Hidden 2 yrs ago 2 yrs ago Post by Knight Solaire
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Knight Solaire

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Solar Winds

A Sci-Fi Nation Roleplay


Discord: discord.gg/zsUA4cva



Intro:

Solar Winds is a sci-fi nation roleplay set in Andaluzia, an old double ring galaxy. This roleplay will attempt to adhere to science and realism whenever possible while remaining “playable” to the nations and characters. I have devised a number of interesting mechanics that should aid in protecting the realism while not taking away from the enjoyment of the RP experience. As a GM I will not be playing a nation, instead I will be shaping the background atmosphere, controlling NPC’s and other matters outside of players control. Space is volatile, confusing, and unforgiving so expect the conditions you meet in Andaluzia to be the same.
Rules:

- Be courteous, no insults, slurs, assholdry or over-edginess. I will ban you
- Communicate in the discord, I would implore you to discuss plot lines and other story devices amongst yourselves
- No god-modding, be balanced, be fun to fight, be fun to interact with. I will balance you and your nation if I feel like it is too much
- No magic, Psyonics, tech-psyonics or other fantasy. Nothing against it, I love the fantasy, just not what I was thinking about with this RP.

- Keep up with your posts

o 1.5 weeks without a post, I will give you a slight reminder
o 3.0 weeks without a post , I will move the plot/battle along
o 1.0 month without a post, your nation will be liquidated and under NPC control

- Stay based in science and realism. Im no astrophysicist and I am no expert on the science, but I would expect nation tech, weapons, travel, etc… to be somewhat plausible. I will accept scientific handwavium if it could be possible.


The Plot

The year is 239 of the 63rd millennium, space is no longer the final frontier and life flourishes amongst the stars. Thousands of Civilizations have come and gone through the galaxy of Andaluzia. Some civilizations naturally died out, failing the test of survival for their species. Others destroyed themselves, burning hot as stars for a moment before wiping themselves out.
Andaluzia has seen few exceptions to this rule, some civilizations have endured throughout the ages to permanently change Andaluzia for the better. The current inhabitants of Andaluzia have many legends for those who came before them, but one name is common amongst them all, The Solis Ecclesia.
The Solis Ecclesia started humbly, like most of the civilizations of Andaluzia. Growth was rapid and the civilization soon met other civilizations with similar goals. Some cooperated, some fought, others conspired against one another in the great game of survival. In the end however, one nation remained, the Solis Ecclesia. Having dominated the galaxy and not destroyed themselves in the process, the people of the Solis Ecclesia could grow without resistance. All manner of beings lived in harmony under the banner of the Ecclesia. Science flourished and it seemed that utopia could be reached as the power of galaxies could finally be harnessed.
The wild tides of the universe cannot be tamed however, and doom soon came to Andaluzia. Its sister galaxy Fomonka, on a collision course for millennia, finally collided with Andaluzia. Once prosperous worlds collided with stars and other worlds. Some unfortunate worlds were flung far from the warmth of their parent stars and died out, becoming cold rouge planets. Others had their surfaces ravaged by debris as chaos gripped the galaxy. This would be the death of the Solis Ecclesia, their people scattered and isolated, cut off from the power and stability that they once enjoyed. Time continued however and as Andaluzia healed, so did those who inhabit it.
In the current age, Andaluzia has formed itself into a double ring galaxy. The Inner ring, is made up of old ancient stars that are the orginal inhabitants of Andaluzia. Old and powerful civilizations make up this inner core. This inner core is isolated themselves however, as a great void exists between them and the civilizations of the outer ring. The outer rings is made up of newer stars and systems, thousands of younger civilizations call this great ring home.

This is where our story begins, a tale as old as the galaxy itself. Will these civilizations fizzle out slowly, burn away in a quick blaze or fury or stand the test of time to brave the dangers of an endless universe. The choice is up to them……or is it.

Gameplay


I want to try something different with this RP and incorporate a number a “gameplay” mechanics that ( in my opinion) will make player interaction a little smoother.

- Maps

o I want to incorporate the use of maps for things like battles, travel, etc….
o I have found that this helps balance FTL travel and battles while providing a physical representation for progress and distance.

o This will also help keep track of campaign/exploration progress


FTL Travel limits

o FTL travel will be timed

- Short jumps between. Solar systems and within your local area do not require a cool down post. Jumps under 1000 light years are considered short

- It takes a month of in game time for fast, regular and slow vessels to reach their maximum range.

- Players can make two back-to-back FTL travel posts, but must make a short FTL drive cooldown post after two jumps.

o I am adding three classifications of FTL travel, each with their own ranges and cooldown times.

- Slow FTL travel

• Vessels are classified as slow if they are old/relics or are overly heavy in terms of armament, cargo and/or armor. Slow vessels can jump up to a maximum of 10000 light years in one jump or 5000 light years split between two jumps with a short cooldown post in between

• Modern vessels and ships of normal weight, armament, cargo and armor are considered normal speed FTL. These vessels can jump up to 16000 Light years in one jump and 8000 split up into two jumps

• Vessels are classified as fast if they are dedicated recon ships. Smaller vessels like destroyers, corvettes, mine layers, etc. These. Vessels can travel up to 20000 light years in one jump and 10000 split between two jumps. Vessels. Capable of fast. FTL travel have the option of overcharging their drive to achieve 30000 light years in one jump, but must suffer a double cooldown penalty due to an overheated drive.

- Character death and Nation losses

o This is a RP of nations, not necessarily characters. If you continuously put your characters in harms way, expect them to be harmed.

o Characters will die as a result of battles, assassinations, accidents, etc.

o I will be keeping track of nation losses in battles, societal attrition, etc. This is to keep army and population sizes in check as well as the progress of military campaigns.

- Nation Size

o Nations will be classified into three sizes at the start of the RP

- Large nations, most likely civilizations that barely survived the merging of galaxies or were established shortly thereafter. Large nations control between 10 and 20 systems and can field moderately sized expeditionary forces without huge societal change. Energy and food production match population growth ( approx pop: 70,000,000,000 - 140,000,000,000 souls)

- Medium Nations, established sometime after the merging of galaxies. Control between 5-9 systems with the energy and food production to maintain population growth over time. Can field small expeditionary armies without huge societal change. ( approx. pop. 35,000,000,000 – 68,000,000,000 souls)

- Small Nations, young nations recently established. Small nations control between 1-4 systems. Can field small expeditionary raiding groups over relatively short distances. ( 7,000,000,000- 28,000,000,000)

o Nations can be split into a few different specialties:

• Balanced: Balanced energy and food production
o Pros: Unspecialized, energy and food production sustain normal population growth

• Agri-nation: More energy and food production
o Pros: Rapid population growth

o Cons: Overpopulation, pollution, low tech growth

• City State: High tech, slow populations growth
o Pros: High tech growth, high base tech, high energy

o Cons: Slow population growth, low food production

• Pirate haven: Lawless regions of space with a random assortment of tech, martial strength and societal growth
o Pros: Can have degraded high tech ships and weapons and societies

o Cons: Little to no population growth, food or energy production.

- Military Size, Strength and Composition

o Military size will depend on a few factors, such as culture, population size, tech level and energy production capability.

- Large nations cannot have more than 10% of their population in the military without loosing population growth, production and societal morale

- Medium nations cannot have more than 5% of their population in the military without loosing population growth, production and societal morale

- Small Nations cannot have more than 2% of their population in the military without loosing population growth, production and societal morale

o Nations have the choice of being militaristic

- Militaristic nations can have up to 40% of their total population in the military

- This would be the equivalent of having every able man, woman and child over the age of 16 in the military

- Militaristic nations slowly lose any culture they had, turning more towards a martial culture ( Think: The Imperium of Man)

- Militaristic nations suffer stagnation in tech growth, food and energy production.

- Population, Tech and production growth can only occur by conquest

- Creating your nation

o Players can make three choices in Andaluiza:

- There are slots for 5 large nations

• Large Nations must reside in the inner ring

- There are unlimited slots for small and medium nations

• Small and medium nations start within the outer ring

- Small and medium nations start with no knowledge of other nations, unless planned beforehand by those players

- Large nations have established diplomatic ties with one another, but no knowledge of smaller civilizations

Hidden 2 yrs ago Post by Gunther
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Gunther Captain, Infantry (Retired)

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I will start an introductory post tomorrow. Introduce the members of the Council of Representatives. I want to post plans to send several Scout Ships on long distance trips seeking Life outside the Confederation. I may post some cultural events as well.

@Knight Solaire I believe it is your intention that our "nations" are unaware of the other's presence. Part of that plan to send out scout ships is to possibly find someone out there.
Hidden 2 yrs ago Post by fusagi
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fusagi

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The Council of Angar

Nation Sheet

o Nation name: The Council of Angar
Angar is the political entity, Angari is the adjective form, Angarieni (lit. Blessed by the Gods) is the name for a citizen of the Angar.

o Systems controlled: 12
(detailed list and map TBA)

o Government type: Theocracy
Angar is ruled by the High Council which consists of Chief Priests of the twelve Parishes.

Each Parish corresponds to an area of infrastructure (food production, logistics, military etc.) which in turn has a major patron deity.

A Parish is comprised of 20-50 Clans (which usually have minor deities to bless their pursuits), each of which is in turn comprised of numerous Houses. A House's size may vary, but an average one will have about 100 members (nowadays not blood-related but in adoptive familial relationships). The Clan's structure is largely horizontal: some Houses have more power than others, but they are interchangeable in most aspects. A House's focus (area of responsibility) may change over time.


  • Nation size: Large
    Population 30 billion, due to a recent cataclysm that killed two-thirds of the population.
  • Nation specialty: City-state

o Nation History

Angarieni started out as a religious cult, back during the days of Solis Ecclesia. Followers of a polytheistic religion that valued strictly codified social interactions, at one point, they started putting their cultural norms above the law. Conflicts erupted, and practice of the Angar religion was outlawed. However, Angar numbered several billion followers by then, and the risk of a violent conflict made Solis Ecclesia seek out a compromise.

A secession would take place. Solis Ecclessia would part with several star systems on the outskirts of its reach—nominally part of the nation, but yet uncolonized. The Angari High Council would become a new governing body, and everyone willing to practice Angar and live according to its cultural norms could do so within the new nation. An overwhelming majority of the practitioners decided to follow their calling and relocate to the new lands.

And so they did. Colonies were established. Laws were put to test and held under the strain, and despite the limited resources available to them, the colonies flourished. They named themselves Angarieni—Blessed by the Gods.

For several thousand years, Angar prospered. However, that would change when the galaxies collided. Several years before the event, Angari scientists predicted that their sector of space would be hit by a radiation flare of an unforeseen intensity. They scrambled to find a solution, building isolation domes and researching ways to genetically increase the radiation resistance of the species.

They were able to mitigate the disaster, but just barely. Only 5% of the habitable territories had been enclosed by the domes, and the gene fix wouldn't be finalized for another 12 years. Due to stellar discipline and well-thought-out evacuation procedures, 35% of the population was able to survive. It took time to adjust to the increased population density, but with the switch to multi-level city-hives (eased by the planets' low gravity), they were able to adapt.

The main problem, however, was the lack of arable land, and the low numbers of game species. It quickly became clear that it would be extremely difficult to keep the population fed. Nation-wide rationing and population control legislation were introduced. It threatened the social order of which blood inheritance had been an integral part. However, the Homemaker Parish, which was previously in charge of social services such as garbage disposal and the laundry system, stepped up to the task. They would take over the childrearing process entirely, keeping track of the population limitations, and various Houses would be eligible to take in the children once they reached the age of majority. With many compromises and policy updates, the system survived.

This kind of measures is not feasible long-term, though. The population age is creeping up slowly, but surely, and rationing is taking a toll on the nation's health. There is no way to replenish the reserves depleted with the construction of the radiation domes. In order to survive, change is inevitable.

Much as they hate the necessity, Angarieni will need to either expand, or enter diplomatic relations with the rest of the galaxy.

o Species

Angarieni are a humanoid species that adapted to live in low gravity. Tall and lean, physically they are weaker than their ancestors. Their skin can be different shades of blue.

Angarieni share common ancestors with the Baku of the Magnus Confederation, hailing from the same region of Solis Ecclessia. However, this is not common knowledge within Angar, and they haven't kept in contact after the secession. Compared to the Baku, Angarieni have a slighter build and finer features, and are generally taller. An outsider would be hard-pressed to distinguish between the two races, and with some effort, it might be possible for a Baku to blend in in Angar.

Angarieni use genetical engineering to ensure their survival. Most notable alterations include increased radiation resistance, slow metabolism, and fertility control. Since procreation is heavily regulated, a citizen is only fertile while they take specific hormonal supplements. Those supplements are only issued to those chosen for procreation duty.

Due to advances in genetic engineering, Angarieni's lifespan is around the 150-year mark, with long-livers just about reaching 200. Government policies of strict population control mean that the population's age skews heavily towards the older side of the spectrum.

o Culture

Religion
Angar's culture is inseparable from its religion. It is said that Be'Ang, the twelve major deities, sit on the Divine Council which governs the way the world works. For any change of the world order, they convene and discuss its specifics in a ritual ceremony. Then, the deity responsible invokes the change into being.

The High Council is intended to fulfil the same role in the mundane Angar. They make the decisions that shape the course of the nation, while details of implementation are delegated to Parishes and Clans. The twelve High Priests on the Council each represent one of the Be'Ang. Each priest leads a Parish under the deity's patronage.

Much as each major deity has a retinue of minor ones, a Head Priest commands a Clan Council, where heads of the Parish's Clans sit. They divide the tasks they were entrusted to between the Clans, and the Clans, in turn, appoint their member Houses to deal with the specifics. Each discussion is a ritual that cements the success of an action.

Generally, any venture, at any level, is planned out in advance according to precedent. If, during the implementation phase, it turns out that an assumption was erroneous, it will be corrected in a future such venture.

Much like a High Council's decision shapes the course of Angar as a nation, each individual's decision may shape the course of their life. To ensure success, even the most mundane conversations are codified and ritualistic, as only proper communication between parties will ensure success.



Childrearing
Because the Angari population is at a precarious balance between famine and extinction, its population must be controlled so as to prevent unsustainable growth. Bearing a child is an extremely prestigious affair, and is planned out in advance, as any venture. Only the best donors are selected, and only the most saintly and compassionate chosen as nurses and educators.

(Some say that only the strongest and smartest should be allowed to birth the new generation; as it stands, the policy involves several stochastic calculations that ensure equal representation of existing Houses.)

The children are raised with Angari ideals in mind. From a young age, they know their place and possible futures within society. When they are old enough to be schooled, they learn the workings of different Parishes and Clans, and aptitude tests decide which they will belong to. The choice of a House is a more personal one, dependent on the emotional connection with its individuals.

The age of majority is 27. By this time, an individual will have completed a secondary education suited to their chosen Clan, and will be adopted into a House to further its prosperity.



Mentality
Given that they learn the tenets of their culture from birth, most Angarieni are content with their place in life and hold the needs of their House, their Clan, their Parish, and Angar itself, above their own. A rare minority is unable to thrive in this way of life. Usually, they are relocated to one of the trade posts at the edges of Angar⁠—small settlements that deal with exceedingly rare outsiders. The atmosphere is laxer there, as one must account for the unpredictable nature of other races. Even so, even the most rebellious and chaotic Angarieni are usually perceived as rigid and a bit stuck-up by outsiders.

Angarieni hold their cultural norms above all. It is unthinkable for someone to try to break them for their own gain. Even if they want to do something underhanded, they will think of a method within their framework of rules.

Angarieni are xenophobic and disdainful towards outsiders, and can be blunt about that even when attempting to be polite. They think their society and religion superior to any other. Ideally, they do not want to interact with any outsiders at all.

They deal poorly with unscripted interactions and the lack of predictability.



Living conditions
Only 5% of the land surface on Angari planets is habitable because of radiation damage. The habitable parts are enclosed in anti-radiation domes. The insides of the domes are home to multi-level, densely populated city hives. On the topmost levels, national parks and reserves are home to what remains of the native ecosystems.

A rationing system ensures that available food is more-or-less equally distributed. Higher-ranking individuals have access to more variety and better quality, but in general, the amount of food is still not enough to support an active lifestyle. Angarieni are not at all picky about food. It’s not a significant part of their culture, and they see it as a means to an end.

Given the scarcity of natural resources, the most popular building materials are plastic (mined by droids in the irradiated parts of the planets and decontaminated) and metals (also droid-mined, predominantly on uninhabitable planets and moons). Clothing is overwhelmingly made of synthetic fibres, and uniforms are much more common than tailored clothing.



Leisure
In their free time, Angarieni often practice music and other forms of art. They have a sophisticated art culture and value expressions of mathematically complex ideas. Sports aren’t popular because short rations motivate them to conserve their energy. Handicrafts aren’t very popular either, except for talismans and ritual supplies that are House-specific and therefore aren’t to be mass-manufactured.


  • Notable civilian tech:

    • Advanced hydroponics and synthetic foods
    • Genetic engineering
    • Radiation resistance


o Economy

Angar has a multi-tiered planned economy. The High Council determines the focus of production and the distribution of resources, while the Parishes, Clans, and Houses have finer levels of control in their areas.

Som is the Angari currency. A fixed pricing system is in use, with 1 som equal to one hour of work necessary to produce a commodity. (Government calculations are used to determine the amount of work in any particular case.)

Generally, som is used as an ephemeral currency. It measures the value of the commodities, but Clans and Houses operate on more of a barter system, with som values only ensuring equality of the goods exchanged. In individual daily life, where it's impractical to prepare trade contracts (e.g. when buying groceries or engaging in entertainment), som can be used as an actual currency. There is no physical form for som, and any exchange takes place via the planet-wide online banking system.

Angar has automated most of the processes pertaining to resource extraction. Several mines on uninhabitable planets are run by (non-sapient) droids, with a rotation of Angari personnel on-site in case of emergency. Agriculture relies predominantly on hydroponics and synthetic food production.


  • Trade craft:
    Interplanetary travel (both freight and passenger) is predominantly conducted via scheduled droid-run shuttles. The fleet is several millennia old, dating back to the establishment of the colonies. It's slow, as space travel has never been prioritized as an area of research in Angar, but it's kept in good condition.
    Personal interplanetary transport is a luxury that only a few can afford, and of those few, most do not bother.


o Military

There has never been a wide-scale internal conflict in Angar. Military titles are a mark of prestige more than anything else, usually correlating with one’s social status.

Military training relies on procedures that were in use during the secession from Solis Ecclesia. They have not been updated ever since.

Angar’s borders are patrolled by droid-controlled small spacecraft. The protocols for detecting enemy presence are still in place, though they haven’t been triggered in millennia.


  • Size/Organization: 1 billion (including reserves), around 50 million active conscripts at any given time
  • Land forces: Law enforcement numbers are minimal since the crime rate is very low. Mostly, land forces are used to deal with catastrophes, disease outbreaks, and mentally unstable citizens.
  • Naval forces: around 50000 military spacecraft. 20000 are droid-controlled partol and recon vehicles. 50 capital ships are stationed in space as the outside defence perimeter, currently in power-saving standby mode. The remainder are medium-sized craft of various fighting capabilities. In case of conflict, civilian inter-system shuttles will be used to transport supplies and military personnel within the boundaries of Andar.
    All the fleet dates back to the years immediately after the secession. It is kept in stellar condition, however, it is certainly outdated by galactic standards.
  • Notable military tech:

    • Each inhabited planet has a defence-oriented station orbiting it. Such a station is armed with heavy artillery and will be used to oppose enemy capital ships in case of conflict.
    • Anti-radiation domes that cover all Angari settlements are capable, to a degree, of withstanding nuclear bombardment. However, they could theoretically be destroyed with a prolonged assault, and might be vulnerable to types of weaponry unknown to Angarieni.


o Territory Maps
TBA
Hidden 2 yrs ago Post by Arkonario
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Arkonario Master of Fate

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Hello. I am Arkonario. I wish to join your game as a small, balanced nation that controls one solar system in the outer ring of the galaxy.

Hidden 2 yrs ago 2 yrs ago Post by Arkonario
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Arkonario Master of Fate

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I wish to return.
Hidden 2 yrs ago Post by John F Kennedy
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John F Kennedy The New Blood

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Just made my first post, and this is the first time I have done a nation RP, so if anyone has comments let me know.
Hidden 2 yrs ago Post by Bright_Ops
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Bright_Ops The Insane Scholar

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I would like to join this Rp, through the discord link has expired.
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Hidden 2 yrs ago Post by Gunther
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Gunther Captain, Infantry (Retired)

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Hidden 2 yrs ago 2 yrs ago Post by Gunther
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Gunther Captain, Infantry (Retired)

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@fusagi@Arkonario@Bright_Ops[@parrotofkiveria]@Arawak Please do not leave this RP because of the detail I put into my nation sheet. No one is expecting you to replicate that level of detail. I do this because my experience with NRPs is some Asshat feels the need to attack my nation without provocation or some self-manifested destiny. I love war gaming and would be willing to participate in a war game any time. I have been playing war games (Avalon Hill or Game Designer's Workshop) since I was 13 years old. I also spent 21 years in the US Army retiring as an Infantry Officer. It is a subject I enjoy. But this is not a war game. This is an exercise in diplomacy. Although an argument can be made that fighting a war is merely an expression of failed diplomacy, I've created flaws in my nation that would make it simple to create havoc amongst what appears may be a wonderful friendship. Please come back!

On another note, I have been reading books and articles about military history for 47 years. That coupled with living the life of a soldier for so long gives me an insight into what an army (or navy or air force) should look like. I would be willing to organize any military strucure you all would like to use.
Hidden 2 yrs ago Post by ParotKyveria
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ParotKyveria Parot,the Emperor

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@Gunther

I am not leaving the rp,i am thinking of what i will write for my starter
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