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Universe in Flames. Future Nation RP. OOC

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby lone world on Tue Feb 02, 2010 10:45 am

edits are finished and it is reasonably okay. so there you go
everyone has to make a choice, me i choose not to make a choice.

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Saxious on Wed Feb 03, 2010 4:40 am

you are good to go. People, I'm sorry but I'm going to post on Friday. My week life is horribly busy, thanks for understanding.

~sax
"Do not dwell in the past, do not dream of the future, concentrate the mind on the present moment."
~Buddha

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Tsoibe on Sat Feb 20, 2010 11:16 am

Just wanted to ask: if this RP is still open for joining?
I have an interresting idea of a faction that i might add here.

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Saxious on Sat Feb 20, 2010 1:40 pm

go ahead and get a CS up. I'm currently working on a post, though as I'm on holiday I can't promise to get it up tonight

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Ersatz Creed on Sat Feb 20, 2010 2:22 pm

Hey guys i'm back. Lost internet for a bit.
Looking at Julius I cleaned my tears and confessed. "I too ignored the soothsayer...and I too was stabbed by some one I loved."

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Re: Universe in Flames. Future Nation RP. OOC

Tips: 0.00 INK Postby Tsoibe on Mon Feb 22, 2010 7:19 pm

(Will be edited)

Nation name: Creh'l Triumvirate, also reffered as Borderworld Triumvirate.
Race(s):
* Pagre:
- Human-looking race of unknown origin. Their eyes are always pale white or grey. Their hair is either grey, white, blond, pale blue or a mix of that. They vary great in size and weight.
- The Pagre can see only black and white, so they don't care or know what colour an object has. However they are able to see anything else perfectly, even in a poorly illuminated area. They also have excellent reflexes.
- They often wear clothes in differnt shades of grey. Wich, giving their eyes and hair colours let them look rather ghostly.
- They are able to hold their breath for about thrice the time of an average human.
- When speaking with a force outside of the Triumvirate, the Pagre usually.
- Home Planet/Planet of Origin: Creh'l major / Paradise (Outside of the universe), Creh'l system

* Mog'na'Magi
- They are a reptilian race, who's males have two pairs of arms and are rather green coloured, while the females are more snake-like, with a pair of arms and teal scales.
- Newborn child's have a colour, fitting the power they inheritate, till they grow about ten human years and change to the usual green and teal. They have a low birth rate, as their eggs take about one to one and a half year to hatch. Don't age.
- The whole race inheritates the power of Magick. They need to have a "dose" at least every day. (Described below)
- They rather stay with their own people and has only slowly agreed to ally and trade with the rest of the Creh'l Triumvirate.
- Home Planet/Planet of Origin: Nognum, Susa'huan system


* Awakened:
- Former Humans, who had been subject to various experiments and turned out as a race of their own.
- Having been altered a lot of times had their neborn bodies become resistant to influence from energy and heat. Thus all weapons that deal this kind of damage are less efficient.
- They reproduce like humans do. Children of them usually turn out as new Awakened people, but a few become normal humans. They age faster than humans, and usually live only 60 or 70 years. Many increase tthat lifespan with new implantats thought.
- They favor a mystic lifestyle, that seems to many humans like those of their medieval times.
- Thanks to a gift of the Mog'na'Magi, they possess a lower version of Magick.
- Home Planet/Planet of Origin: Creh'l minor / Varies, Creh'l system


* Okshinu:
- A predatory race. They are bigger and stronger than most other races, matching their power with excellent speed and agility. They can live for about 500 earth years, but most die earlier.
- After living in a world full of hostile plants and creatures, the Okshinu developed a natural resistance against most poisons and natural sicknesses. They are able to filter out oxygen of even the most difficult air.
- They learnd a lot from the first human colonists, after a few skirmishes. They managed to build cities together and create an own language. The humans passed away a few years later.
- They are able to see in total darkness at their usual sight.
- Even thought they learnd how to handle modern fire weapons, they prefer to use melee weapons or their claws, that grow out of their elbows.
- Home Planet/Planet of Origin: Okshinu'Ohn, Susa'huan system


Nation size: Level One - 2 Systems. 'Who Cares About Ubekistan?' trait.

Government type: Total: Council / Nations: Varies.

Important Government Figures:

Councilmen:
Eldest Aurin, representive of the Pagre.
Queen Lihhaalè, Queen and representive of the Mog'na'magi.
King Shriiksar, Mate of Queen Lihhaalè.
Speaker Ahkehela, of the Shegonibogshúda tribe, representive of the Okshinu.
Illuminated Protector Darvin, representive of the Awakened.

Military:
Warlord Darin, General of the Pagre, leader of the military.
Divine Liberator Jana, Awakened general.

Others:
Ignohàa, Mog'na'magi master telepath.

Economy: Free market. Everyone is free to sell all their belongings. The most goods are allowed to be bought and sold, only slave trading is per se unallowed and ends in a cruel death.
Thought both the home planets of the Okshinu and the Mog'na'magi have a lot of rare rescources, they usually don't give them away.

Important Economic Leaders: None

Religions:
The Creh'l Triumvirate posses no real religion as one, but the primal races such as the Mog'na'Magi and the Okshinu pray to their own ancestors as shinning examples of a specific aspect. The Awakened seem to share that believe and pray to the ancestors of the mentors and their own. The Pagre believe in a inner soul of any beeing. They meditate for hours to get into contact with their own soul.

Points of interest:
  • The Susa nebula:
    A very big and beautiful nebula surrounds the half of the sun of the Susa'huan system. Within this purple nebula are a lot of storms and any expedition that came to close has suffered a critical system failure of all their bord systems. But it is a beautiful spectacle to watch from the distance.
  • The Hanih-Station:
    An old space station in the Creh'l system. The station itself was rather small, but the Triumvirate build further additions and declared it as their council's base. The station itself has no weapons, but shields and a very few point defenses.
  • Creh'l Mayor and Creh'l Minor:
    The only planets in the Creh'l system. All cities on both planets consists of stone and lumber. Neitherless they are an attraction to be seen. To bad that neither the Pagre nor the Awakened allow tourists on their planets. Creh'l Mayor is about twice the size of Creh'l Minor, but the terrain and atmosphere is very similiar. They are also called big and little brother.
  • Nognum:
    A planet that looks strange from the orbit and even stranger when you walk on it. The terrain has everything, from mountains to deserts, from vulcanos to oceans. Neitherless its beautiful there, but this beauty is deadly. Many found their death being lured by a song into a monsters cave or burned to ashes by a plant. The misterious and powerful Mog'na'Magi call this planet home.
  • Okshinu'Ohn:
    Other than Nognum, Okshinu'Ohn is full of jungles. Okshinu'Ohn means "Home of the Okshinu" in their language. The most of the world is full of wild animals and plants. The most of them could be deadly to any human in less then a blink. Some Awakened and the feral race of the Okshinu worked together to build Ohn'tuh'Sa and Ohn'tuh'Cie, the two only cities at the planet. In the last years other species from the planet grow more civilisated and moved to the cities. The cities are ruled by the Protectors, a circle of eight members, who reign until they die. There is no good or bad, no right or wrong in the cities, there is only the word of the protectors and their word is the law. The culture of the world forces the "freshlings" to survive one year in the wilderness when they lived for 20 years. All of those who pass the test, are forced to live at least for five years away from the planet, to gain more knowledge of the universe. Space ships of small size can land in both cities.
name systems, planets, sections, etc that are important and worth mentioning.




History:
The Triumvirate is a new force and has as such only a short history together. The actual council members are still those that signed the contract and founded thereby the Creh'l Triumvirate about 20 earth years ago, or 16 turns, like the Okshinu call their years. It all began with the Pagre entering the systems 25 years ago. None, not even they, know where they came from and what had them brought here. They come from a beautiful planet they only know as Paradise. They used their knowledge to seek out an uncolonized planet and settle down with all their belongings. They started to build things up from bottom, but still had the rest of the technology from their ship and the knowledge of their former lives to use. A few years later a lot of escaped experiments came, seeking shelter and help against those, who did horrible things to them. The two nations formed a bond of deep friendship and of need and fought of the pursuers. These experiements than settled down on Creh'l Minor, they called themselves Awakened from there on.

Two year later the curious Awakened discovered races in their neighbouring systems and started to get into contact with them. It proved difficult to them, but after a while they were able to gain the trust and respect from the two intelligent races, named the Okshinu and the Mog'na'Magi. Even thought they were barely able to understand each other the realtionship flourished. The Awakened were facinated by the mystical powers of the Mog'na'Magi and the physical abilities of the Okshinu, while these two races admired the curiousity and honest interrest of the Awakened. The Mog'na'Magi gave a gift to the Awakened wich is as valuable as live itself to them. They helped them to learn a way to imbue Magick into their blood, making them able to manifest wonders like the Mog'na'Magi do themselves. From the Okshinu they learned to protect themselves in close-combat.

After the Awakened introduced the Pagre to the other two races, they formed the Triumvirate to protect and help each other in distres times.
(Will continue as the game goes on...)




Strengths (Non-Militarily):
  • Tolerance:
    All of the races within the Triumvirate are rather different. But just because of that, they seem to get along well with each other.
  • Suvivalists:
    After living on the border of the known galaxy, on planets that are roughly to call hostile, the Mog'na'Magi and Okshinu gained a lot of knowledge of aspects of nature and how to make use of them.
  • Bond of Friendship:
    All races and nations in the Creh'l Triumvirate joined it upon their own free will. They were not conquered or brain-washed and would never allow that to happen to a prisoner or captured population of them. They allied themselves to protect their systems from hostile invaders.
  • Magick:
    Magick is a great use in many daily thing. May it to speak with a person miles away or just cook your dinner.
  • From Ironwood and Darkstone:
    Every ship or building on the four planets of the Triumvirate, that has to hold out strong preasure or weight is build from one of the two recources. They might be unable to be shaped in launchable projectiles, but make great huts and cities.
  • 'Who Cares About Ubekistan?':
    The Creh'l Triumvirate is simply to small to be of any interrest to greater nations.


Weaknesses (Non-Militarily):
  • Money? What's that?:
    The people in the Creh'l Triumvirate render money useless, if they even know what that is. Duing to this they have no banks or other institutes that store worthy belongings.
  • What should we mine?:
    The whole Creh'l Triumvirate rely on things build mainly from other rescources than metalic ones, because there is no natural deposit of it on any of the 4 planets the nation actually occupies. Any metal the races of the Triumvirate has ever acquired had been stolen or salvaged from others.
  • Racial and National Difference:
    Sometimes it's difficult for one nation of the Creh'l Triumvirate to look at their neighbour and see what their political systems are able to do, while their own is so clumsy. They agreed upon the same language, but it is still hard for the most races to learn and speak that language.
  • Mistrust:
    Having made their highest goal to protect their system, they see every intruder as possible threat and are prejudiced against any alien forces that enter their system. That is also a problem with foreign traders.
  • Small Rest:
    Thought the Creh'l Triumvirate has only a few enemies, they posses only a few measures to protect themselves.
    The council believes that this is the best to keep the eyes of the galaxy away.
  • Lack of rescources:
    The Triumvirate might produce some very rare minerals, but has an overall need for modern rescources such as steel and plastic.





Hyper Tech:

-Magick:
Magick is a rare material, or better a part of the air, that comes from Nognum, the planet on wich the Mog'na'Magi live. Well, correctly there are eight forms of that. Every of these forms represents a different pool of aspects. The people inhaling or getting injected the Magick over a time see their genes change. It eventually allows the individual to effect matters of reality itself. The Awakened who experienced the result gave those different gases names, based on the effect it has.
The Eight Categories are:
Conjuration - Powers about summoning spirits and ghosts, giving live to dead objects and teleporting.
Divination - Seeing distant places and people, hidding yourself and others and even seeing the future.
Mental - Powers, wich relies on telekinesis, telepathy and attacking/defending thought's.
Arcane - Powers that control Magick-effects, protect from Magick and empower/weaken Magicka-users.
Fire - Attacks and defenses that use fire, effects about heat and empower energy weapons.
Water - Effects that deal with the element water, effect emotions and disrupt energy weapons.
Earth - Powers that build building's, empower armor of ships or persons and make it able to move throught massive materials.
Air - Powers that effect the opponents senses, empower the speed of ships or persons and use attacks with storms and shockwaves.
The Mog'na'Magi, who are native to the planet, inhale it through their whole live. Experts have the theory that this strange substance allows them to live for such a long time.
There are two ways to use these powers however,
Spiritualistic users of Magick use their powers in rituals. All they "spells" use a long time, long text's and space to be casted. The effect of their spells are stronger and affect a bigger area or a larger object, but are harder to controll.
Hermetic users on the other hand cast fast and precise attacks and defenses. The effect's they cast only affect a single target or a small area.
While Mog'na'Magi have access to both ways, the Awakened are restricted to the hermetic way. The use of Magick greatly exhausted a body and the spirit within. The person needs a longer rest after the longer use and falls unconscious, if used to a to high extend.


-Unexhausted Energy Supply:
After years of researching a way to give the people a fair independant source of energy, the Awakened Siencist found a way. The experiements with the gift of the Mog'na'Magi and usual high voltage energy sources was a success. They found a secret way to push a bit of their power into the generators, giving them a live of their own. Thought they seem to be really unstable, the maintenance is just as easy. There have to be only two "fire" Magick users present, each channeling the energy of the other towards the generator and back, creating heat shields and energy outbursts within the generator at the same time.

-MOFPEG (Matter Obscuring Field Phase Effect Generator)
A small generator that is implanted into the body of the subject. The generator creates a strange effect that allows the user to phase out of reality for a short duration. The first MOFPEG's proofed to be more dangerous than useable, the test subjects simply disappeared, or reappeared with totally ruined or missing parts of the body. The new technology allows the subject to phase out only for 5 seconds, but return very stable, when they aren't ending stuck into another object.

-Medi Chambers (Medical Enviroment Doubling Instance)
These Chambers are made of a stone from Creh'l Major. Through air, that can be channeled into it, the Chambers are able to mimic any atmosphere that has yet been discovered. It allows subjects in it to regain their strenght faster and feel more healthy. At least one of these Chambers stands in every bigger hospital and ship.





MILITARY:

Doctrine:

Defensive Measures





Space Ships:
The space navy of the Creh'l Triumvirate is considerable small. There are only a few new ships, most of them had been brought to the Triumvirate by the Pagre. Only a few ships of the Triumvirate's fleet posses a true offensive potential, most of them rely on thick hulls and strong shields. They rather neutralize an enemy fleet by destroying their weapon systems and shields, so the enemy has the chance to flee or surrender. Surrendered ships are usually molten and turned into new ships.
Total Ship list:
1 Mog'na'Magi space ship
2 Revelation class battle ships
9 Salvation class destroyers
50 Faith class heavy fighters
about 60-80 Evangelist class freighters/explorers

Ship Class Name: Mog'na'Magi Space ship
Hull Size: Mothership/Dreadnaught (6/10) (ship itself), (11/10) (crew)
Combat Designation: Command Ship/Heavy Support Cruiser. Leading and guiding the combatants through the fight.
Weapons:
- One Heavy EMP-thrower, on the top of the ship. Able to bombard planets and paralyze a whole continent.
- Four Primary Double Energy Ray Cannons, mounted on the front. Fire strong Rays of Energy.
- Twelve Heavy Plasma Cannons, 6 on each side. Fire a hot electric projectile that explodes on impact.
- 40 Light Defensive Energy Batteries, positioned around the ship. Fire many weak energy projectiles.
Engines:
- Two big Cruiser engines, for a slow travel. The energy comes from an Unexhausted Energy Supply.
- Magick of a dozen Mog'na'Magi Conjurers, effectively able to teleport the ship over a distance, like system jumps.
Defenses:
-The hull is many meters thick and imbued with the special stone-like material from Nognum. The Mog'na'Magi melted every piece of metal, that they don't need on other parts of the ship, into the hull. Every break in the hull gets repaired by the Mog'na'Magi as fast as possible.
-The source of the shields are the many overlapping shield generators on the in- and outside of the ship. The generators take their power from two big Unexhausted Energy Supplies, making them able to regenerate the shield very fast. When the shields are in danger of failing, the Mog'na'Magi within their ship empower the whole defense, making the ships own shield last about four times longer.
-The Light Defensive Energy Batteries fire at every small hostile object, from rockets to fighters.
Other:
-Like many of the other ships of the Creh'l Triumvirate, the Mothership has been made from the rests of other ship, moe than a hundred of different kinds are combined in that. The Mog'na'Magi used their combined powers to build and morph that ship from their own worlds rare rescources and the metal of thousand small ships.
-The crew consists only of Mog'na'Magi and Awakened. The air within the ship is filled with a gas that imitates the air on Nognum and allows the Magick users on board to hold up their powers for longer with more effect.
-The ship has a big hanger for their own ships to enter and leave.
-There exists only one of this ships in the whole universe.


Ship Class Name: Revelation Class
Hull Size: Battlecruiser (7/10)
Combat Designation: Defensive Battle Ship. Hold the enemies away from the precious planets.
Weapons:
- 2 Energy Pulsar Beam Weapons, mounted on the top and the bottom. Fire a constant beam of destructive energy.
- 10 Pulse Disruptor Cannons, 4 on each side, two on the front. Precise Cannons, able to pierce throught shields.
- 20 EMP conductor batteries, 10 on each side. Able to paralyze the ships electronics and shields.
- 60 Light Defensive Energy Batteries, positioned around the ship. Fire many weak energy projectiles.
Engines:
- 4 Heavy Cruiser Engines, placed square-like at the back of the ship. Supported by a Unexhausted Energy Supply.
Defenses:
-A serveral meters thick hull is placed all around the ship. It has no hanger and only few other weak points to be protected.
-There are two types of shields protecting the ship. One is like a second hull, directly around the ship. The other is like a moveable barrier, that can be used to protect allies. Both shields an be reactivated fast, thanks to the Unexhausted Energy Supllies.
-The Light Defensive Energy Batteries fire at every small hostile object, from rockets to fighters.
Other:
-Since there are only two of this ships in the whole fleet, one of them is usually stationed in each system of the Triumvirate.
-Their main purpose in a fight against larger ships is to disable the enemies defenses and weapons.

Ship Class Name: Salvation Class
Hull Size: Destroyer/Gunboat (5/10)
Combat Designation: Light Offensive Destroyer. Combined long range weapons, with good fire power.
Weapons:
- 4 Heavy Ion Pulsar Artillery, Mounted on the top. Fire heavy energized bolts that cause massive damage.
- 12 Pulse Disruptor Turrets, 4 on each side, two on the front. Precise Cannons, able to pierce throught shields.
- 20 Light Defensive Energy Batteries, positioned around the ship. Fire many weak energy projectiles.
Engines:
- 2 Heavy Cruiser Engines, placed on the back of the ship. Supported by a Unexhausted Energy Supply.
Defenses:
- A very thick hull protect the ship from breaking and direct hits.
- The shield generator produced overlapping shields that let one regenerate, while the other takes the hit. These shields can only be taken out by very heavy weapons.
-The Light Defensive Energy Batteries fire at every small hostile object, from rockets to fighters.
Other:
- Usually take out enemy ships from the distance.
- Their engines give them a huge speed advantage against bigger and slower ships.

Ship Class Name: Faith Class
Hull Size: Heavy Fighter (3/10)
Combat Designation: Supporting Fighters/Carrier Escort. A large fighter that can take a few hits.
Weapons:
- 1 Small EMP Launcher, on the bottom. Able to paralyze the ships electronics and shields.
- 2 Pulse Disruptor Cannons, on the front. Precise Cannons, able to pierce throught shields.
- 2 Light Defensive Energy Batteries, positioned on the top and bottom. Fire many weak energy projectiles.
Engines:
- 1 Heavy Fighter Engine, placed on the back of the ship. Supported by a small Unexhausted Energy Supply.
Defenses:
-A thick hull protect the ship from breaking and direct hits, but leaves them a little less agile.
-One heavy fighter shield is around the ship. It is able to hold uot many hits from weaker weapons and even rockets. Since the source is an Unexhausted Energy Supply, the shields regenerate fast.
-The Light Defensive Energy Batteries fire at every small hostile object, from rockets to fighters. and usually protect the ship from threats that the pilot can't see.
Other:
- Often Escort bigger ships or the rare guest, within the system.
- Thought they are slower and less agile than the usual fighter, they can take some hits and let the attacker pay.


Ship Class Name: Evangelist Class
Hull Size: Armed Explorer/Freighter (4/10)
Combat Designation: Supporting Fighters/Carrier Escort. A large fighter that can take a few hits.
Weapons:
- 2 Medium Defensive Energy Batteries, positioned on the top and bottom. Fire many energy projectiles.
- 4 Light Defensive Energy Batteries, positioned on the sides. Fire many weak energy projectiles.
Engines:
- 2 Heavy Fighter Engine, placed on the back of the ship. Supported by a Unexhausted Energy Supply.
- 1 Jumping Drive. A machine that uses the Power of an Awakened conjurer and an Unexhausted Energy Supply to allow the ship to make system jumps.
Defenses:
-A thick hull protect the ship from breaking and direct hits, but leaves them a little less agile.
-The Shield is very heavy and powered by two Unexhausted Energy Supplies, one small, one normal. However the bigger one is the same used for the Jumping Drive, so the shield are weak while initializing the jump.
-The Defensive Energy Batteries are usually only used in dire need.
Other:
- The Evangelist class is usually the first ship to enter a new system and speak with the inhabitants.
- Many of them are used in a somewhat private way, to explore and discover the galaxy. It is not unlikely that one of this ships can be seen on the other end of the Universe.

Ground Armies:


Ground Troops:

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