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  1. “MAP”
  2.  
  3. CTRL+F match case the following to navigate
  4. “MAP” – to return to the index of headings
  5. “INTRO” – to read the intro
  6. “LIFE” – to read about life form classes
  7. “SHEET” – to see the player sheet
  8. “ASSETS” – to see a list of things that can be made or bought (other things can too, but this is a default list)
  9. “TECH” – to read more about technology
  10. “SPACE” – to read about space
  11. “WORLDS” – to read about specific systems and the planets therein
  12.  
  13. “INTRO”
  14.  
  15. Backstory
  16.  
  17. There is no pre-standing back story, this is a game players co-write by authoring fluff, which is subject to approval. If fluff involves any other player’s race, for even a moment, anywhere any when, they must assent to what is stated and verify it as true, as it is not true without their assent. What is most important to understand is that whatever you write, no matter what it is, becomes your history, if I approve it.
  18.  
  19. Every possible universe is happening at this moment somewhere, some when. All your favorite sci-fi shows and stories are happening somewhere some when, in some universe. How much that will bear on what we do in this universe, remains to be seen, if indeed there is any affect whatsoever.
  20.  
  21. “LIFE”
  22.  
  23. Life-forms – all races must be one of these classes.
  24.  
  25. Life forms may reside underground, on surface, or in water, unless they are a class P or class Q life form, and just because a world’s surface is uninhabitable, doesn’t mean a race couldn’t live in the seas there or live entirely underground there.
  26. Some class N life forms would also be able to live on gas giant worlds if it makes logical sense for them to be able to do so.
  27. If a race is class P, they dual-reside in their native spatial dimension and either underground, surface, or in sea in normal space dimension areas.
  28. Class Q life forms have very, very few physical needs, and can live on the surface of airless or trace-atmosphere-only worlds that would be instant death for anything else, but cannot reside on burning up proto-worlds, of which there are several in the list. Class Q life forms can however live on (most) gas giant worlds.
  29.  
  30. Class L – quasi or semi humanoid
  31. Advantage: Highly variable, but frequently something to do with the quasi or semi humanoid aspect of the being’s make-up. Some technology or mind abilities or both technology and mind abilities, may be given if fluff merits it. If tech is given, 3 technologies, 1 a weapon, 2 not weapons.
  32. Disadvantage: Technology and equipment needs to be more specialized
  33.  
  34. Class M – humanoid
  35. Advantage: Highly variable, some technology, mind abilities, or both technologies and mind abilities, may be given if fluff merits it.
  36. Disadvantage: This class of life is limited to 4 limbs, 1 head. Wings are permissible.
  37.  
  38. Class N – not humanoid at all
  39. Advantage: 3 specialized technologies are given at game start, 1 of which is always a weapon, 2 of which are always not a weapon. Additional variable advantages may apply. Mind abilities may be in play, variable to fluff.
  40. Disadvantage: Technology and equipment must be very specialized.
  41.  
  42. Class P – sub-space resident, time-corridor resident, warp-space resident
  43. Advantage: Travel between normal space and your native area is already known to you before game-start and has been known to you for a long time already. Additionally, visiting your native special-region of space is both harmless & beneficial to you. You will be given 3 special-region specific technologies at game-start, 1 of which is always a weapon and 2 of which are always not weapons.
  44. Disadvantage: Lingering special-region particulate matter forms an aura around any class P life form, emitting forms of energy that only result from this aura. Some forms of sensors are unavoidable to you and will definitely eventually find you, if they don’t immediately. This aura can become visible for short periods after firing some beam weapons. A variable time after entering normal space, this aura starts shearing, you die if it goes completely away. Sometimes this time period is months/years.
  45.  
  46. Class Q – Energy being
  47. Advantages: Powers set as follows, all energy beings have these powers, and gaining new powers or abilities is incalculably unlikely. Powers all energy beings have: Immortality (unless killed), Energetic Existence, Psychokinesis, ESP, and Immunity to: Mind Control, Space-environment, Heat, Cold and Drugs.
  48. Disadvantage: Micro and Nano amounts of elements ranging in atomic weight from 90 to 120, quantum tunnel in and out of existence in the energy being’s field, emitting detectable energy during their brief existence, and sometimes visible SFX as well. You need to assume material shape to do material tasks. Tractor beams, energy drains, and the gravity of a black hole cause suffocation (tractor beam), paralysis (drains), and ‘brain damage’ (black hole).
  49.  
  50. “SHEET”
  51.  
  52. The sheet
  53.  
  54. Race Name: (name)
  55. Life form class: L, N, M, P, Q
  56. Race fluff: (2 paragraphs, with 1 paragraph equaling 5 sentences, for everything but class Q life forms, which need 3 paragraphs)
  57. Race’s motto: (optional, some slight influence on game-play)
  58. Home Planet: (home planets name, extinct or uninhabitable worlds need to be explained in fluff)
  59. Home planet’s fluff: (at least 1 paragraph)
  60. Currently ruled Systems: (a list, start with the system you start in even though you won’t control it fully until you claim all the planets)
  61. Currently Colonized Planets: (a list, start with 1, your home world)
  62. Nourishment: 12, (foodstuffs etc)
  63. Supplies: 8 (used to build units and buildings, gained from mines and etc)
  64. Military Warriors: 6
  65. Colonizers: 10
  66. Space Ships: 5 (armed, can be used for peace or war missions)
  67. Time Ships: (usually 0 to 1, but Class P life forms get 2 if they are time corridor dwellers)
  68. Dimension Ships: (usually 0, but class P life forms always get at least 2 of these)
  69. Technology: (a list, given at start)
  70. Mind powers: (if any, if none are in play, this simply reads ‘N/A’)
  71. Bonuses: (a list, given at start, created by reading fluff)
  72. Weaknesses/Allergies: (a list, given at start, created by reading fluff)
  73. Specifically named Assets: (buildings, units, artifacts, patents, many other things, a few given at start)
  74.  
  75. Note 1: Planets that already have a civ on them can still be your home planet, and it doesn’t imply that you are that race (unless you want to be that race).
  76. Note 2: All elements on the periodic table, ranging in weight from 1 to 120, exist in this universe, and can be mined made or etc. by various means. For ease of understanding, human names from the periodic table are used.
  77.  
  78. What follows is a sort of “study guide”, to tell you what questions I will be looking for answers to when I read the fluff.
  79.  
  80. Fluff questions – Race group
  81. 1. Does your race need food, sleep, fluids, etc? If not, why not.
  82. 2. Is your race at Rocketry or Warp flight stage? (Class Qs are considered both rocket and warp)
  83. 3. Does your race have any mind power abilities? If so, are they rare, uncommon, common, or inherent?
  84. 4. Does your race have any enemies, old or new? Any allies old or new? (if an enemy or ally is another player, they must assent to this)
  85. 5. (only for worlds that have an already present civ) What is your relation to the other civ?
  86. 6. (only for worlds that are extinct) How did you come to live and survive on this world?
  87. 7. Does your race have any specific weakness or allergy that is commonplace or inherent? All races have at least 1 weakness or allergy.
  88.  
  89. Fluff questions – Planet group
  90. 1. How many continents does the planet have? (zero is fine if your world doesn’t have seas)
  91. 2. What color is the world’s star? (VERY important, answer wisely)
  92. 3. How many stars are in the system? (up to 3)
  93. 4. (only for asteroids) How did you come to settle an asteroid?
  94. 5. (only for extinct worlds) Is the cause of extinction known? (simply yes or no)
  95. 6. Does the world have any natural wonders? (name up to 7)
  96. 7. Describe life on your world in 1 sentence.
  97.  
  98. “ASSETS”
  99.  
  100. Commonplace assets that nearly everyone can use if they make them. All of these can be bought from visiting merchants regularly, if you control a planet on a known trade route.
  101.  
  102. “Sludge” – a material conducive to primordial life such as bacteria and amoebas, it can also be used in science procedures to make things such as gene-spliced animals, bio-buildings (such as a set of lungs that terraform a world by inhaling gasses and exhaling o2/h2o), Bio-Assets (such as an organic computer or ufo), clones and transplant organs/limbs, and is key in many advanced medicines. It can additionally (very slowly) terraform a world by starting life there. This terraforming method was the first discovered, but it takes aeons and its time-scale is beyond the scope of the game.
  103.  
  104. “Quick” – A metal that is similar to quicksilver, but hardens into an extremely dense, solid mass, a very short time after being sprayed onto it’s target. Quick is billed as ‘a whole repair in a can’, which is basically true in a very limited sense. Quick was invented to answer the problem of sudden hull breaches, and many anti-breach systems spray it at hull breach holes to seal them. Additionally, an expensive type of Quick called a Quick bomb is dropped into either quaking earthquakes or open crevices, to make stabilization bridges. A single quick bomb weighs 4 tons.
  105.  
  106. “Energon” – Several battery isotopes mixed into a fluid slurry then deep frozen together into a solid mass cylinder. Each cylinder of energy powers most buildings and all ships for anywhere from 1 to 7 years. Additionally, pylons of solid energon harvest a very small amount of energy from incoming particle impacts, so if a race can bear the radiation of the isotopes used to make it, simply having big pylons of it (without wires or anything of that nature) can create natural power matrixes.
  107.  
  108. “Nyxium” – A clear crystal substance that is used in dark matter mining, a mass of nyxium that is a particle target is placed in front of a void-space gateway, which then opens on average 51 to 61 times, and on average for about 13 seconds per open, bombarding the crystal target with dark matter, which the nyxium safely absorbs, to create gray matter, a substance that is safe to interact with and won’t instant-fatal anyone who touches it. Gray matter is a science frontier, very little is known about it, but it is predicted to have very numerous applications.
  109.  
  110. “Stabilite” – An artificial stone substance that is the only safe substance to use when building any form of dimensional gate. Stabilite experiences absolutely no aging or quantum tunneling (thus never becomes some other type of stone), and is completely impossible to teleport, as well as being capable of surviving direct-hit nuclear detonations up to 3 times in a row. Additionally, stabilite tiling is used in time vehicles to house the radioactive fuel-mass.
  111.  
  112. “CHOAM” – Buildings, weapons, clones, supersoldiers, cyborgs, supplies, and vehicles made to order by an ultracorporation named CHOAM. CHOAM is the single richest most profitable company of all time, there is nothing they can’t afford, but, there are certain things that they can’t build and things that are beyond even them.
  113.  
  114. “Fluid” – A drug which makes a person psychic for a short time if they are able to handle taking it and have the necessary organs etc to take it. It is dripped in the eye or on the tongue from an eyedropper, most races only need 1-3 drops in each eye to remain psychic for 24 hours. Fluids only affect is the raising of a person’s psychic ability, it is not a ‘get high’ drug (though it could be safely added to a variety of get high drugs).
  115.  
  116. “Kiln” – An expensive device that performs the same function as a Hadron Collider, only instead of being a huge complex of buildings and power generators and etc, the kiln is a barrel shaped object that weighs roughly 600-800 pounds. Target material is placed in an opening in the top of the kiln, it then sinks to the center of the kiln, which then enriches it, the enriched material exiting the kiln by another opening to drop out of the kiln, after it is enriched as per the settings on the kiln. Output from kilns is usually two 1&1/2 pound fuel rods of material per every 3 pounds of material put in.
  117.  
  118. “TECH”
  119.  
  120. Probes
  121.  
  122. Nearly all species can send probes and sending probes is one of the basic things everyone with any form of space fairing, whether it be rocket or by warp, has.
  123.  
  124. Probe types follow
  125.  
  126. >Geologic – Very basic, assesses soil quality, seismic energy, ground heat and electricity, and mineral content.
  127.  
  128. >Atmospheric – Very basic, assesses heat, moisture, wind trends, electricity in air, precipitation rating (predicted only) and chemical composition.
  129.  
  130. >Bio-study – Assesses ecosphere biosphere and life capability.
  131.  
  132. >Star – Assesses the stars signal strength, solar wind, content, activity level, and number of sunspots. Orbits distant from the star, lasting 1 year and sending back quarterly reports.
  133.  
  134. >Glider – Specialized probe made for gas giant studying. Similar to atmospheric, but glides about for days instead of simply parachuting down.
  135.  
  136. >Shielded – Specialized probe made for extreme danger worlds, a shielded probe has a battery powered shielding system that generates a small but strong force field around itself for either 6 hours or as long as it survives (if it is destroyed or disabled before 6 hours). Generally shielded probes perform either geologic, atmospheric, or Evaluator study functions.
  137.  
  138. >Distance probe – Studies inter-system space, taking radiation, particle, and physics data, orbiting its star for 4 years in a highly elliptical orbit that keeps it far distant from planets or other objects that might hit it. Sends back 2 yearly reports.
  139.  
  140. >Weather – orbits a world studying meteorological data, needs a fuel refill about once a year. Can be used on your own world, and would be commonplace to do so.
  141.  
  142. >Evaluator – A highly specialized probe made for studying deadly extinct worlds, it does all the things both geological and atmospheric do, its shielding lasts for 6 days instead of 6 hours, and it studies particle data and radiation data aside from its other modules. After it is finished studying air, soil, radiation, and biosphere, it sends a final signal, then dissolves itself in a collapsing forcefield.
  143.  
  144. >Oceanic – A highly specialized probe made for studying oceanic worlds. Equipped with a submarine like outer casing, oceanic probes study chemical composition, biosphere, temperature, wave-path trends, likelihood of tsunamis (predicted only), depth, and mineral/saline contents. As its battery is running out, the oceanic probe releases a system of very heavy weights, pulling it down, the case dropping off, the probe crushed by pressure a short time later.
  145.  
  146. >Intelligence – A probe made for military spying. It views foreign systems and studies their technology, communications, and infrastructure, listening to messages if any happen to beam by it, though its main goal is to study its target area for 1 year, issue a single highly detailed report at the end of the year, then detonate its battery in a small conventional explosion self-destruct. An intelligence probe’s range is even longer than a distance probe’s range.
  147.  
  148. Buoys and Orbiters
  149.  
  150. Buoys serve many purposes and are regularly found in orbit around planets. There are 4 types of Buoy.
  151.  
  152. >Red – Temporary marker, means ‘no access’, used by space traffic controllers
  153. >Green – Navigational assist, used to mark out trade routes
  154. >Blue – Used to mark out borders of administrative zones and nations
  155. >Black – The world is a marked and charted deadly extinct world. Do not approach
  156.  
  157. There are 3 types of orbiter
  158.  
  159. >Telescope – Astronomy orbiter with space telescope and etc.
  160. >Monitor – In place by order of a planetary government and in use by said parties.
  161. >Communications – Send and receive signals from personal communications devices.
  162.  
  163. “SPACE”
  164.  
  165. Regions of play
  166.  
  167. Normal space – the final frontier, governed by physical laws and having both matter and energy. Around 80-90% of the game’s play is to take place in this region.
  168.  
  169. Sub-space – In the least stable sub-space areas, gigantic clouds of super-ultra-heavy (atomic weight 120,000 or above) element particles float about in a light emitting ‘mist’ resembling substance. In the most stable areas, sub space resembles early 80s computer animation, and has physical laws, matter, and energy. Doors to and from sub-space are part of the natural function of the universe, and quite a few permanent, stable gateways exist, though relatively few per galaxy. Matter, energy, and physical law are essentially the same as normal space within the most stable regions of sub-space, and both regions obey all the same laws, though sub-space only obeys these laws in these most-stable pockets. Sub-space is a region of slowly revolving parallel Euclidian planes in a dimensional superstructure that is similar to spinning plates hanging mid-air, with the most-stable regions the closest to permanent natural gateways between normal and sub space. These Euclidian planes repel each other naturally, and it has been calculated that there is always at minimum 343 exponent 4, thousand miles between each Euclidian plane. Sub-spaces material dimensional superstructure is maintained by a thin cloud of particles that escape each cosmic collapse and big bang cycle due to being so far away from center mass they are unable to be recalled back. Since universes are dying and being born every second of every minute, subspace should be infinite, yet because it is fundamentally structured of normal-space matter, and because enough of it is stable enough that normal-space laws are in play, the extreme weight of sub-space keeps it at a finite number of revolving planes, though it is still a tremendously indescribably big number.
  170.  
  171. Time corridor – A “hallway” between now and then that doesn’t connect to either now or then, yet exists between both like a thread in a crevice between two somethings. Doors to and from time corridors are possible and likely, randomly naturally occurring in all times and places for the micro- and nano- second ranges of time. Time travel is essentially catching one of these natural flashing in and out of existence “doors”, then giving it a stable flow of energy to exist for longer so you can safely go through it, then, returning through a similar process by catching another random door and stabilizing it for a moment. Travel to/from a time corridor is almost exactly the same, except you target 1 specific time corridor to go back to. Since these random natural doors open in normal space (rarely subspace, never warp-space), particle matter aggregates in time corridors at Lagrange points to become super-dense, super-stable normal-space matter. Time corridors are not infinite, but range around 10 exponent-6 thousand million years “long” each, and naturally repel each other slightly, so never touch one another except during universe-death. This natural compression of time corridors during universe-death most usually immediately setting off a big bang due to the extreme infusion of energy and matter into normal space. The Elder Gods are involved in the existence of time corridors, the natural function of time corridors is either so tremendously complex that no race has figured it out, or some secret Elder Gods intentionally keep to themselves.
  172.  
  173. Warp-space – The region warp speed vehicles visit (for nano-micro-seconds only) to travel at light-speed. Doors to and from warp-space are part of the natural function of the universe, and randomly flip between open and shut for nano-micro-seconds of time throughout the universe daily at all times and places, as quantum tunneling can’t happen without a functional warp-space dimension. Microscopic inflow of random particles causes the presence of physical matter in warp space, these atoms moving naturally to Lagrange points in the warp-space’s “long hallway” resembling superstructure, these particles becoming asteroids, cliffs, mountains, plateaus, and planets. Warp space is bigger than normal space and is coterminous with all existing normal space in every possible universe that will ever exist or has ever existed, so warp space is not affected by any specific universe experiencing universe-death. Warp space consists of areas utterly beyond all known material physical physics laws, and areas more like normal-space, where some laws are in play. Even native species find it so stultifying to even contemplate the physics of how and why warp-space exists that it is most usually incomprehensible, even to them, though many of them seem to believe that it has something to do with Azathoth. Traveling to normal space from Warp-space is extremely similar to time travel, and involves stabilizing a natural door for a moment, then catching another random door and stabilizing it to go back. Time travel never results from to-from or from-to warp space journeys.
  174.  
  175. Void-space – The dark, bleak, cold “echo” of warp-space. If warp space was a big object casting a shadow, void-space would be the shadow. Despite being a region that is utterly devoid of physics laws for the most part, void space is full of dark matter waiting to be energized, and, any time any ship anywhere, any when, fires up its warp engines and visits warp-space for those few fractions of a second that make it travel FTL, a small amount of particles enter void-space and fly to pieces, each one of these particles instantly falling apart and the various sub-atomic bits and pieces floating around in void space forever, giving void space an extremely small positive nuclear charge which allows it to continue to exist. Void space creates the negative pressure that allows normal space, sub space, and warp space to exist and have recognizable dimensional barriers, and void space is bigger than warp space. While there is no life in void space and no reason to visit it, as there are no planets or etc there, dark matter mining can be done by using gateways to void-space. Dark Matter mining is most usually done by opening the gateway, then catching the incoming material, then simply closing the gateway. There are no existent life forms which can safely visit the void, it is utterly beyond the power of any being in existence, even azathoth and the elder gods can’t do it. The only gateways to the void that exist are a sort of ‘ghost’ image of ships that go to warp, and these ghost image gateways last less than 1/10,000th of 1/100th of a second, a new one appearing for its fraction of a second of existence each time any ship anywhere any when goes to warp. Aside from its dimensional geometry function of forcing the other forms of space to be finite, it has no known natural function, and even the elder gods do not remember a time the void wasn’t already present.
  176.  
  177. Traveling between Dimensions via Gateways
  178.  
  179. Natural gateways to sub-space (wormhole), time corridor (Boseman Field) and warp-space (Rutherford Point) exist, and are scattered at the few to very few range throughout every possible universe, each of these natural permanent gateways coterminous with all other natural gateways of its type, and extremely seldom moving from its location so long as the universe-death followed by immediate big bang cycle is repeating. Accurately predicting formation and movement of these gateways is beyond even class Q energy beings. Note that accurately predicting does not mean ‘Stats say it has X% chance’, accurately predicting here is used to mean, ‘will there be 1, yes or no, period’.
  180.  
  181. Of these, the Rutherford point is the least well understood, and it is believed that even going near a rutherford point (which is a point in space, not a detectable object) will suddenly ZOOP you into warp-space with no warning. While how and why natural Rutherford points form isn’t understood by any race (it has to do with elder gods and other mysterious things of that nature), where they form is fairly widely understood, generally forming in the mid-point between three to four exactly equidistant stars and a 5th star that is an invisible black hole. Despite having absolutely no mass or matter, the Rutherford point holds all 3 to 5 stars in their exact positions permanently until all of the stars are dead, after which the Rutherford point collapses into a quasar.
  182.  
  183. Wormholes form when superfast particulate streams of matter ejected at beyond-light speed from detonating black holes collides mutually, both sides in the collision consisting of the same thing. The collision resulting in a deadly (but only for a moment) fabric-of-space collapse in a tiny radius around the exact position of the 2 masses of beyond-light matter’s collision. Instant stabilizing of a path to/from happening in the first micro-nano-second, the hole stable afterward.
  184.  
  185. Finally, completely dead stars known as black dwarves emit boseman fields as a natural byproduct of particle collision between the black dwarf and incoming space matter / energy.
  186.  
  187. “WORLDS”
  188.  
  189. Systems Fluff
  190.  
  191. Each planet occupies a orbital region. <- and towards <- are closer to suns, -> and towards -> are farther.
  192.  
  193. The system’s names are: Aries, Minos, Vulcan, Dispater, Lucis, Atlantis, Marconi, Kali, Shiva, Sangha, Capetian, Surtr, Ymir, Atlas, Valois, Mears, Queen, Koryo, Darwin, Thutmose, Victoria, Igor, Marina, Charon, King, Remy, Hermes, Knight, Rook, Troubadour, Edward, Antoinette, Dali, Picasso, Albert, Napoleon, Tzu, Bishop, Giger, Lumley, Hodgeson, Clarke, Dostoyevski.
  194.  
  195. Use CTRL+F “(name of system)” to jump straight to systems for specific system viewing.
  196.  
  197. Aries – Bo’et, Aeruga, Dormion, Halakto, Divuuza,
  198. >Bo’et – Magma gets so hot it evaporates into scalding hot flaming auroras.
  199. >Aeruga – Gigantic, beautiful wind-sculptures form naturally, winds 239 kph at natural minimum. Domes needed.
  200. >Dormion – Sea emits low, relaxing light at night. Earth like.
  201. >Halakto – Entire world was once a slower-than-light planet ship, though it hasn’t been able to move for a long time. Mars similar.
  202. >Divuuza – Bitterly cold ocean world. 5.6% land surface.
  203.  
  204. Minos – Kuat, Bilyon, Corinth, Zebulon’s World & Meelus
  205. >Kuat – Large amounts of gold sweat from Kuat’s extremely hot surface hourly. Trace atmosphere dwarf.
  206. >Bilyon – Natural nuclear-piles can be found in some surface areas. Venus similar.
  207. >Corinth – Ancient structures are present. Earth like.
  208. >Zebulon’s World – Vaporized Gold, Tungsten, Praseodymium and Bismuth are common. Gas giant.
  209. >Meelus – Surface elements have a visibly moving but very slow fractal appearance. A planet-sized moon of Zebulon’s World.
  210.  
  211. Vulcan – Famfrit, Ajax, Farex, Cluuj, Ejuun & Chinatsu
  212. >Famfrit – So hot that continuous fires are visible throughout its surface. Proto-world.
  213. >Ajax – Shoggoths reside here. Mars similar.
  214. >Farex – Fluid silver bubbles up from the ground in some areas. Earth like.
  215. >Cluuj – Extremely deep crevices, canyons, and sinkholes are very numerous.
  216. >Ejuun – Atmosphere nearly completely motionless. Gas Giant.
  217. >Chinatsu – Discontinued gulag domes are present. Trace atmosphere planet sized moon of Ejuun.
  218.  
  219. Dispater – Enmok, Egan, Gabuul, Candiru
  220. >Enmok – Resembles a bloodshot eye, white hot surface mixed with red hot magma.
  221. >Egan – Earth-similar but completely extinct world, atmosphere mostly gone.
  222. >Gabuul – Similar to earth’s environment during the early ice age.
  223. >Candiru – Large number of underwater volcanos make a tropical environment. Ocean world with a 12.2% land surface.
  224.  
  225. Lucis - Ficias, Cowel’s World, Haggar, Dormamu & Galonsar
  226. >Ficias – Semi-solid fluid mineral bogs present. Airless dwarf world.
  227. >Cowel’s world – Devastated extinct world, nuclear war. Automatic Launch Perimeter Detection systems present, so intrusion is a high-risk activity. Radiation in the instant-fatality bands present in scattered areas.
  228. >Haggar – A sandstorm on haggar once lasted 956 years. Desert world.
  229. >Dormamu – Vividly colorful but very stormy. Gas giant.
  230. >Galonsar – Uranium can be found at low quantities in surface brick-cake from Galonsar. Huge asteroid world in orbit around Dormamu.
  231.  
  232. Atlantis – Buhun, Biryat, Elon & Bruuz, Murat’s World
  233. >Buhun – Surface mostly exotic crystal-masses. Airless dwarf.
  234. >Biryat – nearly all surface land is perma-flooded swamp jungle. Ocean world with 17.2% land-surface.
  235. >Elon – months-long rainstorms. Earth similar.
  236. >Bruuz – Stable enough to house a full-enclosure colony. Huge asteroid, Elon’s Moon.
  237. >Murat’s world – Composed of nearly the same things earth’s atmosphere is composed of. Gas giant.
  238.  
  239. Marconi – Ikeront, Qarud, Fuo & Luth, Mejef
  240. >Ikeront – Surface masses of crystal drip brilliantly shimmering fluids. Trace atmosphere dwarf.
  241. >Qarud – Surface element oxidizing in solar wind creates micro-diamonds, each about ½ the size of a sand grain. Huge asteroid.
  242. >Fuo – Ocean packed with high density krill and algae. Ocean world with 5.6% land surface.
  243. >Luth – Fluid platinum seeps from cracks in the ground in some areas. Very arid. Fuo’s moon.
  244. >Mejef – Extinct world, soil went completely totally barren.
  245.  
  246. Kali – Snor, Chakta, Ailek, Ethed’s world, Coleous
  247. >Snor – Time distortions happen regularly on this trace atmosphere resource rich dwarf world.
  248. >Chakta – Atmosphere is 3 feet of murky mist, above which there is no air. Mist contains an intelligent microbe life form race.
  249. >Ailek – Was once solid, but a world-ending quake powderized 93% of it. Gas giant, but losing atmosphere extremely gradually.
  250. >Ethed’s World – Discontinued mining outposts present. Nearly completely spent, but earth similar, world.
  251. >Coleous – Surface resembles wind-swept solid-state magma, airless but not a dwarf.
  252.  
  253. Shiva - Gackra, Heronbeq, Beyfuuz, Cagan & Ithmacis
  254. >Gackra – Spins so fast it is a completely barren, exactly perfect sphere. Airless dwarf.
  255. >Heronbeq – Seas of magma & proto-water dominate the surface, scorching hot on-fire ground everywhere magma and proto-water aren’t.
  256. >Beyfuuz – 22 year orbit, 18 years of which are summer, the other 4 winter, earth similar.
  257. >Cagan – ‘Pointilist’ looking gas giant of many colors.
  258. >Ithmacis – Discontinued gulag bunkers present. Planet sized trace-atmosphere moon of Cagan.
  259.  
  260. Sangha – Sandub, Singh, Aforz, Ithilraed’s World & Zaduma
  261. >Sandub – Surface fields of an anti-gravity element cause Sandub to twirl instead of spinning. Huge asteroid.
  262. >Singh – Surface hot enough to melt vinyl, polyvinyl, skin, and some forms of flesh. Venus similar.
  263. >Aforz – Landscape has a ‘squeezed very hard’ look in magnet zones. Pressure areas nearly instant fatality tier.
  264. >Ithilraed’s World – Extinct world, civilization went extinct in a bacteriological war. Weaponized bacteria are still alive in soil air and water.
  265. >Zaduma – Surface fields of an element release microscopic amounts of tachyons. Huge asteroid in orbit around Ithilraed’s world.
  266.  
  267. Capetian – Dahando, Falat, Fraftanga, Hyga & Zeok
  268. >Dahando – Lakes and falls of mercury present. Trace atmosphere dwarf.
  269. >Falat – Fire balls roughly the size of a ping-pong ball rain down continuously, domes needed.
  270. >Fraftanga – Cities heavily fortified. Earth similar.
  271. >Hyga – Stormy, cold seas predominate. Ocean world. 8% land-surface.
  272. >Zeok – Average temp over 100 degrees below zero. Orbits Hyga, always in its shadow due to orbit speed. Airless dwarf.
  273.  
  274. Surtr – Los, Dyabai, Hengist, Loki, Helhanug & Derro
  275. >Los – Oxidization dust flats are present in some areas. Airless dwarf.
  276. >Dyabai – Numerous ionized gasses are present as a natural part of the environment. Trace atmosphere mars similar. Extreme heat.
  277. >Loki – Atmosphere eats flesh quickly, but is harmless to 99% of metals. Mars similar. Domes needed.
  278. >Helhanug – Vividly colorful, but very bland and serene. Gas Giant.
  279. >Derro – Rings of small iron rich asteroids. Huge asteroid in orbit around Helhanug.
  280.  
  281. Ymir – Jignix, Deklor, Hrodlanger, Nidro & Tronghu
  282. >Jignix – Some evidence of ancient nuclear bomb testing present. Airless dwarf.
  283. >Deklor – Chasms, Crevices, Sinkholes, and seas of fluid slag predominate. Nearly spent world.
  284. >Hrodlanger – Society capable of having small, nearby, space colonies. Bitterly cold but livable world.
  285. >Nidro – Deadly cold permanent night ocean world. 12.4% land-surface.
  286. >Tronghu – Glassy surface riddled with cracks and brittle, powdery substances. Huge asteroid in orbit around nidro.
  287.  
  288. Atlas – Fycust, Gluur, Ahura, Aerdred’s world, Endun
  289. >Fycust – Sizable % of its surface is covered by very shallow (less than 1 foot) magma. Huge asteroid.
  290. >Gluur – Natural nuclear piles are present in some areas. Mars similar, domes needed.
  291. >Ahura – ocean is see-through-blue clean, ocean world. 9% land-surface.
  292. >Aerdred’s World – Extinct world with a giant crater impact, numerous cities survive, but no life persists.
  293. >Endun – Atmosphere is frozen masses of ice most of each year, a very thin atmosphere present very temporarily some of each year. Freezing cold dwarf.
  294.  
  295. Valois – Logan’s World, Keter, Plevoya, Gygax
  296. >Logan’s World – Jets of gaseous metal are commonplace due to heat. Scalding hot proto-world.
  297. >Keter – Surface element absorbs beam weapons. Trace atmosphere mars similar.
  298. >Plevoya – Experiences its perihelion at warp speed, remaining at warp for roughly 3 days. Mercury similar.
  299. >Gygax – Incomplete artificial world that is earth similar in some areas.
  300.  
  301. Mears – Maqwa, Inilboa, Hajunta, Nobuo’s World, Qudonda, Paro
  302. >Maqwa – Amorphous shaped trace atmosphere huge asteroid.
  303. >Inilboa – A ray of light the diameter of a penny would ignite a humans entire body in 3-5 seconds. Mercury similar.
  304. >Hajunta – A starbase had a gravity fail and fell into hajunta, it is a devastated totally dead (but earth similar) world.
  305. >Nobuo’s world – Barren earth similar world in which thousands of tidal waves form per hour and hundreds strike every shoreline every hour.
  306. >Qudonda – Nearly completely motionless atmosphere of lighter than air ice slush and floating glaciers, ice cold gas giant.
  307. >Paro – Need extreme-cold space suit to go outside. Freezing trace atmosphere planet with elliptical orbit.
  308.  
  309. Queen – Galundis, Deethlys, Garuda, Ifurya & Jazud
  310. >Galundis – Surface covered in several inches of oxidation dust. Mercury similar.
  311. >Deethlys – Fields of a surface element conduct continuously visible lightning blasts. Domes needed.
  312. >Garuda – Cities built on the highest mountains. Earth similar.
  313. >Ifurya – Vibrant blues greens and yellows in the atmosphere, Gas Giant.
  314. >Jazud – Open air surface natural nuclear piles. Trace atmosphere planet-sized moon of Ifurya.
  315.  
  316. Koryo – Mulheim, Wyla’s World, Wydalf, Bareq, Xem
  317. >Mulheim – Ancient & discontinued dome structures present. Mercury similar.
  318. >Wyla’s world – Huge asteroid with a platinum rich surface.
  319. >Wydalf – Significant area completely dead, but some areas very earth similar, earth similar areas very gradually getting bigger.
  320. >Bareq – Extinct world, extremely arid and ~98% of the world is mineral-salt flats.
  321. >Xem – scalding hot proto-world with boiling seas of carbon and mineral-salt mud slush.
  322.  
  323. Darwin – Pakun, Nudrunga, Kierad, Bhanga, Karucha & Nidud
  324. >Pakun – Surface fields of an element switch between magnetic and nonmagnetic, mercury similar.
  325. >Nudunga – Quakes and tremors near the end of each year. Trace atmosphere rocky world.
  326. >Kierad – Extinct world, lingering pathogen turned all plant life into mineral salts and mineral ashes.
  327. >Bhanga – Civilization native to time-corridors uses this place as an HQ, earth similar.
  328. >Karucha – Extremely tall mountains make numerous fjords. Ocean world with 15.1% land-surface.
  329. >Nidud – Flats of oxidation dust are present. Airless planet-sized moon of Karucha.
  330.  
  331. Thutmose – Othris, Olamth, Achath, Abuzd, Fyro’a
  332. >Othris – Some evidence of ancient warp core testing. Mercury similar.
  333. >Olamth – Chasms, crevices, cracks, and seas of industrial byproduct predominate. Venus similar.
  334. >Abuzd – Earth similar, dinosaurs, sea monsters, and kaiju present.
  335. >Achath – Earth similar with bronze age society.
  336. >Fyro’a – Rapid-paced atmosphere gray-gold gas giant.
  337.  
  338. Victoria – Yahun, Yabuto, Kio’s World, Wawasusu & Yelar
  339. >Yahun – Planet’s rotation speed nearly 0. Mercury similar.
  340. >Yabuto – Rich in petrochemicals. Venus similar.
  341. >Kio’s world – Earth similar, iron age civilization but space-faring textiles and moving parts.
  342. >Wawasusu – Extinct world, no precipitation, no surface water. Fossils commonplace.
  343. >Yelar – Surface fields of an element produce dim light. Giant asteroid in orbit around Wawasusu.
  344.  
  345. Igor – Mynish, Lursan, Kursk & Ingudi, Themiris
  346. >Mynish – Trace atmosphere rock world with oceans of fluid sulfur.
  347. >Lursan – Giant earthquakes ended all civilization. Earth similar.
  348. >Kursk – Dense cloud cover makes an earth similar world cold, extremely old, deep sinkholes.
  349. >Ingudi – Environment similar to Cambrian period earth. Same orbit region as Kursk, opposite side.
  350. >Themiris – Deadly trace atmosphere dwarf world with surface seas of fluid cesium.
  351.  
  352. Marina – Uguon, Zanpru, Luoak, Jhero & Fazja
  353. >Uguon – Surface element absorbs beam energy. Mercury similar.
  354. >Zanpru – High heat tropical ocean world, 0% land-surface.
  355. >Luoak – Dense atmosphere ocean world, 7% land-surface.
  356. >Jhero – Tremendous pyramids present. Earth similar bronze age world.
  357. >Fazja – Heavily glacial but livable world with discontinued colonies present. Same orbital region as Jhero, opposite side of the orbit.
  358.  
  359. Charon – Xajanga, Xavunt, Valar, Nonveot & Neesyron
  360. >Xajanga – Stable enough to house completely underground colonies, huge asteroid.
  361. >Xavunt – Gravity hazard areas have a ‘twisted / mashed’ landscape. Barren rocky world with atmosphere.
  362. >Valar – Alpine world of rocky mountains and forests, earth similar.
  363. >Nonveot – Highly electrically charged gas giant.
  364. >Neesyron – Tiny permanent plasma-fires burn throughout the surface, airless moon of Nonveot.
  365.  
  366. King – Windom, Wenuf, Eire, Zubarn, Ruklud
  367. >Windom – Stone formations sweat fluid flerovium. Trace atmosphere Mercury similar.
  368. >Wenuf – Cracks, chasms, sinkholes, and trenches predominate. Mars similar.
  369. >Eire – Cool with long low intensity summers. Earth similar.
  370. >Zubarn – Native species uses Spears, Stone knives, Fire, Folsom Points, and Textiles. Earth similar.
  371. >Ruklud – Deadly Dust forms from oxidization in atmosphere. Domes needed.
  372.  
  373. Remy – Rahul, Sajaf, Sesto, Ohm’s World, Raelon & Qanaba
  374. >Rahul – Proto world completely covered in magma-mud slush with a scorching ionized atmosphere.
  375. >Sajaf – Colorful glass glaze covers the entire surface of sajaf. Trace atmosphere rock world.
  376. >Sesto – Very scenic hills and plains world. Livable.
  377. >Ohm’s World – Native species uses Stone knives, Fire, Clovis points, textiles. Earth similar but cold.
  378. >Raelon – Total darkness and bioluminescent life. Ocean world with 12.4% land-surface.
  379. >Qanaba – Some evidence of ancient magma seas. Trace atmosphere planet-sized moon of Raelon.
  380.  
  381. Hermes – Tetho, Minholt, Rorampo, Rhea & Qliax
  382. >Tetho – Scalding hot boiling inferno of flames and magma proto-world.
  383. >Minholt – Extremely gradually drying out vibrant ocean world, 4.8% land-surface.
  384. >Rorampo – Similar to Pleistocene earth.
  385. >Rhea – Very scenic desert world. Livable but cool.
  386. >Qliax – Soil chemical eats visible holes in brain matter. Same orbit region as Rhea, opposite side.
  387.  
  388. Knight – Ur, Tyronga, Hengist, Vaal, Icton & Pavelo
  389. >Ur – Scalding hot mass of lava and gaseous metal vapors. Proto-world.
  390. >Tyronga – Ancient structures present. Mars Similar.
  391. >Hengist – Extremely long lived, very huge trees are commonplace. Earth similar.
  392. >Vaal – Plateaus and jungles dominate. Earth similar.
  393. >Icton – Extremely brutal eco-sphere ocean world with 9.4% land-surface.
  394. >Pavelo – 3 rings of small space ice fragments make pavelo seem to glisten. Huge asteroid, moon of Icton.
  395.  
  396. Rook – Veedbo & Upyri, Klimt, Jyori & Uloke
  397. >Veedbo – Ocean world with oval-shaped orbit that takes it near the sun for an intense 9 month scalding but survivable summer, then 2 years of long winter. 2.7% land-surface.
  398. >Upyri – Atmosphere evaporates blood in seconds. Moon of Veedbo, Venus similar.
  399. >Klimt – Environment resembles Pangea. Earth similar.
  400. >Jyori – Cold, rainy ocean world with very numerous reefs. 6.8% land-surface.
  401. >Uloke – Some evidence Uloke survived a huge detonation, airless moon of jyori.
  402.  
  403. Troubadour – Vumanto, Verog, Turi, To’an, So’ac
  404. >Vumanto – Amorphous Y shaped mass. Huge asteroid.
  405. >Verog – Dust storms and putrid fog make life difficult. Livable but hot.
  406. >Turi – Species native to sub-space uses this world as an HQ. Earth similar.
  407. >To’an – Pressure hazard zones are squashed completely flat. Domes needed. Mars similar.
  408. >So’ac – Serene gray/tan gas giant that emits very dim infra-red light.
  409.  
  410. Edward – Vebtha, Wyjop, Kalis, Seiso, Janapth
  411. >Vebtha – Scalding proto-world with atmosphere of evaporated minerals.
  412. >Wyjop – Atmosphere dissolves flesh. Venus similar.
  413. >Kalis – Energy beings call this desolate yet scenic world home. Livable but arid.
  414. >Seiso – Terraformed beyond recognizing, desolate and uninhabited, but livable.
  415. >Janapth – So rich in petrochemicals domes are needed.
  416.  
  417. Antoinette – Xaxaxic, Xhu, Wudango & Naraptha, Yeriq
  418. >Xaxaxic – Discontinued nuclear test domes present. Mercury similar.
  419. >Xhu – Ocean black with tannin and warm. 11% land-surface.
  420. >Wudango – Huge planet similar to earth but much bigger.
  421. >Naraptha – Sub-space native species calls this livable moon of wudango HQ.
  422. >Yeriq – Chasms, cracks, trenches, and sinkholes predominate, discontinued industrial domes present.
  423.  
  424. Dali – Wamsut, Withefuti, Balbek, Verun, Xanbok
  425. >Wamsut – Some evidence of an atmospheric total burn off. Mercury similar.
  426. >Withefuti – Giant stonehenges present. Livable but desolate.
  427. >Balbek – Native civ is at wheel/fire/folsom point stage. Earth similar.
  428. >Verun – Partially invisible gas giant, outlines and some motion visible in invisible areas.
  429. >Xanbok – Frigid, night-black gas giant, emits UV light in low amounts. Elliptical orbit.
  430.  
  431. Picasso – Zernan & Zikut, Donough, Corhagen, Piudo
  432. >Zernan – Diffuse gas giant that is extremely gradually losing atmosphere.
  433. >Zikut – Extinct world, lingering pathogen caused animal life to break down into mineral salts and ashes. Moon of Zernan.
  434. >Donough – Resembles earth environmentally.
  435. >Corhagan – Short, bright days, long dark nights. Livable.
  436. >Piudo – Foggy but livable world riddled with cracks chasms and crevices. Nearly exactly north-south orbit around star.
  437.  
  438. Albert – Quielo, Etafa, Nyxere, Chandra, Hogan’s World
  439. >Quielo – Scalding just barely inhabitable world full of phasing in/out animals and plants.
  440. >Etafa – Acidic foam and froth form midair and drop. Domes needed.
  441. >Nyxere – Venus similar world with an atmosphere full of vinegar. Domes needed.
  442. >Chandra – Earth similar, but cool.
  443. >Hogan’s World – Semi-solid electroconductive slush-fields present. Elliptical orbit.
  444.  
  445. Napoleon – Kanunga, Inusht, Yigor, Iadlabo, Yhondho
  446. >Kanunga – Storm-riddled gas giant that is extremely gradually losing atmosphere.
  447. >Inusht – Venus similar, atmosphere reflects 100% of star’s light.
  448. >Yigor – Native species uses clovis points, fire, stone knives, textiles, and the wheel. Earth similar.
  449. >Iadlabo – Semi-flooded desert world. Livable.
  450. >Yhondo – Severe radiation contamination, cold, dark, dead, rocky world.
  451.  
  452. Tzu – Rimsala, Rakundo, Jaxic, Kharnoth, Folug & Jefet
  453. >Rimsala – Large areas have radiation in the instant-death range, ancient structures present, mars similar.
  454. >Rakundo – Intense atmosphere activity the norm, Gas giant. Diffuse and slowly losing atmosphere.
  455. >Jaxic – Low biomass intensity, but earth similar.
  456. >Kharnoth – Landscape has a ‘crushed flat and shattered’ look in pressure danger zones. Domes needed.
  457. >Folug – Ion storms present. Mars similar.
  458. >Jefet – The atmosphere is fatal to bone cells. Dense atmosphere moon of Folug.
  459.  
  460. Bishop – Rog’s World, Moxa, Ossian, Hygnam, Osiro
  461. >Rog’s world – Ground hot enough to melt copper. Trace atmosphere rock world.
  462. >Moxa – An inorganic stone that strongly resembles ivory is found here. Earth similar but very hot.
  463. >Ossian – Wide, barren areas and intensely overgrown rivers predominate. Earth similar.
  464. >Hygnam – Native species has already survived and rebuilt from 2 nuclear conflicts. Semi-desolate earth similar. Elliptical orbit.
  465. >Osiro – Shallow high salt seas. Salt count so high this ocean world’s waters never freeze, land surface 13.1%.
  466.  
  467. Giger – Olaga, Ulaj’l, Ralu, Zamoy, Piho, Qimshug
  468. >Olaga – Wind so strong it would tear a humans body apart. Venus similar.
  469. >Ulaj’l – Discontinued colonies present, discontinued domes present. Earth similar, but hot.
  470. >Ralu – Humid swamps filled with giant insects. Earth similar.
  471. >Piho – Very sluggish rotation speed. Mars Similar.
  472. >Zamoy – Similar to earth but about 20% dryer. Opposite side of Piho’s orbit.
  473. >Qimshug – Giant fields of fossil-bones. Extinct, extremely barren world, but livable.
  474.  
  475. Lumley – Prabtha, Sunun, Tyrian, Worudba, Thethof
  476. >Prabtha – Boiling magma covered scalding metal-fumes proto-planet.
  477. >Sunun – Giant crater, extinct but earth similar world. Very hot.
  478. >Tyrian – Low biomass density, geography similar to Cambrian earth.
  479. >Worudba – Hurricanes are very common. Ocean world with 7.6% land surface.
  480. >Thethof – Surface fields of elements shed half-life elements yearly. Trace atmosphere rock world with an elliptical orbit.
  481.  
  482. Hodgeson – Garland’s World, Otillo, Yamtatu, Zugjag
  483. >Garland’s World – Huge permanent whirlpools and extreme heat confine life to the depths of this ocean world, 3.9% land surface.
  484. >Otillo – Night black and Ivory white atmosphere that is very serene. Venus similar.
  485. >Yamtatu – Natural foundries produce copper-dense magma mud. Mars similar. Elliptical orbit.
  486. >Zugjag – 1 breath of Zugjag’s atmosphere equals 3 hits of LSD. Dense atmosphere rock planet.
  487.  
  488. Clarke – Xebo, Voguin, Zibal, Vijathda, Yabutha, Provel, Uija
  489. >Xebo – Flesh scalding light during daytime. Rocky planet with thin atmosphere.
  490. >Voguin – Dense atmosphere imitates a polar climate despite closeness to star. Ocean world with 9.1% land surface.
  491. >Zibal – Long rainstorms and jungle predators make life difficult. Earth similar.
  492. >Vijathda – Environment similar to earth during the Silurian period.
  493. >Yabutha – Dust storms and Rain storms rage all over the atmosphere daily. Gas giant.
  494. >Provel – underwater volcanos make provel a semi-tropical sea world. Elliptical orbit.
  495. >Uija – Chemical warfare ended the advanced society here, Uija is extremely toxic, and completely contaminated areas are numerous on its devastated surface.
  496.  
  497. Dostoyevski – Pruuvosk, Lohanim & Xis, D’thath, Yamato’s World
  498. >Pruuvosk – Striations and Ionization marks heavily pronounced on surface. Mercury similar
  499. >Lohanim – Gold and Gray world with 9 distinct sets of rings. Venus similar.
  500. >Xis – Large number of crater lakes. Livable but domes needed. Moon of Lohanim.
  501. >D’thath – Similar to earth during the Triassic period.
  502. >Yamato’s World – Intense sleet rains nearly every day. Domes needed. Rocky world.
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