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Author Topic: The Embassy... let's gossip about who hates who (factions, not people...)  (Read 16040 times)

Ryxsen1421

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Spoiler
[close]
United Aurora Federation

History:

Manga-wise
Spoiler
http://i.imgur.com/7czWpqx.jpg

A Fourth Dimensional experimental device exploded in the middle of a crowded industrial city. According to some satellite images, there are more than just one explosion. These are the chains of events during the Aurora Incident.

-Primary explosion: Approximately 150km radius, killed more than a dozen billion innocent souls, evaporated numerous neighbouring cities and it's surroundings. Everyone in every corner of the world can hear the echoes of the explosion. It lasted for at least 15 seconds or more.

-Secondary event: Everything within the 150km radius have been sucked into an unmeasure-able area of condensed dark matters. It all happened too fast for even a high-speed camera to catch some precious moments in time for research purposes. After a few more seconds, it disappeared without a trace and left behind a huge crater, a " No-man's land ".

To be Continued
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Mod-wise
Spoiler
It all started when the Dimensional Drift Gate appeared within the unexplored " UDF-57/58 " system, connecting both Starsector and the alternative universe like a wormhole. The United Aurora Federation is a desperate measure to unite every nations under the flag to fight against all odds. Such as Tri-Tachyon's Containment Forces and Hegemony's Invasion Fleets, whom are used to invade their home universe and nearly conquered the entire " Aoi-ayama Hoshi " star system. The home defenders managed to fight back and pushed them back with every single flyable combat ship. Once the entrance to home universe is secured, they established a forward base in the foreign star system as their first line of defense. The Hegemony and the Pirates have also built their bases here to keep the Aurorians inside.
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Core and Modded Relationships
Everything from Starsector is hostile, including the player him/herself unless he/she decided to start as the Aurorian. Then the entire Starsector is hostile to him.
« Last Edit: August 28, 2014, 10:20:23 PM by Ryxsen1421 »
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ORMtnMan

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Alright,

I am still completely fleshing out my faction visually I only have one sprite completely finished and my faction doesn't even have a page (yet) but here is the back story and the faction relationships. I will add a faction symbol when I finally get around to thinking one up...

Technically my mod will have two factions
the Ashkurr Commonwealth and the New People's Republic

The Ashkurr Commonwealth

History

Spoiler
Before the collapse of the gates, the Ashkurr system was a burdgeoning production system for the company Astral Defense Industries.
The system was mineral rich and great for production facilities, but the atmospheres were too hostile for food production or heavy civilian infrastructure. As such, most supplies were shipped into the system.

After the gates fell the system degenerated into chaos at the lack of supplies. A government formed and nationalized all the production capabilities to focus on designing and producing civilian and hydroponic craft.

After some time the food supply leveled out and the government released control of production transitioning the system into a more decentralized system. NOt all within the system were appreciative of the change and a splinter group formed called the New People's Republic which sought to maintain the communist style government they had before.

The Ashkurr system was isolated from the rest of the sector for some time so the only opposition the Commonwealth had was the NPR.

The Commonwealth became very isolationist and defensive. When the system was finally reopened, few if any outside trade fleets were allowed past the fringe jump point station.  

The NPR on the other hand degenerated quickly into a form of piracy as the planets they inhabited had terrible infrastructure compared to the rest of the system. The populace would not have accepted the actions under normal circumstances but desperation makes animals out of the most civilized people.

As justification, The NPR raid fleets explained they were liberating supplies from the rich to help the people. In the beginning it was as simple as that. Though time and power of the leaders caused a subtle shift from supplying the people to bettering the lives of it's leaders.

The NPR found it easy to maintain control on the desperate populace by throwing them breadcrumbs from their raids while highly propagandizing them against the Commonwealth and eventually against the other factions in the sector after the system reopened.

The reopeneing of the system provided for targets for the NPR, though the cowardly NPR raid fleets tend to avoid battles they can not win.
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Base Factions (and inter-faction)

Spoiler

Inter-System

Commonwealth - New People's Republic
Tenuous, skirmishes between military craft, no open war (see history above)

Hegemony

Commonwealth
The history of  the Hegemony is relatively similar to that of the Commonwealth. As such, there is a certain kinship between the governments and relations are supportive to amicable.

NPR
Another fascist pig state. While the NPR will not openly attach Commonwealth ships (outside of pirating), they have no qualms raiding Hegemony ships and planets when they get the chance.

Tri-Tachyon

Commonwealth
The elitist corporate structure of the TTC makes communications between the two tenuous at best. There is no open warfare as the Commonwealth tends to take a hands-off approach and they have too low of  technology to be interesting to the TTC technology raiders.

NPR
TTC epitomizes what the NPR finds wrong with pre-collapse civilizations.  Communism got them out of disaster, to resort to anything else will lead down  the path of destruction. The NPR does not have great technology but galactic guerrilla warfare makes the NPR a thorn (albeit a minor one) in the side of the TTC.

Sindrian Diktat

Commonwealth
The Commonwealth refuses to take open military actions against the SD, it abhors the way it treats its civilians, as such, trade is minor (if any) as is communication.

NPR
While the NPR pirates most of its supplies, whatever is can't steal they acquire in dealing with the SD. They have good relations and assist  each other openly.

Cult of Lud

Commonwealth
The Commonwealth has mediocre to mid-high technology levels and they do not see technology as the illness that the CoL sees. Thus, the CoL has taken it upon themselves to declare the Commonwealth among the heretics worthy of only death.

NPR
The NPR is always trying to get better technology to increase their ability to pirate and possibly expand. because of that, they do not get along with the CoL either.

Independents

Commonwealth
Civilians and free peoples have nothing to fear from the Commonwealth

NPR
Civilians and free peoples have  the food and supplies we need, besides everything belongs to the people.

Pirates

Commonwealth
A danger to it's citizens not to mention that they steal,  The Commonwealth actively hunts down pirates.

NPR
Pirates steal from everyone indiscriminately, including the people. As such, the NPR can not allow the pirates to operate. The NPR does not view themselves as pirates, instead, they liberate supplies for the people.

Other Minor Factions

Commonwealth
Neutral and open to trade with those who act in a relatively civil manner.

NPR
If they have supplies they need, they take them.

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Mod Factions (let me know if you take issue with my depiction or would suggest any changes here)

Spoiler

The Mayorate

Commonwealth
While the goals of the Mayorate touch the pragmatic sides of those in the Commonwealth, the means in which they try to achieve their goals (oppression, subjugation and other such semantic words) goes against the principles on which the Commonwealth was founded. So a defensive military front is maintained (at the minimum).

NPR
Subjugation of the People is unacceptable, Mayorate ships may not be easy targets for the lower tech ships of the NPR but they are prioritized over others.

Scy Nation

Commonwealth
As the Commonwealth takes on a defensive role and tends to keep their fleets protected (at the expense of strong offensive strength) has prevented most contact (good or bad) between the two.

NPR
The NPR would probably come off as a destabilizing force to the Scy so hostilities are unavoidable, besides, the Scy have tech that the People could use.

Interstellar Imperium

Commonwealth
The Commonwealth does not appreciate they way in which the Imperium governs its citizens, they have dealt with worse. Trade is open but relations are wary.

NPR
Well entrenched highly defended worlds are not easy targets. As such, the NPR avoids the Imperium.

Shadowyards HI

Commonwealth
The Commonwealth has an open and amicable stance toward SHI. They admire their technology and have made attempts to establish relations. The friendly relations with the Hegemony cause some strain in this relationship.

NPR
Will take what they can for the People.

Valkyrians

Commonwealth
The Valkyrians obsession with technology and militaristic and generally hostile attitude makes relations difficult. While the Commonwealth rarely makes the first move, open warfare is not impossible.

NPR
Valkyrian ships tend to be well defended and not good targets, so while hostile, they tend to be avoided.

Citadel

Commonwealth
Having to maintain its own military until recent contact, The Commonwealth has not had much need for mercenaries, though as an independent quasi-governmental force, The Commonwealth respects the Citadel's protection of civilians and independents. Relations could be/are good.

NPR
As the NPR preys upon those who have supplies and are easy targets (e.g. Independents) they don't look very good in the eyes of Citadel.

Blackrock

Commonwealth
They mentality of the BRDY causes relations with the Commonwealth to be cold to non-existent. All is quiet on the ... galactic front here.

NPR
BRDY ships do not make easy targets, as such their space is avoided by most of the NPR raiders

Exigency

Commonwealth
The militarism and violence of the Exigency makes any relations difficult. Compound that with their affinity with TTC, the Commonwealth actively prevents Exigency ships from entering their space.

NPR
As with most technologically advanced factions, they are best to be avoided. Unless the People are desperate.

Ahriman

Commonwealth
No better than most pirates, Ahriman ships are hunted down if they get too close to Commonwealth trade lanes.

NPR
The NPR does not get along well with pirate factions that rob from the people. Do as I say, not as I do.

Batavia Shipyards

Commonwealth
Batavians seem to be civil individuals and are welcomed into Commonwealth space for trade

NPR
Batavian ships might have supplies the People need...


UAF

Commonwealth
They are openly hostile to all other factions, The Commonwealth would be no exception.

NPR
Same as above

Junk Pirates

Commonwealth
The Commonwealth does not abide pirates near their trade lanes.

NPR
The NPR does not like pirates that take from the People, the Junk Pirates are no exception

Nomads

Commonwealth
The Commonwealth remains relatively neutral in the sector so relations between them and the Nomads are quiet and mercifully non-violent.

NPR
If they have supplies the People need, the NPR will take them.

I-Fed

Commonwealth
The Commonwealth has been in negotiations with the I-Fed for a peace accord. The Commonwealth do not like expansionism but do abide by relatively "good actors" in the sector.

NPR
Again, if they can, they will take their supplies.

The Lotus Conglomerate

Commonwealth
The Commonwealth was in open hostilities with the Lotus over a trade lane dispute but nothing has been heard from them in some time.

NPR
The NPR has few friends, the Lotus is one of those. Evenif they are corporatist, they  are not above assisting the  People.

ASP

Commonwealth
Neutral, though the Commonwealth does not need use of its services due to it's history of self reliance.

NPR
The ASP ships carry cargo that could be helpful to the People.

The Gedune

Commonwealth
The Gedune degeneration was largely unknown to the Commonwealth as they only recently made contact. The Commonwealth has only seen what the Gedune is like in the present and as such prevents them from harrassing their ships without prejudice.

NPR
The Gedune are strange and their ships are too fast for the NPR to make an effort to steal from them. NPR make an attempt to avoid them.

Bushi

Commonwealth
The Commonwealth believes in the preservation of human civilization; the Bushi obviously don't. The Commonwealth actively fights them.

NPR
The Bushi also aim  to destroy the People so any enemy of the People is an enemy of the NPR.

Kadur Theocracy

Commonwealth
The commonwealth staunchly disapproves of the Theocratic regime and refuses to deal with it until it takes steps to give more civil liberties to its people. SANCTIONS! The defense focus of the Commonwealth and the long range focus of the KT tend to thwart open hostilities, so, the factions instead keep a safe angry distance.

NPR
Religion is a force to oppress the people and as such has no place in the galaxy.  (The NPR does not oppress anyone >.>). Besides the sale of religious trinkets can help bring wealth to the people.

Neutrino Corp

Commonwealth
The Commonwealth sees very little difference in the conduct or attitude between the Neutrino and the TTC. As such, they are treated relatively the same.

NPR
Neutrino freighters can have some great boot- I mean supplies for the people as long as the big ships are not around.

Neraterus

Commonwealth
The Commonwealth encountered the Neraterus early in the After Isolation Period (AIP), though their infulence was not known until much later. They were first discovered when a freighter captain was killed trying to infect a water supply system of a mining colony. The parasite burst from the body trying to infect the security personnel. ONe of the secruity perssonell managed to disable the monstrocity, while leaving it intact enough to allow observation. The citizenry was distraught (and rightfully so) about the methods and assumed motivations of the parasitic creatures. Parasite scanning machines were developed and installed on most ships and stations after severeal incidents of entire trade fleets and mining stations going dark and ending up in Neraterus control.

Many attempts were made on captured hosts to remove the parasit safely. Unfortunately, doctors were unable to remove it without killing the host as well. The Commonwealth was forced to resort to terminating the infected persons to limit the spread regardkless of degree of parasite infection. You can never be too careful.

That is not to say that several trade fleets do not go dark per cycle for "unknown reasons" while on the longer trade routes. Neraterus vessels are obviously fired upon on sight.

NPR
The NPR only found out why some of their raiding parties went missing when their spies in the Commonwealth gave reports of terminated NPR fleets having a parasites found within the recovered bodies. The NPR managed to steal several scanners and use them on the more important ships and stations to try to combat the infestation. Though they are much lest protected than their Commonwealth counterparts.

Other Factions (There are so many)

Commonwealth
The Commonwealth tends to keep defensive borders, avoids open conflict unless the faction is a direct threat to its people. It will refuse to deal with factions on moral an ethical grounds (at least openly). Protectorate factions are usually valued by the Commonwealth.

NPR
The NPR takes supplies from anyone they can "to give back to the People" So most factions are subject to "nationalization" of their supplies and other cargo unless they support the People's Movement.

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« Last Edit: September 28, 2014, 10:46:53 AM by ORMtnMan »
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ValkyriaL

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Awww Cmon Ryx, you gotta expand that! ::)
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Ryxsen1421

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Awww Cmon Ryx, you gotta expand that! ::)

Are you interested? I'm trying to connect my manga universe to my mod but... The current lore is pretty much against what I'm doing atm, I can't expand it until my problem is solved.

EDIT: Edited my previous post.
« Last Edit: August 28, 2014, 10:26:55 PM by Ryxsen1421 »
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Bjørn_in_the_Sector

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Since my mod (very much still a WIP) sort of has two factions, I'll do a post for each.

Naysmyth Armouries



History and Lore

Spoiler
Naymsyth armouries was founded be Loken Naysmyth in the Pre-Collapse era, as an illicit arms manufacturer. Standard procedure was to either find old weapons and repurpose them, or to steal, copy and sell other companies' weapons for a cheaper price. Naturally, this put the fledgling company on the wrong side of many of the large corporations in the Pre-Collapse economy; and when they weren't suing Loken and his employees, they were raiding their facilities with hired guns.

Naysmyth had to resort to smuggling at first, to eke out a profit away from the eyes of the larger Corporations, and eventually moved their operations to a small fleet of ships that they designed and built themselves (for once). Eventually, they were found by a large Corporate patrol, and to everyone's surprise, managed to fight them off. Thus Loken and the rest of Naysmyth discovered their talents for shipbuilding, and hastily remade themselves into a more legitimate manufacturer, quickly garnering a steadfast reputation with mercenaries, bounty hunters, and smugglers. Loken decided to keep the company Fleet-based, as it both gave them a unique reputation, and favoured their main customers' way of life.


All that changed with The Collapse.


After being suddenly trapped near an unknown star system, the fleet was found by a massive, wandering Tri-Tachyon fleet that had itself become lost. Running to the Jump point lost the Naysmyth Fleet most of its heavier combat ships, as they tried to slow down the horde of nimble destroyers and frigates. Their objective was to spare the fleet's auxiliaries - the massive, mobile factory and docks; the cargo and fuel ships; the Science Vessels and the Administration Cruisers. However, their sacrifice was in vain, as the largest Tri-Tachyon ship overloaded their shields from afar with its massive beam weaponry, and the cruisers were powerless to stop the pursuit detachment.

As the remaining combat ships dropped out of Hyperspace, in the outskirts of the star system, their sensors registered major activity on a large number of planetary bodies in the system, but the news was hardly a relief. The Tri-Tachyons dropped in behind them and, in a desperate battle in low orbit above a massive, rocky Exo-planet the auxiliaries were surrounded and destroyed. The Factory ship, NAAS Volcanic, crashed down on the surface, while the mobile docks, NAAS Glacial, merely shut down and drifted apart as the enemy frigates knocked out the centralised main reactor. The Science Vessels fared better, accounting for many of the faster destroyers, before the fast cruisers took them out. Finally, the Administration cruisers were left, and were routed by the overwhelming forces attacking them. NAAS Executive the home of the leadership of Naysmyth and with Loken Naysmyth himself aboard, was vaporised by a reactor overload, and only one cruiser, with a paltry escort of frigates, managed to make it out of the engagement range, fleeing towards the inner planets.


Unbeknownst to both the Tri-Tachyons and Naysmyth, The system they had both found was Casyris, a densely populated system with four different governments. They had just resolved their second interplanetary war when the distress calls from the decimated Naysmyth fleet reached a large fleet orbiting the 6th planet in the system, a massive red gas giant. Moving to intercept the surviving Cruiser - the NAAS Managerial - and Combat Frigates - NAS Assassin and NAS Hidden Blade, The Casyrisian fleet accepted their pleas for asylum and readied their weapons to fight the Tri-Tachyons.

As outdated and old as the Casyrisian fleet was, it managed to beat the Tri-tachyons, and they fled through the nearest jump gate. As thanks, the new management of Naysmyth promised to work for the -now united- factions in the system, to produce arms and ships for them to defend themselves against an increasingly hostile sector. The newly christened Council of Independent Republics of Casyris (CIRC for short) agreed, and helped Naysmyth begin their work by colonising the exo-planet that the Volcanic had crash-landed on, and that the Glacial was slowly orbiting. The new Board of Directors named the planet Loken, in honour of the founder's vision and ability.
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Core Faction Relations:
(On the whole, as Casyris is very isolated and very isolationist, not all factions will necessarily know about them. After the Tri-Tachyon incident, however, They're unlikely to be too kindly to strangers.)

Spoiler
Hegemony: Suspicious
Naysmyth has heard much of the Hegemony from roaming mercenaries, bounty hunters and smugglers (Still their favourite customers) and what they've heard doesn't exactly inspire hope. Besides, the Hegemony sounds all too much like the old governments that did nothing while big corporations illegally hired hit-men to slow production - as hypocritical as this is.

Tri-Tachyon: Vengeful
After all the industrial war before the collapse and the killing of Loken Naysmyth over the Planet Loken, to say that Naysmyth-captained ships take every opportunity to kill Tri-Tachyons, even at the cost of their lives, isn't exactly surprising.

Sindiran Diktat: Inhospitable
While Naysmyth hasn't had any official contact with the Sindrians themselves, the tales that the independents weave of kidnappings and indentured service make any Naysmyth ship keep the guns hot when moving through Sindiran space. Any patrols that come too near Casyris are also only given a brief warning before being fired upon. Needless to say, this doesn't exactly endear Naysmyth to the Sindrian leadership.

Cult of Lud: Hostile
Backwards savages and mindless fanatics. Naysmyth certainly didn't start hostilities, but they're certainly not allowed anywhere near the fringe jump point. A permanently stationed fleet makes sure of that.

Independants: Cooperative
the Independent factions have always been loyal customers, and Naysmyth treats its customers well.

Pirates: Neutral
Pirates can occasionally be decent enough customers, and Naysmyth will leave them alone, on the whole. The pirates seem conflicted by the two options presented to them - the benefits of having someone who won't shoot them on sight, and that have reliable, cheap and maintainable weapons and ships to sell, verses the drawbacks of not being able to steal them or get them for free. Generally, Pirates won't engage Naysmyth convoys or patrols.
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Main Modded Faction relations
(At the moment, I'm assuming that none of the modded factions knows about Casyris. If you'd rather set up an informal or formal relationship between the two factions, please inform me!)

Spoiler

Mayorate: Suspicious
Pirates with a cause and their own ships. Could become allies, but their doctrine seems too hostile to independent thinking to be comfortable with.

Scy Nation: Neutral
As Naysmyth are fairly well isolated, they probably haven't even seen a Scy Nation ship. If they were to meet, however, on diplomatic terms, then they'd probably respect Scy's justified anxiety of bigger players.

Interstellar Imperium: Inhospitable
A massive dictatorship with very expansionist views and a fleet to back it up? Scary. Especially since Naysmyth is on slightly better terms with the Hegemony than most other major powers.

Shadowyards Heavy Industries: Favourable
Being a massive industrial presence in the sector, Naysmyth Executives predicted SHI to become a dangerous rival and abusive towards lone factions. News from independent traders and mercenaries proved otherwise, however, and Naysmyth eagerly awaits an opportunity to make diplomatic first contact.

Valkyrians/Archon Industries: Inhospitable
A massive industrial corporation that's very aggressive and expansionist? It spells diplomatic disaster, and the fear-filled stories from traders and smugglers seems to confirm it. Naysmyth won't be advertising its presence to them any time soon.

Voidwalkers: Vengeful
"Frakkin' crazy hostile voidies!" - most Naysmyth Captains, upon being engaged by Voidwalker fleets.

Citadel: Favourable
Although Citadel has little need for Naysmyth ships and guns, commodity and raw material trade has been projected to be beneficial between the two factions, and Casyris is in a good position to help Citadel convoys pass through good trade routes unharmed.

Blackrock IA and BRDY: Suspicious
Although not overtly aggressive or expansionist, Naysmyth Strategic Command doesn't trust "the shifty devils" This attitude may also spring from guarded jealousy due to the excellent quality and innate coolness of Blackrock products.

Exigency Corporation and Ahriman Association: Hostile
High-tech Pirates that don't care about alliances. Naysmyth doesn't know enough about the two mysterious factions to differentiate between them, but is rightfully concerned about the firepower and technology that they have. Standard Captains' Orders are to defend themselves - with extreme prejudice.

Batavia Shipyards: Neutral
Naysmyth Intelligence hasn't brought up much about the Mercantile navies of Batavia, but they certainly look dangerous enough. Standard procedure is to avoid contact.

United Aurora Federation: Hostile
Where the HECK did these guys come from?! They don't particularly seem to want to talk, and besides, they've got cool-looking ships. Naysmyth Captains are encouraged to salvage as much as possible from major engagements, but their numbers prohibit any protracted conflict.

Ashkurr Commonwealth: Neutral
The Commonwealth hasn't had much contact with Naysmyth ships, but Independent traders get left alone by them, so that's generally good enough for Naysmyth High Command.

New People's Republic: Hostile
Fanatics of a different kind, it seems. The "people" who they're so desperate to fight for often seek protection from their aggressive demands by taking shelter behind Naysmyth fleets. Tensions aren't predicted to lower any time soon.

The Scion Collective: Suspicious
The Scion collective - or as much as Naysmyth Command has heard about it from the independents - scares the crap out of Naysmyth, but doesn't seem overtly hostile. Time will tell.
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Other Modded Factions
(here I'm including mods that doesn't have new embassy post.)

Spoiler

Junk Pirates: Hostile
After a brief and frank exchange of ideals between two patrols, the Junk Pirates have sought to add bits of Naysmyth ships to their fleets. The Naysmyth captains, on the other hand, don't stand idly by while frigates with buzz saws advance on their position. An incompatible set of ideals has made Naysmyth High Command prioritise some form of formal contact - probably a "leave us the hell alone" message.

Nomads: Vengeful
After a splinter group of nomads tried to re-colonise the Casyris system by force, Naysmyth high command has given the patrols around Casyris a "kill on sight" general order.

Lotus Conglomerate: Hostile
Tri-Tachyons of (literally) a different coat, Naysmyth is generally distrustful - at the least - of their intentions.

ASP Syndicate: Cooperative
Naysmyth actively encourages trade via proxy, and ASP seem to be the best there is. The Board has even given permission for active escort duty through Casyris Space. Sneakily gaining access to Tri-Tachyon tech is also handy.

Gedune: Hostile
Although the Gedune are completely off the radar at the moment, I think that it's not exactly a massive leap to predict hostilities between the two factions.

P.A.C.K.: Suspicious
As much as Naymsyth enjoys taking advantage of - ACHEM! Er, I mean helping the underdogs in the sector, the Pack seem to be incredibly xenophobic and isolationist. Pity.

Biomancy Genetic Engineering: Hostile
"What the [expletive deleted] [expletive deleted] [expletive deleted] is that [expletive deleted] [expletive deleted]?!" - last transmission of CIRC Antimony , Combat Science Vessel.
[close]
« Last Edit: September 03, 2014, 05:38:56 PM by Bjørn_in_the_Sector »
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ORMtnMan

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That is some excellent back story, Bjorn

Makes me want to go back and make mine ... cooler... sometime soon, maybe...

Anyway,

As a minor clarification (which is a moot point for an unreleased mod (I.E. mine)) I am not sure if I made it clear enough in my lore. The People the New Peoples Republic refer to is more an idea, they purport to fight for the common man and take from the "rich" and give to the "poor" but they end of taking from everyone and the "poor" they give to, ends up being them. So yes, the "people" they fight for do need protection from them.

Thank you for picking up on that point. I will try to make it more clear when I finally set up a mod page... whenever that happens.

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Bjørn_in_the_Sector

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You don't have to do anything fancy - I didn't even have any ships when I made my page. Just let your ideas flow and add in some pictures for effect.
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Lucian Greymark

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I thought I'd join in despite how young my faction is right this present second. Means I get to watch this thread unfold too.

The Scion Collective

History/Lore
Spoiler
The Scion Virus
Initially the Scion virus was meant to be a last ditch ship to ship weapon, totally transferring the digital information banks to another ship, overriding thier security systems and weapons with new IFF information, but because of a quirk in the programming the Scion Virus copied the banks instead of transferring them, and corrupted the ship AI of the first Tri Tach ship it was tested on. The ship promptly slaughtered it's own crew by cutting off life support and fled into the void. Never to be seen again.

Evolution
The Scion Virus was one of the Tri Tachyon's greatest successes, but also one of their most devastating failures. Because inadvertently, they had created life. The virus sought to grow, to reproduce, and soon ships appeared all over the sector that were devoid of crew and attacked ruthlessly in close quarters until a hull breach is made, then the ship under attack would go out of control, life support would fail, air locks would expel crew into the void, fighter craft would slaughter pilots inside the hangars. Soon the ship would be devoid of human life, and another ship would be lost forever.

Simply claiming ships wasn't enough for the virus though, it was fragile, and had no way of repairing it's hosts. So it claimed an autofactory on a desolate industrial world and began making smaller, man sized hosts that could man the ships more effectively. Soon an army of humanoid robots was created, all with the hive mind intelligence of the Scion Virus. The virus understood that it could not survive on it's own, it needed allies and information that the humans were so good at attaining. So it set forth into the stars dozens of scouts and then, three ambassadors.

First contact
The first station to have peaceful contact with the Scion was a Hegemony outpost near the edge of the galaxy, a single cargo freighter of destroyer class docked at the station and disgorged a veritable wealth of metallic goods, mostly ship parts, for trade. The robotic trader introduced himself as an ambassador of the Scion Collective, and from that moment forwards the Hegemony were lucky enough to be the first allies of the sentient Virus.
[close]

Core relationships
Spoiler
Hegemony: Allies
The Hegemony were lucky enough to be the first faction to encounter the Scion, and have benefited from their patronage massively in traded goods.

Tri Tachyon: Enemies
While the Scion Collective sees no real issue with the Tri Tachyon, even respecting them as it's progenitors, the Tri Tachyon are violent in their attempts to purge the Virus from the galaxy.

Sindrian Diktat: Trade relationship
The Scion Collective has never exchanged fire with the Sindrian, and as long as that peace remains so to does their shaky trade rights with one another.

Independent worlds: Cautious
Many humans actively hunt down the Scion as abominations, especially those who remain religious, but some can be traded with comfortably.

Pirates: Exterminate
The Scion Collective has a shoot on sight directive and seeks to purge pirates totally from the galaxy, seeing them as a plague of inefficient coding.

Church/Knights/Followers of Ludd: Enemies
There can be no reconciliation between a galactic church and the very Virus that threatens it's tenets.
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Modded Relationships (Pretty much anyone else mentioned in this thread)
Spoiler
Exigency Corporation: Cautious
With little to no contact with this enigmatic faction the Scion Collective is holding it's digital breath for further contact and a defined relationsip.

Nomads: Overtly hostile
The Scion Collective will annihilate Nomad ships that intrude upon the relative peace of Scion lands as the Scion take offense to the Nomad's thinking they can take resources that belong to others.

Shadowyards Heavy Industries: Cooperative
A shared interest in advanced technology and a careful cooperative attitude has seen a strong trading relationship strike up between these two factions.

ASP Syndicate: Tolerate
Traders don't really harm anyone, but they do cut the profits that the Scion would otherwise make by taking off some of the market.

Blackrock Drive Yards: Cooperative
Much like with Shadowyards the mutual interest in technology has seen much trade and sharing of information between these two factions.

Junk Pirates: Exterminate
Junk Pirates are in fact still pirates.

Ahriman Association: Exterminate
Fancy Pirates are still in fact pirates

The Pack: Ambivalent
With little to no contact the Scion has yet to form an opinion with this faction.

More coming soon.
[close]
« Last Edit: August 30, 2014, 01:32:01 AM by Lucian Greymark »
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MesoTroniK

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Quote
Exigency Corporation: Cooperative
The little contact the Scion Collective has had with the Exigency has proven to be beneficial to both parties, as with a lack of the bigotry present in most human minds the Scion has been able to share great knowledge of technology with the alien race. (I'm assuming these guys are aliens from what I've heard, correct me if I'm wrong.)

They actually are quite human, there is more information and portraits and such in my thread ;) Anyways at least according to my own design of them, they hate everyone except for the Tri-Tachyon Corporation, some rogue AGI that you may or may not hear about soon™, the player (initially), and they make dealing with traders and neutral types. Otherwise they have a shoot on sight kind of attitude towards most factions.

As far as the Ahriman Association, keep in mind they are pretty generic pirates except they have some fancy toys because of their origins.

Lucian Greymark

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Thanks Meso, I'll update my post
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Hyph_K31

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Re: The Embassy... let's gossip about who hates who (factions, not people...)
« Reply #25 on: September 03, 2014, 04:01:37 PM »

The Glorious Gedune Empire

To cut a long story extremely short, the Gedune are a race of xenophobic mutants bent on the complete annihilation of the species Homo Sapiens.

And to lengthen that slightly;

The Gedune are not known to form any kind of alliance or truce which any other star faring race, at best they'll fire warning shots, or scan your cargo and then massacre your fleet. The only known occurrence of 'friendly' Gedune is a group simply known as the Exiles, who are actually willing to not kill humans on sight; a view for which Gedui persecuted them. Their story rather more complex, and they have had a profound influence on the present Gedune 'society'.

As such, the Gedune are universally hostile, and only very rarely neutral towards other factions. They are usually a rather reclusive race, preferring to live around lonely white dwarf stars, but are driven to the extremes of violence by their supreme hatred of humanity. Any ship that enters their star systems are destroyed without question, if it isn't Gedune, it isn't welcome or even permitted to leave intact; the Gedune will actively hunt down and execute intruders well beyond the bounds of the system.

The former relentless growth of their Empire, fuelled by their need to eradicate all that is human was stunted and essentially reversed with catastrophic events that coincided with the collapse; robbing them of the many things that once made them a great and feared people.

The remains of the proud Gedune Empire has been reduced to mere piracy, in the vain and futile hope of rebuilding what they'd lost.

Few are aware, the Gedune are a human machination.

(Faction specific details might be edited in later)
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"GEDUNE, stop venting in front of your classmates!"

Erick Doe

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Re: The Embassy... let's gossip about who hates who (factions, not people...)
« Reply #26 on: September 11, 2014, 03:54:19 AM »

Important!

I'd like to sticky a formalised embassy post. I suggest we keep this thread for applications, drafts and discussions.

I also suggest using the following format to keep everything uniform and tidy  :)

Quote
Faction image

Faction description / history

Vanilla Relationships

Modded Relationships

If you feel that what you've posted fits the format and you'd like to see it up in the stickied post, shoot me a PM please!
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Tartiflette

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Re: The Embassy... let's gossip about who hates who (factions, not people...)
« Reply #27 on: September 28, 2014, 03:34:21 AM »

Huge overhaul to my faction relations, because I felt there is way too much hate toward them. They are just a very small bunch trying to survive, a nuisance at best! Not an enemy to wage war on.

To better represent their double-faced diplomacy, I split them in two: the "everyday Scy" mostly isolationist and only maintaining marginal anonymous trading with independents, and the "Great Expedition bastards" that back-stab any large corporation/group/political entity. They won't go after the small factions even if they would make easier targets as they don't want to make things worse in the sector. Hate the second one as much as you want, but Scyans aren't that bad... Well, until you know they are one and the same   ;D

http://fractalsoftworks.com/forum/index.php?topic=8160.msg138782#msg138782
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Sleepyfish

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Re: The Embassy... let's gossip about who hates who (factions, not people...)
« Reply #28 on: September 28, 2014, 10:29:03 AM »

Alright, redid Citadel's stance on Scy.

Any future changes in lore should be posted just like Tartiflette's notificaiton, so that others may update their stances accordingly! Go on! There is no shame! Only more work!
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Nicke535

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Re: The Embassy... let's gossip about who hates who (factions, not people...)
« Reply #29 on: October 13, 2014, 12:41:07 PM »



The Crystanite

The Crystanite are by default Suspicous of other factions, but will not openly attack them.

History
Spoiler
The Crystanite is an ancient race of starfaring aliens, who have been along for as long as anyone can remember.

The origins of the Crystanite have been long forgotten, lost in the great crisis from which they have suffered. The Crystanite still tell tales of "The Day of Judgement", the most tragic event in crystanite history. This event was also remembered in the old Domain, but there as the day of victory. On that fateful day the Domain fleet, spearheaded by five Onslaught-class capital ships, found the home system of the Crystanite. Over 99% of the crystanite population was wiped out, with only three Seeder-class evacuation vessels making it out.

From this day onward, the Domain considered them exterminated. But they were anything but. Bloodied, but unbowed, as the sayings go.

Crystanite are entirely made up of a non-organic matter from which they are named; "Crystanite". Crystanite is a unique material native to the crystanite homeworld, with unique properties, such as rapidly changing other materials into crystanite, when correctly stimulated.
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Vanilla Relationships
Spoiler
Hegemony: Vengeful
Even though most Hegemony commanders only show modest disgust in front of the crystanite (they are shiny trinkets on legs, what do you expect?), the Crystanite have a whole different opinion. Just the sight of a Hegemony vessel, especially an Onslaught-class, is enough to send even the most veteran Crystanite into a state of panic and despair. The reminder of the Day of Judgement is to strong for them to cope, and some crystanite simply fall down and (figuratively) cry. The few elite crystanite who can handle the reminder considers it their duty to rid the galaxy of the threat that is the Hegemony.

Tri-Tachyon: Neutral
The Crystanite are suspicous of the Tri-Tachyons, as they are still the descendants of man. However, this suspicion is not enough for open hostilities. The Tri-Tachyons have taken advantage of their highly advanced technology to openly trade with the Crystanite, smoothing the relationship between the two.

Sindrian Dictat: Hostile
The Sindrian Dictate decided to apply a shoot-on-sight policy for the Crystanite, due to the danger they pose for shipping lanes. The Crystanite have taken it upon themselves to respond in kind.

Independents: Suspicous
The Crystanite are suspicous of the Independants, as they are still the descendants of man. However, this suspicion is not enough for open hostilities.

Pirates: Hostile
The Crystanite are fearful of the Pirates, as they are the descendants of man. These fears have been proven correct, with some pirate captains even attempting to build highly ramshackle ships with blown up crystanite components...

Luddic Path: Vengeful
The Ludd considers the crystanite an abomination among the stars, a mockery of all that they stand for. Unique among the factions is that the Luddic Church still have the events of the Day of Judgement written down, considering it a holy example of man's and nature's superiority. The Crystanite avoid conflicts with the Luddic Church whenever possible.
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Modded Relationships:
Spoiler
Shadowyards Reconstruction Authority: Welcoming
The Shadowyards have proven that co-existing is possible without (figurative) bloodshed. While the Shadowyards thoughts about the Crystanite are generally unknown, the Crystanite holds them in high regard for opposing the Domain and openly trading with them.

The Mayorate: Neutral
The Mayorate has been surprisingly overseeing when it comes to the Crystanite. The Crystanite's own opinion can be quickly summarized: My enemy's enemy is my friend. Except not that friendly, after all.

Contingency Project: Neutral
While they are humans, the Crystanite are on slightly better terms with them due to their actions towards the Neraterus.

SCY: Vengeful
Whether due to xenophobia, technological differentiation or rememberance of the Domain, the SCY and Crystanite Coalition has been in constant war since their first meeting. Most crystanite do not even remember the true reason for the war starting. The Crystanite reportedly knows the location of Tartarus, but this has never been confirmed or exploited.

Interstellar Imperium: Vengeful
ANOTHER Domain successor?!? What is next, a mind-control virus?!? Wait...

Neraterus: Vengeful
Virus that hates non-humans. Not much more to say.

Voidwalkers: Vengeful
Should they even be allowed INTO the embassy?

ICE: Suspicous
No contact has been made. But they are humans after all.

Citadel: Favorable
Trade has been going well, and neither of the sides have any reason for hostilities. The crystanite are still not entirely trusting of them.
[close]

Will add more mod relationship later on!
« Last Edit: December 09, 2014, 11:34:58 AM by Nicke535 »
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