The Erutin Empire

Topic Tags:

So you have an IC organization that you'd like to have a private discussion forum for? This is the place for such things.

The Erutin Empire ( )

Postby DemiKara on Fri Dec 10, 2010 4:25 pm

The Erutin Empire
An Empire stretching across dimensions with one goal: Expansion.

Government:

Government
The Shapeshifter society is a monarchy, with and elected not inherited Noble class, though the Royal family does inherit to the eldest Light. The Queen of Shapeshifters is always the Light of the eldest surviving twinset at the previous Queen's death.

Type:Hereditary Monarchy

Current Leader: Queen Wing of House Erutin and her spouse, First Dark Blade of House Ulenna

National Flag: Image

Technology level
Shapeshifters have found a way to combine technology with their magic and have space-age technology with the ability to colonize and cross lightyears in short amounts of time. However, they have never seen the point of robots, so have a very small robot population.

They do have Implants used with Travelers exclusively that allow the Travelers to understand and speak in any language as long as the implant is functioning. electricity of any level can knock it out though ambient electricity and static electricity often only destroy the ability to speak and understand a handful of languages. These implants are self repairing and planted onto the brain itself, where it proceeds to integrate with the brain on it's own. There are a variety of different upgrades for an implant, though each job field tends to guard access to these implants fiercely.

However most jobs do require at least the presence of an ungradable implant.

Monetary System

1 gold standard dollar is worth ½ Tellin

Tellin are broken into ½ tellin and ¼ tellin.

There are 5 Tellin in a Cowrie.
There are 8 Cowrie in an Ancilla.
There are 3 Ancilla in a Trochus.
There are 10 Trochus in a Cardita.

People:

Population: 2.58 septendecillion

Population Growth rate: 5.879%

Life expectancy at birth: 95 years

Nationality: Erutinin
Patcharoo says: She's the squishiest in the game...
User avatar
DemiKara
Member for 2 years



Re: The Erutin Empire ( )

Postby DemiKara on Sat Dec 11, 2010 9:56 pm

Calender:

Summer - Hinyui, Saryui, Asiyui, Yudyui
Fall - Ateyui, Phoyui, Lonyui, Eiayui
Winter - Skryui, Tshyui, Othyui, Kiayui
Spring - Samyui, Saiyui, Urlyui, Phayui

Weeks:

There are five days in each week and 366 days in a year. The left over day is the first day of the year, considered the High Holy Day when the worlds were made. There are 73 weeks in a year.

Each month has between four and five weeks, with some months starting with a holy week that is not actually considered part of the month. They have four weeks each, not including the holy week. These odd months are Tshyui, Saiyui, Saryui, and Phoyoi.

The 'short' four week months are: Othyui, Samyui, Urlyui, Hinyui, Asiyui, Yudyui, Ateyui, and Lonyui
The 'long' five week months are: Asiyui, Eiayui, Skryui, Kiayui, and Phayui

Days of the week: Othuoi Bostoi Kelaoi Mateoi Yshaoi


Religion

Shapeshifters have a full pantheon of twenty Goddesses, though religion plays a small role in their lifestyles. Still, they do observe a Holy Day on each equinox and solstice, along with a Feast Day for each Goddess.

List of Goddesses

♪ Lona – Creator of the Shapeshifters. Goddess of Life, Peace, Joy and Chaos.
♪ Pharaoi - Goddess of Death, Disease, and the Dead.
♪ Sarsail – Goddess of Sailors, Waters, Seas, Floods, and Droughts
♪ Bostaua – Night, Earth, Metal, Ores, and Gems
♪ Hinthu - Goddess of Light, Day, Fire, Dawn and the Sun
♪ Kelabha - Goddess of the Sky, Weather, Air, and Wind
♪ Kiathot – Goddess of Advice, Wisdom, Cunning, Counsel, Intellect, Planning, Forethought, and Prophecies
♪ Matepha - Goddess of Crafters, Handicrafts, Workers, Merchants and Prosperity.
♪ Asihkan - Goddess of Truth, Oaths, Reason, Language, Writing and Memory
♪ Sarllah - Goddess of Afterthought, Excuses, and the Senses
♪ Aurnotho - Goddess of Heroes, Courage, Strategy and Renown
♪ Pholo - Goddess of Tracking, War, Warfare, Warcraft, and Weapons
♪ Yudh - Goddess of Nature, Harvest, Animals, Wilderness, and Shifting
♪ Eiateila - Goddess of Destruction, Bloodlust, Violence, and Violent Anger
♪ Urlo – Goddess of Messengers, Travelers, Trade, and Diplomacy
♪ Shamotulsyne - Goddess of Healing, Music, Poetry, Art and Artisians.
♪ Phate - Goddess of Wine, Parties, Madness, Drunkenness, and Rash Action
♪ Yshane - Goddess of Lust, Beauty, Pleasure and Fame
♪ Skrona - Goddess of Divine law, Order, Mortal Law, Kings, Heirs, and Empires. Patron Goddess of Dark twins.
♪ Othugli - Goddess of the Home, the Moon, Dusk, Fertility, Childbirth, Marriage, and Love. Patron Goddess of Light twins.

Holy Days!
High Holy – Holiest of days and beginning of New Year. Roughly Corresponds with the Winter Solstice.

Feast Days ins order:
Tshyui Holy Week – Lona, Pharaoi Sarsail, Bostaua, Hinthu
Saiyui Holy Week – Kelabha Kiathot, Matepha, Asihkan, Sarllah
Saryui Holy Week – Aurnotho, Pholo, Yudh, Eiateila, Urlo
Phoyui Holy Week – Shamotulsyne, Phate, Yshane, Skrona, Othugli
User avatar
DemiKara
Member for 2 years


Re: The Erutin Empire ( )

Postby DemiKara on Sat Dec 11, 2010 10:01 pm

Species Facts

This species considers two the most sacred number

Naming conventions

Shapeshifters are often named after something that can be tattooed, with names such as Flower, or Stone being all too common. This is done simply because on birth, shapeshifters are tattooed with their twin's name on the back of their left hand.

Shapeshifting
A Shapeshifter cannot shift into a creature s/he has never seen. They have to understand the basic of that creatures anatomy in order to shift. Because of this, anatomy is taught in the basic schools. Talented shifters are able to understand the patterns of anatomy and shift into whatever they see.

Often shifters stick to a humanoid form, though the color, size, and feature may be different. The ability to shift into inanimate unliving objects, or into non-sentient creatures is greatly restricted. Only the oldest of shifters can manage inanimate objects. Generally, this is possible after 250 year mark, though it is very difficult and energy consuming. As most shifters don't make it past 100, due to the nature of their species, this is a very rare occurance.

Often directly after shifting into an unfamiliar form, a shifter experiences a loss of balance. Even shifting to a familiar form can cause a loss of balance if the size descrepancy between the two was vaste, or the shape shares very few similarites.

Shifting form that walks on four legs, to an upright form that walks on two legs is often very disconcerting and takes a minute or two to reorientate the balance. It is wise to stay still for this minute, though not neccessary. Recovery time can be shorter, though no shorter, for such a drastic change, than thirty seconds.

Shifters tend to choose one gender and stick to it, if only for ease of identification. Because of this, they also tend to stick to one form, though of course there are some rebels.

Shifting can be exhausting. It takes energy to shift and because of the energy consumption, there is a limit to how many shifts can be made in one day. Over shifting can lead to death.

Growth
Oddly enough, in their natural form, a shifter does not stop growing. They are generally born between 14-20 inches long, not including tail length, and grow at a rate of 3 inches a year on average, until the age of 22. At this point the growth rate slows down to half an inch per year. Above the age of 200, it has been observed to slow down to 1/4th an inch per year, though it is never smaller than that.

This makes Queen Wing, argueably one of the oldest shapeshifters currently alive, a staggering 218 in long (18ft 2 in or 5m 37cm). Hope is 186 in long (15 ft 6in or 4m 72.cm).
User avatar
DemiKara
Member for 2 years


Re: The Erutin Empire ( )

Postby DemiKara on Sat Dec 11, 2010 10:09 pm

On Lights and Darks

Birth
All Shifters are born in twinsets, a Light twin and a Dark twin. Due to the rather genderless nature of shapeshifters, their roles in society are based more on their brith order than on the preferred gender.

Because the Light twin is born second, and born grasping the Dark's heel, they are considered the weaker of the two. This means that in life, it it the Light twins duty to care for the home, and to care for any children they may have in the future, including birthing. The Dark twin is considered the stronger of the two and has the duty to protect the twin and provide for them. The Dark twin controls the political, social, and economic portiosn of the Light twins life.

These twins are raised together for the first six years of their life, before entering into seperate Academies often on the same campus. Normally there is more than one twinset born in each. The litters can produce as much as eight kits, or four twinsets. Single twinsets births are extremely rare.

As an example of the average birthing level, Hope's mother gave birth to 747 twinsets before her death in her 98th year of living having given birth from age 23 to age 98, though she died shortly after her last litter was born do to a shifting accident involving a goose form and a hunter. Hope, like most shapeshifters, has never met all of her many, many siblings, and doesn't actually know who they may be outside of her own litter.

Relationships

Between Light and Dark
The Light very much is taught that the needs of the Dark go before the needs of the Light, while the Dark is taught the opposite is true. This means that each is highly concerned that the other's needs are well met and so always strives, not for themselves, but for their twin.

A Light will follow her Dark to the end of the Earths if need be, and often follows her Dark's commands without a seconds thought, knowing that her Dark would never order anything that could cause a Light harm. She will back away from any relationship her Dark even vaguely hints at disapproving of.

A Dark on the other hand, often will go out of her way to fulfill any wish of her Light, especially the little reasonable ones. She will defend the Light from all the harder parts of life and cushion her life's journey to the best of her ability, refusing to allow the Light's hand to go to anyone who can not defend the Light well form life's hardships.

Marriage and most friendships must be approved of by the Dark. Often a Light will seek out the Dark's approval before even speaking to a stranger, though there are many Lights not like this.


Friendships
In this, the Light often has a great deal of control, as Dark's tend to be withdrawn creatures. The outgoing Light will cheerfully make friends with Light and Dark alike, dragging her Dark behind her with an unmitigated glee. The only stopping force in this would be a subtle glance, or a word from her Dark which may slow her down or stop her completely, though never for long.

Family
Shapeshifter families are not close at all, with the only bond normally being one of blood to the sheer size. While yearmates and littermates may know eachother well enough to jump to each others defense, mostly close family bonds are only formed between the littermates of a season, with a more cousinly bond to the other yearmates.

Romance
A Light may seek younger than her Dark would like, but she will not do more than glance at, smile happily, and perhaps make lighthearted conversation unless her Dark allows her too. Often, due to the over-protectiveness of Darks, a Light will have never even kissed until she settles in on her final and normally only relationship. This has led to a very persistent myth among Lights that no one thinks to dispel: A Light can only be with one person their entire lifetime.

Mating
Mating is the permanent marriage bond between to shapeshifters. It allows each to maintain a supernaturally level of awareness with each other, always aware of how the other is doing physical and emotionally as well as establishing a telepathic bond between the two. Light's consider this highly sacred, and while Darks appreciate it highly, they don't take the same religious view of the act of mating as Light do, though they tend to agree strongly on the ceremony of mating.

Shapeshifters mate only in pairs, twinset marrying twinset. Because of Hope and Snow's unique situation however, Hope long ago resolved to marry a non-shapeshifter without a twin, as she hadn't found her twin. Now that she has, that may or may not change, depending on her twin almost entirely.

Death
An all too common problem, this species has an average lifespan of 95, despite being capable of living well until their 3,000s. Unfortunately, due to the mating bond and the twinbond, the death of just one Shapeshifter takes down their twin, their mate, and often their twin's mate as well.
User avatar
DemiKara
Member for 2 years


Re: The Erutin Empire ( )

Postby DemiKara on Sat Dec 11, 2010 10:14 pm

Education and Major Job Fields

Education
It is generally held that the Dark, as the stronger, more protective, and also more sedate 'leader' of the two is to provide physically for the weaker more excitable Light twin, thought the Light twin often acts almost as a caregiver to the Dark, cooking, cleaning and generally seeing to the Darks more emotional needs. In this way the two balance each other, and really do not understand how to live without the other.

Thus, the Dark Academy of a sector is never more than a half mile away from the Light Academy, and though separate dorms are available, and encouraged, during these years, it is not uncommon to find Light twins making their way to the Dark's room at night, as Lights do not like being left alone.

However, in the event a Dark takes a Warrior job, or a Traveler job, there are dorms available for the Light half of the twinset. This is provided so the Dark twin may never need to worry of the safety of his/her light twin as the Light Compounds and Light Dorms are some of the heaviest guarded places in a Shapeshifter world/colony.

Each shapeshifter is required to take ten years of Basic Education at an Academy and past that will take an apprenticeship to learn a job field if not going in one of the Academy fields.

There are of course as many fields of education in their culture as there are in their culture. However there are several distinct fields that use the Academy system rather than the standard mentorship system used after Basic Education. These fields are as follows:

Medical
Healers are an integral part of any society, but especially the accident prone Shapeshifters one. This field is almost exclusively dominated by Lights, though there is the occasional Dark working with his/her Light twin out of devotion. It takes 10 years to master.

Warrior
Warriors are integral to any society, but especially one that is as large and rambunctious as Shapeshifters. Each colony and settlement has a large percentage of warriors to ensure the Laws are followed. This is an exclusively Dark field, with one exception in the form of Hope. She is obviously a fairly recent exception and is never actually used in this field. This class includes everything from the Queen's Elite Guard to the common guardsman on the street. It takes from 5-20 years to master, depending on job field.

Traveler
Travelers are the dimensional explorers of the shapeshifter society and the vanguard of the colonization efforts. It is there job to locate suitable worlds that already have a society set up so that Shapeshifters may infiltrate and slowly overwhelm the native inhabitants by sheer numbers. Though they have their own special Compound in Erutino, the Homeworld of Shapeshifter society, most Travelers rarely even settle in a place for more than two weeks. These are mostly Darks as well. Only after having completed the Warrior Academy can a Shifter go on to become a Traveler. It takes 20 years to master.

Colonists
These shifters are trained to blend in in a variety of worlds with a large variety of different tech levels and environments. Often the world they will travel to is picked at the start of their education, so that they may become highly familiar with their world. Both Lights and Darks enter into the field, often as pairs, and many times after being mated as well. It is the largest Academy and the easiest to enter. The government encourages as many shifters as possible to go there, to the point where it is the only Academy in which you get paid to go. However, because it wouldn't do for shapeshifter to stick out on their new world, they are often limited to the birthing cycle of whatever the dominant species is in that world. It takes ten years to master.


Other fields, are often populated heavily by Lights as many Darks go off the the Warrior class. The Lights however are happy to support their Darks, knowing that each has it's place in society.
User avatar
DemiKara
Member for 2 years



Re: The Erutin Empire ( )

Postby DemiKara on Tue Mar 22, 2011 11:50 pm

Anatomy of a Shapeshifter:
Natural Form

Image


Hope Anona poses in her natural form.




Rirituno

The anatomy of a shapeshifter strongly resembles that of a mountain lion. The difference is seen in the tip of the tail which is tufted, the sheer size of the species, and the golden bands.

The two golden bands will appear in all forms a shifter assumes, no matter what those forms are. What they may appear as is subject to change. They can appear was scars, in a particularly powerful individual, or as gold bracelets on a less powerful shifter. Common places for the bands to be are around wrists, ankles, the tail and the neck. While they have been seen around the arm or leg this is very rare. The golden bands are no smaller than one centimeter wide, and can be as big as two inches wide, in older shifters. These bands always occur together. They tend to be no farther apart than the width of the band.

The bands do not increase or decrease with age, though a shifters skill may increase and make them seem more powerful than they really are. They are entirely organic in nature and cannot be removes except through amputation.

The number of these bands is a visible example of power. A single band is a low power, and there can be no more than three bands. Single rirituno are most common, with double rirituno occurring roughly 25% of the time. Triple rirituno only occur in 1% of the time.


These bands, known as 'Rirituno' (ree-ree-too-noh) in their native tongue, are what allow any shifter to change shape. If amputated, the shifter is stuck in that form, unable to assume another for the rest of their existence. In essence, they have a shifter mind, in the body of that creature, and will live the life span of said creature.

Smooth and gel-like to the touch, they have an almost liquid appearance in their natural form. No shifter, no matter how close, will ever touch another shifters rirituno. This is considered and executable offense.

Because of the cultural taboo associated with touching a rirituno, how this unique organ allows shifting isn't known. According to tradition, it is magic in the rirituno, that is strictly individual, and cannot be replicated.
Image

Cast of a shifter paw print


Growth

In their natural form, a shifter never stops growing. At birth, a healthy shifter is between 14-20 inches long, not including tail length which is generally two-thirds the length of the main body. Until age 22, when a shifter is considered to be fully mature, and able to reproduce, shifter grow at a rate of roughly 3 inches a year. At this point, the growth rate slows down to a half inch per year until age 200. At this venerable and rarely reached age, growth rate slows a final time to one-fourth an inch per year.

Queen Wing, as one of the oldest and largest shifters alive, is 18 ft 2 in, or 5 m 37 cm, long.
Hope, as an elder shifter, also easily in the top 100 in age, is 15 ft 6 in, or 4 m 72 cm, long.

However, most shifters, due to the high mortality rate, tend to grow until they are between 119 inches and 129 inches long by death.

Life cycle

Children of shifters are known as kits or as cubs. The terms are widely interchangeable. When used in the singular form, kit has the connotation of a Light twin however, and cub has the connotation of a Dark twin.

Shifters go into heat four times a year. During this time only very powerful contraceptives will work. Heat lasts for two days long, and the gestation period is a mere two weeks long. While shifters are able to conceive at other times, it is difficult, seen in perhaps 1 out of every ten million-million births, and rarely results in healthy offspring.

After gestation the short gestation period of two weeks, live birth occurs. It does not take long for the offspring to be able to move in their natural form. They can shift, with copious assistance from their mother after three weeks. By two years of age, a shifter is highly independent. By five years of age, most shifter mothers, over run with cubs, tend to insist their still juvenile child move out, and into the dorms, if they have 'insisted' much earlier.

After leaving the home, the juvenile will have little to do with its birth family, outside their immediate litter. Littermates may help each other survive for many years, often having a close relationship until age twenty.

At age 22, reproduction becomes possible for shifters. Usually around this age, a shifter will choose their life mate.
Image

Anatomy of a Shifter head


Because shifters desire a high level of thrills in their life, they tend to die much sooner than their natural life span. Ninety-eight percent of shifters will die before they are one hundred. However, a shifter is fully capable of living until they are 3,000 years of age, though this phenomenon has only been recorded a total of five times over thousands of years of history. Even elderly shifters tend to not live past 500.

Because of the tight metaphysical, emotional, and mental bonds between twins, the death of one twin leads to the death of the other, almost instantly. Due to the metaphysical and mental bonds between mates, the death of one mate, leads to the death of another. Thus, twin 'cells' tends to all four die at the same time. A cell consists of a single twin set, and their mates.

Because of the culture, usually one twinset mates with another twinset, Dark to Light.

Image

Female shifter bathing herself in the winter


Coloration

Shifters range in different shade of brown, from a tawny color to a dark black. They may have spots similar to a jaguar, a lighter underbelly, and occasionally a small mane. Shifters tend to grow darker as they age, though some shifters are born black.

Albinoism is rare, but possible

Reactions

Because shifters are essentially just large cat, they tend to have cat like reactions in all of their forms. Cat nip produces the same effects in a shape shifter as it does in a house cat, and they consider rather like a human considers marijuana.

Many drugs that effect humans do affect the shifters as well. When they change shape, anything that can affect that creature can affect them. If a shifter becomes a snake, for example, then they will have the same reaction to the cold that a snake will.

It is only the strength of their minds that allows a shifter not to fall entirely prey to the mind of the creature they become.
User avatar
DemiKara
Member for 2 years


Re: The Erutin Empire ( )

Postby DemiKara on Sun Mar 27, 2011 9:22 pm

Travelers

An Inter-Dimensional Exploration Branch of the Government. Because of their unique capabilities and training, they serve as explorers, diplomats, and spies for the Erutin government.

Housed Under: Department of Travel
Headed by: Hope Anona
Second in Command: Hoof Tiritino
Chief of Diplomacy: Bamboo
Chief of Espionage: Shine
Chief of Exploration: Gold
Chief of Research: Fan

Divisions:
Diplomacy
This division carries out the rare diplomatic missions that the Erutin partake in. While by far the smallest of the departments, it is not to be discounted in it's importance. The highest level travelers all have extensive diplomatic training. It holds 2% of personnel and consumes roughly 13% of the Traveler budget.

Research
This is the second smallest division. It constantly pushes the barrier of travel, both mundane, and inter-dimensional, and works hard to provide top of the line equipment. Responsible for the creation of implants, they are constantly improving the devices and the capabilities of Traveler Tech. It holds 5% of personnel and consumes roughly 20% of the Traveler budget.

Espionage
This division is the second largest division. Trained extensively, the members of this division are capable of blending in perfectly with most cultures after a day's observation. With their equipment, they fall off any conventional detectors, and several unconventional detectors as well. It holds 12% of personnel and consumes 10% of the Traveler budget.

Exploration
This division is by far that largest of the four. Explorers to a man, these shifters break the dimensional barrier, are the astronauts of their world, and push the bounds of space as we know. Whether it is exploration in their own dimension, or exploration in another, this is the main function of the Travelers, and the only public face of the department. It holds 81% of personnel and consumes 65% of the budget


Ranks:
1 Student
2 Junior Traveler
3 Traveler
4 Senior Traveler
5 Lieutenant Captain
6 Captain
7 Lieutenant Director
8 Director of the Travelers

Standard Traveler Equipment

Implant
The Implant is the core and Traveler tech. Containing the programming that allows Transportation between dimensions, without this, a Traveler would be subjected to their own dimension and only that. Among the programs is uses are Tornsten's Map of Planets and Jorgenson's Map of Dimensions, a translator program that prevents learning another language, but allows her to 'speak' and 'understand' any language spoken (but not read), and has several other functions besides these main ones. This implant is placed inside the cranial cavity and fuses with the brain organically. It can be updated via nanobots and has sever weakness to electricity.

According to Jorgensen's Map, the Milky Way dimension hold the coordinate (x395, y 52,134, z182, u34) while the Erutin home dimensions is (x34, y76, z2, u53)

Armor
Erutin armor is unique in that is has the ability to become invisible to the naked eye and form fitting to shapes of similar mass. The 'invisibility' or the armor curiously effects only the armor itself and is activated by a rune on the goggles. It will only becomes invisible when exposed to body heat. At times, it may seem as if Travelers do not have a nudity taboo. This is not so, they wear their armor whenever they're awake, and may have forgotten to turn it to the visible spectrum.

The Armor comes with a face mask. When pulled down, the face mask normally appears to be a blank disk, and the shifter is fully shielded in their armor. Usually, however, a shifter will wear the face mask on their head. Most of these 'face masks' appear via holographic technology to be a pair of goggles. These 'goggles' are lightweight, and change with a shifters form. They are visible, no matter what, unlike the rest of the armor. Inside the 'stitching' of the goggles is storage space, that utilizes subspace technology and spells and allow each 'stitch' to contain up to 200 lbs of non living matter. Many Traveler's carry their homes with them, and sleep in the Traveler barracks because of this.

Weapon
Travelers carry one plasma pistol as a basic weapon and a weapon of choice, that they trained on in Military Academy before coming to Traveler Academy. The attend the Warrior Academy for ten years before they are eligible to become a Traveler. Most Travelers favor melee weapons.


Education

Travelers attend Military Academy for ten years after their basic education is complete. After this, they spend twenty years in Traveler Academy training and choosing their discipline. While they will be able to generalize in all that the Department of Travel is expected to do, they will focus most heavily on what they choose to specialize in.
User avatar
DemiKara
Member for 2 years


Re: The Erutin Empire ( )

Postby DemiKara on Tue Sep 20, 2011 6:30 pm

I pledge servility to the Empress and First Dark, who guide us in times of Dark or Light, with Goddess given wisdom to prosperity and joy.

Colonists

Housed Under: The Bureau of Colonization

Headed by : Spark Giriui
Second in Command : Tin
Chief of Agriculture : Sky
Chief of Transportation : Branch
Chief of Cultural Studies : Pole
Chief of Cultural Immersion : Rose
Chief of Medicine : Leaf
Chief of Morale : Rock

Colonist actively work to establish Erutin territory on non-Erutin worlds. These worlds have been discovered by the Travelers and may or may not have had previous inhabitants. Depending on the state of the inhabitants, and whether they are or are not sentient, the colonists first parties determine what sort of colony will exist.

Due to the unique immunity systems Erutins are born with, many colonies had a ratio of one doctor to fifty patients, with as much as 10% of the colonists certified 'medics.' These medics, in addition to their regular health duties research and prepare for the illnesses in the cultures they now live in.

Religious leaders from the 20 goddess pantheon are often part of the new colony. Promising alcolytes and new priests are given the chance to show their skills and advance in the temple life by joining a colony. The existence of these religious leaders gives the often stranded colonists and sense of belonging to the greater Empire community.

In order to provide for the food needs of the colonists, the department of agriculture exists. Their purpose is to provide Erutin compatible crops on the new world, and to discover and cultivate the new edible vegetation and wildlife that the colonists will encounter. The scientists and farmers learn the best way to harvest and grow these new plants, and consist of a significant portion of a developing colony.

On highly developed worlds, the department of agriculture investigates known and extinct flora and fauna to determined with the colonists are able to eat and what they must avoid. Less farmers and agricultural workers are found on highly developed worlds.

All sorts of workers are encouraged to join the Erutin colonies. Artists, scientists, even those with no training at all are among those on colonized worlds. Craftsmen and women are encouraged and many colonists on developed worlds hold a job with the indigenous peoples.

Previously Inhabited Worlds

Because of the unique nature of the Erutins, they will colonize inhabited worlds. In order to do so smoothly, their researched and cultural scientists study the nature and culture of a planet for a period of 20 years, often choosing to focus this onto one region of the planet in order to facilitate study efforts. Usually this team of scientists is around 20 citizens, though it can extend to upwards of 100 citizens. From this single culture, the Erutins will begin colonization efforts, limiting themselves strictly to the birth rates of that culture, slowly increasing the average family size of that culture, and immersing themselves deeply with in int, hidden and unknown to the inhabitants.

This is considered a peaceful take over by numbers and is a slow process. However, if the sentient species of the planet is not wide spread than the colony will be a two fold colony. Half to participate in this slow takeover and the other half to begin anew on the uninhabited portion of the planet.

Especially for inhabited planets, the departments of Cultural Studies and Cultural Immersion exist. Because they must be fluency in their native tongue and that of the natives, colonists will receive no implants, and very rarely receive any specialized equipment.

In many cultures it is rare for twin births. Shifter colonies on inhabited planets tend to be widely spread out due to this. Usually groups of no more than 3 twinsets may live in an area, and in many areas they will pose as siblings one or more years apart.

Erutins rarely colonize planets limited to one child per family.

Schooling

Schooling for the colonist can last between seven to twelve years depending on whether or not a colonist has previous training in their chosen discipline or not. For specialized careers, such as medical careers, apprenticeships, or guard careers, the colonists must first attend the usual training, then attend the colonist school.

In these schools, colonists learn about the new culture, laws of the new culture, or in the case on unihabited worlds, rules and guides on how to live in a developing colony. In addition, they must learn of laws specific to colonists and must be able to recite the Colonist Creed by heart.

Colonist Creed
I will follow the tents of the twenty goddesses.
I will remain loyal to my empress.
I will never lose touch with my culture and history.
I will alway remain happily true to my people.
I will never take a mate from one that in not an Erutin.
As a Dark I shall protect my Light.
or as a Light, I shall obey my Dark.
In all things, I know my empress will prevail.
User avatar
DemiKara
Member for 2 years


Re: The Erutin Empire ( )

Postby DemiKara on Tue Sep 20, 2011 6:33 pm

Levels of Colonization of an Inhabited World


Infiltration
Colonists: 1-20
Percent Taken Over: >1%
No couples, only Dark twins
Scattered across population
Infiltrators choose victim, and take over life, or create a false identity, depending on the tech level of world.
Mesh with the current culture/infrastructure
Lower tech worlds are preferred

Beginning Saturation
Colonists: 21+
Percent Taken Over: 1%
Begin to start having families
Litters born at the normal for locals birth rate and keep the size slightly above the average birthrate.
Twins often claim to be siblings born with in one year of birth

Saturation Level One
Percent Taken Over: 5%
Low profile kept
Twins denied for most part
Dissemination of culture begins with art and literature

Saturation Level Two
Percent Taken Over: 10%
Low profile
Twins acknowledge twin births at 5% rate.
Philosophy introduced

Saturation Level Three
Percent Taken Over: 25%
Low profile
Twins acknowledge twin births at 10% rate.
Religion Introduced

Saturation Level Four
Percent Taken Over: 40%
Low profile
Twins acknowledge twin births at 15% rate.
Political manoeuvrings begins

Saturation Level Five
Percent Taken Over: 55%
Twins acknowledge twin births at 20% rate.
Culture widely accepted

Saturation Level Six
Percent Taken Over: 75%
Twins acknowledge twin births at 50% rate.
Political prosecution of naturally dominant species begins.

Saturation Level Seven
Percent Taken Over: 85%
Physical Prosecution begins
Reservations for non-shifters formed
Twins acknowledge twin births at 80% rate.

Saturation Level Eight
Percent Taken Over: 95%
Genocide begins

Full Colony
Percent Taken Over: 100%
Colonization Level determined by society's status
Proceeds to a Full Planet from there.
User avatar
DemiKara
Member for 2 years


Re: The Erutin Empire ( )

Postby DemiKara on Tue Sep 20, 2011 6:36 pm

Levels of Colonization in an Uninhabited World

Outpost
Population: Less than 500 colonists
Generation: First and Second Generation Colonists
Society: Agricultural-+-------------------Technological
Infrastructure: Low-+-------------------High
Population Spread: Rural+--------------------Urban
Bureaucracy: Low+--------------------High

Level One Colony
Population: 500-2,000 Colonists
Generation: First, Second Third Generation+
Society: Agricultural---+-----------------Technological
Infrastructure: Low---+-----------------High
Population Spread: Rural--+------------------Urban
Bureaucracy: Low---+-----------------High

Level Two Colony
Population: 2,000-20,000 colonists
Generation: Mostly Born on colony
Society: Agricultural-----+---------------Technological
Infrastructure: Low-----+---------------High
Population Spread: Rural--------+------------Urban
Bureaucracy: Low------+--------------High
Other: Schools begin opening, Other Job Field begin to trickle in.

Level Three Colony
Population: 20,000-500,000 colonists
Generation: Rarely From Off Planet
Society: Agricultural--------+------------Technological
Infrastructure: Low--------+------------High
Population Spread: Rural-------------+-------Urban
Bureaucracy: Low----------+----------High

Level Four Colony
Population: 500,000-15 mil
Generation: All from Planet
Society: Agricultural------------+--------Technological
Infrastructure: Low--------------+------High
Population Spread: Rural---------------+-----Urban
Bureaucracy: Low--------------+------High
Other: Colony now covers between ¼ to ½ habitable area.

Level Five Colony
Population: 15 mil+
Generation: All from Planet
Society: Agricultural-----------------+---Technological
Infrastructure: Low-----------------+---High
Population Spread: Rural----------------+----Urban
Bureaucracy: Low-------------------+-High
Other: Covers ½ to ¾ habitable area

Full Planet
Whole Planet Inhabited
Planet Leadership Changes to a Monarchy
Full legal Status
User avatar
DemiKara
Member for 2 years



Post a reply

RolePlayGateway is a site built by a couple roleplayers who wanted to give a little something back to the roleplay community. The site has no intention of earning any profit, and is paid for out of their own pockets.

If you appreciate what they do, feel free to donate your spare change to help feed them on the weekends. After selecting the amount you want to donate from the menu, you can continue by clicking on PayPal logo.

 

Who is online

Users browsing this forum: No registered users and 1 guest

cron