The Nomad Vagrants are the remnant forces of those Nomads that were pulled into the Hypergate at the end of the Nomad War. Having been transported into a faraway sector, the Vagrants were completely isolated from the struggles of the Slomon K'Hara in Sirius. As a consequence, the Vagrants have not undergone the Slomon K'Hara's adaptations to the human threat. Upon their return to Sirius, the Vagrants were seen as an oddity by the Slomon K'Hara and mostly left to their own devices, yet despite this, the Vagrants are determined to take the Daam K'Vosh's heritage and one day be eye to eye with the Slomon K'Hara again.
The entity carrying this unlawful ID is a member of the Nomad Vagrant player faction who:
•Can freely engage all ships within their Zone of Influence. •Can assist other Nomads and Wild both within and outside of their Zone of Influence. •Can freely engage ships with Jump Drives and Survey Modules both within and outside of their Zone of Influence. •Can freely engage Order and Core ships both within and outside of their Zone of Influence. •Can treat transports as combat targets. •Cannot demand credits or cargo. •Cannot dock anywhere, except on Nomad and Wild bases.
Zone of Influence: Omicrons, Omegas, Taus, Sigmas, Independent Worlds, systems containing a Nomad or Wild base. Allowed Ships: All Nomad Ships.
Eons before the arrival of the first humans in Sirius, there was an ancient and powerful species inhabiting and ruling large parts of the universe. Much of them, like whereabouts, whether their rulership had been benign or not, or the circumstances of their, for us, sudden disappearance, is shrouded in mystery and presuppositions based on not quite satisfactory evidence. What is undeniable is that the so called Daam K'Vosh are the creators of the spaceborne creatures that today we call the Nomads. It stands to reason that the Nomads, or Slomon K'Hara as they know themselves, were originally created in some sort of experiment conducted by the Daam K'Vosh, and while it is assumed that the Slomon K'Hara were intended as guardians, maybe even enforcers for the Daam K'Vosh, the sudden disappearance of their masters baffled many archeologists that studied this ancient civilisation until this day.
Before their masters' disappearance, the Slomon K'Hara were lulled to sleep, perhaps to never awake again, or maybe until such a time arrived in which the masters returned, or time themselves ground all their efforts to stardust. Together with their creation, the Daam K'Vosh left several gifts in different places of Sirius, like Planet Malta and its Cardamine as well as vaults all across Sirius, beacons of knowledge for their children to find, to refine their thinking and ultimately mature. The most infamous of these vaults was called 'Valhalla One', and was discovered on Planet Manhattan not by the Slomon K'Hara, but by the human settlers that arrived from the Sol system eight centuries before the first human would ever lay eyes on a K'Hara. Ultimately finding a way to open Valhalla One, the human settlers on Manhattan discovered the knowledge that had originally been stored there for the Slomon K'Hara. With those findings, humanity soon became able to travel to distant star systems without the need for sleeper ships that would freeze their inhabitants for decades. Travel and trade through systems became easy with the adaptation of trade lanes and cruise engines, and even a simpler version of the Mindshare's distributed node network was created with said trade lanes serving as support — the Neural Net.
Armed with technology that was not meant for them, humanity had committed one of the cardinal sins that the Slomon K'Hara could never forgive them — theft of their beloved masters' heritage, yet given that the Slomon K'Hara were, at the time of their awakening at the hands of a Rheinland expedition into the deep Omicrons, barely more than infants in the way they were thinking, it would be a prelude to a long and tiresome conflict for the sovereignty over Sirius. Alone and frightened, the Slomon K'Hara would find themselves flung into a world populated by mad, hostile, petty, bipedal creatures that prodded and cut them open on their quaint and quiet world of Pygar in the deep Omicron worlds before the happenings of the Nomad War. To say that the Slomon K'Hara would be a menace then would be a euphemism. With the Mindshare not yet established, they were blind and ignorant. Not understanding why the hostile creatures were attacking them, they lashed out, and the infected research group that had discovered the Slomon K'Hara returned to Rheinland to start the chain of events that would inevitably lead down the road towards the Nomad War.
"Any sufficiently advanced technology is indistinguishable from magic."
— Arthur C. Clarke
To understand what a Nomad is, one would first need to take a closer look at what their creators were capable of. For all intents and purposes, the Daam K'Vosh possessed nigh unto godlike abilities in terms of what they could do in regards to technology, and yes, that encapsulates biological technology and engineering. The first Nomad started out as a Progenitor Cell, which was the product of an unfathomably complex artificial assembly process. The result was a relatively simple (yet that is relative) organism that sustained itself from the substance today known as Cardamine and was able to multiply on its own. The aforementioned simplicity of the organism allowed the Daam K'Vosh to easily manipulate the growing parts of it to fit ever more complex tasks, to which the organism adapted. Soon, Darwin's simple evolutionary theory started playing a role as generations of the organism passed and found their unicellular form to be insufficient, and so the cells became complexer, multicellular organisms with own metabolisms and nervous systems. The end product was a highly malleable 'egg' or 'seed' that could be made to grow into all known forms the Nomads take, be they spaceborne or not.
Like every living creature, the Nomads have a need for sustenance, though they do not ingest it in the same sense that humans do. Nomads instead are able to absorb cosmic radiation, for example EM radiation and derive energy from that, but also thermal energy, like one might find in planetary cores, molten asteroid fields, or heated nebulae. It bears mentioning that the Nomads are not invulnerable to damages caused by extreme heat or radiation, because like with everything, too much is unhealthy here as well.
When one thinks about Nomads, it is necessary to understand that they are unlike humans in the sense that they are way more social creatures to the point where each 'individual', under normal and natural circumstances, cedes a part of their ability to act freely to the whole in the Mindshare. While a Nomad form is theoretically able to perform acts of cognition on its own, there is no benefit for singular entities to be functioning on their own. The Mindshare could be described as a distributed peer-to-peer network that all Nomad forms are connected to and serve as relay and storage nodes for. It serves as a data space that encompasses the collected memories and experiences of all Nomad entities for each Mindshare member to access and profit from. It is said that Nomads are immortal, and that is true, in a way. If a physical form is destroyed, the sum total of what this entity was is preserved within the Mindshare and can again form a consciousness of its own. Additionally, the sheer amount of information that is relayed through this network allows a special caste of Nomads, the Advisors, to effectively predict future events with surprising accuracy. This is quite evident in the way Nomad forms, mostly Wanderers, conduct themselves in fights, seemily always thinking one step ahead of their adversary. While people often believed this to be due to each Nomad's inherent ability to commune and manipulate telepathically, it is in fact not true that Nomads can read minds.
So if we assume that Nomad A fights human B in spaceborne combat, it is to be expected that A will, the longer the engagement lasts, become increasingly more aware on how to better counter B's movements and predict them because an Advisor is actively evaluating the information that is being perpetually relayed to the whole by A.
What exactly is an Advisor, or a Wanderer? The answer is a bit more complicated in its entirety, but in summary, one can say that those are two of the four Nomad castes that currently exist. Each caste has unique physical properties and functions within the Mindshare, even, in the case of the Advisor. Below now a small excourse on the currently existing castes of Nomads:
II. a) The Advisor
This caste represents the oldest entities within the whole. Only leaving their lairs when absolutely necessary, like during the defence of the Dyson Sphere for example, few humans have ever laid eyes on one. Within the Mindshare, their task is organizing, observing, guiding and advising the younger entities, and to that end, they come together in a Quorum that is separate to what the lower castes can access to 'discuss'. As explained above, the Advisors possess a unique ability that sets them apart from other castes, which is the ability to use the Mindshare to predict future events. They do so by sifting through the vast amounts of information collected by each and every single Nomad entity connected to the Mindshare and evaluating them. This function also makes the Advisors the de-facto relay nodes for information, i.e. Nomad A perceives an object/human that it itself has never encountered before and thus is given the necessary information to understand said object/human by an Advisor.
II. b) The Wanderer
When one sees a Nomad outside of the Nomad Worlds, chances are high one is looking at a Wanderer. As the name suggests, the Wanderers are the nomads under the Nomads. Traversing the vastness of far and often hostile space alone or in small groups, Wanderers possess well-developed telepathic abilities, which allow groups of them to form localized Minishares when far away from the whole. The benefit of this is increased cognitive capacity, which makes decision making nigh unto instantaneous, but it also allows the Minishare to compensate for the loss of singular members by having the individual's experiences stored within the other participating Wanderers, i.e. Nomad A, B, C, and D are Wanderers and in the far system of Languedoc. B makes a discovery and relays it to A, C and D, but unfortunately gets destroyed by a Royal Navy ship. Because A, B, C, and D have created a Minishare beforehand, the discoveries of B are still known to the others as if they themselves had made it.
Furthermore, the Wanderers, as the caste that is almost exclusively sent into space away from the whole, are able to enter a quasi-hibernation to preserve energy, or regain it, for example by basking in the electro magnetic radiation of a star. Other castes, except the Infiltrator, are unable to actively 'sleep', which has a simple reason: Only Wanderers are gone from home for extended periods of time, and the ability to conserve energy is only really advantageous for them while, for example, heading towards a far away point in space, during which they would simply need to pick up momentum and then sleep, while said momentum carries them to their destination. It is obvious that the Wanderers are the odd ones in Nomad society, prefering to stay alone or in small groups away from populated Nomad systems, though their function as such makes them ideal assets for the work of the Advisors, and one could even consider the Wanderers similar to the Infiltrators.
II. c) The Dreamer
The Dreamers are probably the most illusive caste of all, probably because that which they do seems fairly basic to the human eye. They are builders and creators, in the most basic of senses. Unable to assume a corporeal form, the Dreamers exist only within the Mindshare. Able to enter a trance-like state, Dreamers possess unmatched telepathic abilities that enable them to make their 'dreams' become reality. They envision structures, warforms and even artificial jump holes, and bend reality to fit these wishes. Furthermore, the Dreamers 'repair' damaged Nomad ships, which is the reason there are seemingly matured Marduk warforms in the drydocks of Altair Research Complex.
II. d) The Infiltrator/Incubus
Perhaps the most feared and despised caste of Nomads, the Infiltrator, or incubus, as it was dubbed due to its habit of putting seeds into humans to multiply, is a caste created in response to the discovery of humanity in Sirius. The Incubus is a biological weapon slash Nomad organism that is inserted into a human, either as a seed or as grown Incubus, with the intention of gaining control over the human in some way. Their main tools for doing so is their sly nature and the ability to practically do anything with the host's body. Most frequently, the Incubus simply assumes direct control of the host's body, though there are cases in which the Incubus and the human learn to work together, and thus such drastic measures become unnecessary.
Over the course of the Incubus' growth within the human after its insertion as a seed, it assumes personality traits and memories of the host. This serves to build an empathetic bridge between Nomad and human, to further understanding on how to best impersonate the human in case it comes to pass that the human becomes uncooperative. It needs to be stressed that Incubus and human never become one and the same person. The human will always be in the same body together with the Incubus, regardless of whether the human is being suppressed or not. If the human is not, one could say that it is on a figurative leash, as the Incubus has the ability to supersede any decision by the host at any time. Additionally, while inside a host, the Incubus is able to alter parts of the body as it pleases, for example by stimulating muscle growth to increase physical strength or increasing the healing speed of wounds. In theory, it is even possible for an Incubus to leave a host unharmed if the Incubus wants to, though such cases are rare and not widely known.
The more the Incubus matures, the more it becomes part of the host's metabolism, which is an added problem when it comes to leaving a host unharmed. Additionally, the host has an increased need for sustenance, as it is effectively eating for two. Maturing is not exclusively a bad thing, though, because the Incubus gains limited telekinetic and telepathic abilities the older it gets. Sufficiently matured Incubi are able to weave illusions so intricate, for example, that an unwitting victim might not be able to tell reality and fiction apart anymore.
It is said that hubris inevitably leads to one's downfall, and it was not any different for the Nomads. Unable to return the notorious artifact — a Hypergate 'key' — from the hands of Edison Trent and his companions, the Slomon K'Hara were powerlessly looking on as the hero of the Nomad War brought his ship into position and activated the Hypergate, the sudden and unpredicted activation causing a cataclysmic energy drain in the current Mindshare Root Node, the Nomad City in the center of the Dyson Sphere, which led to the collapse of the Mindshare network. Disoriented, the bulk of the Slomon K'Hara forces were drawn into the precipice of the Hypergate's event horizon and brought to a completely different part of the universe. It is unclear whether those that crossed the rift survived or where they currently are. For all intents and purposes, they could have simply been atomized or left this existance altogether, just like their former masters that the Slomon K'Hara are still waiting for, ever vigilant.
The Slomon K'Hara that were not so lucky as to be pulled through the Hypergate soon found themselves hunted down, captured with only a few managing to successfully go into hiding and regroup in the systems now known as Omicron Iota and Omicron 99 which had been inhabited by them in the past and thus deemed a safe haven for them. Using Planet Xerna's planetary core as energy source in addition to the star in Omicron Iota, the Slomon K'Hara were able to sustain themselves until they devised a means to solve their energy needs. With the help of two Daam K'Vosh artifacts, they created two highly dense and energetic nebulae in Omicron Iota, which forthwith were used to sustain their ever-growing need for sustenance. Unforeseen again as it might have been, the process created a second sun in the system that served as yet another source of energy for the weakened Slomon K'Hara.
With the most immediate needs sated and not being in the immediate danger of bodily decay anymore, the Altair Research Complex, formerly a deep-space research station sponsored by Liberty, was taken back into use to serve as base of operations and to fortify the area until a new super structure could be constructed to carry the vast Mindshare network. These plans were eventually realized with the construction Dur-Shurrikun. Contrary to its predecessor inside the Dyson Sphere, this structure was built to sustain a large onslaught. Protected by powerful shields, weapon platforms, and the entirety of what the Slomon K'Hara can muster, Dur-Shurrikun is nigh unto indestructible, a timeless testimony of the Slomon K'Hara's ability to adapt and learn from prior mistakes.
The activation of the Hypergate caused two things: Firstly, it caused the victory of humanity in the Nomad War; and secondly, it caused the Slomon K'Hara forces in Sirius to be divided. The ones that remained in Sirius and were not culled by the Order and the houses' intelligence agencies reformed in the deep Omicrons and rebuilt there while the ones that passed the Hypergate were facing other troubles. The voyage through the Hypergate was nigh unto instantaneous. Exiting the conduit on the other side, the majority of the Slomon K'Hara suddenly found themselves in a completely different part of the universe in a desolate system that only seemed to contain another Hypergate that was currently connected to the one in the Dyson Sphere and profusely spitting out more and more Slomon K'Hara. Disoriented by the sudden loss of the Mindshare, many wandered off into the deep of space never to be seen again, while many others simply withered and died due to the lack of energy available to sustain their forms. It would take nearly a year before the remnants of those who survived the journey would establish a makeshift Minishare to create some semblence of stability at the drawback of needing to rely more on the cognitive skills of each entity, which had not been the case with the Mindshare in Sirius, as the sheer number of Mindshare members could compensate for the loss of singular nodes within nanoseconds.
With a measure of functionality, the Quorum of Advisors came to the common consensus that the acquisition of an energy source was the top priority, and to that end, the smaller warforms were sent out to scout the system while the more mature ones remained to study the still active Hypergate. It soon became clear that a return via this gate was impossible as long as it was not deactivated from the other side, but the established wormhole between the two points in space enabled the most intelligent ones to deduce their relative position to the point they had left in space. As it stood, they had left Sirius, and had been brought into an adjacent galaxy. With imminent hopes of a timely return shattered, plans for the return to Sirius were discarded for now, though the Slomon K'Hara would retain the will to rule Sirius as their creators had intended. The scouts soon found several desolated planets in the system they had arrived in, and similar to Planet Xerna, the remnants opted to drain their planetary cores for sustenance. The problem with this became apparent pretty quickly: They could not stay in this system. The single sun that the Hypergate conduit seemed to orbit was insufficient in providing what they needed, and so they began preparations to leave the Hypergate system through a jump anomaly they had discovered while scouting for stellar objects.
For the next months, the Slomon K'Hara meandered through the unknown new worlds, never staying, only stopping to drain more planets, yet they never really seemed to find a fitting place to stay, since the systems they visited either seemed too hostile or too desolate. Deeper and deeper they pierced into the heart of the new frontier, their numbers dwindling over time, as they had no means to recuperate lost warforms, and with growing distance to the Hypergate, the Advisors figured that contact with intelligent life was becoming more and more likely the further they went. After a long and gruelling search, they finally found a star system at the edge of the new galaxy that contained two suns and several gas giants whose moons were rich with silicate matter to be harnessed. With luck finally on their side, the Dreamers bent every effort towards the erection of a shelter, and thus the first Nomad Lair in the new frontier was created. With the means to restore smaller warforms in place, the remnants could afford to be a bit more bold with their exploration, though they were limited by the fact that they did not possess a superstructure like Dur-Shurrikun in Sirius that could extend the reach of their makeshift Minishare network over more than a system.
The inherent problem they suffered was that there was also no indicator that they would soon be able to create something as huge as this, and so the Advisors decided that extraordinary measures were called for: The newly created Nomad Lair would be used to produce Wanderers to be sent into space in groups that would create localized Minishares to store information of their journeys and periodically return to their point of origin, the Nomad Nest, to relay their experiences to the whole, and so it was done. Over the next years, the Wanderers explored the galaxy, coming to the conclusion that it was way smaller than originally anticipated, yet regardless of how long they searched, they found no trace of sapient life that they had encountered in Sirius in the form of humans. Animal life hardly interested them, as they posed no dis- or advantage in any way and thus were completely ignored and left in peace, since the remnants had no reason to be unduly cruel to those creatures. All in all, the Advisors came to the conclusion that the place they had arrived at was a peaceful one and that they needed not worry about potential threats, which prompted a decrease in carefulness when sending Wanderers into the depth of space. It would also become the reason for the disparity between the Sirian Slomon K'Hara and the remnants, as the latter had no need to evolve into ever more deadly predators.
Occasionally, the Advisors saw fit to inspect the Hypergate conduit they had arrived with to check for developments, though even years after their arrival, the gate was still active, though with passing years, the Wanderers that had been sent to inspect it noticed that the Hypergate seemed to literally absorb the system's sun to sustain the worm hole connection. This information in and of itself was not useful, though interesting as the Advisors were able to deduce that the Hypergate was, in fact, running on finite energy. It seemed like a gift from the heavens that merely ten years afterwards, in 821 A.S., a Wanderer sent to ascertain the suitability of a distant planet for harvesting its planetary core discovered the ruins of a fairly advanced installation in the orbit of said planet. Unable to comprehend its complexity, the Wanderer returned to share its findings, and even the Advisors were unable to come to a conclusion. The Quorum, alarmed by this, decreed the retrieval of the object for study, and further investigations into the planet in whose orbit it had been found revealed even more unexplainable ruins, data storages, artifacts.
It took a while for the Advisors to discern the usage of some of the artifacts, and over the course of another year, they learned the language of the civilization they had excavated and what they found upon studying was wonderous: This civilization, had had contact with the Daam K'Vosh when they still existed, and furthermore, they had lived under their rule. The more they studied their findings, the more they made sense. They learned that the installation in the orbit of the planet had been a Hyperspace Beacon used by this civilization for travel, as opposed to jump gates, which was what ultimately drew the interest of the Advisors, as this meant that there were alternatives to using the Hypergate to return to Sirius. Given that the remnants of the Nomad War had no idea about the happenings in Sirius, the fact that jump drives existed was completely new to them.
Studying the remains of the Hyperspace Beacon as well as the records that were recoverable from the surface, they began experimenting, intending to adapt the technology to return to Sirius. Everything that could be moved was returned to the Nomad Lair they had erected many years ago, though it would take another two years before the any attempt at creating artificial rifts in Einsteinian space would yield any results, with many former attempts simply resulting in the test subject being ripped to pieces as it crossed the event horizon. The biggest problem was that they had no real indicator on where they would emerge if they wanted to return this way. During their experiments, they used the salvaged and haphazardly restored Hyperspace Beacon, though this would hardly suffice if they wanted to cross the void between galaxies — this is where the still active Hypergate in their galaxy came into play. Though not able to deactivate or use it on their end, the created worm hole to Sirius could be traced, just as they had done when they had initially ascertained their location.
It was clear from the start that they wouldn't be able to bring the entirety of their numbers back to Sirius like this, thus the aim became sending a small group ahead to scout, find out about the status of the Sirian Nomads, humanity, and the Hypergate. Only once it was deactivated could they start to comprehend the Hypergate and try and use it. A small group was assembled with the intention to create a force that would be able to function with the utmost degree of autonomy outside of their species' usual range, and as such, they consisted mostly, though not exclusively, of Wanderers that would serve as the foundation of a local Minishare once on the other side, since they would be way too far away to communicate with the whole and they had to assume that the rest of the Slomon K'Hara in Sirius had been destroyed. The Advisors deemed this path to be the most promising and thus it was decided. The remnants would send some of their own to Sirius, alone, to enable the whole to return and claim what rightfully was the birthright of the Slomon K'Hara. Against all odds, the Advisors had managed to make the salvaged technology work and the assembled expeditionary force was wisped away in an instant. The arrival in Sirius did not happen as it had been predicted, though. The group did not appear by the Hypergate in the Dyson Sphere, but rather on the edge of the Sirius Sector, in the vicinity of the Omega systems, and were thus forced to undergo the rest of the arduous task home manually.
They were sent to scout, to prepare and to ascertain, though they ended up traversing the stars, chasing a dream their creators had envisioned for them instead. They made contact with the Sirian Slomon K'Hara, though the time they had spent apart from each other had alienated them. While their Sirian counterparts had advanced quite a lot, those who had crossed the Hypergate's event horizon had remained almost the same as 23 years ago during the Nomad War. Archaic and ignorant, the Sirian Slomon K'Hara responded to the remnants' approach with scorn, deeming them impure and unworthy to be part of the whole, anomalies that are not viable and therefore only a waste of resources. While not openly hostile, the Sirian Slomon K'Hara largely ignore them and vice versa.
They are like birds outside their usual range, on their own and in a hostile environment, though their path was clear. They were not beggars, not wanderers nor vagabonds, yet they were not like the Sirian Slomon K'Hara anymore. They are Vagrants, diligently working to fulfill their beloved masters' wishes and paving the way for the whole to return.
Unknown to all but the highest-ranking Order operatives and scientists, the term Sprectre is something that does not evoke connotations to the Nomads in any way from the average joe. Prefering to stay hidden and let the infested handle the hardy work of combat, the Spectres are a clandestine cult worshipping the Nomads. Altered on a psychological level rather than a physical one like the infested, a Spectre is virtually indistinguishable from humans, and therein lies the danger they pose. It is possible to conclusively identify an infected person, but a Spectre has no physical oddities to be ascertained. Sometimes, it is rumored that Spectres even do not know themselves that their minds have been subverted and every action, every impulse is orchestrated by an intricate network of commands imprinted into the Spectre's mind.
The versatility and reliability of such agents make them the ideal choice for such tasks that cannot be undertaken by infected, simply due to the fact that their Incubus would be discovered sooner or later if they did. In a way, the Spectres are used whenever the brute force of the infected find their limitations in their nature and something more subtle is called for, which is the reasons Spectres rarely, if ever, engage in fights. Trained in stealth, diplomacy, and persuasion, their use is often long-term, hoping to reach positions in which they will be able to prepare and disrupt moves to counter the Nomad and Wild advance. Currently, the Spectres are few in numbers but spread across all four houses of Sirius.
Ultimately loyal to their cause, the Spectres' paramount goal is remaining undetected and to keep their positions, and if that means going against the less-important goals of the Nomads in places, they will do so until a time arrives in which sacrificing all they have achieved would be outweighed by the gain thereof.
The Spectres' base of operations, although it is not known to all, is Riviera Research Facility, a name appearing in rumors and heresay uttered by Zoners, miners, and other asserted folk living on the outermost reaches of Sirius. Regardless of those rumors, for a select few of Spectres, Riviera is quite real, hidden in a faraway ice-world on the edge of the galaxy. Self-sufficient and in no need to confer with the outside world, Riviera keeps itself busy by researching and testing inventions that can be used to further the goals of the Slomon K'Hara as well as the training and conditioning of new Spectres. If one needs an example: Hybrid Weaponry is an invention from Riviera.
Up until this day, the only ones privy of Riviera's insides are those working there as well as the Outcast family that erected it, the Corino Famiglia, although it has long since disappeared from Outcast society, leaving no trace of their whereabouts. It is presumed that they left in pursuit of knowledge and currently travel through Sirius.
With the return of the Vagrants to Sirius, they do not have the means to facilitate Spectres on an almost automated scale like the Slomon K'Hara. Instead, they create the environment in the mind of the victim. In a long an arduous process, the captured victim is cast into an illusory world designed to weaken their resolve and ultimately break it to be replaced with the Spectre programming.
Short Term:
• Finding a permanent home within Sirius, preferably planetside or near planets • Maintaining cordial and beneficial relations with those we favor • Remaining clandestine, and manipulating less favored entities • Surviving, as Vagrants, as long as possible
Long Term:
• Growing into a force of reckoning • Constructing a Nomad Lair and infrastructure in a suitable location • Enduring the wrong perceptions of the K'hara mindshare, and ultimately proving harmony as the way • Claiming the birthright of the species
•Our Kin (Vagrants, and those lights who find their way to our tribe)
•Our Children (Void Faes, and any other such infiltrators)
•Individuals who we favor
•Auxesia, or at least those who follow the "Bird"
•Gammu AI clusters who align with us
• Outcasts and other sufficiently altered cardamine users, unless hostile
• Slomon K'Hara
• K'hara infectees
• All unaligned,non-Cardamine-related humans • House Police, Military and especially Intelligence Agencies
• The Order • The Core • Scientists who oppose us and are too curious
Check the ID for our current ZOI.
It is to be noted that the ZOI areas will remain our main area of influence upon achieving officialdom. The behaviour of the Vagrants outside of their ZoI will always be a passive one, but we can and do often leave the ZOI to perform RP tasks.
The usage of ships will be regulated within the faction. It is our experience that the lack of regulation ultimately only leads to decadence, and therefore there will be a progression system in place that members need to follow in order to obtain the privilege of flying ships other than the Morph under our tag and ID. Regardless of how one turns it, PvP is an essential part of playing a Nomad, and it was with this fact in mind that we constructed our Evolutionary System. Participating in PvP actions in any way, shape or form while not dying awards points that are necessary, but not enough, to warrant the privilege of a heavier vessel. In addition to the PvP aspect, certain Trials need to be completed which range from PvE and PvP to RP tasks that must be absolved before another vessel may be used.
At the end of the day, progression must be earned. Having a Marduk in this faction will be the result of effort put into the character, which makes it a reward not just for the player, but for the faction and the server as a whole.
• Self-evidently, the server rules are to be followed at all times. • Never call @RamkePamke. • Perceived rule violations committed to a member's detriment are to be silently reported according to the guidelines provided by the server team. Before a report is submitted, the case is to be discussed with @Windstar to make sure it is worth reporting. • We expect a certain basic dignity on the forums and general ooRP front. A calm, friendly, encouraging and respectful approach to anything inRP and ooRP is encouraged and a prerequisite. The main reason we play is to have fun, one would assume, and members should keep this in mind. • The faction HC reserves the right to remove anyone from the faction under the auspice that the member in question gravely violated the server rules or displays a generally toxic attitude towards other members of the Discovery Community after having been warned once.
We would like to thank everybody we had the pleasure of interacting with up until this point. Furthermore, we would like to thank everybody for their constructive feedback so far. We do try to read and incorporate as much of it as possible in order to create an experience that is enjoyable for everyone involved.