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Dinui System and the Kyramud'e Tsad

on Sat Jun 13, 2015 8:58 pm
Laandur
Day Length: 187 hrs
Mass: .0003 Earths
Diameter: 1,290 km
Density: 1.61 g/cm^3
Surface Area: 5,200,000 km^2
Roche Limit: 200 km
Surface Gravity: .03G
To Orbit Velocity: .43 km/sec
Orbit time @ 3G: .2 minutes
Escape Velocity: .6 km/sec
Geosync orbit distance: 10,480 km
Geosync orbital velocity: .1 km/sec
Laandur is a small, rocky, and uninhabited planet similar to Mercury.

Kandir
Day Length: 26.2 hrs
Mass: 1.75 Earths
Diameter: 14,450 km
Density: 6.624 g/cm^3
Surface Area: 655,900,000 km^2
Roche Limit: 1,900 km
Natural satellites: 3
Surface Gravity: 1.37G
To Orbit Velocity: 9.84 km/sec
Orbit time @ 3G: 10 minutes
Escape Velocity: 13.9 km/sec
Geosync orbit distance: 46,800 km
Geosync orbital velocity: 3.6 km/sec

Kandir is a cool, terrestrial world - average temperature 52F, summers to 70 and winters to -100. The west continents are mountainous and conifer forested,while the east continents are a colder jungle type.
There were various attempts to colonise by alien species, but a group of humans arrived through an in-system anomaly ~100yrs after, disoriented and with their craft crippled (other groups had also exited with the same effects, and the anomaly seemed to only work one way). These humans were the only ones to activate ancient artifacts & advanced alien structures scattered across the planet, and became allies with most of the other cultures in the system.
Of course, all of this means Kandir was colonised by a variety of nations not only from Sol but other systems as well. The result is a culture with mixed roots. This is shown in things produced by inhabitants of Kandir as well - ships, armour, weapons, cities, clothing, and the like are all influenced by a variety of cultures.

Major Cities of Kandir:

Itulyer Production Consortium
Studium
Population: 50,367,742
Features: Main offworld shipping port, headquarters of TLG - massive warehouses, constant stream of ships entering & exiting. Multiple layers hanging from giant space elevator tether in the centre of the city, with another city (Studium Higher, population 12,596,600) in a station at the end of the tether. Varied styles of building, ranging from early 21st century to mid 1800s colonial. Huge variety in ethnicities.
Diu
Population: 10,053,000
Features: Fusion power provider for Itulyer - extensive power grid, reactors underground. Looks like the stereotypical 70s big city: bright, smelly, sprawling.
Silva
Population: 12,140,602
Features: Technology development centre, pipes seawater into main processing centres. Tall, thin towers lit from head to toe in advertisements & screens - kinda like Shanghai in Skyfall.


Union of Phtohel’a
Sha’kul
Population: 10,630,000
Features: Wind & fusion power for Phtohel’a.
Lacrima
Population: 9,607,787
Features: Security training & provision, extensive underground city in old mines. Rather Arkham City/Origins Arkham-esque in style.
Dak
Population: 8,305,218
Features: Fishing hub of the Ocean North, built mostly on stilts - sprawling, wooden contraption that continues for hundreds of square miles & multiple provinces (divisions within a city-state).
Tak
Population: 9,554,598
Features: Massive wind farms, many buildings have wind power built in. Lots of circular things, towers with holes in them, and things that spin.
Nakonech
Population: 24,750,000
Features: Distribution & onworld shipping hub for Kandir, very square and modular modular
Thameen
Population: 9,115,488
Features: Carbon generation and refinement facilities - massive carbon traps built into buildings. Giant 80s-ish/Sears Tower-looking black, blocky towers


Pu’vok Naval Administration
Ranjoon
Population: 13,879,752
Features: Shipyards on top of huge, tree-like buildings, giving the impression that the whole city is just a bunch of giant metal, glass and stone trees
Zaldg
Population: 19,342,026
Features: Shipyards, dry docks - both weaving their ways through towers with space tethers, giving the city a “fence with vines” look
Arar
Population:  23,560,730
Features: Arar Naval Academy (massive, cathedral-like building with many levels, museums, and halls) & space elevator.  Looks rather medevial, but if normal buildings were the size of skyscrapers.
Ogir
Population: 14,595,901
Features: Buildings with huge shipyards flung through them. Kind of like Chicago in Crimson Skies.
Feskenyed
Population: 16,793,063
Features: Shipyards & dry docks strung from space elevators with huge slings and grav repulsors. A lot of space elevators.
Pohjakul
Population: 21,753,486
Features: Slip drive production & maintenance facilities, spaceport with multiple layers suspended from space elevators arrayed in a circle - called the Tiara for its appearance as it hovers over the dense downtown area.
Yiah Saul
Population: 33,602,500
Features: Spaceport spread over many km^2. Very, very flat. Lots of ships just going straight down from orbit.


Vul Family
Giotan Eile
Population: 7,746,642
Features: Oxygen farms & a massive city built in & around trees


Yezero Alliance
Kyr’vhetine
Population: 36,930,260
Features: Shipyards coming out of a mountain, space tethers everywhere, massive buildings in a strange blend of Forerunner and Art Deco styles.
Razryv
Population: 35,905,502
Features: Shipyards & city buildings around one single large tether. Looks similar to an apple after it’s been spun on a peeler and stretched - long, spiraling coils of city ascending into the sky around a carbon tether core.
Paikam
Population: 32,593,332
Features: Libraries, data centres, IT production - all in a huge underground cave system. Barely anything aboveground.
Jii
Population: 23,679,744
Features: Yezero Armoury headquarters at the tip of a peninsula: heavily defended fortress deemed impossible to infiltrate & still get out alive


Zmiyr Tribes
Al-Bahar
Population: 12,267,238
Features: Solar power facilities on top of a respectable city.
Remadi
Population: 27,387,012
Features: Spaceport with one large space tether


Notes
Population is defined by the amount of sentient beings in permanent residence within the city limits. Most cities have a far greater amount residing in their general area than is suggested here by the population as defined.

Dinui
Day Length: 25.8 hrs
Mass: 1.25 Earths
Diameter: 12,920 km
Density: 6.624 g/cm^3
Surface Area: 524,100,000 km^2
Roche Limit: 1,700 km
Natural satellites: 0
Surface Gravity: 1.22G
To Orbit Velocity:8.8 km/sec
Orbit time @ 3G: 8.2 minutes
Escape Velocity: 12.4 km/sec
Geosync orbit distance: 41,340 km
Geosync orbital velocity: 3.23 km/sec

Dinui is covered in alien structures in a similar manner to Kandir, but is less populated, more Earth-like, and is mostly used for farming (which is the reason the planet isn't divided into city-states).

Yaihi’l
Day Length: 17.7 hrs
Mass: 163.56 Earths
Diameter: 117,230 km
Density: 1.159 g/cm^3
Surface Area: 43,177,500,000 km^2
Roche Limit: 15,200 km
Moons: 60+
Surface Gravity: 1.9G
Escape Velocity: 47.2 km/sec
Geosync orbit distance: 130,160 km
Geosync orbital velocity: 18.61 km/sec

Yaihi'l is a spectacularly ringed gas giant harvested to power reactors, both ship and planet based. Skyhooks dangle factories down into the atmosphere from space.

Other Data
Government & City-States:

The main government is composed of alliance of city-states called the Kyramud’e Tsad, each headed by a kaidon. Decisions are made at regular meetings of kaidone at the kaidone’joruun (somewhat akin to the UK's Parliament). The analogue to the US President, the alor'kaidon, is chosen upon death, assassination (each kaidon has the right to challenge the alor'kaidon by attempting to assassinate him/her or sending an assassin), or impeachment (for neglect, war crimes, etc.).
The alor’kaidon answers directly to the MSI government on Velonna and speaks for the kaidone and the kaidone’joruun.
Each city-state keeps its own specialised military force (rather than a variety of forces) or contributes to a variety of different paramilitaries, but can be called to action by the alor'kaidon. City-states do often form alliances and partnerships to aid each other in their development and in the kaidone’joruun.
Kandir has a very quick adaptation rate of newly discovered tech due to various factors such as its economy, competition between city-states, and previous experience researching technology.

Technology:

-FTL travel nearing 3,000 light years per day utilising slipspace, drives reverse-engineered from alien artifacts
-Effective composite armours reverse-engineered from alien artifacts
-Gravity manipulation reverse-engineered from alien artifacts
-Self-developed sublight travel
-Self-developed railguns, traditional slug-throwing weapons, and missile systems
-Effective & powerful energy weapons reverse-engineered from alien artifacts & improved upon
-Extremely destructive weapons of mass destruction self-developed from slipspace tech
-Energy shielding reverse-engineered from alien artifacts & improved upon
-Self-developed, near-sentient artificial intelligence constructs (a la Halo)
-FTL communications developed with a mixture of alien technology and self-development

Military:
Offensive

Space

Ashi Shipyards
Ashi Shipyards is based out of Kyr’vhetine and provides production & maintenance services to a variety of corporations and units, including Alcel, the Cerar Naval Unit, Kul United Navy, and the Vorpan Airborne.

Cerar Naval Unit (CNU)
The Cerar Naval Unit conducts all space operations that exist on the offensive & operates all offensive aerospace units, from capital ships to fighters. Based out of the Arar Naval Academy.

Air

Vorpan Airborne (VOR)
Based out of Yami’gav, the Vorpan Airborne conducts a variety of operations, including orbital drops, ship-to-ship boarding, and ship defense.

Ground

Dak Submerged Operations (DSO)
Dak Submerged Operations is a group based out of, of course, Dak. Initially, they were limited to operations under the water, but now have expanded their reach to environments where oxygen is limited or non-existent, such as space, gas giants, underwater, and planets with a hostile atmosphere.

Cabur Heavy Infantry (CHI)
The Cabur Heavy Infantry is often mistaken for an armoured unit or an overfunded Bayhem-creating group of mass destruction by foreign media, but this simply isn’t true. The Cabur Heavy Infantry is simply a group of men and women that go hiking. Hiking with extreme prejudice.

Melh Mechs & Armour (MMA)
Melh Mechs and Armour provides heavier attack units and artillery units from their base in the city-state of Melh. This support often proves invaluable when lighter units are faced with a reinforced objective.

Kurs Recon (KUR)
The Kurs Recon is commonly deployed ahead of other units to gather intelligence on an objective. The common military trope of “inaccurate intel” is rare with the advanced technology and skill of the Kurs Recon, based offworld on Kandir’s first moon.

Mixed

ABAH Riders & Ravnina Mounts (ABAH)
What the Cabur Heavy Infantry is to land combat, the ABAH Riders and Ravnina Mounts are to rapid combat. Soaring through the skies or flowing over the ground, these highly trained units are highly effective at getting to a target on a moment’s notice and destroying it just as quickly.

Kandir Office of Intelligence (KOI)
The Kandir Office of Intelligence often works very closely with the other groups, allowing it to know everything that’s going on wherever the Kandir military is deployed. Often labeled as “spooks” or “sneakies” by the other groups, members of the Kandir Office of Intelligence are merely doing their job… and doing it exceptionally well.

Serare Special Operations (SER)
Serare Special Operations units are often deployed by the Kandir Office of Intelligence, having been specially trained for black-ops style operations. They emphasize stealth, efficiency, and leaving no trace.

T&N Robotic Warfare (T&N, TNN)
On many worlds, the rise of effective robotics was said by many to be the sign of a new, unmanned era of labour and combat. This has been proven wrong on quite a few of those worlds, but T&N Robotic Warfare forges on nonetheless. Aerial drones, recon craft, and the occasional ground-bound walker or treaded machine are the hallmarks of T&N involvement.

Defensive

Space

Kandir Corps of Engineers (KCE)
The Kandir Corps of Engineers is responsible for every fusion plant on the planet of Kandir, as well as the extensive space-based defenses. They steadily provide materials, manpower, and maintenance to both.

Kul United Navy (KUN)
The Kul United Navy is often considered the home fleet of the Kyramud’e Tsad, even though it isn’t officially called that. Kul ships patrol the outer reaches of space around their home system where the Kandir Corps of Engineers either can’t be or can’t see.

Ground

Datum Militia (DAT)
Need simple defense of the surface from enemy attack? The Datum Militia is at hand. Even though they work closely with the Haas’vheh Infantry and the Na’nu Heavy Infantry, the Datum Militia uses its lighter equipment setup to respond to threats in a shorter time.

Haas’vheh Infantry (HAA)
When the Datum Militia can’t hold a location, the Haas’vheh Infantry is inbound. Their medium-level equipment gives them a stationary edge, but they can’t respond as quickly.

Na’nu Heavy Infantry (NHI)
The Na’nu Heavy Infantry is normally found in cities or key locations due to its more steadfast nature. Carrying the heaviest kit of the defensive surface units, they are ready to defend their post at all costs.



Notes
[ EDIT ] Links are broken, I'm working on fixing that.
A list of all the city-states, what they produce, and their military specialisations can be found here. Description of military units can be found here. An always up-to-date version of this page (complete with maps of Kandir and Dinui, generated here and annotated by myself) can be found here. Planet data calculated using this tool. Please, please, please leave feedback or questions, it helps me refine what I do. I don't have a great backstory set up as of yet but it's in the works.


Last edited by nikolokaidon on Sun May 01, 2016 1:22 pm; edited 15 times in total (Reason for editing : derp)

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Re: Dinui System and the Kyramud'e Tsad

on Sat Jun 13, 2015 9:58 pm
Ah, so we're adding Halo species in the mix now, huh? That'll be fun. Razz

As to the info you've got so far, it looks perfectly fine. Smile I'll let MAD have the first word as far as getting it integrated into the MSI, if that's alright.

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Re: Dinui System and the Kyramud'e Tsad

on Sat Jun 13, 2015 10:08 pm
I like my Halo, and I like my Fremen from Dune as well. Razz I don't know how the FTL stuff works in Dune though... it's weird and obscure.

Thanks. I'm perfectly fine with MAD having the first word, since he's the leader and all. Razz In fact, it may be helpful to have his input on how the Kyramud'e Tsad met up with the MSI in the first place.

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Re: Dinui System and the Kyramud'e Tsad

on Sun Jun 14, 2015 12:57 am
I like the detail you put into this system, and your government fits in nicely with the larger Imperial government. This system would be a great addition to the Imperium, in my opinion. As for the races from other universes... I don't think I have the final say on that; I think we've had some discussions dealing with them (specifically those from Star Wars) and as far as I could tell it was decided that general ideas, aliens, and technology could be taken from universes other than Star Trek, but things like history were more restricted. Of course, with your additions nicely vague and far in the past, it probably doesn't really matter, and we can always just slap a new name on them if they interfere with anything (I think that's kind of what Jace did with his Grelfucans, to a degree).

I'm not really concerned with it either way, though, so it looks good to me. Razz

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Re: Dinui System and the Kyramud'e Tsad

on Sun Jun 14, 2015 9:43 am
Niko- FTL in Dune is pretty weird; the Spacing Guild essentially infuses a Navigator with craptons of Spice, until they can bend space and create a wormhole through the force of their will. Or something. Razz

Mad/Niko- In reply to MAD's point on non-ST stuff: the general rule is, by my understanding, only tech from other universes was allowed to be used unchanged; actual races, and certain those race's histories are big no-nos. Razz That being said, It's entirely fine to just change the name and make them look unique- reskin them, essentially, like how Jace effectively "reskined" the Madalorians into his Grelfucans. Razz If I were you, though, I'd wait for someone higher on the food chain to decide yes or no; for now, carry on. Razz

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He might kill us with his cow bombs

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Re: Dinui System and the Kyramud'e Tsad

on Sun Jun 14, 2015 9:50 am
@Mad: Thank you, MAD. It was pretty fun to come up with it, and I wanted to have a degree of detail in how the planet is right now so I have a guide for later projects. Of course, since backstory is one of those projects, it's rather nice how it's all fallen into place.

@Tetra: I knew about the spice part, but I thought it was just for navigating once they were going that fast... whoa. I should figure out what went on after the first book. Razz

I'll be sure to wait on a final answer, then. The only thing that isn't just an influence on Kandir as it is today- since the Fremen, Sangheli, and Forerunners are just inspirations, after all, not actual races found on Kandir (a Forerunner running around on a planet would probably send off some pretty big alarm bells to somebody Razz) - would be the Mandalorians themselves, but I could probably mess around with the culture and stuff if the need arises.

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Re: Dinui System and the Kyramud'e Tsad

on Tue Jun 16, 2015 3:25 pm
(Speaking for myself and not in an official capacity) 

I don't PERSONALLY have a problem with using bits and pieces from other sci-fi-universes.

Then again, I'm not invested in any cross-over stories, and haven't really been in on the "what to do with Star Wars/other universe" talks. 

I think, that, and this is just my understanding, the PCG universe doesn't actually recognize any major, or even moderate cross-overs with the SW-(or other sci-fi) verse(s), but we HAVE had a decent number of more or less small cross-overs. 

For example, having the Galactic Empire have a war with, say, the PCG, is out, at least for now. But, having a clan or two of Manalorians get pulled into an anomaly that leads to the PCG-verse, and then set up camp (and possibly intermarry with residents of this universe and over dozens or even hundreds of generations, build a planet-state that is in many ways based on a somewhat forgotten culture.) is totally okay. Bringing some tech along? Sure. The language and warrior history? Sure.

But when that culture meets someone from this universe and says "we are the Mandalorians, tremble before us!" the other person is going to go "okaaaay. And who are you? So, you're basically just a military and honor based society? Okay. Have a nice day and don't mess with us. " "So you haven't heart of Boba Fett? How can you NOT have heard of BOBA FETT?!" "Who? Bye...."

So backstory and tech is fine. Moving the ENTIRE Manalorian race here is not, or an entire faction, or planet, or having a cross-over war, or bringing a bunch of named characters. That stuff, again, AS I UNDERSTAND IT, would likely be a no-no without MAJOR discussion first. 






Meeting a single Star Destroyer that has gotten lost through the worm-hole and doing battle with it? Fine, MAYBE pushing it, but fine. An Imperial fleet? Not so much.






To be fair though, the Star Wars universe MUST exist, applying logic to something Johnnyred said, which was basically that there are an infinite number of universes, encompassing every single possibility. LOGICALLY, at least one of those universes would be Star Wars, another would be Halo, another would be Marvel, another would be Doctor Who, another would be... you get the idea. And another would have all of them combined... somehow... Razz  


(The infinite universe thing is already established, in normal canon Trek anyway, J-red just agreed with it. Which would also mean that in one universe we are all fifty-foot tall rabbits... okay... this is getting weird) 










Annnnnd I forgot to comment on the actual topic. WELL DONE! That is CLEARLY WELL thought-out! Great work! I'm looking forward to the back-story! Very Happy 

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Re: Dinui System and the Kyramud'e Tsad

on Tue Jun 16, 2015 5:34 pm
Dino: Tetra's method might be better, with the "take it, rebrand it, and say it's a totally separate thing" idea. It's a bit of a smoother ride than traveling through wormholes between parallel universes. Razz

Also, Marvel technically doesn't have just one parallel universe. It's closer to a few hundred reserved for them. Razz

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Re: Dinui System and the Kyramud'e Tsad

on Tue Jun 16, 2015 5:40 pm
@Dino: I understand your reasoning, and agree with it - hence why I said the culture is considered Mandalorian (although really for lack of a better name), but is called the Kyramud'e Tsad.
Mandos are dedicated to their own version of honour, their family, and (of course) the warrior lifestyle - if you put it at its simplest.
I've tried to take aspects of other cultures I like & incorporate them into the culture (like the Sangheli city-state idea, the specialisation of military units was something I adapted from my Economics course & the Roman Auxiliaries, some of the weapons & tech I'm still working on designing take from areas as wide as Dune, Greek mythology, the Bioshock series, and others).
Also, I don't really care if any cross-over stories happen or not. I just enjoy particular cultures & blending them into something both unique and a mixture of what's already there. The language I'm planning on using for most of my in-universe work is based - initially - off of Mando'a, but because there's some gaps in the vocabulary and grammar I'm pulling in from other sources as well - including a custom phonetic written language that I made because I don't like the Mando'a characters. Razz A bit of analysis of some of the terms I used in my description (and the city-states themselves) reveals a mix of Mandalorian, Sangheli (Halo Elites), Fremen (Dune), Eastern European, Arabian, Russian, Latin, etc. backgrounds & place names - even the term alor'kaidon is a mix of Mando and Sangheli, while the concept comes from a variety of locations.

As for the rest, thank you. I enjoyed putting it together, and laying out so much now frees me from worrying about having to write in more later when I need to expand on it. Not to say there's still work to do, of course - there's still quite a lot that needs to be done, but having this up already makes it a good deal easier.

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Re: Dinui System and the Kyramud'e Tsad

on Wed Jun 17, 2015 1:38 pm
Arik. To say that a group of ancestors came from another place and have given much of their culture to a modern star-system/country isn't really overly complicated, but it could become as complicated as the author wanted it to be. Smile 

And yes, I know the multiple Marvel universes thing, I was just throwing out examples of there being at least one of practically any "universe" out there that could connect to our own. (Actually, more like millions or even billions of any one 'verse.) 



Niko. I was actually just giving out info as to what, to the best of my knowledge, you could do with actual Mando's in a cross-over, if you wanted to go that route instead of just having a Mandalorian (among many other sources) inspired group. 
Mando inspired or a group of actual Mando's and their descendants who have picked up alien tech and are now stuck in the PCG 'verse, either is fine with me.

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Re: Dinui System and the Kyramud'e Tsad

on Wed Jun 17, 2015 1:46 pm
Having a clan of Mandos somehow transported into the PCG-verse is probably more likely to happen, but given how the culture has evolved since then, I'd probably push the initial colonization back a bit and modify the description as well. I'll get that done quick so it's out of the way.

Also, the clan of Mandos I made up on the LMBs was Clan Kyramud (which jumped into unknown space when I left the Star Wars roleplay), so that in itself could construct some of the backstory. Razz

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Re: Dinui System and the Kyramud'e Tsad

on Sat Jun 20, 2015 9:47 pm
I love recurring factions.  

I look forward to whatever you decide to do. Smile

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Re: Dinui System and the Kyramud'e Tsad

on Sun Jul 26, 2015 4:12 pm
Bump! Razz

I've added a basic military layout to the initial description and tidied up some of the longer bits with spoilers. Still have to come up with ranks for the non-Navy stuff, though.

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