Jump to content

Gecko's underwhelming lizardeputy app


Recommended Posts

Posted

Ckey/BYOND Username: Captain Gecko
Position Being Applied For: Deputy Lore developer
Have you read the Lore Team Rules and Regulations wiki page?: Yeh
Past Experiences/Knowledge: On Aurora? No experience in actually working on the lore in a more official way, but I've been discussing it from time to time like many other player. Mostly interested about Unathi and Dominia lore. The few contributions I've done for Aurora was generally sprite-related (science holotapes for instance). I've been playing the game for over a year now, mostly (I actually played a bit back on the Exodus but didn't do much then), and got quite interested in lore, followed it closely, or rather, as closely as I could.
Examples of Past Work: Nothing too official beside the spriting work, like the science holotape of assisting with the new Prejoroub armor. More or less lore-wise, I handle the Metal Crushers!™ Chirper account on the Aurora Relay discord, where I post when I have the time... Just an inconsequential addition to the setting, yes? No actual official lore, but something some players already have made references to!
Additional Comments: You may have noticed that I said like a couple of times "when I have the time", that's because I get often busy, right now, with college and all. This is why I'd like a role as a Deputy, it would allow me to contribute to Aurora's lore without having too many responsabilities/tasks/deadlines... I'm still aware that there ARE some deadlines and tasks and such, and I'll do my best to fulfill them, of course.

 

1) "Write a wiki page addition! This is a novel piece of unathi lore of your own design, and written in the same way the other pages are. You can expand on an existing page or write a new one. Of course, this is a draft, so don't worry about HTML syntax and minor mistakes."

 

Notable Unathi Pirates and Pirate Fleets

Although Unathi were only recently introduced to faster-than-light travel, and the society in the Spur as a whole, they did not fail to gain a reputation for being a species with a certain propensity for interstellar piracy. No matter how much this reputation may be based on truths or clichés, in just a few decades, a handful of notable pirates and fleets managed to get infamous enough to be known throughout the entire Spur.

1. Izharshan's Raiders

Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less... Guarded areas. Yet, Iklex Izharshan and his raiders chose to do so, to remain and defy the Hegemon himself... Or at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izaharshan's Raiders is perhaps the largest and most resourceful pirate fleet out there, without counting the Grim Compact.

Originally founded by Iklex Izarshan in 2439 (before the bombs fell), a young and cunning noble who, after being disgraced, chose to take to the stars as criminals rather than to the sands as a Guwandi, the Raiders are actually more than just a clan. Many names serve Izharshan, under which one could find a small fleet or a single shuttle. Each clan and their ship are allowed to do piracy at their own discretion, but, are expected to obey the Izarshan clan, and their leader himself if an order is given. It is assumed that the Izarshan clan have a way to keep all of these different pirates at their orders, but none know what it is exactly, the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans to allow them to maintain their ships... In any case, the sheer flexibility and size of Izharshan's nebulous pirate kingdom have proven to be quite the thorn in the Hegemon's side. If it wasn't enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes to Guwans and other criminals escaping from society. Stream is only bolstered by the very liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas all faiths to join, granted that they do not cause trouble.

Iklex Izharshan died not long after the creation of the Raiders, in 2443, when his ship's warp drive malfunctioned when his captain to push it too hard, causing the whole spacecraft to implode. It is his older brother, Alkhas, who took over, then, and has been ruling over his clan, and the rest of the Raiders ever since, from his own spacecraft, admiral ship of the united Izharshan raiders: the Black Torrent. Under his rule, the Raiders managed to grow enough to become the famous force they are now.

There have been several incidents involving PRA fleets near Tajara space as well in recent years, as the Raiders have slowly started to expand, even beyond Hegemony Space.

2. The Grim Compact

The Grim Compact, or simply the Compact, is a feudal organization of Unathi pirates frequently based in the Kaziti star system. Their primary headquarters is the Malefaction space station, a converted former space prison. It orbits the small moon of Ha’zana, which is a habitable planet with a population of around one hundred thousand. The Compact is a diarchy, which means it is ruled by two Pirate Lords. The current rulers are the Dread-Lord Tizma, and Dread-Lady Yizilna. These two have a complicated relationship, frequently shifting between passionate lovers and merciless, cutthroat enemies in a rivalry that is a constant source of drama within the group.

More information here. (Queue link to the Comapct's page)

3. The Pink Fleet

Albeit quite small on Unathi Pirate fleet standards, the Pink Fleet, led by a Sinta only known as "The Kazu", is known for two things: their dubious choices in colors for their ships and outfit and their unusual targets. The Pink Fleet's main targets are not merchant ships full of valuable, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships, and kidnap scientists, mainly. The Kazu Clan is what some call "Tech-raiders". Rumor says that the Kazu himself believes it is the quickest path to rebuild Moghes and that, by the time he'll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after.

The Pink fleet mainly operates North of Izewsky space, choosing to target Skrell crafts in the Southern frontier of Jargon Federation space, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering Republic of Biesel and Elyran territories. Their area of operation had been dubbed by many sailors "the Pink Triangle", due to its shape, between Federation, Human, and the Hegemony space.

Despite their small numbers, the Pink Fleet is perhaps one of the most dangerous pirate fleets out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Jargon corvettes, to get as close to their targets as possible, before either boarding them, generally without even being detected or obliterating it in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. The Kazu's own spacecraft, the Indigo Blue corvette (which is actually coated pink, despite the name), is a marvel of technology, stolen straight from a secret Zavodskoi installation located deep in neutral space, equipped with Stealth technology, electronic warfare modules, Bluespace Interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly.

Note: Due to their actions against Corporate assets, members of the Pink Fleet are considered OUTLAWS by the Tau Ceti Republic government.

4. The Hiskyn Revanchists

Before reaching Moroz, and joining the Empire of Dominia, the Kazhkz and Han'san clans made fierce pirates and raiders... And by the time the occasion to join the Empire came, some refused, wanting to stick to the pirate life instead. Story says that a short battle ensued in the heart of the Unathi fleet and that the "true pirates" as they called themselves were defeated and forced to flee. Years later, however, the survivors still exist, and roam Dominian space and its surroundings, attacking both Human and Unathi Imperial crafts.

Although they do target weaker, cargo spaceships, in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts, especially if they are manned by Kazhkz or Han'san Sintas, as their leader, an old female known as Fer'is Hiskyn, once Fer'is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once united pirate fleet chose to join the Empire.

It is said that, to exact her vengeance, Fer'is Hiskyn is ready to do absolutely anything, from supporting the fight for Fisanduhan independence or helping the Synthetic cause (reluctantly, as the Revanchists are still mainly of Sk'akh faith), to hunting down Dominian Sintas who strayed away from Imperial space. Their Admiral ship, commandeered by Fer'is herself, is the Mighty Siro, an old oversized cargo ship converted into a raiding craft, allowing it to carry hundred of Unathi raiders and boarders while maintaining a good enough firepower to allow it to fend off corvette-sized spacecraft by itself, and some newly found armor after some dubious upgrades.

5. The Ta'rass Conglomerate

The mysterious Ta'rass Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the spur. Alas, the Conglomerate is a real thing. Also called the living-dead fleet, the Ta'rass ships are just that, in appearance, ruined spacecraft, that somehow manage to sail and fight despite their state. These ships do not move by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raider and Dionae gestalts.

Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Diona forms comparable to Echions and Trireme-sized forms spread through the entire hull of once fully-functional ships. In what is almost like a symbiotic relationship, the Unathi crewmen both maintain what is left of the ship, and tend to the health of their Diona "friends". In exchange, the mere presence of these gestalts thorough the entire ship provides a nigh-impenetrable armor against most weapons used in the frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself.

Unathi Crewmen ensure that the warp drives, of all things, remain functional, steer the crafts themselves, and do most of the boarding work, while the gestalts latch on their victim's ships, said ships generally ending up joining the Conglomerate.

Their leader is Tarskin Ta'rass, a once-famous Botanist who had been evicted from the Skalamar University Of Medicine because of experiments deemed too unethical. His ship, Greenhump, is actually an assembly of different spacecrafts, held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Ta'rass Conglomerate are known to have acted through a wide area, from the South-Western border of the Jargon Federation to Light's Edge.

Posted

Hi there. Thanks for applying.

Quote

1. Hypothetically, let's say you have complete and unfettered access to take lore in any direction you want. What would you do? 

2. What do you not enjoy about Unathi Lore? How would you remedy this? 

3. How do you feel about inter-species coordination? 

4. Do you understand that the Lore Team sometimes has team projects, and that you may be expected to contribute to such? Do you see yourself having issues with working on non-Unathi lore? 

Goodluck. There are no wrong answers.

Posted (edited)

 

 

1. Hypothetically, let's say you have complete and unfettered access to take lore in any direction you want. What would you do? 

I am mostly satisfied with Unathi lore right now, in truth, perhaps that one of the reason why i'm putting up this app, because I like the lore, beyond just my love for anything lizard. I guess I'd just... Ask the playerbase what they are interested in seeing.

If taking into account the playerbase is not included in "unfettered", and you guys really want me to change something... Right now, without thinking much, I'd say I'd tweak things a bit as far as the Dominian Lizard lore goes. Give the Han'sans their own section back, all the while aknowledging that they still lost much influence after their defeat against Fisanduh, give them a bit of the place they had before the lore, namely assisting the fight against Fisanduh, and earning their place amongst Dominian Nobility, instead of just getting it through some deal, I always thought that this part of the rework was quite underwhelming...

 

2. What do you not enjoy about Unathi Lore? How would you remedy this?

I feel like Unathi sort of lack ties to Tau Ceti. Tau Ceti is not just the heart of the Spur, it's where the game literally takes place. Take the Tajaras for instance, they have D6, the Vaurca literally have entire slums of them too. I feel like it would be nice to add some Unathi influence to Tau Ceti, something small but that would still add more to the Unathi side of the lore all the while contributing to the universal/all-inclusive-ish nature of Tau Ceti. There are already Unathi communities, but they are mostly related to niche parts of the species, like the Aut'ahk. Add a famous embassy, a Kataphract garrison that was allowed there after the events of King of the World, anything could do really.

I guess we could use some more Unathi history. While everything post contact is EXTREMELY thorough, anything before that is... I mean it's good, but it's just... Short. Knowing about Unathi "ancient" history in more details could be quite interesting, not just because I myself would really like to know, but because this could help us get an even better understanding of their culture, add some more flavor and richness to our lizard characters, and just being... Well an interested read.

 

3. How do you feel about inter-species coordination? 

If it wasn't clear already, beyond being a scaly enthusiast, I am also a Dominiaboo, so obviously I think that inter-species coordination is great. Beyond just allowing things like Dominia to exist, it's almost nescessary if you want a living, breathing setting, and not just a bunch of isolated, unrelated blocks of lore next to each other.

 

4. Do you understand that the Lore Team sometimes has team projects, and that you may be expected to contribute to such?

Yeh.

 

...Do you see yourself having issues with working on non-Unathi lore? 

I'm not unwilling to work on them, but in truth, it depends of the lore and my knowledge of it. I don't dislike any of the species really, but obviously I don't know as much about the Vaurca as I know about the liz-loz people. It's less about me wanting to do it or no, and more about me knowing enough about the lore of this or that species/element to begin with. I'd still try to do my best of course. Humans? Yeah sure, no problem... Tajaras? Uuuhh... Sure, just don't ask me to write an entire article for them alone, because I'm probably going to commit multiple heresy against them, I bet.

Edited by Captain Gecko
Posted
1 hour ago, Captain Gecko said:

I gues we could use some more Unathi history. While everything post contact is EXTREMELY thorough, anything before that is... I mean it's good, but it's just... Short. Knowing about Unathi "ancient" history in more details could be quite interesting, not just because I myself would really like to know, but because this could help us get an even better understanding of their culture, add some more flavor and richness to our lizard characters, and just being... Well an interested read.

The Traditionalist Coalition was meant to be an entire world with innumerably complex and distinct cultures with their "own" traditions coming together to protect their "own" ways of life, through collective defense. The intention was to leave it as a blank slate so that any player could write any faction with any sort of culture and theme. It was, pardon the pun, a sandbox for them. Evolving away from this would be really exciting, and I'm deathly curious to see what form people would want to see developed.

What would you say your line is between "sandbox" and "intricate details"?  What sort of TradCoal assembly would you want to see in the history?

Thank you for an answer and good luck in your application in the spirit of friendly competition. 😝

Posted (edited)
9 hours ago, Marlon P. said:

The Traditionalist Coalition was meant to be an entire world with innumerably complex and distinct cultures with their "own" traditions coming together to protect their "own" ways of life, through collective defense. The intention was to leave it as a blank slate so that any player could write any faction with any sort of culture and theme. It was, pardon the pun, a sandbox for them. Evolving away from this would be really exciting, and I'm deathly curious to see what form people would want to see developed.

What would you say your line is between "sandbox" and "intricate details"?  What sort of TradCoal assembly would you want to see in the history?

Thank you for an answer and good luck in your application in the spirit of friendly competition. 

1816674794_Part1.png.7ce09f7b0ade5875d345edc55be58eb8.png

188398068_Part2.png.c7a05ae04b7cef8a02e73b95811af4c1.png

PS: I'm sending the response as a picture file, because for some reason, I can't send the response directly. I've been looking for what could've been messing everything up and cause an "internal server error" for an hour and a half, and, still couldn't make it work, so I'm just sending it like this.

Edited by Captain Gecko
Posted
On 23/11/2021 at 12:52, Captain Gecko said:

 

Notable Unathi Pirates and Pirate Fleets

Although Unathi were only recently introduced to faster-than-light travel, and the society in the Spur as a whole, they did not fail to gain a reputation for being a species with a certain propensity for interstellar piracy. No matter how much this reputation may be based on truths or clichés, in just a few decades, a handful of notable pirates and fleets managed to get infamous enough to be known throughout the entire Spur.

1. Izharshan's Raiders

Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less... Guarded areas. Yet, Iklex Izharshan and his raiders chose to do so, to remain and defy the Hegemon himself... Or at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izaharshan's Raiders is perhaps the largest and most resourceful pirate fleet out there, without counting the Grim Compact.

Originally founded by Iklex Izarshan in 2439 (before the bombs fell), a young and cunning noble who, after being disgraced, chose to take to the stars as criminals rather than to the sands as a Guwandi, the Raiders are actually more than just a clan. Many names serve Izharshan, under which one could find a small fleet or a single shuttle. Each clan and their ship are allowed to do piracy at their own discretion, but, are expected to obey the Izarshan clan, and their leader himself if an order is given. It is assumed that the Izarshan clan have a way to keep all of these different pirates at their orders, but none know what it is exactly, the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans to allow them to maintain their ships... In any case, the sheer flexibility and size of Izharshan's nebulous pirate kingdom have proven to be quite the thorn in the Hegemon's side. If it wasn't enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes to Guwans and other criminals escaping from society. Stream is only bolstered by the very liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas all faiths to join, granted that they do not cause trouble.

Iklex Izharshan died not long after the creation of the Raiders, in 2443, when his ship's warp drive malfunctioned when his captain to push it too hard, causing the whole spacecraft to implode. It is his older brother, Alkhas, who took over, then, and has been ruling over his clan, and the rest of the Raiders ever since, from his own spacecraft, admiral ship of the united Izharshan raiders: the Black Torrent. Under his rule, the Raiders managed to grow enough to become the famous force they are now.

There have been several incidents involving PRA fleets near Tajara space as well in recent years, as the Raiders have slowly started to expand, even beyond Hegemony Space.

2. The Grim Compact

The Grim Compact, or simply the Compact, is a feudal organization of Unathi pirates frequently based in the Kaziti star system. Their primary headquarters is the Malefaction space station, a converted former space prison. It orbits the small moon of Ha’zana, which is a habitable planet with a population of around one hundred thousand. The Compact is a diarchy, which means it is ruled by two Pirate Lords. The current rulers are the Dread-Lord Tizma, and Dread-Lady Yizilna. These two have a complicated relationship, frequently shifting between passionate lovers and merciless, cutthroat enemies in a rivalry that is a constant source of drama within the group.

More information here. (Queue link to the Comapct's page)

3. The Pink Fleet

Albeit quite small on Unathi Pirate fleet standards, the Pink Fleet, led by a Sinta only known as "The Kazu", is known for two things: their dubious choices in colors for their ships and outfit and their unusual targets. The Pink Fleet's main targets are not merchant ships full of valuable, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships, and kidnap scientists, mainly. The Kazu Clan is what some call "Tech-raiders". Rumor says that the Kazu himself believes it is the quickest path to rebuild Moghes and that, by the time he'll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after.

The Pink fleet mainly operates North of Izewsky space, choosing to target Skrell crafts in the Southern frontier of Jargon Federation space, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering Republic of Biesel and Elyran territories. Their area of operation had been dubbed by many sailors "the Pink Triangle", due to its shape, between Federation, Human, and the Hegemony space.

Despite their small numbers, the Pink Fleet is perhaps one of the most dangerous pirate fleets out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Jargon corvettes, to get as close to their targets as possible, before either boarding them, generally without even being detected or obliterating it in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. The Kazu's own spacecraft, the Indigo Blue corvette (which is actually coated pink, despite the name), is a marvel of technology, stolen straight from a secret Zavodskoi installation located deep in neutral space, equipped with Stealth technology, electronic warfare modules, Bluespace Interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly.

Note: Due to their actions against Corporate assets, members of the Pink Fleet are considered OUTLAWS by the Tau Ceti Republic government.

4. The Hiskyn Revanchists

Before reaching Moroz, and joining the Empire of Dominia, the Kazhkz and Han'san clans made fierce pirates and raiders... And by the time the occasion to join the Empire came, some refused, wanting to stick to the pirate life instead. Story says that a short battle ensued in the heart of the Unathi fleet and that the "true pirates" as they called themselves were defeated and forced to flee. Years later, however, the survivors still exist, and roam Dominian space and its surroundings, attacking both Human and Unathi Imperial crafts.

Although they do target weaker, cargo spaceships, in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts, especially if they are manned by Kazhkz or Han'san Sintas, as their leader, an old female known as Fer'is Hiskyn, once Fer'is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once united pirate fleet chose to join the Empire.

It is said that, to exact her vengeance, Fer'is Hiskyn is ready to do absolutely anything, from supporting the fight for Fisanduhan independence or helping the Synthetic cause (reluctantly, as the Revanchists are still mainly of Sk'akh faith), to hunting down Dominian Sintas who strayed away from Imperial space. Their Admiral ship, commandeered by Fer'is herself, is the Mighty Siro, an old oversized cargo ship converted into a raiding craft, allowing it to carry hundred of Unathi raiders and boarders while maintaining a good enough firepower to allow it to fend off corvette-sized spacecraft by itself, and some newly found armor after some dubious upgrades.

5. The Ta'rass Conglomerate

The mysterious Ta'rass Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the spur. Alas, the Conglomerate is a real thing. Also called the living-dead fleet, the Ta'rass ships are just that, in appearance, ruined spacecraft, that somehow manage to sail and fight despite their state. These ships do not move by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raider and Dionae gestalts.

Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Diona forms comparable to Echions and Trireme-sized forms spread through the entire hull of once fully-functional ships. In what is almost like a symbiotic relationship, the Unathi crewmen both maintain what is left of the ship, and tend to the health of their Diona "friends". In exchange, the mere presence of these gestalts thorough the entire ship provides a nigh-impenetrable armor against most weapons used in the frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself.

Unathi Crewmen ensure that the warp drives, of all things, remain functional, steer the crafts themselves, and do most of the boarding work, while the gestalts latch on their victim's ships, said ships generally ending up joining the Conglomerate.

Their leader is Tarskin Ta'rass, a once-famous Botanist who had been evicted from the Skalamar University Of Medicine because of experiments deemed too unethical. His ship, Greenhump, is actually an assembly of different spacecrafts, held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Ta'rass Conglomerate are known to have acted through a wide area, from the South-Western border of the Jargon Federation to Light's Edge.

I really love the pirate lore! I think this approach of fleshing out parts of more sandboxy areas of the lore by giving examples of it rather than defining it explicitly is really good, as well as the pirate factions here just being really really cool in and of themselves. 

I think it's a real strong point for you that you're approaching this with the angle of "what part of the lore is currently addressed but is sparse in its current form?" rather than writing cool lore for the sake of writing something you're just excited about without thinking critically about what's really needed.

+1.

Posted

Sup.

I like that there's some consideration for the technical aspects of the lore in your application, such as your interest in fluffing up pre-contact war history and the TradCoalition. It's also good that you're coming in with ideas about Piracy and the Compact, elements of Unathi lore that are in dire need of development. Regardless of their touted inconsistencies, I still think Unathi pirates are good enough food for character backgrounds to be worth reconstituting into something that works in the setting. I'd like to give you some questions:

1. What sort of things interest you in regards to developing the culture and religion of the species? 

2. Do you have any thoughts for developing the planetary settings or locations for Unathi? This is asked mostly in regards to Moghes and Ouerea, but there are a scant few planets besides those two that do possess a Hegemonic presence.

3. What are your thoughts on the Hegemony's space capabilities? What kind of lore would you write for that, if you believe it requires it?

4. What is your least favorite element of the setting? Why? How would you change it?

Posted (edited)
On 29/11/2021 at 22:01, Boggle08 said:

Sup.

I like that there's some consideration for the technical aspects of the lore in your application, such as your interest in fluffing up pre-contact war history and the TradCoalition. It's also good that you're coming in with ideas about Piracy and the Compact, elements of Unathi lore that are in dire need of development. Regardless of their touted inconsistencies, I still think Unathi pirates are good enough food for character backgrounds to be worth reconstituting into something that works in the setting. I'd like to give you some questions:

1. What sort of things interest you in regards to developing the culture and religion of the species? 

2. Do you have any thoughts for developing the planetary settings or locations for Unathi? This is asked mostly in regards to Moghes and Ouerea, but there are a scant few planets besides those two that do possess a Hegemonic presence.

3. What are your thoughts on the Hegemony's space capabilities? What kind of lore would you write for that, if you believe it requires it?

4. What is your least favorite element of the setting? Why? How would you change it?

Ow, slow response from me, sorry! Anyways...

(Once again, the forum is being all annoying with me, I can't find any kind of symbol or word I could've put in my message that just causes the forum to die when I press "submit", so here it is in picture file.)

Untitled.thumb.png.100d7eaebd4c123222fc9661f3c79274.png

Edited by Captain Gecko
Posted

The thread breaks when a post gets too long. It's been the bane of my existence recently.

Here are my replies.

1. It would be fun to see more of this stuff!
2.And this >:) Great answer
3. Third verse same as the first
4. has my own question; It's always been a major theme that the Unathi are so recent on the stage. Like the war going on with adhomai, every unathi has been affected by the Contact War in living memory, and characters that are old enough can even remember life before the apocalypse. What would you want to see tying all characters together on a similar level, if anything?

Posted
3 hours ago, Marlon P. said:

The thread breaks when a post gets too long. It's been the bane of my existence recently.

That explains everything, thanks for the info.

3 hours ago, Marlon P. said:

Here are my replies.

1. It would be fun to see more of this stuff!
2.And this >:) Great answer
3. Third verse same as the first
4. has my own question; It's always been a major theme that the Unathi are so recent on the stage. Like the war going on with adhomai, every unathi has been affected by the Contact War in living memory, and characters that are old enough can even remember life before the apocalypse. What would you want to see tying all characters together on a similar level, if anything?

That's a good question. One of my main concern is that, beyond the lore it would lead to big changes to people's characters! Hell, I know that some Unathi character are almost entirely based on their experience in the contact war! And here's the thing... Unless we REALLY have to, I'd generally avoid upsetting most players by messing up their characters backstory.

But let's assume we're in a perfect setting where no one would mind this, or where no characters would magically never have to change due to lore changes.

The first, dumb solution, would be to just move the contact war back, say, 10 years in the past. Simple, but also means a LOT of rewriting in a LOT of pages. I mean, any solution will lead to this, but this one changes way more than the others. After thinking a bit more about this, after responding to Boggle, and thought of a second, smarter way to do that. The Contact war isn't the problem, it's the point at which Unathi start leaving their system that's limiting. An idea would be to leave the Contact War itself untouched, but to change, instead, the date at which first contact is made. We would have to find reasons, ways to explain why the Contact war didn't start immediately, but I'm sure that this will work. Earlier first contact means earlier access to Interstellar travel, and by extent, Unathi spreading thorought the Spur earlier as well. This solution means that we can have Unathi that originate form various backgrounds without needing to be too young, without retconning so much about the characters that lived through the Contact war.

A last solution would be have Hegemony develop some kind of primitive form of interstellar travel even before first contact... But... That would probably retcon a lot and break the fleet balance it has with its neigbhors, so I'm not too found on this one.

Posted

Thank you for applying!

I and the staff team feel that, while not perfect, your application shows promise and that you would make for a fine deputy. I will go over the particulars with you in private.

Welcome aboard. This application is accepted.

Guest
This topic is now closed to further replies.
×
×
  • Create New...