[center][img]https://i.imgur.com/ndlSx9a.png[/img][/center] [quote=Issued this day under the seal of Prince Cassian Ardentis, Sol Imperium.] By direction of His Imperial Highness, Prince Cassian, you are hereby invited to join a Lancer contingent aboard the voidship Indomitus. This designation confers upon you the authority to act on behalf of the Prince and, by extension, the Sol Imperium, in matters relating to security, diplomacy, and the enforcement of Imperial writ. Your commission carries with it full access to the resources, personnel, and machinery required to execute your duties within the Procyon sector. This includes, but is not limited to, deployment of armored cores, command of auxiliary forces, and the use of Imperial vessels as operational necessity dictates. Should you choose to accept this great honor, then you must respond within the period specified in the accompanying schedule. All subsequent orders and directives will be issued through the Prince’s appointed representatives and the sector command structure. By the authority of His Imperial Highness, this writ is binding and recognized throughout all systems of the Procyon Sector. Your actions will reflect both upon yourself and upon the office of the Prince. [/quote] [hr] To its citizens, the Sol Imperium is a beacon of civilization amidst a sea of barbarians. To its foes, it is a conquering hegemon, wielding a fearsome and unrelenting might. Laying claim to the legacy of Ancient Terra, the Imperium has embarked upon a grand re-unification of humanity beneath Earth’s banner. Through war, diplomacy, and the slow grind of inevitability, vast stretches of the gate network now fall under Imperial rule. But empire is easier to claim than it is to govern. While the Imperial military is formidable, it doesn’t have the power to watch over every noble house, or every border garrison. Instead, the Emperor’s will is most often enforced through his Lancers: warrior-pilots granted Imperial writ, privilege, and authority to act in his name where fleets cannot linger. And yet, the Emperor’s reach is not infinite. As the Imperium’s borders have expanded, so has the challenge of ruling over it all from a distant throne. Internal politics and intrigue consume the throne’s attention, allowing piracy, insurgency, and heresy to grow within the frontier. Nowhere are these threats more pressing than within the Procyon Sector: the latest of Earth’s sweeping conquests to be formally integrated into the Empire. It is a region of great strategic value, rich in resources and littered with artifacts from the time of the Ancients. Given time, many believe that the territory will become a formidable jewel in the Emperor’s crown. If only he were able to tame its frontiers. [hr][h2]OOC Intro[/h2] Welcome to Indomitus, a character-driven mech RP set in a distant, war-touched future. You’ll take on the role of a newly inducted member of a Lancer team: elite mech pilots granted Imperial writ to act in the Emperor’s name along the fringes of civilization. With that writ comes influence, prestige, and danger. Not every member of the party must be a Lancer. You might instead serve in a vital supporting role: a voidmage whose arcane power is both awe-inspiring and feared; a hardened commander leading the squad’s auxiliary forces; or an engineer tasked with keeping ancient machines running through grit and genius. Whatever your path, it comes with both opportunity and responsibility. Your voidship, your machines, and the Emperor’s authority give you great reach. But you will be far from the core, where law and loyalty are more fragile than most would admit. Out here, ambition festers. Alliances shift. And everyone, from noble lords to planetary governors, will want something from you. [h2]Setting and Lore[/h2] [hider=The Sol Imperium] The Sol Imperium claims descent from Ancient Terra, and with it the mantle of humanity’s rightful steward. From the Imperial Court on Earth, the Emperor and his noble houses rule over a growing web of systems linked by the gate network, bound together by law, trade, and force of arms. To Imperial citizens, this is the Pax Imperialis: an era of stability hard-won after centuries of collapse, fragmentation, and war. In practice, the Imperium is vast, unequal, and distant. Earth is wealthy, crowded, and politically dense, while its frontier territories are ruled at arm’s length by governors, noble proxies, and chartered interests. Imperial law is absolute in theory, but in reality it is interpreted, bent, or ignored depending on how far one stands from the Throne. Loyalty is expected everywhere; enforcement is not. Power within the Imperium is shared uneasily between the Emperor, the noble houses, the military, and the great commercial guilds. Each claims to act in service of humanity’s unity, and each advances its own interests in the process. Intrigue at court and within the Senate is constant, and even minor shifts in favor can echo outward across entire sectors. To manage its borders, the Imperium relies on delegation. Beyond the core worlds, authority is often exercised not by armies or administrators, but by individuals granted extraordinary latitude to act in the Emperor’s name. These agents are symbols as much as soldiers, proof that the Imperium still watches, even if it does not always intervene.[/hider] [hider=The Procyon Sector] [quote=Excerpt from A Traveller’s Guide to the Outer Sectors]“The Procyon Sector stands as a testament to the Imperium’s civilizing mission beyond the core worlds. Once fragmented by local rivalries and inefficient governance, it has been brought into the Imperial fold through decisive action and careful stewardship.”[/quote] After the Imperium’s scientists established a connection with the Procyon Gate, the Empire mounted a concerted campaign to bring the sector’s worlds under its dominion. Slow-and-steady expansion through both diplomacy and conquest culminated in a major war with a coalition of planets calling itself the Union. Though the fighting was bloody, Imperial forces emerged with a decisive victory. Yet Procyon remains far from pacified. Piracy, insurgency, and heretical activity persist in the outlying systems, while rival noble houses and commercial guilds maneuver for influence over resources and territory. Despite these dangers, the sector has proven a powerful draw for migrants and adventurers alike. Procyon is already home to riches and opportunities, waiting for those bold enough to seize them.[/hider] [hider=Lancers and the Imperial Writ] Although mechanized warfare has become a staple of modern conflict, not all pilots are equal in either skill or status. Lancers are those rare professionals who have risen to a level of ability that few can hope to match, warrior-pilots whose experience, adaptability, and reputation set them apart from conventional forces. Within the Sol Imperium, Lancer is not merely an informal distinction, but an official title bestowed by Imperial authority. To be named a Lancer is to be granted an Imperial Writ: a legal and symbolic mandate to act in the Emperor’s name beyond the safety of the core worlds. Lancers are tasked with enforcing peace, suppressing threats to Imperial stability, and resolving crises too distant, politically sensitive, or deniable for the regular military to address directly. The Writ grants its bearer broad latitude. Lancers are empowered to bypass local authorities, requisition resources, and intervene in disputes where Imperial interests are at stake. How they choose to exercise that authority varies widely between teams, some act as diplomats or investigators, others as shock troops or executioners. The Imperium concerns itself less with methods than with results. That authority, however, is not limitless. The Writ protects Lancers from most local laws, but not from the consequences of their actions. Noble houses, governors, guilds, and generals all watch Lancers closely, eager to exploit success or weaponize failure. A Lancer who oversteps may find their actions questioned, their support withdrawn, or their patron suddenly disinterested. To the public, Lancers are often celebrated as heroes and icons: living proof of the Imperium’s strength and unity. In reality, few Lancers are true paragons of virtue. Chivalry and honor may be valuable in the Imperium’s interior, but pragmatism and ambition reign in the frontier. To be a Lancer is to court danger, but in return they have the power to chart their own destiny across the stars.[/hider] [hider=The Imperial Army] The Hammer of the Emperor. Feared and lauded as one of the most powerful fighting forces in the galaxy, the Imperial Army is the Imperium’s professional military. Serving the Imperium as a whole rather than any particular House, the Army is primarily responsible for defending the realm against external threats: be they barbarian kingdoms, or wayward heathens. It also serves as the ultimate deterrence against rebellious Houses, or those who seek to break the Imperium’s sacred pact of unity. But despite its strength and reputation, the Imperial Army doesn’t have the resources to police and defend the whole empire. In times of conflict, the Emperor can call upon the levies of his vassals and the Great Houses to bolster the Army’s strength. In exchange, the Army’s ability to operate within a House’s fief is deliberately curtailed. Largely relegated to their garrisons whenever there is no immediate threat, the Army is intended to be the Imperium’s sword against its enemies, not a tool with which to oppress itself.[/hider] [h3]Technology and Magic[/h3] [hider=Mechs and Armored Cores] Coming in a variety of shapes and sizes, Armored Cores (colloquially referred to as “mechs”) have been the dominant weapon of war for generations. Predominantly humanoid, and in general commanded by a single pilot, different mech models can be designed for different battlefield roles: from the slow and bulky siege weapon, to the fast and nimble close-quarters fighter. Experienced pilots often go out of their way to customize their mechs, tweaking them so that they best suit their preferred piloting style. While mechs are commonplace throughout humanity - from interplanetary armies to roving pirate bands - the Imperium has been uniquely successful in incorporating Ancient Terran technology into its most advanced models. These mechs, and their frighteningly advanced capabilities, are only accessible to pilots who have earned the privileges of Imperial favor. Each of these advanced mechs is unique, with prominent Houses often maintaining an inventory that can stretch back decades. These advanced mechs, and the Lancers who pilot them, have been the tip of the spear during the Imperium’s conquest. While the Imperium’s dominance is reliant upon a suite of Terran technology, it is their mechs which have become the face of their superiority. Despite the dominance mechs wield over the battlefield, they are often deployed with auxiliary support. An armored core without any support is vulnerable to ambushes and well-prepared aggressors. It is a short-lived pilot who dismisses the heroics of the grunts fighting at their feet.[/hider] [hider=Gate Travel] Even for the few relativistic craft maintained by the Imperial Army, traditional travel times between star systems are measured in years. It is only through the Gate network that humanity has been able to tame the vast distances of its domain. Left behind by the ancient empires of Old Earth, the Gates are vast structures that allow ships to transition into the Drift - an extradimensional domain, where interstellar travel becomes feasible in mere days or weeks. While the underlying technology used to build the Gates has been lost, the Imperium has poured vast resources into trying to recreate it. As the inheritors of Ancient Terra’s legacies, the Imperium sees the reactivation of all dormant Gates and the expansion of the network as crucial for the reunification of humanity. To this end, Imperial scientists are famed for their ability to strengthen and stabilize particular travel routes in the Drift. Through the use of anchors and beacons, the Imperium has been able to reduce travel times between specific systems. The restoration of the Procyon Gate has so far been the Imperium’s greatest achievement in this field.[/hider] [hider=Magic and the Drift] The Ancient Terrans were, according to surviving records, the first humans to pierce the veil of the Drift. Through that alien expanse, they bridged the void between stars and laid the foundations of interstellar civilization. In the ages since, humanity has come to rely upon the Drift as a matter of necessity. And yet, the Drift remains only partially comprehended, a realm where the familiar laws of physics falter and causality itself can fray. On rare and terrible occasions, its influence bleeds into realspace, warping matter, mind, and fate alike. Those rare individuals capable of sensing and shaping the Drift’s energies are known as voidmages. Their abilities defy conventional explanation: gravity bends, space twists, and impossible forces are momentarily given form. Yet such power is inherently unstable. Without rigorous training and iron discipline, a voidmage risks disaster: history is replete with examples of uncontrolled manifestations that left cities scarred and ships lost. The Imperium, ever pragmatic, has sought to control the risks of using the Drift. Phenomena are studied, catalogued, and constrained within tightly regulated institutions. Sanctioned academies train voidmages for Imperial service, while select Lancer teams and research divisions may be assigned a caster where the tactical or scientific value outweighs the risk. Their use is governed by an extensive body of Imperial law, and violations are met with swift and uncompromising reprisal. Among the wider population, voidmages inspire unease at best, and outright terror at worst. Superstition and suspicion cling to them, reinforced by centuries of cautionary tales and state messaging alike. Yet power has a way of reshaping fear. Certain bloodlines, those whose control has proven reliable across generations, have risen to prominence. These mage dynasties are courted by noble houses and shielded by privilege, trading their talents for wealth, influence, and protection. For voidmages outside such sanctioned lineages, however, the Imperium’s tolerance is far thinner, and the margin for error vanishingly small.[/hider] [h2]Character Creation[/h2] [b]Archetypes:[/b] Below you can find some example archetypes to help define your character(s). They’re not intended to pigeon-hole you, so feel free to come up with new ones if they better describe your character’s background. Also feel free to use multiple together. For example, a scoundrel/speaker may be a fast talking smuggler, while an operative/voidtouched could be a lethal psionic assassin. [hider=Mechanic/Scientist] You are a master of machines. Perhaps you’ve trained at the most prestigious of academies and have a list of inventions and accolades to your name. Or perhaps you simply inherited a natural understanding of the mechanical, and were plucked from the masses by those who recognised your talent.[/hider] [hider=Soldier/Warrior] The galaxy is a violent place. You know that better than most. Whether by choice or circumstance, you have proven yourself to be a reliable and fearsome fighter. You might have served in one of the Imperium’s armies, or as a zealous warrior from one of its religious orders. Whatever your origin, men and women like you are forces of nature on the battlefield, highly prized by your allies and feared by your enemies.[/hider] [hider=Voidtouched] You wield powers that defy common reason, and the galaxy eyes you warily because of it. You know the power of the Drift and have demonstrated a keen ability to ply your poorly understood trade. Perhaps you are the scion of one of the great mage dynasties, having been born-and-raised amidst the political scheming of the nobility. Or maybe you are a prodigy from the Astropathic Orders, able to cast your mind out across distances so vast that they are difficult to comprehend. Or maybe you’ve simply learned how to turn the energy of the Drift against those who wrong you, unleashing violence from your mind rather than the barrel of a gun.[/hider] [hider=Commander/Speaker] Charismatic and charming, you are a natural born leader and communicator. Whether it’s from the bridge of a mighty warship, a command post just behind the frontlines, or the treacherous hallways of civilian power, you have an eye for the bigger picture and know how to get others to do what you want. Maybe you were a successful merchant or Commerce Guild envoy, or an ambassador for some other noteworthy institution. Perhaps instead you are a military officer of great renown, known to lead those under their command to victory even in the face of impossible odds.[/hider] [hider=Operative/Scoundrel] The shadows are everywhere, and you are at home among them. While others wish to write their name across the stars, you prefer to keep a lower profile. Assassins, spies, and informants can topple kingdoms more easily than entire armies. Entire dynasties with storied pasts and generations of privilege can be brought to their knees by a dagger’s blade. This is the role of masters of disguise, thieves, and assassins alike.[/hider] [code] [b]Name:[/b] [b]Age:[/b] [b]Archetype:[/b] (See explanation above) [b]Gender:[/b] [b]Appearance:[/b] (A description and/or art, pick your poison) [b]Occupation:[/b] (What do you do? Are you one of the team’s Lancers, or are you in a supporting role?) [b]Affiliations:[/b] (What connections do you have? Any organizations, factions, or past loyalties?) [b]Skills and Abilities:[/b] [b]Faults and Limitations:[/b] (What gets them in trouble?) [b]Biography:[/b] [u][b]Mech:[/b][u] (Fill out if applying as a Lancer) [b]Designation/Callsign:[/b] [b]General Description:[/b] (What does your mech look like? Art and/or a physical description is fine) [b]Role and Doctrine:[/b] (How does this mech function on the battlefield? Is it a slow moving behemoth, a glass cannon, or something else entirely?) [b]Notable Armaments or Systems:[/b] (1-3 defining features for your mech. This isn’t everything that it’s capable of, but are the key capabilities that make it “special”. More may be added over the course of the rp) [b]Known Limitations or Vulnerabilities:[/b] (1-3 notable flaws, logistical constraints, or situational weaknesses) [b][u]Bio Questionnaire:[/u][/b] (You may skip a given question or remove this section if this is answered in the rest of the app) [b]Why was your character chosen to be a member of the Lance?[/b] (What incident, reputation, or quality brought them renown?) [b]Why did your character accept the Prince’s offer to join the Lance?[/b] (Do they know of the Prince’s reputation? Did they join out of a sense of duty, ambition, desperation?) [/code] [b]Example Character:[/b] [hider=Prince Cassian][b]Name:[/b] Prince Cassian Ardentis, Sixth Son of the Emperor Aurelius [b]Age:[/b] 24 [b]Archetype:[/b] Speaker [b]Gender:[/b] M [b]Appearance:[/b] [url=https://i.pinimg.com/736x/9d/78/89/9d788971f21487c839fdbe658486046e.jpg]Image[/url] Prince Cassian cuts a striking figure, even by Imperial standards. He is meticulously groomed, favoring tailored uniforms and formal attire that would be more at home in the Imperial Palace than the dust-choked docks of the frontier. Jewelry, signet rings, and subtle marks of status are ever-present, reminders of his lineage and privilege. Though physically fit by courtesy of an elite education, there is a softness to him, an ease born not of discipline, but of comfort. [b]Occupation:[/b] Imperial Prince, Lance Patron [b]Affiliations:[/b] The Imperial Dynasty [b]Skills and Abilities:[/b] Royal Privilege - The word of an Imperial Prince carries great weight, even from one as low down in the chain of succession as Cassian. His name grants him significant influence over those wishing to curry favor with the Throne, or to avoid its displeasure. Patron of the Lance - It is under Cassian’s nominal authority that the Lance was assembled and granted Imperial Writ. Though the Lancers do not answer to him in matters of tactics or daily operations, their legitimacy - and their legal protections - flow directly from his patronage. So long as Cassian remains their sponsor, the Lance enjoys the full privileges and immunities afforded by the Emperor’s writ. [b]Faults and Limitations:[/b] Inexperienced - Cassian’s education was exhaustive and expensive, but largely wasted. He proved an indifferent student in matters of strategy, command, and piloting, absorbing just enough to pass his tutors’ scrutiny. Worse still, he possesses no meaningful real-world experience. He has never faced violence without ceremony, nor made decisions where failure carried true consequences. Princeling - Cassian lacks the hunger that drives most of the Imperium’s great figures. Concepts such as duty, sacrifice, and ambition hold little appeal for him. He finds leadership tedious and responsibility burdensome, preferring instead a life of comfort, indulgence, and curated freedom. As a commander, he is unreliable at best. It is fortunate for all involved that he has little interest in exercising direct control over the Lance. [b]Biography:[/b] Cassian Ardentis was born into greatness, and never quite understood what the fuss was about. The youngest son born after Emperor Aurelius’ ascension, he grew up in the long shadow cast by older siblings whose ambition, discipline, and political instincts far outstripped his own. Where they sought legacy, Cassian sought comfort; where they plotted futures, he indulged in the present. His adolescence was marked by scandal and excess. The Palace worked tirelessly to maintain a polished public image, but among the noble elite Cassian earned a reputation as a charming liability: a socialite, a philanderer, and a perennial disappointment. For a time, the Emperor indulged his youngest son, confident that maturity would come in due course. It did not. As Aurelius aged and the question of succession grew increasingly urgent, Cassian found himself dragged into the web of palace intrigue. Though far removed from any serious claim to the throne, he became a useful pawn in the maneuvering of his siblings. He despised every moment of it, caring little who would one day inherit the crown so long as it was not him. And so Cassian devised an escape. If his father demanded service to the Imperium, then Cassian would provide it: far from Earth, far from the court, and far from the endless games of dynastic power. By sponsoring a Lance and accepting a posting in the volatile Procyon Sector, he could cloak his retreat as duty. The Emperor would finally have something proud to say about his sixth son, his siblings would look elsewhere for rivals, and Cassian himself would gain distance, freedom, and access to the many indulgences the frontier promised. In Cassian’s mind, it was the perfect solution. Of course, many of the usual candidates who would form a Lance soured at the idea of serving under [i]that[/i] Prince. But the Imperium was a large place, and Cassian was certain that there would be those out there who would answer the call.[/hider]