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8 mos ago
Current How do you poop when constipate?
9 mos ago
The song on the jukebox: "She call me Mr. Boombastic Say me fantastic touch me on the back She says I'm Mr. Ro Mantic"
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9 mos ago
Imgur has blocked all UK users, how very uncool
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9 mos ago
SOMETHING IN THE WAY yeah HHHHHHMMMMM
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9 mos ago
Sudoku is mathematic, and also fun!
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Bio

𝄃𝄃𝄂𝄂𝄀𝄁𝄃𝄂𝄂𝄃

Most Recent Posts

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κœ°α΄€α΄„α΄›Ιͺᴏɴꜱ

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α΄›Κœα΄‡ ꜱᴏʟ κœ°α΄‡α΄…α΄‡Κ€α΄€α΄›Ιͺᴏɴ

System: Sol
Government: Bureaucratic federal state
Homeworld: Earth
Population: 16.2 billion
Adjective: Solar



The Sol Federation is the largest and most influential polity in the Solar System, governing from Earth and projecting its authority across much of human space. Outwardly it presents itself as a UN-style unifying force, a guardian of humanity that safeguards stability and peace. In practice, however, it is a deeply bureaucratic and often authoritarian system whose policies are heavily shaped by powerful private interests. Corporations are legally subject to the Federation’s legislation, yet their vast wealth grants them immense leverage behind the scenes, making them indispensable partners in governance. With Earth’s 14.2 billion inhabitants forming the overwhelming core of its population, the Federation’s culture and politics remain distinctly Earth-centric. Among citizens, attitudes vary widely: some are proud of the Federation’s legacy and advocate for reclaiming lost territories, while others are disillusioned or indifferent, preoccupied with the struggles of daily life in sprawling megacities strained by pollution and climate change. Militarily, the Federation commands by far the largest navy in the system: its fleet alone is greater than those of the Jovians and Centauri combined. However, the Federations lacks the Centauri’s genetic specialisation and the Jovians’ economic muscle, making raw numbers an imperfect advantage. To colonies and independents, the Federation is both resented and relied upon: seen as a distant, Earth-obsessed bureaucracy that enforces its will unevenly, yet also as the only power capable of protecting them from piracy and crime. Ideologically, the Federation does not enforce a singular creed; its citizens span atheism, traditional Earth religions, and new sects, reflecting a vast diversity. In the present crisis, the Federation retains the manpower and resources to reassert control, but its leadership hesitates. Many fear that open war would devastate economies, unleash weapons of mass destruction, and destabilize humanity's fragile balance. This caution has bred unease among mid-level officials who worry that inaction will embolden rivals, threatening to erode the Federation's dominance from within and without.
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α΄›Κœα΄‡ ᴊᴏᴠΙͺα΄€Ι΄ α΄„α΄α΄α΄α΄Ι΄α΄‘α΄‡α΄€ΚŸα΄›Κœ

System: Sol
Government: Corporate oligarchy
Homeworld: Europa
Population: 2.8 billion
Adjective: Jovian



The Jovian Commonwealth is a corporate-dominated state centered on the moons of Jupiter, formed after secession from the Sol Federation in the wake of mounting disputes over regulation and governance. Its political structure is highly plutocratic: the largest industrial and financial conglomerates effectively dictate policy, while smaller firms compete for influence within a loose commonwealth framework. Economically, Jovian space has flourished by rejecting the Federation’s restrictive oversight, attracting corporations eager for freer markets and lower compliance costs. The Commonwealth’s industries are diverse, ranging from helium-3 extraction and ice mining in the outer moons, to heavy manufacturing and ship construction in sprawling orbital yards, to finance and speculative trade. This breadth of commerce has given the Jovians immense economic influence, despite ongoing Federation sanctions. The Jovians maintain formidable security by contracting powerful private armies and fleets, paid handsomely to ensure loyalty and suppress threats. Public law enforcement is minimal, with Jovian settlements often described as the most dangerous in β€˜civilized’ space for commoners. Nonetheless, they are hubs of opportunity, drawing those willing to risk hardship for the promise of wealth. Relations with the Sol Federation remain tense. Officially, the two powers remain locked in a cold rivalry, with the Federation imposing sanctions and restrictions since the secession. Yet in practice, corporate interests ensure that trade and covert cooperation continue across factional lines. To outsiders, the Commonwealth’s image is polarized: liberals and Federation loyalists denounce it as ruthless, exploitative, and corrupt, while free-market advocates and ambitious entrepreneurs hail it as a haven for capitalism unchained. Today, the Jovians pursue a cautious strategy, avoiding open war with the Federation while consolidating their influence across the system through incremental expansion and economic leverage.
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ᴍᴀɒɴᴀ α΄„α΄‡Ι΄α΄›α΄€α΄œΚ€Ιͺ

System: Alpha Centauri
Government: Federal republic
Homeworld: Argus
Population: 0.7 billion
Adjective: Centaurian



Magna Centauri is the youngest of the three great powers, yet it has quickly become the most alluring. Centered on Argus, a lush and carefully governed exoplanet in the Proxima Centauri system, Magna Centauri is ruled by the Triarchy: three purpose-built superintelligent AGIs that form its executive authority. Beneath them, a federal republic grants settlements and regions a degree of local autonomy. The republic markets itself as near-utopian, boasting the cleanest and most pleasant environment in human space, in stark contrast to Earth’s pollution and decay. Argus itself is widely considered the most desirable world to live on, its prosperity sustained by careful ecological stewardship and an abundance of untapped resources. Self-sufficient and relatively isolationist, Magna Centauri maintains minimal trade with the Sol Federation, preferring economic ties with the Jovians. Genetic engineering is widespread within Centauri society, producing a population optimised for efficiency, health, and aptitude. While widely admired by its citizens, outside critics condemn these practices as eugenics. Careers are typically assigned at birth, with strong incentives for state-directed pairings to ensure desirable offspring, drawing concerns of authoritarianism among detractors. Personal freedoms exist but are balanced against rigid societal non-negotiables, violations of which result in exile. Culturally, Centauri society is regimented yet idealistic, with splinter faiths and esoteric traditions flourishing alongside a renewed reverence for nature. The Republic’s military, though smaller than the Sol Federation’s, is far more efficient on a per-soldier basis. With rigorous training, genetically superior soldiers, and high standards of leadership, the Centauri armed forces are often regarded as the most effective in combat. Additionally, each successive generation narrows the populace gap with the Federation, and their confidence grows with it. To outsiders, Magna Centauri is both inspiring and unnerving: it is a society of remarkable prosperity and vision, yet built on authoritarian foundations, and genetic determinism. Many Centaurians regard Sol and its colonies as dystopian failures and see themselves as humanity’s true future; superior, refined, and destined to surpass their rivals.
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4 February 2029 – Project 34 – Seventy nations form a multilateral coalition to settle Mars and coordinate off-world expansion. The agreement lays the groundwork for a unified planetary government, and is later renamed the β€˜Sol Federation’.

2032 – AGI Breakthrough – Artificial general intelligence accelerates materials science, medicine, and propulsion research, compressing centuries of technological development into decades.

2034 – Argyre Station – The first permanent interplanetary research base is established on Mars.

2045 – Global Incorporation – The last independent Earth nation, Eritrea, is forcibly incorporated into the Sol Federation. This marks the beginning of a more authoritative pivot for the SF, which would, over the coming century, look like less of a force for international cooperation, and more of a corporate-funded empire.

2047 – Subspace Breakthrough – Subspace travel is achieved for the first time with prototype Transit Anchors.

2050 – Martian Autonomy – Mars achieves economic self-sufficiency and begins limited self-governance under the Federation.

2056 – The Charter of Anchors – The Sol Federation grants exclusive construction and maintenance rights for Transit Anchors to a consortium of megacorporations.

2 May 2060 – Horizon Day – Federation pathfinder convoys depart for Alpha Centauri, Epsilon Eridani, and Tau Ceti, flagged as potentially habitable systems. The annual Horizon Day holiday celebrates humanity’s leap to the stars.

2078 – FTL Integration – Transit Anchors open to private merchants, unleashing a boom in interplanetary trade and corporate power.

2085 – The Martian Accords – Mars negotiates a β€˜Special Autonomy Zone,’ allowing local councils to tax Anchor traffic. Other colonies demand similar rights.

2089 – The Callisto Crisis – A high-profile corporate security massacre on the mining moon of Callisto sparks the first major colonial uprising.

14 April 2107 – Proxima Centauri Arrival – Pathfinders arrive in a new system for the first time in humanity’s history. The first intersystem Anchor construction begins at Proxima.

2108 – Avalon Settlement – Colony ships land on Proxima b, renamed Avalon, a naturally habitable world. Its breathable atmosphere and rich biosphere ignite a mass migration wave across the next decades.

2111 - Avalon Divergence – Colony leaders draft the Avalon Charter, establishing a hybrid government wherein three superintelligent AGIsβ€”known as the Triarchsβ€”are formally recognised as co-governors. These AGIs use Avalon’s rich biosphere to pioneer radical germline engineering, creating β€œlineages” optimized for different roles (pilots, scientists, envoys).

2122 – Helium-3 Crisis – After years of punitive tariffs on helium-3, a strike on Europa ends in a bloody crackdown by Sol security forces, radicalising the outer-system guilds.

2127 – Jovian Secession – Europa, Ganymede, and Callisto form the Jovian Commonwealth, citing economic exploitation, Anchor mismanagement, and Sol’s AGI statutes.

2127–Present – The Jovian Blockade – Sol Federation responds with sanctions and Anchor restrictions on the Jovians, hopeful to work towards reintegration.

2129 – Ξ± Cen Autonomy Act – In light of the continued perseverance of the independent Jovian Systems, and their own thriving biocities, the Triarchs of Avalon establish their own inter-system Anchor network. This act effectively severs Centauri economic dependence on the Sol Federation.

2129 – Europan Terraforming – Europa, the Jovian moon, celebrates the completion of humanity's first successful terraforming project.

2140s – The Decade of Progress – Avalon rapidly grows, openly defying Federation legislation in many of its practices. Its cities become showcases of biotech architecture and luminous energy grids, and its massive genetic engineer programs help to eradicate disease and expand lifespans over 200 years. Sol attempts to impose restrictions and inspections on Centauri operations, but are outwitted by the Triarchy, neutralising the effort without open conflict.

2168 – Magna Centauri – The Centauri colonies formally proclaim themselves a sovereign interstellar polity, recognised reluctantly by the Jovian Commonwealth but denounced by the Sol Federation.

2168-Present – The Bloc Crisis – With Centauri secession, the Sol Federation loses its remaining leverage over the Jovian Commonwealth. A cold war sparks between the three powers, with none willing to initiate open warfare.

14 September, 2177 – Arrival in Epsilon Eridani – Pathfinders arrive in Epsilon Eridani and begin construction of a Transit Anchor.

2178 – Present Day – The first Transit Anchor to the Epsilon Eridani system comes online. All three major powers take great interest in the pathfinders’ findings.
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The stars are divided, three powers locked in a cold war of sabotage and privateering. In this fragile balance, the Dullahan embarks with a new crew and a Centaurian M.A.R.Q. license β€” free to raid, trade, and gamble on survival in the Bloc Crisis β€” hunting fortune in the cracks between empires.


α΄›Ιͺα΄α΄‡ΚŸΙͺɴᴇ ● κœ°α΄€α΄„α΄›Ιͺᴏɴꜱ ● Ι΄α΄α΄›α΄€Κ™ΚŸα΄‡ ΚŸα΄α΄„α΄€α΄›Ιͺᴏɴꜱ ● α΄›Κœα΄‡ ꜱʜΙͺᴘ ● Ι’ΚŸα΄κœ±κœ±α΄€Κ€Κ

Discord: https://discord.gg/x93cAvp9

Please keep in mind that there is a limited amount of slots and it is not first come first served, but I welcome any discussion!
Assuming I can make the cut... any room for some Outlaw Star influences/inspirations?

I haven't seen it but it looks very much in keeping with the vibe.

I'm interested as well.

Great to hear!
Interested and about what can be played as. Would robots/androids be allowed, or maybe even modified humans? Not the cyborg kind.


Certainly.
I see potential in this. I'd love to join in, if you'll have me!

Thank you. You're absolutely welcome to apply once the apps go out.

Colour me intrigued!

Glad to hear it my friend.
You looking at like alien proliferation or mostly humans?
One big government like The Empire/Star Trek thing or several smaller ones?
What sort of tech?
Like sort of low future, just get into FTL, pistols and shotguns but also laser variants and jet packs. Or are regular kinetic weapons basically obsolete. Any sort of retro vibe with the cyberpunk...like The Future as imagined in the 60s/80s or just straight like modern concept futuristic?

It's a fun idea.


Currently humans. However, it is something I would hear opinions on.

Most likely multiple factions, perhaps with one major empire on the decline. Hoping to replicate something similar to the Age of Sail (British, Spanish, French empire).

Last two questions are sort of connected. Absolutely retrofuturistic, not hyperrealistic future. Keeping a bit of an unpolished, rugged feel, but with lots of cybernetics and AGI advancement. Star Wars is probably a good comparison, but with more of a cyberpunk coat of paint.
Edit: OOC


Do you ever just look out there, and feel it?
The paradoxical emptiness and impossible fullness of it all.
A silence so damn loud.

Does it trouble you, knowing it probably never ends?
That we'll never scratch the surface?
That we're just stardust in cosmic wind?

I call that the good old...


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α΄›Κœα΄‡α΄α΄‡κœ± α΄€Ι΄α΄… Ι’α΄‡Ι΄Κ€α΄‡κœ±
κœ±α΄˜α΄€α΄„α΄‡ α΄α΄˜α΄‡Κ€α΄€ β€’ κœ±α΄„Ιͺᴇɴᴄᴇ ꜰΙͺα΄„α΄›Ιͺᴏɴ β€’ α΄„ΚΚ™α΄‡Κ€α΄˜α΄œΙ΄α΄‹ β€’ α΄€α΄…α΄ α΄‡Ι΄α΄›α΄œΚ€α΄‡ β€’ κœ±α΄‘α΄€κœ±ΚœΚ™α΄œα΄„α΄‹ΚŸα΄‡Κ€ β€’ κœ±α΄˜α΄€α΄„α΄‡ α΄‘α΄‡κœ±α΄›α΄‡Κ€Ι΄

ΙͺɴꜱᴘΙͺΚ€α΄€α΄›Ιͺᴏɴꜱ
κœ±α΄›α΄€Κ€ α΄‘α΄€Κ€κœ± β€’ α΄α΄€κœ±κœ± α΄‡κœ°κœ°α΄‡α΄„α΄› β€’ ꜰΙͺΚ€α΄‡κœ°ΚŸΚ β€’ ᴄᴏᴑʙᴏʏ Κ™α΄‡Κ™α΄α΄˜ β€’ Κ™ΚŸα΄€α΄…α΄‡ Κ€α΄œΙ΄Ι΄α΄‡Κ€
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Hello! I’m looking for a relatively small group for a space opera heavily inspired by the real-world piracy/Age of Sail. Our characters will be neutral privateers making their way through a cyberpunk-esque, near-future galaxy. With humanity embroiled in a tense cold war, governments offer warrants of marque, licenses for corsairs to practice what would usually be considered piracy to disrupt rival factions.

I'm focussing on character; so this won’t be an epic galaxy-saving saga, but something more grounded. We'll be running blockades, becoming embroiled in mid-level crime, forging bonds, and telling somewhat episodic stories.

While I have a good starting point in terms of worldbuilding, I'm more than happy to build something collaborative with my group. For this reason, I will be highly selective with submissions. I am strictly looking for advanced writers who are highly literate and capable of mature, detailed posts.

Thank you for reading, and please do leave a comment if you have any interest!

https://discord.gg/x93cAvp9
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