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"Very well." Lies said. "So we will need a network of personnel and assets... I think it will take a little while to plan, and we've only got limited time here. I beleive we could discuss the cultist issue in depth at a later time, there are other iportant things to discuss..."

"i will not disagree with that."  said Wryante, as he turned towards the carnaithian diplomat. putting the teacup and saucer back down on the table with a slight clatter from the china ware. "Not to say that these, cultists are not of importance. but are we in conjecture on the course of action we must follow with them?" He said, turning to address the drake and the republic leaders. "This will not be an easy path, and further discussions should be warranted for it. But he is right,  there are other pressing matters to address..." He went on, pausing.

Deneb gives a nod agreeing aswell." Yes, It is duely noted. But we should have... another meeting. Later. Concerning the cultists. More importantly, we should focus our formost talks on working together. In different ways, to benifit from each other and help each other out. We are, after all. Only as strong as the weakest amoungst us. So we should put effort into lifting each other up. "

"Very well. we can discuss this in more details at another time." Helios said, reclining on the couch. "right now, we should work on more important matters. such as why we came here in the first place."

"Yes." said Wryante. nodding subtly as he looked at the other diplomats. "We came here to establish an alliance that wouldnt have to fall under a singular power, or diplomatic table." He paused.

Deneb looks around the room as he had his fingers interlocked and on the table." Not under a single banner. So in other words a league, or a coalition? "he asks to wryante.

Wryante looked at the blue reptilian as he spoke. Taking in what he said before nodding. "Yes." he said after a moment. nodding as he leaned forward to take one of the cups that had been placed on the table between the representatives. "Yes, i mean exactly that, The development of the AGA and the concept of many if not all of the major empires in this galaxy allying under one organization is, as we have stated, not wise. It is too much placed under one organization. The Table of the galaxies political powers must be kept balanced... This... Coalition of alliances between our empires will serve to do just that." He went on, pausing to take a sip of the tea in the cup.

"While at the same time protecting our people from very real threats that have developed around us."  He added after a moment of thought.

"Anyways, we'll be able to react faster to new ones, as well as defend ourselves against unknown threats on a wider scale." Lies said, grabbing his own cup.

The tenebrean nodded. "Yes. we would be. The cultists are evidence of that fact."

"I agree whole heartedly, gentlemen." Helios replied. "this alliance, this confederacy, as it were, will enable us to be mutually beneficial in a variety of ways. not just defense, but aide social dilemas as well"

Arcman sipped and put down his glass, thinking.
"I know that it's been going on for a while, and has been taxing on the Tenebraen collective... Do you think this alliances' first military action could be to bring an end to the First Ancerious war, Reik's actions aside?"

Wryante paused as he listened to arcmans proposal. then nodded as he mentioned the Situation that the Collective found themselves in with the immoral empire. Taking a brief sip from his cup.

"Yes." he said after a moment of thought. "We of the collective have found ourselves caught in a war with a power that wishes to destroy us. it has put a strain on our ability to lend troops and fleets in any large number. We've recieved aid from the union, as well as From the commanders and Troops of the DHR in repelling their invasion forces. And the Rahdonians have managed to force them out."

The Tenebrean looked at the representatives around them. Then sighed. "Riek's actions were brash, but if looking past that and putting this alliances effort towards the ending of this war as its first objective would see that quickly forgiven. Assuming, that is what its first action as an established alliance will be."

Deneb raises a paw, a finger pointing slightly higher then the mostly curled hand.

" We wish to discuss that matter, after the war. Concerning that.... incident. But as long as they help hold the line. Forgiveness is given. And yes. I have been reviewing the battlefront reports, and the recent command shift. We will need more air units to keep the air strikes at a slightly increasing pace. On the industrial worlds. Aswell as any commando units the other nations have to offer. In attempts to knock out any anti Air ability they might have. I must also add my thankfulness to the Drakes for helping create the Drakes of Magicore. Some time ago. Of which will be seeing a full scale deployment within the month. "he then lowers his paw and leans back." After the war is either concluded, or quickly sent stumbling backwards. We then should focus on joint projects. And maybe the start of a joint excersize program that gets our generals used to working with each other. And out troops used to training on taking on objectives together. To increase cohesiveness. "

"I agree. why pass up the possibilities of such a union after all." Helios replied. "the Magi-core was but the beginning of many plans we have in store. all of which are 100% mutually beneficial to all parties involved."

The Tenebrean Representative looked first at the reptillian, and then at the human shifted drake as they spoke. Leaning forward to put his cup back on the table as he did.raising his own hand as helios finished speaking before speaking himself.

"In that aspect We've already made progress on this Alliance. This, Confederacy between our empires as you've called it lord helios." He spoke, nodding to the drake  

"As well as the DHR fighting along with us and the union forces present, commanding our units. There is much to be gained from this Alliance." he paused. "Our forces augmenting each other could more then force the IE forces from our worlds. Joint exercise programs and projects could be conceptualized right here if we wish."

The Tenebrean leaned back thoughtfully, before taking up his cup again. "Are we in agreement on this course of objectives?"

"indeed we are" Helios replied.

"I would say so as well." Arcman said.

Deneb then ponders a bit as he rubs a glove over his chin.
" Intel tells us, there is some disturbing developments going on with a few other. Shady factions. We should aqquire tech, and intact modles if not direct, then in direct. Of their war machines big and small so we can study them. And arm non leathel versions to our Op FOR on the training locations. To better prepare our regular forces. And find what we can on their tactics. The problems that might rise. That is, and have our OP FOR operate as identical in the scenarios as we can. It will be harder to mimic I E forces for the training purposes. But I suppose the drakes or the Tenebrea can help devise look alikes. That way, the normal troops going through rotations would already know mostly what to expect. And have classes tought on the strengths and weaknesses of the problematic factions. "

Deneb then looks around to see what the others have to say on is training suggestion. Then adds" Sorry about that slightly off topic comment. But yes. I am in agreance. "

The Tenebrean only nodded.
"I would hardly call it off topic. The topic is of a high priority if we hope to combat these threats. the Ie and beyond. Our troops need to know each other, It wouldnt be smart to throw them all together into the fray. Our intel tells us much the same, and precautions should be taken while we can manage them. The Rahdonians have many captured units of the IE from their retaken worlds, i could arrange a meeting with their representatives on getting them for study and Combat intel. It will be difficult to copy thier tactics." He admitted, leaning back a little more.
"But We have fought them on the ground and in the void in the past. We have thousands of hours of combat footage from our soldiers suits... We could piece together their tactics from the footage" he suggested.

Lies grinned, a thought coming to mind.

"Instead of using resources on mass movements between our forces and forces pretending to be like the enemy, or destroying unmanned enemy vehicles that we can instead study, why not increase deployment of recon and observation units, in order to gain as much data from enemies we have yet to capture or kill, and load them into Carnaith's M.E.S.S., or Military Engagement Simulation System? It's currently, as far as we know, the most advanced combat simulator used for combat training in Ancerious, and I beleive it could save us the use of large amounts of fuel and ammunition in exercises." He finished, again taking a sip from the drink.

The Tenebrean smiled slightly. turning towards the other reps.
"Arcman has a fair point. We all have things to contribute..." he thought for a moment. "I'll run it by our military commanders. but perhaps a hybrid training program could be established. utilizing combat simulations to train our mens coordination at first, then perhaps utilizing Automaton platforms mimicking Immortal Empire units in actual physical training to prep them for battle on the field? Perhaps the drakes can make the system more effective as well?" He asked.

"most definitely." Helios replied.
" in fact, my people can provide much in that regard. weapons, armor, training golems, an environment for any potential situation, and thousands of years worth of first-hand experience to share. we have more than enough resources at our disposal which will help improve our defenses and those fighting for us."

Deneb then looks around as he ponders over the recap." We will as well need to devise a few similar projects to the Shunt that we have utilized for our black operations fleets. A way, to ferry large resources and re enforcements between our empires. But we will need a more, secure meeting to discuss that. Just food for thought, to ponder over. Shall we schedule additional meetings to follow up after this? "

"I would believe so, though I may appear as an assistant to a higher power at those meetings." Arcman replied to the reptilian.
"I think this alliance shall go along smoothly, if this small meet is to be of any hint."

"as do I. and of course, we may work on our joint projects in between these meetings as well. after all, some of this is too important to wait." Helios said

"of course" Said the Tenebrean. "The shunt project has shown promise for the black ops fields. We could schedule a meeting to discuss it further after this meeting if you would like Deneb. But going back towards the alliance. i believe that i will go smoothly as well. I take it that this alliance, this. Confederacy of our allied empires. Will be officially enacted after this meeting?" he asked curiously.

Deneb gives a nod." Indeed. We have already been working with each other, un officially as it is anyway. DHR and Tenebrea officially for some time. And separately, DHR with the drakes. It only makes sense to make a league of sorts so we can more openly and expediently collaborate with all involved parties here before us. "

"Well." Lies began.
"This confederacy of allied empires will be able to weather almost anything if the programs we've discussed tonight are to become reality." He continued, taking another sip.

"So. Is there anything else for us to discuss, or shall we report back to, in the case of us with superiors, our superiors to bring news of the meeting going well?"

(To be continued.)
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Group Info

A Space role-play dedicated to help make friends and to make alliances between empires. A new mysterious Galaxy has appeared called Ancerious and many empires are now trying to exploit its many treasures, both strategically and economically. There are many mysteries in this galaxy ready to be discovered, will you be here to make alliances and allies? Or to destroy and make enemies? It’s all up to you.

Galactic Map:…

current empires:

Union of Worlds: :iconemperormyric:
D.C.I Tenebrae: :icontenebraesrising:
Interstellar Republic of Singapore: :icontarget21:
Drake Empire :iconlordnagaetros:
Capitol: :iconemperormyric:
ShadowBlade: :icondaniellandrom:
Duisternis Dominion: :iconcrystalnexus:
Hjelmsdeläre: :iconvoughtvindicator:
Immortal Empire: :icon0verlordofyou:
Carnaith: :icondaniellandrom:
Trinova: :iconmeowmeowmeow21:
SHEATHES-10: :iconrafael-domination:
Triarch Industries: :iconemperormyric:
Flux Ascendancy: :iconcommodorehorton:
Ancerious Sicarii Order: :iconmijity:
Unitary State of Mineva: :iconmendeddragon:
Bozhe's Chosen: :iconzzaxle:
7th Legion: :iconmadcomm:
Super Group
Until Nov 28, 2015

Founded 3 Years ago
Jan 3, 2012


Group Focus
Role Play

29 Members
70 Watchers
27,553 Pageviews
Daily Pageviews


The Crazy Crew



Would players be interested in an increase in the number of ship capacity? (currently 4000) 

6 deviants said Increase to 6000
5 deviants said Increase to 5000
5 deviants said Increase to 7000
2 deviants said Remaining at 4000

Gallery Folders

Ancerious NPC factions
Carnaithian Empire
Empire of Atlantis
Bozhe's Chosen
The Axioms
Ancerious Corporations
Eramon Empire
Nuclean Ecumene
Yteran Nomads
Alterean Dominion
Legion Imperialis
Duisternis Dominion


Section 1: Getting Your Empire Started

“In each sector of this galaxy there may be a people out there taking their first steps to the stars. It is how we treat our younger brethren that determines if they become an agent for the betterment of the galaxy or a terrible blight on its existence. Thus it is all well and good to be great in size, but the measure of a nation is not in the girth of its borders but how it treats its smaller neighbors.” – Emperor Myric, Reflections of a Galaxy, Volume I

1.1: Military Power Limits
New empires that join the Ancerious Galaxy Roleplay start off with a base cap to the number of warships they may deploy within the confines of the Ancerious galaxy itself. This cap is 250 ships and has no effect on what the player has back in their home universe or reality. For reference a warship is a vessel designed to travel in outer space that may or may not be able to land on a planetary surface that is built with the intention of military use and is armed thusly. Civilian vessels whether they are armed or not do not count towards this limit as it takes many civilian ships to maintain the needs of a star empire and its’ military apparatus. In a later section we will discuss what counts as a warship by classification and how to fill out the force declaration list. Once you have fully joined Ancerious you will gain an additional 250 warships each two weeks in real time up to a maximum set limit of 4000. This also goes for reinforcements to losses sustained in galaxy as well and must wait for the end of the two weeks to gain 250 ships back. This amount is not fixed and is being fine tuned.

1.2: Colonization
New Empires also start with 5 solar systems for their beginning territory.
In the same process as is allowed with the increasing of warship numbers, players are allowed to colonize an additional 5 solar systems per two weeks up to a maximum of 50 solar systems. It is left to the player’s discretion as to how the colonized solar systems are arranged and what type they are but the galactic map (The map is a work in progress for note.) will be updated each month in accordance with this fact.

1.3: Super Weapons Limits
Your Empire may also have access to a certain amount of Super Weapon slots. These slots are by no means compulsory and are optional.

Note: Superweapons Rules revised, see section 8A for details

1.4: Required Information Forms
You must also fill in the following entry forms for your empire:
Overall Empire information form:…

Force Declaration form:…

Super weapon form (NOT COMPULSORY):

Biology form (Only required if you have a very alien and diffrent race):…

Section 2:  Alternate Empire Options

"Once one comes two shall follow... It is only a matter of time before flocks of other races both good and evil descend upon this new discovery, War will come to Ancerious. Mark my words it will come..."-- Lord Skullow of Tenebrae privately addressing his subordinates

Players have the option of playing up to two alignment balanced additional factions or empires in addition to their main empire. For instance if your main empire is evil you may play an additional neutral and good aligned empire and vice versa.
These additional empires are for the purpose of aiding to plot development and the maintenance of storyline arcs for the galaxy, but they are not for the use of gaining military or any form of advantage that a player would not normally have. Using alternate empires for the sole purpose of gaining an unfair advantage or cheating to evade the rules is referred to as ‘Milking’ and is strictly prohibited.

Section 3: Fair Play

"Do not believe that you've caught us off guard with such a powerful tool, that you have us already defeated.”– High Exemplar Gravus after the destruction of the Matterforge.

It needs to be said that when role playing with another faction it is best to work together.
Anyone overriding another faction by intimidation out of character or anyone controlling someone else's faction without permission instantly gains a Black mark. These Black marks are given out by administrators to those who have broken the rules and transgressed. If three black marks are by your name you will be kicked from Ancerious after a period of 2 weeks we will offer you a place back in if you apologize and promise not to do so again. BUT you will only have ONE black mark this time. If you transgress again we will permanently kick you from the group.

Section 4: Semi- Limited Galaxy:

"A Million worlds and more to explore... such wonders waiting to be uncovered... And such horrors to be faced. A new galaxy, both a place of wonderful mystery and terrifying evil"-- Former leader of the Cerabian Empire on discovery of Ancerious

For all intents and purposes the Ancerious Galaxy itself is the absolute limit of the game play area. No faction is able to go outside the galactic boundaries and no alternate timeline or reality versions of the Ancerious galaxy exist. This may seem harsh however there is a reason for this and it may even be part of how your people have come to take up residence in the Ancerious Galaxy. This is a weird place after all... However you may have contact with outside parts of your empire (such as you getting your reinforcements etc.) and communications however you may not bring in your entire factions forces etc. You are still restricted to the limits (its assumed your factions main parts are more focused on other things) you may send stuff back and forth but of course has to stay in the limit.

Section 5: The Limits of Belief

"It is obvious we will find others who are radically different out there, but then again... the laws of physics are a harsh mistress, whoever we find will be just as constricted as we are"-- Agion Commander of the ShadowBlade fleet

The Ancerious Galaxy’s role play operates within (mostly) the realm of physics. This means that the basic understood laws of physics are in effect and players should read up on the subject but expect a little movement room for the science fiction effect. For instance light does not instantly travel, it takes time and thus faster then light does not mean instantaneous travel. Inertia, velocity and mass all have effect son objects and thus, there is a set frame of operations that governs the galaxy. This does not mean that anything that is not real cannot be possible. If you have a technology that technically cannot operate in the laws of physics' or for say real life then all you need to do is explain to the administrators how it would work. This is not to so say techno-jargon will save the day but putting time and thought in to the function of said weapon will increase the likely hood of it receiving approval. For example, if a weapon is submitted that does [insert effect here] and should not for some reason work in real life because it operates on some imaginary particles or energy all a player has to do is explain in detail how the weapon should work. Making the weapon or technology sound real and or believable as well as putting some effort into the information presented will go a long way towards approval. This process and the nature of these technologies and or weapons doesn’t mean you can bend or break the rules governing limitations on weapons, warships or other rules in general.

Section 6: Time Travel Technology

"Time. Time is merely another tool to be melded to our will. It was gifted to us by the great Khamood' Ur. Who are we to question our god?" -- Emissary Dyxis to Emperor Myric

Now time travel IS allowed in Ancerious with a whole army of exceptions. I cannot list them all here because I would die of old age (too bad i don't have a time machine BOOM sorry) But You MUST state to an admin that your faction has time capabilities. We don't mean to be harsh but we will only give you time abilities IF you can prove yourself a very good Rper. The damage that someone who has never RPed before having time tech could do is infinite and so consult with an admin. Even if you are granted this you WILL BE WATCHED by the admins. Any wrong move or abuse will be either rectified and we will warn you or you will get a black mark. Time travel is far too powerful in this RP to be abused and so our resident time traveller :iconcommodorehorton: will be on the look out to help those time tech people.
However we will limit time travellers in this RP to only a few good players. Everyone having it just ruins everything.

Section 7: The Specifics of Warships

"I Have a thousand ships at my command! That alone should show our grand purpose! Have mercy for any fool who gets in my way, for I shall not"-- Lord Emperor Garren of Capitol

In more detailed and precise definition a ‘Warship’ is a craft used to wage some form of warfare against an enemy. In the strictest sense it is often a military craft built for that express purpose however, retrofitted civilian craft, pirate vessels and militia vessels can fall under the grouping and if armed for this purpose must be noted within the ship limitations. The warship declaration sheet can be found here:

The above template is submitted to ancerious when you enter the RP, or for previously existing empires is due as of the public release of this revised rules set. Officially warships fit into the following primary categories but, players are allowed to judge which class their vessels fit into by their nation’s own criteria.

Special Units – Artillery ships, Mobile star bases/Battle fortresses, Space Faring Mechs.

Traditional Warships – Super dreadnought, Dreadnought, Battleship, Battle Cruiser, Carrier, Heavy Cruiser, Cruiser, Light Cruiser, Destroyer, Frigate, Corvette, Sloop, Gunship.

(Please note Ancerious has a limit to warship sizes being 300km maximum, anything over will not be accepted and this limit is for truly large ships, not 'all my cruisers are 200km' please be somewhat sensible with sizes. However starbases etc. may go beyond this size)

Customized warship categories are welcome as well especially in the case of vessels that fall between noted roles and uses. Please try to deploy relatively balanced fleets that consist of a mix of classes and types, as opposed to claiming something ridiculous such as 250 super dreadnoughts. The administrators will often suggest changes or if the list violates balance or fair play rules you may be asked to outright change your listing.
More detailed information on the nature of the force declaration can be found on the force declaration sheer itself.

Section 8: Superweapons in detail

"Let those lapdogs think they have won, give them a few moments of celebration. That is enough, prime the Void Distortion Cannon. Let our enemies burn. But make sure some stay alive, I want word to spread, I want them to fear our power"-- Member of the council of thirteen Carron on the Cerabian fleet

In Ancerious as described in section one you are allowed certain super weapon slots. Because super weapons fit such broad categories and can encompass different things
players often have different concepts and classifications of what a super weapon is or is not. For all intent and purposes Ancerious has a standardized scale setting a basic limit on the classification of super weapons in regards to their destructive force and the number of slots they consume.

[Slot info revised, see section 8A]

Keep in mind these are very rough boundaries for super weapons and thus may be subject to revision at a later date pending the study of their effect on game play. Each player must submit a super weapon’s listing of any super weapons you wish to use in Ancerious so that the administrators can review the weapon and appoint the appropriate cost in slots to your limits. Please use the form included below when submitting a super weapon. Also of note you may only ever have ONE of each super weapon, having multiple of the same class will result in them being additional super weapons and hense filling up more slots (aka you have two slot ones the same this means they take up two slots not one)

Physical Description: (what it looks like is it a facility a ship? Etc.)
What exactly does it do: (why is it a super weapon? Does it break down molecules? Breach reality? Make massive explosions? Etc.)
Physical Capabilities: (can it defend itself? If a facility does the facility have defences? Does the ship it's on have good weaponry other than the super weapon?)
Weaknesses: (can the facility be easily attacked? Does it have a small area of effect? Insanely long charge time etc.?)
How many Slots do YOU think it takes up?:

Super weapons also run on a Warship basis. If one is destroyed you must wait two months for it to either be rebuilt or whatever, no instantly replacing them.

Section 8A: The Proliferation Act of 2014</U>

Due to the proliferation and abuse of the Super weapons rule this revision; the proliferation act of 2014 has become required as an amendment to the original rules that overwrites some or all of the original super weapon rules. As with any far-reaching amendment it is best that players consult the administrators if they are unsure of their super weapons status or the status of any super weapon submission. As before all proposed super weapons must be approved by the administration corps prior to use in role play.

As noted in the original super weapon rules a player receives a set number of super weapon slots based on the number of ships he or she is able to build at the time. This is not based on damages or losses received but the point at which the player reaches the ability to build and support the following numbers of ships.

[1 slot] – Requires 1,000 vessel capacity
[2 Slots] – Requires 2,500 vessel capacity
[3 Slots] = Requires 4,000 vessel capacity

Super weapons by definition are weapons used in either a defensive or offensive role to effectively render a given target either unable to continue combat* or effectively destroyed.
The means in which you the player may be able to achieve either effect are as varied as the factions in the role play themselves. As a general rule, the less specific the targeting of your super weapon and the greater its area of affects the more slots it would use. So the following revised definition as taken from the primary super weapon rules would now apply

Super Weapon Slot (1): Typically limited to weapons of terror, that are not directly deadly but the chaos they cause can be. Some examples include biological weapons (IE) that don’t destroy planetary ecology, weapons that kill a ship’s crew but don’t destroy starships (SSC) and weapons that otherwise make it difficult or impossible for the target to fight back (Flux Ascendancy).

Super Weapon Slot (2): Two slot super weapons are weapons that bear the ability to destroy a planet in a repeatable fashion either by destroying the planet outright (Union) or by destroying it’s ecology to the point recovery and use is rendered impossible (Aberration).

Super Weapon Slot (3): Three slot weapons are the ones you really hear about but do not ever want to experience firsthand. They are the single most destructive weapons in the game and at most possess the ability to snuff out stars and by extension or by intention the solar systems that orbit the said stars. Three slot super weapons are weapons of pure terror that thankfully are rare and seldom used.

Ultimately it is the responsibility of the player to fill out and submit a detailed document regarding their proposed super weapon using the Super Weapon Information sheet and have it approved by the Administrators before they may use their super weapon. It also should be said that the super weapon should not be confused with the concept of a ‘Unique’ unit as noted blow in section 8B.

Section 8B: Unique units </B>

Eventually the leaders of a nation get the idea to build something that represents their people in the light they intended. The resulting unit is always unique to the nation and cannot be mistaken for anything else as it often encompasses the true spirit of a nation and is a demonstration of the nation’s capability. This is where a unique unit would come into play in Ancerius, each faction would at the time they receive their third super weapon slot also receive the ability to build one unique unit which would be expected to be a starship. The use of the vessel would vary based on the nation constructing it and thus the first limitation to constructing a true unique unit is that the unit itself cannot be a super weapon. Players might design it to carry their super weapons however or perhaps have it exist for industrial, diplomatic or for trade purposes. Players may only design one unique vessel and may only have one in any state of service or construction at a time. Should such a unit be destroyed players must wait six months in real time to replace it.

Unique units are subject to the same approval process as super weapons and the following information should be provided to the Administrators at the time of submission.

Dimensions: [length, width height]
Super Weapons Carrier?: [Yes/No]
Purpose: [what do you intend to use it for?]
Capabilities: [What is it able to do?]
Limitations: [what are it’s flaws?]

*Unable to continue combat as a term may include making the crews of a target fleet unable to man their stations, killing the crew whole sale or otherwise making them unable to continue fighting.

Section 9: Deities and Entities

"The circumstance of our birth is irrelevant, It is what we do with our gifts that determines who we are, and what we fight for"--King Helios of the Drake Empire

It is the nature of most that they want to be powerful and it is thus more tempting to be so while role playing a nation-based role playing game. It is then one of the points of contention for a good role play. For the purposes of this document such powerful beings are considered in two categories, the Deity and the Entity.

9.1: Deities
A Deity in the context of this Universe represents an all powerful omnipotent being. While such a being may or may not be infallible it is a being several magnitudes of power above your average mortal. These deities are incredibly powerful and while may add to plotlines have the potential to be incredibly abused and used for OP and power play. In this respect you MAY use up to 3 deities in Ancerious IF your faction has them or requires them for your faction to be played. You cannot randomly make up deities to be used because of this rule. HOWEVER if you DO have deities in Ancerious you WILL be closely watched by the admins just like with time travel. These Deities work under this theory. They may be all powerful and have incredible power to change things only IF they do not intervene (sort of like a god but one who merely watches and guides through words not actions) the second is the option that they do directly intervene but CAN be hurt/ beaten etc. And are not as all powerful as their non action brethren. Either way this area is under scrutiny and any with such characters will be dutifully watched...

Until further notice, we will not be allowing any more gods, deities, or all powerful figures into Ancerious.

9.2: Entities
An Entity is a being that is generally often immortal or very long-lived but is not omnipotent nor does he or she possess any major powers or abilities such as being able to create life or eradicate an entire race at a whim. Entities can be the leaders of Nations or other major character roles, but should be treated as Semi-NPC if they bear significant powers, and PC’s if they merely bear something as minor as a long life span beyond the norm of their species.

Needless to say both Deities and Entities need Administrator approval, with the use of a impartial third party stand in should an Administrator be the one submitting such a character.

Section 10: Biology:

"Its strange for you to comprehend our bodies in a normal way, we live with this crystal just as you live with the blood running through your veins. Although of course Diamantide does give you far more bonuses..." --Praxian Commander of the Nex

No species is immune to everything and so different races can have infinitely diverse biology's. In this regard is advised for you to describe your species biology and detail what they are resistant/immune to or weak to in regard. You cannot be resistant to everything and there is always a weakness to a race, if you do not have any race weaknesses the Administrators are obliged to make one for you. This section is especially important if you are playing a race which is far different to humans. If playing a human race you may just put human down but again your humans may be different... It's always best to have these things down on your entry form rather than turning up later in an argument. If you need any help on biology ask an admin we are all very adept at Chemistry physics and biology.

Section 11: Fallibility of Empires:

"Nothing is perfect. You may build the mightiest defenses in creation, given enough time someone will learn how to defeat them, that is the way of the Universe. There can be no perfection this side of the grave"-- Emperor Daniel of Carnaith

No one is perfect nor do they make perfect things. It is the nature of life itself to bear imperfection and the driving force of biology itself to try by one means or another to slowly correct these errors. That said one can also conclude that no empire is perfect, and thus neither are the peoples that compose it, regardless of origin or species.  Therefore no one’s defenses are impenetrable or their society immune to upheaval or subversion.

Section 12: Magic:

"You call this what you don't understand magic because you cannot comprehend how it works. It is merely a method which has been passed down and learned by my people for many generations. In a way I suppose it is magic... maybe it's better that way, sometimes it is better to believe than understand"-- Lesser Empress Gaia to a still learning race

Magic IS allowed in Ancerious but again is under close scrutiny and watch of the administrators. Magic is again another area which can be woefully abused and power played. In this regard Magic is just as limited as technology. In this regard you can use magic to fill any role technology may play and you may have magic users in your military but you are required to describe and explain the use and effect of your magic just as a technology user must justify the nature of his technology. This means that you are not allowed to perform maneuvers which are illegal or otherwise and just say 'my magic allows me to do this'. Contrary to some sources magic does not mean you override the laws of physics, they will always apply unless in certain circumstances. If you have individual concerns consult and admin and we will be happy to help.

Section 13: Out Of Character & In Character Boundaries

"There is absolutely no way you knew we had a contact." -- Minevan infantryman to a maverick officer after a series of artillery strikes.

Anything said Out Of Character is not admissible in any way shape or form In Character. This absolute boundary extends to conversations via deviant’s note function or comments made in response to submissions on Deviant art that are clearly of OOC nature. Furthermore Skype conversations are considered to be all OOC unless an IC status is agreed upon by all participants.

A lot of Ancerious RP is also going on Skype and most players do talking on Skype I will list everyone's individual skype names (if willing) in order for contacts. It is advisable to join this for ease of contact. Skype is free and easy to set up if you do not have it.

Section 14: Timing:

"You can plan for a billion years and finalize it to every conceivable variable, but when a plan requires timing... If you get it even one second too late those million years are gonna seem a whole lot longer..."-- ICS unnamed Strategist

No agreement between player-nations is considered complete and legal until the event reaches it’s agreed upon ending. The date of the last posts or the conclusion of the event is official as of the Primary Roleplay’s time line and thus may or may not effect what a player or players are able to do without consequence. In addition a timeline for Ancerious is under construction for ease of dates and whats happening.

Section 15: Ancerious Canon:

"Ancerious is like nothing you have ever seen before. Take the advice, I have lived here for hundreds of years and still things surprise me. This galaxy isn't natural and I can tell you now, if you're not ready for her she will chew you up and spit you out" --Raiden supreme grand master of the Sicarii Order to Captain Volkus.

The official storyline and concept of the Ancerious galaxy is considered the official cannon of the role play. This cannon role play is independent of all others and is designed so it will not within reason infringe on your creative works or story lines. What you and your empires do here will affect the Ancerious cannon, but what you do elsewhere has no effect on Ancerious. That said back home you might be the most powerful galaxy ever conceived but here, everyone starts equally and you may find your superiority is not so superior. In ancerious you operate under the primary galactic plotline and we admit this may not be for some people. Balance is the key to any role play and in ancerious no one’s individual cannon overrides anyone else’s cannon. The individual player’s canon in Ancerious is often melded together to create a balance and also to create a pretty damn cool canon at that. If you have any questions on this regard ask an administrator.

Section 15A: The Golden Cannon Rule </B>

It is the nature of Role Play that we inevitably will see something that inspires us to want to design an equivalent, parallel or introduce a copy of it. The fact is science fiction does copy itself a bit and is really good at introducing flashy ideas that change the game in their respective series. In light of current events in Ancerius and with consideration other players involved it has been discussed and is decided that should a player see something in a given science fiction series or other genre they want to implement in Ancerius the following standards apply.
You the player must absolutely accept all of the item’s limitations as stated in its official source material as published by the original source. You must also explain in full detail through actual role play how this foreign item came under your control. What you may not do is alter the design in any way to address its existing limitations before you use it in role play. This means for instance if you want the death star, you cannot patch up the thermal exhaust ports or make it faster or shorten its super laser recharge time without significant Ancerius role-play that involves other players.

In certain cases such items may count as the player’s allotted (1) unique unit for their faction due to Administration review. As a final note, all items that fall under the “Golden Cannon” rule are subject to review upon introduction and periodic review after being accepted by the Administration to ensure the item is not being used out of context. It also may be required by the administration in some cases that a item require calibration to work at full capacity in the Ancerius galaxy which may take a set amount of tome or certain conditions as noted in the review.

Section 16: NPC Factions

“Ancerious seems to be a honey pot of Empires, don’t be fooled boy, there are many out there that we have yet to see...”- Captain Alexander of the Adectu Empire to a Adectu ensign.

The Ancerious galaxy role play is based in a massive spiral type galaxy not unlike the Milky Way galaxy we know in real life. As the current map indicates the known nations have barely explored the massive expanse of the galaxy. Such a sight as seen on the map is surely inviting to those sentient species out there looking to expand, or perhaps merely looking for some place to call home free of some great trouble. We know clearly from the areas of the galaxy that are charted that there are many races in the galaxy already and there is the potential for contact with countless others in the unexplored frontiers.

This plethora of populations leads to a critical role play concept, the non-player nation. An NPN is a sub-faction that it’s not exclusively controlled by one player but can be created by any standing member of the role play. The purpose of such a nation is to add a greater variety to the universe by allowing players to create other nations and peoples but not necessarily have to worry about their day-to-day operations as they might with their main faction.  Make no mistake a NPN is not a lesser nation but an equal one and is bound by the same rules as any other faction created in the role play. It can be said that the following five guidelines are functional rules for the creation and operation of an NPN.

1. All NPN nations must undergo an approval process using the same form as a normal player nation. Extra information on the Empire info form should be added by the creator to cover the nation’s character, motivations and nature/alignment (ie god, evil, lawful good, neutral, chaotic and so on.).…

2. No NPN nation can be conquered by its creator.
3. No NPN nation can exist simply to give any one player any unfair advantage such as acceleration of tech development, additional units and so forth.
4. While there is no current limit to the number of NPN’s that can be designed and created, please consider the vastness of space and the relative rarity of life. (ie please don’t flood the admin’s with NPN requests.)
5. Any NPN that is proposed by a player that effects another player’s nation by existing and its basic actions must have that players approval before it can be submitted for approval by the Administrators. (example; player 1 wants to create a pirate group that raids player2’s commerce ships, player 1 will need player 2’s permission.)

For a functional example, Myric has thankfully provided one of his works in progress as an example of how an NPN might be designed. Consider the case of the Eos as stated by Myric.

“Take the Eos Consortium, a new NPN faction who originated in Ancerious around a very devout and radical religion. The Consortium seeks to bend all they encounter to their religion’s will and will make frequent attacks against unbelievers. Because of this they are unlikely to ally with anyone and before anyone requests use of them they should consult me to find out their abilities. While unlikely to ally it is possible they may be convinced join with factions to prevent their own destruction in short term agreements. It is also possible they may determine a random target and wage a holy war against a random empire.”

Section 17: Combat

"On the ground, the foe has us outnumbered and dug-in. No man or woman in their right mind would mount an assault on such a fortified foe. But you're not in your right mind. You're in the Corps."
-Chief of Staff Bradley Novak to a company of Marines.

In Ancerious, combat, be it in space or planetside, is a prevalent aspect. While definitely not the most important part of the group, a vast majority of the roleplays and development are about combat or are combat. Generally, in a combat-based roleplay, there must be rules or a system in place to help prevent discrepancies; since there is no longer a stat system, there'll just be general rules on it covered here. A few key points and terms are as follows:
-No godmodding; essentially, godmodding is when someone has the capabilities to do anything without limits or boundaries, and/or simply cannot be harmed or affected by any and all means the other RPers try.
This could be killing or injuring without the player's expressed permission in certain cases.
It could be when a player simply cannot be hit and dodge all things directed at them in an incredulous manner.
It can also be using or controlling another's forces or characters in any way without the other player's expressed permission; this is commonly reffered to as powerplaying. The usual outcome of this is a character/force being portrayed as something that they're not, making them appear weak to make another character/force seem superior, etc. This can sometimes go beyond that irritating line and become straight up offensive.

-No autohitting; to clarify, autohitting is the act of writing the attack, and explaining the damage inflicted upon the one recieving the attacks in a post without their consent or prior approval in a post. Have some trust in your fellow player. Leave the damage one takes to the one recieving the attack.

-No metagaming; metagaming is, simply put, using out-of-character knowledge for an in-character advantage, with information that in-game would not have been known. This is a way of abusing the game and is generally considered cheating. It can be hard not to be influenced by OOC information that could save you from total annihilation, but do your best to immerse yourself and act in-character.

-Try and reach a happy medium with those you are going into contest with, to avoid arguments. Settle your arguments with reason.

-Be alright with taking hits and losses, even heavy ones, every now and again; not everyone has to win every time.

-Be flexible. Try and work with other people's concepts and grasps on combat in general

Section 18: Constant Canon

In light of recent concerns of major players retconning Ancerious canon, a temporary rule (as of right now) is being placed that will prevent players from retconning anything that will affect the canon or timeline whatsoever.

Once joined, players cannot leave and state that their factions or creations never existed. You can, however make a sufficient write-out for whatever they please. Just know that once you contribute something to Ancerious canon, it is going to remain in Ancerious canon because you provided it of your own volition. Therefor, I heavily recommend that you reconsider before shoehorning your home canon into the group; there are no take-backs.

Think of your empire sheet as a sort of contract. Once you're in, you cannot screw everyone else just to get out. If you want to leave and remove your faction or creations from the group, discuss it with one of the admins.

The plot is ever-fluid. If you do not want to or think you can commit yourself to a constant canon, then it would be best to reconsider your choice of roleplay group.


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Nitroraptor Featured By Owner Dec 5, 2014  Hobbyist Digital Artist
Great ^^ I didn't know that Ancerious Galactic became a super group, good job ^^ 
Sartanis Featured By Owner Nov 13, 2014  Hobbyist General Artist
Other race submitted; hope I did it right, been so long.

Biology document to come.
Sartanis Featured By Owner Nov 12, 2014  Hobbyist General Artist
Can I dissolve the Vitasi as my main empire and create another? The whole race style just isn't for me.
EmperorMyric Featured By Owner Nov 13, 2014  Student General Artist
Sure :) submit your other race and we can just say the Vitasi were destroyed or something
Sartanis Featured By Owner Nov 13, 2014  Hobbyist General Artist
Will do! 

Hmmm...I wonder who wiped them out? :eyes: 
EmperorMyric Featured By Owner Nov 14, 2014  Student General Artist
Not sure... perhaps Capitol? Or the Abberation?
(1 Reply)
TenebraesRising Featured By Owner Nov 12, 2014  Student General Artist
Would you be willing to fill out information on the new race? if the Vitasi have been involved with a lot, we may have to Retcon some of the events. But if you really want to do that, and make the effort, you can. Mind you, you may have to start with the beginner number of ships, but We'll be willing to work with on setting it up.
Sartanis Featured By Owner Nov 13, 2014  Hobbyist General Artist
I will definitely be filling out a new sheet; I have noooooo problem with it. As for the number of ships, I'm absolutely fine with starting from the beginning if necessary, or whatever you guys deem best.
DrakenhothRepublik Featured By Owner Nov 3, 2014  Hobbyist Artist
Can i request a seperate folder for only, Celestial Stuff? And upon completion if approved, can tennys move the celestial journals from the DHR folder to the Celestial one? Makes it easier when two compeletly different and independent, and differently styled nations are filed away from each other.
EmperorMyric Featured By Owner Nov 3, 2014  Student General Artist
Sure will get Jarl on it right away :)
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