Nice! I see you put alot of thought into it. This is what I look forward to seeing. Alot of asymmetry between factions based on unique characteristics, beliefs or otherwise.
Also I love the singularity theme, ever read Quantum Thief? Best singularity based book out there. As for multiple human factions. That will be put on hold until we see alot more alien factions come into play. But also we will have to balance the fact there could very well be two human factions or more that might work together at one point or another. XD
Also a quick update. We have a discord! I'll put it at the bottom of the interest check. Just come in chill, have a space barbecue. Whatever fits your whim.
Update: Just polished the interest check further and for the most part the Founding member NPC's are finished. Further detailed the game mechanics. Decided on a roll system for Dossiers, NPCs included will be subject to this, and take their own actions every turn.
So in other words I'm spewing out content like its going out of business my todo list. -Develop and finish mechanics -Develop RNG lists for research, events, and otherwise fine details players will encounter each turn. -Add one or two more NPCs -Try to stop making more things in depth and complicated. -Order pizza -Watch Firefly and chill -maybe study after and get my life together ;)
If things are too out there mechanics wise. Let me know, I'll dumb it down. As for now this Interest check won't go IC/OOC until I see the Nation Sheets popping up. No rush, by no means do I want anyone to rush. Just letting you all know for future reference. Can't wait to see where this goes!
I'm playing with a lot of ideas. The Curators enforce the Concordance, but don't participate in it. So technically no, but on the other-hand you are right. Its a yes. Don't mind me I have a bit of adled mind from a long week.
The vestiges of sentience have long since reached the stars. Stories of war, tragedy. Are all but common, species hurling asteroids at one another. The charred surfaces of barren homeworlds long since destroyed by nuclear fire littering the core. Encounters with the unknown ancient and ultimately reclusive precursors sparse and terrifying.
But there is a spark that has drawn both minor and major civilizations alike moths to a flame. It is the first attendance of the Interstellar Concordance. Established by the founders on shaky grounds of trust, there is a new hope for cooperation. Perhaps the future of many will not be determined by the force of might alone, but instead the weight of words and the signing of treaties.
Interstellar Concordance is a rp of exploration, diplomacy, economy, and war. Which is focused on and around the politics, subterfuge, and intrigue that takes place on and outside of Aspiron. Which I have to admit, is giving me huge Mass Effect and Babylon 5 flashbacks.
To attend the Interstellar Concordance you will abide by the following ground rules -Any representative will not be armed, have armed body guards or armed warships. The Curators provide such necessities. -Hostilities between attending members will not be tolerated. Outside of Concordance space however, it is frowned upon but not restricted. -You will agree to abide by any deals, treaties, or laws established by votes. Using Concordance space as an means to establishing diplomacy with other members outside of the votes is promoted. -Any proposed vote will be accepted by a 3/4 majority. Or will be declined until another vote can be brought up. -Finally all attending members will communicate in Galactic Common. As to overcome differences in culture.
Nation Sheet Format
Faction name:[Civilization, nation, or faction name. Also possibly an identification, or sector of space instead, such as an criminal sector. Pirate faction, or anything that you can think up of is allowed.] Species:[Name of your species, alien or not. Only one human faction allowed. Whilst only two of the same species are allowed at the same time.] Member of Interstellar Concordance:[Yes, or no. Being a part of the Concordance has its cons and pros] Important Characters:[Leaders, diplomats, etc. The sky is the limit, but at the same time don't over kill it.] Representative:[The representative attending the Concordance, only one is allowed at a time. Though supplementing diplomats, advisers, and otherwise may come to the Concordance. The representative is the one who holds weight, can propose bills, and use their vote.] Description of Civilization:[From the biology of your species(multiple are allowed), to its culture. To government, military, technology or history. Elaborate as much as you wish.] Advantages and disadvantages:[State the pros and cons of your Nation Sheet. This will help determine your sheet's dossier given to you at the start of the RP]
Faction name: The Curators Member of Interstellar Concordance:Yes Description of Civilization:Many rumors surround the nature of the Curators, and who their creators might've been. As the Vartauri had found them alone on the planet of Aspiron. A metropolis spanning the the surface and bellow. Tended by the Curators in the hopes that one day, the “Clients” would come. The clients defined as the sentient species of the galaxy. The guidelines, procedures, and actions they took to convince the Vartauri to bring about the first Interstellar Concordance hard coded eons ago.
The Curators are an Non-sentient race of robotics. They come in a few variations and sizes but their technology easily defeats all Attending and non-attending members, excluding the precursors. Populating the metropolis world of Aspiron. Their goal is peace keeping and the establishment of the Concordance. However they are relegated to the star system they inhabit. Hard coded to never leave. They primarily enforce the rules of Concordance, and attend to all sentient life who inhabit the planet.
Advantages -Military, and Technological advantage -Diplomatic immunity -Practically immortal
Disadvantages -Non sentient -Cannot reproduce past a set number -Cannot exit their star system -Cannot vote, or participate in the Concordance. Other than enforce it.
Faction name: Trethellion Confederation Species: Vartauri Member of Interstellar Concordance:Yes Important Characters: Representative:Tal'Yorosh Description of Civilization:The Vartauri are an unisex, egg laying species. Their humble beginnings in the lush rain forests of their homeworlds. Vibrant and violent. One homeworld after another and discovered that they weren't not alone. A total of 3 planets being their birthplaces. It is later found that they had been colonized on these planets through embryo colonization. An artifact of space faring origins. Their six limbs providing mobility, speed, flexibility, and the ability to climb rapidly, in order to avoid the predators of their biome. Herbivores, the first formation of herds eventually turned into tribes. Then to settlments, and from there it is history.
The Vartauri are a fertile species, but their biology has become uniquely dispositioned to imbibing narcotics. It is infact a major pass time. As casual as alcohol is with Humans. The side effects minimal, as long as it isn't over done. This has shaped society in several unique ways, the journey a narcotic induced semi-hallucinatory right of passage for many paths in Vartuari culture. Such as marriages, phasing through puberty to become an adult, religious rituals to find oneself or the secrets of the universe are the major ones.
The Trethellion Confederation is a united interstellar government composed of three major Republics and their representatives. Established during the Gau incursions to their border territories. The government was formed to keep the more erratic elements of the galaxy at bay through concerted efforts, and creation of united space force. Since then, though their military has grown lax once again due to the assistance of the Arbiters. Who patrol their space.
Trade, and discovery go hand in hand for the Vartauri. They came by Aspiron, and were the first to support the idea of the Insterstellar Concordance proposed by the Curators and their unknown creators. They have become an expert in interacting with the varying species of the galaxy, creating Galactic Common from information given to them by the Curators.
Abroad the other species of the galaxy. The Vartauri are referred to as the “Travelers”
Advantages -Cooperative populace due to legalized drug use -Rampant explorers and traders. Higher income on trade routes, less cost to explore Star systems and worlds.
Disadvantages -Unhindered trading of and smuggling of drugs can put the Vartauri traders at odds with authorities -Less emphasis on military buildup, costs more to establish ground, or space forces. -Less capable researchers
Faction name: Nexus Aujidicant Protectorate Species:Benkaran Member of Interstellar Concordance: Yes Important Characters: Drexel Covarius, Admiral of the First Expedition Fleet. Representative:Vartauri rep, Gav'Aktai Description of Civilization: Commonly referred to as the “Arbiters”. The Benkarans are a race of cybernetic anthropoids. One of the older known species in the galaxy. And self proclaimed enforcers of order first, and nominated peace keepers of the Interstellar Concordance second.
Their beginnings are in the Nexus cluster. The outer edge of the galaxy. On one of the few habitable planets left. They developed on a oxygen rich world, which eventually lead to an insect, and anthropoid dominant ecosystem. The Benkarans survived in a harsh rapidly changing environment. By the time they had just reached space faring capability and had colonized planets in their own Star System. Their faltering dwarf star had shrunk too much, the ecology of their homeworld dying out. The crisis presented them with their first technological hurtle. On the brink of extinction, they had solved the problems of mortality through extreme prosthesis, and cybernetic implantation.
They have gone on to colonize many worlds. Most barren and lifeless. Their highly altered life style and adaptation to hostile environments. But during a series of wars on the rim. They intervened first making themselves known by, instead of diplomacy or fighting for their own interests. They interdicted the homeworlds of minor civilizations, silently destroying their military facilities and speeding off. The process was repeated a few times before they civilizations stopped and were subdued into their sphere of influence.
The first major civilization to encounter the Benkaran in the dark space of the rim, was the Vartauri whom established relations with them, and their protected nations. The Benkaran welcomed news of the Galaxy and affairs. Even offered protection to the Vartauri. This naturally led to them being included as a founding member of the Interstellar Concordance. Given the duties of upholding the peace around, though not in Concordance space.
Strangely enough, the Benkaran have rejected putting a foot on Aspiron, or entering Concordance space. Thus delegating through the Vartauri to represent their interests.
The Benkaran are not known for their forgiveness, nor their subtlety. Their warships of advanced neural-cybernetic link giving them a edge in high-G combat. Their fleets their primary expense and everything else a fore thought. This leaves a gap in their planetary and ground defenses. But the theory is why need any, when you have overwhelming space superiority?
Advantages -One of the strongest, if not strongest Military's in the whole known Galaxy -Low upkeep fleets -Low cost military buildup -Highly adaptable, and can colonize practically any planet
Disadvantages -Small debonus towards research -Lower trade income -Low fertility, and slower colonization -High debonus to diplomacy and influence -debonus to Defending agianst ground forces, and orbital bombardment.
Note: Founding members have 1.5 votes each as dictated by the Concordance. Their status may be degraded any time by their actions observed by the Curators. They have been observed and chosen by the Curators to be the non-biased party aside from themselves.
Faction name: "The Commonwealth" Species: Those that live in the Commonwealth are generally refered to as "mankind" the majority of mankind descend from humans, often with some degree of adaptation to colonized planets. Member of Interstellar Concordance: Yes Important Characters: W.I.P Representative: "Metatron" a single representative for such a large civilization goes against the cyberdemocratic values of the commonwealth. Metatron is more a government organization than a single person. An "Avatar" of the Commonwealth as a whole. Description of Civilization: The commonwealth is a technological system of government designed by "The Second Solar Imperium" long ago, most positions of the government were run by automated systems (much to the chagrim of politicians across Imperium space). While planets integrated into the Commonwealth retained some degree of government, each planet is given an "Advisor" which advances the agenda of the commonwealth as a whole, and guides the developement of the colony...which sometimes leads to the old government falling out of favor. The population of the commonwealth is diverse, while most trace roots back to ancient earth, others are members of less advanced alien civilizations absorbed into the commonwealth over the coarse of hundreds of years. They remember when the "Angels" came and slowly introduced life-changing technology. Different subcultures have different views of the Commonwealth they inhabit. While they are part of the Concordance, others are weary of imperialistic tendencies.
Advantages and disadvantages: +high technology (Most notably bio and cyber-technology has advanced to the point where the majority of inhabitants don't really differentiate between the two. Artificial life is abundant) +high standard of living due to widespread automation =Diversity -Rogue systems, parts of the commonwealth that have been subverted through digital or memetic memes, some of these seek to destroy the commonwealth for various reasons. Sapient Computer viruses (some sapient computer viruses are official citizens, but have to obey the law like everyone else!) -Terrorists -current FTL tech lags behind some of the other advanced civilizations, its not bad, but it could use improvement
Faction name:The Resurgants(Located in the “Gau Sector”) Species:Gau, Gau'n, Gau'ns Member of Interstellar Concordance:Yes Important Characters: Representative:Vaklu-Sakaat Description of Civilization: The Gau, are an Avian species that developed on what could be considered, a Earth-like world. A sexually binary species with female and male counterparts. The evolution of the Gau was tumultuous at best, and when the bronze age had been reached. Their evolutionary path for the most part had been set in. To an onlooker, their accomplishments and intelligence were spectacular. But a look deeper, scratching the surface away. It is found the Gau have consistent, wild visual, and auditory hallucinations. An artifact of evolution that hasn't been taken away, and one that can't be bio-engineered or cured. This has caused a very unique society to emerge. The Vartauri had discovered them, pocketed away amongst the band of core systems. They shared their language, even charts to the stars in their early development. The Gau were fast to learn, and faster to spread. Flocks dotting the skys of the core. Until they eventually incurred into Vartauri space causing a defensive war that had lasted centuries until the Gau settled into their part of the galaxy.
It has come to pass that society has been broken up into Flocks, that can range into the hundreds, or thousands. Then these Flocks will convene to form pacts, to be a part of Nation, sector, or association. This has created a fragmented, and diverse society. Conflict is the norm, though not all conflict seen is associated with the use of violent, and lethal means. For the most part it has been settled that such acts are not in the best interest in the whole.
Most flocks have an specialization, or calling, then the larger group they are part of, will be associated with that most likely. Nations can work in entirely different ways but have the same principles. As for an interplanetary government. Formally there is none. Though a group called the “Resurgants” has recently come to start reigning in the largest majority of Flocks ever seen in Gau history. Through all means, and any possible. They are in fact the representing group on the Conclave.
Everyday tidings, and processions of the Gau. Is an rhapsody of deception, power struggles, compromise, and exchange of ultimately alien ideas between Flocks.
Advantages -Diverse -Adaptive -Jack of Many trades, master of many.
Disadvantages -Military power, though formidable can be divided at best. -Low cooperation between Flocks -Strange and hard to decipher psychology, has caused friction with other civilizations before. -Prone to inner and outer conflict, in various forms not thought of in most civilizations. -Due to their nature, and controversy. The Gau presently have no sway in the Concordance until the Resurgants can prove the Gau have changed.
There is going to be the following mechanics in Interstellar Concordance. -Exploration -Colonization -building -trade(Technology, intelligence, commerce, and possibly more between players and NPCs) -Diplomacy(With other players, and NPCs) -research -Intelligence(On other player's Dossiers, actions. NPC's included) -War
Due to the scale, and number of players that will be a part of this. I will make sure to dumb these mechanics down as much as possible, and leave them open ended for interpretation.
Turn mechanics Each turn a player may post once. All relevant overt actions will be incorporated into the post in a summary or otherwise in the the rp itself. So I can know the actions taken. Any covert actions, will be PMed to me, and the Co-GM
Event Roll: An event is rolled from a list of potential occurrences. Or the actions of players may prompt an event to happen. An initiative roll is also taken, which determines which players/NPC's may go first.
Player Actions: Players may take up to four actions per turn. Actions
Explore Star system, nebula, asteroid field, or planet. Costs income, and a single Space fleet(The space fleet is non perishable, however is indisposed of the following turn due to resupply operations)
Establish relations with Player or NPC Costs nothing but a action. Will garner one influence if the roll is successful. So keep in mind differences in culture, and biology will influence the outcome.
Establish Trade with Player or NPCCosts 1 influence established through diplomacy to create.
Trade information or Technology with Player or NPC Costs influence from both sides, to complete a trade. The trade may be one ended with only one party benefiting or both. AKA extortion is plausible.
Build Space stations, outposts, shipyards, defense platforms. You name it. Builds are custom orders, name what you want, and you will be notified of the cost. Note that there will be a list of established structures to choose from.
Propose new bill Present a new bill for the Interstellar Concordance to vote over. Will cost influence garnered through diplomacy, and will vary on what you propose.
ResearchResearch works in the following order. Theoretical, applied, then prototype stages. These technologies can be chosen to supplement military space or ground forces. Economic, or otherwise how the player chooses to use them. A player chooses the project they want from an Rnged list. Then the project costs income over the course of how many turns it takes to complete the project. Theoretical, and Prototypes are ostensibly shorter then applied projects. Applied is the gap between theoretical and prototype phases.
Recruit/arm new ground force or space force
Colonize To colonize a habitable planet. Will cost a varied amount of income and space forces until the Colony is self sufficient. Covert Actions These actions don't need to be mentioned in your post, but can hinted too or suggested at the player's discretion. Execution of said operations may become overt or announced without your discretion in mind however.
Fund Covert AgencyWill increase defense against covert operations, and slightly increase offense. Also allows a rolled amount of slots for contact networks to be established.
Fund Contact NetworkWill allow your agency to gain intel on the targeted faction. Note, that results will vary. And information is a double edged sword.
Sabotage To sabotage a research project, trade lane, ground force, space force, or orbital structure.
EspionageA more direct means of gathering information, or stealing it. Can be used to assess force sizes, to discover and/or steal research projects.
Custom action Action per the player's request. Will have varied costs, and results.
My idea with this rp. Is to allow you, the player, free reign within the mechanics themselves. This includes research. I want you to take the elements of research and decide WHAT you want to do with them. For ex. You have just finished researched micro-fusion to the applied stage. You could reserch a prototype for military, or commercial purpose. Such as, an new engine that speeds trade along and increases your income marginally. Or military purposes, such as the creation of a short range Fusion lance fitted to speedy fighters. Giving you a space force attack bonus. I want you to world build with me. To create a rich experience.
This theory can be applied to every action plausible. Use your creativity within the bounds of actions and rules of the mechanics. And expand on them.
Note: This is all WIP aside from the Nation Sheet things are bound to be altered before we hit the IC thread. As for how long it might take me to get there is varied. But I will do my best to get it done in a timely manner. By all means express your interest, ideas, and nation sheets! Go wild with your world building, talk to others about how your factions might relate to each other. It will promote a more vibrant, and active rp. I'm putting this out here with a few rough edges after working on this for about 5-6 hours. Alot of thought is going into this, and I might not be as fast to get started like some other rps. Either way, welcome everyone!