Search for Exodo 0-- Information

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Search for Exodo 0-- Information

ripley8

Science Officer NOSTROMO 1809246
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Local time
Today 5:30 PM
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231
Age
32
Location
Zeta II Reticuli System
Pronouns
She/her
Just gonna re-post the planet information here so all the info can be together.

Planetary Info
ZONES OF THE SOVEREIGNTY

Brahe-Alma: The capital and seat of power of The Sovereignty, and an impressive display of planetry among the universe. Twin planets, the north pole of one under the south pole of the other. On each planet, only the hemisphere pointed at its twin is fertile, so the liveable area is still only roughly a planet large. Their main export is spices, though not salt.

Lux: A planet whose habitable area is in constant twilight, known for the brilliant displays of their ever-sunset. Known as the Chosen Zone of The Sovereignty for its beautiful scenery. Main export is plants viable for breeding, valuable for their non-photoperiod genetics.

Barremyde: A forest and jungle world, with 90% of its water only underground. The soil and light cycles make the trees grow exponentially faster than in any other Habitable Zone.

Fulgor: A world of diamond mountains, though their peaks extend beyond the atmosphere, so those who harvest the precious stones, which is their main export, require special training and out-of-atmos suits, thus creating a large population of fairly wealthy, but hard-working tradesmen and women.

Ulthar: A world dedicated to livestock and domesticated animal breeds, including intentionally-bred exotic species.

ZONES OF THE COALITION

Onraka: Capital of The Coalition. Onraka is rich in every metal humanity needs, and has needed, for centuries, mostly found in the soil. Most of the planet is flatland and only hospitable to plants with large metal/alloy intake needs, which many varieties wind up helping Augments when parts and other treatments do not.

Kastra Dama: A luxury cloth and textile supplier, from royalty's silks to dependable out-of-atmos suits to rugged clothes for working star sailors or tradesmen--their climate gives them bugs and plants with fibers unrivaled throughout the universe for quality. (Kastra Dama pre-dated Barremyde, which was The Sovereignty's attempt to have their own luxury supplier of such goods. Barremyde failed in that aspect)

Ardhi: Liquid water world, whose main export is seafood, salt, and liquor. The special filters in their sparse lands between oceans are particularly effective in distilling, hence Ardhi-distilled liquor is among the grandest in the stars

OUTPOST WORLDS

A work in progress, actually, so if you have any ideas, feel free to hit me up!

-Outpost Worlds are near-enough other major planets, and along Quantumdrive Paths, but still an inconvenient few-day trip away. They provide more base needs like fuel, ice/water, soil, etc...

Kanveska: Ice planet, main export is unsurprisingly ice. This is an Outpost further out of the way than most.

Religions and Rulers, The Sovereignty
With a history so long, The Sovereignty has had only a handful of rulers, because they've tended to live several hundred years beyond the average life span. As such, Sovereigners (and grudgingly skeptical Coalitionists) see them as god-like, though this nets mostly respect. Their reverence is saved for light, stars, and the first Starwalkers.

This wide-spread religion, called Of the Stars, meshes the importance of light and ancestral history. Plenty of powerful Sovereign families can trace their lines as far back as GSE 1--an impressive feat, really. Interpretation of their beliefs varies between individual, but a somewhat romanticized view of it would be to live your life in a way that, when you go, a new star burns bright with your life's light, to guide those after you, just as the ancestors did.

As beautiful as the beliefs may sound, their ire is generally turned toward The Coalition. This is where propaganda has run wild, and plenty of years of history books have been...sponsored, shall we say, by particular rulers, to back the narrative of a Grand Sovereignty Era. Though the masses deal and trade with Coalitionists plenty in their lives, old smear campaigns have left lingering rumors. Asking any elitist Sovereigner could net you a wide range of absurd claims, though the most prevalent would be something along the lines of Coalitionists conscripting their own augmented children for testing.

Some phrases:
A common blessing for official ship launches, especially out of Brahe-Alma:
"By their mercy we sail with light through the Everlasting Dark" [referring to the First Starwalkers by 'their']

Phrases in wide circulation:
To the void-- a mild swear, like dammit.
Stars be black-- a very serious 'what the fuck'.
Stars smile on seeing you here-- a pleasant greeting. 'fancy seeing you here'
Screw-- derogatory, this references a person friendly to Augments. Its use has declined in recent centuries, so it's now a more shocking insult to hurl.
Bolt / Bag of bolts / Bolter-- derogatory, a reference to Augments

Religions and Rulers, The Coalition
Where Sovereigners have held tight to the past, and praise their singular ruler, Coalitionists laugh. They are precisely this--a coalition. Each of their planets is allowed their own ruling system, should they choose. As of now, they are content to have their own seats of power in their systems, taking their cues from the capital, Onraka, and its delegation of leadership called Ronerites. As a whole, the people of The Coalition tend to value scientific facts more than romanticized stories of the First Starwalkers, and much of their sacred emphasis is put on time, as well as mathematical chaos.

A people so forward thinking, they have perhaps left a few too many facts to be regrettably forgotten. The Coalition, long ago, allied with Manufactured Intelligence--though true reasons are now hazy. It was a time of war and archaic space travel, and The Coalition wanted no part of what The Sovereignty was building, so many historians speculate it was perhaps out of desperation. After all, MI are said to have been mercilessly slaughtering any true human they could (an assertion widely accepted in The Sovereignty, but hotly debated in The Coalition). At any rate, it would appear only whispers of MI remain in the universe--and it has something to do with Augments, but again--nobody can quite figure out what. Speaking of such, plenty of Augments have moved to the accepting planets of The Coalition, leaving lives in The Sovereignty where they were locked into poor and sometimes impossible societal positions.

Coalitionists are also not the fondest of their system neighbors, especially their large military force that's for little more than show. But give a man an army, and, well, he'll figure out a use eventually, won't he? Overall, they think Sovereigners to be vapid, weak-willed, and bigoted. Not to mention their obsession with family names and hoarding any wealth they can find. Many who have to deal directly with Sovereign traders say among themselves Give them the stars, and they'll want the void, too. Greedy bastards, in short.

Some phrases:
Time keeps us woven-- a common inscription for graves; also a sincere farewell
Chaos forget-- a hearty fuck it. Can also be directed as in a fuck you, fuck that, fuck them...etc.
Swear on my mind-- swear to god
Time will sort that chaos-- time will tell, or, we'll cross that bridge when we get there.

History, according to The Sovereignty
Records start at Sovereignty Exodo Era 1, when humanity's ancestors came under attack from the Metals, during the exodus from humanity's home planet, Terra. The humans had run out their welcome on the lush, fertile planet, and could no longer reach equilibrium between their own needs, and that of Terra's atmosphere and sun. Thus, according to record--with dying crops, trash saturated oceans, and no more hope even within their system, the ancient humans banded together in a colossal effort to walk among the stars. Cyborgs had been in circulation for some time before their great uprising--used in labor conditions inadequate for humans, or as support staff roles when there weren't quite enough. Always to help fuel humanity's expedition valiantly into the Void, but always toward the Star's Light.

It would seem as though the Metal People took on a new mind of their own, however, and decided to add insult to injury to the fleeing race. They were self-healing, save when a ytterbium weapon sank into either eye, and so easily forged their way through a time of magic weapons they rendered obsolete--handheld things that could throw something just larger than a pea at astonishing speeds, with explosive force--in varying shapes and sizes. They were called guns, perhaps? At any rate, a minor sect of humans, disgruntled at their future planetary claims, managed to persuade the vast majority of Metals to their side, so ending hostilities between Coalition and machine--all to fight The Sovereignty for land.

Sometime near the end of the 200 year war (known to all as the Exodo War), it's said some of the Coalition-allied Metals were captured, and Sovereigns learned of a weapon Coalitioners would be trying to use against the newly-established capital, Brahe-Alma. They called it New Humanity--and there could be no doubt it was only to re-establish the race as they knew it. After destroying the weapon, tense negotiations happened--each power recognizing the strength of the other, and The Sovereignty struck an uneasy armistice with their rivals. They're known as the End-Exo Peace Accords, and they finally allowed The Coalition to find and establish their own home planets, without needing to pay homage to the group of pioneers already homesteading worlds for everyone's benefit. The year was Sovereignty Exodo Era 200, and thus launched Grand Sovereignty Era 1. Relations have always been tense, especially considering Coalitionists don't acknowledge 144 years of the Grand Sovereignty Era out of some sort of spite, but the Accords have been honored. At least, thus far.

History, according to The Coalition
While The Sovereignty claims humanity was working as one to leave Terra, The Coalition has ancient reports of their people, and the story is very different from their counterpart empire's knowing of Exodo Era 1 (they choose to leave Sovereign out of the name of this era). An entire population of workers, still toiling on Terra's degraded soil in the shrinking habitable areas, provided resources for the first journeys into the stars. And it wasn't always necessary. They provided for opulence and showmanship, just as much as they did food and water. It's indicated that everything from those, to fuel, to organs (replaced with ytterbium-specific nanite technology--those rich and off-planet called it 'going organic' for the body parts they bought), were being supplied by those left on the decaying planet. And they'd eventually banded together and begun calling themselves The Coalition. As soon as this new and organized group began demanding better treatment, and more help off planet, The Sovereignty pushed back with unequal force.

This is where debates begin to heat.

Some say the first Coalitioners allying with Manufactured Intelligences was mutual--after all, plenty of MI were left on-planet with them to help keep up with The Sovereignty's supply demands, becoming difficult due to high mortality rates of humans. Others say it was an alliance out of desperation--that MI had already turned of their own accord against the Skywalkers. Either way, they admit eventually, somewhere around EE 198, there were whispers of New Humanity...Sovereign historians have labeled it a code name for a weapon, and Coalition historians can't quite deny it. They have no idea what it possibly could have been--it seems as though nobody has any concrete evidence of EE 200 beyond the End-Exo Peace Accords, and The Coalition's beginning of a long-coming great expanse to their now-treasured home worlds. Almost as elusive as the phantasmal Exodo 0.

As soon as the Peace Accords were struck, the 144 years of Coalition establishment of their own planets saw a massive decline--almost to the point of annihilation--of the MI race. The 144 years of Coalition expanse, among themselves, are still considered in Exodo Era, thus putting their years 144 off from The Sovereignty's. This, however, is counterbalanced by referring to it as the 144CWE's (144 of Coalition World Establishment), and then begrudgingly accepting the GSE year count. The CWE came to an end when Onraka was officially recognized by The Sovereignty as capital planet of The Coalition.

--According to both historical accounts, the 144 year Era discrepancy between the two empires is when reports of Augments started showing up.
 
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Name: Zora Amano
Age: 29
Pronouns/Orientation: she/her, and tre gay lol

Zora is the first to apologize for being born a Sovereigner, should it ever be damned to be brought up in conversation. She recalls the mountains of Fulgor vividly--how the Vurlessa 4 range scattered the planet's solar radiation across the sky in splendid colors most nights, and her family unit--two fathers and an aunt (technically biologically unrelated). At least, for a time. One father, her Pa (the other being her Daz), and her aunt (her Nan), Paige--were augments, just as she is. Funnily enough, her Daz had moved from Onraka to Fulgor, with his knowledge of mining resources and hardworking Coalition back. He had found family with her Nan, then found and fallen in love with her Pa, both of the Augments in a poorer district of Zora's home world. She's unsure how she came to be their child, though she didn't--and doesn't--much care, because they are the only people she loves. Loved.

To be specific, her augmentation starts at her right hand, from ring finger through thumb--extending into the inside half of her wrist, forearm and bicep, before the mechanized parts re-integrate at the outer edge of her collar bone. Both her Pa's and Nan's augmentation being almost as extensive, she found her family unit often seeking passage with 'less reputable', but affordable, company to the Neutral Zones for trading, or, when her Daz could land a decent job for a while, even to Onraka directly, for help. Zora had begun picking up some of the knowledge of the tinkerers (at least, plenty of people call augment repairers that) on privateer ships, in the Neutrals, on Onraka--ever since she could remember.

Between eleven and twelve was when her life exploded, more or less. Her Pa went missing...Daz was starting to get sick from the worry, heartache, and unknowing, and that was when the attacks against Augments started happening in her district. Random acts of violence are something many Augments have to put up with as a fact of life, but you never think it'll be you...until it is. The final night of her life before...the row of housing she lived in was set alight, and only Zora and Paige made it out. Which was only half the battle--they were met with a small mob in the streets, and that fateful night is when Zora got the massive scar around her eye. It...was almost like the person that attacked was trying to cut it out. The only reason they didn't succeed was because Paige launched herself at them, telling Zora to run.

She hasn't stopped, since.

She found some neighbors fleeing, and one brought her aboard the privateer vessel he himself was supposed to be leaving on the next day. The rough and tumble crew declared sanctuary, brandishing well-used ytterbium blades and knuckle chains, and it's in looking from terrifying crew, back to her ruined home sector, through bloody vision, that she decided she was going to be one of them. Right before she passed out.

For years she bounced between any crew that would have her, mostly as mundane help--until word started getting around that she wasn't a half-bad tinkerer. With half a chance, she excelled, and so now can aid in part replacement and upkeep--or at least pain mitigation, among her fellow peoples. And during her mundane help days, she took a liking to a Chief Navigator that reminded her of her Daz, and studied under him for several years, preparing her for her post aboard the Cesium Opus as its own Chief Navigator, now, where she has been for 5 years.

The booze is good, the herb is better, and the sights are great, in this life of hers she's forged from the ashes of no choice.


 
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Name: Aster Vagus
Age: 30
Pronouns: She/her
Sexual orientation: Straight

What world are they from?

Born beneath the proud flag of the Brahe-Almans, Aster grew into young womanhood influenced by the Sovereignty, whose culture has maintained the abject loyalty of her family line for generations.

Did they do any work there?
As the only daughter of the Chief of Justice, Aster was raised with a certain degree of luxury due to her father's political prominence. This, in turn, left her free to spend much of her time partaking in more leisurely pursuits—such as reading, music and language—all gentle hobbies that befit her sex, her father reasoned, the staunch traditionalist that he was. (However, his daughter's wheedling did win him over from time to time and, at Aster's request, the girl was allowed to dabble in his personal armoury, to his chagrin.)

Did they enjoy it?
What was there to not enjoy? Aster had everything she needed, and to those who looked from the outside, how could anyone want for more? For the girl not only enjoyed the prime of her youth and the privilege of her established family name while on Brahe-Alma, but the societal protection of being organic on a planetary system known for its bitter hostility towards the augmented.

What brought them to join the dangerous life of a privateer?
In short, Aeron. There was no soul in the cosmos who was held more dear to Aster's heart—both figuratively and literally—as his name had been lightly tattooed over her sternum for the last ten, cruel years.

In fact, without him, Aster might have never known what it really meant to love; nor would she have had the gumption to take the dangerous, life-changing steps that brought her to what she was today: an oppositional force to the Sovereignty, and an enemy to its staunch loyalists.

That was the least she could do for her lost son, who the Sovereignty failed to protect. For Aeron was everything. And he is not dead, Aster had convinced herself, nearly for an entire decade, with no small amount of hate for her husband, who she deemed a liar regarding the suspicious fate of their son.

Aeron is alive… somewhere. I can feel it.

Any augments?
Aster luckily has no augments, and is therefore considered to be the purest of flesh and blood, undefiled, and sacred throughout the galaxy. Or so she was taught.

Tattoos, scars?
While Aster takes great care to conceal the tattoo on her breast bone, even less obvious are the ten linear scars (which appear to be a self-made tally chart) that have been scraped into her skin with a blade, over time. The location of these scars are only known to Aster, and are not visible when she is clothed.

How do they dress?
While Aster was known for her love of all things colourful, flashy, and fashionable during her years on Brahe-Alma, the raiment she wears nowadays does not reflect that joy of her past. Since defecting from the Sovereignty, her life had become exponentially more dangerous, and to remain discreet was of utmost importance. Gone were her days of her vibrant femininity—probably forever. Now stood a woman, ten years older, hidden in a black cloak and hood that camouflaged her sex when necessary, as she navigated through the underbelly of a criminal world that she never knew existed before leaving her native planet.

Attitude
Aster performs her duties with conviction and passion, and thereby is usually very hard on herself for any weaknesses or mistakes made while performing her responsibilities. But that is where tenacity comes in, which Aster has plenty of. Her stubborn side will staunchly refuse to give up when there is an objective to complete.

Any ticks or favorite swears?

Likes: A good time, good wine, music, languages, reading, money, high fashion, pastries, babies, children, animals, cuddling.

Dislikes: Do-gooders, wasting time, wasting money, not getting paid, uncleanliness, betrayal, Brahe-Alman politicians, her husband.

How do they come off, and how do they feel inside?
Despite the shadowy positions that Aster has been forced to accept since she left the Sovereignty, she ultimately remains a warm woman at heart, deeply motivated by an innate compassion for the innocent and an unshakable maternal love. Only with the few that she now trusts, however, will she lower her guard to allow this sunnier disposition to shine (or while drunk on very good wine). Yet, no matter what, Aster is not a person to screw over—as she will not hesitate to take anyone out, if absolutely necessary—and always takes the commissions of her job very seriously. As such, she is very capable of switching off her genial side and turning as stone-hearted as any lifelong privateer. (Of course, as long as children or other innocents are not harmed.)

Special skills?
Due to her father's (and later her much-older husband's) political associations, Aster grew up playing amongst important men, whose mannerisms she soaked up like a sponge. This eventually gave her a keen understanding of manipulation tactics and its power to get her what she wanted (much like she watched those in the political sphere sway their superiors on Brahe-Alma).

She, too, developed a fervent interest in her father's private armoury as a child. (This is one example of where Aster's manipulative side came in, as she was able to always talk her father into allowing her to strum through his substantial collection of weaponry, usually under the supervision of one of his staff.)

Quirky personal items they keep?

Switchblade: Nothing fancy about it, a standard metal switchblade with a half-smooth, half-serrated blade that fits comfortably within her boot.

Trench knife: One of her favourite weapons, which fits perfectly on to her small hand like a formidable claw. This was a custom-made gift from an old friend; one that had saved her life on multiple occasions when she first defected from the Sovereignty.

Basket-hilted sword: A fine weapon and ancient family heirloom, stolen by Aster from her father's armoury, with an equal measure of necessity and spite. The quality of the blade reeks of high status and is engraved with ornate geometric carvings on its pommel and the initials R.N.W. on its blade. It was the weapon that she used to kill for the first time, years ago.

Rattle: Another fine piece, albeit an infant's toy. Aster considers this beautifully constructed rattle to be one of her most prized possessions, and the only other item from her past (other than the stolen blade from her father) that she retains. The rattle is of ornately carved metal, complete with a moonstone at the tip of its handle. The inner beads have since been carefully removed by Aster, however, who has instead hidden within the rattle a mysterious noxious powder.

(( This is a draft. Will go through and edit tomorrow a small bit, but wanted to post for you to review. Let me know if I should change anything or you have any ideas.))
 
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All of that is great! I should go back and add a few things to mine with the character draft chart I made and didn't even use 😂😂
 
Well, thanks. I'll probably edit it a bit sometime later today, just to refine some details. Also I'm not sure how to do the spoiler thing with the image…
 
It's not too difficult! Just put Spoiler in brackets, then put whatever is gonna go in it, then /Spoiler in brackets
 
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