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The World of Anhuac

Page 5


The Shandong Empire



Naming Conventions: Asian
Provinces:
Fujikoa
Kharkit
Nagana
Nimbu
Taichang


Major Cities:
Aksu
Baoding
Darvi
Duhong
Liuzhou
Longnan
Tazirbou


Minor Cities:
Chungsan
Jenan
Jindong
Kaeje
Kiyosaka
Panhou
Quantou
Quingyang
Shiba
Shinatoyo
Shinrao
Sinwang
Takano
Uragata
Zaotou


Geography:
Stepped plains dominate the landscape in Shindong. Grasslands and forests mark the north and western regions. The southeastern border with the Maleki Caliphate has a hot dry desert with some sparse scrub the further northwest a person travels.

Climate:
The climate is warm and humid near the coast and hot and dry towards Maleki. Temperatures range between 50(F) and 140 (F).

The Tunid Confederation



Naming Conventions: Southwestern European; French, Spanish, Italian, Portuguese, etc.
Provinces:
Fragnoli
Oso
Renseleur
Romero
Salanca
San Javier


Major Cities:
Bitolia
Carati
Galeatea
Manziana
Pativa
Pescara
Porto Cello
Remino
Scalone
Sigiorno Terra
Termoli
Vasta


Minor Cities:
Aguando
Basinet
Bienlagoza
Conder
Courver
Daviaut
Ecole
Gobonne
Grenada
Livorne
Mogones
Queda
Pontevilla
San Risoto
Verocci


Geography:
The northern regions are mountainous covered in triple canopy jungle. There are several foot paths through the mountains into Duron to the north. There are only three paths wide enough for a caravan of wheeled vehicles to get through: east, west and center. The central and southern regions are rolling forested hills. In the winter time, the southern regions are covered in snow, but experience a mild climate in fall and spring.

Climate:
The northern regions is very hot with temperatures climbing to 130 (F). In the wintertime, it may drop to 60 (F). The southern regions drop to 0(F) in the winter and may climb to 90 (F) in the summertime. It is a very comfortable climate.




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o Nation name: The Magnus Confederation

o Systems controlled: The Magnus Confederation is home to Nine (9) star systems containing only one planet containing life.
Brattunach has a single main sequence star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago.
The third planet, also known as Brattunach, is the only planet in the system that can sustain life. This is an underdeveloped planet, currently under the eyes of the Magnus Confederacy. The Brattunch Accords restricts interaction with the indigenous population of the planet. Its resources are mined by people from the other eight worlds of the Confederation.
This planet is inhabited by a population of semi-nomadic hominins (homo sapiens) who occupy one of the two southern continents only. There are more land masses in the three northern continents which contain large deposits of iron, copper, aluminum, and precious gems and metals including gravitonium. Gravitonium is a metal imbued with properties capable of resisting gravity. It induces a hover on any vehicle it is manufactured with. Several mining companies have set up operations on these continents which do not contain the Brattunch hominins. The Brattunch Accords state no external race shall interfere with the natural progression of the Brattunch hominins and no contact whatsoever will be made with these people. These people are at the technological level of humans on earth around 10,000 BC. The people live off the land. A few have taken to agrarian pursuits, but most will move with their food source as the seasons change.
The fourth planet of Brattunach is also made of dense rock and appears is may have sustained life a very long time ago. The fifth and sixt planets are both gas giants. the fifth planet has a moon, almost the size of the third planet which also has several deposits of gravitonium. It does not however have an atmosphere. The Caesari have established an underground colony on the moon and named it, "Grummond".



Dornier has a single main sequence star at its center. The first three planets are dense rock. These planets are not inhabitable, yet the second planet appears as though it may have sustained life a very long time ago. The fourth planet has all the right stuff for an inhabitable planet, but the atmosphere was burned off eons ago. Minerals such as iron, copper, aluminum, and precious gems and metals including gravitonium can be found under the surface. The Gaullian humans of the fifth planet have a mining colony on this planet known as "Riens".
The fifth planet is a large blue and green marble capable of sustaining life. This planet is the governmental center of the Magnus Confederation, the Gaullian Humans have called the planet home for several thousand years. At some point in their history, they actually sent colonists out into space to colonize a distant planet. They did and settled on Goff and Lenser. These planetary civilizations have blossomed and developed quite well. All three planets share an excellent relationship as well as culture similarities.
Dornier has seven sattelites (Moons) named Toupère, Frija, Donner, Defeiros, Tyus, Vanadis, and L'enfer after the seven Gods of their pantheon. Toupère sustains life and is used as a military installation primarily for training purposes. Mining companies have established operations on the moon as well.
An asteroid belt exists where the sixth planet should be. The Gaullian Humans conduct extensive mining of Gravitonium in this asteroid belt.
The seventh through tenth planets of Dornier are gas giants ranging in size from 38,000 km diameter to 75,000 km diameter. These planets are primarily composed of Helium and Hydrogen. The eleventh planet of the system is an ice rock measuring 18,000 km at its diameter and consisting primarily of Nitrogen ice.



Geldoz has a single main sequence star at its center. The first four planets are either dense rock or loose soil with minable minerals below the mantle. The moon of the third planet can sustain life and has been taken as home to a very large colony of pirates with races coming from several different systems. There are no Fydler on this moon, dubbed "Brandor" by the Eldari of the fifth planet.
The fifth planet is a life sustaining world and home to the Eldari. A thousand years ago, the Eldari sent a colony ship out into space with the intention of establishing a colony on a distant world. The scientific community assumes the vessel was lost because there has never been contact with that ship since then.
The remaining three planets of Geldoz are ice giants consisting of Helium, Hydrogen, Methane gasses, water, rock, silicate and due to the immense pressures of the climate, diamonds. The atmospheric pressure of these planets is 100,000 times greater than that found on earth. A biological lifeform would perish inside the atmosphere of these giants which measure between 72,000 Km and 135,000 km diameters.



Goff has a single main sequence star at its center. The first planet has dense rock with the second containing loose soil with minable minerals below the mantle. The humans of the third planet have a mining colony on this second planet.
The third planet, also known as Goff sustains life and was first settled by Gaullian humans more than nine hundred years ago. Goff developed at a standard pace given the advanced technology and the two worlds enjoy peaceful relations.
The fourth and fifth planets are similar in structure to the third planet, but have no viable life or signs of any minable substance; at least nothing of value to the humans of Goff.
The sixth and seventh planets are gas giants containing Helium and Hyrdogen as well as water, methane gases and silicates. The two planets measure their diameters at 43,000 Km and 122,000 Km respectively. The two gas giants have several satellites, but nothing of value.



Harton has a single main sequence star at its center. The first planet is made of dense rock with no minable minerals. The second planet is composed of loose soil; clay and sand mix with no atmosphere or life. There are no moons around the first two planets.
The third planet is home to the Baku. Eight hundred years ago, the Baku, who originated on Jaltyr sent a colony ship out into space with the intention of establishing a colony on a distant world. The ship found Harton, landed and established a colony. THe first few years were challenging, but the Baku thried regardless and established a vast community covering all or most of the continents.
The next three planets of Harton are composed of a sand and clay mixture soil. The fifth planet has deposits of iron, aluminum, gravitonium and other precious metals. The Baku have established mining colonies here, but there is no atmosphere. The seventh through Ninth planets are ice giants consisting of Helium, Hydrogen, Methane gasses, water, rock, and silicate. These planets measure between 62,000 Km and 157,000 km in diameter.



Jaltyr has a single main sequence star at its center. The first three planets are made of dense rock with no minable minerals. The second planet has a moon composed of dense rock with no minable resources.
The fourth planet is home to the Baku. Eight hundred years ago, the Baku, sent a colony ship out into space with the intention of establishing a colony on a distant world. The ship found Harton, landed and established a colony. The two planets share more than just the same race and culture, but they share technology and resources as well. Jaltyr has a moon known as "Tsuki" by the Baku.
The fifth planet of Jaltyr is composed of a loose soil mixture with no atmosphere. This planet has deposits of iron, aluminum, gravitonium and other precious metals. The Baku have established mining colonies here. The sixth and seventh planets are ice giants consisting of Helium, Hydrogen, Methane gasses, water, rock, and silicate. These planets measure between 95,000 Km and 138,000 km in diameter. The ninth planet of the system is an ice rock measuring 22,000 km at its diameter and consisting primarily of Nitrogen ice.



Lenser has a single main sequence star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third and fourth planets are composed of a mix of dense rock and loose soil with no appreciable deposits or atmosphere.
The fifth planet, Lenser, is the only planet in the system that can sustain life. It is home to Gaullian humans who departed Dornier over nine hundred years ago. The human population have thrived ever since and are natural allies with both Dornier and Goff. THe planet has all the natural resources necssarty to survive including gravitonium. THere are two moons, Jandier and Bypass.
The sixth planet of Lenser is also made of dense rock and appears is may have sustained life a very long time ago. The seventh and eighth planets are both gas giants. The seventh planet has a moon, almost the size of the third planet which also has several deposits of gravitonium. It does not however have an atmosphere. The humans of Lenser have established an underground colony on the moon and named it, "Skopi".



Rylarot has a binary star system with a main sequence star at its center and a dwarf white star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third and fourth planets are composed of a mix of dense rock and loose soil with no appreciable deposits or atmosphere.
The Fourth Planet, also named Rylarot, is the home of the Fydler. Rylarot has three satellites (moons), Hubbard, Jares & Klatu. Hubbard is composed of a mix of dense rock and arable soil, unfortunately the atmosphere is composed of an inordinate combination of harmful chemicals to sustain life. Mammals, fish, plants and insects would all perish in this environment. The Fydler have established a mining colony on the moon, Hubbard to extract resources to be used on Rylarot.
The fifth and sixth planets of this system are ice giants consisting of mostly Helium and Hydrogen. The diameter of these planets are 66,000 km and 116,000 km respectively. between the sixth and seventh planets is an asteroid belt containing significant iron and copper deposits. The Fydler conduct regular mining operations in the belt. The seventh planet is an ice rock measuring 23,000 km at its diameter and consisting primarily of Nitrogen ice.



Swenton has a binary star system with a main sequence star at its center and a red dwarf star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago.
The third Planet, also named Swenton, is the home of the Caesari Dwarves. Swenton has three satellites (moons), Pa’zia, Gixia & Reniphon. Reniphon has all the necessary resources to sustain life, yet there is no developed ozone layer. Mammals could not live in this atmosphere. Pa’zia has a large quantity of Gravitonium that is being mined by the people of Swenton.
The fourth and fifth planets consist of arable soil, yet does not have an atmosphere necessary to sustain life. There are minable resources on this planet including iron, copper, and other precious minerals.
The sixth, seventh and eighth planets of this system are ice giants consisting of mostly Helium and Hydrogen. The diameter of these planets are 66,000 km, 116,000 km and 145,000 km respectively. between the sixth and seventh planets is an asteroid belt containing significant iron and copper deposits. The Fydler conduct regular mining operations in the belt. The seventh planet is an ice rock measuring 23,000 km at its diameter and consisting primarily of Nitrogen ice.




o Population: 59,968,945,800

o Government Type: Confederation; weak central government with stronger state (planetary) governments. The members of the Magnus Confederation have agreed upon a series of Accords or concessions during the establishment of the Confederation. The Confederation establishes an executive and a legislative branch of government, but no judiciary.

The executive branch consists of a Council of Representatives of the eight participating worlds. The Council maintains an empty ninth chair for the people of Brattunch. No one expects the chair will ever be occupied in their lifetime, except maybe the Fydler Councilman. The members of the Confederated Council elect a Council President and Vice President for a term of four years. This person comes from among the Council members. Each planet member elects a councilman once every four years. There is a term limit set at four. Each planet member expects its Representative to stand up for the wishes of its constituent citizens.

The legislative branch consists of a Board of Representatives made up of fifteen representatives from each planet member for a current total of one hundred twenty (120) Representatives. The Board of Representatives handles matters of Interstellar concerns or disputes between two or more planets. Their authority extends to planetary surface only when the interstellar concern is taken to that level.

The Accords

Brattunach Accords External interaction with the indigenous population of the planet, Brattunach is hereby restricted. The indigenous population of Brattunach number approximately 600,000 souls and are contained to one of two southern continents. The semi-nomadic hominins (homo sapiens) are of a similar technology level as humans on earth around 10,000 BC. The population primarily lives off the land. A few have taken to agrarian pursuits, but most will move with their food source as the seasons change. External races shall not interfere with the natural progression of the Brattunch hominins, and no contact whatsoever will be made with these people.
The planet contains large deposits of iron, copper, aluminum, and precious gems and metals including gravitonium which are mined by the citizens from the other eight worlds of the Confederation. Mining operations are restricted to the three northern continents of Brattunach.
Any race that interferes with Brattunach will be fined an appropriate sum of credits to be determined by the remaining members of the Council of Representatives. Failure to make proper compensation could result in military action.

Gravitonium Accords Gravitonium is a metal imbued with properties capable of resisting gravity. It induces a hover on any vehicle it is manufactured with. Several mining companies from the eight planets have established operations in all nine systems of the Magnus Confederation for the extraction of gravitonium. The Gravitonium Consortium Association (GCA) establishes marketable costs per ton which applies equally to all mining companies approved by the GCA. Eligible companies must register with the GCA in order to gain mining rights anywhere in the Confederation. No unapproved companies are permitted to extract gravitonium from any system in the Magnus Confederation. The GCA has the authority to impose monetary penalties to any company who violates this accord.

Brandor Accords Within the Geldoz system exists a colony of refugees who are struggling to create their home on the moon of the third planet. The Brandori Refugees are protected by this accord from governmental or military intervention by any member of the Confederation. According to the Eldari, they have had a difficult existence and require a vast amount of lattitude and support in order to survive.

- Nation Size: Medium

- Nation Specialty: Balanced


o Nation History: TBA

o Species:
There are five different races that make up the citizens of the Magnus Confederation: Gaullian (Human), The Baku (Hominid), Eldari (Dark Elves), Caesari Dwarves, and The Fydler

Gaullian Humans originated on Dornier and evolved by colonizing TWO other planets (Goff & Lenser). They are the same humans we know on earth with a variety of races including African, Asian and Caucasian races as well as other combinations of indigenous species. Gaullian Humans also exist on Brattunach, but evolved naturally rather than from Dornier colonization.


The Baku are a bipedal humanoid race with blue skin. The tone of the skin varies from very light blue, almost white to very dark blue, almost dark purple rather than black. The average Baku has a medium shade of blue with only small minorities of the population blessed/cursed with dark blue or light blue skin. People who do have the dark blue/light blue skin tones are considered the more attractive members of society. They tend to possess an elevated degree of magnetism/charisma due to their skin tone. It is not uncommon for a Baku man and woman who have four children with one of the four blessed/cursed with the dark blue/light blue skin tone. Formally, this translates into the dark and light Baku result in finding themselves in the hierarchy of society.

Baku eyes are almond shaped with either yellow or green tinted iris. A rare few Baku possess blue or even rarer few possess a violet-colored iris. As in the skin color, those who have violet or blue eyes tend to be considered more attractive than yellow or green-eyed Baku. Irrelevant of skin color and eye color, one thirty-second (3.125%) of the population is gifted with an empathic ability.


The Eldari (Dark Elves) are bipedal humanoids with ashen colored skin from light gray to charcoal grey. The Eldari Elves have either red- or violet-colored eyes with hair varying from white to medium blue to light violet in color. They are typically thin and stand at full height anywhere from 5’ 10” to 6’ 7” tall. They have pointed ears and benefit from the ability to see in the dark. The Eldari do not sleep but must spend 4-8 hours in deep meditation every 24 hours in order to recharge their energy and grow.


Caesari Dwarves are bipedal humanoids with light colored skin (Caucasian) and almost always bearded. They stand anywhere from 4’ 2” tall to 5’ in height. Their build is stocky with concentrated dense muscle sinew (very strong). These people are very hardy, with resistance to most viruses and to fire. Their beards are normally braided or at least trimmed neatly. Female dwarves do not grow beards.


The Fydler are bipedal humanoids with ashen light grey skin color similar to the Eldari. Their skin color may be white, but only progress to a burnt grey rather than charcoal. Not as dark as some Eldari. They are thin and stand between 6’ 6” to 8’3” tall. The Fydler are very cerebral creatures with excessive intelligence and a perceived inability to express emotion. They appear somewhere between sociopathic to simply unemotional. They mate when it is practical. Many of their decisions are based on logic and efficiency. The Fydler do not have a protruding nose like humans do, it is flat against the front of their face with sinus slits for breathing (Think Voldemort). Their mouth hides beneath a skin flap extending from the sinus area. Their eyes are large black vertical ovals rather than the small horizontal ovals of humans. Their ears also do not protrude from the sides of the head but are merely holes in the sides of their heads. The Fydler are amphibian but spend most of their time above water. The webbing that once occupied the area between fingers and toes disappeared more than 5,000 years ago. Some Fydler can breathe underwater even today, most can hold their breath for up to ninety minutes. The Fydler have no body hair.


o Culture:









- Notable civilian tech
Gravitonium. Due to the existence of this substance in the Magnus Confederation Star Systems, vehicles that resist gravity are in abundance. Most families own a motor vehicle which hovers anywhere from 10 to 150 meters above the surface. They use these as well as trains to move people and goods from one place to another.

o Economy:
As a confederation there is not one form of currency but eight. The standard denomination for currency is "Credit." From each planet you will find Dornier Credits, Goff Credits and so forth. The curret rates of exchange are as follows:

Dornier Credit (DC) = 1.0 (Base)
Goff Credit (GC) 1.0 GC = 1.15 DC
Lenser Credit (LC) 1.0 LC = 1.22 DC
Harton Credit (HC) 1.0 HC = 1.45 DC
Jaltyr Credit (JC) 1.0 JC = 1.01 DC
Geldoz Credit (ZC) 1.0 ZC = 0.98 DC
Rylarot Credit (RC) 1.0 RC = 1.18 DC
Swenton Credit (SC) 1.0 SC = 1.05 DC

- Trade Craft: There are many notable tradecrafts amongst the planets of the Magnus Confederation.

o Military A more detailed organization and structure of the militaries of the Magnus Confederation are detailed in the following post, linked here.
- Size/Organization Each of the primary eight (8) planets of the Confederation are represented in the military of the Confederation. The population of the standing military is roughly 1.2% of its civilian population. The following numbers represent the grand totals of all branches.

Interstellar Navy: 216,000 Ships / 202,500,000 personnel / 1,247,768 Aircraft
The Interstellar navy consists of ships of varrying classes which are heavily armed for the
purpose of projecting force across the Confederation or the galaxy when necessary. All boats
and single engine combat aircraft are owned by the Interstellar navy.

Marines: 81,431,100 personnel
The Marines are an elite branch of the Navy used as naval infantry. They are a light
fighting force complimented with Atmospheric Assault Battalion.

Army: 407,064,052 personnel
The Army can perform Atmospheric Assault role as the marines, but are built for attacking,
sustaining, and holding terrain for extended periods of time. Officers of the Confederated
Armies attend the finest institutions of military learning on all eight planets. The
formations of the Confederated Armies are built around armored and mechanized formations
relying on orbital AGW ships for overwhelming artillery support.

Homeland Defense: 45,257,625 personnel
The Homeland Defense force is tasked with defending each planet of the Confederation against
any invaders. They are organized into Guards Divisions as well as other subordinate and
superior echelons. They remain on their home worlds to conduct defensive engagements.

Notable Military Tech As with the anti-gravity vehicles used by the civilian population, both
the armored fighting vehicles (AFV) and the combat service support (CSS) vehicles used to
provide logistical support to the military are capable of anti-gravity operations.

o Territory Maps


Click on the image to zoom into the map.
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The Military Formations of the Magnus Confederation.


- Size/Organization Each of the primary eight (8) planets of the Confederation are represented in the military of the Confederation. The population of the standing military is just shy of 5% of its civilian population. The following numbers represent the grand totals of all branches.

Interstellar Navy: 216,000 Ships / 202,500,000 personnel / 1,247,768 Aircraft
The Interstellar navy consists of ships of varrying classes which are heavily armed for the
purpose of projecting force across the Confederation or the galaxy when necessary. All boats
and single engine combat aircraft are owned by the Interstellar navy.




Marines: 81,431,100 personnel
The Marines are an elite branch of the Navy used as naval infantry. They are a light
fighting force complimented with Atmospheric Assault Battalion.


Army: 407,064,052 personnel
The Army can perform Atmospheric Assault role as the marines, but are built for attacking,
sustaining, and holding terrain for extended periods of time. Officers of the Confederated
Armies attend the finest institutions of military learning on all eight planets. The
formations of the Confederated Armies are built around armored and mechanized formations
relying on orbital AGW ships for overwhelming artillery support.


Homeland Defense: 45,257,625 personnel
The Homeland Defense force is tasked with defending each planet of the Confederation against
any invaders. They are organized into Guards Divisions as well as other subordinate and
superior echelons. They remain on their home worlds to conduct defensive engagements.


Magnus total personnel serving: 736,507,350 (~1.2% of total population)

Total Population: 59,968,945,800
Total: (not including Brattunach) 59,968,345,800

The Organization and Composition of Military Forces










Subordinate Organizations








Confederate Ship Classes

















Armored Fighting Vehicles

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"God grant me the serenity to accept things I cannot change, the courage to change the things I can, and the firepower to make the difference."


Name: Joseph Hooker (Nickname: Joe, Jo-Jo, or Hook)
Age: 36

Physical appearance: Joe Hooker stands 6’ 1” tall and weighs 200 Lbs. He has dark African colored skin with black African hair and beard. He often wears dirty old blue coveralls or tan canvas trousers with cargo pockets, black T-shirt and work boots. He has a heavy dark brown corduroy jacket he prefers to wear on inclement planets with the necessary accoutrements, hat, gloves and goggles as needed. His appearance is not meticulous, nor slovenly; simply less than noteworthy.



Skills: Joe is a hardworking man, focused on his assignments. Having been spit out on the wrong side of the Unification War, Joe Hooker or “Hook” as his comrades called him, learned many lessons on how to fight, from hand-to-hand combat to the use of rifles and pistols. Due to his lack of trust in most everyone he comes in contact with he maintains a small cache of weapons and ammunition including a Ruger Red Hawk stainless revolver chambered in .44 caliber, an M1 Carbine, .30 caliber with walnut stock, and an H&K 770 gas operated .308 caliber rifle with telescopic sight and walnut finish. On his duty belt he carries a K-Bar knife in a scabbard along with a multi-tool. Combat in the outer planets has taught him a few things about defending himself and others. He can identify many of the vehicles, weapon systems and methods of operations used by the Alliance soldiers of the inner planets. Joe Hooker has loaded and unloaded several cargo bays since the war ended, learning the most efficient way to stack supplies. He has learned a few things about chemical compounds to, what can be stacked near what and so on; at least the hazardous compounds the ship might carry. Before attaining adulthood, Joe spent time in the kitchen learning how to cook a few simple recipes and has been perfecting his culinary skills. He often doubles as a cook on the ships he works on.

Personality: Hook is a quiet man, keeping his thoughts to himself. He enjoys traveling and the menial labor as a deckhand is well suited for him. It is not that he doesn’t mind it, he actually enjoys menial labor, a rare breed indeed. Hook is suspicious of most people, keeping to himself. One of the reasons he is the cook, is because he doesn’t trust others to prepare a meal for him. Hook enjoys gambling, cards or dice. When intoxicated, Hook goes through three phases. First, he is a happy drunk dancing, yelling and telling the world anything and everything. Second, he becomes a mean drunk wanting to fight all takers, trash talking people and making disparaging comments about folk he knows or doesn’t. Third, if he drinks too much, he passes out and falls into a comatose like slumber.

Character Back Story: Hook never knew his parents. His earliest memories are on the farm on Hera. The farm was an orphanage. The boys who lived there, toiled the land as farmhands. Working the farm taught him a strong work ethic. It is a trait that has followed him into adulthood. He values hard work in those around him.

As a young boy, he received a minimal education; he can read, write and perform simple arithmetic. He is not a learned man but knows enough to get by.

Life at the farm / orphanage was tough for young, Jo-Jo. He had to learn to fight seemingly on a daily basis. As appearances are reality, the other boys liked to play and often they turned to fighting as a means of amusement. For Joe Hooker, fighting became a game. He learned various techniques from the other boys or ship’s crews who took the time to share their knowledge with the boys. Even though life was tough, he adapted well.

When the Unification War came to the border planets, Joe Hooker was already in his 20s. He and several of the boys from the farm, joined a local militia unit. The boys had grown accustomed to using firearms as taught to them by the McGinnis family who ran the farm and fed the boys. They appreciated the McGinnis Family, but received no love from them. It was only their brotherhood. Seven boys left the farm to fight for the Browncoats.

Hook, as he was called by his mates in the unit, was haunted by a few horrifying experiences during the war. Mainly, he blamed himself for surviving when his six brothers from the farm did not. It was a feeling he would never shake. He would remember Jake, Paul, Winston, Derek, Carl and Theo for the rest of his life.

When the war ended, he had not much left to his name, hiring onto a passing merchant ship as a deckhand. He worked the job for the next decade or more carrying boxes and whatever else the captain of the ship agreed to haul for the right price. He accumulated a small sum of cash and promptly spent it about as fast as he could earn it. He cooked meals for the crew using recipes he learned on the farm. Occasionally, he lost his money in a game of chance or at some distant brothel. Joe Hooker didn’t care if he had money. He had no plan for the future; just to work and make whatever money he could to satisfying his current urges. He did save enough for his weapons, ammunition and equipment he used on the ship.

Joe found himself on Persephone out of work, doing the duffel bag shuffle. He caught wind of a man named Calvin Strand looking for crewmembers for his ship, China Doll. “Ahm shore if it pays good, it’ll do.” Joe made his way to the berthing port for the Doll to introduce himself to Cap’n Strand.
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The Tomb of the Forgotten Paladin. Pg. 58
Wondrous Longsword pg. 62.
4 ...timid and shy, hiding a furious temper.
Thump, a Dwarven guide pg. 62
Jocelyn's minions - 11 skeletons
Bald Rock Clearing encounter- 2 ...a dryad who defends this space from intruders.
Summons 2 owlbears, 4 Giant boars, and 4 giant badgers
Dark Hallways encounter - 3 ... a tripwire that requires each creature to make a DC13 Dex save or take 1d6 acid damage as a green liquid pours from the vents above.
Waiting in the hallway - 4 ...a series of 1d6 pressure traps lining the narrow hallway. Each trap has a DC15 and, if triggered, the creature that triggered the trap must succeed on a DC12 Dex Save or take 1d6 piercing damage as a Spear shoots upwards from the stone floor.

Leaving Tomb
The Great Outdoors
The Sister Springs pg 177


Ambience ...occupied by Mercuriel.

Blessings of the Springs ...A hardened skin (+1 to AC)
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