[OOC] Retaliation: Lore

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[OOC] Retaliation: Lore

Post by Poetic Ghost » Fri Sep 08, 2017 7:55 am

- Timeline -

Chapter 1: Old World Blues

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The Earth was dead, swallowed by it's own Sun.

The year is 3100 AD. For thousands of years, mankind has looked to the stars, hoping to one day take his place amongst the gods.

They succeeded.

But all good things come to an end. More than a hundred years after man first left the Earth, the human race now faces it's end. Storms destroy most of what little ecology is still left, and many of his cities are reclaimed by rising seawaters from the liquefied ice caps. Chaos ensued, with the nations of the world warring against one another for what little remains of the Earth's resources. Whole countries are wiped off the map in the bloody competition. In less than a year, a quarter of the planet's population is dead.

And then the Sun began to expand. Much slower than expected, but it seemed the end was near. After a decade of debate, the world powers decide to take what they can, and look to a neighbouring galaxy, identified as the Aurelius Galaxy. In the next decade, mankind unites like never before, in these ten years, Humanity achieves many technological advances. Faster-Than-Light travel and long-term vacuum travel are among these achievements. But the saving grace of this period are The Arks, giant colony ships that are designed to carry humanity to Aurelius. 200 of these enormous vessels are built.

But even the 200 are not enough to hold all of Humanity. From the Canadian Republic to the Colony of Luna, the best, brightest, and most importantly, the richest are selected to embark aboard the Arks into the new galaxy. The rest are left to die.


Chapter 2: Welcome Home

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The year is now 3108 AD.

The Colony Ships stay in empty space for four years. Not all of them make it, ranging from reasons like engine failure and fatal collisions with alien bodies, to mutiny or outright inter-ship civil wars. Of the 200, only 170 arrive at the new Galaxy. But it is enough.

As the Ships reach the outermost rim of the Aurelius Galaxy, however, an alarming discovery is made: Not only is the Galaxy habited, unlike our own, it's practically crowded. Mjolnir played home to billions of strange races, some more violent then others.

They are issued a new homeworld by The Hub, a council of prominent species in the Aurelius Galaxy. They arrive on their new planet, naming it Terra upon arrival. Following strict protocol from The Hub, they expanse and colonize other worlds.

And from there, they expanded. No longer bound by the homefleet, they build and expand independently, creating nations on worlds of their own.

Faced with dangers of an alien galaxy, Humans are inspired by the machinery of their fellow Aurelius settlers and design large mechanized tanks, while they vary in designations and code names, they are commonly referred to as Shrikes.

Chapter 3: New Kids on The Block

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The year is 3160 AD, better known as 50 AF. It has been fifty-two years since mankind first stepped on alien soil.

A new race of space-farers set foot in Aurelius. The Voxis, a race of homeless beings from a dead world. Their story shared many similarities with Humanity, only they were forced to destroy their world as an act of self-defence against an invading race, or so they said.

The Hub had been softened by Humanity, and extended their trust to the Voxis as they had to Humans. This trust was misplaced, and only three months after they arrived, they decided to attack the weakest link in the chain of races in Aurelius.

Humanity.

Slowly they began targeting the glassing the exterior worlds. Humanity did not take this lightly. Immediately they retaliated, only to be met with a slaughter. It was then that they learned that the Voxis had mastered the art of corrosive weaponary, and ate their metal like it was nothing. Beaten back, but not defeated, they struck an alliance with the Lupine.

Chapter 4: The Voxis War

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A new era of warfare is introduced to Mankind.

The war for all life in Aurelius is not fought on land, or sea, or air. But the stars. Huge fleets of Human, Lupine, and Hub ships face off against the Voxis. The battles that follow mark some of the most decisive military decisions of all time.

But also the biggest failures.

During this period of war, Humanity mass produces weapons and mechs faster than any one before, and following Human nature, make far more than they need.

The war rages on, and a final solution is made. Humanity plans to completely exterminate the Voxis with a bioweapon. The Hub does not approve at first, but as more worlds are taken, they feel that the destruction of a species is necessary to save a million more.

The galaxies top chemists brew the toxin, and an elite team of Human soldiers do the unthinkable. They board the Voxis capital ship.

Of the ten man team, led by Commander Ramsus Harrick II, Harrick is the only one to survive. The ships immediately begin to malfunction as the crew within are killed, and the Lupine battle cluster blow the ships away.

The war is over. It is time for Humanity to rebuild.

Chapter 5: "Make Humanity Great Again!"

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75 AF

Ramsus Harrick II is elected President of Terra, a postion that allows him to influence the Senate of Human States with ease. Slowly, and silently, he begins to change Human State laws. Most assume he is making plans to rebuild the Human colonies.

In actuality, he's preparing to become King.

---

Unfinished, just know what our story will take place around the year 100 AF (102 years since Humans arrived in the Aurelius galaxy)
Last edited by Poetic Ghost on Wed Oct 25, 2017 3:00 pm, edited 12 times in total.
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Re: [OOC] Retaliation: Lore (Read Only)

Post by Poetic Ghost » Fri Sep 08, 2017 7:56 am

Note: Currently Unfinished, will be added on as lore expands.
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Re: [OOC] Retaliation: Lore (Read Only)

Post by Poetic Ghost » Sun Sep 10, 2017 5:55 am

- Races -
Poetic Ghost wrote:
Sun Sep 10, 2017 10:19 pm
Humanity, a currently open file about one of Aurelius' largest, and latest additions to the Hub's archive has of Alien races. It begins:

"Humanity, in summary..."


Species: Humanity

Average Height: 5'5 - 6'

Cap Age: 125, physical maturity at 20.

Appearance: Tall, bipedal humanoids, with skin ranging from light porcelain to dark umber, and hair from stark white to deep back, however due to modern cosmetics, this can be chemically altered to appear as any colour one would desire. The average human being has four fingers on each hand, and an a-posable thumb, which is a trademark feature of the human race, and places them apart from animals.

Digestion: Humans are omnivores, and require a proper balance of all food groups in order to maintain their health. Meat may be substituted with legumes, or various nuts. Humans also require hydration inorder to stay at their prime internal temperature and to maintain internal functions.

Reproduction: The Human species must reproduce via the sexual intercourse of two fully matured male and female individuals. The fetus gestuates for 8-9 months, before being born from the mother, and then relying on the mother for approximately 1-2 years, at which point they can properly digest foods.

Psychology: In all of their existence, Humanity has always asked the questions; "Why are we here?" And "What is the purpose of life?" While most scientists will denounce that the meaning of Human life is to reproduce so that the species may continue, many still believe that the real answer is yet to be discovered. This has convinced many individuals during Human history to search for the true meaning of life, through exploration, experimentation, mystism, and religion. This curiosity, and need to continue the Human race is what brought them to the Aurelius Galaxy.

While this need to reproduce is Humanities goal. Many individuals choose to work against this, by partaking in homosexuality, or the mating of two members of the same sex. Or by not mating at all. However, this has little affect to the shear number of Humanity.

A large part of Human culture revolves around individuality, and the need to express oneself the society in a way that will draw attention to themselves and show that they are unique in one way or another. Many Humans do this by altering their physical appearance through cosmetics, body modification, and by clothing themselves in garments that would be considered "different". Another form of individuality is by contributing to arts and culture, this includes notable individualists such as William Shakespeare, Mary Shelley Andy Warhol, Elton John, Hatham Ferron, and more recently Vanessa Durango.

Adaptability: Humanity's most prevailing trait, is their ability to adapt and survive in almost any environment they choose to inhabit. They will alter their technology and style of living to overcome any challenge, be it ecological, social, or civil.

Home Planet: Humans originally come from the now dead world of Earth, the 3rd planet in the Milky Way Galaxy of Sol. Earth's atmosphere was a mixture of nitrogen (78%), oxygen (21%), and other gases (1%). The planet supported a variety of biomes and environments that Humanity learned to adapt and extract natural resources from. In more recent history, it was destroyed, along with the rest of the Milky Way Galaxy, when the star, Sol, reached the end of its life cycle and expanded, destroying all planets in orbit. Luckily, Humanity was able to take a portion of it's population from the planet before it's destruction.

Upon arrival in Aurelius, High Judge Vuuld issued the planet of Terra, then known as HP-2531. It now serves as the Capital of The Holy Human Empire.

Annasiel wrote:
Fri Sep 08, 2017 7:59 pm
Species: Silwin

Average Height: 4'5-5'

Cap Age: 115-130 years (Maturity at 12-18).

Appearance: Grey-skinned, with hair in various monochromes. They have black, wide eyes, extremely thin frames, and six fingers on each hand. Beyond that, they are very similar in appearance to humans and other humanoid bipedals.

Digestion: Silwin do not require regular food to survive. Instead, they metabolize necessary carbon-based nutrients from the atmosphere, using sunlight as a source of energy for the subsequent reactions. They do, however, require water-based fluids for hydration and waste disposal. The latter function is very similar to human urination, expelled through a urethra that shares the same space as the sole reproductive orifice, though the urine contains much higher concentrations of ammonia and oxygen.

Because they inhale their nutrients, they can easily become malnourished or even starve to death in a "clean" environment. However, this is easily amended by providing the company of carbon-exhaling organisms.

Reproduction: Silwin are asexual. Every member of the species has the ability to exchange genetic material with another through an act very similar to kissing, after which an embryonic "bud" may form in a special organ similar to a uterus. After a gestation period of 4-5 months, the bud has fully matured into an infant Silwin, and is evacuated through a slitted orifice between the bearer's legs. Infant Silwin, as with their adult counterparts, do not require physical sustenance to survive.

Psychology: Despite being an asexual, homogenous species, the Silwin hold a fascination for the concept of gender, something most likely brought into their culture from outside influence. Young Silwin will often "play pretend" in their favorite gender and racial roles of various species, a game that, to the unwitting, may seem like propagation of stereotypes to the originators. It's a common instigator to violence when, say, a "Asian human female" playing Silwin pretends to crash a car, or an imaginary "Kraegthari aethergend" feigns high-pitched, nasally tones. However, watchers should keep in mind that to these youngsters, dividing species by largely social structures seems ludicrous to them, and they are merely mocking the stereotypes they bring.

For the adult Silwin, they come to terms with the necessity, and will adopt (at the very least) pronoun-tied genders to help relate to other species. Integration becomes a very important goal following the maturation of their emotive sensory organs, and they see no harm in changing how others see them for the sake of comfortable conversation.

Emotive Sensation: Silwin are, for lack of a better term, innately empathic. Their concept of maturity is entirely based on when they begin sensing ambient emotions (though the lack of a sexual maturity gradient may help push this cultural peculiarity). From 12 to 18, they begin to fully develop their emotive sensory organs, microscopic hair-like appendages that cover most of their body. These, through still-vague means, allow them to feel the emotional states of other sentient creatures nearby. Contact with a target strengthens the intensity of this sensation. Obviously, this is a very stressful time for young Silwin, and psychosomatic trauma is a very real risk if the emotions aren't learned to be handled healthily. Even after then, strong enough sensations can cause illness, depression, and even death through shock.

Eyesight: Large lenses and high concentrations of rod cells allow the Silwin to easily detect small movements, vital in using body language to adapt and confirm their empathic senses. This is a double-edged sword, making them incredibly susceptible to fast changes in lighting and not as skilled at discerning colors as other species.

Home Planet: Alphegor. It's a largely overgrown planet, teeming with carbon-producing foliage. As such, the atmospheric composition is rife with carbon dioxide and methane gas. It has an average temperature range of 50 degrees Fahrenheit to 120 degrees Fahrenheit, which marks the comfortable range Silwin are able to exist in. The native architecture tends to conture and blend with the natural environment.

Maur wrote:
Sun Sep 10, 2017 5:35 pm
From the Archive of the Kraun Librarium

“A summary of the Gollek species.”
By: Kleckan Gorvei

The Gollek, a member of the Golli family of species, which includes Golleks, and Gollens.

Physical traits:
Large in comparison to their cousins of the Golli family, as well as humans. The average Gollek stands at roughly eight feet tall, though there are recorded instances of members of the species reaching over thirteen feet. They are generally green of skin, the hue of which varies greatly, one in roughly eighty Golleks will have gray-blue skin, they are known to the others as the Palekin.

Their eyes can be black, red, or orange, with mutations of blue and green having been recorded. Pointed ears protrude from either side of a thick skull that houses a weak brain. They have tusks that extend from the gums of their jaw, over the upper lip and usually halfway to the eye, though tusk length varies occasionally. Golleks tend to have large hands and feet, barrel chests, broad jaws, and square shoulders. They are heavily built, and one would be hardpressed to find one with angular features. Some of these have been known to exist among the Palekin, though few have seen them.

They are incredibly adaptable, often during their wars and battles some return with missing limbs, these are easily replaced by the Tech Mages of the Kraun Librarium. They can handle temperatures ranging from 20 degrees to 175, sometimes beyond. The Golleks of Scorch have adapted to be incredibly adept at combat in high temperatures, and for those on Glacier the opposite is true.

Reproduction and Aging:
Golleks reproduce and age similarly to humans, they differ greatly from the others of the Golli in this aspect. The gestation period for a new Gollek is usually one and half years. Many of them see children as incredibly valuable, so they have many, the average Gollek female who has not become a warrior, generally gives birth at least twelve times by the end of her life.

They age similarly to humans as well, only slower. At twenty-five they stop growing, at forty-five they begin to decline, at seventy they generally stop fighting, at one hundred and twenty they stop working laboriously, in most cases death by aging occurs at roughly 165-180 years old.

General Personality Traits:
Often dim-witted from the perspective of many, they have little capacity for knowledge of advanced technology. They can understand ballistics and on occasion the weapons that fire them, but electricity and reading are lost on almost all of their kind. They would have never become a space traversing species if not for their Gollen cousins. Often males are brash and quick to anger, with fiery tempers. This is aggravated further when a potential mate is involved. They are often superstitious, with many gods and deities who they believe grant them a variety of blessings.

Conclusion:
The Gollek are useful, though they can be unruly their foolish and superstitious nature lends them to gullibility, they are easily mislead, and are therefore incredible tools.


A record of High Scribe Jethrow, Vaqas Tribe of the Glorious People of Quorthan, the Quortha.

On this cold night of Gaw, in the year of our Lord Krom, I have been pressed by Battle Mother Palmerine to record a discription of the Quortha people, so we may be accepted into the Archive of the sky-people of The Hub.

Note: Revised and modernized by Ballen Yorn of the Quortha Archival Society.

Species: Quorthus Hughma vu Quorthan, simplified to Quortha

Average Life Span: The Average Quortha male, typically lives to be ninety years of age, before he will become infertile. Unless he has taken a role as a Scribe, Quartermaster, or Laborer, or Housemen, the Breeder must be relieved of his position. The longest living Quortha was High Priest Forthum, who reportedly lived to the age of 163.

The average Quortha female's prime ends at the age of 150, at which point she will become a Sire to younger battle sisters. Usually she will die at the age of 200. However most female Quortha wish to die in battle before they reach their Death Cradle, and so will engage in a Blood Birth, where she will test the next generation of Battle Sisters in mortal combat.

Physical Attributes: Quortha differ greatly in appearance between male and female. Male Quortha are typically 5'5, with grey-purple skin and black markings that appear and make patterns as they mature. Both share three fingers, which have three knuckles and a two thumbs. The lower thumb, which faces out from their body is almost always removed at birth on male Quortha, so they cannot wield the tools of a warrior, unless he has been designated a Mule, a near-suicidal position, in which where they are assigned to carry weapons and munitions during battle. These males do not live long. The typical male is physically matured at fifteen and is ready to mate.

A large difference between them and other races are their second knee (which is actually an ankle, and ends in a quasi-hoof foot.) which aids greatly in chasing down prey.

Female Quortha tower above most humanoids and their male counterparts. The average female is 7-8 feet tall, with most of their height in their legs. It should also be noted that females are exceptionally stronger and faster than males, mostly due to the fact that females partake in all warring and hunting. Their skin can range from green, to blue, to purple, and often a dark crimson. Female Quortha reach maturity at 10 and are ready for birth. Almost all female Quortha are warriors, with the exception of those who are infertile, who are usually sent to work alongside men. Any females found to be similar to males in anatomy, are considered male from that day forward, and will be sent to work as men. However, if a male has the anatomy of a female, he must die.

Nutrition: Quortha are an omnivorous species. Usually, most meat and protein is reserved for the females, while males are usually left to eat secondary sources of protein and vegetables. This has lead to Quortha cuisine being well-known across the galaxy as adaptable and wasteless. Quortha require hydration to cycle the high levels of natural occurring chemicals to be removed from their bodies. These chemicals help to build muscule mass and self-regulate proteins, but can be harmful if not cycled properly.

Reproduction: Quortha reproduction is similar to most humanoids, with two parent being that produce a single offspring. However, due to the militaristic life of female Quortha, they have evolved to not need to gestate their young within them, instead they now develop a cocoon like wrap that covers them. The mothers remove their unborn children via surgical methods, and place them within the care of their mate. From that point on, the child will be in the care of it's father until birth. The process has little long term damage to the mother. The child then gestated for about 5 months before they break through their exterior casing and take their first steps.

Philosophy: The Quortha's way is of war. They know not of negotiation or diplomacy, either they are given what they want, or they fight for it. Any culture of the Quortha that isn't a battle song or drunken ballad was created by the males of the species. Art, song, storytelling was all invented by the male gender to entertain the young and each other.

All females are expected to become warriors. It has been this way since the beginning. Females are trained in combat and the rules of war from the age of ten, until fifteen, when they are completely grown and are ready to prove themselves in battle. They are bred for aggression and violence. Many accounts come back from village raids where Quortha warriors will kill the warriors and spend hours torturing the men. Not for survival or war, just for entertainment.

The Quortha were only introduced to the concept of projectile and energy weapons 1000 years ago, when the first Hub Council discovered their race.

Homeworld: Quortha hail from the world of Quorthan. It was once a lush world with a variety of environments. Now, many sections of it have been reduced to glass craters, with domed cities to protect what is left of their homeworld.
Quirbles wrote:
Fri Sep 15, 2017 1:53 am
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Kavarian soldiers crossing the Hijik Ice Plains in the North-Eastern Hemisphere. 31st Century, Kaavri

Species: Kavarian

Average Height: Most exceed the height of 7 feet in Imperial measurement. The proudest Kavarian flaunted their height as a display of their age and thus their resilience, for the tallest of their society were the eldest. The greatest Kells of the Kavarian race were known to be over 9 feet, and various mythos estimated them to stand over 10 feet tall.

Cap Age: Though most had perished earlier than the intended age for "natural causes", the oldest natural Kavarian age recorded in their history was 205 years of age. Newly acquired and invented technology, however, easily extended their lifespan a half--to a complete--century. Maturity ends at the mid 30s, with the constrictions of old-age never setting in for most elders.

Appearance: With the average Kavarian standing over 7 feet, the race was magnificent and commanded respect to those around them. Their bodies were slim, complimenting their height. Kavarians each had 6 limbs: 2 legs and four arms. The uppermost limbs were seen as their main appendages, as the hands sported 5 fingers in contrast to 3 on the lower arms. While the two upper arms grabbed weapons and handled most technology [as they were longer], the lower arms were for fighting aid and piloting the various vehicles the Kavarians utilize [due to their shorter length]. Although the gene for 4 arms among Kavarians is recessive [the dominant being 2 arms], the trait is highly desired for its advantages in combat and when operating technology. Thus, four appendages on the torso are far more common than two arms.

The head of the Kavarian is completely devoid of hair, with small holes for ears oeither side of the head. Four eyes are on the head, with a smaller gap between the lower set than the upper set. The skin of Kavarians is often a light purple, though a lighter blue and various shades of grey are also frequent. The face shows no visible nose and contains a set of insectile mandibles on the lower jaw that is its mouth. These mandibles cover up a lipless set of sharp teeth, and are often used to express emotion. Due to the rather... undesirable appearance of Kavarians, they frequently don masks to cover their faces when they had visited neighboring worlds. Following the Collapse, however, many warlords exposed their face in an act of intimidation and pride.

The Kavarian physique is streamlined for fast movement, with many using their secondary set of arms to assist in climbing and advanced movement during combat. Their legs are much like their primary arms: wiry and agile. Their feet each have three digits, and are able to grip surfaces for extra support and the ability to hang upside down. Although the average body is seen on the leaner side, the Kavarian body rarely expands for the addition of muscle and weight-gain.

Digestion: A Kavarian would consume its food much like a human would, with roughly the same categories of organs. In terms of breathing, however, Kavarians undergo the opposite of respiration. Rather than converting oxygen gas to carbon dioxide and releasing it into the atmosphere, carbon dioxide is absorbed through the lungs and converted to oxygen and sugars. Similarities could be argued between the cell structures in Earth-native plants and Kavarian physiology.

Reproduction: The reproduction of the Kavarian race is that of a prestigious honor. With the bountiful lifespan the race possesses, many males and females are born infertile through genetics as a natural way to prevent overpopulation. Seeing as the ability to reproduce is a privilege that only a portion of the population receives, many of the leading Kavarians that had ruled were fertile in order to produce heirs and offspring for the legacy to continue.

Psychology: The small planet of Kaavri was ruled over the dominating Kavarian kings for centuries. The rulers of the provinces upon the planet were known as Kells, who had presided over large countries with their power. Kells were often the oldest on the planet and cared deeply for their people.

The prevalent trait among Kavarians is their pride. Given that Kavarians were rarely born off-planet from Kaavri, many of the parents' young had learned at a premature age to take pride in their race and home-planet. Cross-breeding was inevitable, as the Kavarian biology allowed for such things, and native inhabitants of Kaavri ostracized those who did so. Halflings were seen as inferior in Kavarian society and were shunned, leaving many to exile, or death.

The Kavarian race had never colonized other celestial bodies besides their own moon [which had eventually become their undoing]. Society's upbringing forbade many from traveling off-world and settling down. Indeed, there were some that did so. However, almost all of the population had stayed on-planet for the majority of their lives, with many few traveling off-planet more than once.

Adaptability: Another notable trait among the Kavarian race is their resistance to failure and the hardened will that is so prevalent among their species. Following the Collapse of the Kavarians' Golden Age [and the subsequent and destructive wars] the very few survivors picked themselves up and scavenged what they could. What remained of the Kavarian race were scavengers and measly bandits, the majority of which were killed off in the unforgiving planets of the galaxy. It seemed that the iron will of the Kavarians had faded after all; along with it, the race's history and existence.

Language: The Kavarian language is that of sonic clicks and articulated speech, the latter of which would sound like growling and incoherent noise to the untrained ear. Indeed, there are virtually no outsiders who are able to speak the native Kavarian language. Much like the rest of the Kavarians' history, it had been lost to the sands of time and destruction.

Originally, the Kavarian language had varied greatly depending on where one would journey. Dialects had changed depending on the region. In the northern ice plains, clicks would occur more frequently in speech than in other regions. In the larger city regions, clicking had been phased out completely and instead relied on guttural speech. However, many of these variations have died; those that are preserved are spoken by surviving Kavarians.

Home Planet: Kaavri, a now deadened and uninhabitable planet. Following an event known as the Collapse [which had directly proceeded the race's Golden Age in technology], massive starvation and infighting among societies occurred. Though many attempted to flee off-planet through ships, all were destroyed in orbit. The complete genocide of escapees had largely occurred due to a international coalition that had banded together following the Collapse. Initially holding ideals not too different from the humankind's Communism, the coalition soon plunged into dictatorships worldwide. Infighting among the coalition soon followed, with weapons of mass destruction launched all over the planet. The list of targets also included Kaavri's only moon, which had been bombarded so fiercely that a large portion of the moon had been removed from artillery. Within Kaavri's orbit, the unearthed piece of the moon had impacted the planet's surface and caused a mass-extinction event. With much of the technology destroyed due to the warheads, the surviving Kavarians were trapped.

Very few survived.

The few remaining ships that were in working order had fled, watching as their once beautiful planet had been mercilessly torn apart by the forces of war and greed. Those that survived became planetary gypsies, drifting from planet to planet in search of a home. And such, the Kavarians survived how they could.

Being in a relatively remote part of space, very few colony ships and other merchant vessels had even bothered to venture the un-plotted space. As such, very few records of Kavarian history are available within libraries and codices; the very few entries there are on the endangered race contain information from expeditions and chance encounters with the race, whether it be on Kaavri or some other planet.
~~ You are but a grain of sand, in the sands of time. ~~

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Re: [OOC] Retaliation: Lore

Post by Poetic Ghost » Sun Sep 17, 2017 4:36 pm

- The Hub -

The Hub is an intergalactic government that has existed in Aurelius long before anyone can remember. They enforce laws that control expansion, interstellar travel, warfare, and interspecies relations, without directly governing each world. They leave that to each planet individually, or the organization or race that controls the sector.

The Hub wants to maintain freedom, while having order. This is not an easy task in Aurelius, as many worlds and races do not want to live by the rules that The Hub has set. The Hub has only ten permanent members. The Hub 10, as they are known to the common folk, are the oldest and most advanced races in Aurelius. In times of great need, the races of Aurelius will come together and form a Senate, which will dictate the course of action until the crisis is over. This has only happened three times, the most recent being the Voxis War.

- The Hub 10 -

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Jarr'va, of the Sakai.

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Mikau, of the Aquatarians

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Jin Ro, of the Duran.

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Taun Se, of the Svedim.

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Pauel, of the Grey.

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Zora, of the Skree.

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Vemis, of the Arwen.

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Lynatea, of the Rohan.

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Lady Kenima, of the Oxi

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And finally, the oldest of the Council, Genra, Last of the Mystics
~~ You are but a grain of sand, in the sands of time. ~~

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