[@Liotrent] Not really, they're pretty solid. Also I wrote out the perspective system that this NRP goes by. I mentioned it earlier but never codified it. [hider=Humans!] The first perspective is the perspective of humans or other beings who came in just one spaceship and had to redevelop their civilizations from scratch over the last thousand years. Once there was the first tribe after the rebirth of our species, there was a original sin that happened after a century of unity and a Arcadian existence that led to us spreading around the world in a dark period (which players define). Space travel became possible once more around three centuries before the starting time or the year 700-800 Post Birth. Humans landed on Solomon and thus should have most of their civilization on Solomon, with any societies on other worlds being younger and likely having some relationship with a Solomon based human society. Human technology should be internally consistent, which means that all human players share a tech pool and that every time a human player adds a new human tech, every human faction is likely to also have the tech you want to give yourself (especially if it is common use). So for instance if you decide to have swarm missiles, other human factions also know how to make swarm missiles. In general humans are more faction explicit and deal with each other in a symmetrical fashion (meaning humans have similar tech to each other in general) but have to deal with the other two perspectives asymmetrically. NPC human isolated colonies and such can be set up by other players to do whatever they want with. As a human you just need a faction sheet. [i]Terms[/i] [u]PR[/u] Post-Rebirth. We still use the gregorian calendar even though day cycles are far faster on Solomon. However, the sheer significance of our rebirth as a species means that a new year one separate from the birth of Jesus had to be established. The starting year is 1000 PR. (Times before PB are Before Rebirth, or BR) [u]The First Tribe[/u] The first several thousand or so humans raised by dumb machines who managed to be united as a species for the first hundred years. One of the few points in human history where the human species was at relative peace. Lots of good press from this time. [u]Original Sin[/u] The undetermined event that caused the first tribe to split for (player determined) reasons and lead to the dark period. [u]Dark Period[/u] The centuries of time in-between the launching of the first spaceship by 700-800 PB and the Original Sin. I leave what happened here to whoever opts to make a human civ as it is in this archaic period your civilization likely began its developments even if your civ has continuity with the first tribe. [u]Arcology[/u] A city that has its own internal farming and is self-contained instead of dependent on outside resources. [/hider] [hider=Aliens!] Your perspective as an alien is the most unique perspective, for to be an alien is to be of many potential perspectives all different from each other due to the limited knowledge you have. Your biology and life style dictates a way of life suited to the world you evolved on. When making an alien, focus on making an interesting alien form that is a believable product of the world you want to set up shop. Avoid trying to make something to win a game. Think in terms of asymmetrical advantages and disadvantages instead of trying to match the tech of the humans or custodians. Be creative about this, try to avoid high tech solutions to the human problem. For your focus is on having a cool culture, strange tech and on making them feel like aliens. Weird them to death! When making an alien, keep the species app separate from the civilization app as all species made are public domain (unless there is some lore reason why it can't be). For a species is treated as a parent to the civilization, and thus a species can have multiple civilization along with all manner of less developed groups (or your sapient may just be 100% tribal, in which case you don’t need a civilization app). NPCs of your species can be assumed to exist somewhere on the planet you base your species on. Like with humans, should multiple players share a family of sapients who know each other well, technology is easier to share between them. Tech is harder to share between sapients with larger differences, though you can always trade anyways. You can set up your sapients anywhere a complex biosphere is. Sapients should avoid independently developing space travel unless there is a good reason for it. In exchange, you get to have much higher populations and better adaptations to the world you set up shop on. You also get to define the environment, fauna, flora and so forth of the regions you want your alien to occupy much more than custodians or humans get to. So please be someone who likes making strange, horrifying creatures and landscaping if you seek to be an alien. [/hider] [hider=Custodians] The third perspective is that of the custodians. Custodians are ancient beings, related to the Creators who built the megastructures and systems that keep this star system from falling to total ruin. How you define your relationship to them is up to you and due to not being a primitive or interloper you can set up shop anywhere in the star system. Be warned that the rules regarding space travel still apply. Custodians are shockingly diverse entities, be it strange synthetic things, monolithic drones with a scary voice, surreal eldritch beings or as some memetic fuzz entity it is up to the player. Custodians have access to the most advanced technology of all three perspectives and are much more individual oriented than the natives or the humans. Which means as a custodian you are more or less expected to be a character with powerful capabilities. You can be a drone collective unified by a personality too. It's up to you! When you are in the custodian perspective, you can direct the drones and define the tech of the drones in the region you want to have your custodian make their main basing area (nomadic custodians may have many smaller outposts). You also can be the dungeon master for the various megastructures and define what technological artifacts exist in them. In terms of technology, you can go high-tech more than the other two perspectives can within the limits of the NO list. Custodians due to having a pervasive information gathering network have a lot of knowledge in regards to raw data about all the societies inhabiting the worlds of 82 Eridani. There is lots of spying going on in regards to the inhabitants of the Eridani System. Custodians tend to be independent minded in nature and so often have their own ideas of the past. This is not helped by the periods of generational warfare that break out that distort the past. Custodians can communicate with any species with ease by nature, they’ve done their homework and have had ages to understand everyone. They even can talk to the giant colonial gas bags that inhabit Gabriel. Custodians are not invincible. Don’t make them so. [b]Terms[/b] Primitives- The technologically primitive sapients Interlopers- Humans and any sapients who come from another star system. Creators- Vague term referring to the ancients who you have some connection to, however far back that connection is. Generational Warfare- Custodians have generational wars from time to time, often fought by proxy and in the shadows. It is unknown how long these generational wars have gone thanks to the frequent revisionism the victors engage in, just that it has gone on for a long time. [u]The Comus[/u] There is a being known as the Comus who will speak to you in private privates OOC who has an agenda. Even as a custodian you aren’t fully aware of who the manager is. Disobeying the Comus has IC consequences, but it isn’t against the rules OOC-wise and if you want you can be a rogue custodian from the start, though this means you are an enemy of all other custodian players (maybe the primitives or interlopers may be of better company?) The Manager is story important! You can converse with the Comud in the PM as a custodian, but remember that the Comus is like a god father in many ways, he cares for you ultimately but expects loyalty in return. [/hider]