CNECV Far Passage Through the rite of passage may we reach new worlds.
The Far Passage is a large colony ship constructed by the Consolidated Nations of Earth (CNE) for its Far Horizons Initiative to settle new worlds in 2219. The ship measures approximately 1.2 kilometres in length and houses 2,500 colonists, not including a company-sized detachment of security personnel from the Corvus Security Corporation.
Most of its colonists are kept in cryostasis due to trips typically taking weeks, especially since the Far Passage itself was intended to establish a mining colony on a planet around a hundred lightyears from Earth. The ship is manned by a permanent crew of 127 who are not considered part of the colonists.
The ship is equipped with a Torsion Drive, which enables it to travel at faster-than-light speeds by creating a field around the vessel that warps space and time around it. This drive is also used to enable superluminal communications via tachyon beams, and can generate artificial gravity within the ship. The ship is powered by a deuterium-tritium fusion reactor, along with a set of auxiliary molten salt fission reactors. Once in orbit around a planet it can also deploy a series of satellites to collect solar power from the system's sun that can be used as a backup power source, and supply the growing colony with additional power.
Being a civilian ship, it is completely unarmed, although it does possess a set of point-defence railguns to destroy any asteroids or other debris that may pose a threat. These guns are unsuited to orbital bombardment as the projectiles would simply burn up in atmosphere due to them being small-caliber, although it is likely that they are capable of hitting targets at high to medium atmosphere. Its mass driver tubes intended for launching probes into deep space can also potentially be repurposed to fire munitions. The Far Passage is utilitarian in design, with just about everything in it fulfilling a purpose.
The ship carries the necessary supplies to construct a colony and resources needed to sustain it until it becomes self-sustaining, typically with the construction of hydroponics farms. Like the other ships of its class and the Initiative, after the initial colony has been set up, the Far Passage is intended to return to Earth to pick up an additional wave of colonists, who will then depart to the colony on its original destination, and the process will repeat until there is a sufficient number of colonists to maintain and sustain the colony indefinitely.
Apart from supplies and resources, the ship also contains multiple vehicles needed for construction, such as heavy loaders and trucks, along with shuttles to transport colonists to the planetary surface. It also contains a number of ground vehicles to aid in transportation and for use in scouting purposes. There are also multiple armed vehicles for the security personnel. Once in orbit, the ship is also meant to deploy a number of satellites to create a communications network around the planet.
Much of the ship's functions are directly overseen by its artificial intelligence, the Colonial Intelligence Directive, or CID. This A.I. is responsible for maintaining the ship, watching over colonists, and communicating with command on Earth via tachyon beams. Its purpose is also to assist the human colonial director in colonial oversight, and to ensure everything is running smoothly.
The Far Passage is not capable of atmospheric flight.
SPECS
Name: Far Passage Class and Type: Horizon-class colony ship Builder: Shouwei-Lenkov Shipbuilding Corp. Commanding Officer: Capt. Jacques Wavell Laid Down: April 2213 Launched: October 2218 Commissioned: February 2219 Length: 1,227 m Width: 413 m Height: 291 m Crew: 127 Complement: 2,500 - 3,000 Power Plant:1 x Ranulph T11C deuterium-tritium fusion reactor, 4 x Eagleton Y-021 thorium molten salt fission reactors Propulsion: 4 x Porter Dynamics A998F1 fusion rockets, 8 x Porter Dynamics G71B3 magnetoplasmadynamic arcjets FTL: Torsion Drive Armament: 6 x point-defence railguns, 1 x [CLASSIFIED]
Human Strength and Mobility Enhancement Rig (HUSMER)
More commonly known simply as Rigs, HUSMERs are powered exoskeletons worn over the body that multiply the strength and mobility of its user. They are commonly used by work crews to lift heavy weights that would either be impossible or extremely difficult to accomplish with baseline human strength. Special variants are made for Pathfinders, which are far more advanced and are designed for both combat and endurance. Rigs are designed to be highly customisable and modular, and can be extensively modified, with there being variants for each specialisation, and can mount external weapons and other equipment. Most standard Rigs are powered by long-lasting lithium-sulfur (Li-S) batteries that can go an extended period without needing to recharge.
Military Rigs include modular armour that protects the user from kinetic and chemical impacts while standard utility ones are fairly basic skeletal frames.
The ones worn by Pathfinders interface directly to the user's neural link, allowing them to utilise the Rig far more effectively, and almost like a second skin. These are also far more customisable than multipurpose than standard utility ones. Pathfinder Rigs are chemical, biological, radiation, and nuclear (CBRN) protected, and allow for exoatmospheric activity in a hard vacuum with microthrusters located around the Rig.
The Force known as Magic is derived from the unique energy signature which every Acadorian denizen is somewhat in tune with. This energy source can be harnessed and manipulated through incantations, instruments and gestures, in what is commonly referred to as spellcraft. This energy source, commonly referred to as Mana by the people, is thought to be the very spirit of the Great Proginitor, the being credited with the creation of the realm. It is what connects Acadore to the alternate planes of reality (such as the Mistral Plane) and fuels and the various magical schools.
Not everyone has the discipline needed to harness and channel their personal mana stores into magic, while others are born uniquely gifted. Certain races of Acadore boast stronger connections to this magic, which allows them to more quickly master different spells and even limit the amount of components needed to cast.
Most mages will rely on one of, of a combination of the following when spell casting:
A spell casting instrument (i.e, a wand or staff)
A unique incantation
Glyphs, circles, or other patterns/ designs meant to channel the flow of mana
Depending on the complexity of the spell and its area of effect, multiple instruments may be used to ensure all goes well. Advanced mages can bend mana to their will with little more than their thoughts, allowing for rapid casting without any kind of focusing assistance. This does come with a drawback however, should your focus waver, or you over extend yourself, your spell runs the risk of back firing.
A spell which backfires can potentially harm the castor, or those who are within the vicinity. The effects of a botched spell can vary wildly depending on the school of magic, the complexity of the spell and its intended effects. Many mages have met untimely ends due to spells back firing.
There are several schools of magic that one can study, each boasting unique effects and dangers. Only dedicated, patient and skilled individuals will master their craft, and truly bend the forces of magic to their will.
Types of Magic
Conjuration
Magic that can bridge the gap between realms and temporarily pull otherworldly spirits into the Secular plane. Can also be used to travel throughout one plane. One of the hardest schools to master, and one of the most dangerous.
Necromancy
The manipulation of life and death is best left to the Great Progenitor and the Elites, mortal kind was not meant to dabble in such heretical arts. That being said, necromancy is a varied tool that can be used to both hurt and heal, but typically is used to raise and enslave the dead.
Evocation
Raw elemental magic in its purest form, this school allows skilled and disciplined mages to bend natural forces to their will. Considered to be one of the most unruly schools of magic and known for horribly scarring those who do not respect it.
Abjuration
Spells of a protective nature, wards and spells that counter other magic. Also often used to brew potions to treat and prevent disease, fortify crops etc, etc
Transmutation
The art of altering the properties of both living and inanimate objects. It can be used to mend torn flesh and instill life into otherwise lifeless objects. Can also be combined with necromancy if one wishes to use the soul as an ingredient in transmutation.
Divination
Allows one to tap into the eb and flow of the mysterious magic that flows between and connects all realms. Can be used to enhance all kinds of studies and other schools of magic.
Through the use of complex magical formulas, one can see through the flow of time into the past, or view possible futures.
Seers (Like Lady Elanna), are naturally gifted in Divination magic, which enables their visions. This gift cannot be taught, and is fairly rare in Acadore.
Enchantment
One of the simpler, but most varied schools of magic, this allows one to endow magical effects into mundane items, or to enhance (or restrict) other spell casters. Is often combined with other schools of magic with devastating effect.
Illusion
Affecting the mind and enthralling the senses, illusion magic is designed to bewilder, manipulate and occasionally outright control them. Not popular among the masses, illusion magic is often employed by charlatans and con artists.
Pathfinders "Ad novos fines procedere"
(To new frontiers)
An elite group of highly-trained and well-equipped personnel tasked with the exploration of new worlds. Each colony ship has a small detachment of them (typically consisting of a few teams) who chart out the colony. Pathfinders are a mix of soldier and scientist, with each being the best humanity has to offer. They have access to incredibly advanced technology and are respected by all.
All Pathfinders go through a rigorous training program at the Pathfinder Academy, which is a space station in orbit around Earth. Here potential cadets are chosen out of a large pool through an incredibly selective method where only those who meet the academy's incredibly high standards are able to be inducted, and must first past a gruelling entrance exam that tests their mental and physical capabilities. Out of the few who do manage to pass the entrance exam, the cadets are then trained over the course of six years, though those who have displayed exceptional ability are able to receive a certain amount of exemption. This period sees a dropout rate as high as 75%.
At the end of the program the cadets have to go through one final exam that tests everything that they have learned throughout the years at the academy known simply as the Crucible. Cadets are expected to navigate their way through unfamiliar terrain alone and as a team without any support, perform exoatmospheric activities, and conduct live combat drills, along with a written test. Those who manage to successfully complete the Crucible only then finally graduate as fully-fledged Pathfinders.
Upon graduation, the cadets are then commissioned as official Pathfinders and then attached to scout teams and sent to uncharted worlds, although each one has a high degree of freedom when it comes to selecting missions. They are also given a large amount of leeway for customising and modifying their Rigs, along with choosing their own equipment loadouts. Pathfinders are highly respected within the CNE, as they are seen as humanity's best.
The most common race on Acadore and yet said to be the youngest race to grace the realm. Adaptable and industrious, there are few locations that humanity hasn’t explored or settled in. Humans come in a variety of shapes and sizes, and have the shortest natural life span. Lacking any proper specialization, humans are known for their extreme versatility and natural ingenuity. Overall, they are remarkably unremarkable when compared to the other races of the world. Humans' features can vary wildly, more so than any other race. Their skin and hair color can vary wildly from individual to individual.
Rarity: Common Average Life Span: 600-750
Ethereal beings with other worldly grace, the elves are one of the oldest races on Acadore. Said to have been shaped in the image of the Great Progenitor, these prideful and aloof beings are natural born mages with a critical ear and eye for the arts. Elves pride themselves on their magic and connection to the natural world, with many dedicating themselves to some kind of magical craft, with druidry being very popular. Traditionally the elves are devoted believers in the Exalted One and the Elites, the elves believe they are the closest to the divine. Of course, many who are born away from their native lands are less...uptight about such things. Elvens are commonly fair skinned, with hair colors ranging from golden blond to fiery reds. Elves can live for centuries, and mature very slowly.
They reach physical maturity around the same time as humans, and from there their aging is stalled. An elf who's well over a century might only appear to be in their mid twenties.
Rarity: Uncommon Average Life Span: 75-200
As their name suggests, half elves are born to one elven parent and one of a different race, most commonly human. They tend to have longer lifespans than their non-elven parents (in most cases) and sometimes struggle to find their place in either society. Most half elves will choose one side of their lineage to stick with, and more often than not this is with their non elven parent. It is not uncommon for half elves to be shunned by "proper" elven society, as they are seen as impure. Though half elves are most commonly born to elf/human pairings, they can also result from other combinations. Most commonly, they look relatively human, but sport shorter, slightly curved ears that can come to a point. Their hair and eye colors can be a wide variety of colors, depending on their parentage. Much like their full blooded counter parts, half elves will reach maturity in their early twenties, before their aging and growth slows. While they do not live as long as a full blooded elf, they typically do outlive the average human.
Rarity: Common Average Life Span: 65-75
Curious and somewhat aloof by virtue of their cat like nature, the Fealis are a race of humanoid felines who sport full coats, tails and teeth. Unlike beastfolk, who often carry a small set of animal attributes but otherwise look human, the Fealis are more feline than human. Fealis are blessed with naturally quick reflexes and sharp minds, which lend themselves nicely to a variety of magical and combative fields. Nomadic by nature they rarely stay in one place, and can often be found working as traveling merchants or their guards. Fealis coats come in a variety of colors and patterns, with the most common colors being a mix of browns, white and black. Fealis mature and grow at a rate comparable to humans, though some elders within the tribes have been said to live for more than a century.
Rarity: Common Average Life Span: 65-80
Appearing much like regular humans, beastfolk stand out by having animal features such as ears and tails. These features, along with typically increased metabolism allows them to have superior senses and agility to humans and, depending on the animal aspect, have increased strength and endurance. Notably, many beastfolk also share some instincts as the animals they resemble. For instance, those with cat-like traits tend to have a love of fish, while those with dog traits tend to be more friendly. Beastfolk are just as common as humans on Acadore, and mature at the same rate as them.
Rarity: Common
Average Lifespan: 150-200
Short in stature, but bold by nature, dwarves are famous for their natural strength and skill as warriors and smiths, and infamous for their loud personalities. They stand at five feet tall or less, and their appearances can vary. Their skin tones can vary from a deep brown to pale hues, most commonly they are light brown or tanned, like the earth. Dwarves can be found all over Acadore, their hardy disposition allows them to thrive across the continent. Stocky and well built, dwarves make fearsome warriors that are a force to be reckoned with. Male dwarves typically sport long full beards, and tend to be a bit more muscular than females. Their hair and skin color can vary dramatically, ranging from pale skinned to darker more earthy hues. Dwarvs
Rarity: Uncommon Average Life Span: 75-300
Descended from an infernal bloodline, tieflings are humanoids who bear what can only be described as demonic appearances. These traits can vary from individual to individual, most have a set of horns and an unnatural skin color. These colors can range from grey, black to lighter red or purple hues. Their eyes are one solid color, (usually red, black, which or gold) and are usually metallic in appearance. They have thick tails, which can range from four to five feet in length and often end in a barb or point. Their devilish appearance can be rather off putting to others, tieflings are often met with distrust and disdain when outside of their own communities.
Their "demonic" traits can vary wildly, along with their skin and hair colors. Some tieflings sport more natural colorings, while others come in shades of violet or red.
Rarity: Common
Average Life Span: 70-120
The adaptable and glib tongued nagaji are a common sight throughout Acadora, and are easy to spot thanks to their scaled hide, horns and tails. Infamous for their sharp tongue and natural wit, nagaji have a bit of a reputation for being rapscallions and thieves. They come in a variety of bright colorations, with the most common colors being deep greens and bright reds. Native to the swampy
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The largest organized power in Arcadore, and the primary headquarters of the Wayfarer Guild. A melting pot of races and cultures, Arcadia came about during a time of unrest and uneasy. Beslimer had only just been unsealed some twenty years prior, Eshlynore was keen on its policy of refusing outsiders. Drifters from Corinthe spoke of violence between races and cultures out in the Wildlands. One small spot of refuge was a little trading town, which was home to various merchants from around the world. These people in turn were protected by skilled fighters, who were well compensated for their ongoing protection. Over time, more flocked to this small oasis which sat between the established nations and the wildlands, with many deciding to call the place home. However, in recent years the kingdom has faced much strife, as allegations surrounding the royal family and dark events from the kingdom’s past have soured relations with the people. The headquarters of the Wayfarer Guild is located just outside its capital city of Windfyre.
This elven nation is shrouded by misty woods and deadly bogs. It is bordered on the west by the towering Salt Spires and to the north by the Wastes. Originally founded by some of the earliest elves to enter this plane from the Feywilds, Eshlynore has maintained many of the ancient and somewhat archaic traditions which some elves still hold fast to. It is also the seat of worship for the Exalted One, and is ruled by the Archfey, who is said to be chosen by the Exalted one themselves. This title cannot be inherited, rather the Oracle, an elf descended from a bloodline which supposedly related back to the Exalted one, will choose a new archfey from a select list of candidates.
Beslimer is housed within the largest mountain range in the continent of Edreign. This city state was once a dwarven hold, which was sealed from the outside world for hundreds of years. It was only after the denizens of the hold were plagued by a ravaging illness that Besilmer opened its doors to the wider world. Today, the city is a thriving underground oasis, and a popular home to individuals who prefer the cool dark surroundings of the cavern. It hosts intricate dwarven carvings and unique tools for tinkering, and is currently ruled by the oldest dwarven clan, the Vonjocel.
Corinthe is less of a country and more of a controlled territory, it is home to several nomadic tribes of the Fealis. This arid desert land is harsh, and often spells doom for those who venture into its depths unprepared. The Fealis tribes which have long called it home are nomadic by nature, and travel the sun dried sands peddling wares and raising their herds. This land is home to some unique wildlife unlike anything else found on Acadore. The tribes each have a representative which make up the Native Council, who act as the governing representatives for Corinthe.
The Consolidated Nations of Earth is the central ruling body of Earth, and a successor state to the United Nations founded in 2159. The CNE was formed from most of the member states of the UN joining as one single government of Earth and all of humanity as a whole following the invention of the Torsion Drive and the prospects that allowed humanity to reach new heights among the stars. As a combination of nearly every sovereign nation on Earth at the time of its founding, the CNE's cultural and ethnic composition is incredibly varied, although much of its influences come from the two most powerful superpowers of Earth and its primary founders, the People's Republic of China and the United States of America. Because of this, English and Mandarin are two of the most commonly-spoken languages, followed by Spanish and Russian.
While still fairly young as a nation, the CNE currently controls 24 colony worlds, excluding the ones located within the Sol System such as Mars and Luna. Technological advancement is seen as one of the main priorities of the CNE's citizens, along with prosperity and safety. Military-wise, the CNE is largely focused on peacekeeping within the borders of its territory due to the rise of piracy. The CNE is a republic, run by a senate and having a president as the head of state. The current president of the CNE is President Wen Wuying.
A non-government private military corporation tasked with providing security to the colonists. They are equipped for security operations, having access to small arms and other policing gear but not more advanced equipment. They are also used to defend colonies from possible attacks from hostile wildlife or pirates. The detachment on the Far Passage is around the size of a company (around 150).
The Corvus Corporation has a small, elite special forces unit known as Raven Special Tasks Unit, or simply Raven. Members are tasked with missions more akin to military special forces such as hostage rescue and advanced recon. These operatives are given better training and equipment, and many were also former special forces.
The oldest guild in Edreign, and certainly the most prominent in the realm.
The Wayfarer guild is credited with maintaining peace during the Waring States era, a time when the still burgeoning nations were vying for power over one another. Originally founded by an unknown group of mercenaries, the guild offered their services to the then young kingdom of Arcadia.
Today, the guild's main strong hold is found in Arcadia, as it has maintained close ties with the nation. There is a Wayfarer guild hall in every major country/ power, each of which is led by senior member.
All guild members answer to the guild master, Filo Cawnes. She is an eccentric young tiefling who took over for the previous guild master.
The guild takes members from all walks of life and background, members are only limited by their skill and ambitions.
The Colonial Intelligent Director, or simply CID for short, is the Far Passage's resident A.I.. It was designed to assist in colonial operations for the establishment of a colony, and is responsible for running most of the ship's automated functions. CID is an advanced A.I. construct, able to make trillions of calculations every second. It speaks with an upbeat but monotonous male voice, and has some trouble understanding human emotions and sarcasm.