Drakorphobia
The King of Egypt Herself
This is the Character (Nation) Application thread for Star Chronicles. There are two applications on this thread, the first is the species application, so you can populate your cool space nation. These need to be filled out and approved by myself or one of the co-GMs before roleplay can commence.
A Quick Guide to Making a Nation
Figuring out how large your space nation should be can be rather difficult, as there is no precedent as to what to compare it to. Numbers in particular can be a rather imposing problem that is hard to calculate at a reasonable level. Let's examine a few.
Below are examples of species and nation applications. These will actually be the ones I am using for the roleplay.
Species Application
Name: Velsyxians
Homeworld: Velsyx
Velsyx is a world dominated by vast oceans and four major continents. Plantlife is largely restricted to coastal waters or large "kelp islands" in the ocean, whereas the continents contain mostly fungus and very little animal life. This has made Velsyxian population and taming of the planet rather slow, due to a lack of proper resources, but over thousands of years, they finally managed to populate the planet thoroughly enough to send themselves into space.
Appearance:
Velsyxians are native to their homeworld of Velsyx. Their skin is usually a purple, reddish, bluish, or pinkish colour with a smooth and almost rubbery texture. Their eyes tend to be yellow or orange, with adjustable slitted pupils that widen or narrow in correlation to light. Unlike the picture shown below, Velsyxians do indeed have legs, with two "knee" joints for balance located at the knee and ankle in much the same fashion as the hind legs of most four legged animals.
Velsyxians are also in possession of four leathery wings which arranged in butterfly-like cross pattern, with the lower pair being much smaller than the top. While not providing true flight, these wings do allow for extended leaps and limited gliding ability. The Velsyxian tail is thick and muscled, with a hard rigged "blade" at its tip which provides a natural blunt weapon, though with their advancement to civilized society, Velsyxian tails are meant mainly for balance.
All of a Velsyxian's limbs are ended by hands or feet which sport obsidian black keratin claws. These claws are usually filed and dulled by most Velsyxian civilians, but soldiers or other military personal may opt to keep them sharp.
Lifespan: 130-150 years.
Reproductive Rate: Velsyxians normally produce 4-7 children in their lifespan.
Special Characteristics:
Velsyxians are capable of holding their breath for vastly extended periods of time, and can sometimes go days without air due to an auxiliary pair of gills located in the throat. As previously stated before, Velsyxians can not fly, but they are capable of gliding and extended jumps due to their wings.
Nation Application
Name: United Velsyxian Empire
Leader: Archon Veruschka Aliban
Government Type: Matriarchal Republic
Capital World: Velsyx
Flag:
Incorporated Species: Velsyxians
Population: 1.5 trillion
Number of Inhabited Planets: 600
Number of Systems: 60,000
Fleet Size: 5,500 ships
Technological Specialties: Waterproof electronics, Shields, Sensor Systems
Technological Weaknesses: Heavy Armaments, Terraforming, Communications
FTL Travel: Wormhole burrowing
Brief History:
The United Velsyxian Empire arose about 300 years ago in the outer rim of the galaxy. For a long time, it has been in near isolation from the rest of the Milky Way, wihout any sort of contact from other species due to its poor communications technology. As such, it has been content to look inward and build on itself until recently, when it picked up radio chatter from what was assumed to be another civilization. Because of this striking find, the Velsyxians have lately been reaching out as much as possible, in hopes of contacting more civilizations and formally introducing themselves in the galactic community.
Persons of Interest:
Archon Veruschka Aliban - Executive leader of the Empire and elected Archon for life.
Grand Admiral Karmill Aschkatav - Head of the United Velsyxian Navy
Senator Derriva Aluska - Leader of the Velsykian Opposition Party.
Goals and Hooks:
Expand the Empire, as always.
Develop a formidable navy.
A potential coup of Archon Veruschka by the Opposition Party.
Impose gender equality in the Empire.
Name:
Homeworld:
Appearance:
Lifespan:
Reproductive Rate:
Special Characteristics:
Homeworld:
Appearance:
Lifespan:
Reproductive Rate:
Special Characteristics:
Name:
Leader:
Government Type:
Flag:
Capital World:
Incorporated Species:
Population:
Number of Inhabited Planets:
Number of Systems:
Fleet Size:
Technological Specialties:
Technological Weaknesses:
FTL Travel:
Brief History:
Persons of Interest:
Goals and Hooks:
Leader:
Government Type:
Flag:
Capital World:
Incorporated Species:
Population:
Number of Inhabited Planets:
Number of Systems:
Fleet Size:
Technological Specialties:
Technological Weaknesses:
FTL Travel:
Brief History:
Persons of Interest:
Goals and Hooks:
A Quick Guide to Making a Nation
Figuring out how large your space nation should be can be rather difficult, as there is no precedent as to what to compare it to. Numbers in particular can be a rather imposing problem that is hard to calculate at a reasonable level. Let's examine a few.
An excellent question. An emerging civilization might have anywhere between 1-100 planets that they've managed to colonize. It is very unlikely that many of these planets aside from the homeworld and perhaps a handful of the original colonies would have reached their carrying capacity. Most would be rural.
Non-Consequential Powers could be host between 1-100 planets. Some of these planets may have reached their carrying capacity, though a good number would still be rural or developing. These are nations that are very new to the galactic community, and have almost no influence whatsoever. This is a good starting point if you like a challenge!
A Minor Power would be in charge of 100-1,000 inhabited planets. Quite a few would have reached their carrying capacity, with the rest being developing. Only new colonies or designated farming worlds would be rural. At this point, a nation can specialize planets for agriculture in order to build massive megacities. Minor Powers don't do much on the big stage, but they can sometimes bully newly founded nations.
A Major Power would rule over 1,000-5,000 planets, with a composition similar to minor powers. Major Powers don't hold much sway, despite their names. But they can to a degree influence galactic politics in their region, and lord over smaller nations in their immediate area.
A Superpower would have strength of about 5,000-10,000 planets, with more overpopulated city planets than other nations. Superpowers are big players on the grand stage, and usually host coalitions of smaller nations to come to their aid. Superpowers can strong arm most nations, but wars between superpowers are usually long, hard fought, and extremely bloody. This is more so if their coalitions of smaller states get involved.
A Galactic Power would have more than 10,000 planets. These are nations that essentially dominate galactic politics as the undisputed unipolar or sometimes bipolar hegemon of the entire galactic system. Mind you, no one should be starting off as a Galactic Power.
Non-Consequential Powers could be host between 1-100 planets. Some of these planets may have reached their carrying capacity, though a good number would still be rural or developing. These are nations that are very new to the galactic community, and have almost no influence whatsoever. This is a good starting point if you like a challenge!
A Minor Power would be in charge of 100-1,000 inhabited planets. Quite a few would have reached their carrying capacity, with the rest being developing. Only new colonies or designated farming worlds would be rural. At this point, a nation can specialize planets for agriculture in order to build massive megacities. Minor Powers don't do much on the big stage, but they can sometimes bully newly founded nations.
A Major Power would rule over 1,000-5,000 planets, with a composition similar to minor powers. Major Powers don't hold much sway, despite their names. But they can to a degree influence galactic politics in their region, and lord over smaller nations in their immediate area.
A Superpower would have strength of about 5,000-10,000 planets, with more overpopulated city planets than other nations. Superpowers are big players on the grand stage, and usually host coalitions of smaller nations to come to their aid. Superpowers can strong arm most nations, but wars between superpowers are usually long, hard fought, and extremely bloody. This is more so if their coalitions of smaller states get involved.
A Galactic Power would have more than 10,000 planets. These are nations that essentially dominate galactic politics as the undisputed unipolar or sometimes bipolar hegemon of the entire galactic system. Mind you, no one should be starting off as a Galactic Power.
The carrying capacity of an earth-like planet is about 10 billion people. This kind of population is usually only possible in homeworlds or core worlds, and does not directly translate into multiplication by the number of worlds you have. Instead, take the number you would have gotten by doing that sort of equation, and divide it by four to account for rural and developing worlds.
([# of planets] x [10 billion]) / 4
For example, a nation with 5,000 planets would have about 12.5 trillion people, because that is (5,000 x 10 billion) / 4.
This formula isn't absolute, and depending on if your species is particularly small, or has an abundance of megacities, the number may be bigger or smaller at your discretion. So long as it isn't ridiculous, yeah?
([# of planets] x [10 billion]) / 4
For example, a nation with 5,000 planets would have about 12.5 trillion people, because that is (5,000 x 10 billion) / 4.
This formula isn't absolute, and depending on if your species is particularly small, or has an abundance of megacities, the number may be bigger or smaller at your discretion. So long as it isn't ridiculous, yeah?
Spaceships meant for war are expensive to produce and maintain. Generally speaking, a nicely diversified fleet with mixed models should be able to have about 100-200 ships per planet at the maximum.
However, a fleet that is composed of multikilometer capital ships might be smaller, at around 10-20 ships per planet due to their increased size and cost.
A ship really shouldn't be larger than a kilometer in size, unless it is a capital ship or naval doctrine calls for abnormally large ships.
However, a fleet that is composed of multikilometer capital ships might be smaller, at around 10-20 ships per planet due to their increased size and cost.
A ship really shouldn't be larger than a kilometer in size, unless it is a capital ship or naval doctrine calls for abnormally large ships.
Below are examples of species and nation applications. These will actually be the ones I am using for the roleplay.
Species Application
Name: Velsyxians
Homeworld: Velsyx
Velsyx is a world dominated by vast oceans and four major continents. Plantlife is largely restricted to coastal waters or large "kelp islands" in the ocean, whereas the continents contain mostly fungus and very little animal life. This has made Velsyxian population and taming of the planet rather slow, due to a lack of proper resources, but over thousands of years, they finally managed to populate the planet thoroughly enough to send themselves into space.
Appearance:
Velsyxians are native to their homeworld of Velsyx. Their skin is usually a purple, reddish, bluish, or pinkish colour with a smooth and almost rubbery texture. Their eyes tend to be yellow or orange, with adjustable slitted pupils that widen or narrow in correlation to light. Unlike the picture shown below, Velsyxians do indeed have legs, with two "knee" joints for balance located at the knee and ankle in much the same fashion as the hind legs of most four legged animals.
Velsyxians are also in possession of four leathery wings which arranged in butterfly-like cross pattern, with the lower pair being much smaller than the top. While not providing true flight, these wings do allow for extended leaps and limited gliding ability. The Velsyxian tail is thick and muscled, with a hard rigged "blade" at its tip which provides a natural blunt weapon, though with their advancement to civilized society, Velsyxian tails are meant mainly for balance.
All of a Velsyxian's limbs are ended by hands or feet which sport obsidian black keratin claws. These claws are usually filed and dulled by most Velsyxian civilians, but soldiers or other military personal may opt to keep them sharp.
Lifespan: 130-150 years.
Reproductive Rate: Velsyxians normally produce 4-7 children in their lifespan.
Special Characteristics:
Velsyxians are capable of holding their breath for vastly extended periods of time, and can sometimes go days without air due to an auxiliary pair of gills located in the throat. As previously stated before, Velsyxians can not fly, but they are capable of gliding and extended jumps due to their wings.
Nation Application
Name: United Velsyxian Empire
Leader: Archon Veruschka Aliban
Government Type: Matriarchal Republic
Capital World: Velsyx
Flag:
Incorporated Species: Velsyxians
Population: 1.5 trillion
Number of Inhabited Planets: 600
Number of Systems: 60,000
Fleet Size: 5,500 ships
Technological Specialties: Waterproof electronics, Shields, Sensor Systems
Technological Weaknesses: Heavy Armaments, Terraforming, Communications
FTL Travel: Wormhole burrowing
Brief History:
The United Velsyxian Empire arose about 300 years ago in the outer rim of the galaxy. For a long time, it has been in near isolation from the rest of the Milky Way, wihout any sort of contact from other species due to its poor communications technology. As such, it has been content to look inward and build on itself until recently, when it picked up radio chatter from what was assumed to be another civilization. Because of this striking find, the Velsyxians have lately been reaching out as much as possible, in hopes of contacting more civilizations and formally introducing themselves in the galactic community.
Persons of Interest:
Archon Veruschka Aliban - Executive leader of the Empire and elected Archon for life.
Grand Admiral Karmill Aschkatav - Head of the United Velsyxian Navy
Senator Derriva Aluska - Leader of the Velsykian Opposition Party.
Goals and Hooks:
Expand the Empire, as always.
Develop a formidable navy.
A potential coup of Archon Veruschka by the Opposition Party.
Impose gender equality in the Empire.
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