OK guys, this is the OOC thread for what will soon be the Athatar roleplay. The IC starts at http://www.roleplaygateway.com/athatar-t18618.html. This is the thread for posting your characters and discuss the RP out of character. Once we get a few character posts up, I'll start the IC thread.
Here are the major playable fantasy races:
- Elves - Graceful and mystical, the elves are a peaceful people. Their capital planet is Anathan, a paradise which combines technology, magic, and biology.
- Dwarves - Powerful and steadfast, the dwarves are mighty warriors. Their capital planet is Duradan, an impregnable fortress and the primary manufacturing center for the Shining Alliance.
- Gnomes - Intelligent and quirky, the gnomes are great inventors. Their capital planet is Gadstan, a center of innovation and invention where cutting-edge technology is developed.
- Humans - Balanced and unpredictable, the humans are the most unpredictable race. Their capital planet is Athatar Prime, a planet as diverse as the humans themselves.
- Orcs - Mighty and fearless, the orcs are unstoppably brutal. Their capital planet is Bal'Shan, a wild, untamed planet where the Orcs battle every day for their mere existence, just as they would wish it.
- Goblins - Brilliant and destructive, goblins are the masters of explosives. Their capital is also Bal'Shan, where they live under the protection of their Orc allies.
- Drow/Dark Elves - Mysterious and stealthy, little is known about the Drow, other than that they are not well-liked by the other races. Their capital planet is Simlasar, whose name and locations are a carefully guarded sectret.
Factions:
Shining Alliance - consists of Elves, Dwarves, and Gnomes
Black Confederates - consists of Goblins and Orcs
The humans are in a state of civil war over which faction they will join. It is likely that the race will split into two nations soon.
Dark elves prefer to avoid contact with everyone and yield allegiance to their government only.
You guys are free to propose an alien race or two to throw in here. I don't have any good ideas at the moment. The Undead issue is still on the table, too, so I'll need some input there. For now, post your characters and maybe that will help us "flesh out" this world.
[EDIT]
Here are the ship technology ideas that I proposed.
Elves: The graceful elves have what are known as being the most beautiful ships in the Galaxy. Their aerodynamic shapes and clean curves make their ships appear peaceful, even meditative. Underneath this stunning exterior is a deadly array of powerful magic- and energy- based weapons. Their drive systems are powerful and magic-based, as are their computers, though non-mages can use them. The magic is merely the engine by which these systems are powered and operate. Elves have the most maneuverable ships for their size and specialize in fighter craft.
Dwarves: These ancient craftsmen produce stalwart-looking ships which are heavily armed and even more heavily armored. Even Dwarven space tugs are armed. (I'll talk about tugs later.) The Dwarves dislike having to make repairs on their ships, so they build them to be unbelievably sturdy and reliable. Dwarven hulls are notoriously thick and strong while also being about as light as the hulls on a regular ship. Their shields are a bit of a mystery, for while the generators are nearly identical to human shields, they last 1.5 times longer. Dwarven ships are slightly sub-par for maneuverability, but they make up for it in endurance and firepower. The Dwarves often boast that any one of their ships will deal out twice as much damage as it takes. Dwarves prefer projectile-based weapons and have even created a working replica of a goblin space mortar, which they use quite effectively. They use a standard thrust-based drive system.
Gnomes: Gnomish ships are possibly the most ingenious creations on earth - when they are not broken. No two gnomish ships is alike, and each of them has some new, different, and highly unusual gizmo on it. They look like flying junkheaps, but the gnomes have never really cared about the appearance of what they make. They have everything from short-term shield boosters to single-use maneuvering jets. Their weapons can be just about anything, from razor-sharp gear launchers to chicken-shaped plasma emitters. Their sensors are highly advanced and can not only sense things over greater distances but also sense more things. For instance, there is a gnomish sensor array designed specifically to detect alcoholic beverages. Another one can detect rave parties. (Don't ask me how!) Gnomes were the first to invent nuclear fusion (They had to evacuate several planets while that was being developed.) and now use it to power their ships.
Orcs/Goblins: The Orcs and Goblins grew up together in peace and harmony. Their ships reflect both the brute strength of the mighty Orcs and the shrewd creativity of the diminutive Goblins. The ships are all about wicked-looking curves and deadly corners and vaguely resemble vultures. Their weapons systems are highly advanced, using both projectiles and enregy-based weaponsto advantage. Most deadly are the Goblin plasma bombs, which detonate just before hitting their target and leave a corosive and highly flamable redidue all over the hull of the target. The next heat-based weapon to hit that spot on the ship will cause the residue to explode . The ingenious part is that the hull has been weakened by the corrosive influence of the chemical which is now exploding. Orc/Goblin ships outgun even the Dwarves. Their ships use a slightly modified propulsion system that makes them about 5 to 7 percent faster than other ships.
Humans: Classifying human ships is rather difficult, because they do not have a standardized production facility. The ultimate Capitalists, Humans have literally hundreds of ship varieties which can serve the same purpose, each with its own specialization. Humans, unlike most races - except of course the gnomes - like to build customized ships, too. With humans, the rule of thumb is to expect the unexpected. In general, their ships' specs are not as extreme as those of other races, but they also lack the disadvantages those extremes create. Humans are unbelievably versatile, and their ships reflect that. They have a number of drive architectures, each with its own specialization, such as load-bearing or speed.
Dark Elves: These stealthy hunters are the only race to have developed a cloaking device. When not cloaked, their ships are graceful, elegant, and jet black. They are the masters of the hit-and-run, popping out of stealth (a prerequisite to firing their weapons), swooping down at lightning fast speeds, and then disappearing before the alarm can be raised. Their ships are designed with speed and stealth in mind. They boast the fastest mass-produced ships in the galaxy. In a prolonged fight, Drow ships do not tend to survive, which is why they try to avoid out-and-out warfare, preferring guerrilla tactics. Their shields function while cloaked, but not their weapons. Like almost everything else about the Dark Elves, their drive system is a well guarded secret.
Now, space tugs:
Much like large, ocean-going ships, capital ships are too large and bulky to be easily maneuvered. In order to alleviate this problem, tug boats, small, powerful little craft that are highly maneuverable, pull the ships along, guiding them into port and through canals. Space tugs have much the same purpose, only they can be stored onboard each ship and use tractor beams instead of cables. They are useful for navigating dense asteroid fields or bringing a ship into space dock. They can even be deployed in battle - if you're willing to risk the safety of your tugs - to move your ships around the battlefield. Perhaps they might even be used for something similar to kedging? (http://en.mimi.hu/boating/kedging.html)
[EDIT]
Interstellar Travel:
Works similarly to the way it is in Star Wars. There are two modes of travel - subspace, which uses conventional propulsion to get from place to place, and jumping, which creates a wormhole from the starting point to the destination. While jumping, a ship has no contact with anything outside itself. Unfortunately, jumping is highly unpredictable, so jumps must be short to be safe, due to the fact that even a .0001 trajectory error can result in a thousand-lightyear difference. Jumps also take a lot of energy, which means that a ship emerging from a jump is vulnerable until its power can recharge enough to handle raising its shields. In addition, the ship must wait until the jump drive cools down before it can be used safely. Failure to do so can cause the drive to fail or even explode, resulting in a deadly matter-antimatter reaction.
J-Drives have three ratings: Aperture size, Aperture duration, and Aperture compression. The size determines how big the maximum wormhole aperture a drive can safely create is. The larger the aperture, the larger (or the greater number of) the ships that can fly through it. Aperture duration is how long the drive can safely maintain an open wormhole. Ships must fly through the wormhole at sublight speed from one end to another. If the aperture closes before a ship passes completely through it, bad things happen. Either the ship is lost in extradimensional space ad cannot get out unless a wormhole following the exact same path they were using is opened, or they are compressed into an infinitely small space and become a tiny, insignificant black hole which quickly dissipates. Both of these are highly theoretical, since no one who has ever been caught behind a closed aperture has ever returned to tell the tale. The last rating, Aperture compression, determines how "far" the wormhole stretches per given unit of space. This is the sublight distance that must be travelled compared to the actual distance that is being traversed. A typical rating would look like this (using human measurements): 700 meters, 4 hours, 12 LPK's (Which stands for "lightyears per kilometer")
[ANOTHER EDIT]
Interstellar Communication:
Works similarly to jumping, only the aperture size can be unbelievable small and the duration unbelievably short, since only radio frequencies or light is sent through. The message simply goes through a wormhole to the position of its target. Broadcasting is nearly dead, because it only works at close range. To prevent ships getting lost, they must frequently send homing messages to a nearby starbase so that messages can be properly sent. This happens automatically via a transponder any time a ship changes its speed or direction (unless it is in a combat state, in which transponder codes are only transmitted at intervals and only when it is not of prime strategic importance whether or not the ship's position is known) or comes out of a jump.
Dragons:
The great Wyrms were the first to leave the earth and soar among the stars. Their numbers were dwindling and they knew they had to leave before they were destroyed, so they evolved the ability to survive in space. It took many centuries, but they finally achieved it. They now soar upon the solar winds as free as they ever were.
Dragons are now more powerful than they ever were. Just as certain fish and reptiles will grow if placed in a larger enclosure, the dragons are now much larger than they ever were. Some of the oldest ones are over two kilometers in length. They no longer breath fire, but instead a blue flamelike energy capable of torching through the hull of the most heavily protected dwarven ship in seconds. Their hide and skeleton is made of a metallic alloy stronger than Mithril, Adamant, or the extremely rare Byridium of the Sobad asteroid field. The dwarves will even sometimes hunt the dragons for this rare metal. Dragons communicate telepathically, though they can still produce audible sounds (which for reasons unbeknownst to science and magic can be heard in space) with which they can ward off would-be attackers. Most unusual and awe-inspiring of all is the dragon's ability to jump freely from one place to another using only their own magic. These wormholes are the most stable and highly compressed of all synthetic wormholes in the galaxy, second only to those which occur naturally and have remained stable for eons.
None save the Dragon Riders know anything of the dragon's habits, such as where they live or what they eat, though many legends persist. Some say that dragons are solitary creatures who live lightyears apart from one another. Others claim they live in clans and have an orderly government on some distant world. The only thing that is known about dragons is that their eggs can only hatch in the presence of oxygen and under the light of a single moon at precisely 82.3 degrees Fahrenheit. It is worlds with these proper conditions to which the dragon hunters and prospective dragon riders go.
I'd tell you more about the dragon riders, but I'd like that to come out in the roleplay.
[EDIT - AGAIN]
Some more info on the factions:
The SA and the BC are not officially at war, neither are they at peace. They have only a sort of unofficial truce. Neither of them would send a large force against the other, nor would any of their ships hesitiate to blow one another up if they met.
The dark elves try to stay out of everyone's way and only make attacks if they feel they are being threatened, need some kind of resource or technology and are stealing it, or they think they can take out their opponent without any trouble or repercussion.
The humans are in an all-out war with one another, and each of the major factions has sent a sizable force to aid the side which favors them.
There are also such things as "free zones", in which war is barred. These places are for trade and recreation. Any member of any faction might walk in at any time and sit down with any other member of any other race to do anything from talk politics to sell wares. There are huge magically-protected areas where tournaments are held between the factions (with a sizable wager going to the winning faction).
And of course, there are sub-factions such as guilds, dissenting factions, and little independent planets that attempt to remain autonomous to the rest of the galaxy.
A note on Athatar Prime:
The humans, in their great arrogance, believe themselves important enough to claim that their home planet should be known as the prime planet in the whole galaxy. Many resent this and disapprove of humans in general. It would be a major issue if both factions did not want their allegiance, though there is still a powerful anti-human undercurrent.
[YET ANOTHER EDIT]
Dragon Riders:

Dragons are, by nature, very seclusive. To ride a dragon is a very great honor. Dragons are also sensitive and emotional, which is why they sometimes go on rampages and destroy stuff. When they are adults, dragons are highly intelligent. However, much like humanoids, as infants dragons respond in pure emotion. Just as when a baby bird knows its mother because that is the first living thing it sees, a baby dragon will intrinsically bond itself to the first creature it sees upon hatching. If it does not bond at the instant it hatches, it will never bond. Dragon riders must be bonded with their dragon. Only in the rarest circumstances will a dragon ever grow close enough with anyone to ride them without being bonded to them. When a hatchling bonds with its rider, several things happen. A permanent and unbreakable telepathic link is established between the dragon and its bondmate. If the bondmate is not a dragon, the gift of Dragon age is granted to them, making it so that a dragon will never outlive its rider. However, the bond goes even deeper than this. Their souls become tied to one another, so deeply that neither one can even survive without the other, and if either dies, the other one will as well.
Unfortunately, some traits of dragonhood do not rub off on dragon riders. A rider cannot survive in vacuum. However, they have learned to forge body armor that acts like a pressure suit. The forging of this armor is a rite of passage for a dragon rider. The armor is made from the shed scales of the dragon and must be forged with the dragon's fiery breath. Each suit of armor is unique, as is the rider's weapon, which they create in the same way.
[YET ANOTHER EDIT]
Attached is a map of the galaxy.
Here is a breakdown of what the colors mean:
White: Known space - unclaimed
Red: BC territory
Blue: SA territory
Yellow: Human territory
- Dark - favors BC
- Light - favors SA














