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Post by Aquos on Nov 11, 2017 16:21:57 GMT
Planet: Brakau Owner: Teraun Confederation Astronomy: large, earth like planet. Limited water supplies. Orbits a red dwarf star, called Naurorus. Other planets and stellar bodies in the system are, Tanla (dwarf planet, extremely close to Naurorus), Arlakan (earth-sized hot planet), the Tremora Asteroid Ring, Akiron (giant icy planet), Kaliur (gas giant), and Marauk (gas giant, biggest planet in system). The system is located in the inner Seregon arm Geography: Brakau’s surface consists for about 45% out of dry land, 20% out of ice caps and the resting 35% consists out of ocean. The land is mainly divided in three medium continents, Tlau, Amaran and Tepan. Brakau is colder than earth, with the average temperature being between 9°C and 11°C (48°F and 52°F). Most of the planet’s continents are covered in ice or snow, with only the equator being somewhat fertile. Apart from this, Teraunian terraforming has created more varied biomes for more types of species to thrive in. These ‘garden areas’ only make up an incredibly small part of the planet, though. Biosphere: Brakau’s flora mainly consists of medium sized plants, somewhat similar to arctic grass. Native animal life is incredibly primitive, somewhat analogous of the animal life of the late Precambrian to the early Cambrian. There are also many alien lifeforms the Teraun have introduced. Infrastructure: Brakau has remarkably few cities, for being the homeworld of a FTL-capable species. The planet has, all in all, about 30 heavily urbanised cities. These cities are connected to each other to small roads, that seeme to blend in in the planet’s biomes. The cities have been build in such a way that pollution is to a minimum, and a maximum amount of space is being used at all times. All of Brakau’s cities would be basically uninhabitable to a biological, sapient species. The most notable city of the planet is Anlom, the capital of the Teraun Confederation.. Population: ~20 billion (Teraun) Sapient species: Teraun Biological Description: Teraun are robotic beings. Their bodies are made from a strange plastic that can serve as a fertiliser once decomposed. They have a somewhat centauroid design, with 3 pairs of back legs. These legs have a backwards joint. Their upper body is somewhat humanoid, with one pair of arms, a large head with two, large camera eyes placed vertically on the head. Their hands have 7 digits. They are 3 meters (9 feet and 10 inches) tall, and about 2 meters (6 feet and 7 inches) long. Backstory and Behaviour: The Teraun are robotic beings that have been created by an unknown species. They were activated on the Brakau planet, which at that point only housed primitive plants and animals. The Teraun were programmed to protect ecosystems, and seed life on alien planets. Their creators left them with many advanced technologies (mainly terraforming and gene editing related) and the means to develop new ones. Individual Teraun only have a limited intelligence and a limited autonomy. Teraun usually exist in ‘computer links’ between about 30-100 individuals. The bigger the link, the more intelligent it is. Teraun links should be seen as the true individuals of their society. Apart from this, Teraun links are also capable of sharing knowledge with each other. The Teraun generally abhor violence of any kind, and prefer to wage war by seeding biological weapons (mainly in the form of diseases) on planets. Origin: Brakau Age: ~1 000 years (400 of which has been spend in FTL age) Technology: Early to mid FTL age Notable technologies: Limited terraforming
Warp Drives
AI intelligence
Advanced sensor arrays
Advanced Gene Editing
An artificial type of fuel that does not harm the ecosystem
Biological weapons that leave no strain on the ecosystem
Distribution: 500 billion, across 30 planets. Factions: Teraun Confederation, Faction: Teraun Conferation Disposition: Peaceful but isolationist. Government structure: Confederation with great autonomy given to individual planets. The government is fully meritocratic, were independent programs linked to the Teraun consciousness choose the most capable of individual Teraun links to sit in city-based committees. These committees then send their most capable links to a planetary committee. Which, in turn, sends their most capable to the Teraun Council, which is the main ruling body of the Confederation. Culture: Teraun culture has an extreme respect for nature, and tries to do anything in it’s power to protect and care for it. Teraun tend to put the Confederation’s interests above their own, and are incredibly suspicious of outsiders. Religion: The only religion the Teraun follow is called ‘Amaurism’. It believes that the Creators of the Teraun are the chosen people of the universe, and that they are their instruments to fulfill their Creators’ goals. The religion mainly exists to explain Teraun existence, and any type of worship is limited to the occasional offering to the Creators. Relations: None (yet) Foreign Policy: Generally isolationist. Territory: 30 planets in the inner Sciocont Arm Population: ~800 billion Capital Planet: Brakau Timeline: 1 000 BSE: The earliest form of the Confederation is formed after the Teraun have been activated
1 000 BSE: The Teraun start with the terraforming of their own planet
800 BSE: Construction of Anlom has finished
550 BSE: All 30 cities of Brakau have been constructed
400 BSE: The Teraun discover ftl, exploration age begins for Teraun species.
390 BSE: Teraun colonise their first exo-planet
370 BSE: Teraun start their first of-world terraforming project
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Post by QuantumCrab of '18 on Nov 12, 2017 9:04:50 GMT
Tips to making typical run-of-the-mill Thrive universe entry:
1. Make sure your creature has some sort of chicken-like leg (backwards bending knee, whatever).
2. Add a sort of water based life stage to your creature, if they don't already live in the ocean.
3. Give an over-powered characteristic, whether it be size or extreme intelligence.
4. Can't think of planet names? No problem! Just put your solar system name but add a roman numeral afterwards!
Stay tuned for more!
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Post by Aquos on Nov 12, 2017 12:29:39 GMT
Planet: Jaron Owner: United Trade Committee of Jaron (UTCJ) Astronomy: Super-earth planet. Two small moons (Najra and Yir). The planet orbits the Ralij star. Other bodies in this system are: Struj (earth-sized planet, extremely close to the sun), Najon (small toxic planet), Zraj (earth-like planet, somewhat similar to Mars, but a bit more habitable), Tajon Asteroid Ring, Jrala (small frozen planet), Nraj (ringed frozen super-planet) and Suraj (gas giant). The system is located in the outer Seregon Arm Geography: Jaron’s surface consists for 55% out of land, with the entire remaining 45% being ocean. Most of the landmass is concentrated in one supercontinent, called Jrema, with some small island archipelago’s also existing in the planet’s super-ocean, Tranka. Jaron is much hotter than earth, with an average temperature of about 20-22°C (70-72°F). Jrema is an incredibly dry continent, with the only wet parts being at the coasts, which mainly consists of rainforest and swamp biomes. Most organisms live here (99% of all plant species, 90% of all animal species). Further inland, dry grass biomes (e.g savannas, prairies, Taigas) exist. Most of the continent consists of desert biomes though, with the occasional oasis or river valley. Most of the continent is a dry or hot biome, though temperate and even cold biomes exist further up north. The planet is recovering from a minor global warming effect dating back from the Jre’s industrial and information periods. Biosphere: Jaron’s plant life mostly consists of large tree like species that live in the coastal areas of Jrema. Although, grass equivalents exist further inland. Further inland, in the deserts, most plant species have a hard exterior shell, in order to keep water in. Though some desert plant species have an incredibly short lifespan instead, blooming only right after heavy rainfall. Interestingly, flowers or seeds have never developed on Jaron, all plants reproduce through pollen instead. Some plant species also go through a parasitic stage, where they take root on a (usually living) host, and use it as a fertile soil. Almost all animal species on Jaron either have an exoskeleton, or an exterior shell. Although exceptions to this rule exist, mainly in aquatic species. Most animals have four eyes, and about 5 legs. Most animals also reproduce by eggs. Infrastructure: Jaron is a heavily industrialised planet, with a lot of cities. A lot of the planet’s infrastructure has been modified to be accessible to as many species as possible. Many mining and industrial areas also exist on the planet. Population: ~30 billion (Jre), ~80 million (Commonwealth species), ~800 000 (non-Commonwealth species) Sapient Species: Jre Biological Description: Long, millipede like species. About 4m (13 feet and 1 inch) long, and 1m (3 feet and 3 inch) big. The species is covered in an exoskeleton made from plates. The legs stop about 1 meter from the head. 4 tentacle-like appendages come out of holes in this space. These tentacles are also used for smell. Four jelly-like eyes are place on the top of the head. All Jre-castes have a beak. The species is divided into three castes: The Workers, who are short and stubby, have shorter but stronger tentacles, and have a proboscis-like beak (which secretes an adhesive, used to bond rocks and other materials to build their hives), the Hunters, who have longer and slimmer bodies, longer tentacles (made for keeping prey down, and ripping parts of exoskeletons of), and a nutcracker like beak (used literally as a nutcracker on exoskeletons), and finally the Fertilisers, who are the shortest and the stubbiest, have short tentacles, and a parrot-like beak. Workers traditionally bring food around, construct hives, and generally preferre monotony. Hunters traditionally go out the hive to hunt/gather food, explore, and fight other hives, they tend to greatly dislike monotony. Fertilisers traditionally stay inside their hive for their entire lives, and fertilise the eggs Workers lay. Images: Jre Hunter caste, made by Atrox Jre Hunter and human size comparison, made by Atrox How Hunters use their beaks, made by Atrox Evolutionary History: The Jre evolved from millipede like animals that lived in a southern desert on Jaron. These early Jre developed a semi-eusocial structure in order to survive the harsh conditions of their native desert. In addition, one of the later Jre ancestors developed an obsession with collecting things like rocks, shells and used exoskeletons. These ‘collectables’ were then used to build the hives of the species (referred to as collections). This instinct still exists in modern Jre. Eventually, the hives grew bigger and bigger, needing more and more complex social structures. On top of this, hunting strategies became more and more complex as well. These two things eventually led to sapience in the Jre species. Due to their semi-eusocial instincts, Jre are often incapable of directly going against their collective. Instead preferring passive methods of disagreement, such as just leaving their hive if they disagree. Or trying to change the ways of their peers.
Origin Planet: Jaron Behaviour: Jre are extremely obsessed with collecting things, needing this in order to maintain psychological health. This has led to a near obsession with trade. Age: ~6 million years, of which 200 have been spend in the Exploration age. Technology: early to mid ftl Notable Technologies: Warp Drives
Plasma Guns
Digital catalogs which contain info on almost every material in the galaxy, and can estimate the price of any material
Distribution: 700 billion, spread over 80 planets Factions: United Trade Committee of Jaron, Golden Hives (pirate faction), Void Swarm (pirate faction), Stellar Stalkers (pirate faction) Faction: United Trade Committee of Jaron (UTCJ) Disposition: Loyal to allies, open to trade, generally prefer diplomacy over violence, can be incredibly violent if diplomacy fails. Government Structure: The UTCJ’s government structure remarkably resembles that of a big corporation. Rich individuals can buy Votes (the equivalent of shares), which allow them to vote on any government matter. The more Votes an individual has, the more influential they are. The individuals with the most votes get to sit in the United Trade Committee (basically the equivalent of a committee of largest shareholders), allowing them to directly influence government policy. The Voters can also elect a Chancellor (the equivalent of a CEO), who is the head of state and government. The Committee’s main objective is to oversee trade, and the market in general. Although, it also handles everything else you’d expect from a multi-planet government. Culture: UTCJ culture is mainly influenced by a philosopher called Great Jaws, who was the first Jre to state that peaceful trade might be more profitable than war and pillaging. Overall, UTCJ culture is extremely open to newcomers (though they might get send to tourist traps), and trade with said newcomers. Jre culture is also renowned for its many figurines and idols, which are used as collectables by the Jre. Religion: Although half of UTCJ society is atheistic, the other half follows many types of religions. The most popular of these is Arajism, a religion that holds that every individual is a minor spirit. Together, these spirits make up the 'god' for a hive (or, if they are xenos, hive-equivalent). These gods then form larger gods for species, which form gods for alliances between species, which form gods for sectors of the galaxy, which form gods for galaxies, and so all the way up to the singular god of the universe. Relations: Shakar Kingdom (hostile until about 150 BSE now allied), Holy Republic of Pheron (hostile until about 150 BSE, now allied), Teraun Confederation (hostile), Rag’kor Primary Council (allied), Commonwealth of Stars (member-state from about 140 BSE) Territory: 20 planets Population: ~600 billion (Jre), ~5 billion (Commonwealth Species), ~5 million (non-commonwealth species) Capital Planet: Jaron Timeline: 300 BSE: Due to rising globalisation corporations on Jaron get more and more power
250 BSE: With most governments obsolete, the major corporations of Jaron found the UTCJ
200 BSE: UTCJ discovers Warp Drives. Exploration Age begins for the Jre species
190 BSE: First off-world colony is founded by the UTCJ
185 BSE: UTCJ makes first contact with the Shakar Kingdom
184 BSE: UTCJ makes first contact with the Holy Republic of Pokora
184 BSE: War breaks out between the UTCJ, the Shakar Kingdom and the Holy Republic of Pakolon(Contact Wars)
170 BSE: UTCJ makes first contact with the Primary Rag’kor Council
150 BSE: The UTCJ is attacked in the Zorkan invasion
150 BSE: Due to shared threat, the UTCJ, the Shakar Kingdom, and the Holy Republic of Pakolon agree to ally against the Zorkans. End of the Contact Wars
145 BSE: In a joined effort between them, the Shakar Kingdom and the Holy Republic of Pakolon, the UTCJ destroys the Zorkan Star Destroyer that was threatening them.
140 BSE: The UTCJ agrees to join the newly established Commonwealth of Stars as a member state.
(the reason a lot of the things mentioned in this application don't exist yet, is because I have yet to make an application for them. Expect lot's of application spam from me in the coming weeks. I apoligise iin advance for that)
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Post by Pearlfection on Nov 13, 2017 20:17:44 GMT
I need to go make my page dang...
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Post by StealthStyleL on Nov 15, 2017 12:20:02 GMT
Aquos, thanks for killing me with the amount of applications. You're stuff has been approved. Shiro, have you made your page yet? QuantumCrab of '18, 400 feet is like four times the length of a blue whale! This is a tad unrealistic...Especially, as an insect, it would be crushed under its own weight.
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Post by QuantumCrab of '18 on Nov 15, 2017 20:30:28 GMT
Aquos , thanks for killing me with the amount of applications. You're stuff has been approved. Shiro , have you made your page yet? QuantumCrab of '18 , 400 feet is like four times the length of a blue whale! This is a tad unrealistic...Especially, as an insect, it would be crushed under its own weight. *sigh* MingeyCratter adding a Qu to the front of his name finally gets to me.
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Post by StealthStyleL on Nov 15, 2017 22:22:18 GMT
Sorry, I don't even know how I made this mistake. redhawk007
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Post by QuantumCrab of '18 on Nov 15, 2017 22:53:32 GMT
Sorry, I don't even know how I made this mistake. redhawk007 Wait, who was it supposed to be originally?
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Post by Aquos on Nov 16, 2017 17:47:06 GMT
Planet: Shral Owner: Shakar Kingdom Astronomy: Small, earth-like planet. Has two moons (Shresh and Ketash). Orbits around the Shadoka star. Other bodies in the system are: Shem (large hot planet close to the sun), Tresho Asteroid Ring, Ashomka (large icy planet), Foosh (gas giant), Yorsh (extremely large ringed gas giant). System is located in the Outer Seregon Arm Geography: About 90% of the planet is covered in ocean, the remaining 10% consists of dry land. This land is divided into various large island groups, the largest of which is just a bit bigger than New Zealand, and is called ‘Shatash’. These islands mostly consist of wet biomes, like swamps or mangroves. The average temperature is slightly hotter than that of earth, being at 17-18°C (63-64°F). Shral is also infamous for it’s extremely bad, and unpredictable weather. Tornadoes and tsunamis are common, and some of the lower islands can sometimes be submerged in water for months at a time. The poles consist of cold seas, although no permanent ice exist. Biosphere: Most of Shral’s plant life is small, and without true permanent roots, in order to deal with the constant floods. Some species float on the water. Some exceptions to this rule exist, as some plants deal with the floods in the completely opposite way: by growing so big that they can’t get entirely submerged. Almost all of Shral’s animal life is amphibian in one way or another. Most of them are not capable of lasting on land for more than three hours or so. In addition, most of Shral’s fauna is cold-blooded, needing to warm up for about an hour or so every day. Interestingly, sight is a relatively underdeveloped sense on Shral. Some species have developed alternative senses to make up for this, like echolocation, electroreception or similar. Infrastructure: Due to its unpredictable weather, Shral does not have an as developed infrastructure as one might expect from the homeworld of a FTL species. It has relatively few cities, and no large land-based buildings. Instead, most houses and buildings on Shral are low to the ground, and designed to survive any natural disaster. In more recent years, some permanently submerged cities have been constructed. In general, these cities have higher buildings than those on dry land. These high buildings are somewhat similar to skyscrapers, and are called ‘Breachers’. Population: ~9 billion (Toshra), ~3 million (Commonweatlh species), ~3000 (non-Commonwealth species) Sapient species: Toshra. Biological Description: Long, snake-like body. Humanoid torso, with long arms ending in three webbed fingers. Oval head shape, small slid primitive eyes. Round mouth with a circle of teeth. From around the area of the head, ‘whiskers’ start. These whiskers are used for scent, touch, ‘hearing’ (it’s more similar to ‘feeling’ vibrations in the air), and a limited form of electroreception. On the head, there is a sail-structure used for regulating body temperature. Image: Toshra by Atrox Evolutionary History: Toshra developed out of amphibian hunters on Shrall. In order to be able to hunt with more precision, they developed whiskers to feel the vibrations in the water. They also developed a sail in order to warm up quicker. They also developed a round mouth in order to swallow their prey whole. Over time, the whiskers started getting more and more uses. Eventually developing ‘hearing’, smell, and even electroreception. At some point, these hunters started working together in order to catch more prey. From this ‘teamwork’ social order, and eventually sapience emerged. Interestingly, however, Toshra never developed the charity many other sapient species did. Whilst they do work together, this is often only done to further their own goals. Due to this, Toshra developed an extreme sense of ambition, and also, to a more minor degree, greed. Toshra also have an extremely good memory, and can live up to 250 years naturally (300 when extended with modern technology)
Origin Planet: Shral Behaviour: Toshra are extremely ambitious, and will try to do anything to further their own goals. Technology: Early to mid FTL Notable Technologies: Warp Drive Natural Disaster-Resistant Buildings Underwater Cities Wet Air Suits (for exploration) Artificial Procreation (similar to cloning, except the ‘clones’ have their own unique dna)
Distribution: 610 billion, spread over 90 planets Factions: Shakar Kingdom, Teshran Mashar (Rebel Faction), Void Watchers (Pirate Faction), Ushers of Perfection (Radical Religious Rebel/Pirate/Smuggler Faction), Stellar Stalkers (Pirate Faction). Faction: Shakar Kingdom Disposition: Opportunistic, Nationalist, Imperialist, Expansionist, Usually want other species to join the Commonwealth, Extremely aggressive to those that oppose them, hard to ally, but extremely loyal. Government Structure: The Shakar Kingdom is structured similarly to an absolutist monarchy, except with two monarchs instead of one. This ‘royal couple’ are supposed to be the mortal equivalents of two gods the Shakarians believe in (the divine couple, Ashrem and Bashar). The Queen is supposed to handle domestic affairs, whilst the King is supposed to handle foreign affairs. The Royal Couple has a court of nobles to assist them with ruling the Kingdom. The Couple also chooses individuals to rule planets from this court. Power is given to the eldest child of the couple, and their wife/husband. Culture: The culture of the Shakar Kingdom is highly influenced by a philosopher/prophet (depends on who you ask) called Teshkral. He stated that perfection in every single thing should be the one thing every living being should strive for. Most importantly, however, he also believed that perfection could best be achieved together in a nation instead of alone in chaos. Basically, Teshkral promoted extreme loyalty to the state, and nationalism. Modern Shakarian culture still bases itself on these basic values of perfection and nationalism, although many offshoot religions and philosophies have sprung up from the original Teshkralism. Toshran culture still places an extreme importance on perfection and loyalty, to the point that those who pursue goals not directly beneficial to the state, are seen as selfish. This is especially true for government officials, who are supposed to be example’s of pure perfection to the common people. Corruption is often punished with lifelong prison sentences, or even death. Religion: The most major religion in the Shakar Kingdom is an offshoot religion from Teshkralism called Ashrellism. Ashrellism believes that there is a more perfect, spiritual realm beyond this one. It is also believed this realm is inhabited by various gods and spirits who are the perfect representation of something in the mortal realm. In addition, it is believed that mortals once lived in the Perfect Realm, but were banished because of corruption. However, it is also believed that mortals can get back to the Perfect Realm by living outstanding and perfect lives. If they manage to do this, they can return as a Saint. Those that do not manage to do this, are trapped in a cycle of reincarnation. Worship is mainly done by sacrifing the best 'products' possible to the god associated with that product (e.g a farmer's best crop to the god of farming) Relations: United Trade Committee of Jaron (hostile until about 150 BSE, now allied) Holy Republic of Pheron (hostile until about 150 BSE, now allied), Teraun Confederation (hostile), Rag’kor Primary Council (allied), Commonwealth of Stars (member-state from about 140 BSE) Territory: ~50 planets Population: ~510 billion (Toshra), ~3 billion (Commonwealth species), ~1 million (non-Commonwealth species) Capital Planet: Shral Timeline: 500 BSE: The Shakar Kingdom is founded
400 BSE: After a major war on Shral, the Shakar Kingdom becomes a world power on the planet.
250 BSE: Due to various wars on Shral, only 5 independent nations remain (including the Shakar Kingdom). 3 of which are basically vassals to the other two
200 BSE: Shakar Kingdom discovers Warp Drives, exploration age begins for Toshra species
195 BSE: First off-world colony is founded by the Shakar KIngdom
189 BSE: Shakar Kingdom makes first contact with the Holy Republic of Pakolon
185 BSE: Shakar Kingdom makes first contact with the United Trade Committee of Jaron
184 BSE: War breaks out between the Shakar Kingdom, the United Trade Committee of Jaron and the Holy Republic of Pakolon. Beginning of the Contact Wars
170 BSE: Shakar Kingdom makes first contact with the Primary Rag’kor Council
150 BSE: After hearing about the Zorkan attack in the United Trade Committee of Jaron, the Shakar Kingdom decides to ally with the the United Trade Committee and the Holy Republic of Pakolon out of common threat. End of the Contact Wars
145 BSE: In a shared effort between them, the United Trade Committee of Jaron and the Holy Republic of Pakolon, the Shakar Kingdom destroys the Zorkan Star Destroyer that was threatening them
140 BSE: The Shakar Kingdom agrees to enter the newly established Commonwealth of Stars
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Post by mitobox on Nov 16, 2017 19:22:56 GMT
Sapient species: Image: Toshra by Atrox Looks familiar...
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Post by February Steam of Foushoo on Nov 29, 2017 7:17:14 GMT
I may add more to this later. Species: Kueku(sapient species) Kueku female in fighting stance Biological Description: Kueku are typically no more than half a meter tall at adulthood. Except for hunting, Kueku are almost entirely bipedal. They have three webbed fingers on each of their two hands. They're mouth consists of a small jagged beak encased in simple lips. their eyes mostly can only distinguish shapes, lightness, and darkness and can form more exact outlines when threatened. The main sensory organ of the Kueku is their two bobbles which they use to feel the air around them to know if there is a storm or if they are possibly in danger of a threatening stimuli. The entire skin of Kueku is very sensitive for this same reason as well as to feel disturbances in the ground to hunt their prey. Behavioral Description: Kueku are cave-dwellers and are fairly passive hunters. Due to their bad eye sight and heightened sense of touch, hunting is typically down by crawling on the ground and sensing disturbance which may help them catch prey(mostly small invertebrates that they ensnare with their webbed hands). If they notice a stimulus that appears larger than them, they will easily go into fight or flight mode in which hormones will give them very slightly better eyesight and they will a) attempt to attack the stimulus or b) attempt to flee as fast as they can from the stimulus by hormones that allow them to sprint better with their legs. Societal Description: The Kueku lives under semi-eusocial kingdoms based on groups of cave controlled by a certain king. All females are work to find food for the rest of the kingdom to feed on. When times get rough(such as when winter comes) the king chooses to impregnate a mass amount of desirable females to continue a new generation for the next spring. Almost all Kueku kingdoms worship some form of wind, storm, or sky god as Kueku are easily blown over by any large wind. This is one major leading cause of death for Kueku commoners.
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Post by StealthStyleL on Dec 9, 2017 14:09:14 GMT
Aquos , you can make those pages? Have you made the previous ones yet? February Steam of Foushoo, your page has been approved. You can go ahead and make it now and tell us when you have finished.
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Post by mitobox on Jan 30, 2018 1:26:47 GMT
Planet: Olovom
Location: Igedyor System
Owner: Biktom Directorate
Description: Olovom is a peripheral planet within the Sovereign Biktom Directorate, orbiting the orange star Igedyor. Originally lacking a notable atmosphere, a partially-successful terraforming project left the world prone to dust storms. The planet's surface mainly consists of dry, windswept plains with weedy vegetation. Meanwhile, the versatility of Olovom's young seas led to its major settlements being located at their coasts, or at least not too far upstream.
Economy: Agriculturally, the dust storms prevent the majority of Giree crops from being cultivated. Instead, the vast swathes of sturdy plant life lend themselves well to ranching. The livestock of choice is the vaguely caprine Slogat, which has specialized ear-like tentacles which provide a keen sense of hearing. This, in combination with their flocks' tendency to congregate in safe locations when stressed, allows them to instinctively head for livestock shelters just before dust storms, rather than require their tenders' guidance. Ranching is supplemented by mining activity in Olovom's rugged mountains, as well as manufacturing in its more developed municipal regions.
Directorate Activity: Several Directorate Army outposts are located in mountain ranges that offer proximity to urban centers. During duststorms, the plains of Olovom make excellent low-visibility training sites, since the blowing sediments inhibit communication, mapping, and tracking equipment. However, they are not so "convenient" for patrol drones. The most important facility is Site Olovom-04, located in the subarctic Hihis Mountains. Its secondary purpose is to serve as a high-security penitentiary for individuals the Directorate deems too noteworthy for Olovom Law Enforcement to deal with on its own. As a result, the site also serves as a Directorate Intelligence Network site. The location has gained a frightful reputation among local citizens; in particular, its poorly-lit, winding passages are known in hushed tones as "The Tunnels." Meanwhile, a station high in orbit above Olovom serves as its center of superluminal communication, and is the control center for all of Olovom's communication and reconnaissance satellites. It is referred to simply as"Olovom Station" by Directorate personnel, and, even more simply, "The Station" by locals. It also hosts docking bays for planetary shuttles and most medium-sized vessels, making it a center of Directorate commerce, as well.
Recent History: In 63 ASE, a fungoid pathogen that became known as the "Olovom Strain" diffused rapidly within the planet's population. As an airborne disease, its rapid spread was owed most to the planet's dust storms, which offered swift passage for its spores. It was known to viciously attack the respiratory systems of its Giree hosts. A planetary quarantine imposed by the Directorate averted an interplanetary disaster, but, in conjunction with lackluster "care" for the infected, contributed to planetside instability.
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Post by BiologicalSomething on Feb 12, 2018 15:00:56 GMT
2 things. Greltz'oinhji
Greltz'oinhji (or Greltz) is an untouched planet which supports life. Its radius is ~4400km, and it orbits a yellow dwarf star named Tyryiokiolan. It is located in the outer Seregon arm. Two captured asteroids (named Gij and Hafij, respectively) orbit the planet. Geography
Most of the planet is ocean, with 25% of the planet's surface being land or ice caps. Its temperature is 1 degree higher than earth's temperature on average. Out of the 25% of the planet's surface not being ocean, 10% is ice caps and the remaining 15% form a large continent. Oceans go over 1000m deep, and mountain ranges are rare on the continent. Life
Life thrives in the oceans of Greltz'oinhji, with a reasonably diverse array of species of both fauna and flora alike. However, due to an airborne bacterial strain, life on the surface is near-impossible to find. The size of life varies from area to area, with some areas having creatures larger than blue whales and others having mainly small creatures, with maximum sizes being under 3m. Flora size is much more diverse. There is very limited sapient life. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Kag'naruah
The Kag'naruah (Kag for short) is a large-class predator in the Jirrinxa Ocean. AppearanceAt 26m long, the Kag'naruah is the 3rd longest creature in the Jirrinxa Ocean. It also weighs 420000kg, and has a grey-forest green colour scheme. Its most prominent features are its 3.67m long arms, its sail and the tentacle mass at the end of the body. It has six eyes, 4 gills at the front of its head and two ear-like holes in its head, covered by fins. The arms have fin-like structures on the back of them, which disconnect at the elbow. The hands have long, bony fingers connected by skin, and there are 4 fins between the arms and the tentacle mass at the end of the body. Behaviour
The Kag'naruah is highly aggressive, spending most of its life chasing after prey. When it comes to hunting, the Kag'naruah charges straight at its prey with no regard to anything in its path. The only things that will discourage a Kag'naruah are enclosed spaces and the presence of easier prey to catch. If a creature smaller than the Kag'naruah attempts to attack it, the Kag can and will tear the creature apart and eat it. The Kag'naruah will also attempt to fend for itself when confronted by a larger predator, tearing at the creature's eyes, attempting to tear out its jaw, anything it can do to defend itself. This usually ends in either the Kag'naruah being eaten or the Kag'naruah enjoying a decent meal. Movement
When it comes to movement, the Kag'naruah has a somewhat diverse set of options. It can use its arms to perform a breaststroke, it can utilise its fins to help it along slightly, the tentacles provide slight thrust if used correctly and it can even use its sail to somewhat quickly perform a 180 degree turn. It performs a 180 degree turn by performing what is essentially half a loop-de-loop and then twisting to become upright again. Intelligence
At the best, the Kag'naruah is sentient. It moves with little regards to its surroundings in open waters, but understands that it cannot fit inside enclosed spaces. It also has a limited ability to learn, which could (emphasis on could) make it a creature that can be tamed. Hower, it can be observed biting rock formations, incorrectly believing they are food. Despite this, it is intelligent enough to judge what prey is the best and most efficient to chase after, and it can find and exploit weaknesses in its prey. Reproduction
The Kag'naruah reproduces sexually. The male sex organ takes the shape of an abnormally long tentacle, and the female sex organ is within the tentacle mass. Specific detail on the ritual can be cut out. The female then lays the fertilised egg, and the two parents hunt around the egg until it hatches, which is around 4 months from laying. Development and lifespan
The baby, when hatched from the egg, follows and hunts with its parents from birth until the age of 5, of which then it is mature enough to fend for itself properly. (Side note- if the baby dies before 5, the parents can become depressed.). The child is capable of reproduction at 11, but reproduction tends to occur at 40-60 years. at the age of 85, the body begins to rapidly deteriorate, though the creature tends not to die for a few years. The longest recorded lifespan of a Kag is 97 years, 6 months. Additional notes
-Adults tend to have at least one broken tooth -Population level is in the 60000's Picture
I tried
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Post by Aquos on Mar 3, 2018 16:01:53 GMT
Planet: Pakolon Owner: Holy Republic of Pakolon Astronomy: Small, earth-like planet. Low gravity. Orbits the yellow Kapeph star. Other bodies in the system are: Pretoph (large, hot planet), Prathon Asteroid Ring, Kurapho (small, icy planet) and Putak (Ringed Gas Giant) Geography: Approximately 60% of the planet is covered in ocean, 10% is covered in ice and the remaining 30% is dry land. The land is divided into 5 major continents, Ephok, Kaphar, Tepak, Klonar and Trikaro. The average temperature on Pakolon is about 14-15°C (57°F-59°F). Most of the planet is covered in forests of some kind (most of which is temperate-cold), although there are also many grasslands and some desert biomes. Biosphere: Because of Pakolon’s lower gravity, life in general is somewhat bigger on the planet. Flora mainly consists of grasses, bushes and some extremely big trees. Flowers are extremely common on Pakolon, with most plants bearing fruits of some kind. Most plants have a thick outer shell to keep water in. Fauna on the planet tends to either have fur or feathers, with scaled or bare-skinned animals being extremely rare. Those who are bare-skinned will usually have a layer of fat to protect against the cold. Most animals on Pakolon have two tails, as the first vertebrates on the planet developed this way. These tails are used by many animals in a variety of ways, from fish using them in a similar way to how scuba divers swim, to more intelligent animals using them for communication. Some species have devolved this second tail though, as it had no direct benefits for them. Infrastructure: Pakoph has a limited infrastructure, with most of the cities being integrated as best as possible in the planets ecosphere. Buildings usually look like tall trees, and most cities will have specialised buildings for plant life and animals to live on. Apart from this, there are many temples, ruins, or otherwise iconic or religious buildings across the planet. These ruins are carefully preserved by the planets government. Roads are rare outside the grasslands and deserts of the planet, as it is relatively hard to cut through the forested regions. Instead, many cities make use of ‘sky-rails’ build between or even on the trees for transportation. Population: 9 billion (Pakoph), 3 billion (Commonwealth species), 50 million (non-Commonwealth species) Sapient Species: Pakoph Biological description: Pterosaur-like, with two wings and two legs. Their body is covered in brown fur, with lighter spots for camouflage. Wings are covered in a short fuzz. They have two long (usually 1 meter) tails, with a ring pattern in the fur. These tails are used as manipulative organs, and also as ‘grabbers’, in a similar way to how some primates use their tail. The species has two yellow eyes. Pakoph have a faster metabolism than humans, and a much faster heart rate in order to be able to maintain flight and sapient brains. They also need to eat a great amount of sugar-rich food to be able to maintain their costly brains. They have a relatively larger imagination than humans, in order to be able to easily come up with complicated hunting strategies and/or ways to run away. On top of this, they are easily frightened and generally ‘jumpy’ to be able to more quickly respond to threats. They are 1 meter (3 feet and 3 inches) big, and 1 meter big. Images: Pakoph, by Minegamer Evolutionary History: Pakoph developed from a species of small animals, not unlike lemurs. These animals evolved to climb into the large trees of their home forests, in order to find protection. They eventually developed long, prehensile tails to aid in this. One branch of this began to slowly take flights, in order to be able to move even quicker than ever before. Eventually, another branch started to cooperate to drive their insect prey together, and even to hunt on larger animals. From this cooperation and new hunting strategies, sapience began to develop within the species. In order to be able to maintain their now larger brains, they adopted a more sugar-and-fat-rich diet, only hunting animals they knew would be worth their energy. They also developed even longer and more prehensile tails, in order to able to manipulate their environment. As they were also hunted by many other animals, and because of their small size compared so some of their prey, the Pakoph were forced to develop an extreme imagination, as to be able to come up with effective plans.
Origin Planet: Pakolon Behaviour: Pakoph tend to be extremely devout, as they are not only imaginative enough to be able to come up with strange gods, but they also *need* to find protection from the larger world as a consequence of their instinctual fear. They also tend to be friendly and xenophilic though. Although at the same time many of them are known to be fanatical in their religions. Technology: Early to Mid FTL Notable Technologies: Extremely high-resolution holograms
Extremely user friendly art-based computer programs
Tree like buildings, outfitted with solar panels
skytrams
Distribution: ~100 billion over 90 planets Factions: Holy Republic of Pakolon, Godcrushers (Pirates), Eternal Vengeance (Pirates), Servants of the Nameless King (Religious Fanatics), Pabronovorov Abekeph (Religious Fanatics/Rebels), Followers of the One-Eyed God (Smugglers/Pirates) Faction: Holy Republic of Pakolon (HRP) Disposition: The HRP is usually extremely interested in alien cultures, and will ask for access to cultural databanks. It is open to free migration and a free flow of ideas, and will allow any who so wish to visit their planets (although they usually require permission to visit holy sites). It is also extremely open to foreign religions, and will build temples for any who so wish. Religion: The HRPs main religion is known as ‘Metrovorinism’. This religion believes that an entity (or sometimes entities/power) called Metrovorok created the universe and everything in it. It is also believed that this entity is deliberately keeping the full truth about It and the Universe away from its sapient children, only giving small bits of the ‘Truth’ to every single one of Its children. It is believed that once the Full Truth is known, the Metrovorist equivalent of the Rapture will take place. In essence, Metrovorinists believe that every single religion is simultaneously wrong and right. It is believed that Metrovorok revealed Itself (alongside with something known as the Universal Truths, the few doctrines that are fully accepted by all Metrovorinist cults) to a group of Pakoph now known as the Prophets. Government Structure: The Holy Republic could best be described as a fully democratic church. Thusly, the HRP has incorporated thousands of cults within its government. The HRP is a meritocratic democracy, in order to be allowed to run in the elections one has to first pass a test, which is tests knowledge on various religions and political ideologies within the HRP, and also cabalities as a ruler. Every level of government has its own test, and in order to be able to do the test of one level, one has to first pass the test lower than it. The higher tests usually require at least some limited experience working in politics. The lowest level of government is that of Listener, this office combines the responsibilities of a mayor and a priest for *all* local religions. The highest office is that of Holy Speaker of Truths, which combines the responsibilities of President and Pope. Apart from this, the government also has a Senate-like body called the Prophets, mainly filled with already experienced government and religious leaders. One term of the Holy Speaker of Truths lasts about 10 earth years. Parties are illegal, and every candidate has to run in the election on their own (campaigns are largely sponsored by the government itself). The population is divided into various voting ranges, usually based on cities. A First Past the Vote system is used to determine winners. Due to its large size and age, the HRP has become a huge bureaucracy where even the simplest things require multiple papers to be filled in. Culture: The HRP has a culture of extreme tolerance and devotion. All religions are treated as if they were true. Apart from this, respect and general politeness is also really important. Rituals are extremely important to the HRP, with many government actions (especially ones that involve bureaucracy) being incorporated into religious rites and rituals. Relations: United Trade Committee of Jaron (Hostile until about 150 BSE, now allied) Shakar Kingdom (hostile until about 150 BSE now allied) Teraun Confederation (hostile), Rag’kor Primary Council (allied), Commonwealth of Stars (member-state from about 140 BSE) Territory: 20 planets Population: 90 billion (Pakoph), 20 billion (Commonwealth species), 300 million (non-Commonwealth species) Capital Planet: Pakolon Timeline: 500 BSE- The Church of Metrovorinism is officially founded by the Prophets
480 BSE- Metrovorinism is accepted as a religion by its first country
400 BSE- Metrovoronism has spread to encompass most of the Kaphar continent
380 BSE- The Church is gifted a small piece of land by one of its follower-countries
300 BSE- Metrovorinism has grown to become the most major religion of Pakolon; the Church is now the most powerful institution of the planet
280 BSE- The Church starts to directly control more and more of the planet
250 BSE- All remaining nation-states are abolished; the Holy Republic of Pakolon is declared by the Church; Church of Metrovornism is abolished, as it is now replaced by the Holy Republic
200 BSE- HRP discovers Warp Technology; Exploration Age begins for Pakoph species
190 BSE- First off-world colony is founded by HRP
189 BSE- HRP makes First Contact with Shakar Kingdom (Toshra species)
184 BSE- HRP makes First Contact with the United Trade Committee of Jaron (Jre species)
184 BSE- War breaks out between the HRP, the Shakar Kingdom and the United Trade Committee of Jaron; beginning of the Contact Wars
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Post by BiologicalSomething on Mar 3, 2018 17:43:37 GMT
Sapient Species: Xenoiazrillak'Drekjiona Biological description: The Xenoia are a race of insect-like humanoids, with 8 eyes along with 3 antenna-like structures on their forehead acting as both receptors (naturally) and hair (modern times). They have 4 arms and 2 legs, all of which are rather skinny. While they do have an exoskeleton, their inner organs are extraordinarily human in nature. They stand at 8ft tall on average, and their hands have 3 fingers, with their feet also having 3 toes. >Reproduce sexually >Lifespan is 200 with technology, 80 naturally > Omnivorous > Sapient >Exoskeleton is resistant to moderate pressures and is somewhat shock resistant, also conveniently defends against shrapnel Evolutionary History: Evidence shows that they evolved from a different species 4,000,000 years ago by developing a more and more upright posture in conjuction with developing wings. They then began to evolve presumably in response to a predator, losing wings in exchange for a more complex brain. This brain allowed them to co-operate with each other and communicate more effectively, while also allowing them to learn how to use the already-sharp branches of a certain tree species to their advantage. Origin Planet: Deriklinijaya Behaviour: Ridiculously sociable, to the point where they depend on a social life to survive. If left long enough without social interaction, they develop an extreme depression-like state. They have a unique trait, where they have an irrational fear of something. This something varies from Xenoia to Xenoia, though the most common one is the colour orange. Technology: Early FTL; uplifted. Notable Technologies: Extraordinarily advanced computer technology, somewhat advanced military-based laser technology, "Warships" (naval vessels with remarkable firepower), HUDs within specifically designed helmets, genetic modification, self-deploying fortifications. Distribution: 8 billion on 1 planet Factions: Horazyalan-Inalyian Grand Republic, Horangdi, Warring states, Zaraloralz, Angerowak, Orlzfanea Main faction: Horazyalan-Inalyian Grand Republic (HIGR) Disposition: Highly welcoming to tourism, but are strict about immigration. Allows all religious practices outside of Horazyala, however sacrificial/otherwise violent religions are banned within Horazyala. Religion: No defined official religion. Government Structure: Organised similar to that of the British parliament, with a lower house (Ouirukaraklik) and a higher house (Weyixkaraklik). However, laws are passed through the Weyixkaraklik, rather than having a monarch pass them. Elections happen every 2 years, with a "First past the post" system. The republic is split into regions similar to that of the US. Culture: Two main cultures; Horazyala has always been a nation where progress was greatly encouraged, with Xenoia actively endorsing new advancements in the sciences, society, the economy, etc. There has been two major philosophies in Horazyala; one pre-1725, one post-1725.
POST-1725 KF
Horazyala started adopting a new belief, where tolerance, progress and pacifism was encouraged. This immediately became immensely popular with the people, as it meant that co-operation would begin to prosper, leading to people spending their lives socialising with others rather than spending limited time interacting pre-1725. This drastically lowered the death rate in Horazyala, as the suicide rate plummeted. The tolerance also meant that immigration started to occur at an alarmingly high rate, as a diverse range of Xenoia all wanted to go to the nation where their belief was tolerated and oppression was nonexistent. This belief is known as Erkijkioplikji.
MODERN HORAZYALA Due to the union of Horazyala and Inalyia, beliefs changed more, with a significant increase in interest in military technology. A larger ethnic diversity has also led to tolerance being upscaled to endorsement of all cultures but those who do not tolerate others. While some see this as flawed and "not true tolerance", movements are largely ignored. Other than these two factors, technological and social progress are valued just as highly, if not higher than ever before. ————————————————————————————————————————— Inalyia has seen a war-plagued history; mainly due to them and their nations being clans of war-hungry religious zealots. As history continued, and more clans were overpowered by Inalyia, new aspects were brought into Inalyian culture.
THE UNITED CLANS OF INALYIA
Due to years of civil conflict, and large ethnic tensions, Inalyia, and therefore its culture, changed massively. Instead of an established direct rule from Shatandlikura (Ocathji had been lost to Horazyala), all of the ethnic minorities within the UCI were given a fair amount of autonomy. This change also changed the mindset of the Inalyians; rather than attempt steal aspects from and destroy cultures, regions with majority minority cultures should have autonomy to avoid civil conflict, making the UCI significantly more stable.
THE HORAZYALAN-INALYIAN GRAND REPUBLIC Upon the formation of the HIGR, the mindsets of Inalyians changed yet again. Rather than being expansionist, they saw co-operation with Horazyala would bring prosperity unlike that of any era seen by the Inalyians. And, so far, it has done exactly that. In addition, due to the introduction of Horazyalan technology, their warships (which they had been obsessed with for centuries now) only got bigger, better and more uiokliona (killy). Relations: N/A Territory: 1 planet. Population: 8 billion Capital Planet: Deriklinijaya Timeline: 1215 KF (1163 BSE)- Ocat (precursor to modern Inalya) forms
1467 KF (911 BSE)-Ocat conquers large swathes of land
1578 KF (800 BSE)- Horazyala forms
1643-1644 KF (735-734 BSE)- Horazyala is reformed into an Empire
1654 KF (724 BSE)- Ocat makes contact with Horazyala; The first colony of Horazyala's is formed
1721 KF (657 BSE)- Frijkiuopka (Emperor) Refdki comes to power
1725 KF (653 BSE)- Ocat and Horazyala declare rivalry; Horazyala surpasses every nation in territorial reaches; reforms are made in Horazyala to lower separatism; Ocat conquers most of modern-day Inalyia
1730 KF (648 BSE)- Ocat declares war on Horazyala; Ocat reforms into the Inalyian Krikjiu (Khanate)
1733 KF (645 BSE)- After a great defeat, the Inlayians surrender to the Hozazyalans
1796 KF (582 BSE)-Internal conflicts of the Inalyia start, due to protests against a new leader
1841 KF (537 BSE)- Inalyia forms into the United Clans of Inalyia to end years of internal conflict by granting autonomy to the seperate cultures; Horazyala reaches Cold War-era technology excluding rocketry
1871 KF (507 BSE)- Horazyala becomes a republic
1900 KF (478 BSE)- The UCI establishes several colonies
1903 KF (475 BSE)- The UCI declares war on Horazyala and is defeated the same year
1911 KF (467 BSE)- The UCI reaches 18th century human technology; Horazyala reaches modern human technology
1945 KF (433 BSE)- The UCI declares war on Horazyala and loses within 5 months, losing yet another colony; Tyrulak reaches the South Pole; Horazyala successfully gets a satellite in orbit
1946 KF (432 BSE)- The UCI invents their variation of the machine gun; Griyulozi's (Warships) are invented; Invention of modern computers in Horazyala
1948 KF (430 BSE)- Horazyalan computing surpasses humanity's modern computers
1956 KF (422 BSE)- The UCI successfully produces their first Griyulozi: a large ship with several chain cannons on all sides as well as a large cannon situated on the front of the hull; Horazyalan military as it is now is formed by Yirtyru (general) Jirighklan
1965 KF (413 BSE)- Griyulozi's are mass produced, yet maintain high quality; the UCI reverse-engineers the basic Krijuklo (tank)
2000 KF (378 BSE)- The UCI now has a fleet of over 100 Griyulozi's; production stops
2012 KF (367 BSE)- The UCI makes extreme efforts to catch up with Horazyala technologically; blows up a sector of their capital in the process
2050 KF (329 BSE)- Horazyala discovers laser weaponry by accidentally shooting through the government building, killing the Zjillinari (leader) of Horazyala
2189 KF (190 BSE)- Horazyala discovers gene editing; offers therapy for fears to citizens for 500 miraks
2222 KF (157 BSE)- The UCI makes another extreme effort to catch up technologically; blow themselves up again
2347 KF (32 BSE)- Gihji Herizila and Zjillinari Drakhjana declare the Horazyalan-Inalyian Grand Republic Images: (Horazyalan citizen) (Horazyalan-Inalyian Grand Republic flag, made in Microsoft paint) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Planet: Deriklinijaya (Derik-lini-yaya) Owner: The Xenoiazrillak'Drekjiona (Zen-oi-rah-zrill-ack-drek-yio-nah) (Xenoia for short) Astronomy: Dreiklinijaya is a terrestrial planet which is 3/4 the size of earth, and has two captured asteroids named Hiriderik (hee-ree-deh-reek) and Yaradaralakin (Yar-rah-dar-rah-lah-kin). It orbits a main-sequence yellow dwarf star named Tyryiokiolan (Tee-ree-iok-iol-an), along with 2 ringed gas giants, Qeranyxaxyr (Keh-ran-yz-ash-ear) and Weryzixan (Wear-ee-zee-shan). Each of these gas giants have 5 moons. There are also 3 other rocky planets, named Wopaxagan (Wop-ash-ag-ann), Qilexixaz (Kill-esh-ish-az) and Eryxadax (Eh-ree-zah-dash), which have 2 moons, no moons and 4 moons, respectively. There is an outer asteroid belt. Geography: ~55% of the planet surface is ocean, with 5% being the polar caps and 40% being dry(ish) land. There are 4 main continents: Iwuhaxvrekeakrylazyini (Ee-woo-hah-sh-vrek-ee-ack-ree-laz-yee-nee), Osirahylarid (Oz-ee-rah-hill-ah-rid), Grohiosixuralynia (Grow-ee-oh-sish-oo-rah-linn-ee-ah) and Eohasaslinka (Eoh-hah-sass-linn-kah). Other than these continents, there are a few large islands and a couple of archipelagos here and there. Biosphere: Life tends to be larger on Deriklinijaya than on Earth, thanks to the unusually high oxygen level and the lower gravity. Many animals are reptilian or insectoid, with the remaining few being bird-like. Plants are usually either somewhat small or massive. Infrastructure: Cities, for the most part, are littered around the planet, with an exception being Northwest Iwuhaxvrekeakrylazyini, where there are a cluster of cities oddly close to each other. This is due to them being the capitals of the Warring States, a region of seemingly endless conflict. Population: 8 billion Xenoia, countless other things that aren't sapient.
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