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DeadLantern

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Everything posted by DeadLantern

  1. I think you should create the character right now, and fill out the "Tau Ceti" part of this application. You don't need a true character, a simple outline for now is enough.
  2. These are good answers. However, I have just one followup question. Tarqi believes that one can turn Glorsh supporters into model citizens by bringing them in the light, in the way. How does Tarqi feel now that they have been deemed not a 'model citizen' for trying to support Glorsh supporters? Do they still yearn to be like the Idols they were trained to adore? Essentially, does Tarqi still want to be a model citizen for the federation and uplift Glorsh supporters, even when she has fallen from attaining such a title of 'model citizen'?
  3. You have used the wrong application, unfortunately. Don't worry though. The correct template is on the top of the main whitelist page, above the command template, which is what you used. You can just edit your application to fit that template instead.
  4. How does Tarqi feel about the Federation now that they kicked her out? You state that they have negative feelings now, but in what way? Against their ideals, or the way they run the government, or the culture it inspires? Why does Tarqi support Glorsh supporters other than pure empathy? They are a subversive element in society, and Skrell are taught to be good citizens; is there any other reason beyond understanding that they support Glorsh supporters? How does Tarqi feel about synthetics such as IPCs or Stationbounds, in general? These questions are asked to shed some light on the personality of the character, as well as to probe for some lore information.
  5. Uhm, massive rule breaks? I admit, it was my fault. I've stated this more than once, but this was a problem with my Diona playing, not my capability as an overall RPer. I ignored pain-rp as a Diona by disposaling myself and then reforming afterwards. I now see that was a stupid move to do just on a bet and would be something a Diona would never do. That is a rule break, but massive? Well, when it comes to reassuring that I won't do it again, I corrected the misunderstanding that I had when it comes to the Diona species. I would never disposals myself as another race in the first place, so problem resolved by not appearing. This is my first ban ever I believe, and only a few minor notes surround it (that are not several years old at this point). So no, I don't think I will repeat what I did there again.
  6. These are great answers, and I am excited to see this character on station.
  7. This is generally a good character and an application. But, like this application and many others, you choose to focus on the war. A lot on the war. The two revolutions are extremely important events for the Tajara people, but I would like to see more Tajara culture in this app rather than just war, as well as more in the character's personality. It is due to this that I ask you the following questions: 1. What religion do they subscribe to and why? How is this shown in the character? 2. What is her opinion on the PRA? Best of three evils? Most moral country? Remember that before the first revolution, the Hadii were staunch monarchists, and her family technically served the monarchy in the past. How does she view the NKA, considering that previous point? 3. What is her opinion on the War and the Armistice itself? Not who should have won, but of the qualities of the war. Was it worth it? Did it help the Tajara people? Does she feel her family died for a good cause? 4. What is her opinion on the separate castes? The PRA preaches a casteless society, but does she listen to that? These questions have been asked for the purpose of discerning some traits of the character and how Tajara culture affects those traits of the character.
  8. Yes, these answers are quite good, and I spot no errors in the application. I support this.
  9. 1. What religion does Jrruzhani follow, if any? 2. What is his opinion on the racial caste system and the differences between the races? 3. Does he think the current Hadii is continuing Al'Mari's legacy or not? Is that a good or bad thing? 4. Does he feel bad that, in his impatience, missed out on obtaining Tesla augments? I like this application. These questions are just to see more insight into the character and to expose you to questions you might not have considered. Answer these questions and I'll gladly support this app. Also, a note: There is a lot of genetic diversity among Tajara. You do not need to make your body color exactly like the templates on the page.
  10. 1. I do admit, I do not know anything about departmental security. First, I will have to play security and see how it affects normal gameplay. Depending on how hard it is to communicate, of how separate we are, I would have to change up my preconceived strategies on how to handle that. 2. As Mazer, I would first scorn the Warden for not keeping an eye on the brig or the armory. But that would have to be short, because that is quite the emergency. Immediate change to blue. The question is a bit vague, so I'll handle multiple scenarios. If we only see that the armory is missing, I would send my officers/cadets in groups of two (not a pair of cadets though) to search every nook and cranny of the station. I would check the ports for any outside visitor, because stealing the entire armory is not something a normal employee could do. If the threat that stole the armory reveals themselves--let's just say it is mercs, we need to recognize we are obviously in a disadvantage. I would have to approach it diplomatically, attempting to find out what they came here for and how to satisfy their requests (if those requests are not ridiculous). If they attack, we would have to defend, no matter the cost. I would ask science to make us some weapons if it ever came to that. I would not go on the offensive in any case. 3. After the arrest, bring them into the office. Talk to them on how a warrior does his job, and how they were absolutely not that. Discipline then and carry on. If it is a repeat issue, depending on the infraction, I would threaten to demote them or demote them straight up. If they do something as heinous as commiting a crime during arrest (assault or something) it would be an immediate brigging and either a warning of demotion or demotion outright. 4. Mazer would think, "how would this change anything in my brain?" Generally. I already roleplay Mazer as a sort of mentor and is loyal to the company (or any lord she is bequeathed to). However, if I come aboard as visitor, I would be sure to make Mazer do different things. Be lighthearted, be more fraternizing, etc. Partly because they are off duty, but also because their implant is switched off, because they would not be in full "protect and follow the law mode". 5. It would be useless to attempt and convert them to her point of view, as they dont't understand her culture as they are not wastelanders. As security officers, they are contracted to follow the HoS--Mazer would make the analogy of being a lord. If they were tasked to do a lord's bidding by their clan, and even if they did not like or agree with the lord, would they do the Lord's work? Unathi are stubborn, and will probably not bend. So, if they step out of line and try to command for themselves or ignore Mazer, they'll be handled as any other employee if they attempt to rise up.
  11. BYOND key: DeadLantern Character names: Elim Al-Shennawi, Rharza Morahzaful, Oa'zu Mazer How long have you been playing on Aurora?: Actively since late 2017 Why do you wish to be on the whitelist?: To play command roles Why did you come to Aurora?: To roleplay Have you read the Aurora wiki on the head roles and qualifications you plan on playing?: Yes Have you received any administrative actions? And how serious were they? Yes. I have been banned once, for poor Diona play. This was for 3 days. I have not been banned otherwise. Please provide well articulated answers to the following questions in a paragraph each. Give a definition of what you think roleplay is, and should be about: Roleplay is playing a character that you are not OOCly. It is fun for some people. Roleplay is about fun--If you have fun roleplaying as a rat scurrying around, hunting for food, good for you. Roleplay is also about bouncing characters off of one another, creating new intertwined stories from the interaction of characters. What do you think the OOC purpose of a Head of Staff is, ingame?: OOC, it is to be someone who knows mechanically what they are doing. Someone who can teach their craft, at least for the 'mechanical' jobs. For HoS, HoP, and Captain, it is a bit different. Those are for facilitating round order and integrity within their respective departments. That is not to say that other heads of staff don't have to do these things, but it may be lessened. For a consular office, there is no OOC purpose, it is purely an RP role meant for interaction with IC characters. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: They should be a good player and follow the rules. That is why the whitelist is stripped upon a ban--you should uphold the rules and be a rule abiding citizen. Could you give us the gist of what is currently happening in Tau ceti and how it affected your character and their career? I will choose Oa'zu Mazer, as I will probably promote them to HoS, but I will have to play them more. Tau Ceti is a haven for immigration, and Mazer came to seek opportunities for herself and her clan, like many others. But there has been trouble in Tau Ceti, most notable with the Aut'akh fleet arriving and dispersing among Tau Ceti. This has added racial tensions, especially with her history with the species. Tau Ceti is generally liberal, however, and allows such differing views to exist. She is quite the misandrist, and thinks of herself as a sort of 'protector' of men. Because of Tau Ceti's liberal views, it has allowed such a person to rise the ranks of the corporate ladder, similar to how it does to other people with other discriminatory views. This often leads to tensions and clash, but that is part of life in Tau Ceti. What roles do you plan on playing after the application is accepted? Only HoS, Consular, and Captain, Characters you intend to use for command or have created for command. Include the job they will be taking.: Immediately, Oa'zu Mazer to HoS. After that, I will probably make new ones. How would you rate your own roleplaying?: Average Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Have you familiarize yourself with the wiki pages for the command roles? Yes Extra notes: I have not played Oa'zu Mazer in some time, but I will start playing them again.
  12. Type (e.g. Planet, Faction, System): Species Lore Describe this proposal in a single sentence (12 word maximum): An expansion on Tajaran recreational activities How will this be reflected on-station? IC talk, IC items, IC backstories Does this faction/etc do anything not achieved by what already exists? There is currently nothing about Tajaran sporting culture. Why should this be given to lore developers rather than remain player created lore? To give players a base when exploring the non-political side of Tajara culture, especially relating to sports. Do you understand that if this is submitted, you are signing it away to the lore team, and that it's possible that it will change over time in ways that you may not forsee? Yes Long Description: Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time, besides eating in their homes and spending time with their families. This was not so for the Njarir nobility, however, and organized sport was created in the hands of the upper class. However, as time marched on, Tajara of lower classes found ways to still play. From these developments, two categories of modern Tajara sport have emerged--crude and local sports, or official and global sports. Games enjoyed by all have also been developed. In the modern day, any Tajara is able to participate in any sport they wish, due to the social welfare given to them by the newly found nations. SPORTS Farehal: A sport that focuses on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. There are typically 5 ‘long’ shots (50 meters in length), followed by 3 ‘med’ shots (20 meters in length), followed by 7 ‘short’ (5-10 meters in length) shots. Hoops are divided into three quadrants organized horizontally, dividing the hoop into three equal parts. The bottom part multiplies your point value by 2x, the medium part multiplies your value by 1x, and the top part by 3x. The top part of the hoop is usually narrower than the bottom part, requiring a much more accurate throw. Base long shots are worth 4 points, base medium shots are worth 2 points, and base short shots are worth 1 point. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple games on the same course, this sport was only practiced by the nobility. Large buildings were constructed housing games of Farehal, where noble competitors competed for a casual time, with a professional club surrounding the game only in modern times. This game is seen as extremely pretentious, with critics claiming it requires no real strength or will to win. It has not seen much popularity outside of Adhomai, but it is moderately popular on Adhomai, with teams competing within their own countries. Al’mari Hadii used to be famous for being quite the Farehal player, besting several acclaimed athletes in Hadii Court in the Citadel. Mahmrro: A sport that requires the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on that side of the field. This game is very popular among youth of any Tajara generation, mostly with the lower class. The game is very decentralized and has any number of regional rules depending on where you are. Perhaps there are three members on each team, or seven. Perhaps one makes more points by throwing it to a team member on the goal line, or by touching down with. Perhaps the ball is a spool of yarn, or a bunch of clothes taped together--point is, the game has extreme differences due to its universality. Traditionally, it is seen as a Hharar and Zhan sport, and M’sai playing this sport, even among themselves, is seen as taboo by both M’sai and other races. It is unknown where this racial segregation stems from, but it is quite present even off of Adhomai. There is nothing in the way of official games of this sport, though it has been tried before, much to the chagrin of the populace, claiming ‘that’s the wrong way to play the game’ or ‘they’re doing it all wrong’. On Little Adhomai, it is common to see the ball as a basketball. Jurlkhaz: This sport, which originated from Amohda, is quite popular on both Little Adhomai and true Adhomai. This sport used to be only available to nobles who could afford such things, but its popularity has stripped those limitations away. It consists of 2-6 players, though professionally, there are only two. One rides a Zhrasm (or a horse) with a special crossbow called “Rrhaz Dynh” (Nomad Bow). The Tajara mounts the beast, and on the indication of a revolver, the Tajara begin to ride their beasts along a straight path. They must load the crossbow and fire it at a target which is fifty meters away. Points are given based on these factors: How far they were from the target upon firing their shot, how accurate that shot was (bullseye granting most points), and how quickly they loaded the crossbow (or if they even did it successfully). These points are added up, and the highest score wins. Televised screenings of these games are quite common, and individual competitors are usually sponsored by a company or a group or a family. In the NKA, competitors are separated by race (but gender separations were abolished in 2458). However, in the PRA and DPRA, the sport was generalized (no separation). This led to the domination of M’sai in the sport, as they could shoot more accurate and from farther away when compared to other Tajara, and Tajara from both nations protested this system. However, supporters of the status quo prevented from much change from happening. Both states suffered embarrassing ridicule in their attempt to create a caste-less sport. The PRA caved in and in 2457, reinstituted separation by race (but not by gender). The DPRA has still not changed the system, arguing it would imply that certain races are superior to others, regardless of genetic differences. This has led to criticism, but recent all-star Elza’ette Karazamov, a Zhan-Khazan female, who has been dominating the sport in the DPRA, has lessened these criticisms. Zhrasm Jousting: Far and away, the most popular sport on Adhomai. This sport was created during the Warring Kings era in Tajaran history, though its popularity has not faded. Traditionally, the competitors were nobles and all manner of Tajara were allowed to spectate, though this has obviously changed. Two Tajara mount their Zhrasm (or horse) and ready their “Rik Rah”, which is a sort of small battering ram. At the shout of the referee (traditionally the highest-ranking nobleman, though now there are real referees) the players start to charge with their horses. Unlike human jousting, an entire circular ring is allowed for the competitors. They may veer left, right, or charge straight on. The goal of the game is to knock the other player off using only the ends of the Rik Rah, not the sides. Hitting the beast results in an automatic disqualification (if malicious), as well as using the sides. However, if it accidental, only a restart is required (though multiple accidents will get you disqualified). Usually, the players wear a full suit of armor to protect their bodies. Notably, this sport spans nations, unlike any other sport in Tajara history. Zhrasm Jousting consists of players trained by hired coaches or family members going to local tournaments, then regional tournaments, then province, then state, then national. This system is overseen by the JC (Jousting Committee), and has withstood the test of time and two civil wars. Nations often support their own competitors, which develop into fierce rivalries. The Grand Jousting Tournament collects all the competitors that win at the National level, but caps off at ten competitors. After the Jousters are chosen, a bracket style tournament begins. The Grand Champion of the tournament gets over 100,000 Credits as a prize, as well as an extremely large trophy of a Jouster on a Zhrasm. There have been only five competitors who have one the Grand Tournament more than once, proving how competitive the sport is. The most famous Jouster in modern times is Rualz'Akhran Scharfen, the son of notable Baron in the NKA. He is currently the only living Jouster that has won the tournament more than once (two times for him), and the only Njarir to win more than once. At the tender age of 26, his career shows no signs of slowing down. A separate but affiliated orginization hosts the same thing but on Biesel, known as the Biesel Jousting League. All xenos are allowed to compete, but not many progress past the local tournaments. The Battle of Dymtris: The scandal at the Battle of Dymtris is a controversial topic for all Tajara. It was 2450, early in the war between the NKA and the PRA. The warring factions dug in near the city of Dymtris, both expecting a rush from each side. No rush came. Instead, waiting came. Both sides held their positions for weeks, before something magical occurred. It is unknown how exactly it came about, but on the day after Kahara S'rendarr Mai, a peace emerged. The two sides emerged from their dugouts, and began to fraternize. They exchanged thoughts and talked as Tajara, not as two sides of different ideologies. It was not long until both sides started playing Mahmrro, and suddenly the war was called off. Officers on both sides, apparently, did not order any attack. For three days there was peace. It happened that world-famous Zhrasm Jouster Maze’roka Al-Shastari, a young up-and-coming Hhrar Zhrasm Jouster was enlisted in the PRA regiment that engaged in the peace. Al-Shastari met with Rhagaozal Nuraraz, retired Zhan-Khazan Jouster, who was quite popular in his time as a renowned player and referee. Naturally, Nuraraz was on the side of the NKA. Both of them decided to stage a little Jousting game for fun, using large branches they found on the ground as rams. They borrowed some Zhrasm from the calvary units and decided a game was going to be afoot. What happened next is unclear, but the PRA propaganda machine has blurred the truth. As they were jousting, with quite a crowd around the two, Nuraraz knocked Al-Shastari off with far too much force. The blunt trauma from the branch punched through his armor and broke Shastari’s ribs and punctured his lungs. Despite efforts from medics on both sides, he perished. A short moment of stunned silence followed. Several NKA troops, unholstered their rifles and began firing into the at PRA bystanders, fearing counterattack from the PRA to avenge their fallen comrade. Soon, the skirmish turned into a battle, and that battle lasted for months. This little skirmish turned into one of the most brutal battles on the Northern Harr’masir front, only ending after a glorious charge by PRA riflemen in 2459. Nuraraz managed to escape the battle unharmed, but his actions spread far and wide. Many PRA supporters claimed it was Nuraraz's Zhan genetics which caused him to be violent and hit with too much force. It was only a few months later that a Zhan-Khazan radical shot Al’Mari, inspiring the PRA to pass several brutal laws against Zhan-Khazan citing ‘inherent aggression’, and the Dymtris Scandal may have eased the people of PRA into allowing such a thing to happen. Nuraraz, feeling guilty, started the Al-Shastari foundation, an organization that helps poor young Jousters from all nations to buy proper armor and gear. This organization has been boycotted by many PRA nationals, still bitter over the incident. A monument in Dymtris was built to honor the fallen Jouster, proving how universal this sport is. Pistol Pocketing: A practice which originated from Crevus. It is customary for spectators to bring pistols to games, with the patriarch of a family usually using a service or a family pistol to shoot into the sky whenever they saw fit, as a sign of anger or enjoyment. This practice evolved into everyone bringing a gun to sporting events, with gunshots accompanying cheering and applause. Of course, blanks are used, but this has caused quite the controversy, especially in Little Adhomai. Biesel authorities used to be lax on this issue, but the quick arrival of gang activity, sporting events have become quite the hotspot for a brawl. Gang members would bring in loaded pistols into the games, and fire at gangs which supported opposite teams. There is now a ban on pistols in Little Adhomai, which many Tajara have seen an attack on their culture and an attempt to ‘assimilate’ Tajara culture with that of humanity’s. Gang fights and normal fights are still common during sporting events on Little Adhomai, often happening for only minor transgressions. GAMES Suns and Moon: (Game and image provided by Coalf) Suns is quite the common game, being present in virtually every settlement and every region Tajara inhabit. The game is played by all, though the lower classes have the tendency to bet on games whereas upper classes play it just for fun. The ease and universality of the game has garnered it quite the reputation--dice will usually have an image of Rredouane fixed upon them, and parks even have designated spots for people to play Suns. Suns is also the Tajara equivalent of Rock Paper Scissors. Any minor dispute can be solved with Suns! Traiaz: A game that mixes intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially ‘pawns’, though each pair has a catch. Pieces are elimanted by literally flicking the horizontal pieces on the board, with the goal of the game of attempting to knock all of the opponent’s pieces off. Some pieces can only eliminate pieces by shooting the enemy off diagonally--others vertically, others sideways. Others, you have to richocet of the other piece, and etc etc. There are several distinct regional rules which involve different methods of flicking a piece off. The game wins after all of the enemy’s pieces are knocked off. This game is popular among M’sai, though it is not uncommon to see other races play it. The Eternal Game Between S’rrendar and Messa, or Mata’ke and Raskara depending on your faith: It is common motif among Tajaran art to reference an ‘eternal game’. It harkens to two opposing dieties, locked in an unwinnable but always changing game between the opponent, often playing Traiaz or some other game. Each diety comes up with their own glorious move, only to be dwarfed by the other. A common idiom among Tajara is to liken any situation to this universal ‘Eternal Game’. For example, a Tajara may claim that the Second Civil War is an Eternal Game. Or that damn motorbike that keeps sputtering and breaking down no matter how much he repairs it as an Eternal Game. VIDEO GAMES The notion of Tajaran Video Games is quite alien to natives on Adhomai, but to those on Little Adhomai, it is quite normal. A few generations have lived on Biesel, and the youngest generation has often taken interest in programming and video games. Now that these younglings are grown up, a new type of genre has sprung up on the Video Game Market--Tajaran games. There are several games, following this genre, but they are almost always narratively based. There are no FPS, no dragons needing slaying, but philosophical objectives to overcome. One popular video game is The Bane of Rashashana, which follows the tale of Rashashana, an ancient princess attempting to pacify a race of giant Ents, who were previously massacred by the kingdom. The player can make narrative choices that affect the game, interspersed with light gameplay objectives such as running managing a limited time meter with quite a few objectives to pursue. One Video Game that has achieved shunning among the Tajaran community on District Six is Running from Raskara: A Tail of Twin Moons. The game is set in the ‘fictional’ city of Pal’Sor (though it is quite an obvious reference to Nal’Tor), where you play Meowr Hadii, a detective bent on arresting and killing all members of Raskara-related cult. The game is notoriously developed by all humans, using stereotypes and racist depictions of Tajara in their game world. The game was recently recalled by the publisher, though there is a fierce debate between people who like the “shoot ‘em up” gameplay style of Twin Moons, and the people who condemn the lack of research put into the Tajara people. Note: Expect errors in grammar and spelling. Please DM me on discord or leave a comment here so I can fix it.
  13. Sorry, I did misunderstand the age of your character. These answers are quite good. Good application kamerad
  14. You have stated that Voq'Rav began to drift away from the Federation's ideals. But why? Skrell who grow up in the Federation are under a loving and caring government, more stable than alien ones. And the government expects a lot from a well-doing citizen, and maintaining loyalty to the Federation is a core tenant of Federation values. His trust and loyalty to his government--which he had no qualms with for over 200 years--began to wilt away? I can certainly see a Skrell turning their back on Jargon, but I'd like to see more than just "he just stopped believing in them". Given the current political climate and the history of the Aurora, this information is unimportant. You also state that he failed to climb the ladder on Jargon. Does Voq'Rav care about this, that he couldn't climb against his peers, so he had to go away into an alien environment? Perhaps he was not listening to the idols enough, or he was simply not good enough. Does he feel shame? You also state that he was unorthodox, maybe that is why he failed to please his country and decided to leave. Good application overall, though I'd like these thoughts answered.
  15. RATU_CUZIDO_on_Instagram___eh_mole__B4SdBxMnbO6MP42.mp4
  16. 1. Yes, this does technically impact people's characters. However, any Tajara can sense if a M'sai is sounding "gravelly"--sure, it would be higher than one would expect, but the voice is compared to the rest of the species. So a big gruff M'sai would still sound gruff, for a M'sai. Of course, there are exceptions to this rule, especially with the heinous inbreeding of the Njarir, producing some shortened lungs. And I am sure there are still exceptions, because voice is a fickle thing. 2. I completely agree with you on why vocal singing is more common than instruments. All people are born with a voice, and all people can sing--especially in a stratified society, where people are in their set roles as miner, hunter, worker, etc, you will have to find a way to make music, even without an instrument. That was my reasoning on why Tajara music is vocally-dominant. 3. I am sure smaller human instruments such as the harmonica diffused during the war, as many Tajaran instruments are too large and too hard to maintain in a warfare setting. However, for this lore addition, I did not envision it as one side being the traditionalist music and one side being the human music. In real life, we commonly see syncretism to at least some degree, not complete musical dominance. I imagine Tajaran music as being very Tajaran-centric in rural areas, with the cities having human-tajaran music and some pure human/tajara based music.
  17. Okay, I understand. My only word of advice is that you should keep this backstory in mind; many Aut'akh are people who come to them in peace, not for battle. I would expect this affects certain relationships with other Aut'akh and other Unathi. Normal Sinta may think of you as a traitor to your clan, your family, your religion, etc, and the Aut'akh may look at you as an outsider. This is all up to you, of course. I support this application.
  18. It is indeed quite short. What was Yunzi's religion before his conversion? (edit: now i see it was skakh). You say he was in a deeply religious household like most Sinta. I would like to know his conversion process to the Aut'akh. I know it was not instant, and it seems weird to just skip over that part. So, the Aut'akh nursed him back to health. And then he was forced to live with them? Did the Aut'akh literally capture him? Or did they have to bring him home to heal him? In any case, Yunzi is still a foreign soldier. How would he react to these evil heretics straight up kidnapping him? Why would they save him from a heroic death? How would Yunzi feel about this? There is really not much to review here... The biggest thing is that I can not get a sense of your character. You describe things that happen to him, but don't tell me how he feels. You say Yunzi may feel ashamed for killing his brethren, and that is really it in the whole story. I just need more substance.
  19. Gaka'zaal is between Unathi and Tajara. Skrell Arc involved Skrell, Diona, and somewhat Vaurca
  20. Definitely expand on the other kingdoms that survived the contact war. Right now, an Unathi can come from a lot of diverse places--Dominia, Ourea, one of the colonies, from the Hegemon, from the vestiges of the Traditional Coalition, or a Wastelander faction. But, if you want to play an Unathi involved in the Feudal system on Moghes, you could only go to the Queendom or the Hegemony (or a place subjugated by the hegemony). The lore page on the kingdoms that survived is a little sad. First, it says "kingdoms", and there is only one kingdom, and it is not even a kingdom, it is a Queendom. More should be added for increased RP opportunities. How are these kingdoms different culturally from the Hegemon? How did they survive? What is their relationship to the Wasteland, the Hegemon, the other smaller kingdoms, or the aliens? I would be very happy to expand and add more kingdoms that survived. I will probably add 2-3 new culturally different kingdoms that occupy Moghes. Plotting an arc on station seems very very very fun to me. I would need to plan it out weeks/months before and invest some time into it, but that would be absolutely lovely. I have no idea what type of arc I would do, but considering the Skrell arc just ended and the Tajara one is coming, it would make sense to also have an Unathi arc on station. Also, planning a series of events and writing them would be great. My main focus is to move the Unathi species forward, instead of retconning or changing. I want the Unathi to feel alive, and I want current events to reflect that. I like it when the political/religious/whatever sphere is instable and constantly changing. That instability is reflected on station, mostly. The series events do not necessarily require bloodshed or death. A peaceful but interesting set of events on the side would be great as well.
  21. I personally haven't noticed a trend.
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