SUPERNOVA CONSORTIUM is a very large organization and demands lots of time and investment to sustain it's power. Although the CONSORTIUM has it's own military, scientific, diplomatic and civillian personnel, we are always willing to give opportunities and temporary jobs for those willing to serve in the most diversified ways, in exchange for payment and renown.
We have a wide array of available services that vary from diplomatic and emissary missions, to uncharted worlds exploration and combat-based mercenary jobs.
If you think you're fit for any of the services below, agrees to the M.E.C (Mercenary Employment Contract, on the bottom of this post) and is an entitled space captain, feel free to contact any of our contractors.
SERVICES
AVAILABLE JOBS (unlocked captain)
Those include any type of mercenary, temporary contraction or service prestated to the SUPERNOVA CONSORTIUM. The tasks are different from each other and you must see about mission details for more precise information into each one. There's no logical sequence between those missions.
STORIES (locked captain)
Stories are playable recorded simulations of notorious past events of the SUPERNOVA CONSORTIUM. Despite being just a simulation, you still need to attend the services' demands to proceed since the realism level is high enough to really damage your nervous system or even kill you if you fail.
MEMORY CENTER (locked captain)
The Memory Center is a high-technology digital library and simulation dome, where you can play simulations of past events of big importance. Just like the STORIES, Memory Centers may be riskful to unprepared users and must only be used upon the Consortium approval.
M.E.C
Mercenary Employment Contract
TERMS & CONDITIONS
The Mercenary Employment Contract (now to be referred as "MEC") is suitable only for the individuals under the following conditions:
I) Considered legally mature for it's own homeplanet laws;
II) Able to think, express and communicate in healthy mental and physical conditions;
III) Approved, registered or recognized as a SPACE CAPTAIN;
IV) Free from any kind of acquittance (legislative, social or economical) to the Consortium and any involved government and/or organization;
VI) Free from any kind of criminal process and/or reccord within the Consortium's and associated partners' registries.
As from now on, the signer will be referred as the CONTRACTED and the SUPERNOVA CONSORTIUM as the CONTRACTOR. The mission, task, operation or any sort of service will be referred as JOB and any involved community, government, corporation, military or civillian group associated to the Consortium will now be the THIRD PARTY.
OBLIGATIONS OF THE CONTRACTED
I) By signing the MEC, the CONTRACTED will be compromised to accomplish any JOB presented by the CONTRACTOR before the signing. Any task presented after the signing won't be an obligation for the CONTRACTED unless it is needed for the accomplishment of the JOB;
II) The CONTRACTED is forbbiden to question or argue against any condition presented by the CONTRACTOR before the signing;
III) The CONTRACTED agrees to be submitted to any kind of experimenting and/or testing in case it is necessary for the accomplishment of the JOB;
IV) The CONTRACTED is forbbiden to release, publish or spread any confidential information discovered during the JOB or passed by the CONTRACTOR and/or any THIRD PARTY.
RIGHTS OF THE CONTRACTED
I) The CONTRACTED has the right to cancel or abandon the JOB anytime it seems adequate, however also cancelling any kind of payment, compensation or reward from the CONTRACTOR;
II) If the abandoning of the JOB involves any kind of law-breaking, the CONTRACTED agrees to become a criminal before the CONTRACTOR or THIRD PARTY jurisdiction;
III) The CONTRACTED has the right to claim any reward estabilished by the CONTRACTOR before the signing, and the right to demand an increment of the reward in case of JOB alterations as supposed on the first part of the CONTRACTED OBLIGATIONS;
IV) The CONTRACTED has the right to complete the JOB by any means since they don't interfere to any condition estabilished by the CONTRACTOR or any THIRD PARTY.
OBLIGATIONS OF THE CONTRACTOR
I) The CONTRACTOR has the obligation to inform the CONTRACTED about every vital information related to the JOB or any THIRD PARTY involved. Is to be considered vital information:
1. anything related to the CONTRACTED rights and obligations;
2. anything that may represent a risk to the life or health, sanity, status and condition of the contracted;
3. any possible and/or predictable changes in the JOB;
4. any information that the CONTRACTOR holds and can be useful or necessary for the accomplishment of the JOB.
If the CONTRACTOR doesn't comply with these requirements, the MEC is subject to be cancelled;
II) The CONTRACTOR also has the obligation to negoatiate the reward for the JOB with the CONTRACTED before the signing of the MEC and to reward the CONTRACTED with the discussed compensation after the completion of the JOB. This line is subject to alterations as mentioned on part III of the RIGHTS OF THE CONTRACTED;
III) The CONTRACTOR is totally free of responsability in case anything happen to the CONTRACTED during the realization of the JOB, unless it has been said that there were no risks.
RIGHTS OF THE CONTRACTOR
I) The CONTRACTOR has the right to cancel the JOB at any given time without any compensation for the CONTRACTED. However by doing so the CONTRACTOR must specify it's reasons or the CONTRACTED shall be rewarded;
II) The CONTRACTOR has the right to alter or hide any kind of information that is considered extremely confidential for any involved faction. The information must be masked if it's vital for the completion of the JOB;
III) The CONTRACTOR has the right to help, support and assist the CONTRACTED in accomplishing the JOB by any means necessary;
IV) The CONTRACTOR has the right to contract other mercenaries for the same JOB simultaneously. The CONTRACTED must be warned before.
JOB COMPLETION
The JOB is considered complete when:
I) All the tasks given by the CONTRACTOR are done.
II) The CONTRACTED didn't broke any of the previous rules and haven't compromised the CONTRACTOR or any THIRD PARTY involved.
ACCEPTING CONDITIONS
The CONTRACTED will need to accept these conditions before signing the MEC. If the MEC is to be signed, this means that the CONTRACTED is subject to all the limitations, conditions and rules explained here by the CONTRACTOR and they will prevail until the JOB is complete.
I) Terms of Responsability: The CONTRACTED recognizes that in case of injuries, damage, contamination of any kind, dismemberment, mental deorganization, corruption, any situation that compromises integrity, sanity, health or death are not the CONTRACTOR's responsability and it can't be blamed for the results;
II) The CONTRACTED also aknowledges that the signing of the MEC acts as a temporary service in the CONTRACTOR's corporation, which means that all the CONTRACTOR's rules, laws and regulamentations will be valid and applied to the CONTRACTED;
III) The CONTRACTED guarantees that no information obtained during the JOB will be released anywhere. The compromising of this line can result in jail or death sentence.
July 03, 2009
April 13, 2009
STARSHIPS
SUPERNOVA CONSORTIUM offers a wide collection of starship technologies. The Consortium can work with almost every material and uses many different technologies to supply it's demands. All the types of ships can be found here, from Cargo Holders and Space Stations to Star Destroyers and Colony ships.
CLASSIFICATION
Supernova Consortium follows the NSTA (Navisko Space Travel Authority) starship classification system. It's based on the ship's functions and size.
A ship's name is composed by the following structure:
For example:
HA-01 Cascuda Class Cruiser
HA is the project - Hiolan Armada.
-01 is the Ship ID. Every Cascuda Class is an HA-01.
Cascuda Class is the kind of the ship. A ship can be in the same size category but have different functions and characteristics - that's a kind. In Capital ships, kinds are classes.
Cruiser is the ship size.
There are few exceptions for this rule, like Space Stations, non-military ships and Consortium's older models, like the Antigravity series.
KINDS & RANKS
Based on the Official Ships' Kinds in the NSTA classification system.
Ships can be classified in differente kinds according to their ranks and functions. There are a total of 4 ranks, each one with it's own kinds.
4th Rate (AKA Small Vessels)
Small vessels kinds are the main function's name.
i.e.: Transport Shuttle, Battle Corvette;
Sometimes, hiding the ship size may be needed for adequate language.
i.e.: Fighter (Fighter), Bomber (Fighter), Scoutship (Scout);
3rd Rate (AKA Frigates)
Frigates kinds are their function in civillian ships.
i.e.: Cargo Frigate, Transport Frigate;
And their design origin or people in military ships.
i.e.: Zealotyan Frigate, Naviskan Frigate;
2nd Rate (AKA Light Cruisers)
Light Cruisers kinds are names or words.
i.e.: Andorra Light Cruiser, Sierra Light Cruiser;
1st Rate (AKA Capital Ships)
Capital Ships have classes as their kinds. A Class defines it's characteristics, and it's a name.
i.e.: Cascuda Class Cruiser, Navarro Class Destroyer, Stardust Class Battleship;
Flagships' kinds are only proper names, and they hide the ship size.
i.e.: Catalyst (War Cruiser), Vortex (Dreadnought);
SHIP SIZES
This is the Official Ship's Size Classification according to our pattern - the NSTA system.
FIGHTER (3 - 15 meters)
Fighters are usually small ships with little autonomy and manned by 1 or 2 people. They are used as massive swarms in battles and system defense. They can assume various functions, like air superiority, bombers or missile boats.
SCOUT (15 - 20 meters)
Scoutships are a little bigger than fighters and smaller than shuttles. They usually have exploration functions, since they are not very different from smaller ships but with a much higher autonomy.
SHUTTLE (20 - 60 meters)
Shuttles have many functions. They are mostly used as support combat ships alongside the fighters, or small transportation vehicles. They can also be used as evacuation devices in capital ships, or even as simple colonization modules.
CORVETTE (60 - 170 meters)
The larger Corvettes are the first ships to be designed as 3rd rate ships. A 3rd rate ship is like a "small capital ship". They are commonly used as line-defenders or incisive attackers, combining speed and firepower.
FRIGATE (170 - 350 meters)
The Frigates are the first official 3rd rate ships. They are usually built as lesser combat vessels for the outer rings of a military fleet or other civillian purposes like colony transporters, small cargo ships and system supply lines.
LIGHT CRUISER (350 - 680 meters)
The Light Cruisers are 2nd rate ships with an almost perfect combination of speed and power. Most of them are military vehicles, although there are many non-military uses for a light cruiser, from trading transports to moving embassies.
DESTROYER (680 - 1,000 meters)
A Destroyer is always a heavily equipped ship, either military or civillian. They are the first category to be considered Capital Ships and are designed as first-line attackers or inner ring primary combat ships, like the pole on a spear. I'ts not very common to see a civillian destroyer, but they can be used as large cargo ships, interstellar transporters and colony ships. They can also be used as flagships in small operations.
CRUISER (1,000 - 1,500 meters)
A Cruiser is a deadly weapon in war. They act as the core of the inner rings in any fleet, providing long-ranged support and extremely high firepower. Cruisers are usually equipped with their own fighters and even shuttles in hangar bays. They are commonly used as flagships in smaller fleets.
DREADNOUGHT (1,500 - 3,000 meters)
Dreadnoughts are great ships that takes weeks or even months to be completed. They are very expensive, but holds enormous firepower and battle capacities. Any large fleet can count with at least five or six dreadnoughts that are sure to give a lot of trouble to their enemy. A civillian-purpose dreadnought is quite the rare sight. Dreadnoughts are the favorite capital ship to be used as flagship in large fleets.
BATTLESHIP (3,000 - 8,000 meters)
The Battleships are the muscle of any large fleet and usually the flagship of any important or homeplanet fleet. Although they can be quite slow, their durability, battle capacities and firepower are enough to alone wipe entirely a small fleet or even change the tide of a massive battle. They usually never land again after they take off, and living inside a Battleship is like living in a well developed city.
WAR CRUISER (8,000 - 12,800 meters)
War Cruisers are always built on space, since launching them into outer space would be extremely expensive and difficult. Thanks to that, they demand the construction of large stations called Assembly Bays, where they're built and receives maintenance. (Observation: Today, most ships are built on Assembly Bays to lower costs) War Cruisers are very rare, only the strongest empires can deploy them and in small quantities, that's why most times they are unique flagships.
STAR DESTROYER (12,800+ meters)
A Star Destroyer is the overpower version of a War Cruiser. They are colossal ships that resembles flying large cities. Their moving capacities are awfully low if compared to smaller ships, but a Star Destroyer alone is enough to win a war against an average empire, and a good fleet with a Star Destroyer can win a war against any empire that doesn't have one too. It's not recommended to fight orbital battles with them - the falling of a Star Destroyer with fission generators can instantly wipe a quarter of a T3 planet.
CLASSIFICATION
Supernova Consortium follows the NSTA (Navisko Space Travel Authority) starship classification system. It's based on the ship's functions and size.
A ship's name is composed by the following structure:
Project Code + Number + Ship Kind + Ship Size
For example:
HA-01 Cascuda Class Cruiser
HA is the project - Hiolan Armada.
-01 is the Ship ID. Every Cascuda Class is an HA-01.
Cascuda Class is the kind of the ship. A ship can be in the same size category but have different functions and characteristics - that's a kind. In Capital ships, kinds are classes.
Cruiser is the ship size.
There are few exceptions for this rule, like Space Stations, non-military ships and Consortium's older models, like the Antigravity series.
KINDS & RANKS
Based on the Official Ships' Kinds in the NSTA classification system.
Ships can be classified in differente kinds according to their ranks and functions. There are a total of 4 ranks, each one with it's own kinds.
4th Rate (AKA Small Vessels)
Small vessels kinds are the main function's name.
i.e.: Transport Shuttle, Battle Corvette;
Sometimes, hiding the ship size may be needed for adequate language.
i.e.: Fighter (Fighter), Bomber (Fighter), Scoutship (Scout);
3rd Rate (AKA Frigates)
Frigates kinds are their function in civillian ships.
i.e.: Cargo Frigate, Transport Frigate;
And their design origin or people in military ships.
i.e.: Zealotyan Frigate, Naviskan Frigate;
2nd Rate (AKA Light Cruisers)
Light Cruisers kinds are names or words.
i.e.: Andorra Light Cruiser, Sierra Light Cruiser;
1st Rate (AKA Capital Ships)
Capital Ships have classes as their kinds. A Class defines it's characteristics, and it's a name.
i.e.: Cascuda Class Cruiser, Navarro Class Destroyer, Stardust Class Battleship;
Flagships' kinds are only proper names, and they hide the ship size.
i.e.: Catalyst (War Cruiser), Vortex (Dreadnought);
SHIP SIZES
This is the Official Ship's Size Classification according to our pattern - the NSTA system.
FIGHTER (3 - 15 meters)
Fighters are usually small ships with little autonomy and manned by 1 or 2 people. They are used as massive swarms in battles and system defense. They can assume various functions, like air superiority, bombers or missile boats.
SCOUT (15 - 20 meters)
Scoutships are a little bigger than fighters and smaller than shuttles. They usually have exploration functions, since they are not very different from smaller ships but with a much higher autonomy.
SHUTTLE (20 - 60 meters)
Shuttles have many functions. They are mostly used as support combat ships alongside the fighters, or small transportation vehicles. They can also be used as evacuation devices in capital ships, or even as simple colonization modules.
CORVETTE (60 - 170 meters)
The larger Corvettes are the first ships to be designed as 3rd rate ships. A 3rd rate ship is like a "small capital ship". They are commonly used as line-defenders or incisive attackers, combining speed and firepower.
FRIGATE (170 - 350 meters)
The Frigates are the first official 3rd rate ships. They are usually built as lesser combat vessels for the outer rings of a military fleet or other civillian purposes like colony transporters, small cargo ships and system supply lines.
LIGHT CRUISER (350 - 680 meters)
The Light Cruisers are 2nd rate ships with an almost perfect combination of speed and power. Most of them are military vehicles, although there are many non-military uses for a light cruiser, from trading transports to moving embassies.
DESTROYER (680 - 1,000 meters)
A Destroyer is always a heavily equipped ship, either military or civillian. They are the first category to be considered Capital Ships and are designed as first-line attackers or inner ring primary combat ships, like the pole on a spear. I'ts not very common to see a civillian destroyer, but they can be used as large cargo ships, interstellar transporters and colony ships. They can also be used as flagships in small operations.
CRUISER (1,000 - 1,500 meters)
A Cruiser is a deadly weapon in war. They act as the core of the inner rings in any fleet, providing long-ranged support and extremely high firepower. Cruisers are usually equipped with their own fighters and even shuttles in hangar bays. They are commonly used as flagships in smaller fleets.
DREADNOUGHT (1,500 - 3,000 meters)
Dreadnoughts are great ships that takes weeks or even months to be completed. They are very expensive, but holds enormous firepower and battle capacities. Any large fleet can count with at least five or six dreadnoughts that are sure to give a lot of trouble to their enemy. A civillian-purpose dreadnought is quite the rare sight. Dreadnoughts are the favorite capital ship to be used as flagship in large fleets.
BATTLESHIP (3,000 - 8,000 meters)
The Battleships are the muscle of any large fleet and usually the flagship of any important or homeplanet fleet. Although they can be quite slow, their durability, battle capacities and firepower are enough to alone wipe entirely a small fleet or even change the tide of a massive battle. They usually never land again after they take off, and living inside a Battleship is like living in a well developed city.
WAR CRUISER (8,000 - 12,800 meters)
War Cruisers are always built on space, since launching them into outer space would be extremely expensive and difficult. Thanks to that, they demand the construction of large stations called Assembly Bays, where they're built and receives maintenance. (Observation: Today, most ships are built on Assembly Bays to lower costs) War Cruisers are very rare, only the strongest empires can deploy them and in small quantities, that's why most times they are unique flagships.
STAR DESTROYER (12,800+ meters)
A Star Destroyer is the overpower version of a War Cruiser. They are colossal ships that resembles flying large cities. Their moving capacities are awfully low if compared to smaller ships, but a Star Destroyer alone is enough to win a war against an average empire, and a good fleet with a Star Destroyer can win a war against any empire that doesn't have one too. It's not recommended to fight orbital battles with them - the falling of a Star Destroyer with fission generators can instantly wipe a quarter of a T3 planet.
April 05, 2009
THE CONSORTIUM: Zealotyan
THE ZEALOTYAN EMPIRE
Kind: Dragonkin
Type: Carnivore
Class: Zealot
Homeplanet: Cathedral
Homesystem: Tithia = Cathedral (T3)+Eledra (T0) - Espesa (T1) - Catredeuco (Gas Giant) - Yevis (T0)
The Zealotyan are a relatively new species if compared to the Vermillian. They evolved from ice-dragons that managed to develop and accumulate knowledge over thousands of years. Since the very beggining, they believed that this trajetory was divine providence and that the greater power behind the legendary ice-dragons of Cathedral was the Spode. So, their devotion to the Spode was gigantic in the early phases of the current evolutionary stage; a bipedal dragon-like tailed creature.
Their homeplanet is Cathedral (class: T3). It's curious that Cathedral is the closest planet to the Tithia system star, but it's also extremely cold. That's due to the distance - it's the closest, not close. - and to the atmosphere that is extremely rich on water vapor and nitrogen, which gets frozen solid in contact with matter, thanks to the low temperatures caused by the planet's O³ layer, which is very dense, thus allowing only 30% of the usual sun-heat and radiation in a common T3 planet.
Cathedral soil is mostly composed of crystalline rock, with few spots of sedimentary soil. Plus, almost 95% of the land surface is covered by ice and snow. Only few ocean and river shores are useful for agriculture. It was hard for the Zealotyan to progress and develop a civilization in these harsh conditions, but thanks to primordial techniques that resembles today's hydroponic farms and greenhouses, they were able to grow plants and raise animals, which serves as food for their carnivore society.
Thanks to that, since the social and unifying tribal stage, they noticed that technology would be the only solution to prosper in a difficult ambient like Cathedral. These conditions made the Zealotyan a very faithful and fighting people, known for never giving up and fighting to the end for their causes. Based on religious will and scientific knowledge, they formed a fanatic and powerful civilization. After a few struggles and convertions, they finally unified the whole planet and started a space program to explore the stars and find the truth about the Spode. That's how the Archangel starship was born.
Their empire waged war against all those who opposed them, and there were even some rumors that they may work as mercenaries to the Grox, but there wasn't any real proof. From system to system, planet to planet, they destroyed many civilizations in their quest to expand the Spode faith.
After some time, they finally met the Vermillian and attacked on first-sight. That was the beggining of a war known as "On-Sight Conflict". It didn't last long, but it was enough to claim lots of lifes from both empires. The Zealotyan had found an Empire that didn't fall on the first week; in fact, Vermillian was really fighting back and doing damage. That's why the Zealotyan finally decided to negotiate with someone, and both empires reached a common-sense with the Spode. That's how the Vermillian-Zealotyan alliance was born. Since then, Zealotyan Empire started respecting other empires and they never started another great war in the name of the Spode, choosing to expand it through technology and trading ways with the help of the Vermillian Empire.
Kind: Dragonkin
Type: Carnivore
Class: Zealot
Homeplanet: Cathedral
Homesystem: Tithia = Cathedral (T3)+Eledra (T0) - Espesa (T1) - Catredeuco (Gas Giant) - Yevis (T0)
The Zealotyan are a relatively new species if compared to the Vermillian. They evolved from ice-dragons that managed to develop and accumulate knowledge over thousands of years. Since the very beggining, they believed that this trajetory was divine providence and that the greater power behind the legendary ice-dragons of Cathedral was the Spode. So, their devotion to the Spode was gigantic in the early phases of the current evolutionary stage; a bipedal dragon-like tailed creature.
Their homeplanet is Cathedral (class: T3). It's curious that Cathedral is the closest planet to the Tithia system star, but it's also extremely cold. That's due to the distance - it's the closest, not close. - and to the atmosphere that is extremely rich on water vapor and nitrogen, which gets frozen solid in contact with matter, thanks to the low temperatures caused by the planet's O³ layer, which is very dense, thus allowing only 30% of the usual sun-heat and radiation in a common T3 planet.
Cathedral soil is mostly composed of crystalline rock, with few spots of sedimentary soil. Plus, almost 95% of the land surface is covered by ice and snow. Only few ocean and river shores are useful for agriculture. It was hard for the Zealotyan to progress and develop a civilization in these harsh conditions, but thanks to primordial techniques that resembles today's hydroponic farms and greenhouses, they were able to grow plants and raise animals, which serves as food for their carnivore society.
Thanks to that, since the social and unifying tribal stage, they noticed that technology would be the only solution to prosper in a difficult ambient like Cathedral. These conditions made the Zealotyan a very faithful and fighting people, known for never giving up and fighting to the end for their causes. Based on religious will and scientific knowledge, they formed a fanatic and powerful civilization. After a few struggles and convertions, they finally unified the whole planet and started a space program to explore the stars and find the truth about the Spode. That's how the Archangel starship was born.
Their empire waged war against all those who opposed them, and there were even some rumors that they may work as mercenaries to the Grox, but there wasn't any real proof. From system to system, planet to planet, they destroyed many civilizations in their quest to expand the Spode faith.
After some time, they finally met the Vermillian and attacked on first-sight. That was the beggining of a war known as "On-Sight Conflict". It didn't last long, but it was enough to claim lots of lifes from both empires. The Zealotyan had found an Empire that didn't fall on the first week; in fact, Vermillian was really fighting back and doing damage. That's why the Zealotyan finally decided to negotiate with someone, and both empires reached a common-sense with the Spode. That's how the Vermillian-Zealotyan alliance was born. Since then, Zealotyan Empire started respecting other empires and they never started another great war in the name of the Spode, choosing to expand it through technology and trading ways with the help of the Vermillian Empire.
THE CONSORTIUM: Vermillian
THE VERMILLIAN EMPIRE
Kind: Saurian
Type: Onivore
Class: Trader
Homeplanet: Navisko
Homesystem: Lutoquini = Orinus (T0) - Navisko (T3)+Cliassua (T3) - Setaca (T2)
The Vermillian are a species that can be easily considered old. They evolved from dinosaur-like creatures until they became the current saurian-like bipedal with four arms and a tail. Although it was never proved, some fossils and scientific evidence of probably the ancient stages of Vermillian evolution shows them as dragon-like winged creatures. The intermediate stage was never found, so it's still a riddle for Vermillian paleonthologists if they truly came from dragons or not.
Vermillian's homeplanet, Navisko, is a rocky planet (class: T3) located on the Lutoquini system. It's the second planet from the star and is acompanied by a natural satellite: the Cliassua moon.
Navisko's atmosphere is mainly made of nitrogen, oxygen, carbon dioxide and monoxide in larger quantities than the usual T3 atmosphere, thanks to the heavy vulcanic activity on the planet's surface. The planet also registers higher temperatures than the usual T3 planet, although this isn't really a problem for the Vermillian organism, which is populated by high-temperature enzymes. This said, we can notice that an ironic evolutionary process ocurred on Navisko.
The planet's soil looks quite arid, but in fact the constant vulcanic activity makes it an extremely rich vulcanic and sedimentary soil. We can only see two seasons that swaps hemisphere every half-translation of the planet: a hot and wet summer, and a not so hot and dry autumn. The planet has no spring or winter, due to it's almost null inclination and eliptical orbit. And the hot atmosphere, of course.
Since primordial times, vermillians developed a balanced society. In tribal stage, both peace and war united the tribes, what led most of their people to economic based civilizations. However, they never truly abandoned the art of war and always had a great and powerful army in case things went wrong. After milleniums struggling and trading, Vermillian nations finally united themselves under one single banner. This happened after the storming of a global-scale crisis that was affecting industry, ecology and politics; the unification was the solution found by world-leaders. Not long after that, Vermillian global space-program started and finally their first ship was launched into outer space - The Nemesia.
They explored their own system for years before developing interstellar propulsors. After finally meeting other empires and initiating a prosperous galactic trading federation, Vermillian Empire started to flourish.
Few decades later, they first met the Zealotyan. This event was known as the "On-Sight Conflict", since Zealotyan fanaticism were greater in that time and they attacked at first sight. Both empires fought for years before a successful attempt of negotiations. However, many lives were already claimed during the conflict.
The Zealotyan were always very fanatic about their faith in the Spode. But the Vermillian people easily accepted it, since it was quite identical to their original faith and both species had an ancient relation with dragons. So, from that day forth, the alliance between Vermillian and Zealotyan Empires started.
Kind: Saurian
Type: Onivore
Class: Trader
Homeplanet: Navisko
Homesystem: Lutoquini = Orinus (T0) - Navisko (T3)+Cliassua (T3) - Setaca (T2)
The Vermillian are a species that can be easily considered old. They evolved from dinosaur-like creatures until they became the current saurian-like bipedal with four arms and a tail. Although it was never proved, some fossils and scientific evidence of probably the ancient stages of Vermillian evolution shows them as dragon-like winged creatures. The intermediate stage was never found, so it's still a riddle for Vermillian paleonthologists if they truly came from dragons or not.
Vermillian's homeplanet, Navisko, is a rocky planet (class: T3) located on the Lutoquini system. It's the second planet from the star and is acompanied by a natural satellite: the Cliassua moon.
Navisko's atmosphere is mainly made of nitrogen, oxygen, carbon dioxide and monoxide in larger quantities than the usual T3 atmosphere, thanks to the heavy vulcanic activity on the planet's surface. The planet also registers higher temperatures than the usual T3 planet, although this isn't really a problem for the Vermillian organism, which is populated by high-temperature enzymes. This said, we can notice that an ironic evolutionary process ocurred on Navisko.
The planet's soil looks quite arid, but in fact the constant vulcanic activity makes it an extremely rich vulcanic and sedimentary soil. We can only see two seasons that swaps hemisphere every half-translation of the planet: a hot and wet summer, and a not so hot and dry autumn. The planet has no spring or winter, due to it's almost null inclination and eliptical orbit. And the hot atmosphere, of course.
Since primordial times, vermillians developed a balanced society. In tribal stage, both peace and war united the tribes, what led most of their people to economic based civilizations. However, they never truly abandoned the art of war and always had a great and powerful army in case things went wrong. After milleniums struggling and trading, Vermillian nations finally united themselves under one single banner. This happened after the storming of a global-scale crisis that was affecting industry, ecology and politics; the unification was the solution found by world-leaders. Not long after that, Vermillian global space-program started and finally their first ship was launched into outer space - The Nemesia.
They explored their own system for years before developing interstellar propulsors. After finally meeting other empires and initiating a prosperous galactic trading federation, Vermillian Empire started to flourish.
Few decades later, they first met the Zealotyan. This event was known as the "On-Sight Conflict", since Zealotyan fanaticism were greater in that time and they attacked at first sight. Both empires fought for years before a successful attempt of negotiations. However, many lives were already claimed during the conflict.
The Zealotyan were always very fanatic about their faith in the Spode. But the Vermillian people easily accepted it, since it was quite identical to their original faith and both species had an ancient relation with dragons. So, from that day forth, the alliance between Vermillian and Zealotyan Empires started.
THE CONSORTIUM: History
The SUPERNOVA CONSORTIUM is an economic and military group formed by several of the major corporations from the Zealotyan and the Vermillian empires. It was idealized by the CEO of Navisko Dynamics, known only as "Jack", and the senior research chief from the Exodus Enterprises, Wail'a, a zealotyan scientist.
Both empires were able to cohexist peacefully in their galactic sector. The vermillians in their economical and trader way, and the zealotyans in their fanatic warfaring society. When they first met, both empires did struggle a little. But as Vermillian accepted the Spode, the Zealotyan ceased fire and since then they've become great allies. The idea of the Supernova Consortium began to came when Vermillian trading minds meets Zealotyan military and functional techniques, forming an economical cooperation.
The first aim of this cooperation was an easy technology exchanging between both empires. However, as time passed, surrounding empires started noticing the until now hidden Zealotyan technology. With their allies' permission, Vermillian traders began selling this technology to their neighbors. This was the initial trigger for the formation of the Consortium.
Soon enough, Zealotyan and Vermillian researchers started many projects together, whose led both empires to many scientific breakthroughs. The products were already conquering the sector's economy and empires from all the surrounding systems started buying from Vermillian traders.
Two galactic-cycles later, after a brief survey on both empires economy, "Jack" the CEO from Navisko Dynamics, the leading Vermillian engines and weapons manufacturer, noticed that both empires could earn a lot more money if they joined all the joint researchs and selling operations in one single and huge initiative. Soon after this, "Jack" called her business partner Wail'a, a Zealotyan scientist from Exodus Enterprises, and the Consortium was finally born.
The first official Consortium meeting gathered only the high-ranking personnell of Navisko Dynamics and Exodus Enterprises. There, they decided to call other corporations and named the initiative "Supernova Partnership".
The second official Consortium meeting ocurred a few Navisko-days later. This time, 32 other corporations joined the meeting, both zealotyan and vermillian major corporations. All of them agreed in joining a common-galactical aim: To become an economic superpower, providing techonlogy and infrastructure in all fields and to all the galaxy.
From that day, the initiative received a new name: SUPERNOVA CONSORTIUM
Both empires were able to cohexist peacefully in their galactic sector. The vermillians in their economical and trader way, and the zealotyans in their fanatic warfaring society. When they first met, both empires did struggle a little. But as Vermillian accepted the Spode, the Zealotyan ceased fire and since then they've become great allies. The idea of the Supernova Consortium began to came when Vermillian trading minds meets Zealotyan military and functional techniques, forming an economical cooperation.
The first aim of this cooperation was an easy technology exchanging between both empires. However, as time passed, surrounding empires started noticing the until now hidden Zealotyan technology. With their allies' permission, Vermillian traders began selling this technology to their neighbors. This was the initial trigger for the formation of the Consortium.
Soon enough, Zealotyan and Vermillian researchers started many projects together, whose led both empires to many scientific breakthroughs. The products were already conquering the sector's economy and empires from all the surrounding systems started buying from Vermillian traders.
Two galactic-cycles later, after a brief survey on both empires economy, "Jack" the CEO from Navisko Dynamics, the leading Vermillian engines and weapons manufacturer, noticed that both empires could earn a lot more money if they joined all the joint researchs and selling operations in one single and huge initiative. Soon after this, "Jack" called her business partner Wail'a, a Zealotyan scientist from Exodus Enterprises, and the Consortium was finally born.
The first official Consortium meeting gathered only the high-ranking personnell of Navisko Dynamics and Exodus Enterprises. There, they decided to call other corporations and named the initiative "Supernova Partnership".
The second official Consortium meeting ocurred a few Navisko-days later. This time, 32 other corporations joined the meeting, both zealotyan and vermillian major corporations. All of them agreed in joining a common-galactical aim: To become an economic superpower, providing techonlogy and infrastructure in all fields and to all the galaxy.
From that day, the initiative received a new name: SUPERNOVA CONSORTIUM
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