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Continuity

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    ⠀⠀➥Planets

    ⠀⠀The Bermuda Pyramid Galaxy is home to a variety of diverse planets, the epicenter of which is an elusive black hole. Keista is the main solar system which surrounds a star of the same name; at the outer edge of this lies the Keista wormhole that occasionally brings travelers from distant galaxies.

    ۞Big Planet: Sprawling cities and industry. With a size rivaling gas giants, Big Planet is inhabited by many races in cities just as varied. ⠀⠀⠀The home of technological mega-corporation Dr Domo and other industries, it has three moons, and high gravity.
    Type I; Strict Governance.
    Habitability: Nitrogen-oxygen atmosphere, and high gravity causing fatigue in those unaccustomed.


    ۞the Hub: Black market space station. Owned and operated by the elusive Mr. House, it orbits a black hole. Made up of over a hundred ⠀⠀⠀self-contained modules each with their own environments, the Hub is known as a nexus for dark trade and secrets. Many naive travelers ⠀⠀⠀disappear here, never to be seen again.
    Type IV; Lenient Governance.
    Habitability: Completely habitable, with self-contained modules of different environments to suit every race’s needs.


    ۞Pluvidge: Ruins in the rainforests. Covered by dense rainforests, new construction from settlers mingles with ruins of a civilization that ⠀⠀⠀once called this planet home. These ancient peoples industrialized too quickly, changing the climate to what it is today- it is estimated that ⠀⠀⠀this is what killed them off.
    Type I; Strict Governance.
    Habitability: Nitrogen-oxygen atmosphere with earth-like gravity. High levels of humidity can create long-term health effects for those unadapted to life there.


    ۞Tarires: Tidal-locked mining hub. A hellish world tidally locked with its red dwarf star, the only habitable region falls in the twilight zone. ⠀⠀⠀High radiation and solar flares make even this region hazardous, however, and were it not for the lucrative mining facility there, no one would ⠀⠀⠀ever travel here.
    Type IV; Lenient Governance.
    Habitability: Very dangerous even with protective gear.


    ۞Terra: ‘Second Earth’. Also called 'First Fall', humans were quick to colonize this planet after arrival. It is the largest of the three human ⠀⠀⠀colonies in the galaxy, and those that live here are called Terrans.
    Type I; Strict Governance.
    Habitability: A ‘second Earth’- completely habitable to humans.


    ۞Tonnerosa: Gas Giant mining facility. With an atmosphere made up of valuable gas, Tonnerosa is mined by several floating refineries ⠀⠀⠀owned and operated by private entities. Interpersonal crime is prevalent, but anything that might jeopardize the operation is quickly dealt ⠀⠀⠀with by security. Twelve of thirteen facilities are said to be owned by the mysterious Mr. House.
    Type III; Lenient Governance.
    Habitability: A toxic atmosphere and extremely high levels of radiation make this world totally uninhabitable, and dangerous even with high-level protective gear.


    ۞Tuphon: Arrival planet; deserts and storms. The closest planet to the Keista wormhole, the air is thick, ionized, and dusty, and electrical ⠀⠀⠀storms are frequent- most settlements exist within enclosed habitats protected with lightning rods. Unfortunately, Tuphon is where new ⠀⠀⠀arrivals land...
    Type II; Strict Governance.
    Habitability: A carbon dioxide-rich atmosphere makes the air toxic to most, and sand storms, rife with lightning, can rage for weeks. Has a lower gravity than Earth.


    ۞Zero: Apocalyptic Wari homeworld. ”Ground Zero”. Once Rikka, the Wari homeworld, it was reduced to a wasteland of ash after a civil ⠀⠀⠀war. Despite the crazed irradiated survivors and dangerous atmosphere, some come to raid the planet of its potentially-valuable technology.
    Type II; Lenient Governance.
    Habitability: Extremely radiated.


    ۞Player-Made Planets: Make your own, or use one of our existing, player-made planets using this page.

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    ⠀⠀➥Technology


    ⠀⠀A few examples of utilized technology; more can be found here.

    ۞Spacecraft: Starships, exploration pods, shuttles. Spacecraft come in all varities, and are available for the right cost- from small ⠀⠀⠀shuttles the equivalent of a car that can be used for intra-system travel, to larger ships that can ferry between stars. The larger the ⠀⠀⠀vessel, the higher the cost.
    Generally, the average person cannot afford anything more than a shuttle on their own. Individuals may take out loans or pool their resources, however, to purchase more expensive craft.

    Warships or vessels requiring crews of more than a couple dozen individuals are limited to government entities. While spacecraft are permitted to be armed for self-defense, armaments should only be capable of destroying another vessel of similar size and capabilities. Anything more significant (such as planet-destroying force) would attract the attention of the Galaxy Federation and result in immediate seizure.


    ۞Weapons: Phasers, energy swords, gauss cannons. A wide variety of weaponry exists across the galaxy, from energy-based (lasers or ⠀⠀⠀plasma) to analog weapons (bullets, detonating cartridges, electromagnetic coils).
    Most ordinary arms are legal, however heavy-duty weapons like rocket launchers are strictly regulated by most planetary governments (please get staff approval before roleplaying a character with one).

    ۞Specialized Tech: Augmentations, cloaking fields, drones. A wealth of technology is available, from cellphone-like commlinks to ⠀⠀⠀drones, holoskins to body augmentations. Not all costs credits, either- mega-corporation Dr Domo releases their innovative tronslatr and ⠀⠀⠀foodratr to the public for free.

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    ⠀⠀➥Biochemical Barriers


    ⠀⠀Each race has distinct biology and genetics, so what might be safe for one race might not be safe for another in terms of atmosphere, food, and disease.

    ۞Atmosphere: Protective Equipment is needed on alien planets. Due to differences in gases, radiation, and other planetary ⠀⠀⠀conditions, when traveling on foreign planets (or outer space), protective equipment is needed. Even if the atmosphere is breathable, ⠀⠀⠀oftentimes the minute differences in habitat can lead to health problems that build up over time.

    ۞Food: Different races cannot share specialty food. Due to different biology, often one race will find that they cannot eat the food of ⠀⠀⠀another race (this extends to actually eating said other race). While some close races can share food, others find that if they travel to ⠀⠀⠀completely foreign planets, they have to utilize a foodratr, or similar food-altering technology, if they wish to try the local cuisine.

    ۞Disease: Pathogens will not affect multiple races. It takes a long time before diseases can adapt to the physiology of another race; ⠀⠀⠀even on Earth, most diseases do not ever cross species (e.g. we don't get diseases cows get). Mechanical androids cannot get organic ⠀⠀⠀diseases, though they can get technological viruses.

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    ⠀⠀➥Government

    ۞Galaxy-Wide Government: Galaxy Federation. Offering protection and advancement to allied planets, the Federation is neutral unless ⠀⠀⠀there is a planet-wide dispute. Their defense force are the Peacekeepers.

    ۞Local Governments: Self-governed. As varied as the homeplanets they're based on, they're free to do as they please as long as people's ⠀⠀⠀basic rights aren't violated. Most use security drones to aid in law enforcement.

    ۞Standard Currency: Credits. A galaxy-wide digital currency that can be transferred between two parties using their identification badges. ⠀⠀⠀Credsticks (essentially prepaid Visa cards) and physical credits (hard cash) may also be obtained, and can either be linked to an individual's ⠀⠀⠀account or used anonymously. 1 credit = 1 dollar.
    Small shuttles cost about as much as a real life car, while medium-sized ships would take the same investment as a house. Larger ships are virtually impossible for anything but the affluent to afford, and are impractical to own unless used for business purposes.

    ۞Standard Time: Galactic Standard Time. "Galactic Standard", "GST"; synonymous with FST. The current year is X018, synonymous with ⠀⠀⠀our 2018. Months and days are also equivocal to our real-life system, only are referred to as FirstMonth-TwelfthMonth, and FirstDay-⠀⠀⠀SeventhDay, as opposed to January-December and Monday-Sunday. A proper stardate is written X018.09.30 (equivocal to Sept. 30, 2018).
    Centuries before 'X' are labeled with backwards alphabetical letters (Y999 being synonymous with '1999', Z999 with 999, etc).

    Please note that this is only the overarching time-keeping system for the galaxy; each individual planet, due to their different orbits around their stars, have their own length of days and years.



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    ⠀⠀➥Notable Organizations & Figureheads

    ⠀⠀Below is a list of renowned associations and personalities within the Bermuda Pyramid Galaxy. These can and should be NPC’d by players at their discretion to advance or hinder plots, and can be incorporated into character's backstories.

    ۞Dr Domo: Altruistic technological mega-corporation. Founded on Big Planet and responsible for most of the technology ⠀⠀⠀manufactured in the region, they specialize in the development of both androids, and helpful gadgets such as the tronslatr and foodratr.

    ۞Galactic Corps of Engineers: Society of engineers and machinists. Similar to a guild, they set prices for their services and engage ⠀⠀⠀in collective bargaining. Uniquely, the tinkering Tokipona race have almost universally rejected the Corps- they would rather work freelance.

    ۞Merchant Marines: Society of tradespeople/merchants. aka "Ohachiona", ('Ohachi-guild'); a fleet of logistically efficient trade ⠀⠀⠀vessels run by multiracial expert Mariners. Providing nearly any good or service to the galaxy, despite their official sanction by the Federation, ⠀⠀⠀not all of their dealings are legal. They refuse to deal in persons-trafficking, however; the Hub exists for that.

    ۞The Troubadours: The Official Mercenary guerrilla Union. Licensed by the GalFed, the Troubadours are the more romanticized version of the rogue mercs commonly hired by those needing a job done sans legal fees. They often (but are not required) double as performers and entertainers, while the main bulk of their practices lay in freelance work under centralized organization. Lead by the former military powerhouse Ares and her defected lieutenants, the Troubadours handle governmental regulated marks (as well as private contracts) and offer a more morally ambiguous solution to life's problems without totally rejecting political niceties.

    ۞Urthite Industries: A pharmaceutical/Experimental Tech company. A recently (and quickly) growing name within the industrial quadrants is Urthite Industries, a company focused on, "Bettering the new age before it even arrives!" Housing state of the art laboratories, manned by the most talented of biologists, engineers, and more. They've made their contempt of Dr. Domo's work clear and spoken brazenly against his ethics, claiming that they are the superior visionaries. While a UI employee is instantly recognizable by their uniform, the actual identity of the company's CEO has yet to be disclosed.

    ۞Mr. House: Mafia boss, Hub owner. Originally from Palia with a finance degree, now he is an elusive individual. Outwardly calm and ⠀⠀⠀charismatic, despite his squeaky clean records, digging deeper reveals business dealings with most known crime rings. Employing legions of ⠀⠀⠀mercenaries, he rarely reveals himself in person, and some say that a grudge between his Hub and Dr Domo goes more than skin deep.

    ۞Peacekeepers: Galaxy Federation planetary defense. Defusing inter and intra-planetary hostilities, they also provide sentientarian ⠀⠀⠀aid. Their jurisdiction is limited to interstellar space despite being the military arm of the Federation, except when a member nation requests ⠀⠀⠀their presence.

    ۞Prime Minister Valoon: Palian Diplomat. Serving in the military for ten years before entering politics, he soon climbed from Senator to ⠀⠀⠀Prime Minister- the highest office in Palian society. Calm, collected, and well-spoken, he is as much a diplomat as a military leader, and despite ⠀⠀⠀his old age his wit is as sharp as ever.

    ۞San Copernick Brigade: Altruistic medical brigade. Operating a small fleet of medical craft, they deliver aid to healthcare-lacking ⠀⠀⠀worlds. Contracted by and given free travel rights by the Federation, the Brigade takes its name after its founder, a Wari physician who ⠀⠀⠀formed the group after the destruction of his homeworld.
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  • Legacy Page


    FACTIONS

    A faction will help your character get into the galactic scene by providing resources for them to become stronger and more skilled, and show clear opportunities for partnerships with those of other factions. If your character is experienced with a faction they can take on apprentices to teach them more skills pertaining to that faction. Feel free to join one that suits the character.

    Explorers

    Can be part of a group (such as a research/investigative organization), or rogue.

    Enjoy tasks that involve charting new territory and are usually good at being undercover or sneaky.

    Often carry equipment to make maps or to give them more cover.


    Defenders

    Often have some kind of arsenal or technology to help with defending traveling partners

    Usually are members of the the galaxy-wide peacekeeping squad (Galaxy Federation), or a local planetary government’s armed forces but can also be rogue or mercenary-esque.


    Medics


    Very aware of biochemical barriers and atmospheric limitations, usually have extensive knowledge about different aliens

    Carry readers that give them chemical makeup of different aliens and the surroundings

    Specialize in different methods to address for injury or sickness but (normally, if they’re reputable enough) provide species with biologically appropriate care

    May often be members of the San Copernick’s Brigade or a local planet's hospital.


    Techs


    Everybody needs a good mechanic!

    Like to repair equipment and androids, sometimes specialize in specific types of technology like ships, weaponry, etc.

    Have an arsenal of tools to maintain and fix things, also tend to have thorough knowledge about equipment

    Can be members of Galactic Corps of Engineers, a branch of the Galaxy Federation


    Merchants


    Any number of other specialized tasks, the greatest “hodge podge” of the factions
    Includes traders, smiths, and most other “residential” type of jobs (ie ones where the character tends to stay in one place and go to work).

    Can be members of the Merchant Marines, officially sanctioned by the Galaxy Federation.


    TEAMS

    To survive on most of these planets, there is a social code that developed even among the most random of strangers. To pair up with someone for a single task, or sometimes for the long term.

    To facilitate this, a “universal” system of badges allow everyone to easily identify others’ specialties and faction. Check out the Roleplay section and scroll down to Technology for details on badges!

    GOVERNMENT

    Not complicated for players’ ease. The galaxy-wide government is called the Galaxy Federation, which stays out of things unless there’s big issues where order needs to be maintained and discussed, similar to the UN. Different planets have their own smaller sub-governments to maintain order and distribute resources, but they also keep out of civilian life.

    As for the local governments themselves, each world is free to self-govern however they see fit, and the forms of government are as varied as the worlds themselves. However, entry into the Galaxy Federation requires compliance with person’s rights regulations, and failure to meet this standard may mean expulsion from the Federation. That said, money can buy all sorts of favors...

    PLANETS

    At the center of Bermuda Pyramid galaxy is a supermassive black hole that is hard to reach.

    In another area of the galaxy a large number of aliens from outside the galaxy tend to arrive via wormhole. Therefore most consider it to be the main solar system and it surrounds the star Keista:

    Big Planet
    Type I

    An enormous world as big as many gas giants, Big Planet is inhabited by numerous races spread out across sprawling cities of clashing alien architecture. Big Planet is also the home base of Dr Domo, who manufactures a great deal of the technology used there. It has three moons, and higher gravity than most terrestrial worlds.

    Habitability: Nitrogen-oxygen atmosphere, and high gravity causes fatigue in those not accustomed to it.

    Governance type: Strict

    Tuphon
    Type II

    This is the planet almost all new arrivals to BPG land in if they came in via wormhole, or nearby in orbit if they're space-faring aliens. Although sharing the same star as Big Planet, Tuphon is in stark contrast to its sister world. The air is thick and ionized and the world suffers frequent and dangerous electrical storms, forcing most settlements to exist within enclosed habitats protected with lightning rods.

    Habitability: A carbon dioxide atmosphere makes the air toxic to most Earth life (excluding specialized plants). The gravity is a little less than what one would find on earth as well, however perhaps the most dangerous part of living here are the storms, which can rage for weeks at a time.

    Governance type: Strict

    There are other notable planets you might find serve useful for various plots!

    List of notable planets


    Tarires
    Type IV

    A hellish world tidally locked with its red dwarf star, leaving one face cast in an eternal night while the other half remains forever under the scorching glare of its sun. The only habitable region of this world are those falling in the twilight, however high radiation levels and frequent flares emitted from the star make even these habitats hazardous. Were it not for the lucrative mining facility there, no one would ever bother traveling to this world.

    Habitability: Very dangerous even with protective gear.

    Governance type: Lenient

    Pluvidge
    Type I

    A lovely little world once inhabited by a long extinct civilization. Following a period of rapid technological advancement, the world was subject to excessive greenhouse effect which has left it hot and humid, experiencing rain storms virtually every day. The remains of the former inhabitants can be found amid the thick rainforests and new construction from settlers.

    Habitability: Nitrogen-oxygen atmosphere with earth-like gravity. High levels of humidity can create long-term health effects for those not properly adapted to life there.

    Governance type: Strict

    Tonnerosa
    Type III

    A gas giant planet whose atmosphere is made up of valuable gas which is mined by several floating refineries owned and operated by private entities. Interpersonal crime is prevalent, but anything that might jeopardize the operation is quickly dealt with by security. Of the thirteen mining facilities there, twelve of them are said to be owned by the mysterious Mr. House, an elusive businessman whose reach extends far beyond Tonnerosa…

    Habitability: A toxic atmosphere and extremely high levels of radiation make this world totally uninhabitable, and dangerous even with high level protective gear.

    Governance type: Lenient (Badges not enforced)

    The Hub
    Type IV

    Owned and operated by the elusive Mr. House, the Hub is a space station in orbit of the supermassive black hole. It is made up of over a hundred self-contained modules each with their own environments. Known as a nexus for trade, the station is full of dark secrets, and many naive travelers have disappeared into it never to be seen again...

    Governance type: Lenient (Badges not enforced)

    Zero
    Type II

    Zero, short for “Ground Zero”, is the colloquialism used for the apocalyptic world of Rikka. Rikka was once the homeworld of an advanced race of space-faring people known as the Wari. After a violent civil war broke out, their planet was reduced to the equivalent of an atomic cinder. What remains is nothing more than a wasteland inhabited by irradiated people scavenging for whatever scraps they can get. For those willing to risk the locals and the radiation, however, the world is a junkyard gem full of valuable technology (it might need a bit of a tuneup) just waiting for someone to come and retrieve it.

    Governance type: Lenient

    First Fall
    Type I

    Over hundreds of years, humans have found themselves drawn into the Bermuda Pyramid Galaxy by some means or another. These humans have colonized at least three other systems in their new home galaxy, and have established themselves as a continual presence in the region. First Fall is a terrestrial world not dissimilar from Earth, and is the seat of Terrans in this galaxy.

    Governance type: Strict

    Kapoko
    Type I

    Kapoko's land is overrun by the species kapo that bear a strange resemblance to Earth's Strigops habroptila, or kakapo. They face no known predators and are a bit more aggressive than their Earthly brethren. There exists a small colony of humans on the planet that crash landed there some time ago. Due to the impenetrable canopy and hostile natives the rescue mission has been delayed. Its primary biomes include dense, temperate tropical rain forests and coastal areas. 85% of its surface is covered by oceans teeming with vast, colorful life, the prime example of which being its coral reefs.

    We welcome you to create more solar systems and planets that exist on other stars within this galaxy (just post in this forum with your proposal), so other players can visit it and have reference on it! (You don't need to post if the planet your alien comes from isn't inside BPG, though, unless you just want to share, just please don't post it in the proposal thread so other players don't get confused.)

    FOR REFERENCE

    Local Races
    You are welcome to use any of these as NPCs, plot material, or for when you make your own character! The most common denizens of the Bermuda Pyramid galaxy include (but are not limited to):

    Atheons

    According to many historians in the region, the Atheons were the first advanced race to develop in this little corner of space. Remnants of their technology can be found upon countless worlds in the sector, some of which is still functional. There are rumors that there is an Atheon station still functioning in the region, and if so, it would be a treasure trove for those daring enough to board it.
    Appearance: Unknown.

    Palians

    One of the most influential races in the region, the Palians possess more colonies than any of the other local species. They are technologically advanced and socially cosmopolitan, possessing impressive technology, a powerful military, and a peaceful ideology. The Palian Republic is said to be the beacon of civilization in the region. Their homeworld is known as Palia.
    Appearance: Humanoid with dusky blue or green skin, flat noses, pointed ears, and completely devoid of any hair on the tops of their heads (although their men do occasionally grow beards).

    Eareans

    The Eareans are a beautiful race of slender humanoids from the world of Evester whose technology rivals even that of the Palians, however they devote their efforts towards the arts and philosophy rather than the expansion of their people.
    Appearance: Similar to the Pearls from Valerian, but centaurian.

    Tokipona

    A diminutive, childlike race from the world of Kaholint, the Tokipona build no technology of their own, but scavenge from whatever they can get their hands on. They are often seen smudged with dirt on space stations and backwater worlds, hoarding whatever tech they can.
    Appearance: Similar to furre children, but with brightly colored hair and eyes.

    Aquivers

    The Aquivers are a unique race of space-faring humanoids from the planet of Evera. They are covered in short blue or purple fur, hoofed feet, large eyes, pointed ears, stalk-like protrusions from their heads and no mouths.

    Ohachi

    Short, insectoid masters of trade, the Ohachi are renown merchants and tradesmen who are also frequently sought out for their diplomatic prowess. The Ohachi are not fighters, but the financial backing of an Ohachi trade alliance is practically a prerequisite to a successful campaign.

    Wari

    The Wari are a tragic race. Nearly one hundred years ago, their world became entrenched in civil war that turned nuclear and left the entire system uninhabitable. Those who escaped live in nomadic bands aboard scattered fleets of ships, desperately searching for a new world to colonize.
    Appearance: Reptilian.

    Tunglers

    The Tunglers are a race of gigantic humanoids. They have alabaster skin, no body hair, and stand between eight and twelve feet tall. They are infamous for their tendency toward violence, and are quick to engage other races, pillaging worlds and pirating ships. They have universally rejected membership into the Galaxy Federation, and tensions are high between the two groups.
    Appearance: Similar to the Engineers of the “Alien” film series.

    Humans

    That’s right--humans! Over the centuries, some earthlings have wound up transported to this distant galaxy by some means or another. Although small in numbers compared to the Palians or Eareans, they have established themselves as a permanent presence in the Bermuda Triangle Galaxy.

    Non-Earth Humanoids

    Human-like races exist all throughout the universe, having evolved on numerous worlds across multiple galaxies. Players are free to invent their own brand of ‘humanoids’ and to spruce them up with traits unique to their race (i.e. blue skin, horns, etc).

    Androids

    Androids are living beings that are fully constructed with technology instead of having evolved from the process of biology and evolution. In BPG most often androids are constructed by Dr Domo. They can travel freely throughout the galaxy and hop planet to planet without hassle, as long as their construction is sound. They cannot eat food, however, and may have idiosyncrasies depending on their software.

    Cyborgs

    Cyborgs have bodies that are a mixture of organic matter and tech. Some cyborgs are more tech than organic, and others are the opposite. The machinery integrated with their body often gives them different capabilities than their solely organic counterparts (though any single advancement one gains will also come with extra limits and disadvantages). Cyborgs are different from those who use protective gear or utilize common technology in the galaxy, in that the technology they use is entwined to become part of their body itself.


    For more in depth reading about any of these species, if any interest you, please see this forum.

    Notable Figures & Groups
    Below is a list of renowned associations and personalities within the Bermuda Pyramid Galaxy. These individuals can and should be NPC’d by players at their discretion to help advance or hinder plots, be incorporated into backstories, etc.

    Dr Domo (Technology)

    A mega-corporation founded on Big Planet, Dr Domo is responsible for nearly all of the technology manufactured in the region -- and they specialize in the development of androids.

    The long-standing rivalry between Dr Domo and The Hub has been going on for so long that nobody’s quite sure what started it, however it’s clear that relations between the two aren’t going to cool anytime soon.

    In a seemingly altruistic act, those who arrive in the Bermuda Pyramid Galaxy dead are placed in new bodies -- be they android or biosynthetic. That said, there are rumors that the cost associated with this second chance at life may be more than the survivor’s bargained on...

    The Hub (Black "market" / Mafia)

    Owned and operated by the elusive Mr. House, the Hub is a space station in orbit of the supermassive black hole. It is made up of over a hundred self-contained modules each with their own environments. Known as a nexus for trade, the station is full of dark secrets, and many naive travelers have disappeared into it never to be seen again...

    Mr. House himself is an elusive and enigmatic individual from Palia. He started his career in finance, and has since become the owner and operator of The Hub. On the surface, he appears calm and charismatic, and his record is squeaky clean.

    Look a little bit deeper, and you’ll find that his business has dealings in nearly all crime that occurs in the region. He employs legions of relentless mercenaries, and rarely reveals himself in person. Some say that the grudge between his organization and Dr Domo goes more than skin deep...

    Palian Leader (Diplomat)

    Prime Minister Valoon is the leader of the Palian people. Despite his advanced age, his wit is as sharp as ever. He served in the military for ten years before entering politics, and worked his way up from senator all the way to the highest office in their society. He is calm, collected, and well-spoken, and as much a diplomat as a military leader.

    Galaxy Federation (Government / Defenders)

    The Galaxy Federation is a peacekeeping organization representing all the major worlds and peoples in the Bermuda Pyramid Galaxy. It is lead by a council of representatives who help coordinate resources, resolve disputes, and keep the peace when necessary.

    The Peacekeepers are the military arm of the Galaxy Federation, however their jurisdiction is limited to interstellar space except when a member nation requests their presence to help provide planetary defense.

    The Galaxy Federation’s primary function is to deter and defuse instances of hostility between member states, and to help organize humanitarian aid when called upon.

    San Copernick Brigade (Medical)

    The charitable organization takes its name after its founder, the Wari physician who founded this association of medics and healers 100 years ago after the tragedy that struck his own homeworld. Akin to the human “physicians without borders”, the San Copernick Brigade owns and operates a small fleet of medical craft dedicated to delivering medical care to worlds where there is a lack of healthcare infrastructure. They are contracted to the Galaxy Federation and are generally free to travel wherever they choose to without harassment.

    Merchant Marines (Traders/Merchants)

    Also known as the Ohachiona ("Ohachi-guild"), the Merchant Marines consist of a fleet of trade vessels which pride themselves on being able to provide any good or service in the galaxy. They are expert tradesmen with representation from nearly every race in the region. Despite their official sanction by the Galaxy Federation, it’s a well known secret that not all of their dealings fall perfectly in line with the law. That said, they unanimously refuse to deal in the trafficking of persons -- for that, they say you should go to The Hub.

    Galactic Corps of Engineers (Techs)

    A society of engineers, machinists, tinkerers, and tech-savvy individuals. The Corps of Engineers operates similar to a guild, setting prices for services, engaging in collective bargaining, etc. Despite their engineering skill, the Tokipona have almost universally rejected membership into the Corps, deciding that they prefer to work as freelancers.
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