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Into The Night, Forever Free

Into The Night, Forever Free

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We tread amongst the quiet gates of the skies, stars to our backs as we traverse the cold. Children of Earth and stone, now roam through the stars a-bold. Move forward into the night and let freedom take hold.

764 readers have visited Into The Night, Forever Free since Imperial Waltz created it.

Introduction

Life atop the surfaces of planets has ended. The year was 3101 when Earth, founding planet of the Coalition of United Systems, and her people held nearly three dozen worlds under their sway. Without warning, and for reasons entirely lost to all who survived, all sentient life and traces of industrialization vanished. Space stations, and any structures within atmosphere, whether on the surface or not, went with them. Planets were returned to their natural states, and only the far-flung asteroid bases and colonies and fleets of starships remained. These shadows gathered at the major military outpost of Helix where, for a brief time, humanity was once again solidified beneath a single banner: the Union of the Remnant. Eventually this entity dissolved, and from the ashes was born the venerable Fleet of Night. The year is now 22,756 PS (Post-Sweep). Humans, the dominant force in the Fleet, have made contact with innumerable races of aliens, the majority of whom have suffered similar fates as their own. Bolstered by time and number, the Fleet roams the vastness of space, one power among many, as a mobile migratory nation. Can you survive in this era of uncertainty, one amidst billions, or will the weight of Night swallow you?



The Fleet of Night

The Fleet encompasses, in total, nearly seven hundred aliens species alongside humans, themselves, scattered amongst billions of starships of both human and alien make. For humans, the dominant religion is Cosmonautic Wicca, a belief that all stars are gods and goddesses, and planets their divine cradles where life could form. Their primary deities are Helix, the mother goddess of their second home, and the Lord God Sol, the father of mankind. Black holes enter into the religion as gods of destruction; death before rebirth. For the entire human race names have become sacred, and naming practices altered through time and tradition. The middle name became the family name, the last name the given, and the first name (the true, sacred name) was chosen by the child at fourteen. The privilege of using this name, when given to anyone outside the family and community, is considered a sign of deep trust. For anyone else the nickname, given at birth, must suffice. No matter what their beliefs, however, the Fleet welcomes all into their numbers so long as they serve for the betterment, and not the detriment, of the Fleet. The Guardian Fleet, the sum of their defensive vessels, is well known for its staggering effectiveness in combat, a site truly awe-inspiring to witness. Sentinel Fleet comprises those vessels employed for scouting and reconnaissance. Their soldiers, Guardian Marines (Nightmare Marines, exo.), are highly armored, viciously armed and rigorously trained for battle. The Nü'fthrii, or more colloquially “Nü”, are the oldest alien allies and most populous non-human species within the Fleet. As an example of their trust, they are the only non-human race to hold a seat on the ruling Council of Arbiters, and their representative also speaks for all non-human species. The highest military officials within the Fleet are the Amir, powerful admirals commanding vast legions of warships and millions of soldiers. The Fleet of Night as a political entity ranks highest in total population, and is nearly tied in military power with the Da'luàn Divinity. The third major power, the Index Alliance, ranks highest in economy.

Code: Select all
[b]Name[/b]:
[b]Nickname[/b]:
[b]Age[/b]:
[b]Gender[/b]:
[b]Race[/b]: (If you would like to create your own, please discuss with GM)
[b]Height[/b]:
[b]Physical Description[/b]: (One paragraph minimum, mandatory. Picture(s) allowed, no anime.)

[b]Religious Affiliation[/b] (You may design your own if you wish.)
[b]Occupation[/b]: (Your character's job/position.)
[b]Personality[/b]: (One paragraph minimum, mandatory.)

[b]Equipment[/b]: (Favored weapon/item/etc. important to your character.)

[b]History[/b]: (One paragraph minimum, mandatory.)

Toggle Rules

1.) No godmodding, that should be obvious.

2.) Please obey all RPG rules.

3.) Please keep OOC to OOC forum.

4.) If you know you will be unable to post for any reason, please attempt to notify the GM ahead of time.

5.) Please be respectful to all players during the course of this roleplay.

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Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

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Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

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You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

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By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

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Add and remove other people from your Universe.

The Forge

Use your INK to craft new artifacts in Into The Night, Forever Free. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

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The Market

Buy, sell, and even craft your own items in this universe.

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