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Pope Dave The 3th's Achievements
Cargo Technician (4/37)
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Heya! I admit, Dionalore is absolutely not my strong suit, but I hope to answer all of your questions adequately here. 1. It's pretty neat! I'm always a fan of examining how multiple species interact when living in the same country, and Diona are pretty well-documented with how they're living in the Federation. I'd say it makes plenty of sense here. The Federation's got a population crisis going and has a stigma against manual and low-skill labor, therefore making outsourcing it to Diona a logical move. Beyond the practical side, it's also neat for two predominantly alien factions to have noteworthy interactions with one another without the influence of human factions or megacorps. 2. Given that the Federation is probably going to explode during NBT2, I'd expect integrated Diona to continue playing a large role in whatever comes in its wake. Whether it being Diona-majority protostates, equal unions, or much weirder things, Diona will remain with the Skrell even if the Federation itself does not. As for Xrim, it seems to have the makings of a potential post-Federation state, with plenty of material for conflict between the Enlightened and Scorned. 3. I'll be honest, I don't know. The current wiki page says they've got warm and amicable relations, which I believe makes sense, though it may change should The Consortium's expansion begin to cause friction with the Traverse. Overall, I'd be happy to keep this particular connection, and I'd like to integrate Dionalore thoroughly in any discussion on what to do with them generally, as, being entirely honest, I have a hard time wrapping my head around Diona.
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BYOND Ckey: Pope Dave The 3th Discord username: Pope Dave The 3th Character names: Adeline Relo Species you are applying to play: Skrell ------------------------------ General Whitelist Requirements What colour do you plan on making your first alien character?: Jade Green (#00A36C) Have you read the lore pages for the species you wish to be whitelisted for?: Yep. Why do you wish to play this species?: Well, I've got an application up to be their lore writer, for one. Outside of that blatantly self-serving reason, Skrell strike the perfect balance of alien and familiar to me. They've got a society I can comprehend and a psychology that, while not human, remains both somewhat familiar and understandable in the ways it's alien. Nralakk is also a fascinating and extremely deep origin to draw lore from, which I've become quite invested in as of recent. Plus, psionic powers are neat. They're funky psychic frog people who come in all your favorite fruit snack colors. What's not to love? What makes role-playing this species different than role-playing a human?: The first and most obvious roleplay difference is that Skrell simply live a whole lot longer than humans do. Where even the wealthiest and healthiest human is likely to kick the bucket at around 150 years, a Skrell can comfortably call that "middle age" and comfortably keep trucking well into the 300s. This alone is a substantial difference, since your average Skrell can comfortably have several human lifetimes worth of experience under their belt, which then translates into a truly staggering degree of educational and workplace knowledge. As such, playing a Skrell means you need to actually act that way. In the same vein, Skrell typically think things through much more thoroughly than their shorter-lived coworkers, and should typically be expected to provide the long-term view when considering solutions to a problem. Beyond that, Skrell also hold the honor of being the only species to be capable of using psionic abilities. While these aren't exactly the most relevant when dealing with non-Skrell, given that their current lore stipulates they cause brain damage with prolonged contact, they're extremely important for interaction with other Skrell, given that telepathic communication is pretty much natural between Skrell. The gestalt psychic field that several Skrell in close proximity create also serves to reinforce conformity and encourage consensus On a final note, the vast majority of Skrell are born into a bureaucratic turbo-surveillance state where every action is monitored (down to their dreams) to promote conformity and compliance at all levels. No other state in Orion reaches the sheer level of governmental penetration into daily life that Nralakk manages, which shapes the behavior of natives to perceive that as perfectly normal, especially given their active policy of using Nlom Relays to extend those above mentioned mental nudges to conform across the entire Federation. ------------------------------ Character Application Character Name: Kataq Xiithratl Write a backstory for your character. This may include their origin, education, personality and how they arrived to the SCCV Horizon. (2 paragraphs minimum): Hatched in 2371 on the icy world of Aliose to a group of Upper-Secondary researchers, Kataq would become enamored with science and alien life during their formative years, in part thanks to the psychic influence of their Qrri'Myaq, who had high hopes for the tadpole. Though performing well throughout their early education, Kataq would gradually fall behind their peers as they entered depth college to pursue their degree in xenobiology. Though by no means a poor student, Kataq would be surpassed by their Uyi'vesi peers after the halfway point of their depth education. Eventually graduating as an Aqm'vesi with their coveted xenobiological degree, Kataq would quickly meet the harsh reality that they were the average in a place where "average" stopped cutting it many years ago, as the laboratories where Kataq sought towork were far more interested in their Qro'vesi and Qu'vesi peers than themselves. Though simply returning to college for additional education was an option, Kataq feared that returning to education and not succeeding would mark them as a failure to the Federation. As such, Kataq took their degree, and voluntarily accepted menial work within Aliose's water treatment infrastructure, where they would labor as a low-ranking technician for nearly a decade. Though appreciative of the generous perks granted to willing laborers of such low work, Kataq was very much unenthused. The work was dull, unfulfilling, and a seeming waste of decades of study. Fortunately, the Zeng-Hu branch on Aliose offered an out in the form of an entry-level research position. With a stagnant SCI score, dead-end career, and no other options in the area, Kataq took the offer, leaving Aliose for the first time on a journey to their first posting with Zeng-hu Pharmaceuticals: a sea-borne research campus studying the sea life of beautiful Silversun. For the next two decades, Kataq would take great strides to integrate themselves into both the corporate environment of Zeng-Hu and the alien society of the Alliance, digging into both work and networking with gusto. Quickly making inroads with the resident Skrell of Silversun, Kataq would find the two decades spent there to be some of the happiest of their life, finally being able to fully embrace the work they loved together with a supportive group of Qu'Kaax. Unfortunately, this wasn't to last. In early 2462, Kataq would embark for a month-long excursion to Zeng-Hu's Xanu Prime branch as a career expansion and networking opportunity. He was unaware that he was leaving the Alliance for the final time. Fatefully, Kataq's trip out of the Alliance would come mere weeks before Prime Minister Frost's assassination, and the subsequent descent of the Alliance into civil war. Intended to be little more than a month-long broadening experience on Xanu Prime, Kataq would quickly find themselves trapped on the world as civil war tore the Alliance apart, and marauding warlords blocked any form of safe travel back to what they had so recently accepted as their second home. Despondent, Kataq languished on Xanu for nearly a year, burning through much of his accumulated wealth as they overindulged in drink, while retreating into the Srom more and more to cope with the loneliness of their situation. Both of these behaviors would trickle their way back to Nralakk, reducing his SCI score in-absentia to that of a Lower-Secondary, and further tightening his available income. Finally, in mid-2463, Kataq would be officially transferred to Zeng-Hu's Xanu Prime branch on a provisional basis, with his position on Silversun considered indefinitely terminated for safety reasons. Saddened but understanding the risks, Kataq fell back on conformity, and threw himself into laboratory work. However, unlike Silversun, the comparative lack of fellow Skrell in their new work environment only served to deepen Kataq's feelings of isolation, and he would end up spending nearly all of his free time seeking escapism in the Srom, despite the best efforts of his coworkers. Though this behavior wasn't yet affecting Kataq's work performance, his supervisor noted the pattern and, in an unusual display of kindness for a Keiretsu manager, arranged to have Kataq transferred once again, this time an unusual melting pot among the Chainlink's holdings: the flagship of the SCC itself, the Horizon. How has the recent events of the Orion Spur impacted your character? Events such as the Phoron Scarcity, the Solarian Collapse or even the Invasions of Biesel for interstellar-wide affairs, while region-specific events such as the Peacekeeper Mandate, The Titan Rises or even Cold Dawn may impact your character. (1 paragraph minimum): The Solarian Collapse is one of the defining moments of Kataq's life. Having spent twenty years engaged in his dream career on Silversun, Kataq had developed a particular fondness for the Alliance, and made several strong Qu'Kaax among both the Skrell and humans of his research cohort. By the time of their ill-fated trip to Xanu Prime, Kataq had begun to settle in to Silversunner society, and was seriously entertaining plans of settling in the Alliance permanently. The Collapse shattered that particular ambition, and is what indirectly led to Kataq being reassigned to the Horizon. As of Pale Blue Dots, Kataq holds mixed feelings on the Federation opening up further to the corporations of the SCC. While they're naturally very happy that Zeng-Hu will be able to further enhance its fruitful partnership with the Federation, he eyes the SCC with more scrutiny, especially Nanotrasen. How does your character view the megacorporation they work for? (1 paragraph minimum): Kataq is a staunch loyalist to Zeng-Hu, which he views as both the finest megacorporation in the Spur, and a natural partner to the Nralakk Federation. They've worked for Zeng the entirety of their professional career outside of Nralakk, and the benefits of that loyalty have guaranteed Kataq stays with the company. Kataq has even elected to take advantage of the augmentation options available to Zeng-Hu employees, taking out purchase plans for a handful of cognition and reflex-boosting cybernetic and genetic modifications. While Kataq is well aware that these augments tether him to Zeng-Hu, they don't mind. With all that Zeng-Hu has given him, he feels that it's only reasonable they return the favor. Kataq does, however, believe that Zeng-Hu should decouple from the SCC. Having observed the secession of Biesel and accompanying meltdown of the Solarian Alliance firsthand, he firmly believes that Nanotrasen is an untrustworthy partner who would gladly leave Zeng-Hu in the dirt if it meant a few more months of Phoron profits. The ongoing scarcity has only made Kataq more certain in the validity of their views, and he hopes that Zeng-Hu will be wise enough to exit the sinking ship of the SCC before it's too late. That said, they're unlikely to voice these complaints openly, as such matters are for the higher-ups to decide, and for him to accept.
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As much communication as is humanly possible. I'm of the opinion that Code dev and Lore dev are two parts of the same body, and them not communicating is an excellent way to torpedo a project. I'll be more than happy to include Dev on all major lore decisions, especially anything that requires coding effort. I've been on the receiving end of being stonewalled by a development team on a different server, and I would never want to subject anyone to that myself.
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FOREWARD: I understand that I am entirely unqualified to run Skrell lore. However, I elected to make this application anyway given that Skrell lore has been in a state of limbo for months. I will elaborate further later on. Ckey/BYOND Username: Pope Dave The 3th Position Being Applied For: Skrell Lore Writer Have you read the Lore Team Rules and Regulations wiki page?: Yep. Past Experiences/Knowledge: I worked over with Paradise for several years as part of their lore team, and wrote quite a bit for them. Here at Aurora, I've done a significant degree with the Human Lore team, specifically Schwann and Kintsugi. Examples of Past Work: https://forums.aurorastation.org/topic/22671-upgrades-sol-alliance-flags-joint-lca-with-the-ill-fated/#comment-183388 https://forums.aurorastation.org/topic/22650-updates-himean-solarian-relations/#comment-182568 I've got a few more LCAs in the barrel, but they've not been fully accepted yet. Additional Comments: I fully understand that I lack most of the qualifications needed for an applicant to a full-on lore writer. I have no deputy experience, only around a month of experience as a wikiman, and not even a Skrell whitelist to my name. However, I also understand that Skrell lore needs someone at the rudder and nobody else has stepped forward. As such, I'm going to throw my hat into the ring, but would be entirely willing to withdraw this if a more qualified candidate appears. Even so, I still believe I can be effective in the position. Should I be accepted, I am more than willing to learn on the job and work closely with more experienced lore developers to ensure Skrell lore is the best it can possibly be. I promise to make extensive use of my lore deputies, as they probably know more about the subject than I do, and definitely have more experience writing about it than I do. In a similar vein, I promise to work with the Skrell playerbase as much as humanly possible to ensure that any changes made are appreciated by the people actually doing the playing of Skrell. I may be an Alliance nerd at heart, but I will do my utmost for the Skrell regardless. 1. What do you think are the primary themes of Skrell lore? If you got this position, how would you develop them? To me, the main themes of Skrell lore revolve around their status as the longest-lived humanoid species in Orion, together with the enduring age of their primary representative in Nralakk Federation. The Skrell are positively ancient, matched only by the utterly insane timescale the Vaurca have. With Skrell being extraordinarily long-lived, and the Federation existing as an entity for thousands of years, it places both in the prime position to act as the benevolent guide of the younger races as they journey into the spur. ...Is what I would say, if the Federation hadn't been utterly crippled by the most powerful rogue AI in the history of Orion. The true primary theme of Skrell lore, in my eyes, is how inertia and time can keep a nation and a people moving down a path that seems suicidally foolish to an outsider. The Federation placed itself at the mercy of a being entirely outside of its control once under Glorsh, before repeating its mistake again with the wholesale adoption of Phoron as a substitute for the priceless Glorsh-era Void Tech. The last point also heralds one of many time bombs waiting for the Federation, and all the Skrell inside it, as the decaying remnants of Glorsh's inventions tick ever-closer to failure. I'd like to further develop this storyline by showcasing the (in my eyes, anyway) inevitable decline of the Federation as Phoron dries up, its systems of surveillance and control become more and more unsustainable, and the decaying Glorsh-era supertechnology finally breaks down for good. I'd like to explore a power that's decaying by inches and doesn't yet realize it's obsolete, and the increasing desperation it will resort to in order to prop up a system that's being spinning for far too long. And most importantly, I'd like to explore what comes after, even if that particular point is a long time away. That said, this by far the area I have the least experience in, and I'd like to convene with the deputies before making any decisions in this area, as my view of Skrell and the Federation may be entirely incorrect for what they're doing. 2. What do you think is the strongest part of Skrell lore currently and why? The Federation. Nralakk is honestly insane with how detailed, deep, and well-thought all of its lore is. Every aspect of Nralakk, from its political scene to its governmental organs to the people trying to make it explode, are all richly detailed and narratively consistent. In particular, I love the uniqueness of Nralakk's brand of incentive and media-based authoritarianism, alongside the genuinely terrifying routes for a surveillance state to take when it can genuinely enforce its will inside of your own head. Beyond this, Skrell are also very well-portrayed as a species which fits a comfortable niche between completely alien (as with Diona and Vaurca) and comprehensibly humanoid (as with Tajara). Being extremely long-lived amphibians with funky psychic powers does wonders in making them feel distinct, while their understandable social structures and politicking make them still relatively easy to get into as a new reader in a way I couldn't manage with something like Vaurca. 3. What do you think is the weakest part of Skrell lore currently and why? The massive focus on the Federation, which overshadows every other part of Skrell lore. All of the pages in the Organizations/Factions/Politics and Culture/Society/History of the Skrell directory are detailing either parts of the Federation or the actions of Skrell exclusively opposed to the Federation. Every notable Skrell is either actively in service of the Federation or directly opposed to it as part of a resistance group. There are no real viable alternatives to the Federation, with the closest things to it being Traverser resistance groups and Marauder fleets, the former of which can hardly be included on this list since the Federation effectively suborned it with promises of autonomy. All told, Skrell lore has a major deficit in variety, and this focus on the Federation places significant constraints on the origins of Skrell characters. 4. What do you think are your strongest and weakest attributes in terms of working on a team, and why? Strengths: Adaptability. I'm always willing to try new ideas and new approaches when running a team or working within one. Communication. In any leadership position, I take great pride in my willingness to consult and utilize my subordinates when working as a team, especially in scenarios where I am somewhat lacking in knowledge and experience, such as this one. Patience. I've got a significant degree of experience in wrangling individuals of questionable sanity to accomplish tasks, so I know the value of being patient with a team, especially one that's likely got its own ideas for how Skrell lore should move forward. Weaknesses: When I assume control over a project or team, I typically very much presume I am in control of said team, and expect my subordinates to follow my orders. This, of course, works a lot better for the places I do this IRL than with volunteers on the forum for a sci-fi roleplaying game. I'll do my best not to micromanage or be authoritarian here, especially given my inexperience, but I'd like for the deputies to be aware of it in advance. On a less serious note, I have a tendency to procrastinate and bounce between projects like a ping-pong ball. 5. With Anabasis in development, what are three things you want to change regarding Skrell moving forward? The addition of new Skrell-majority states. The Federation as the de-facto representative of all Skrell in the Spur has lasted for literally thousands of years. While this makes lore creation significantly easier, it also stifles the uniqueness of Skrell as a species, and gets perilously close to the sci-fi trope of a government which represents an entire species (something not helped by the Federation actively trying to represent every Skrell ever.) Though this is probably something to put off until NBT2, I would absolutely love to see new states pop out of Nralakk. More focus on Skrell outside of Nralakk. While this does somewhat interlock with the point I made above, new Skrell states probably aren't coming until NBT2, unless a massive shift happens in the Traverse again. By contrast, there are plenty of smaller Skrell populations around the Spur that deserve more attention, such as Mendell's Starlight Zone, Ouerea, and the massive population of Skrell in the Solarian Alliance that gets effectively zero screentime. Proper love for the Warble Enquirer, and possibly more Skrell-based news channels. Warble Enquirer hasn't had an update since the summer of last year, and it was the only newspaper servicing the Federation, let alone any Traverse entities or Skrell enclaves in other states. Rectifying this issue is an absolute necessity to ensure that Skrell lore feels connected to the wider Aurora setting, and that players feel they're in the know on how the Federation is doing in the Spur. 6. The Skrell lore writer is a position that comes with two deputy writers under them on the team. It is the writer's job to manage their team, in addition to their duties of moderating the WL. Given that, what skills do you have that you think will assist you in this? On the opposite end, what do you believe is your weakest link regarding management and moderation? Skills: Personnel development and a results-oriented mindset. When I'm leading a team, I want the people under me to be the best they can be, in every area possible. Leading by example, building trust, and consistent communication with my subordinates are things I value very highly and am constantly working on. In a similar vein, I also want those under my command to do their own work however they see fit, so long as it produces results. Weakness: My greatest issue here is going to be availability, specifically for the game side. While I've often got plenty of time I can dedicate to writing or handling things on Discord or in the forums, the game's a different story. As I often lack a dedicated two to three hour block to enjoy a round. I'll likely be delegating a lot of on-ground moderation and management responsibility to my deputies. Whitelist Moderation: I'll be entirely honest, I have no idea how this works. I will, however, try to be reasonable in the distribution of whitelists in all cases. If someone wants to play a Skrell, I'll be more than happy to help them through to that goal. 7. What are you thoughts on the Nralakk Federation's current geopolitical situation? I believe that the Federation's situation is precarious, with the potential to become far worse thanks to the Grand Councilor's questionable geostrategic moves. With the Phoron Scarcity in full swing, the Federation faces the potential for a disaster close to the scale of Glorsh-Omega's collapse, as the bedrock of the Spur's technological advancement grows rarer every day. In order to counteract this, Grand Councilor Jrugl has made the decision to expand ties with Biesel and the megacorporations of SCC over the Federation's longtime ally of the Alliance. While this move was made in a seeming period of détente in the Spur, it was shortly followed by a rapid escalation of tensions between Biesel and Sol once more, alongside the developing situation in the South between Dominia and Elyra. This places the Federation in the unenviable position of having tethered themselves to a nation they are geographically isolated from, burned bridges with what was thought to be their closest ally, and potentially started down the same road to corporate over-influence that nearly destroyed the Alliance. By courting Biesel and the SCC, Jrugl is playing with fire, and it's still up in the air whether it's going to scorch them.
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Pope Dave The 3th changed their profile photo
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Ckey/BYOND Username: Pope Dave The 3th Position Being Applied For: Wiki Maintainer Have you read the Lore Team Rules and Regulations wiki page?: Yep. Past Experiences/Knowledge: I worked with Paradise's wiki staff for several years back when I was a part of that server, and while I wasn't a wiki maintainer proper, I did do quite a lot for it. Examples of Past Work: Most of these are on Paradise's wiki, but I was responsible for creating multiple of their lore pages wholesale, streamlining and editing dozens more, and grammar checking half their wiki (slight hyperbole). Screenshot of my extant wiki cred from Para included below. Additional Comments: I'm a fiend for grammar. Expect several hundred grammatical edits if I am accepted.
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SUNSHINE Lore Expansion
Pope Dave The 3th replied to Pope Dave The 3th's topic in Lore Canonization Applications
Changes made as per feedback here and discussed on discord. -
Lore Impact (Small/Medium/Large): Small Team Purview: Human, Synthetic Short Description: Dramatically increases the lore provided to the Alliance's superintelligent AI, SUNSHINE. How will this be reflected on-station?: No idea honestly. Does this addition do anything not achieved by what already exists?: Yep. Sunny's current lore blurb is very short and sad. This expansion will make it something properly interesting and of use to the Alliance at large, rather than being rented out to local businesses. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yep. Long Description:
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Lore Impact (Small/Medium/Large): Small Team Purview: Human, Synthetic Short Description: Rewrites some portions of the Solarian Alliance's synthetic policy to put it more in line with synthlore's general vision, and removes remnants of Old Sol evilmaxxing. How will this be reflected on-station?: Solarian-originating positronics now have a bit more to work with. Does this addition do anything not achieved by what already exists?: Yep. It elaborates on Sol's policies towards synthetics being more apathetic than actively malicious, and removes some very silly villain ball moments, like Sol kidnapping the free IPC citizens of other countries for shits and giggles and having a 1984-grade surveillance state entirely designed to make their IPCs' lives worse. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yep. Long Description:
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Lore Impact (Small/Medium/Large): Small. Team Purview: Human. Short Description: Title. Significantly expands the Solarian Sec & Law page to hopefully bring it up to par with Dominia. How will this be reflected on-station?: Sol characters can now have a proper federal law enforcement background Does this addition do anything not achieved by what already exists?: The Sol Sec/Law page is a bit short and outdated compared to the glory that is Dominia, so bringing it up to speed should be good. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yep. Long Description: SIP-CPA SISA SISA-CTRG SIIB SIIB-SAB Alliance Courts & Law Alliance Correctional System Policing in the Eridani Federation
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Lore Impact (Small/Medium/Large): Medium Team Purview: Human, Loremasters Short Description: Greatly elaborates on the Alliance's military-industrial complex, and ensures that the Alliance's nationalization campaigns both weren't complete jokes and had reasonable consequences. Also elaborates on a few Solarian state defense companies. How will this be reflected on-station?: The SCC may now bitch about the Alliance with much more clarity and zeal. Does this addition do anything not achieved by what already exists?: Yep. Current lore regarding the SCA and IRM make it seem like they were both absolute jokes when it came to anyone not Nanotrasen. This makes the Alliance's anti-corporate stance far clearer, while still offering opportunities for players to come from these areas. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yep. Long Description: Base Lore Solarian State Owned/Backed Companies (likely to be expanded) Solarian National Armory Alliance Technology Group Corporation Alliance Exotech Zavodskoi-Sol Relations Blurb Heph-Sol Relations Blurb
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Lore Impact: Small Species: Human Short Description: Creates the Solarian National Armory, an Alliance-owned state weapons manufacturer created from some of the shiny bits yoinked from Zavodskoi and Hephaestus under the Industrial Reclamation Mandate. Also updates the Zavod-Alliance relations blurb to reflect that they were not in fact immune to being nationalized. How will this be reflected on-station?: Alliance weapons may now have shiny new manufacturer stamps, and Zavod reps may join NanoTrasen in bitching about being kicked out of Sol. Does this addition do anything not achieved by what already exists?: It gives the Alliance a new source of guns, and removes the frankly very silly plot armor previously enjoyed by Zavodskoi in regards to the SCA. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yep. Long Description: Solarian National Armory: Originally founded as the Solarian State Armory during the Alliance’s Hegemonic Era, the Armory was one of the many independent arms companies absorbed into Zavodskoi Interstellar during the Crash of 2260 and subsequent Interstellar War. There, the brand would languish for over two centuries before being abruptly restored to the Alliance by the Industrial Reclamation Mandate of 2463. Renamed to the Solarian National Armory, the now state-owned enterprise would experience an ironic twist of its former history, being granted many of the assets seized from Zavodskoi by the Solarian Corporate Authority, along with a smaller quantity of Hephasteus facilities. Backed by the full financial power of the Alliance, the SNA has seen its portfolio rapidly expand from its Hegemonic incarnation, and is now responsible for producing everything from infantry small arms to starship-grade naval guns. Much of the SNA’s production comes courtesy of three partially-reactivated Hephaestus Superfactory stations secured by the SCA in the opening months of its mandate. Though unable to match the raw productive capability of Hephaestus’s fully operational facilities, several years of intensive study, jury-rigging, and experimentation has seen all of the facilities restored to around 50% operating capacity (a number which continues to grow as the stations’ new custodians learn their charges). Entirely dedicated to the production of military armaments, the combined output of the three stations is capable of fully equipping multiple Solarian mechanized divisions in under a month, a quality which swiftly endeared the initiative to the Solarian general staff. Zavod-Alliance relations blurb: Prior to the Solarian Corporate Authority's establishment and the mass nationalisation of corporate assets, Necropolis Industries was one of the primary weapon suppliers to the Solarian Armed Forces. In the SCA’s wake, however, Zavodskoi saw its Solarian holdings positively gutted by an Alliance seeking to secure strategic autonomy in its weapons production. Nearly all of Zavodskoi’s Alliance assets have since been transferred to Solarian-controlled companies, such as the Solarian National Armory, the San Colette Interstellar Arms Company, and the Visegrad Armaments Cooperative, among several others. While Zavodskoi still maintains a small presence within the Solarian Alliance, it is a far cry from the influence it held a mere decade prior.
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Lore Impact (Small/Medium/Large): Small Species: Human Short Description: Updates every Sol Alliance flag with a swanky new canton, and upscales many of the older flags to a higher resolution. Incorporates several excellent flags made by the Ill-Fated, with her permission. How will this be reflected on-station?: Flag. (I'll make a PR for this if needed.) Does this addition do anything not achieved by what already exists?: Yep. It makes the crusty flags better-er, and adds new ones. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yep. Long Description: Thanks to the Canton Standardization Act of 2467, the often messy and questionably sized cantons of Solarian member states have been standardized into a vertical canton for all flags. Praise be to Prime Minister Strom. UNITY STATION CALLISTO EUROPA ENCELADUS LUNA PROVISIONAL GOVERNMENT OF MARS NEW HAI PHONG PLUTO PROVISIONAL GOVERNMENT OF LYCORIS SAN COLETTE SILVERSUN VENUS VISEGRAD SANKT FREDERICK NEW PEORIA NOVO IGMAN LHOKGON MICTLAN KONYANG SOLARIAN NAVY SOLARIAN MARINE CORPS SOLARIAN ARMY
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Lore Impact: Small. Species: Human. Short Description: Updates the Himean Foreign Relations tab to reflect that Sol conquered the Wildlands two years ago. How will this be reflected on-station?: Himeans may now bitch about the Alliance being in their backyard with more efficiency. Does this addition do anything not achieved by what already exists?: It reflects the fact that the League of Corporate-Free Systems no longer exists, and that Himeo-Solarian relations have likely changed ever since Sol smacked the Wildlands into compliance. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yep. Long Description: "The Sol Alliance, like its former member state, has a poor relationship with the United Syndicates. Himeo and Xanu have long maintained a United front against the Alliance and operate a singular joint embassy on Earth. Prior to the conclusion of the Solarian Civil War, Himeo was an active supporter of the League of Independent Corporate-Free Systems, (a Solarian breakaway state active near Coalition borders), and provided asylum to many of its surviving units. With the resurgent Alliance now active once again near the Coalition border, many Himeans worry that their old overlord's interest will not stop with the Reconstruction Mandates.
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