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The Information Competition!
Topic Started: Apr 16 2018, 02:33 AM (156 Views)
Posca
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Manifestation of Violence
Hello folks, you may have noticed that our planets have like...no actual details on them whatsoever. Be it Earth itself, to Sadala, to all kinds of other planets. Actual information regarding them is scarce, there's no real information to distinguish the sectors, except for a tiny number that have names saying what the sector is centered around. Well, it's time to change that! Now we could get off our asses, quit doing specialization reworks after specialization reworks and do this ourselves

ORRRRRRRRRR

we can make it a competition and give all our lovely, beautiful members a way to contribute to the site themselves! To that end, I hereby declare the Information Contest, or the Info Wars, for short. I have taken the liberty of removing one planet from the running of this competition.

Planet Frost.

This is your basic template. A general description of the planet and what it's currently like, as well as a name and purpose for each sector. Every sector on a planet should have some role in the planet's function. After all, if a sector isn't valuable to the running of a planet, why would taking it over be a big deal other than just area? These can be city centers, important mines or production facilities, or whatever you want! Fuck make one of them the centerpoint of every single amusement park, or the biggest damn ranch for <insert alien> steaks! So long as it has some kind of value, it works.

Now let's lay some ground rules:
--Each person can submit an information page for up to two planets.
--Five of Earth's sectors have to stick with the five capitals, although you can feel free to go nuts with why those capitals or the area they control is important. The sixth sector can also be changed to pretty much anything.
--Each planet must have six detailed sectors.

Pretty simple right? Yeah, of course it is! Now, let's move on, in terms of this, we the grand administrators (moderators are not part of this and can compete as they wish), will choose from the submissions the winners for each individual planet. Once we have picked a winner for each planet, there will be a poll where every member of the site can vote on which person did the best job with their planetary info page.

That person will be the grand winner!

Every person we select will receive a prize, and the winner will get the grand prize! What are the prizes? Good question!

For our basic prizes, every person we pick will get a custom ship to their specifications, up to an Advanced Ship in overall size. ((We are also planning on making ships a lot more variable and flexible so these prizes will be taking that into account.

For the grand prize, the winner will have the right to add their own planet to the board, complete with all the things a planet comes with, or make their own legendary item.

We will be taking submissions until the 15th of May, at which point we will close and select our winners.
Edited by Posca, Apr 16 2018, 02:46 AM.
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Hou'ra
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The Resident Birb-Armoured Glory Hound
Planet Namek

The Planet Namek labours under a trinity of suns and sports beautiful weather throughout the year; truly a world to which the term picturesque could be applied it is both a balm and blessing to the souls of those who visit and take in its beauty. Populated by the Namekians, a race of green-skinned spiritualists to whom kindness and courtesy seem almost second nature, the world itself is both inviting and indeed alluring. The residents of this planet do not go in for vast technological advances, instead seeming to prefer a simpler life in small tight-knit communities where they can live out their lives in peace and happiness, unburdened by the rigors of extensive infrastructure and government, each village being its own entity with its own rules… though each seems as caring and carefree as the last.

Somewhat odd in its colorations Namek’s vast lakes and oceans are a deep viridian green that reflects the light of its trinity of suns like the finest cut gems; the fields are similarly strange and alien, pale blue grass coating the rugged and untamed landscape as the local fauna roam freely across its surface. Namek is home to a smattering of life forms, from the dinosaurs so similar to the indigenous species upon the Earth to a wide variety of amphibians, insects, birds and small mammals. Truly the planet is something special, somewhere nature has been allowed to freely run her course and establish her own hierarchies; the populace tell that the world was once even prettier, for the terrain can seem quite repetitive and lacking in other fauna, however a space storm ravaged the landscape… something they now seek to rectify through patient farming and planting of the Ajisa that once blanketed the vast plains and meadows.

Sector 1: Waterfall of Truth

A common theme upon the planet Namek is one of outstanding natural beauty, unsullied by the hands of the living sentient species that dwell upon it and the Waterfall of Truth is no exception to this rule, perhaps being the only such example on a regional level to withstand the fury of the Space Storm that so stripped the world bare. Rising high into the heavens the waterfall is an example of the silent power of nature, the pure green waters plummeting from the heavens to the expansive lake at its base endlessly, the great pool and surrounding waters of the isle upon which it lays refilling the porous rocks from which it is comprised and conveying the waters back up to reinforce the natural spring at its peak. If one were to follow the descent of the water one would need to be some manner of bird or being capable of flight, yet the experience would be like no other; rainbows ring the falling water as the light of the three suns refracts through those spraying natural lenses, the very air seeming to shimmer with such vibrant colours that it stirs the hearts of those locals who make the trip to see it. However unknown to most is that the very top, the bowl from which this water eternally overflows, contains a small central area of raised rock, just large enough for one to sit amidst a carved hollow of rock that just happens to perfectly bounce the sound of the pouring water all around one. Indeed the Waterfall of Truth is so named as Namekian Warriors of days gone past found in it the perfect spot to meditate and, by doing so, derive the truth when doubt bit at their heels.

Sector 2: The Ajisa Fields
When the Space Storm departed and left the landscape barren of the plants that once adorned their planet the Namekians mourned for the loss of such beauty; yet hope was not lost, for the native Ajisa plant was not entirely wiped out by the tragedy… those that had been taken into homes yet survived the reckoning. The Ajisa Fields were originally a single island where the Namekians sought to cultivate their beloved hydrangea variant so that they could produce enough seed to one day reintroduce the plant to all the islands they cared to visit. Now though the Ajisa Fields bear their name in memory of that beautiful, sacred purpose and have grown to encompass a wide array of islands given over to the cultivation of the various plant species who will take to the soils. Every polite and courteous the Namekian villagers do not often recieve visitors, yet to those who bring seeds of fresh species there is indeed another level of warmth beyond even their native kindness. Now, after years of such ‘trading’ the isles collectively called the Ajisa Fields are a thing of beauty, multiple plant species being cultivated so that their seeds can be collected and sown across the planet’s surface. Truly the centrepoint of their great work the Fields bear a significance and deep meaning to those who tend them… and the one who brings the seed of a new species is oft taken in, captivated by their dedication to their work and ends up being the one to bear the first of a new species to the Lord Guru, to be planted on his island home that he might see Namek not just restored, but enhanced.

Sector 3: The Azure Plains
Expansive and serene the Azure Plains is the name given over to what may well be the balancing point to the crab-riddled Big Green; the Azure Plains are a collection of long, open fields in which a large proportion of the planet’s populace live. As wide as one’s dreams and as peaceful as a church in midwinter there is nothing here save the people who call this planet home and the endless feels of azure and powder blue grasses that typify the lands of Namek. Here the local wildlife grazes happily, frolicking freely between village and field, while the first crops of beautiful plantlife are reintroduced following the disastrous space storm that so cruelly wiped the foliage from the lands. Found at the correct time of Namek’s terribly short years the Azure Plains transform wholesale, becoming an expanse of vibrant colours and riotous scents as a myriad flowers compete to let themselves be seen above and before their brethren. The centrepoint for the Namekian’s attempts to restore the enhanced beauty of their world the Plains in a Namekian spring are perhaps one of the most stirring sights one could hope to witness.

Sector 4: The Big Green

Extensive and expansive the great emerald lakes that comprise a large percentage of Namek’s beautiful surface are worthy of their own recognition; an area especially heavy in the lack of landmass and proliferation of watering holes the Big Green is home to some of the more bizarre denizens of Namek. Generally avoided by the populace despite their extensive beauty the veridian depths hide a threat to the peace loving people who inhabit this wondrous planet… the Crabs. Towering monstrosities in heavy chitinous shells the vicious mega crabs of Namek prefer to nest in the Big Green region and its extensive water systems; with claws capable of tearing chunks from the villager’s homes no one is really all that prepared to go deal with the beasts. As such the region tends to be mostly deserted, given over as it were to the thick-shelled overlords who rule with an iron claw.

Sector 5: Guru’s Abode
If one could claim there to be a focal locale upon the planet Namek then this sector would indeed be it; the Grand Elder Guru is the spiritual and de facto leader of the Namekian people. A kind hearted soul with a near limitless love of those with pure intent, the Elder Guru seems ever happy to see those who would live as their people do or indeed fight to protect such souls. The abode itself is a simple Namekian affair, a white almost shell like building with large tinted windows adorning the top of a towering spire of rock so that the being within could better see out across the planet. The island upon which the spire resides is covered in the fine blue grasses indigenous to the world and even now flowers appear to have taken root and begun to bloom in this place of peace and solace. Truly to come to this abode is to know tranquility, almost as though the one residing above were salving one’s stresses by their mere presence… even the local wildlife is placid and calm here.

Sector 6: The Deep Morass
In a world blessed or indeed cursed with the light of three suns it is perhaps surprising that there should be a region of shrouded darkness, a place in which the light of the three heavenly triad does not so much penetrate as provide distinction amidst the gloom. On Namek, however, this role is taken by an expanse of tangled vines and overhanging weeping willows known as the Deep Morass. The locals don’t tend to come near this region, holding it as a cursed place on an otherwise beautiful world, a canker on the face of their gorgeous planet. The flora and fauna here tend to be pale and secretive, moving and slithering in the eternal shade provided by the leaning, almost weeping trees that cover the expansive waterways of this region. Rumor has it that there is a group that call this place their home; outcasts and people seeking refuge in the backwater worlds as they flee their crimes… but no one is willing to brave such a place to discover if that is true or not. Perhaps it would be best to merely leave the place be, but a mystery is indeed a mystery and who is truly afraid of the unknown?
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Cocytus
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Fuck Your Wifi
Planet Haven

A celestial oddity, an artificial world in stable orbit around a bright, radiation-flinging star, Haven used to be home to a small number of "native" cloned organic beings, but is now only home to billions upon billions of robots. Some visitors do come to the planet, and it has become a hub of trade activity in the local sector, as the robots vehemently enforce their strict neutrality. The last attempt made to consolidate Haven into any form of empire or alliance was over 200 Earth years ago; it's believed that the so-called conquerors' bones were fed to the Forge and made into a tea set, as Haven's central computer has an odd sense of "humor."

The climate is overtly pleasant, with constant weather controls allowing for comfortable temperatures all across the planet, but the constant bombardment of radiation makes the planet hazardous in any case. Lacking a natural magnetic field, it only has the barest of protection from cosmic radiation; coupled with the unstable nature of Haven's host star, it's not hard to see why permanent settlements have never been seriously considered. Occasionally, a hermit will decide to take up permanent residence on Haven; these poor souls usually wander off into the Waste and are either never heard from again, or come back cooked and crazed by the massive amounts of radiation that they are exposed to every day.

Sector 1: The Grand Cathedral

A massive cathedral raised in the name of the Builder, directly on the northern magnetic pole of the planet, few remember even the name of its patron - besides the ever-present, teeming hordes of maintenance robots that keep Haven functional as a giant computing system. Many of these robots congregate here and proceed to do almost absolutely nothing; it is sometimes unsafe for organic travelers, as the robots around this site seem to be particularly overzealous in their desire to rid the planet of "contamination." The view, though, is worth it; from the tallest parapet of the undeniably Gothic-themed cathedral, one can see hundreds of miles across the planet's far-from-uniform surface.

Sector 2: The Forge

Shaping metal is clearly important on an artificial world. This is true even of highly advanced constructs such as Haven. This place, situated on the opposite side of the planet from the Cathedral, is what is known as a "molecular furnace." Instead of the traditional method of simply heating up metal and using precise blows to shape it, a molecular furnace is capable of taking any material and breaking it down to its constituent atoms, then reassembling those atoms into whatever form it desires. Wholly automated, and hardened against outside interference, the Forge represents quite possibly the most potent and rare technology on the entirety of Haven.

Sector 3: The Old City

One of the few places on Haven created to house organics, the Old City (which is now known by no other name) now provides home to naught but bone dust and maintenance robots. The people who are now only known as the Dead Race once resided here, but any fragments of their biology or culture have been almost universally erased. Unlike certain other places on Haven, the robots here are not hostile to organic visitors, and as such the Old City is home to the only offworlder spaceport on the planet. Most visitors to the planet know to park their ships here, and the robots will do their best to provide you with whatever food would be most nutritionally benefical, although their efforts often produce tasteless slop.

Sector 4: The Great Waste

The Waste is one of the few sectors of the planets surface that is not actively used by the almost ever-present maintenance robots. As such, it is usually completely empty, with naught but howling winds created by the rotation of the planet. Since there were no modules installed here, the surface is an almost glassy smoothness; while it's entirely possible to maintain your footing, there's definitely nothing to look at besides the odd black-market trader who wants to set up somewhere other than the Old City. At night, occasional red-eyed sentries will patrol here, but they are almost wholly passive, only attacking those who are attempting to damage the actual surface of the Waste.

Sector 5: The Cavernous Maw

The Cavernous Maw is the name that the few organic visitors to Haven have given to the massive crater left by a meteorite impact, which is now believed to have happened over 100 Earth years ago. While it clearly did not house any systems critical to the continued survival of Haven as a construct, it is nevertheless under a state of constant repair by the maintenance robots of the planet. However, the damage is so extensive that one of the few maintenance robots capable of speech once told a visitor that "repair time estimated to exceed 100 stellar orbits," or approximately 200 Earth years. Still, the robots toil away, the molecular furnace (which sits relatively nearby) replacing damaged metal with fresh parts, even using parts of the asteroid to create the raw materials necessary. This also serves as an impromptu, gigantic entrance to the underground tunnel network of Haven; while there are other entrances around in the form of hatches or "caves," this represents a huge breach of security, which may explain the robots' frenzied pace.

Sector 6: The Proving Ground

Located not terribly far north of the Old City, the Proving Ground is a a still-functional, ancient arena of gladiatorial combat. While visitors once believed that it was a relic of the Dead Race that once inhabited the planet, it is now known that occasionally, combat robots will duel each other in the Proving Grounds, or run gauntlets through harrowing fields of laser fire and traps. These are believed to be prototype trial runs, as every so often after one of these duels or gauntlet runs, combat units will be seen on the planet's surface with new technology, such as improved laser blasters or faster thrusters for flying units. The robots at the Proving Grounds - from sentries to tiny maintenance bots - are oddly aggressive, often doing their best to dismantle any organic that gets too close. Signs around the Proving Grounds state the name in bright, bold letters in every common galactic language, along with a whole slew of warnings.
Edited by Cocytus, May 14 2018, 11:58 PM.
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Sarasim
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Planet Yardrat

The Planet Yardrat, an arid sun-baked planet comprised mostly of deserts and tall shimmering mountains. Orbiting rather close to it’s star it is not able to support much life, but what life there is on the planet has managed to adapt and build a good civilization there. The Yardratians are peaceful folk, pink skinned with large blue spotted heads they are often frail and physically weak due to the scarcity of food on their world. They do however possess the peculiar ability to manipulate time and space, making them an unconventional foe for any who might make enemies of the Yardratians.

Most of the planet is barren, miles upon miles of endless dunes cover the planet’s surface. The deserts come with sweltering heat during the day and freezing cold in the short nights. Settlements in these areas would be near unsustainable and not necessary anyway due to the low population of the planet. What few cities the planet has are built near oases or important mineral deposits. The Yardratians build their settlements tall though, many impressive spires are spread throughout them. The buildings are visible for miles around even through the haze of the scorching deserts. The intense heat and large expanses of sand make travel difficult, at least for those not native to the planet. The Yardratians have used their space-time manipulation to develop a technique allowing them to travel nearly anywhere in the blink of an eye, avoiding the need to traverse the unforgiving landscape. Life on the planet is steady and focused on the ground, the Yardratians are content to live their lives on their own world, uninterested in what may lie beyond the stars.

Sector 1: Ubuntu, The Great Oasis
The largest city on all of Yardrat, Ubuntu, is built around it’s most bountiful oasis, the only place on the whole planet where trees can grow. It is a bustling center for the planet and is able to support nearby towns, the small urban centers sustaining themselves with the food and water supplied from Ubuntu. It is a center of trade for the whole planet with many shops and merchants littering the streets. Near the water itself is a great temple, serving as a place of worship for the holy spring that provides the planet with life. It is the largest temple on Yardrat, drawing visitors from all across the planet to pray for the continued prosperity of this and all the other springs.

Sector 2: The Red Range
The Red Range is not the largest mountain range on Yardrat but it is one of the most valuable due to its strange red colouring. This is a result of the large amount of Velvenium ore deposits located within the mountains themselves and as such a large mining facility has been built within the cliffs. This is where most of the vehicles on Yardrat are located, they are not needed anywhere else due to the native’s ability to basically teleport at will. The ore is collected into one large batch on a truck before it is sent off to the refining facilities. The mountains are vast and while the mining has exhausted some of the ore there is still plenty to go around.

Sector 3: The Foundry
All of the Velvenium from the Red Range as well as all other raw materials on the planet are sent here for processing. It is a massive industrial complex, dwarfing even Ubuntu with its sheer size. Built upon a large geothermal well it is one of the very few settled areas located in the vast deserts of Yardrat. The vast majority of the planet’s finished good come from this foundry. Building materials, toys for children, dinnerware and other household items, pretty much anything you can think of is made here. Nearly half of the population of the planet is employed in this complex, the factories and manufactorums spreading out for miles around the central spire. This area is one of the single most important locations on the entire world.

Sector 4: The Living Quarters
Yardratians do not have residential areas in any of their cities, this is because nearly all of the population lives within this one area. Thanks to the instant transmission they can always be anywhere on the planet they want at any given time, and so the proximity to trade shops and such that other species require is a non issue for them. They therefore decided to have all the living quarters in one large area to allow everyone the opportunity to meet and form meaningful bonds with anyone else on the planet. The buildings are arranged in rows, the whole area looking like an enormous rectangle from overhead. If new houses are needed they are simply built at the edge of the complex, making the rectangle slowly larger. The center of the city however is not comprised of houses but instead is a large open field, essentially a large park with trees, benches, food stands and a small lake all in one large square. This is where most Yardratians spend their evenings before retiring to sleep. The city is built in the most temperate area of the planet, making for nice cool nights and easy living conditions.

Sector 5: The Mind Academy
The largest learning center on the planet, the Academy is where all young Yardratians go to learn and go through their early schooling, all the way up to job training and education for their adult lives. One of the first things any Yardratian learns is how to control their space-time abilities. They learn how to wield it but are also taught to respect it, all the teachers and elders doing their utmost to ensure the power is never abused. The Academy is built quite close to the Living Quarters and features regular transports to and from the area. These are for children who are not yet able to teleport themselves to school and are uncomfortable allowing a friend or loved one to take them along with them. All younglings go through the same basic education and are allowed to specialize their studies once they discover their talents and/or interests. It is similar to the schooling system of Earth, just all in one place and allowing for more specialized education earlier in life. The greatest minds on Yardrat remain in this area most of their lives, teaching young ones and doing research to further improve the welfare of their people.

Sector 6: Hunting Grounds
The other major settlement out in the desert, this one is located near a small mountain range. It is one of the most fertile areas on the planet for desert life, flora and fauna alike. This is where most of the livestock for the cities is captured before being sent off to the Foundry to be packaged or made into more processed foods. It is not all sent there though, many a raw Splaymard or Mousta Fruit are brought back to the Living Quarters for evening barbeques and snacks and what not. The Yardratians are careful not to over hunt as well, making sure not to upset the natural ecosystem too much and working through regular hunting seasons for the various animals that live in the sands and on the mountains. There are many cool storage facilities in this city, where the butchered meat and raw flora are kept while they await transport to the Foundry. This is where the most hardy and adventurous Yardratians spend their days, enjoying the thrill of the hunt and occasionally taking on the great challenge of capturing the vicious but delicious Gaspard Primax.
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Lei
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Planet Vegeta

Vegeta, one of the homeworlds for the Saiyans, more specifically those that decided to stay true to their more violent nature and tendencies. While their lesser brethren abandoned their home, those that stayed are often a hardy bunch and better conditioned for the harsher rigors of the universe. However despite the stigmata of being uncivilized and warmongers the native Saiyans understand the value of maintaining a working society better than their ancestors did. Rather than letting themselves rampant, a level of restraint is upheld in all of the major cities and most of the larger ones as well. Those outside of the scope of the cities however, well the world is a cruel place at times. But don’t let yourself be fooled, fighting and killing is not outright outlawed but rather frowned upon if it starts to cause too much trouble or begins to destroy parts of the cities themselves, enough so that punishment can and will be delivered swiftly and sometimes fatally.

This world is not quite an arid wasteland but it certainly has more than its fair share of deserts and badlands. That which cannot survive the grueling environment has no place in its ecosystem and those that can are far hardier and resilient than most other worlds. It is not uncommon to find that a small village you may have visited but a week ago has fallen into disrepair and become nothing more than something for nature to reclaim in time. Between the beasts and the natural violent tendencies of the natives, it is often best not to dwell in one place for prolonged periods.

Sector 1 - The Field of Endless Rock
Considered perhaps the most mysterious place upon the world, the Field of Endless rock is a place that few have dared to venture too far into. To stand upon the looming pillars of earth and rock would avail a sight of endless plateaus as far as the eye can see. And to travel in the valley below the the towering pillars is to travel in their shadows amidst a mass of swirling fog. If it wasn’t for the natives unique abilities, far more would become lost forever in such a place. However for those visitors that have come to the world and gone to the Endless Rock, well perhaps they just returned home.


Sector 2 - Darvahl’s Coliseum
Ask a Saiyan where the best place to find or watch a fight was and you’ll quickly find yourself directed to a major city just south of the equator. Though if you asked what the name of the city was you’d likely find it simply called the coliseum, which in all truth is misgiving in itself for the city has not one but five structures used solely for partaking and spectating various blood sports and festivals. Around the outer edges of the city are four smaller domes housed to entertain the masses and those brave enough to enter into the pits themselves and in the center of the city lies a coliseum large enough to fit a large town within its arena. This grand theater of combat is where the largest and most prominent tournaments and fights take place on a regular basis whereas its smaller brethren tend to hold the more common, day to day bouts.

Sector 3 - Vegeta Capitol
As the name implies, this city hosts the very royal palace itself of the Vegeta monarchy. While something to behold in itself, it is probably the most dangerous of the cities out of them all. Punishments for breaking the few laws in place to help procure the survival of the city and its people is often swift and more brutal than any other place aside from possibly the Coliseum city itself. Such punishments becoming far more fatal if they occur upon the palace grounds itself or even within its vicinity.

Sector 4 - The Waters of Harrow
Water is a resource that is difficult come by naturally upon planet Vegeta yet it is there if one looks and deep in the arid wasteland of Kakutasu lies a chain of lakes unabated by the world’s harsh conditions. While a small village does line one of the lakes it is the only one within the Kakutasu wastelands itself. Playing home to the world’s most prominent spa, it is tightly guarded and watched over, not just from visitors and their own kind but from the wildlife itself. Every so often some occurrence tends to cause the village to have to uproot and move to a different lake, be it the wildlife itself or the natural course of nature itself.

Sector 5 - The Kakutasu Wastelands
Badlands, the simplest way for one to describe the arid wasteland of desert, mountains and canyons that span across a sizeable portion of the world. In a world where life can struggle just to survive, the expanse of rock formations amidst swirling desert sands seems to hold the worst conditions for life. However such conditions often bring hunters about trying to navigate the area in search of the mighty beasts that call this desolate place their home. Yet few ever do actually manage to return without some form of help and those that manage it on their own rarely return unscathed.

Sector 6 - Phobos
To see the city of Phobos is like seeing a snapshot of the future having come true. Phobos is the technological hub of the world, home to the largest research facility and the largest spaceport on the planet. But what exactly do combat savvy Saiyans bent on getting the most out of combat do for research? Well things to let them enjoy combat to its fullest like body armor, saibamen production and the works. Other things include spaceships because surviving the cold embrace of space is difficult to do when you can’t survive in it naturally. The city is often those with less aptitude for combat and more mental prowess tend to come to as well as those seeking to leave their homeworld behind in the hopes they can catch a ride into that starry yonder in the sky.
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