while the Hegemony is not a post-scarcity empire, a thousand years of discovery and advancement by the greatest scientific minds (who, of course, continue to live on in a digital fashion) have ensured that its citizens live comfortably and are free to pursue whatever interests they wish. “Work” is a thing of the past, unless it is willed.
Mil - 2. The Chrysaorian Hegemony’s military is mostly made up of Ares, who occupies hundreds of thousands of bodies, and Athena, who occupies and controls the spacefleet. However, this has never been the priority of the Hegemony – they are more concerned with internal affairs, content with enough to protect their borders.
Associated gods include: Ares, Athena
Esp - 1. While the Chrysaorian Hegemony does engage in espionage – primarily through the activities of Artemis and Aphrodite – it is not a strong focus. What meagre espionage capabilities exist come primarily from significant technological advancements.
Associated gods include: Artemis, Aphrodite.
Psi – 1. The Chrysaorian Hegemony largely disdains psionic abilities, seeing it as an aberration. The notable exception is the god Apollo, who was known before ascending for his psionically-induced prophetic trances, given to himself and others. The other gods dismiss psionics as a passing fad, as science has procured true immortality for them.
Associated gods include: Apollo.
Sci – 8. Science is the lifeblood of the Chrysaorian Hegemony. Science is what allows the gods to exist, and provides them vessels to inhabit. Science is what allows Zeus and the other gods to maintain control of a dozen planets, and to ensure that the citizens of the Hegemony live comfortably. Hades and Hephaestus, once their apprentice, are constantly breaking new boundaries and making incredible discoveries.
Associated gods include: Hades, Hephaestus
Mor – 6. Zeus, by virtue of existing nearly everywhere in the Hegemony, maintains an iron grip on its people. What a Zeus cannot personally see, the exceedingly high levels of technology that permeate every Chrysaorian settlement ensure that surveillance systems capture any dissent.
Associated gods include: Zeus.
Econ – 5. Poseidon and Demeter have ensured that the Chrysaorian Hegemony does not want for resources. They have used Hades’ technology to ensure that their systems have grown rich and prosperous, and under their keen stewardship, there is little that the Hegemony cannot acquire or produce.
Associated gods : Poseidon, Demeter.
Inf – 5. The Chrysaorian Hegemony is well-liked, being relatively reliable and (despite the lack of self-direction offered to its citizens) an overall excellent place to live. It takes great care to maintain good relations with other empires. Honestly, part of this ranking is based on the rest of galaxy - the rest of you make the Hegemony look good by comparison.
Associated gods : Dionysus, Hermes
Spoiler: Secondary Stats
Archeotech Installations: 2
VIPs: 4 (see below).
Zeus (Tier 2 MOR)
Zeus exists in every town, on every city block, and on every floor of a megastructure. Zeus looks to the needs of his citizens – partially because of vanity. Zeus can be petitioned, and Zeus can be praised, but ultimately Zeus makes every important decision regarding governance of the Chrysaorian Hegemony. The millions of Zeus that exist have no need for a central decision-making system – while they are not generally in communication amongst themselves, being vain, they are the same consciousness, and can be trusted to make the same decisions as the others in every situation. If a Zeus grows too proud or rebellious, a new copy of the prime consciousness (housed in the servers within Olympus) is overwritten upon in.
Hades (Tier 2 SCI)
Hades has abandoned the need for a mortal body, instead occupying the now-landlocked ship that has come to be known as Erebus. Within it, thousands of copies of themself work tirelessly on hundreds of different experiments, using automata where necessary. Recently, Hades has developed a fascination with archeo-medean technology, and is rumored to be developing a proper vessel to use to explore and decipher these facilities.
Hades is also notable in that they control the mountain-sized servers that contain Elysium and Mount Olympus (which house the prime copies of the gods’ consciousnesses). In this sense, they watch over the digital minds of long-dead heroes and noteworthy citizens, ensuring that nothing goes wrong.
Last edited by Let'sGetKraken; 2021-03-19 at 07:28 PM.
- Join Date
- Apr 2014
Re: Total War: Principia [Sci-fi, Semi Freeform]
- Join Date
- Dec 2013
Re: Total War: Principia [Sci-fi, Semi Freeform]
- Join Date
- May 2012
Re: Total War: Principia [Sci-fi, Semi Freeform]
And at....objectively far too long, my application is now complete! Well, one VIP is just an inspirational quote I stole, but it gets the idea across, and otherwise!
- Join Date
- Mar 2015
- Ruins of Toronto
Re: Total War: Principia [Sci-fi, Semi Freeform]
I knew I should have checked the recruiting thread sooner. As it is... I have some ideas.
Remember the past
For the most part, the Grim'nithar are a folk somewhat apart, in large part due to their origins. Exiles from their home system in days long, long in the past, they were for much of their early years a hunted and frequently attacked people, and that bred in them a distaste for outsiders and a need to keep moving, as staying still only means that they will be open for attack. Yet, these nomads do not go on the attack, engage in no offensive wars and indeed tend to flee rather than fight. In large part, this is due to the fact that they remain committed to the paths that lead to their exile in the first place, as they try and delve into what is possible, going beyond the boundaries of knowledge and sanity with eager laughter.
And yet, they have goals, they have dreams and they have a purpose. What that is, they do not share with outsiders, even as around their Citadel-Archives dimensions have been warping and twisting, as their sages make the proclamations. The Hour of Twilight is nearly here, and that they shall be ready. What that means exactly, they are not sure, but its not like not knowing whats going on has stopped them before.
Spoiler: Primary Stats
MIL 3; While they do not fight offensive conflicts, they do have the ability to defend themselves (if somewhat poorly compared to others) and tend to rely on fortified positions.
ESP 1; They like to know things... but it tends to be seemingly gathered from various pubs, taverns, chat rooms, forums and old age homes than dedicated spy networks.
ECON 5; Among the lore they have kept is that of efficiency. While they trade little enough with outsiders, they tend to be able to support themselves and their projects.
MOR 5; Despite the fact that they are a roaming people of questionable sanity, they are fairly unified and hold to each other.
SCI 11; They look at the mysteries of the cosmos... and they laugh, delighting in exploring and learning more about reality, no matter how strange... or if reality makes them have to abandon old ways of thought.
PSI 3; While they have made some forays into psionics, it is largely linked to their technological base. As it is however, recent events have proven that there may be a shift in their thought.
INF 3; Largely reclusive, harmless and content to stay away from civilized areas, they do not meddle in wider political affairs... and resist being meddled with. They like being left alone.
Spoiler: Secondary Stats
VIP High Sage Kasol (SCI 4);
Spoiler: Arco-Medean Installations
Last edited by Warmatt; 2021-03-19 at 05:29 PM.Summer Job has started, and eats a lot of time, particularly on weekends. Replies my be delayed.
- Join Date
- Dec 2010
Re: Total War: Principia [Sci-fi, Semi Freeform]
Hello all! So the time for my choosing is here, and I have made my selection of 10 players...
Player Faction n0ble Ultrum Domin A_Dinosaur Magnus Apparatus WrittenSanity Channel Seldiva GameOfChampions Competition of Minds St. Just Idrian Nascence Vrock Bait Logopathor the Artificial God DragonofAsh Knights of Orias Phobia Holy Imperium of Da neriractor Hecatian Shade Let'sGetKraken Chysaorian Federation
Those of you selected, head on over to the OOC thread and pick a colour! The Discord link is there for you all as well.
If you didn't make it in this round, I'm very sorry but I couldn't take everyone. You guys all wrote exceptional factions and I'd be lucky to count myself gaming with any of you in the future. Hopefully I will see you all around on the forums.
Last edited by 3SecondCultist; 2021-03-19 at 07:11 PM.Spoiler: My Profile
"The philosophers have only interpreted the world in various ways; the point is to change it."