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    1. Feigling 12 yrs ago

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Undwrworld? Sounds like a good trade venture. And it keeps the gangs there occupied.
Rhymer said
Last post for today. Would anyone be interested in non-human races? I don't think their is enough fantasy in the game yet. Standard fantasy races like dwarf, elves, goblin, gnome, and others like minotaur, orc, etc.


Most certainly! I can imagine an empire fractured by war, now in the hands of a young but competent and well-loved leader, with racial tension running deep due to the kingdoms many changing hands. Can we look to Weiss to lead us out of the darkness, or shall he fall victim to fate's cruel grasp?
Would a psuedo-Ottoman empire that speaks a language inspired by German be okay?

I was planning on using Shamshirs and Kilijs but the name of the ruler is Weiss. I thought that Turkish and German sounded similiar, so I didn't see a problem. Everything else would be Ottoman inspired, obviously.
solamelike said
When we start and we get the actual N.S up, then we can begin to talk. I don't think you should just start wars right at the start though....


Speaking of which, when is the OOC going up?
Shoopthewoop said
I got robots son.


Die Robotisten! You shall pay for your mechanical unlife!
solamelike said
I cant wait for this to start and have a N.S up :DWhat did you guys think of my race?


I thought "Om nom nom..."
Name: The Republic of Koninkryk
Capital: Huisward
Population: roughly half a trillion

Language: Huis
Religion: Religion is scarce in tbe Republic, but religous beliefs are protected by Republic law
Law: There are some basic laws covering things like kidnap, theft and murder, but mainly the laws are left in the hands of the planet's personal government

Government type: Matrichal multi-seated Republic - Every planet gets five seats in an interplanitary senate. Seats are divided amongst the planet via population.
Influence and relations: None as of yet, however they are renowned for their dislike of robots and cyborgs.

Major industries: Non lethal weapons, energy crystals, decorative pieces, scavenged machinery, mercenaries
Currency: Katar - small metallic coins with square shaped holes in the middle. There are prints and writing down the sides and on the faces.

Military: There is a standing military on every planet within the Republic. In case of invasion, reserve forces will be pulled out from nearby planets to sandwich attackers between a defensive planitary force and an offensive relief force.
Military weapons are not restricted to rifles and pistols. There are a vast variety of melee weapons that act as disruptors, like the tridents used by the residents of Valmiro or the axes and spears popular amongst the Skugga. Some planets and races, like the Segruin and Akvard, have outlawed ranged weapons entirely.
In terms of space craft, designs have been focused on making fast, mobile and agile machines rather than big, heavy destroyers. Even flagships and heavy support ships barely compare in size to their counterparts in other empires. They do not, however, lack firepower and perform their duties just as well as their rivals.
There are also artillery pieces - siege engines, cannons and howitzers, to name but a few. Run by at least five or six troops at once, these mechs have the benefits of conventional disruptors with added splash damage, anti-armour and larger shots.
The typical weapon of a Koninkryk ground unit is the disruptor rifle, a lightweight, semi-automatic rifle designed to incapacitate rather than kill. As a back-up, there are also pistols that achieve the same effect. Assault units are equipped with a fully automatic rifle, and are given EMP grenades to help counter hostile war machines.
Support, snipers, medics... Every class of warrior can and will show his face on the battlefield. However, some of the more archaic planets dislike such dishonourable units, especially snipers. Therefore, for their first battle at least, foes need not worry about sharpshooters and suppression fire. However, if the foe is judged to be dishonorable, there will be no holding back and no mercy next time

Notable places: Huisward, home of the Republic and capital planet. Huisward is a warm, sunny planet, with long, flat expanses of ground broken intermittenly with small lakes of clear, sweet water. There are few cities, but many towns and villages.
Skygge, the first planet to be conquered by the Republic. Skygge has many mountains and tall jungles, making it the perfect habitat for its amphibious, lizard-like inhabitants, the Skugga. Similarities have been drawn between Skygge and Jurassic Earth, including the plants, atmosphere, weather and dinosaur-like inhabitants.
Valmiro, the first planet to join the empire that was originally inhabited. Entirely aquatic, it's residents are capable of surviving wothout breathing. At all.
Eris, the ever-changing planet. Completely unpredictable, this planet has no definable form. All benefits should be reaped immediately, as the planet's changeability means any benefits are short lived and potentially ill timed

History: Pending

Important People (Player Characters):
Trillovinum said
It apears the Ka have found their nemesis. The organic will be avoided at all costs until more data is collected.
Direct confrontation will certainly affect the Ka in a negative capacity. Perhaps basic battery bombs will be used or dormant ship tactics to gather said data.


Fire and brimstone, lads! Let's show these hunks of steel and numbers the benefits of true inelligence.
Honored Brother said
If the Ka are our Necrons, then I think we have our Tau.

Also, are those disrupters EMP devices? Sounds awfully alike.


Yeah, but EMPs would only affect robots. Disruptors shut down electrics AND knock out, paralyze, nauseate, confuse, blind, demoralize and a bunch of other fun but non-lethal effects.
There are also disruptors to deal with mechanical objects, but these won't affect electrics and vice versa.
Ok, this is a quick summary of the kind of nation I'd like to play. Tell me if you think I could improve it somehow:

The Republic of Koninkryk is a small (by galactic standards) empire, believed to be relatively new to the stars. As new as they are, they have expanded quickly, with world after world pledging fealty to them. That is not to say, however, that they are aggresive. Far from it, actually, as many of their worlds were either uninhabited or won over by their advanced technology and silver tounges, rather than force of arms. They have gained many new races and species, all of which are treated with as much equality as possible.

Koninkryk is predominantly matriarchal, due to its roots on Huisward. Here, women are taller, faster and stronger than men, who are considered to be weak but cunning. Thus, it is women who are more likely to arrive in positions of power than men. Indeed, there are but two males in the Republic's parliment - Weiss Feder from Huisward and Drakvarde from nearby planet Skygge. However, this is not considered a downside or negative in any way by most of the Republic's residents, male or female. High-ranking positions are seen as those of responsibility, not power, and it is well known that without the general workforce, the entire Rebublic would collapse.

Speaking of the general workforce, there are many creative, unique and exotic exports from Koninkryk. Many of these are meagre trifles, pretty but otherwise uninportant, but there are a couple of big sellers, namely gemstones and weaponry.
Gemstones in Koninkryk are not small, shiny gems like those of Earth. Each stone is crafted and carved by the elements themselves, not by stone-cutters. They are imbued with power that allows them to be used like conventional power sources. These are doubtlessly cleaner and more powerful than most batteries and fuels, creating zero toxins or waste, but cannot be recharged by normal means. The secret of recharging the stones is kept within the Republic under pain of death, so the only alternatives to returning the gem is to resort to normal power sources or buy more gems. However, chargeless gems still have some use - they retain their strength and sparkle. This means they can be used to replace normal gems in a pinch.
Weaponry is vastly different to the weapons of most other empires. In Koninkryk, soldiers are trained to incapacitate and disarm, not slay and conquer. To meet this strange order, weapons are designed to knock out, paralyze and otherwise render enemies useless without killing them. Even melee weapons are treated to bust through armour without hurting the wearer, and anti-vehicle devices work by frying the electrics and jamming the motors to avoid unnecessary casualties. Even space-faring craft have unique cannons designed to stop other spacecraft from firing back. These weapons are appropriately named "Disruptor" weapons

Disruptors have an adverse effect on robots, cyborgs and other robotically and mechanically enganced beings. Direct hits can result in the creature being disabled, and even glancing hits will set off the creature's closest thing to pain receptors. Cyborgs have reported being incapable of using their mechanical limbs and enhancments for months, even years after the initial shot. Even expert engineers seem unable to get the devices running, short of replacing all the wires and batteries. It should be noted that the aforementioned gems will lose all charge if the suffer a blow from a disruptor, as will some types of battery. In these cases, simply recharging said battery will return it to full function. If this doesn't work, there is no choice but to wait for the device to start working again or replace it. The more power a machine requires to function, the longer the wait. Whereas simple weapons may take a few minutes to unjam, complex vehicles and tanks may take several hours to clear up, and spacecraft could take weeks.
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