Avatar of Queen Raidne
  • Last Seen: 4 yrs ago
  • Old Guild Username: Raidne
  • Joined: 10 yrs ago
  • Posts: 1018 (0.27 / day)
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    1. Queen Raidne 10 yrs ago
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Status

Recent Statuses

6 yrs ago
Current Teaching myself web development by trying to fix some BBCode bugs/features in the Guild is probably a bad idea. Oh, well.
1 like
6 yrs ago
Depression is literally soul-sucking.
4 likes
7 yrs ago
If school were less hard, it'd be less interesting. I still want it to be less hard, though.
1 like
8 yrs ago
GUYSGUYSGUYS - I PASSED DYNAMICS!
5 likes
8 yrs ago
Adventures!
3 likes

Bio

Maybe I'll update this.

Most Recent Posts

I will say this in general about technology level questions:

I left it vague on purpose. As long as we're below faster-than-light tech, I'm satisfied in general. One of the inspirations for tech-levels that I was thinking of was The Expanse. However, this roleplay is designed to facilitate collective worldbuilding, and that's why I left it so vague.

Beyond that guideline, I have no problem with you, as a player, making your tech as "black-boxy" as you feel comfortable with. Maybe you're an exogeology fan, and you love figuring out all the intracies involved in mining specific minerals from specific locations in the solar system, but can't be assed to figure out how the heck it's all powered. Therefore, you might have great detail about your nation's mining tech, and then just claim your flight tech is "Epstein Drives" and leave it at that.

I, most of all, encourage you to steal ideas from each other. If one nation has a good solution for power, then it's probable (with the other player's permission) that other nations would use the same tech. We do it all the time in real life.




@RaylahI mention that vital resources are hard to come by because I want the disappearance of Earth to be a Big DealTM. I love that you've identified other important problems - like tidal forces and lack of magnetospheres and genuinely fun things to think about. Please, go into as much or as little detail as you'd like to try and solve/ignore them! Realism is arbitrary when giant, cosmic-horror, pseudomagical beings made Earth disappear. Biohacking and cyborging and augmented reality and other such things are, again, up to you. They're certainly within the realm of possibility. As far as longerm effects, we've had ~200 years of space habitation, so, again, it's something you could include in your nation.

As far as size, try not to claim half the solar system. I guess a guideline is no more than one entire planetary gravity well, but most likely a spread between several different moons/planets/asteroids/space stations in different locations. As long as there's reasonable room for other players, it's probably good. The solar system is a big place. Earth is already enormous, and there's lots more places besides Earth.

As far as energy and space-fuel, I lean toward things that encourage player interaction and/or trade. So, I like the idea of fuel. Trade is one of the major reasons I included an "economic overview" section in the nation sheet.
Good. I'm taking over the Solomon, then.
What are ships and/or what is ship-to-ship combat like? I'm assuming well under Star Wars/Star Trek/WH40k levels. Are armed ships even a thing? Are there space pirates?


Sure, why not? If you want detail, I imagine that most ship-to-ship combat takes place at a range of millions of miles, with days before engagements resolve, until right at the last second when two ships shoot past each other and hordes of antiship ordinance is exchanged.
Something along the lines of: "Oh, we know where the general orbital trajectories of the enemy are and where the delta-v of the enemy might allow them to be, so let's fire missiles and anti-ship obstacles in that projected path". Meanwhile, the enemy does the same thing, and you've still got several days before either sides' ordinance makes contact. It's a game of area-of-effect and area denial, trying to predict when and where the enemy will be and trying to funnel them into a kill box while avoiding getting funneled yourself. Then, when ranges close sufficiently, it becomes a game of missiles vs. close-in-weapons-systems and lasers vs. armor and decoys and counter-measures to your own countermeasures. And then, when there's barely a kilometer between each ship, it becomes a game of who has the most firepower and flak and raw lead and processing power that they can throw at the other guy in the 5x10^-579 seconds when the ships pass each other.

Oh dear. This is beautiful.


I appreciate this on a deep and meaningful level.
@Sep or @Assallya Thoughts on me taking over the Solomon?
T̂͐ͦ͏̛̻̺͕̠̳͕̪̻͟h̸͍̩͍̱͓̟̱̣͓̏̎ͪ͆́̌̋̑́è̦̥̠̬͚̯̮ͫͣ͌̑̌̚͝ ͉͚̣ͦ̋̾ͨ̉̽̊̀͝C̒͆̄ͧ̏ͧ҉͉̱͉͟o̝̠̣̯̻̪̠ͣͦ̔̀ͣͅs͓̳ͦͨ͋́m͎̰̥̝̯̲͛i̸̡̹̖̙̼ͨ̂ͧ̈̄́̋ͪc̨̥̘̤̯̣̜͓̭ͨ͒͊̔ ͚̠̋̅̆̏ͬ̀͜͡E̖͙̝͔̓ͤ́͊̎̅̿̅͒̕n̹͕̫̼͑̓̃ͨ͜t̻̳͕͈̔͗̚͟į̯͇̖̽̃ͭ̎̆̌͒ͧͅt̝͇̤̼̻͑̿͑̉̓̄̅i͓̓ͯ̕é̸̤̿ͤ̄ͣ̾ͮͩs͉̊ͣ̅̔͛͠


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Flag:




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Theme Song:




Name of Nation:
Cosmic Entities

Location:
Beyond the realm of mortals/outside the solar system/???

Summary-in-a-Sentence:
Lovecraftian, Eldritch horrors with inscrutable motivations that don't seem to care much or notice the struggles of mere humans.

Government Description:
As far as anyone can tell, each entity is its own separate being, with separate motivations, behaviors, and tendencies.

Economic Overview:
Some appear to like sacrifices, and others will even grant mortals great power in exchange for unusual, esoteric requests - like ensuring that nothing higher than 1 meter protrudes beyond the surface of a moon along its 38th parallel. They don't seem to need anything, not even food. Some will still eat, but others don't even appear to have orifices, while others are almost human, blending in with the populace.

Military Overview:
Overwhelming, god-like power to defy the laws of physics as we know them. Being in the presence of several of the entities results in madness as human brains fail to comprehend a completely alien being. They are (probably) responsible for Earthgone, but they don't seem to have done it on purpose. Or, at least, not for any discernable purpose.

Cultural Overview:
A very few entites seem to get involved in human affairs enough to have what might be called a culture. Most culture associated with them is actually the culture of human cults which worship the entities. How much of each cult's practices and rituals are even necessary to treat with them? Who knows.

History:
What information we have about these beings comes from half-forgotten legends, myths, buried ancient cultures, and straight-up popular fiction. Perhaps there are a few cults in the world with more information, but even their information is sparse and likely only concerns one entity or another.

Diplomatic Overview:
It all depends on which entity you are trying to contact. Some will eat anything and everything they find. Others will engage in a bizarre "trade". Still others seem to be obsessed with aping humans and human culture. A few are completely uncontactable, and will simply do their own terrifyingly powerful thing.

Major Character Bios:
???

Technological Overview:
No technology to speak of.

Cult/Magical Overview:
Very yes.

Scent:
Brown.

Favorite Colors:
The musk of trees during evening.

Most Common Topiary:
Round with a pointy top and a 17-dimensional base.
E A R T H G O N E
A Space NRP with Tentacles!




What is This?:

This is an NRP set in the Solar System. You will play as a nation, corporation, or other solar entity struggling with the revelation that there are cosmic horrors in the universe, and they're coming this way. I will play as cosmic horrors in the universe, and I'm coming your way.

There is no plot beyond the ones we create. You can play as a corporation which has whole-heartedly gone for human sacrifice. Or perhaps you'd prefer cultists finally seeing the light of day? An innocent, standard, hard sci-fi nation trying to talk some damn sense back into the solar system? Or a fractured state looking for answers, because, damnit, magic is not a thing and Cthulhu can't exist. It's up to you!

We here in the NRP section love to worldbuild. So, that's what this RP is designed to facilitate.

Setting:

The year is 2253. Humanity has colonized the solar system. Technology is "near-future"; that is, there is no faster-than-light, and there is no ...obvious, visible... magic. Yet. Who knows? That's up to us! Impossible, insanity-driving things ate our first intersolar generation ship! Anything can happen now! Up might be down! Blue could be orange! Cats and dogs, living together in harmony!

It's mostly-hard Sci-Fi slamming into Cosmic Horror.

History:

Beyond this section, the entire history of the solar system (and everything) is up to the players. Here's what's happened so far:

0. Present-day history up to 2019 takes place in the foreground.
1. Humanity colonizes the majority of the solar system. Which parts? That's up to us.
2. Earth does not unite. Nations still cover different parts of the surface. Some have colonies on other planets/moons, others do not.
3. Some planets/moons are independent of Earth.
4. Earth is a very valuable planet, as it is the only one with "free" air and water and food.
5. A generation ship is sent to look for habitable exoplanets. This is the Tilson Expedition.
6. The Tilson Expedition has to reroute to the beta site, as close-range spectrometry reveals the alpha site doesn't have a habitable planet.
7. Something horrifying happens to the Tilson Expedition, revealed to the entire Solar System in their last, disturbing, transmission.
8. Earth just up and disappears one day in an event known as "Earthgone". The moon is mostly fine, though.

Rules:

0. Standard Guild Site Rules
1. Don't break the game.
-This includes taking any issues you might have with another player into PM's.
-This also includes obvious NRP/RP best practices, like do use decent grammar, don't godmod, don't have a Mary Sue, etc.
2. Anything weird and/or not covered by rules 0-1 will be dealt with by me.

Application:

How to apply:
1. Fill out the nation sheet below, posting in the OOC tab.
2. Upon acceptance, post it in the Characters tab.

The following fields are required:
[u]Name of Nation:[/u]
[u]Location:[/u]
[u]Summary-in-a-Sentence:[/u]
[u]Government Description:[/u]
[u]Economic Overview:[/u]
[u]Military Overview:[/u]
[u]Cultural Overview:[/u]
[u]History:[/u]


The following fields are entirely optional! Invent your own if you want/need to, or ignore as many as you'd like. It's your nation sheet!
[u]Diplomatic Overview:[/u]
[u]Theme Song:[/u]
[u]Flag:[/u]
[u]Major Character Bios:[/u]
[u]Technological Overview:[/u]
[u]Cult/Magical Overview:[/u]
[u]Scent:[/u]
[u]Favorite Colors:[/u]
[u]Most Common Topiary:[/u]
Alright, you've got 19 posts until the world ends. I figured it would be the most fun if we had one cycle of normalcy; that way we can have better contrasts with each reset.

Don't be afraid to ask questions if you need to know something about the setting!
6:23am, Thursday, August 19th, 2019

The sun rose over Seneca Glen. It slowly illuminated Market Street, glinting off of the three- and four- story buildings. "Get Your Caffeinated Drinks and go to Work Slightly Less Dead Inside for Only $3!", read a chalkboard sign on a sidewalk. A small trickle of locals were already wandering into the coffee shop. A few doors down, prep cooks were smoking out back before their shift at Mawmaw's. The First National Bank's clock claimed the temperature was a pleasant 68 degrees Fahrenheit. Market Garden - one of four local bars, and the only one that actually served cocktails, was dark. Flyers advertising live music and local bands littered the telephone poles, neatly ending at the four-story, block-wide department store/general store/gas station, Hayt General Store.

On the low side of town - farther down the ridge Seneca Glen was nestled in - Mueller's Kickboxing gym was fairly quiet. Not too many of the town's residents were fans of the punishment associated with 6 am workouts. Past the river and the parking lot for Seneca Glen State Park - 19 Waterfalls! - Market Street turned into State Route 14. Here lay Finger Lakes Community College, up on a winding road atop the ridge. Farther along State Route 14, past the ancient Stimson Barn (before it burned down and got bought up by the state), was the sprawling Melakron Plastics plant.

The opposite side of town - the high side of town - Market Street abruptly ended in the "suburbs". Just before pure residential housing, there were a series of duplexes and apartments. City Hall was up here, as was Seneca Glen High School and the local clinic. There were quite a few bed and breakfasts, as this part of town was the right combination of high enough to see the lake while still being close enough to actually get to the lake. Then Seneca Glen gradually faded into neatly gridded streets filled with one-story houses. At least, they were neatly gridded where the ridge didn't interfere with the city planners' dreams. Abruptly, civilization ended in favor of chainlink fences and warning signs on either side of the road: "DANGER: FEDERAL RESEARCH FACILITY. KEEP OUT! TRESPASSERS WILL BE PROSECUTED.", followed by the abstract logo of Simmons Federal Arboreal Research Lab.

It was a normal day.

It would be a normal day, every day, for the forseeable future.
Wow, I'm very sorry to hear that, Assallya.
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