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And there we go. I wrote thinking someone from the crew would peer pressure Aamra into joining in, so go ahead and hop on that. :P

Commander Aamra Tulez

Aamra stepped onto the platform alongside the Captain, wincing slightly as the white-light holograms filled the space in front of them, some pleased to see the two of them, others decidedly not so. The Galactic Council was a lot of things, and mercurial was certainly one of them. Still, Aamra bowed her head in respect as Chase did, clasping her hands together in the traditional Tazygos gesture, and remained quiet as Chase was interrogated by the Council, with the captain constantly bringing up the loss of Anderson and the Council continuously demanding to know about the "cargo" they sent the crew to retrieve.

"Enough for us to figure out what was in it." Chase finally declared, letting the idea stew for a moment before continuing. "A whole lot of nothing."

Now there was a silence that spoke volumes. As a couple of the council members shifted in their seats, Aamra exchanged a glance with Chase, admittedly an uncomfortable one on her part given the circumstances. Wordlessly, she turned to look at Bruma, who hadn't taken her eyes off of the Tazygos since the conversation started, and had been fixing her with the same gaze one might use on a curious and dangerous animal in the zoo. A gaze she got far too often from superiors in the past, who saw Tazygos as primitive brutes, saw their tradition and faith as backwards superstition, and felt their race would have been little more then cave-dwellers were it not for the Tu'Veeri holding their hands.

Aamra being here, standing in front of the council in this uniform, was supposed to break that gaze, to show that the Tazygos deserved to be among the stars and treated as equals and someone like her could become an officer of the interstellar fleet. And yet here she was, fabricating a lie to the highest officials in the galaxy. The part of her that wanted to prove she could be that officer begged her to come clean, reveal the deception. She would earn the favor of the council and become the hero of her people, everything she could have wanted, right?

At long last, G'Pol cleared his throat and turned his attention to her. "Is this all true, Security Officer?" Aamra did not hesitate for a second.

"I was present upon the retrieval of the designated cargo, sir, and personally inspected the crate to ensure it matched the designations that you provided," Aamra announced officially. Subtly, she turned to look right into Bruma's eyes as she continued.

"The crate, by all measurements, did not contain anything of note. Outside of the aforementioned debris, of course." The reaction by the council was even more pronounced, especially from Bruma, who rose to her feet so quickly that the hologram projection stuttered.

"Then clearly you have made a mistake!" Bruma said strongly, barely restrained from shouting. "Not that I'm surprised..."

"I've gone over all the identifiers and biometric signatures twice, Councilwoman," Aamra declared coolly. "This is definitely the crate that you sent us to collect, unless you believe the Ulnar are acting completely contrary to everything Council Intelligence has observed about them." Getting a burst of inspiration, she reached into her suit pocket and pulled out her info-pad. "I can go over my procedure in detail if you would like, Madam Councilwoman, as well as the indicators and communiques from Intelligence to back up my observations. I will need to delay my next cargo inspection but if it soothes your concerns I would be more then happy to postpone so we can settle this matter."

"Ah, that won't be necessary," a Tu'Veeri council member interjected in a diplomatic tone of voice. "We had no intent of judging your competence as an officer, Commander Tulez. Admiral Dalize's faith in you has not been misplaced."

"Thank you, Councilman," Aamra said humbly, slightly bowing her head. Bruma made a sound that might have been a scoff as she sat back down, no longer intent on speaking.

"In any case, it seems we have some deliberation to do," G'Pol declared, more to the council itself then to Chase and Aamra. "Return to base and get ready for the next assignment. We'll be in touch." In the blink of an eye the lights dimmed and the holograms fluttered out of sight.

"Send the real report to the Admiral. Right now she's the only one I trust."

"I was going to suggest that myself," Aamra responded. "One wonders what the Council knows that we don't about this matter..."

Chase nodded solemnly. "Come on, we got other things to attend right now."


Chase's speech to the crew in memory of Anderson was very touching. Still, Aamra held back slightly, hovering near Rae as she made those grilled cheeses that humans were so fond of (and had to admit they sounded pretty good). Quietly contemplating all that had happened, she didn't really consider whether or not she would join the game. She had respect for Chase and a few of the crewmen, but at the end of the day, she was still an officer, and they were...well, the Marauders.

Ki, at its simplest, can be thought of as life energy, invisible, preternatural, and primordial. It has gone by many names, and it empowers and imbues all living things. Everyone has some amount of ki inside them, and ki gives them the strength to grow and live. Most people have a ‘normal’ amount of ki, and display no abnormal abilities.

While some people are born with a small amount of ki, while others are born with massive amounts. It depends on their ancestry, as someone's great ancestors can pass on their ki throughout the generations (They have to be dead for this to occur, however). The further they get away from their ancestors, the less ki they can be gifted with. However, long as a warrior trains, they never have to worry about their descendants running out of a natural supply of ki. However, if one descends from a magical being of some kind, then they will always have a naturally large amount of ki.

These beings are capable of superhuman feats, ranging from speed, to strength, to durability, to agility, resilience. All of these feats increase alongside a person’s ki reserves and can occasionally open the way to unusual powers. Many modern hospitals, for example, often have a ki specialist who can treat illnesses that affect life energy, or use their own ki reserves to heal injuries. However, the average joe will most likely know about ki in the context of Nomads.

The nomad has become a staple of global pop culture in the last century or so. he name 'nomad' refers to a wandering warrior with fantastical powers, a vagabond who, for one reason or another, travels the world seeking new fights and new challenges. They have epic showdowns, they participate in international martial arts tournaments, and they are features in movies, TV shows, and airport paperbacks. On Earth, there are such Nomads such as life-like automatons, a literal demonic artist from Hell, and your good ol' ki-wielding doctors to name a few, and many dozens more waiting for the chance to prove their mettle... at least that's what Hollywood's latest multibillion blockbuster about Nomads tells us.

By nature of their ki, your average nomad or nomad-level person can punch through walls, deflect most bullets like paper spitballs, and is shrouded by a subtle shield of life energy that makes them difficult to damage by conventional means. Of course, as with all things, if you hit them enough times with enough force, or enough ki, these defenses eventually break. Keep in mind that your character doesn’t have to be a ‘proper’ nomad, or even have to rely on ki, as magic and technology can allow even otherwise normal humans to tangle with ki-powered superhumans.

Ki can be increased several ways. For most, meditation is one of the most basic—if unrewarding—ways to build ki, and this life energy, whether it’s called ‘ki’ or otherwise, often figures into a variety of religions. Disciplined physical training that unites the mind and the body is another way to increase ki. Because of the lasting impression of the nomad on pop culture, most people will associate ki with physical training, especially martial arts. Indeed, martial arts is probably the most effective and straightforward way to build ki.

Beyond the across-the-board stat boost that high ki reserves grant, ki manipulation opens the way to a variety of abilities. Most use ki to emphasize specific attributes, like speed or strength. Others learn to manipulate their ki and focus it into specific forms. Ki can be transferred to allies to boost strength and stamina, and the more talented ki manipulators can even use it to heal. Ki can also be forced to take physical form, usually manifesting as a specific element that reflects the wielder’s personality and temperament, or to manipulate elements in the immediate vicinity. A person isn’t strictly confined to one element, of course, but will generally find it difficult to go outside their natural comfort zone. A person whose ki can manipulate rocks might find conjuring wind to be extremely challenging, for example.

Others might forgo these versatile abilities, and focus on the overwhelmingly difficult technique of manifesting ki in its pure, unconverted state, which often makes for the strongest shields and the most armor-piercing attacks.

One of the last well-known ki abilities is the power to sense life energy, and depending on practice and ability can detect increasingly specific details about power level and mood at increasingly great distances. The average nomad who has chosen to learn the sensing technique can gauge the general concentration of ki in the immediate vicinity, and notice people like nomads with unusually high ki-reserves.

Magic is a rarely seen and often poorly understood art, the biggest misconception being that 'magic' is what Mythics use while ki is what humans use. While this is incorrect as Humans and Mythics both utilize ki, true magic did originate from Mythic society, where it is commonly referred to by Mythic practitioners as "Mana".

While the fact of magic being another flavor of ki is undiscovered, most societies viewed Mythics as otherworldly, with their ki being seen as "special," in an ethereal light. This perpetuated myriads of things, from fantastic racism to worshiping them as deities as time went on. This even caused a (still) popular, yet wildly inaccurate rumor that infusing an item or being born with the blood of a Mythic would give you the same "powerful" and "awesome" abilities they had. Neither portion of this rumor has been spurned or rejected, leading to some illicit Mystical rings that trade Mythic's or Mythic Blood.

Aside from that dark reading, the "items" mentioned earlier are known as Catalysts; items such as magic wands, large encumbering blades, and griomoires of undisclosed origins. Some have been imbued with the blood of a Mythic whilst others aren't. However, one thing remains the same across all of them - they just need a bit of ki to power them up, which allows them to be usable. Along with that, their flexibility varies between each differing catalyst.

■ Humans
Humans are the dominant species in this world and make up the majority of the population as well as a healthy portion of the nomads. Renowned for their mastery of ki throughout the centuries, what sets human apart from older races with seemingly more powerful ki is sheer versatility. Humans possess hundreds of fighting styles both new and old to channel their ki, some even choosing to fight with the aid of advanced technology, arcane artistry, or whatever else works for them.

■ Machines
Obviously a newer entry into the Nomadic world, Machines cover any artificially created or augmented being forged through the incredible power of science. Ranging from cyborgs to androids to sentient drones, machines forgo ki in favor of advanced technology to give them an edge in any fight. For that reason machines rarely use ki themselves, though some partially Machine beings like cyborgs can still use it, so long as part of them is living enough to draw life force from.

■ Mythics
Mythics is the umbrella term used to describe beings of mythical origin, distinct from humans and machines. This includes classic mythological beings like centaurs and oni, divine creatures such as angels or demons, and even folkloric monsters like werewolves and vampires. Like humans, Mythics have the ability to wield ki as well, and many of their fantastic abilities, often labeled by humans as "magic" to make it sound other, are simply different styles of ki as innately tied to blood and heredity as any human ki abilities. Indeed, while oftentimes branded as an Other in a world where they are very much the minority, it is not uncommon to find humans and even Nomads with the blood of a Mythic running in their veins.

Notoriously bureaucratic, grossly overbloated, mildly corrupt, and absolutely rolling in cash, the WMAF manages some of the biggest and most viewed martial arts tournaments in the world. Originally founded in 1971 by Walter Duncan, who desired to show the world that Pro-Wrestling was real, went on to establish the WMAF after becoming the Heavyweight Champion of the World. Of course, due to being a bit of a meathead, most of the company's success is usually attributed to his financial advisors.

They have had a hand in lifting many well-known and beloved nomads to international fame, and their own share of scandals, from the rigging of the 1999 Warsaw Grand Prix, to the 2005 bribery scandal, to the infamous pee tape leaked in 2012. They also sponsor ki-training schools, though the quality of those schools can vary drastically.

Uniquely enough, they also host one of the biggest, most famous events year round, being able to rival the Olympics in popularity. This event is known as World Warriors, a tournament designed that invites the best of the best to participate in... or so most people think.

The NomadicNation is a web-based compilation of data over most Nomads known to man, machine, and mythic, acting as a tool for most regular people to look up thinks about their favorite nomad and buy some merchandise that is sold by certain organizations. For organizations, they either advertise for a tournament or sell merchandise to different people.

However, there is a much more informative side to the website, with an example of it also acting as bounty board for some of the worlds most wanted... who are mainly nomads. There's a top ten most wanted nomads board always at the side to see who the big contenders are for getting the most bang for your buck. Another is posting jobs that can only be handled by nomads. Some jobs are much more upfront with nomads whilst the more secretive jobs are, well, not upfront. The list of jobs will constantly fluctuate each day, sometimes completing before you even get to the other side of the globe. If you're down on your luck and need a job that pays as a nomad, it's best to go here.

The website also has an easy function to help determine your language, making it accessible to most, if not all ethnicity's.

World Warriors is a multinational event, bringing the best, the greatest, the (in)famous in one, large arena for the world to see. With the rising popularity of Nomad's in the media, this global spectacle is attributed as one of the WMAF claim to fame, even if their founder states otherwise. This event spans over the week, as bets are placed on Nomads of different caliber, the lifestyle of them being grossly misappropriated, and merchandise being created based on some of the more popular picks.

The first tournament was hosted in 1994, with the promise that any Nomad could enter and have a shot at not only being labeled as the World's Greatest Nomad (for that year), but could have almost anything you want. Critics expressed disbelief at what was stated and was made a laughing-stock until they gave the tournament winner what they wanted, which shocked many viewers and critics alike. Suddenly, there was an insurgence of Nomads that attended this event each of the following years, until the WMAF put their foot down and began limiting whoever could enter this now prestigious event.

There were really only three ways one could join after this - receive a personal invitation from the higher ups in the WMAF (they will somehow find you), get a sponsorship from one of the companies, or pay an exorbitant fee to enter. Usually, Nomads who receive a personal invitation are those who have done something "outstanding" that year, so exceptional that they just have to give you an invitation... though, of course, anyone can utilize this letter, making it a coveted item, as well as a huge bundle of cash if one can sell it. Funnily enough, they actually don't have any expiration dates; along with that, the top 10% of Nomads in this event automatically receive one.

And just as a small trivia note, sometimes (i.e. every friggin' time) Walter always offers to challenge the champion of this event, just as a exhibition and not taking any of the winners prizes... though, if he does win he does take the title of being the World's Greatest Nomad, but the winner of the tournament will still receive their wish.

The Zun civilization is one of the most ancient in world history, having been first documented in the Bronze Age by Egypt and the Hittites and most likely having existed before then. Legend says that the civilization that emerged in Southern Afghanistan was lead by a man named Zun, a powerful warrior king and nomad, who sacrificed himself to become a new sun and save the world from unending darkness. This myth became the basis for the sun-worshiping faith of the Zunists, a religion still prominent today in the region. Actual historical information is scant on the Zunist civilization, with scattered accounts referring to a powerful military state who struck fear into the hearts of their enemies and provided protection for those who needed it. Eventually, Zun was absorbed into the Persian and later Islamic empires, though miraculously they retained their leadership and faith throughout much of human history, despite the efforts of dominating empires, especially the European colonial powers.

As the Ottoman empire declined in the 18th century, Zun declared independence and established a new nation around Southern Afghanistan and what would later be Pakistan; the Kingdom of Zun. Weathering the turbulent 20th century, the Kingdom rose to international fame during the late 1960's, when Zamindawar played host to the World Warriors tournament for the first time in its long history. The success of the tournament and the Zunist faith having deep connections to ki and the nomad lifestyle led to Zun being called "The Capital of Ki", and Zun emerged as a prominent regional power, wealthy, developed, and boasting energy reserves that would fuel its continued success. The Shah who hosted the 1960's tournament even made history when he announced sweeping civil rights reforms aimed at acceptance of Mythics, the first in modern history, and established Zun as a haven for oppressed Mythics worldwide.

But now the optimistic future of Zun is shattered. General Zaman has launched a coup to overthrow the government, and Shah Darvashi and his daughter, the crown princess, have gone missing. Civil war looms, the world hangs on a knife's edge, and whispers abound of those who helped depose the rightly crowned Shah, a mysterious terrorist organization known only as PENUMBRA...

"Ever since the dawn of time, there was an invisible force flowing through everyone... the pure fighting spirit known as Ki. Through their understanding of ki, the greatest warriors could train the mind, the heart, the body, and the soul to perform the impossible. Strength beyond what the body would allow, speed beyond all speed, and weaponizing your fighting spirit in raw form... all from the mastery of the pure fighting spirit of ki. Many are capable of using ki, but few are able to utilize it to it's fullest potential. These few are known to the world as Nomads, fighters that travel the world for their own reasons - whether it be personal betterment, fortune and glory, or saving the world as they deem fit. Of course, this isn't as simple, as they will inevitably cross paths and clash with other Nomads pursuing their own dreams and desires..."

"... each and every one of their destinies becoming intertwined with one another, with the nation of Zun acting as the centerpiece. With such a blinding, brilliant light cast by aptly named "Capital of Ki," it only makes sense that it should cast the longest shadow. A part of this shadow is the ambitious General Zaman, a man who desired to take the throne for himself has launched a coup to overthrow the government. Whats more, the Shah and his daughter have vanished without a trace, causing whispers of conspiracy among the populace, as well as rumors abound that they were deposed by the mysterious terrorist organization known only as PENUMBRA. Regardless, a Civil War is on the brink of the horizon, soon to be engulfed by a much longer shadow, one that will leave a lasting eclipse on the world..."

"... and in the end, only the strongest and most skilled fighters will be able to overcome these trials..."

Welcome to the Nomadic Fist: Radiant Soul. This RP takes place in a quirky, anime-and-fighting-games-themed world (think of shows like Hunter x Hunter and One Punch Man, or games similar to Darkstalkers and Street Fighter) where supernatural warriors known as "Nomads" head out and engage in supernatural battles. Fueled by ki, magic, or technology, they journey the world, and, for whatever reason, they seek out fights.

This won’t quite be a PVP roleplay, and is more story and character driven, with your characters fighting NPCs and a variety of sinister plots (with player fights for special occasions). The world is very, very free-form; lore is loose (basically amounting to everything just described in that first paragraph), and you’re free to create almost any kind of character or backstory you please.

So what do you all say? Are you all itching for a fight for the ages or a bizarre adventure? Well, your story begins here!

(Originally constructed by @Ruler Inc; thanks for bringing everyone together bub; also, rip original title card).

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