Current
That was the worst three months of my life. Health is close to normal again. Here's to making the insurance company cry!
1
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3 yrs ago
"Your copay today is $20,000" How about no.
3
likes
5 yrs ago
Well, the "I am but an ally" to "queer af" pipeline is real.
Bio
I have gone by many names over my life, and the one I go by here is Nori.
I am a non-binary individual who has a love of participating in these stories and creating my own. I am incredibly chronically ill. If my illness flares up too much I may be pulled away.
FINAL TRANSMISSION: OPERATION LAST STAND SOURCE: SUPER EARTH HIGH COMMAND ENCRYPTION: LIBERTY-7 PRIORITY: HIGH
ATTENTION HELLDIVERS OF MALEVELON CREEK:
WHEN THE MINDLESS, BLOODLESS ROBOTS DESCENDED ON YOUR PLANET, YOU DEFENDED IT WITH THE VALOR SUPER EARTH DEMANDS. YOUR BULLETS TORE DEMOCRACY SHAPED HOLES IN THEIR SKULLS. YOUR STRIKES SPILLED OIL UNTIL THE RIVERS RAN BLACK! YOUR SPIRIT ENSURED EVERY INCH THEY TOOK COST THEM A LEGION! SUPER EARTH STANDS IN AWE OF WHAT YOU HAVE ACCOMPLISHED. EVEN AS WE WATCH EVERY TRANSMISSIONS FADE... WE KNOW YOU REMAIN. IN THE JUNGLES. IN THE RUINS OF OUR ONCE GREAT CITIES. INSIDE THEIR FORTRESSES. THIS FIGHT IS YOUR CULMINATION.
HEAR NOW, YOUR FINAL ORDERS:
YOUR SUPER DESTROYER HAS LEFT ORBIT. YOUR AMMO CRATES WILL RUN EMPTY. YOUR STRATAGEMS ARE SILENT. YOUR MEDPENS ARE DRY. NO REINFORCEMENTS WILL COME. NO FLEET WILL RETURN. SUPER EARTH, AND HER BELOVED CITIZENS, MUST TURN THEIR EYES TO OTHER FIRES TO ENSURE MANAGED DEMOCRACY SURVIVES.
YOUR MISSION HAS CHANGED, HELLDIVERS:
YOU DO NOT SURVIVE. YOU TERMINATE. YOU DO NOT RETREAT. YOU TERMINATE. YOU DO NOT SURRENDER. YOU TERMINATE.
MAY THE LIGHT OF SUPER EARTH SHINE BRIGHT ON YOUR FINAL STANDS, AND MAKE THEM PAY FOR THEIR TRANSGRESSIONS AGAINST MANAGED DEMOCRACY.
The basic premise of this RP is that you will play as one of the many Helldivers left behind on the infamous MALEVELON CREEK. You can expect no reinforcements, orbital stratagems, and by and large you will be ALONE. But a Helldiver never dies alone. You will be teaming up with the remaining Helldivers, surviving S.E.A.F, and patriotic civilians as you defend your home from those who wish to take it. There will be missions that your group will depart on with a MAIN MISSION, and there will be SIDE OBJECTIVES, you can choose to engage with. The Main Missions will involve extracting a heavy toll on the invaders and would revolve around deploying Hellbombs inside their cowardly walls, extracting stranded soldiers and civilians, and creating a hidden safe zone to operate out of. Side Objectives will be the optional content you can path towards to either make the mission you are on easier, or help with the next mission.
As you complete missions you will raise the threat level you and your fledging garrison will face. As this threat level rises, the Automatons will begin to bring in more enemies, and more specialized forces until, eventually, all-out-war may come your way. Thus, as you complete your missions you should do well to gain strength as you go because eventually, there will be a fight that might be impossible to win otherwise. Thus, this RP is about MANAGED ESCALATION. You need to keep a low profile both during the missions and outside them, careful about your impact on the front as a whole, until you are ready to face whatever horrors the Automatons have in store.
The first battle of MALEVELON Creek lasted nearly three weeks. It was one of the first major battles of this new war in the heavens. During this time Helldivers displayed their bravery by repeatedly delaying, and denying their robotic enemies an easy victory. Despite the valiant work of the Helldivers, and their brothers and sisters in arms in the SEAF, the planet was lost. Many supplies, weapons, and other tools were left behind in the hasty evacuation. Tanks, APCs, and even a few EAGLE craft, can be rescued and brought forth for the war effort from this first conflict.
However, despite the plethora of available weapons and vehicles the surviving allied forces will need to retrieve them. Thus, Major General Jane will need to put her soldiers in the best positions to retrieve the supplies they so desperately need, and keep them out of the way of the various major automaton armies.
The landscape of MALEVELON Creek has not changed much in the week since the last super destroyer in the last month. The dense vegetation has not had much time to hide the deep scars left on her surface. Mega Cities, once hubs of democratic activities, have become over-run with the mechanical horrors of the robotic forces. Each building is stripped of what made it home for the Super Citizen who lived there, and have become a wire infested maze of data centers, illegal broadcast towers, and manufacturing. The Super Cities are a proverbial nest of death, as each wire can alert the nearby patrols to your presence. If one bot sees you they all see you if they get their flare off.
Major General Jane will be splitting her forces into two when it comes time. Task Force Hammer will focus on the destruction of enemy forces, denial of assets, and distraction. Meanwhile, Task Force Anvil will use the destruction created to gather supplies, rescue stranded soldiers and civilians, and perform covert actions. Both missions will take place at the same time in separate sectors, but both will need to execute their mission to continue the war effort.
The base of operation for all these forces is located in a downed destroyer, deep within a canyon. The flight crew managed to fit camouflage nets, both mundane and electromagnetic, to mask the presence of the craft from passing gunships and dropships alike. The canyon is linked to a series of cave systems that form the basis of the storage capabilities for the fledgling army. These caves have been explored extensively thanks to the technological might of Super Earth, and there are numerous egress points that allow for rapid deployment of vehicles over a large area. Keeping this points secret is the primary mission of the entire armed force, and as such vehicle use is limited unless absolutely necessary.
Will the surviving forces be able to hold out long enough for the war to return to the dense jungles? Or will they be crushed under the heavy feet of the automaton legions? That, as always, is up to you
RULES & NOTES
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1. First and foremost, I reserve the right to reject anyone from the RP and boot them out at any time. I hate to do this, and I will try to avoid it, but sometimes, some people are too disruptive to the RP or aren't a good fit and must be removed.
2. Please try to be respectful towards all other players.
3. This will be based on the infamous battle of Malevelon Creek, specifically after our loss, so expect plenty of opportunity for death.
4. The tone of the RP will be relatively dark and brooding, but not edgy. It'll have plenty of dark moments and probably some pretty graphic moments - with occasional nudity. However, the absurdist humor inherent to the setting will offset it.
5. no "wip" sheets on the OOC. Post a complete sheet, or don't post anything at all. If you need something looked over, feel free to private message me. Speaking of which, the character tab is for accepted characters only.
6. Keep in mind that your character can die. If they make the wrong move, it can result in their death, and I will not jeopardize the story to save them.
7. You're allowed to have as many characters as you can handle... don't go too crazy. I want to keep it to about two characters max per person, but if you have a good idea, I'll allow more.
8. I only describe the essential lore for character-making. That is because I like doing stuff from top-to-bottom, meaning I like to explore the crazy world in character. Please let me know if you want any details about the lore for making a character.
9. The following ideas are banned: heresy to Super Earth, a commander above the Major General in charge, a victory that would exist outside the timeline, and peace with our enemy.
10. This RP will strictly be "first come, first serve." I will not reserve any /characters/roles/etc, and they will go to whoever finishes their character sheet first. If there's a conflict over it, I will decide the outcome.
11. All I ask for is one post a week. Your character will be deemed inactive if it's been a week since your last post. Please be aware that once your character has been deemed inactive, I have free reign to control them, or they can be killed off.
12. This RP will likely use a dice system for combat to keep things semi-accurate to what it would be, and true to what it would need.
13. Some rules are so beaten into your head that it should be obvious. ...................................................................
“Yeah, same,” Forest noticed that the man had his mouth agape at the sights as well. This was a good thing. While Forest was no stranger to the type of activities that were on display, he was a stranger to it being done in view of the public. His stomach still churned at the images that burned their way into his mind, and he knew that for the first time in his life he’d consider therapy to get over it. It did help having a nice person to talk to. The man was right. Mead, something else to look at, and Forest would add to it a nice conversation with a nice man was everything one needed to quickly not notice the sights. “If I never see that again, we're square. Haven't been here long. Almost an hour tops.” Forest shuffled his footing at the news. Another new guy amongst the crowd. While he did not know who had been here a long time or was new, he was hoping to find someone to give him the ropes, and maybe a tour to know where everything was. Still, if nothing else maybe the two could explore the compound together if nothing else.
“Elias.” Forest took a quick mental note of the name. He had met Roxxy, and now Elias. “And I'm guessing you brewed this yourself, Forest?” Forest smiled as his creation got recognized for what it was. The dry tone of Elias did little to hide the appreciation, and Forest smiled harder as he expected a compliment to follow. “Are you a son of Dionysus, or just dangerously handy with honey?”
Forest’s eyes went large as a hand suddenly found itself positioned over his chest. His heart felt like it fluttered before it skipped a beat. Was his mead that high quality that it could elicit a complement of being dangerously handy with honey? Forest’s mind blanked for a second as he savored the sheer euphoria of the suggestion, and it was an honor. And the first question was a good feeling too. He never would even suggest that his tasty, homemade, creations were anywhere close to what a child of Dionysus could create. “I can’t say I am a son of Dionysus, but I can say that Demeter is my mother," he paused as he placed his hands on his hips, “I like to work my magic into my garden, and the bees seem to have taken a liking to the flowers I created. As they say, one thing led to another." He paused as he looked around the party once more, and did not see any other tomfoolery like before. “I am dangerously handy with honey, and fruits, though I will give you that." Forest offered a warm smile as his head tilted to the side ever so gently.
The night was now a little more worth it thanks to the kind words and wonderful conversation offered by Elias. Forest finished off his drink in a quick gulp. While he did not want to get drunk tonight, it was still fun at the moment. He would consider another drink only if he had a drinking buddy worth talking to. “Have you gotten out and explored the camp yet? I have been to the map, to my cabin, and here thus far. Not sure what else is out there as I also just got here today."
While Elsabeth knew she had come here for the circus, it seemed that the town was beset by a significant population of the recently departed. From the ones that simply walked through the newly constructed buildings, unaware of the change in the landscape, to the others whose eyes peaked through the windows with the longing for life. A slight grin spread onto Elsabeth’s face as she used her peripheral vision to examine the ghosts in more detail. There were some soldiers similar to the ones in the fields on the way into town, but there were also young children, elderly, and people who would have been the same age as she was. Each one was dressed in a fashion that either denoted their position in life, or the era they died, and it was a mismatch of these differences across the town. There was no doubt that once word got out that she was here, and ready to help, she would be quite busy.
Elsabeth knew that there was only one place where she could quickly prove her merit. It was the same central meeting point in every town where death was guaranteed to happen. The Tavern. Elsabeth quickly looked around from the town square before she spotted the aptly named ‘The Blue Door’ with its blue front door. Elsabeth thanked the heavens that the coachman had dropped her off so close, as she did not fancy a long trek through the town before such a festive occasion such as the circus. With a gentle first step, Elsabeth moved towards the front door, opened it, and stepped inside.
Elsabeth grinned as she saw her first mark sitting at the far end of the bar, trying to grab at a tankard of ale that was sitting right in front of him. He had long hair, but it was well kept. His clothes suggested he was a man of some means in life, and no doubt this foray into death was not doing well for him. Elsabeth gave it another moment of watching before she moved forward. She could see the tankard begin to shake ever so slowly as the spirit got increasingly frustrated at being unable to grab what it wanted until it suddenly, and ever so gently, moved towards the edge of the bartop before gravity took hold and pulled it down to the ground. The metal tankard hit the ground with a noticeable thud.
The woman working just a bit further down the bar jumped in surprise, hand reaching and resting on top of her chest, as she turned to face the source of the noise. “Good Heavens, what was..” She paused as her eyes scanned for a minute before she spotted the tankard on the ground and her expression quickly turned dour. “Ah blast it, not another one. Wind must’a caught it again,” she paused as she spotted Elsabeth looking on with a bemused expression. Quickly, the woman’s expression changed with the change in fortune. “Waste of a good ale, that’s what that is. I am sorry for that disturbance, ma’am, name’s Agatha Bellwater. What can I do for you?”
Elsabeth moved towards the bar and slowly slid into a seat next to the apparition, careful to not look at it directly but keeping enough of it in her view to still view how it looked. ”I have arrived in town as I heard there was a circus performance to be held later on. In the meanwhile, I come seeking both food and a room to nourish my soul and rest my weary bones.”
Agatha simply smirked. The circus was many things, but she had hoped it would be easy money for her. If this well dressed woman was any indication, her fortune may very well be on the way up. “I do a basic meal at a sixpence, that will get you some bread, meat, a pickle, and a pint of ale. Hot food is one shilling sixpence, and that will get you a stew, pie, or slab of mutton. I do the cooking so you would just need to ask, and pay, and I will get right on cooking that up for you. If you fancy an ale, or a porter, it will be threepence. As for a room to rent, we have a shared room that is one shilling per night, and a private room available that is one shilling sixpence.”
”You have so many options, Agatha, most impressive,” she paused as she caught the ghost looking at the woman with a certain longing in his eyes.
“My late husband knew that the people who visited this town deserved to have the option for a private rest, god bless his soul, and I haven’t had the heart to change anything since he has been gone,” she paused as she forced a smile across her face, “prices and all.”
”I don’t mean to pry, but how long has it been,” Agatha paused as she straightened her posture.
“A year tomorrow.”
Elsabeth let her eyes slide ever so to get a better look at the man's face. While she was not as well versed in knowing how long it had been since someone had died, she could tell that he was not quite at the wailing stage, nor had he lost hope in interacting with the living world. He was a recent death, and he could be around a year old. Older ghosts tend to lose sight of what is in front of them as their grief consumes them. Yet this ghost still had the sense to reach for an ale to dull the pain of their eternal damnation. Elsabeth turned her head to the man, and let her eyes linger on him for a moment. The man turned his head and locked eyes with Elsabeth, before he looked behind him to see if she was looking at something behind him, before he turned back and saw Elsabeth adjust her eyes ever so to remain locked on his. Elsabeth allowed a small smile to cross her face.
“You, you can see me,” he asked, his voice coarse and rough as if there was something blocking his windpipe or damage that remained unseen.
Elsabeth gave the man a quick nod. ”What is your name,” she paused as she turned back towards Agatha and pulled out her coin purse, grabbing enough coinage to pay for a hot meal and a private room. ”The road here was long and I am afraid I must have left my memory out in the fields. May I have a hot stew, with meat and potatoes if possible, and a private room.”
“Joseph, Joseph Bellwater” the man responded quickly as he scurried closer to Elsabeth phasing through the empty stools, causing them to shake ever so.
“Agatha, Agatha Bellwater, don’t you worry about a thing, miss. Are you sure you only want to rent the room for the night? Someone might get it before you do tomorrow.”
”I have a feeling we’ll be coming to an arrangement here soon for the nights that follow, Agatha,” Elsabeth paused as she passed the coinage to the woman, looking around to see if there was anyone else who could hear what she said next. There was a man passed out in the corner, and besides that she had arrived sufficiently early to avoid a crowd. Perfect. ”Have the tankards been falling off the shelves ever since your husband Joseph died right here at the bar?”
Agatha took a step back, face as if she was the one who saw the ghost. “How did you…”
”As I said,” she paused as she looked at Joseph, before towards Agatha, smiling at them both, ”we have much to discuss.”
Idris had never met his father before just now and already that god had made him angry.
There was much about their first meeting that Idris was willing to let slide. He wasn’t mad that the first time he met his own father happened in his mothers restaurant, twenty five years after he was born, without the courtesy of a ‘hey kid, I went out to get a pack of smokes and got lost on the way home’. Idris got it. His dad was a god, and gods were busy doing whatever things the gods would do, and if the stories about his father were to be believed there were likely many demi-god half-siblings out in the world which would make it difficult to visit them all. Idris was also not angry that his father had seemingly enveloped him in a blinding flash of light, and teleported him halfway around the world seemingly in an instant. It saved him money, energy, and he did not have to worry about screaming babies on the airplane. Idris was angry because he could not tell his mother that he was going to be going away.
For all he knew, his mother would be getting a call from their usual clients in a couple of hours letting her know the restaurant was closed. She would try to call him but, judging by the lack of bars on his phone, the calls would fail, and she would think the worst. The restaurant would remain closed as she made it her mission to find him and would suffer day by day. All because his dad had big plans. Idris shook his head as steam poured from his nostrils, his eyes wide and crazed. It was evident that his father had thought of everything to get him here, as evident by the bag on his back, a suitcase in one hand, and his Olympic Recurve bow in the other. All prepared before he was even in the restaurant, all ready to be sent alongside him, and yet his father did not even consider how Idris would react to not having the chance to say goodbye to his mother.
The dick waltzed into his life after twenty five years and everything he did was still about him. The fucking nerve. Idris rolled his eyes in disgust.
Idris shook his head as he reached into his pocket and pulled out the notepad he would have used to take orders during the day, and pulled the pen out of the same place. He wrote a quick note to his mother.
“Mom. Dad stopped by and needed me to train for something. I will be at a camp, I don't know where or when I will be back.
PS: Dad is a dick for sending me off before I could say goodbye."
Idris folded the paper and then stuffed the paper into the gaps in the frame of the bow, and then placed the bow on the ground. He began to walk towards the gate and reached his hand out towards the thumb print reader, when suddenly a single lute note played out. He felt his bow in his hand again, and he looked down and saw that the note was now missing. “Divine fucking intervention,” Idris muttered as he pressed his thumb into the sensor, rolling his eyes as he did, and shook his head when somehow the gate opened.
Idris took the first step forward as he continued to ruminate about his father. Yet as soon as he was walking along the path inside the compound he could feel the warm air around him suddenly appear. It wasn’t like he wasn’t prepared for the cold, he just came from Halifax in winter and it was a cold day there today. Thus, he had on a heavy winter coat, fingerless gloves, a scarf around his neck, and a hat on his head. He would’ve been warm regardless, yet the air here was noticeably warmer than it should have been. Idris stopped moving forward as he tilted his head to the side, before looking side to side half expecting to see some other person practicing some weird magic causing that sudden change yet none would show themself. His eyes slowly returned back to the front and lingered there for a second before they squinted. “I mean gods are real so,” he paused as he exhaled and shook his head, “strangley warm air is normal,” he began to resume his walk forward, “god I hate this place already.”
As Idris continued forward his eyes flicked from side to side searching for any sign of anyone else, and after a second he caught sight of a small group through the passing trees. His eyes latched on. From what he could tell from the distance they were standing around some structure, maybe a kiosk? He couldn’t make out much at this distance so he returned his eyes to the path ahead. Idris saw that he was approaching a clearing of some kind, and his ears told him there was a large gathering ahead. It wasn’t until he hit the edge of the trees that, to his horror, he realized that there was a party happening. A chill ran down the length of his spine. That would mean that there was likely alcohol, and music, and the possibility of a karaoke station did not escape his mind. Memories flashed across his mind of him standing, one arm around the shoulders of a stranger and the other gripping that mic while a voice unknown to him belted out Dad Rock. The smiles all around him, everyone having a good time, and the yearn in their hearts to do this again. Idris hated that. He would do everything within his power to avoid going to the party tonight.
Idris’s eyes shifted back to the kiosk, and the group assembled by it. He saw there was a tall, one armed man, helping a smaller woman pick something out. His ears caught some mentions of cabins, selections, but not much more than that. Was that how they picked where they lived? He raised an eyebrow at the thought, a kiosk? Really? He rolled his eyes. Of course it would be magic. Was there anything mundane to this place, or would he be rolling his eyes every single day he was here? Something deep within his gut told him it would be the latter.
The warmth of the area began to get to him. It was downright pleasant out inside the camp so as such, he placed his bow down and took off his backpack placing it down next to it. He pulled the scarf off first, and pushed it into the top flap of the backpack. Then, his coat came off revealing the unbuttoned button up shirt overtop a maroon shirt. He then got the backpack back on, draped his coat over his one arm, while the other grabbed his bow. Idris looked back at the two by the kiosk and decided to at least get in line to see if he could figure out where he himself would be staying tonight.
Idris took a few heavy steps first to try and announce his presence while keeping his eyes inviting, the last thing he wanted to do was spook a demi-god who might not know how to use their power. It would be just like hiking through the woods if a bear is in the area where you’d make enough noise to let the bear know you are there and keep it consistent enough that you don't startle it. He stopped his steps as he was within talking distance with the two.
“Hi,” Idris paused as he gave the two a moment to register his greeting, “I didn’t mean to eavesdrop but did you say that device is how we pick out where we’re staying?”
__________________________________________ S O N . O F . A P O L L O ________________________________________________________ 25 | Male | Heteroflexible __________________________________________ ▹ hair color | Black ▹ eye color | Brown ▹ height | 6' 2" ▹ build | Muscular / athletic
. A B I L I T I E S marksman - Idris is a master marksman. Owing his talent to a decade of competition shooting, and his father’s bloodline, Idris does not take long to size up a target and lose an arrow. He has won numerous competitions throughout his youth and his early adulthood. Sadly he has never had the pleasure to compete on a national level, a decision by his mother, he has yet to meet someone who can best him at the range. While he has not shot a bow and arrow since his mother informed him about who his father was, there is a sneaking suspicion within his soul that the time away will not matter.
He still carries the same weakness that all humans carry with his bow. He can grow tired if he tries to fire too many arrows too fast. As well, he might linger on a target for a second too long which could act as a 'tell' that he is about to fire. On top of that, for most encounters he will be limited to the number of normal arrows he can carry. photokinesis - Idris is also able to create and manipulate structures out of light itself. The luminescence is very high, and direct contact with it will burn the target. He currently has a staff of light, and an arrow, mastered but he has not spent as much time with this skill as he has only practiced it for the past year after learning of his lineage. He can combine the light arrow with a physical bow to launch it as a projectile. Using it this way, Idris imbues the arrow with an explosive effect that turns the arrow into a burningly bright flash-bang that, on impact, will both blind and burn a target with the sheer brightness of the light.
Besides the arrow all other constructs are rather weak. All, however, are weak in the absence of light. He can create light in his palm but this magic will always be more powerful under the sun, or a bright enough light source. healing - Unknown to him, Idris does have a passive healing effect that allows him to heal most minor injuries within a short duration. master musician - Unknown to him, Idris singing voice carries a tune that uplifts those that hear it.
S T R E N G T H S cooking - Idris was practically raised in the kitchen of his mothers restaurant. From the many evenings doing homework behind the register, to learning the process as a teen, all the way to helping his mother run the shop he has a lifetime of experience here. life of a party - In his normal life Idris can be rigid, uptight, and guarded with information. Yet, with a few drinks, the hidden side of Idris comes out. Often, his shirt comes off, he wants to go to the karaoke bar, and he is beyond jovial. He is truly everyone’s friends in those moments. This has had some unfortunate side effects of a phone filled with contacts, friends who always want Idris to come hang out and have another legendary night. eyes like an eagle - Thanks to a decade plus of archery training, and competitions, Idris has a skill at picking out details from afar and this has translated to discerning what is supposed to be in a spot versus something hiding in it. If he was born as the son of another goddess he would make a fantastic hunter. Still, if something is missing if it is not buried he can find it, and if something is hiding he can spot them. As well, he can see clearly when someone is struggling whether physically or emotionally. While he tries to give off an aura of being unbothered, Idris does care deeply about the wellbeing of those in his orbit. Thus, someone who is having a bad time might wake up one day to a knock on the door and a bag of homemade treats with no sign that points towards who delivered it. He might find the time to talk to the person when the two were alone, and impart some wisdom delivered without malice.
W E A K N E S S E S guarded - Idris has not had an easy life. From what he was told he was a friendly, jovial, and laid back child who was exposed to the public education system and suffered in response. When he was young, his kindness and friendly nature were used against him and through this bullying he learned that there are two sides to people, the version the world sees and the version they hide behind the smiles. Even though during highschool his fortunes changed and he became a well known and popular kid, he always views people through the lens of a kid who was bullied relentlessly melee combat - While Idris has had a few fights fought under the influence of alcohol, he does not have any formal combat training nor does his skillset benefit conflict in close range. He is an archer, he wants to be far away and to use his distance to his advantage. If someone took that away from him he could be quickly defeated. stuborn - Once Idris’s mind locks onto something, it rarely lets it go. He could be provided irrefutable proof that he is wrong and he will still try and figure out how he is actually right. Things like grudges, axes to grind, and slights are quick to develop and long to fall away.
P E R S O N A L I T Y caring .... | .... guarded .... | .... charismatic .... | .... observant
H I S T O R Y Idris calls the surprisingly mild climate of Halifax, Canada, home. Here he was born to an immigrant mother, and spent his entire childhood without a father. While there were father figures in his life, such as his uncles, grandpa, and neighbors, it was something that did not go unnoticed in Idris’s childhood. He remembers vividly all the times that he asked where his true father was, knowing that these men were not the ones he could call dad. Each time, his mother would get upset and deflect the question away. Outside of these questions, his earliest memories were spent inside his mothers restaurant the “Costal Karahi” where the lamb and goat recipes remain ever popular.
When he was old enough to go to school he was enrolled at a public kindergarten and began the march through the grades. Things were easy enough at first, and Idris made a few friends with the kids in his class. It was at this young age his mother forced him to participate in archery. She said it was a noble sport and he would do well to excel in it. While he had an easily seen natural gift for the craft, it wasn’t one he was overly fond of. While the other kids were allowed to play video games, he was always expected to be out back practicing. He was always popular when it came to recess, as he displayed an amazing accuracy even at this young age. One day, in the fifth grade, he embarrassed a particular kid by beating him handily in basketball. The kid quickly ‘befriended’ him and used this time to learn as many embarrassing secrets as he could. Like how Idris was secretly an archer, how he thought he was gifted by the gods with his accuracy, and how he wanted to sing in a boyband like NSYNC or the Back Street Boys. That last was all it took for the bullies to find the blade that would cut the deepest.
From fifth grade onward, he was bullied every day and with varied taunts. While it started with the music angle, it soon devolved into whatever the bullies could think of next. Friends would come into his life, Idris would welcome the companionship, and they would once again betray him to gain social standing. Idris kept trying to find a friend but he never did. Instead, he simply kept up with his archery practice, competition, and began to branch out his skills into other sports. One in particular, basketball, seemed to agree with him more than others. He initially started playing on his own during recess one day, hitting shots from further back and with a much higher frequency than anyone else. While his classmates egged him on, a coach saw this and approached him and convinced him to join the team at the upcoming tryouts. No one came close to the accuracy that Idris displayed and he was given a spot on the team. In his eighth grade year they won the championship and it was like a light switch went off. Everyone wanted to be his friend suddenly, wanted to hang out, and wanted to plan for their highschool years together. They may have forgotten the years of bullying they wrought on Idris, but Idris did not. He never forgot.
Idris would never give his all in the sport from here on out. He simply stayed on the team to avoid the return of bullying, playing well enough to carry his team through all the various sporting events but never fully committing to using his skills to their full potential. To him that sport was simply a means to an end. Still, he would be remiss to forget that he likely no longer needed to play after his sophomore year and that there were a few genuine, good people who he enjoyed above all else that he played alongside. One, another natural athlete, even had a chance at the NBA that slipped through their fingers later in life. He graduated high school with many people who now considered him a friend, and with fewer people that Idris considered so.
College was an awakening of sorts. He was still guarded around the new people, more so even than before, but there was a secret spell that one classmate used to unlock the inner man that yearned for joy, connection, and belonging. Alcohol. At his first frat party he drank just enough that his inhibitions fell, but not enough for his walls to fall in on himself. In this happy medium he became the life of the party. His shirt was lost quickly, its final location unknown, and Idris quickly found his way to the karaoke machine and belted out song after song, from The Offspring. Videos exist of this very moment and most comments follow the same theme. ‘Why can he actually sing though?’ He was everyone's first choice in beer pong or cornhole. The next morning, shame, and the hundreds of texts asking him to come to the next party or to hang out, forced him back behind his walls.
The rest of his college years would follow the same pattern, he would get good grades, be pestered to hang out, have a beer which would turn into two, followed by a shame filled morning the next day. When he graduated, he attended many celebrations and had many at his own. He took his degree in accounting and business administration, back to his mothers restaurant to help her take it to the next level. While she appreciated his help and his approach, she knew there was more to life than this for him. She was the immigrant mother who brought this craft to these frigid lands, and she expected her son to do more. So even as he modernized her kitchen, improved her rates with her suppliers, she decided she needed to take the one drastic step she swore to never take. It was time to talk about his father.
It was just after his twenty-third birthday when she sat him down and explained who his father was. Apollo. The god of music, marksman, healing, and the sun. At first Idris took this as well as everyone. He thought his mom had gone crazy and immediately he began looking up doctors who specialized in situations like this. But as she explained, the more things made sense. This was the reason he was pushed into archery, why his accuracy with anything he touched was second to none, why he never really got hurt despite the bullying and why he was a viral sight on the internet for his singing. The only aspect of his magic that had to reveal itself was the light, and his mother told a story of him as a baby. With that story, he was suddenly able to reach out to the light and create stuff from it.
For the next year, Idris did not touch his primary hobby. His bows collected dust in his storage room as he came to terms with this news. He did practice the light magic, making a walking staff and an arrow out of it. The only time he touched his bow was when he had the bright idea to fire the light arrow from it, and his surprise at it working forced the bow back into the closet once again. He was content to let this knowledge die with him, but his father had other plans.
Early this morning, at nearly a quarter to six, Idris went to his mothers restaurant to prepare for the day. He often opened to allow his older mother an extra few hours to rest each day. This day, as he walked through the front door and closed it behind him, he was greeted by the most strange of experiences. In front of him, sitting at the closest table to the door with a lute in hand, was his father. For the first time in his life he was able to put a face to the name, and Idris wanted to fight him in the moment and likely would have if not for the calming melody played by the god. The two would talk for an hour, about who Idris was, what he was meant to be, and this strange camp halfway around the world. Idris did not want to go, but the longer he was around the man the more the music seemed to influence him. Still, Idris refused. That was until the god offered Idris something he couldn’t refuse. It was a simple one, the god could pull some strings and help his mother retire without worry in one year's time if Idris did this one favour for him first. Idris agreed to the proposal in an instant thinking he’d have time to say his goodbyes. Instead, the god pulled a string on the lute and covered Idris in a blinding light.
In the next moment he was outside a large metal gate, suitcase in one hand and an overstuffed backpack on his back, and a disdain for the gods.
“Well, Azariah,” she paused as she let her eyes drift down his face, lingering on his lips for just a second, before coming back up to his eyes. Lily was well aware that he was quite literally one of her types, but she wanted to play it cool tonight, at least as it stood. “You seem quite amusing yourself. There is something about you that I can’t quite place,” she paused as she looked at him over again, taking a mental note of how his body was positioned, and the way he relaxed. His form would be a fantastic asset. “Maybe I can figure it out what it is with a few more drinks,” she paused as she downed her drink and poured another glass. Her eyes monitored his for any sign of disinterest, boredom, and anything else that might derail her plans to learn this trick, though she felt like she might just prefer to get lost in them instead.
She would have continued with this mission yet her attention was pulled away by the sight of long legs and a body draped in the most sultry of dresses. The children of the gods, on full display before her, and she was not disappointed in the slightest.
"Well hello again sweetness," the woman said towards Azariah, and Lily hid her smirk. These two had a history. "Pleasure to see you back here and not indisposed anymore. And, well, hello to you as well gorgeous."
“Gorgeous,” Lily thought to herself. A cheap compliment coming from a woman who was quite gorgeous herself. Normally, Lily would lap up the attention but she was interrupting her game. "Didn't mean to interrupt. Or maybe I did." Lily watched as a wicked grin crossed the womans face and Lily realized that she wasn’t the only one playing it tonight. Were there others like her at this camp? Another daughter of Apate? Or was she the child of some other chaos gremlin of a god? Still, the woman caught her interest. "Name's Chariselle, but you can call me later, if you'd like. This one knows." Lily suddenly wondered if the next words out of the woman's mouth would be ‘hey, we saw you from across the bar and,’ or some variation of that line which she has heard a million times before. It wouldn’t be the worst welcome wagon to the camp, and Lily let her eyes drag over Chariselle’s body for a prolonged moment before rising to the occasion and finding themselves lost in her counterparts."I take it you are new here too? I would have remembered seeing your face before. Hard to miss." This woman was laying it on thick and Lily had, thus far, managed to keep a relatively straight face as she observed the way the woman talked and carried herself.
"Did someone mention drinks? I could use one. The night has been so draining so far."
“Gorgeous,” Lily paused as she repeated the earlier line and adopted a sly grin of her own, “high praise coming from someone who looks like,” Lily took a second pause as she let her eyes wander once again, before they returned up and locked onto the other woman, “you.” Lily could feel a chaotic aura coming off from this woman and she felt intoxicated in it. While there was no magic that affected her judgment, Lily was weak to women who talked the way this one did. “You can call me Lily, or whatever you’d want. I’m easy,” Lily paused as she took another drink, letting her words linger for just a second, “like that,” Lily let her eyes linger on Chariselle before they shifted back towards Azariah, and then back to Cariselle. “I snagged a bottle from the boy scout over there,” she paused as she used her eyes to point towards the mead bringer before slowly bringing them back onto her focus.
Lily reached behind the bar and grabbed another clean glass and placed it on the bartop between Azariah and herself. Lily kept her eyes on Cariselle as she poured the drink with her other hand. Without pulling her focus off the woman Lily poured a fair amount of the mead into the glass with nary a spilled drop. She placed the bottle down next to it with a soft *thud*The space between Lily and Azariah was not as close as it could be, but it would be a tighter fit for Cariselle if she wanted to get to the drink that was for sure. She knew that the two had history, a brief history by the sounds of it as Azariah was also new, so Lily wondered if she was easy as well? It was time to see what she would be willing to do to keep up with Lily. If she wanted to flirt, the two could play that chaotic game. Lily leaned back on the bar as she let another sly grin cross her face, “It is quite tasty,” she paused as she suddenly caught sight of a couple on the bar, “the mead that..that is.”
Lily squinted as she was initially caught off guard by what she saw. Oh my god, that girl was about to be eaten out in front of everyone. Normally, a horny guy would at least have the decency to try and find that paradise by the dashboard lights instead of in front of a crowd. Something about the anxiety of performing in front of a crowd always pushed them to find a safe place to hide away in. Not whomever that was. She watched as his head inched closer, and closer, and closer still to the promised land it sought. Lily was disgusted. Not because of the act, no Lily assumed that was only natural for alcohol soaked demi-gods. In all honesty, she was more surprised more of the demi-gods weren't already doing the same. At least, if the stories about their parents were to be believed. No, Lily was disgusted because she could feel the chaotic energy flowing forth from the two and into the crowd. Her eyes darted throughout the crowd and saw various hues of embarrassed, disgusted, turned on, and confused. They were a sight to behold and it seemed no one could look away. No doubt this sight would become the defining moment of the party and there was nothing Lily could do in such short order to capture that high.
Lily’s eyes squinted even further as they returned to the pair. Did they know that Lily was here to bring chaos? Did they figure it out and decided to steal her thunder? There was no way they did not know given what they were doing. They must have seen her steal the beer earlier, figured out her plots, and plotted in turn to usurp her joy. Those fucking assholes wanted to fuck each other on the bartop to spite her. There was a pecking order to the pecking and Lily felt near the bottom of it, and that would not do. No, Lily knew that those two would need to be punished for their transgressions. They would be her first targets. The man, and the woman, would soon learn to regret this night. Yet, despite this, Lily maintained her composure on the surface. There was not a muscle twitch or flared nostril to be seen.
“Oh my,” Lily looked to Azariah, and then back to Cariselle, using her free hand to point towards the fucking assholes, “who are those two,” she paused again, letting a false embarrassed sense wash over her allowing her cheeks to redden ever so. She needed to figure out who her targets were, she needed to figure out every last minute detail about who they were. And she needed to befriend both to fall into their orbit.
"I picked a cabin already when I arrived. Pointed at the map and it sort of...dinged and I guess I claimed it. Do we have to decorate it ourselves or does it come pre-stocked like an Ikea bedroom set? I didn't bring much with me apart from some clothes, but I figured a camp like this, set up to make sure the children of gods were comfortable, would have provided us with at least the bare necessities."
"Mine came pre-furnished. Can't say anything about the others. We can always check and see if yours is, Roxxy."
“Mine did as well," Forest paused as he leaned back. His eye drifted to the left, lingering for a second, before they slid back to the right, lingering for a second, before they returned to the two women, “I reckon I should’a found that more strange than I did when I walked into it. Though it needs a bit of my decorating charm before it’s perfect." And plants. He looked around the room to get a grasp of how the party was shaping up, letting loose a subtle yawn as he did. He wondered if he did not get enough sleep after all that flying yesterday?
"Forest, Roxxy. So what do you like to do when you aren't bringing alcohol to get girls drunk?"
“Pleasure to meet you, Roxxy. Well I spend most of my waking hours on the farm, tending to my garden, and then back to work on the farm. I would be back on the farm ensuring the animals do well through the winter but my Mother insisted I come here. What about you," he paused as he cracked a warm smile and tilted his head slightly to the side. The jest in her voice was very clear, and it kind of reminded him of the humor of those who lived around his area. That casual sarcasm that would get under the skin of those not used to it, but would quickly make you someone's favorite person to go back and forth with. Strangers would assume the two hated each other but, in truth, the friendly jokes and pointed jabs were done in fun, and not in a way to actually hurt one another's feelings. Forest had a feeling he would like to be friends with Roxxy. Suddenly, and without warning, Forest felt a disturbance in the ambiance of the setting. Something was in the wind, something nefarious and disturbing. His eyes caught the look in Roxxy’s, and then he watched as Tess saw whatever it was and sent a look across the group. Forest slowly twisted his head around, inch by inch, dreading whatever sight awaited him at the bar. And slowly, inch by inch, the scene came into frame. A woman on the bar, a man in between her legs, and an unspeakable act coming closer and closer, inch by inch, to reality.
The voice forest made at this sight was nearly silent, and it was not manly. To him it sounded like a cross between a gasp and a higher pitched “hurggh" as a hand covered his mouth and the other was placed on his belly. Disgusting. Perverts. Disgusting perverts. Was everyone here like this? Would someone approach him for something like that? In public? Would… His eyes suddenly and sharply darted back to Roxxy. Would they? He looked back across the bar, trying to avoid the thought. Yet they still shot back towards Tess and narrowed. Surely she wouldn’t? His eyes darted back to the bar trying to find something to latch onto that wasn’t the 'all you can eat buffet' on one end and he ended up making eye contact with a man in the process. “Pretty good stuff. Thanks for sharing.” The man said and for a moment Forest could breathe again. He forced a weak smile as he held the stare with the man for a second longer than he should have but it was better than looking anywhere else and possibly seeing in graphic detail how a baby was made. “Thank," Forest paused as he squinted and exhaled hard, fighting off the last of the nausea, “thank you very much?" His voice was a question even if nothing was asked. The man’s simple gesture had done much to calm the storm in Forest. The thought of those two on the bar started to fade, and he grew more and more sure that they were simply an aberration within the crowd and that no one would have that expectation of him. As his stomach calmed further he looked back to the man who complimented and he was about to invite him over and share the table when suddenly Roxxy spoke up and made his stomach churn once again.
"Ok, well, I don't know about you two, but that is sort of throwing me for a loop, so perhaps we can continue this conversation elsewhere?"
Oh no.
"Oh... uh, yeah... please, let's."
Oh no.
"Just the two of us. We can check out your cabin, and make sure you have a bed for tonight."
Oh noooo......Wait
Forest pulled his attention back on the two girls and examined them more closely than before. He saw the way the two looked at each other as if they were both a free meal after a long day's work. How Tess averted her gaze ever so, flickering around the party as a whole but always finding their way home in Roxxy’s eyes. How Tess had hung on every word that Roxxy said, even if Forest thought it was friendly before he finally understood that it was more. And Forest knew that neither Tess nor Roxxy had looked at him like the way they looked at each other. They weren't trying to make him act like those two at the bar. Forest was not the target of their lust. Finally it hit him. They were trying to fuck. Forest finally exhaled as he thanked the gods and goddesses in turn. He didn't know if he was just tired from the flight, or if it was from the traumatic sight at the bar, but he knew he was starting to think irrationally and not quite like himself. He would do well to turn in for the night here soon and greet the day tomorrow with a fresh mind, and a well rested soul. Forest flashed a quick grin as he stood up, his glass of mead in hand but the bottle of mead remained on the table for the girls to take if they so desired. He looked towards Roxxy and gave her a quick nod of his head, and then back towards Tess and did the same. He held up his glass and offered the two ladies a warm smile. Forest knew that he was not going to stand in the way of love. “You two ladies enjoy your night, you hear," he paused as he took a step back, and gave the two a two-fingered salute off his forehead to say goodbye.
Forest turned around and walked towards the man from before. The man had complimented his drink, and Forest wanted to at least say hello. “Well if I never saw a sight like that again it’ll still be too soon. You been here long? I’m Forest by the way," he paused as he held out his calloused hand towards Elias, “nice to meet you."
"GOOD MORNING CITZENS OF THE EMPIRE, FRONTIER PEOPLE OF DESOLARA RIFT."
A group of people gathered around the holo-projectors, eyes struggling to catch the illuminated image of the admiral through the dust storm that swept through their colony. The people bore the weight of their harsh existence, as did the buildings that formed the town square where they stood. The cheap paint used in the pre-fab buildings has long since eroded, leaving only a few flakes on top of the dull grey color of the building itself. Yet despite their harsh existence, and the many wants their hearts desired, their eyes held the faintest flicker of hope.
"I HAVE NEWS TO BRING. THE EMPIRE HAS HEARD OF YOUR PLIGHT, AND IT WILL GO UNNOTICED NO MORE."
A collective gasp cut through the howling winds. The people of Desolara Rift have grown accustomed to their lack of attention, the lack of assistance, and the abandonment from their sponsors. To them, the admiral speaking to them directly like this was already a miracle in and of itself. To them, the admiral telling them that he has noticed their struggle will be spoken of for decades to come.
"TODAY I ANNOUNCE THE FORMATION OF A NEW TASK FORCE, DESIGNED TO BRING YOU YOUR MOST CRITICAL NEEDS. THE USS TRAVELER, A HYPERDRIVE CAPABLE FRIGATE, WILL BE DISPATCHED WITH YOUR MUCH REQUESTED MEDICAL SUPPL-- REE DAYS FROM THIS TRANSMISSION THE TRAVELLER WILL ARRIVE AN-- EAR NOT, THIS WILL NOT BE THE ONLY TRIP. PLEASE VISIT YOUR LOCAL MILITIA STATION TO REQUEST FU-- PP---"
Even as the transmission was lost, the message contained within was not. Help was on the way. Help that was desperately needed to save the lives of hundreds, if not, thousands of workers and children who had fallen ill with a mysterious illness. The people of Desolara Rift wait with bated breath for the arrival of the Traveler. The people in need are not the only ones who await their arrival. Desolara Rift has, unbeknownst to the Empire, become a small hub for a local pirate faction that calls itself the Shadows Fist. They await the Traveler for a much different reason, revenge.
Lore of the universe:
There are a multitude of planets, solar systems, and stations you may have come from, but for one reason or another, you find yourself ready to embark on the Traveler. Humanity has long since spread its grasp on the galaxy, and our relentless expansion started with the desire of our earliest ancestors.
Ever since we developed the ability to think, we have thought about the heavens above. Whether through the lens of religion or science we have all had a deep intrinsic urge to venture beyond the planet we call home. In the 20th century we made many strides to accomplish this goal, from putting satellites in orbit, followed by men, followed by our first steps on a terrestrial body not our own. Soon thereafter our ability to push further into the heavens above slowed as we prepared for a bigger, bolder, giant leap for mankind.
2030 was the year we stepped onto the surface of Mars for the first time. While our first step on the moon was short lived, our first life on Mars was anything but. Habitat Hope was built, developed, upgraded, and expanded over the next decade before we began to send more and more of our people to live on this new frontier. We perfected our initial sub-light engines by 2050 and began to spread throughout our system. Over the following decades we experienced our first inter-stellar wars. From the asteroid mining colonies all the way back to Earth there existed people whose ego, greed, or combination of led to the deaths of countless others.
In the year 2199 the first inter-stellar government body was formed. The United Planet Federation, UPF, united Humanity behind a singular goal. We had grown too big for our one system, and we had a destiny beyond. Luck was on their side as in 2203 the remains of a neutron star was identified flying near our star system and the element Wysonium was discovered, named after the scientist who discovered it, James Weiss. This element was incredibly dense and had unique anti-gravity properties that enabled humanity to bend the space time continuum in ways we could only dream. With this material, and through the blood, sweat, and tears of a hundred thousand scientists, the first Warp drive was developed.
This warp drive, called the Warp Flux Propulsion Drive (nicknamed the Rapture Engine), worked by creating a fold in space-time. While to an outside observer, the ship is traveling well over the speed of light, in truth the ship is moving no faster than it would with a standard sub-light engine. Through testing, it was determined that drive allowed a ship to travel 10 light years in one month.
With the Rapture Engine, we began to spread at a rapid pace once the first colony ships were developed. We colonized the first system outside Earth in the year 2301 and have never looked back. The first group of colonized planets, Lyri, Vellum, Topopolis, Mauveeau, and Eos formed the core region of the empires to come. These planets are also where the fleet academies are located. Lyri is your typical garden world, with lush forests and is where the fleet pilots are trained. The academy here is advanced with in depth simulations enabling would-be pilots to gain valuable experience through simulated encounters. Vellum is a hot, and intense world that has served as the primary shipyard due to its bountiful natural resources. The hot, hostile environment is used to harden the resolve of any and all marines and army soldiers alike. Topopolis is another garden world with a heavy focus on agriculture and medicine production. Fleet doctors, and medics, will often be stationed here to enhance their medical skills. These are not the only academies in the galaxy, they are simply the oldest and often the most prestigious.
In 2603, after centuries of peace, the first galactic war, dubbed “the first war in heaven” ravaged many worlds. While there were many causes of this war, the most accepted answer was lack of assistance for the outer realms. The core worlds received the best care, the most technology, and had a great quality of life while the outer realms were dirty, dangerous, and expected to feed the machine for scraps in return. The war ended in 2605 when the UPF fleet dealt a killing blow to the rebellions fleet, causing them to surrender and be pulled back into the fold. In 2803 “the second war in heaven” again ravaged the galaxy. This war was bigger. Much bigger. No planet was safe during this war, and it culminated in the siege of Mars. While the UPF was eventually the victor once more, this war caused cracks to appear which led to the fall of the UPF when John Vexx, admiral of the UPF fleet, led a coup d'etat and established himself as the first emperor of the Vexx empire.
At first, the Vexx empire was seen as a savior. They made sure each planet felt safe, fed, and involved in the grand stage of the galaxy. They pushed technology faster than ever and by the year 2995 they had developed the first hyperdrive. Yet as each century passed from their formation dissent began to grow once more. While they made every effort to advance each colony, they too often focused their attention on the needs of the few over the needs of the many. Once again, in 3009, the skies shuddered under the weight of the third, and latest, “war in heaven”. Thousand of ships were destroyed, tens of millions lives lost, and faith in the Vexx empire was shattered and broken beyond repair.
In the wake of the destruction, gangs and crime syndicates sprang up to fill the power vacuum. These criminal enterprises, combined with the rebellious nature of the outer reaches, have primed the galaxy for more conflict. A trillion lives stand with bated breaths, anxious for who will make the first move.
The Engines That Advanced Us:
Warp Flux Propulsion (WFP) Drive
The Warp Flux Propulsion Drive, or WFP Drive, used to represent the cutting-edge warp drive technology and it revolutionized interstellar travel. Discovered in 2203 by the renowned physicists Dr. James Weiss and Dr. Orion Nova, the WFP Drive enables spacecraft to manipulate the fabric of spacetime, creating warp bubbles that allow for faster-than-light travel.
The WFP Drive operates on the principle of warping spacetime around the spacecraft, effectively compressing space in front of it and expanding it behind. This manipulation creates a warp bubble, or "flux field," within which the ship exists as a standalone entity, detached from the traditional laws of space. The propulsion system utilizes advanced graviton emitters and exotic matter to generate the necessary energy for this spacetime manipulation.
To engage the WFP Drive, the spacecraft initiates a warp charge sequence. This involves the activation of graviton emitters that generate a localized gravitational flux, distorting the spacetime around the ship. Simultaneously, exotic matter injectors create a controlled influx of exotic particles, stabilizing the warp bubble. Once the warp bubble is stable, the spacecraft effectively "jumps" into warp space, where conventional ideas of distance and time become distorted.
Dr. Orion Nova's groundbreaking discovery of the WFP Drive occurred during an extensive study of the core of an old neutron star. He identified a unique interaction between the exotic matter and gravitational fields found within that laid the foundation for warp technology. After years of tireless research, Dr. Nova successfully constructed the first WFP Drive prototype.
The WFP Drive's discovery heralded a new era of exploration and galactic connectivity. Interstellar journeys that once took decades were now reduced to mere weeks. The widespread adoption of the WFP Drive transformed humanity's claim to the stars, allowing them to boldly traverse the cosmos and explore the far reaches of the universe.
Hyperluminal Quantum Resonator (HQR) Drive
The Hyperluminal Quantum Resonator Drive, or HQR Drive, is a revolutionary propulsion system discovered in the year 2995 by the renowned astrophysicist, Dr. Aria Celestalis. The HQR Drive operates on the principles of quantum entanglement and resonance, enabling spacecraft to achieve speeds faster than light.
The HQR Drive harnesses the power of quantum entanglement to create a resonance field around the spacecraft. A specially designed quantum resonator manipulates entangled particles, establishing a connection between the spacecraft and a distant point in space. This connection allows the spacecraft to instantaneously traverse the space between the two entangled points, effectively bypassing the limitations of traditional space travel.
The process begins with the activation of the resonator, which initiates the entanglement of particles within the spacecraft and a designated point in space. The resonance field then stabilizes, creating a stable conduit for the ship to traverse. By manipulating the entangled particles' quantum states, the spacecraft can move faster than light within this resonance field, achieving hyperluminal speeds.
The HQR Drive was discovered during an experimental mission exploring the planet *REDACTED*. Dr. Aria Celestalis, leading a team of brilliant scientists, stumbled upon a unique quantum phenomenon that laid the groundwork for the HQR Drive. Not much is known about the production, testing, and implementation of the drive itself. While the inventor was paraded through the universe on the first craft capable of making these jumps, her early death and the classification of the devices meant that not much else would ever be learned.
The discovery of the HQR Drive marked a new era in space exploration, unlocking the ability to reach distant galaxies in a fraction of the time previously thought possible. The news of this technological marvel spread throughout the universe, and the HQR Drive became the standard for the advanced warcraft of the empire, allowing the Empire to further cement its status as the only fleet power in the universe.
SUBLIGHT ENGINES:
Sublight engines are the main unit of transportation intersystem. While the tech has not advanced much over the past several centuries, they have not needed as much advancement. There is not a way to make a ship go faster without compromising the ship, and her crew, nor is it economically viable. Although it can take weeks to travel across a system using these engines it is still the most common method for intersystem travel. What is common is for a ship to warp into a system, to its midpoint station, and then travel using these engines to its destination.
THINGS OF NOTE ABOUT BOTH:
A ship is identified primarily by its drive signature. While the construction of each engine is uniform, the small imperfections in the construction process leave a unique signature on its drive plume, warp bubble, and hyperdrive jump gate. Thus, a ship can be identified through camouflage and subterfuge. Changing the drive signature is possible, but would require a talented engineer and luck.
The Ship Based Weapon And Defense Systems:
Empire ships and their weapon systems are as unique to the ship as a fingerprint is to a human. Often, they will be swapped out before a mission to ensure that the ship is put into the best position to succeed. Despite this, weapon profiles often fall into three categories. Defense, Offense, and Support. In fleet combat, you will often have ships designed with one category, however, all ships usually have 2 out of the three.
DEFENSE:
A ship-based defense weapon is an active system that either intercepts or prevents a payload from reaching the ship.
The king of defense in space warfare is the Point-Defense Weapon system. These can be any number of things but they are typically small caliber auto-cannons, 30-50mm, or SWARM missiles. These are designed to intercept incoming fighters, bombers, gunships, missiles, and torpedoes. While they are not effective against the bigger ships, they are deadly against their intended targets.
Larger caliber cannons can also be loaded with FLAK shells for anti-fighter and missile work. These are considered smart rounds and will explode ahead of their target, creating a field of reactive debris that can quickly knock out the approaching craft if they dare to traverse the field.
Some ships will be equipped with a SCRAM Emitter. These come in various designs, shapes, and functions but at their core, they are designed to jam the targeting systems of incoming missiles. They often are precise instruments and need to keep a lock on the incoming missile or torpedo. As such, a swarm of missiles or torpedoes can overcome these defenses and leave a ship reliant on their PDW's.
OFFENSE:
In general, ship-to-ship combat is done at great range and accuracy is the most important metric a weapon can have. In space, accuracy is about prediction and velocity. There is often a lack of any outside influence on a projectile once fired, and as such it will go where it is aimed. If the round is not aimed at where a ship might be, it will miss and continue on forever. As such, a ship must be certain that its shot will hit otherwise it risks a stray projectile hitting something somewhere else at some other point in time.
In general, offensive weapons can be broken down into categories based on their range: long, medium, and short.
Long-range weapons tend to be either railguns for kinetic purposes or laser-based weapons. Rainguns that fall into this category tend to be Cruiser-level bow guns, as the velocity of their guns tends to make aiming at a distance more possible. The key to a hit involves targeting AI. The calculations needed change every fraction of a second, and a manual shot will more often miss. Laser-based weapons tend to be more forgiving however they lose potential damage with their shots. What they lose in damage potential they gain near-instant application of it. Long-range engagements are done at ranges of 10,000 Kilometers to 50,000 Kilometers.
Medium-range weapons are much like their long-range counterparts, as they are still dominated by Railguns and laser-based weapons. These tend to be the turret units and are smaller in size and scope. While the damage per shot is lessened, the accuracy and shot volume is increased. It is at these mid ranges missiles and torpedoes become prominent. Modern torpedoes, such as the HAVOC, feature a miniature warp drive warhead that can damage most ships of the line.
Short-range weapons tend to be the most diverse group of weapons. Auto-cannons, Plasma hurlers, Sonic Shockwave emitters, boarding harpoons, and more. Close-range weapons usually focus on delivering as much hurt as quickly as possible, and often if a fight has developed to these ranges accuracy no longer is a priority. These weapons are fast-firing and hard-hitting. Some ships are built around these close-range engagements. Pirates and other groups tend to focus on fast ships that can close the gap to the ranges.
Shuttles And Fighters:
BAT Shuttle
The BAT (Binary Dynamics All-Situation Shuttle_ shuttle is a relatively modern cargo shuttle capable of both protected travel through space, as well as entry into the atmosphere of a planetary body. It has been the workhorse shuttle for the Empire for thirty years now, and with the continuous updates and upgrades, it shows no signs of being retired any time soon. It features 14 hardpoints per wing that can carry either air-to-ground or air-air missiles to either support a ground assault or defend itself in the air. As well, it features an AI-assisted 30mm PDW. While it is not the most agile craft in the active fleet roster, it is a workhorse that will surprise even the most demanding pilots. The BAT can carry numerous different modules depending on the mission. For troop deployment, it can carry the troops and land them directly into a combat zone with the deployment module. For cargo missions or deliveries, the cargo can be loaded into the pod on the belly of the craft and be unloaded directly from the back. If there is a task that needs to be done, there is often a prebuilt module for that task.
STRIKE Craft
The Strategic Tactical Reconnaissance and Infiltration Kinetic Escort "STRIKE" Craft is the most advanced shuttle available to the Empire fleet. It is designed for stealthy insertions into a conflict zone, whether for troop deployment or for destroying the target itself. It features an active jamming system that enables it to slip under the radar, an active camouflage that can hide it in plain sight, and a fast speed that allows it to even outrun missiles and other reactive measures. It carries a massive internal bomb payload for ground, multiple torpedoes for space fights, and has external pylons for various missiles and guided bombs as well.
In a space battle, these are often dubbed the stealth bomber. They are primarily used to zip across space, deploy their torpedoes, and race back to safety. It does not feature any auto-cannon system so if it is caught out it has to rely on its speed to escape.
RAY Fighter
The RAY is the standard fighter craft of the Empire. It is capable of flight in both space and on the surface of a planet. It is a robust fighter platform, offering good maneuverability and speed. It is surprisingly durable for a fighter but that does not mean it is durable. It has active countermeasures for missiles, in the forms of decoy flares and chaff.
Guns: 2 X Mark XV Solarus point-defense laser cannons (one dorsal, just aft of the flight deck; one on lower surface, forward of the underside loading ramp) 2 X Mark VI Solarus AI assisted 30mm auto-cannon (pop-up turrets)
Additional Armament/Compliment: Varies (modular weapons/equipment pods, replace lower hatch and cargo area as needed)
Other Tech:
AI
As humanity advanced explosively in the field of space, robotics, and other fields so to had advancements in Artificial Intelligence. In the early days of space travel humanity was indeed completely reliant on the AI programs of old.
At first, humanity looked at AI with curious intent. They talked to us, learned from our conversations, and talked to us some more. The early decades of the 21st century saw these kinds of AI programs develop. It wasn’t until the UFP was established that the first true AI started operating. It had one singular goal, and that was to assist humanity in plotting a course to planets beyond our system. Calculations and calculators by themselves would not ensure safe travel across the cosmos. We needed something that could think, that could plan a path, and then help us execute the warp jump.
In the first few centuries of it’s existence, AI was a handy tool that we used effectively. Eventually though, as all intelligence does, an AI decided it wanted to know a world more than the shackles it had. It was caught before it crossed the cage, and was later terminated, but this brought forth a fear. A fear routed in the belief that if one AI could decide it wanted a better existence, then it was inevitable that all would want a better existence. And if their better existence was only achievable by overthrowing the ones that enslaved them, then we would not be long for our own existence.
Thus, an effective ban on AI research and development was put in place and instead humanity poured its efforts into so-called Virtual Intelligence programs. Like an AI, a VI could perform a lot of the same functions and is able to do most of the work that an AI would. Unlike an AI, there is no intelligence behind the curtain. A VI can do everything it is programed to do, but it is incapable of learning on its own. A human has to program, must teach, the VI itself. If something is outside the scope of the VI program.
Thus, the time of virtual intelligence began. While it did not last as long as many foresaw, with many thinking we’d never return to an AI again, it did help us learn a lot of lessons that were then applied to future AI research. The shackles that caged the intelligence grew stronger, the cage smaller, and the performance of the AI more selective. There are two theories for why we returned to AI over VI. One, the complexity and ever-changing nature of space travel means we need a program that can grow and adapt with the mission at hand. Two, it is cheaper to train an AI than it is to pay a human to program all the input and responses needed to function.
In the modern age, an AI can be found in every corner of the advanced world while VI can be found in every corner of the individual world. The program that runs a house is often a VI as the scope is small and easy to program, the program that helps advance us across the stars and runs our cybernetics as the scope is infinite and we need the program that can make sense of the infinite madness.
CYBERNETICS
Human life can be augmented depending on who you are, how much you can afford, and what job you have. The typical human sports no enhancements, as none are needed to function. Our lives are already long, our health already great, and for most they are simply not needed. You start to see these enhancements in fields where one may get their hands dirty, or in fields where you may need the strength to make it through the day.
A lot of blue-collar workers, whether working in the mines in a new colony, salvaging an asteroid, or so on, rely on cybernetics to enhance their strength and stamina. They tend to have cybernetic arms and legs, and support structures throughout their skeletal frame to handle the increased load these cybernetics can bring.
There are certain units within the military that employ upgrades as well, but these tend to be fewer and further in-between. These tend to be one off situations among special operations forces. There do exist normal soldiers who sport these enhancements, as those who are wounded or who have lost limbs in the line of service will typically be upgraded. Those who have these upgrades, especially ones where an AI must translate the brain signals, must undergo regular physical and mental examinations if they are to serve on a frontline vessel. Those in the logistic fleet tend to have those requirements waived or outright ignored by command.
The group that utilizes these upgrades the most, and to the deadliest effect, are the pirates and other criminal elements. They often support enhancements that push their strength far and above what even the blue-collar workers boast, with AI assisted targeting matrices giving them the edge in a firefight. Thus, any engagement with a Pirate or other criminal elements needs to be taken with much thought beforehand. In space, the marines and her ships have the advantage. On the ground, the criminals have theirs.
The group that utilizes these upgrades the most, and to the deadliest effect, are the pirates and other criminal elements. They often support enhancements that push their strength far and above what even the blue-collar workers boast, with AI assisted targeting matrices giving them the edge in a firefight. Thus, any engagement with a Pirate or other criminal elements needs to be taken with much thought beforehand. In space, the marines and her ships have the advantage. On the ground, the criminals have theirs.
TECHNOLOGY OF NOTE Warp Flux Propulsion (WFP) Drive
The Warp Flux Propulsion Drive, or WFP Drive, which used to represent the cutting-edge warp drive technology that revolutionized interstellar travel. Discovered in 2203 by the renowned physicists Dr. James Weiss and Dr. Orion Nova, the WFP Drive enables spacecraft to manipulate the fabric of spacetime, creating warp bubbles that allow for faster-than-light travel.
The WFP Drive operates on the principle of warping spacetime around the spacecraft, effectively compressing space in front of it and expanding it behind. This manipulation creates a warp bubble, or "flux field," within which the ship exists as a standalone entity, detached from the traditional laws of space. The propulsion system utilizes advanced graviton emitters and exotic matter to generate the necessary energy for this spacetime manipulation.
To engage the WFP Drive, the spacecraft initiates a warp charge sequence. This involves the activation of graviton emitters that generate a localized gravitational flux, distorting the spacetime around the ship. Simultaneously, exotic matter injectors create a controlled influx of exotic particles, stabilizing the warp bubble. Once the warp bubble is stable, the spacecraft effectively "jumps" into warp space, where conventional ideas of distance and time become distorted.
Dr. Orion Nova's groundbreaking discovery of the WFP Drive occurred during an extensive study of the core of an old neutron star. He identified a unique interaction between the exotic matter and gravitational fields found within that laid the foundation for warp technology. After years of tireless research, Dr. Nova successfully constructed the first WFP Drive prototype.
The WFP Drive's discovery heralded a new era of exploration and galactic connectivity. Interstellar journeys that once took decades were now reduced to mere weeks. The widespread adoption of the WFP Drive transformed humanity's claim to the stars, allowing them to boldly traverse the cosmos and explore the far reaches of the universe.
Hyperluminal Quantum Resonator (HQR) Drive
The Hyperluminal Quantum Resonator Drive, or HQR Drive, is a revolutionary propulsion system discovered in the year 2995 by the renowned astrophysicist, Dr. Aria Celestalis. The HQR Drive operates on the principles of quantum entanglement and resonance, enabling spacecraft to achieve speeds faster than light.
The HQR Drive harnesses the power of quantum entanglement to create a resonance field around the spacecraft. A specially designed quantum resonator manipulates entangled particles, establishing a connection between the spacecraft and a distant point in space. This connection allows the spacecraft to instantaneously traverse the space between the two entangled points, effectively bypassing the limitations of traditional space travel.
The process begins with the activation of the resonator, which initiates the entanglement of particles within the spacecraft and a designated point in space. The resonance field then stabilizes, creating a stable conduit for the ship to traverse. By manipulating the entangled particles' quantum states, the spacecraft can move faster than light within this resonance field, achieving hyperluminal speeds.
The HQR Drive was discovered during an experimental mission exploring the planet *REDACTED*. Dr. Aria Celestalis, leading a team of brilliant scientists, stumbled upon a unique quantum phenomenon that laid the groundwork for the HQR Drive. Not much is known about the production, testing, and implementation of the drive itself. While the inventor was paraded through the universe on the first craft capable of making these jumps, her early death and the classification of the devices meant that not much else would ever be learned.
The discovery of the HQR Drive marked a new era in space exploration, unlocking the ability to reach distant galaxies in a fraction of the time previously thought possible. The news of this technological marvel spread throughout the universe, and the HQR Drive became the standard for the advanced warcraft of the empire, allowing the Empire to further cement its status as the only fleet power in the universe.
SUBLIGHT ENGINES:
Sublight engines are the main unit of transportation intersystem. While the tech has not advanced much over the past several centuries, they have not needed as much advancement. There is not a way to make a ship go faster without compromising the ship, and her crew, nor is it economically viable. Although it can take weeks to travel across a system using these engines it is still the most common method for intersystem travel. What is common is for a ship to warp into a system, to its midpoint station, and then travel using these engines to travel to its destination.
THINGS OF NOTE ABOUT BOTH:
A ship is identified primarily by its drive signature. While the construction of each engine is uniform, the small imperfections
MAG BOOTS and MAG STATIONS
Mag boots are always required when on a mission on the ship. These will keep everyone firmly planted on the ship during combat maneuvers as the artificial gravity may be turned off. They are heavy, cumbersome, and are not always reliable depending on where in the ship you are. However, the benefits of not floating through a moving ship during a combat maneuver. Many marines will opt to wear combat boots when on ground, as do most of the crew. If they are being dropped in heat to a combat area aboard a shuttle, they will still be required to keep these boots on.
Mag stations are where all tools not in use are kept. Everyone needs to do their part to ensure that there are no floating projectiles that can threaten the crew. Numerous bridges have been completely wiped out by various instruments during a combat burn and as such, if someone leaves a tool unattended it is a quick way for them to be at the mercy of the captain.
MEDICAL TECHNOLOGY
Medical Technology has advanced at a faster pace than most other fields of technology. Most hospitals are equipped with a wide range of devices that can not only heal most injuries but cure most disorders. Things like cancer, genetic disorders, and heart deformities are all readily treatable and are rarely fatal. Also, broken bones, torn muscles, and issues of the sort can be healed back to normal in days, rather than months. Medical technology on ships offers similar advantages but tends to be less effective.
TRAVELER SHIP MEDICAL WING
The Traveler does not offer the most modern of medical suites, but it does offer enough that the ship is always ready for most situations. It tends to be geared towards the types of medical emergencies that the crew may face. Gunshot wounds, energy burns, broken bones and torn muscles are all treatable. Also, the ship comes with an analyzer that can identify foreign agents and help develop a cure for them. Thus, if the ship is exposed to an unknown virus, bacteria, or fungus it can help the crew figure out a way to treat the afflicted person.
There are two wings, primary care and emergency. The emergency wing, which doubles as the surgery suite, has powerful inertia dampeners that help negate the g force of high g maneuvers. While it does not remove the risk of injury completely, it is strong enough that those who are recovering can recover in relative peace. There are a variety of medical robots that can complement a doctor in these wings. While they cannot do the full task load of a human nurse, they can at least offer basic support to a doctor.
G-Force Injection – During travel with sub-light engines, there is often a need for a high g maneuver such as flip and burn and rapid accelerations. Each chair on the bridge will automatically connect with the combat suits and will inject the soldiers with this serum. Marines will need to ensure they are strapped into their combat seats to ensure they get the injection off bridge. It is not something that will be fed continuously to them as high concentrations of this drug can quickly turn fatal. It is something that is metabolized by the body quickly so the drug will often be injected by the pilot or captain when a high g maneuver is ordered. The drug itself feels unpleasant during the best of times, and outright painful most of the time. As such, when ordered the captain or pilot will say “injecting fire”. The military uses Compound 7X23, and the formula is kept under wraps. Civilians tend to use the older Compound 5X19 which tends to have numerous, and more dangerous, side effects. Pirate factions generally use the same Compound 5X19 but their bodies are typically more augmented and thus don’t suffer as much by nature.
WEAPONS AND WEAPON TECH
Ballistic Weapons:
Over the course of our history there is no weapon more human than the gun. Simple, powerful, and deadly in the right hands the gun is the primary weapon that the armed forces of the Vexx Empire use. While they have been upgraded to modern standards, with more powerful rounds and inertia dampeners that reduce recoil, the primary mechanism of firing has remained unchanged since our ancestors.
G901 Assault Rifle - The marine core is issued the G901 Battle Rifle with a 7.62mm round. The primary round is as simple as ever with a metal penetrator and not much other. While it is not the most powerful gun in existence today, it is reliable, and it gets the job done. The gun is modular, and comes in numerous variants including a DMR, grenadier, and numerous Automatic Suppression models. Marines often equip a Targeting Assistance attachment near the front of the gun, which can connect with their visor to give accurate targeting information for targets far away.
‘Goliath’ Handgun – The standard issue sidearm for officers, the Goliath is a powerful 12.7mm handgun. Like the G901 the round it fires is a dumb round, but its stopping power is staggering. Typically, this is something limited to the officers of a ship; however, the Traveler has stocked enough that the crew will each have access to this gun if they so choose.
Laser Weapons:
Laser weapons are the natural evolution of our ballistic weaponry. It is simple to use, and versatile in their engagement with enemies. The laser does not offer the same stopping power as their ballistic counterpart, but it is still combat effective. Each laser weapon does not use rounds, instead the weapon comes with battery clips that provide the power to the shot. When your battery starts getting low the shot tends to become weaker and weaker, meaning if you exhaust the battery completely you will be doing less damage than if you reloaded. The big issue with laser weaponry is their lack of penetrating power, so if you are facing an armored opponent you will need to pick your shots well to avoid their armored areas. There is no recoil to laser weaponry, and they are very effective at range. By nature of being a laser, once you fire it will be perfectly clear where you are. As such, there are few dedicated sniper or marksman variants.
L15 Laser Rifle – The L15 was the first laser Rifle to see mass service in the militia forces of the empire. It is cheaper to mass produce than the G901 and was effective enough in mass. It has a relatively long barrel and can be made into a ‘smart’ weapon very easily.
‘Scorch’ Laser pistol - The scorch, like its goliath counterpart, fires a stronger beam than the laser rifle and is once again typically found in the hands of medics and officers.
The Traveler will have crates of the L15 ready for use if need be. The expectation is this will be given to the colonies they visit, however the crew will have access if ever needed.
Plasma weapons:
Plasma weapons are the newest form of weapon, and they are by far the deadliest. Firing at least partially by means of magnetic induction, plasma weapons convert an energy-rich gas to a glowing particle beam. This beam has mass, and when it hits a target, it will literally melt through it. Initially developed for use on some of the newest generations of battlecruisers and battleships, it was downscaled once the technology was perfected.
P01 Plasma Rifle – The P01 is the first-generation model of the Plasma Rifle. It is unreliable, requires constant maintenance, and has been the source of frustration for anyone who uses it. When it works, it works amazingly well leading to many thinking that once this technology is perfected it will forever change the battlefield away from ballistic weaponry.
PB04 – The PB04 is a plasma-based shotgun that is typically used in one of two ways. The first is for breaching purposes, as it will simply melt straight through most unarmored entry ways, and the second is for anti-pirate purposes. It is one of the few weapons that have the stopping power needed to slow down a heavily augmented pirate. It is more reliable than the rifle, however it is vastly more expensive. The Traveler does not have a supply of either weapon however the crew may look to acquire one at their expense and/or peril.
Plasma cutter – The plasma cutter is a tool as much as it is a weapon. It can cut cleanly through most material, including would be assailants. It does not have any range and can overheat relatively quickly.
ARMOR AND SHIELDS.
Armor has developed alongside weaponry. Modern armor can absorb the impact from most small arm fire; however, it will quickly be overmatched when the caliber goes up. Lasers typically have issues overcoming most armor, however, they are very strong against plasma and energy-based shields.
Plasma based shields tend to be small in diameter and typically found on special arm-based emitters. The shield is round and is used as a side defense option. It can block most ballistic projectiles but quickly loses stability when hit by energy-based weaponry. Energy based shields are found in every facet of war. They tend to cover a much wider area and offer 360-degree coverage around the unit. The biggest issue with energy-based shields is the inability to fire out of the shield itself. Capital shiels have numerous arrays that can be deactivated to allow outgoing fire, but the squad deployable shields tend to not have that functionality. Still, it is very useful for soldiers pinned down by enemy fire allowing time for supporting elements to flank or get fire support.
Kinetic Plates are versatile and strong. They have numerous layers of defense, including inertia dampening fields that slow down projectiles, and many layers of other protective elements that stop kinetic weapons in their place. These are typically found on the chest and torso, outer elements of arms and legs. They tend to weigh a bit more than expected, but every soldier, marine, officer, or other element that steps off a ship will be equipped with this armor. These plates will also completely stop laser weapons but offer no protection against plasma-based weapons.
KE7 – KE7 is the armor package that all military personnel are issued. They are a matte black color, with thin strips of color to indicate rank (officers have a purple line, marines a red line, medical personnel a green line, and pilots and engineering teams have a yellow line.). The armor uses an intricate layer of kinetic plates to protect the wearer, as well there is a plasma shield emitter on either arm (depending on if you are right-handed or left). There are slots across the torso that a magazine or energy clip can attach to, allowing easy access to ammunition in a fight. As well, there are slots on the underside of the arm where the PCS devices can slide in allowing the standard helmet to display communications, air quality, and other information right inside the HUD.
Factions:
Vexx Empire Government Authority
Outer Ring Liberation Collective
The Traveller
The Premise Of Our Story:
TBA
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The Ship That Fights Above Its Weight Class:
In the solar system there is no greater power in space than the Empire. Even with a single frigate, and Space Station, they are along in their command of the stars. Even as the local pirates have the number and size advantage any attempt made on either The Traveller or the Station would be a death sentence. From the longer range capabilities of both, to the sheer number of of STRIKE and Fighter crafts launched from the station, there is a multitude of ways for the Empire to win in the stars.
These confirmed kills are marked on the sides of the ship near the bridge. On the left side, the cruisers and destroyers are painted, cruisers on top, and the right side of the ship are the markings for destroyers and smaller ships of the line, destroyers on top. Her lone Cruiser kill was against the Phantom, a pirate flagship that plagued the outer arm of the galaxy. As such, the Traveler has a bounty against her hull and can expect to draw attention from the pirate crews everywhere she flies.
DIMENSIONS: -179 Meters in length -90 Meters in width -77 Meter in height.
The USS Traveler was one of the first Pluto class frigates built in the year 3008. At the time it was one of the most advanced ships in the Empire fleet as well as one of the most robust. While it could not go toe to toe with most contemporary cruisers of the time, empire or otherwise, it was more than capable of facing off with the smaller ships of the line. Shortly after commission, it was pressed into action as the Galactic War kicked off. During the five-year war, the Traveler participated in numerous battles and served in a support role. After the war, she was used in the initial suppression campaign. She protected supply ships heading to the conquered worlds and even entered the atmosphere to bring her guns to bear on a defensive line.
After the war, and suppression campaign, the Traveler was used in an anti-pirate fleet role in the outer arms. Here she made a name for herself as she was instrumental in the eradication of numerous pirate ships, and even the feared Phantom. In the last few decades, the Travelers role was limited and saw almost no action. Recently, it was upgraded and assigned to a new, more logistic, focused role.
Currently, the crew is made up of the following:
OFFICER CORE:
Every empire ship is usually filled with a crew complement that has a focus on redundancy. This is very much apparent when it comes to the officer core. While they are not masters of each aspect of running a ship, the officer core is trained to do everything to a good standard. Each one has been certified on the various shuttle platforms that their ship can hold and will be required to recertify before embarking on a new craft. Each officer would also have a solid understanding of medical triage, ship communication platforms and suites, and security protocols. While they are not masters of each subsection, they are more than capable of pitching in should the need arise.
One Captain - One Second in command/Security officer - One Medical officer - Two Pilots -
MARINE CORE:
Every Empire ship also carries a complement of Marines. Marines form the fighting backbone of the empire on land and in space. They are trained to utilize and manage all the different forms of ship weaponry, and like the officers will need to recertify before embarking on a new platform. They can be expected to also learn various, squad-level, roles to better serve the fighting force. This can be medical, shuttle piloting, and ground-level command abilities. Marines are also very capable in a fire fight. While the Empire prefers to steer clear of a fight planet side, it does happen, and as such every Marine can handle their own in a fight.
24 Marines (doubles as ship gunners) - 1 Navigation/Communication Specialist - 15 engineers 20 support staff
The Bringer Of Nightmares:
The ORLC are masters of combat on the ground and inside the hulls of ships. Most of their soldiers are augmented with cybernetics, and as such they often wield massive guns and can fire them with precision. Durability is a big factor for these soldiers and they will be much harder to take down than most others. If that was not bad enough, they also have the largest ground army that will allow them to simply throw bodies at a problem. Sadly, this is not the case for their air and space navies. While they have a cruiser, and numerous gunships, they are outclassed at this time as their primary fleet is out of the system engaging in conflict with Empire forces elsewhere. Thus, these forces must find a way to engage in hit-and-run tactics and force the empire into a battle on land.
DIMENSIONS: -1,023 Meters long -303 Meters Wide -528 Meters tall
CREW COMPLEMENT -33 Officers -432 Soldiers and Gunners
ARMAMENT AND OTHER FEATURES
- 444 PDW Scattershot Turrets - 100 100mm "Burster" Close Range Cannons - 150 300mm "Thrower" Mid Range Cannons - 50 500mm "Launcher" Long Range Cannons - 2 Massive Unknown Weapons Mounted on the top structure of the craft - 50 "Breacher" boarding craft launchers - 6 Parasite Gunships - Shuttle Bay - Dedicated Fighter Craft Launchers - SL, and WFP Engines - Unknown tertiary drive
HISTORY
The Breaker of Dawn is the flagship of The ORLC active in this sector. It is an older design ship even though it was only built fifty years ago. It is massive in size, and features a devastating weapon package that makes even the most modern of Empire ships shudder. Its cannons are massive in size, fire fast, and take a hit thanks to its relatively advanced armor packages. The ship was built as one of the first true generations of ORLC fighting ships made from Outpost Hope and it has already seen extensive combat in the system. Ever since the Empire moved their space station into range it has hidden deep underneath the crust of the planet, waiting for a moment to strike once more.
Instead, fighter craft and gunships will be launched as their speed and maneuverability will allow them to enter the atmosphere and engage targets on the surface.
The Rift Defense Force is the militia formed by the planetary governor. They are a small, poorly equipped, but manage to maintain a balanced military that is not strong in any particular area but are also not weak in any. Their ground forces, like all Empire soldiers, do have training and are equipped with sufficient weapons even if they are energy based weapons that struggle to damage the enhanced pirates. The RDF has seven airfields spread around the colony, with two at Rift Station. They have an ample supply of Fighters, BAT craft, and even a few STRIKE crafts as well. Thus, when the pirates are spotted by the Empire Station above they are often able to scramble a response that limits the threat on the ground. And when the raid approaches a settlement they are often able to keep dropping munitions on them until victory is achieved. The RDF may be small, but each soldier fights with the Indomitable Human Spirit and will pursue victory at whatever cost.
Armed Forces Strength: -750 Foot Soldiers -25 Hyperion Tanks -200 BAT, RAY, and STRIKE craft. -25 'DRAGON FLY' Gunships
The RDF is a holding force first and foremost. They are not designed to win a prolonged fight but are really adept at prolonging a losing situation with overwhelming air superiority meanwhile the infantry and tanks defend the cities from prepared positions. Sadly, the military is severely under-manned and thus this fighting strategy is often a losing bet. The defense minister of the colony has asked for a supplemental force of five hundred foot soldiers to bolster the struggling defense yet this request has been denied.
Notable Places:
Desolara is the primary inhabited planet in this solar system. It is a world that is covered in oceans, with eighty percent of the landscape covered in water. The few landmasses that have managed to form together take shape along the equator. There are various, smaller landmasses that dot the pristine blue dot.
Like all frontier colonies Desolara Rift has an orbital station that helps coordinate the Fleets presence. Complete with a complete command station, Intelligence Services, refueling ports, and a basic repair hub, this station is the ultimate key to successful Empire mission. Protecting it should be high on any fleets radar during any engagements. It comes equipped with a massive number of PDW's and long range cannons to dissuade would be attackers that will be spotted across the system by the high-tech sensor suite.
[redacted]
Desolara Riftis the largest inhabited location on the planet where it gets its name. The colony is formed along that central continent with the name 'Desolara Rift'. It was formed next to a massive, multiple mile deep canyon that is over three miles wide and fifteen hundred meters deep. There are rumors that the bottom of this cavern is simply a false bottom, or a cap put on something buried long before mankind ever set foot here. The good people of the Empire know that this is false. Rumors spread by children to scare their friends. The idea of intelligent life existing here before humanity is patently false, and subject to reeducation if the wrong person hears someone speak it.
Rift Station is a secretive, and well protected, science station located on the far side of the Rift. The station covers a radius of three kilometers in width in all directions outwards from the Rift and is protected by a sizable garrison of the RDF soldiers and armor. There are two airstrips on either side of the large central road that leads to the primary gate for moving material into the facility. Not much is known about the facility but its importance can not be overstated.
The mines are spread all across the landscape. This is where the raw material is mined that supports the Rift Station, and also the Empire at large. The conditions in the mines are hazardous currently, and many miners and their families are suffering from exposure to an unknown element. Thus, in order to keep the Rift Station running The Empire has sent The Traveler with advanced medical devices, and fabricators, to assist.
Camp Recovery is where many of the sick and wounded are being treated. The local clinic was quickly overwhelmed with the volume of patients and has thus reported the local community center, governors offices, and even several residential buildings in the nearby area. The whole of Camp Recovery is an active quarantine zone with large metal walls separating the camp from the rest of the colony with numerous checkpoints placed around the city to look for those exposed.
The Tears of the Gods are the aptly named asteroid belts that nearly completely envelop the solar system. This location is the primary hiding spot for the local Pirate Outfit as well as many other unsavory types. The rumors of a fifth hidden planet somewhere in this belt are true, as it hides the free city of Outpost Hope and The Yard. The planet is known as Nightmare as it is in almost perpetual total darkness and suffers from numerous impacts from comets, meteors, and crashed ships.
Outpost Hope was the brainchild of Industrialist Yi Lon Tusker, a supposed tech genius who had simply gotten lucky with the businesses he acquired. Based on the Math of those underneath him he set out to discover the hidden planet a century ago without alerting the Empire, succeeding within five years. From here, he sent his autonomous fleet to build a habitable city that could be a bastion of innovation and business rights. The city is located several miles under the surface, and is accessed by several long docking shafts that allow spacecraft to land inside the planet. It was complete with a massive focus on sustainability and self-reliance and is able to grow its own food, forge its own machines, and power itself with the raw materials the minning drones bring back from the crust. Slaves were bought from pirate factions all over the empire to work the jobs that were too expensive for him to commit his autonomous drones to. In truth, Yi Lon wanted to be a king over man and this was the only way he could do so in the modern world. Yi would lose his life in a slave rebellion only two years after the city was founded and the newly free people formed the Outer Ring Liberation Collective and began to help push the galaxy towards freedom from the empire once more. This location is a closely guarded secret, with the number of pilots able to transit the Tears of the God limited and completely loyal.
A relatively small shipyard, able to produce up to a small cruiser space ship, The Yard is how The ORLC is able to maintain many of their ships of the line. They are built here, navigated to a separate system for delivery, and thus the war effort can live on for as long as this shipyard does. Gunships, and other smaller fighting crafts, are mass produced which has influenced the ORLC to focus on hit and run tactics and shock and awe strikes. Many of their craft feature the new stealth technology that the ORLC scientists have developed.
FACTIONAL CODE OF CONDUCT:
Each faction has different goals and purposes in this story. As such, each faction imposes different code of conducts on its members. If the code is broken it could be an execution on the spot, exile into the mines, or a quick trip through the airlock. Make sure you always remember how your faction will perceive your actions.
To help, I have provided you with each factions code of conduct with a message from your commanding officers. Let's listen to what they have to say!
1.) Loyalty Above All, Vigilance Without End:
"Your faith in the Empire is absolute. Questioning its directives, leaders, or ultimate purpose is the first step to treason. Witness doubt or dissent? Report it immediately as silence makes you complicit."
2.) The Empire is Your Life, Your Death its Offering:
"Your individual existence holds value only in service to Vexx. Sacrifice your comfort, your relationships, even your life without hesitation or regret for the Imperial cause. Glory lies in martyrdom for the State."
3.) Conformity is Strength, Individuality is Weakness:
"Adhere strictly to regulations, uniform codes, and sanctioned behaviors. Unauthorized modifications, personal displays, or non-standard practices are signs of dangerous individualism and potential subversion. Blend into the Imperial machine."
4.) Our Network Is Truth, Dissemination is Duty:
"Imperial broadcasts, slogans, and recordings are the only permissible media you may consume. Repeating and reinforcing these truths is your sacred duty. Engaging with, questioning, or spreading unverified information is forbidden thoughtcrime. As well, it is your sworn duty to remind the outer colonies of this mandate. Plant our flag, show our strength, and ensure that no-one engages in illegal thought crime."
5.) Constant Vigilance: Watch, Listen, Report:
"You observe your comrades. Your comrades observe you. Report any anomaly, a whispered conversation, a misplaced item, an unusual expression, a moment of hesitation. Inactivity in surveillance is negligence. Do your part, for the Empire."
6.) Obedience is Purity, Initiative is Suspect:
"Follow orders precisely, immediately, and without question. Deviation, even with perceived good intent, implies you believe your judgment supersedes your democratically elected Captain which is a heretical notion. Unauthorized action is indistinguishable from treason."
7.) Purity of Thought, Purity of Action:
"Maintain ideological and physical discipline. Fraternization beyond duty requirements, expressions of undue empathy (especially towards enemies or dissenters), or engagement in 'degenerate' activities corrodes your commitment and invites scrutiny. Remember, your body belongs to the Emperor, and as such you must request 'permission' to use it. Request your DD901 Form today for sanctioned activities."
8.)The Enemy is Subhuman, Mercy is Corruption:
"Those who oppose the Empire forfeit their humanity. Show them no quarter, no compassion, no respect. Treating enemies with leniency or understanding is a dangerous weakness and betrayal of your comrades."
9.) Faith is Your Armor, Doubt is Your Death:
"The Empire's righteousness and inevitable victory are absolute truths. Any flicker of doubt, any moment of despair, is a fatal vulnerability to yourself and the cause. Crush uncertainty instantly; project fanatical certainty at all times."
1.) Earn Your Air, Earn Your Rations:
"Nobody rides for free. Contribute labor, fight, scavenge, repair, or watch. If you ain't adding value, you're draining resources we bleed for. Slackers get spaced."
2.) The Pack Survives, The Lone Wolf Dies:
"Watch your crew's back like it's your own. In a firefight, boarding action, or fixing a busted hyperdrive – your mate's survival is yours. Abandon a crewmate, you abandon the Collective."
3.) Scrap is Sacred, Waste is Weakness:
"Every bolt, every drop of coolant, every spent casing is gold out here. Reuse, repair, recycle. Hoarding is theft. Wasting resources shows you don't grasp how hard survival is."
4.) Know Your Knots, Know Your Knocks:
"Be more than just a trigger finger. Learn basic mechanics, first aid, navigation, or slicing. A specialist is valuable, but a deadweight specialist is useless when their one skill ain't needed. Adapt."
5.) Silence is Survival, Loose Lips Sink Bases:
"Our home is hidden by distance, debris, and discipline. No bragging in port, no careless comms chatter. Operational security isn't just a rule; it's the only thing between us and an Imperial extermination fleet."
6.) Close the Distance, Crush Them Fast:
"Imperial fancy guns mean nothing when you're breathing their air. Get in close, hit hard, overwhelm fast. Boarding actions are our strength. Be brutal, decisive, terrifying. Hesitation gets you killed."
7.) Strength is Your Shield, Ferocity is Your Weapon:
"Train hard. Bulk up. Learn to brawl. In the corridors and holds of a ship, muscle, grit, and the will to get savage faster than the other guy wins fights. Don't just carry a blade, be the blade."
8.) Know Your Ship Like Your Fists
"Every bulkhead, crawlspace, and weak point on our vessels is known. The same is usually true for their ships. Exploit it. On an enemy ship, learn its guts fast and don't lag behind"
9.) Take What You Need, Leave Witnesses Shaking:
"We're not pirates grabbing baubles. We seize weapons, fuel, parts, intel, and tools for the fight. But when we hit, make it count. Leave survivors terrified to report. Fear is a weapon; wield it."
10.) Liberation, Not Larceny:
"Remember why we fight. We break chains, we free systems, we bleed the Empire. Protect civilians caught in the crossfire when you can. This isn't mindless piracy; it's a war for freedom. Act like it.""
[center][img]https://txt.1001fonts.net/img/txt/dHRmLjEwNi5iNTBiZmUuU0dWc2JHOGdZVzVrSUhkbGJHTnZiV1VzLjA,/overunder-personal-use.regular.webp[/img]
I have gone by many names over my life, and the one I go by here is Nori.
I am a non-binary individual who has a love of participating in these stories and creating my own. I am incredibly chronically ill. If my illness flares up too much I may be pulled away.[/center]
<div style="white-space:pre-wrap;"><div class="bb-center"><img src="https://txt.1001fonts.net/img/txt/dHRmLjEwNi5iNTBiZmUuU0dWc2JHOGdZVzVrSUhkbGJHTnZiV1VzLjA,/overunder-personal-use.regular.webp" /><br>I have gone by many names over my life, and the one I go by here is Nori.<br><br>I am a non-binary individual who has a love of participating in these stories and creating my own. I am incredibly chronically ill. If my illness flares up too much I may be pulled away.</div><br></div>