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[Accepted]monomyth gets his feet wet (monomyth Skrell Lore Deputy App)


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23 hours ago, Caelphon said:

Hypothetically - You've been given free reigns to the Traverse and all those within (Genners/Rebels/Budding Colonists). Do you have any particular ideas for these groupings? 

 

Working with Genners would likely be what I would gravitate to, just because of the sheer fascination I have with it. Working with a culture that was originally born, raised, and driven to a purpose in space is really cool. You could have a lot to work with, there--a rogue genner ship that is fanatic and attempting to recolonize another planet, a genner ship that has banded together with other genner ships to become a mobile space station, etc. etc. There are plenty of ideas to go around, so bringing interesting and canonical events/histories into the forefront of Skrell players and other species alike could work exceptionally well. Rebels, as always, fill a special place in any society, but in the case of the Skrell, I think the interesting part of the rebel culture would be how they are suppressed. Skrellian psionic secret police, AI calculations to figure out who is the most 'criminal', and other big brother shenanigans could highlight the issues of Skrell hegemony rather than underline the rebel archtype. That being said, making sure that some events involving the rebels and giving them important victories would be useful, as well.

In addition, budding colonists could be used to build new planet lore, something I've discussed previously as a major interest. Working with this idea, writing lore and history involving colonists and their eventual rise to keystone colonies could nicely tie into useful descriptions of planets and other celestials bodies, giving players more agency.

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On 02/01/2021 at 02:19, Caelphon said:

When you have time - can you give a small writeup of a 'Genner' group? Not necessarily long. 

Qar'ra'ble Jetn-aqz Genners--- 'The Sea Slug' Genners

 

Qar'ra'ble Generation Ship, or just the Qar to it's contemporaries, was a generational ship originally designed for transit between the Skrellian homeworld and a small, tropical planet. It was the task of the Qar to colonize the planet using the features of the generational ship, including it's state-of-the-art vertical hydroponics bay, it's permanent nerve center, and it's prefab-drones. The Qar was filled with common citizens, but was also known to carry a large surplus of astronomers, who sought to take advantage of the high vantage points of the tropical planet to establish observatories and listening posts. Aside from these points, the Qar was known to be a fairly redundant generational ship and carried no other bells or whistles.

At some point during it's second generation, Skrellian command lost contact with the Qar. No distress signal was launched, nor were there any other celestial occurrences to explain this communication blackout. Skrellian command feared the worst, and over the next few years various attempts to replot the Qar's course was made in an effort to find it and communicate with it via long-wave radio. Eventually, five and a half years after it's dissappearence, Skrellian scouts were able to find radio-signatures matching the Qar, and further investigation allowed military vessels to locate and make contact with the Qar ship. Accounts regarding this location report that the Qar's hull was covered in bright blue paint, and various geometric sigils and angled shapes were drawn about the bow and the stern. Prefab drones had erected a large, flat, and oval-shaped stature idolizing what appeared to be a slug. Further communication proved that the command-staff of the Qar had been overrun by the crew who, according to the Qar representative, had been 'enlightened' by the teachings of Jetn-aqz, a Skrellian astronmers. Jetn-aqz was reported to commune with the stars and the cosmos during their voyage, and gave compelling arguments in favor of 'The Great Slug', whom enveloped the universe in it's gamma-mucous and brought about a rebirth of power, psionics, and 'beauty'. The Qar refused any boarding or disembarking, and threatened to turn their prefabbed turrets on the military ship if intervention was threatened. The scouts invariably backed off, and Skrellian command decides it would not be worth the trouble, or the bad press, to retake the ship. Still, the Qar travels with a tailing military scout, in order to make sure it doesn't get into trouble.


 

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