Post by Kendyll on Jan 9, 2019 23:14:53 GMTElseima
Demonym: Elseimian Language: Elseimian Fioran; Signal; Elseimian Boscan Due to verbal communication being next to impossible on the planet’s surface, natives of Elseima have developed a signing language, called Signal, often using facial expressions and body posture as actual words along with hand movements, making it incredibly difficult for someone to pick up on full context of words if they did not learn the language from birth. They speak Fioran while underground, although sometimes accompany it with sign if they’re trying to convey something particularly specific. Offworld, Signal is rarely used, except where it may have tactical advantage or when introducing one’s name. A few other languages can be found underground, but are typically uncommon. In terms of mannerisms, references to the Hunter, the Warrior, and the Defender are often made in conversation and remarks. Liz is often revered in speech as many cultures do gods, although she is considered to be just as human as any other. More in terms of the sound of their speech, note that Elseimian Fioran is somewhat abrasive compared to the standard dialect, although many natives have trained this out of their voice. Boscan can also be found on the planet, although the Elseimian dialect is exceedingly rare and usually found only in families that can trace their history back to the Boscan founders of Elseima. Culture: Zrauth the assertive, Aris the innovative, Ludro the diplomatic, Khinsa the honorbound, and Jalon the wise. In more ancient times, the five Elseimian clans were at odds, wars plaguing their entire existence, but with the discovery of reliable space travel leading to broadened horizons, an uneasy alliance has been formed between them. The clan an Elseimian belongs to is determined by their family's ancestry, although when one is naturalized they are allowed to choose which clan they become a part of. The same is said of an Elseimian family hailing from two different clans. The name of an individual's clan is always attached to their legal name, in the format of Name Surname Clan, where the middle name tradition has largely fallen out of fashion and many children's names are literal words rather than cultural names. Details aside, there are some similarities between all the clans, most notable among them being their xenophobia, especially toward anyone not entirely human, due to recent events. Along with this, Elseimians are generally reserved when it comes to sharing customs and more personal information about their life, although this varies between individuals. Zrauth - By far the most outspoken of the clans, Zrauth is often seen as confrontational and not much else, but the truth could not be further from so. In reality, the values of Zrauth reflect bravery and courage, that of which a major theme is reaching outside one's comfort zone along with stepping up to all challenges at hand. Zrauthi try their hardest to exceed expectations, because of this, and often times they do, being hard working and ambitious to an almost zealous degree. Aris - Aris is the main driver of industry in Elseima, the majority of its members dedicated to innovating new designs whatever that may entail. They are inquisitive in a factual way, and are often blunt and to the point. Arisans do not tolerate laziness or incompetency, and their way of doing things can often come off as cold, despite, or perhaps because of, their reverence for nature. That being said, Aris is willing to do whatever it takes to further Elseimian, and in the past their clan's, goals, even if cutthroat policies are employed. Ludro - Often called the mediator, despite Ludro's claim to diplomacy they are not what one would call soft-hearted. In fact, it is often quite the opposite, as settling disputes between the often conflicting opinions of the other clans requires more than a bit of stubbornness and metal. In general, those of the Ludro clan have strong opinions when it comes to politics and are often in tune with the affairs of the Earthland nations, leading to a majority of Elseimian diplomats being of Ludran descent. Their culture is based around the freedom of speech and opinion, it being their most sacred value. Khinsa - The Khinsa clan is bound to honor by the Law of Ehr, a complex oath made once a member is of the age thirteen. It details the basic principles and values Khinsans are compelled to uphold, and the consequences of breaking such oath. While seeming strange to many outsiders, it is undeniable that their code of honor has led Khinsa to having military prominence in the Elseimian Navy, along with being highly valued in the paid world for being honest and reliable. Jalon - Jalon is deeply rooted in tradition, the clan being the lorekeepers and writers of Elseima. They are often lighthearted and weave stories of their own imaginations, however Jalon holds a deep respect to the past and seeks to uphold it and its truthfulness at all costs. The clan absolutely despises the concept of ignorance and blind following, and encourage curiosity and advancement of knowledge through exploration and, not surprising considering the many books found in their capital city, reading. Religion - The Auberen, a source of power that lies dormant in all native Elseimians, believed by many to be a unique offshoot of magic. However, any results remain inconclusive, as scientific studies on it have been banned by the Elseimian government and generally also refused by citizens. This is because, for Elseimians, the Auberen is not a tool like magic but a presence to be revered and protected. Those able to harness its forces are referred to as Aubers, and are highly respected, at least if their ability manifests on their sixteenth birthday, considered the natural time to do so. However, any time before or after, which is generally incredibly rare, is seen as being cursed, and those who experience such go to great lengths to conceal or outright deny their abilities. History: Elseima's past starts far in its future, a tale long forgotten except for a spare few names and artifacts, treasured by all Elseimians although doubted in its science by more than a handful. The Hunter, the Warrior, and the Defender were said to have traveled from a distant time to the barren planet, and from there set up a small city in one of the few calmer spots on the surface to live. When the storms started to worsen as they sometimes did, it is said that the Hunter, occasionally given the name Liz, found shelter and life underground, and soon the settlement was abandoned, although remnants can still be seen today. From these four central figures, the first three commonly acknowledged as being groups of people, the five Elseimian clans started to take form. Over time, these different factions, although not referred to as such, spread throughout Elseima's vast network of passages, groups of like minds settling in different, high resource areas, although the main city was home to many sorts, and was aptly named Centrapolis, a name that still sticks to this day. Primarily hailing from Fiore, Bosco, and a mix of other northern countries, a few generations in these nationalities began to fade out of existence, and the names start to get replaced with new ones, the first clans. Originally, more than five existed, but due to both natural disasters and simple merges, pretty early in Elseima's human history did the five establish themselves. At first, these clans were merely groups of like people, and had little to do with politics or families, but over time they became the dominant social structure of Elseimians, enough so that the clan names were eventually adopted into an individual's name, appearing after their last. However, for all the unity the clans established, they brought a far greater deal of bloodshed to the planet. Most notably in these conflicts were the Unsung Wars, a series of battles, sieges, assaults, and about everything else imaginable that spanned a total of three hundred some years. During this time, society both greatly advanced and recessed, new technology and ways to apply it being developed, but at the same time the bloodlines of Elseima being redefined forever. Where once clans were seen as somewhat flexible, it was during these wars that rivalries were formed, Zrauth and Khinsa, Jalon and Aris, with Ludro being the mediator, and again alliances, Zrauth and Aris versus Khinsa, Jalon, and Ludro, when forced to pick a side. Betraying such loyalties, and eventually one's own clan, was seen as high treason even in the more liberal groups. Over time, however, the people grew tired of ceaseless suffering, their magic and resources utterly drained to the point where peace became a necessity for survival. From here the foundations of the modern Elseima were built, although certainly not without the occasional lapse back into brutality. After the Unsung Wars, Earthland magic never again flowed through the blood of Elseimians, a necessary consequence in unlocking the planet's true potential, also known as the Auburen. Often confused as magic, it is more so a life force, supporting the planet beyond what science can deduce, and eventually offering the ultimate escape to the stars. Technology infused with this force caused a variety of effects, most notably what appeared to be antigravity, in which the Aris clan in particular took interest, manipulating it in such ways that proved advantageous, although still a closely guarded secret to this day. First traveling to the nearby moon of Behattern II, Elseima soon discovered an emerging galactic world, and while quiet in their initial steps in space travel, they soon discovered, with some amount of confusion, other powers previously from Earthland. However, while these countries counted three hundred some years since their exodus, the Elseimians no longer recalled distant tales of their home world, merely how strange it was that no other life form on their planet had ever resembled them. Guarded at first, the clans over time opened their planet to others, more tolerant to Fiorans and Boscans more than anything, although it depended somewhat upon the clan. While their common ancestry was over time made apparent, Elseima had a strong enough military force to deter any potential conquerors, and some of their inventions became crucial to the overall advancement of technologies between the different states, enough so that eventually a separate state-wide corporation was created, known as Elseimian Energy. After staying out of intergalactic politics for most of two centuries, Elseima eventually joins the Alliance of Unified Planets, and from there on the planet became more involved on the large scale. Most notably among their rivalries is not between another country, but the pseudo-nation, as it is called and generally despised by Elseimians, the Chrysanthemum Corporation. For years Elseimian Energy has attempted to get the upper hand in a deadlock of technology via corporate espionage, and their competitors the same. Colloquially this has been called a shadow war, although only recently have the two powers really acknowledged some of their more violent acts against one another. That being said, by far the most influential act of violence to Elseimians today occurred in recent history, a fifteen year long conflict know as the Silent War, and indeed the name is an accurate description. Waged on the surface of Elseima between them and an unknown enemy, the Elseimian government hid the affair from the rest of the galaxy, although its impact was seen and still is in their society. Gradually, the countless skirmishes and larger scale battles added up, but on the brink of breaking their silence, the war abruptly came to a close, after a single base was discovered and subsequently destroyed. That being said, on further inspection it was discovered that their enemy was not of Earthland descent at all, but an entirely new form of sentient life. Upon this discovery and the restoration of peace, Elseima reported the news to the Alliance of Unified Planets, which along with other accounts of hijackings and attacks on the outer fringes of known space, all but confirmed alien life. Government: Elseima's government is a representative, clan-based oligarchy consisting of five members, each being the head of a clan. Ultimate power is determined by this council, although each clan has their own system in place in terms of smaller issues that don't concern the planet as a whole. The specifics of an election vary by clan, and often elected is a misguiding term, although bloodlines hold little importance in any of the clans' methods. Each head is formally titled either Adelnei (male) or Adelein (female), dependent on their gender, although Adel, the base form, is becoming more commonly used. Geography: Elseima is located in the Hiraeth system, and is fourth and last in orbit of the orange dwarf star Behatteren I. The single moon orbiting Elseima is named Behattern II, although both are usually just referred to as 'sun' and 'moon' respectively. While the nation owns its fair share of mining colonies and military outposts, these are not commonly visited, nor do they draw much attention in times of peace. The surface of the planet itself is incredibly hostile, home to frigid temperatures, high winds, and little to no precipitation or life, effectively making it an arid desert in the more liberal definition. However, valuable minerals can be found on the surface, and there a few outposts have been set up above ground. Along with this, wind speeds on the surface are incredibly extreme, although few air borne particles are found, and this effects verbal communication and logistics in terms of planetary exit and entrance more than anything. The true Elseima is found beneath its icy climate, supported by strong geothermal activity as a source of heat and a chemosynthesis based ecosystem thriving. Vast connections of caves and tunnels are found throughout the planet, along with pockets of wide entrances to these catacombs. Most of these tunnels are connected to each other, and the largest region by far is known as the Maw, where the capital of Elseima along with the capitals of each clan are found. Other areas are usually home to economic or military bases, although some pockets remain unoccupied, due to their remoteness. Automatic mass transportation connects many of the larger settlements of Elseima, although these modes are usually slower than a more direct route via ship. Locations: 1 system; 1 planet and 1 moon. Other colonies found throughout the galaxy and are largely either mining or military related. The Centrapolis - The most populous city on Elseima, the Centrapolis is generally seen as the planet's hub of commercial and economic activity, along with being the de facto place for tourists and where most immigrants live. Indeed, the Centrapolis is a bit of a mix up of cultures, both of the different clans and other nationalities. Both high and low life establishments are found there, and markets selling all sorts of goods anonymously are infamous in their general lack of regulation. On a large geologic outcrop looking over the rest of the city the various ruling bodies of the clans meet, although this area is closed to the general public. Most of the city's infrastructure is gray-hued, representing neutrality, although pops of color, usually representing a clan in some way, can be found. Zrauthi Taryn - Best known for its fiery traditions and loose interpretation of the law, Taryn is by far the least regulated of the major cities on Elseima. Indeed, fire is a well utilized symbol, and despite the settlement's technology meeting the standard of the planet it is found almost everywhere, with safety precautions made, of course. In general, the city has a lot of taverns and somewhat traditional forges, although scattered throughout these are more sophisticated arms dealers and other small manufacturers. Various arenas for ritualistic, although usually not harmful, combat can be found throughout the city, the most significant being the Tasisia Stadium, a source of entertainment generally enjoyed by all Elseimians to some degree. Arisan Sillis - Sillis is a cleanly modeled city, with its plenitude of green flora, and straight, planned streets, contrasts much of Elseima's architecture. Contrary to most of the other urban developments, Sillis is unique in that it is quite literally new. While the civilization has existed for as long as most others, it has been reconstructed multiple times due to its inhabitants, the most forward minded of all Elseimians. Indeed, many technological innovations in their infancy can be found brewing in Sillis, although the city is somewhat notorious for being a bit too open, from time to time inviting spies and criminals into its midst. Ludran Aelea - The moral center of Elseima, Aelea is the city where the intellectually minded gather to discuss the affairs for the galaxy. For that reason, is it often called the "second capital", although most of the other clans begrudgingly accept this nickname placed by foreigners. Indeed, Aelea has a high immigrant population, second only to the Centrapolis, although the comparison of the two cities ends there. Aelea's design presented an almost regal air, with its intricately detailed white buildings, many of the most elaborate dedicated to public use. Forums are found throughout the city for debate, the most famous being the Lucise Plaza, where many of Elseima's political leaders have amassed supporters. Khinsan Verasi - Verasi is generally viewed as the least inviting of the major cities of Elseima. Topographically, the largest underground river, the aptly named Verasi River, flows straight through the heart of the city, and bluish slate buildings expand outward from it. Being the most law bound, and militaristic, Verasi often receives criticism due to its occasionally harsh punishments for crime, although this merely reflects the beliefs of the majority of the citizens, Khinsans. That being said, the best military academies are found in the city, with the rivalry schools of Rhea and Ira, along with having the most secure and steadfast economy and people, based largely on the prosperity of the Elseimian Navy. Jaloni Rykan - Whereas the center of innovation is Sillis, Rykan is the true center of inquisitive knowledge. Its archives are vast, known as the Great Tree, and contain history on not only the clans but all of the Earthland originated nations and even the deceased planet itself. Rykan's physical foundations reflect this, to some degree, many of its buildings chaotically planned but beautifully constructed with ancient wood and warm hued stone. Many merchants can be found on various long winding streets, selling a great variety of goods and services. One such street, the Carnival Road, is not a street at all, but an enclosed space where all buyers and sellers wear disguise and go by aliases. While not necessary legal, this area is generally overlooked by the authorities of Rykan, and one the main draws for those not researching history. Behattern II Station - The moon of Behattern II holds the headquarters of Elseimian Energy, along with their largest and most used factory. While the latter is fully automated and off limits to the public, the corporation's headquarters are open, its clean design largely reflecting Arisan architecture with its incorporation of plant life and integration of technology. A large amount of previous and current Elseimian designs are on display in various halls, although most employee areas are off limits. Military: Elseima's military is primarily space based, their major economic export being starships, after all. That being said, for the amount of influence the nation has it does possess a comparatively large navy, able to function on a regional basis to the likes of larger powers although not having nearly as much space to cover. Elseima's fleet almost completely consists of the country's own models of ships, with the exception of those used for subterfuge, and therefore it adopts strategies based on such, most commonly the wide use of starfighters as compared to smaller turrets in defense of capital craft. All Elseimians are required to serve in the planet's military for four years after graduation, although many choose to stay far longer. In general, one is usually assigned to a starfighter unit, a part of a capital ship's crew, or to special forces, depending on how they score on a series of tests. That being said, all three, along with other, smaller branches, fall under the Elseimian Navy, which is commanded by the Adel themselves, although usually a few leaders have more prominence than others, depending on their specialties. Generals also hold high authority, in both the military and in Elseimian politics. Economy: To a degree, Elseima's economy can be described as state capitalism, as the largest corporation, Elseimian Energy, is indeed run by the government. However, while many Elseimians are employed in the corporation, smaller companies also exist on Elseima, largely catering to the inhabitants of the planet. It is also worthy to note that Elseima has always been, or at least for the most part, governed by those who put Elseima and Elseimians before the state corporation, leading to a contrast with their arch-nemesis.
last edited Jan 9, 2019 23:40:32 GMT by Kendyll
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Brave Galaxy is set in a world loosely based on Hiro Mashima’s Fairy Tail and Eden’s Zero. It is a PG-13 or so rated space fantasy RP, and uses a combination of character statistics, which can be acquired via roleplaying and events, and creative freedom to help direct players’ characters. While there is a main storyline, which can be found in the events section, characters are free to interact with others and their environment however they see fit.