Hidden 10 yrs ago 10 yrs ago Post by Terminal
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Terminal Rancorous Narrative Proxy

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A Forward on the Ennedi by esteemed Xenoarcheologist, Dr. Iikka Guiomar of the Straylight Institute.

The Ennedi were a species of sentient, amphibious crustaceans, believed to have been space-faring and spread throughout the galaxy approximately eighty million years ago. Ennedi ruins and structures, in varying states of decay, are known to exist on over a thousand planets spread across the galaxy.

To date, the Ennedi are the only known example of a widespread, space-faring species from the previous Epoch of galactic history thought to have been driven to extinction via systemic extermination by competing galactic powers.

Data on the Ennedi extinction is sparse, but it is generally hypothesized that they were affected by a mutagenic weapon designed by the Blendecs. How the Blendecs managed to disseminate the weapon amongst a widespread Ennedi population remains a subject of some speculation, and many experts contend that the Bioweapon hypothesis is erroneous. Either way, the fall of the Ennedi as a species is commonly agreed to have happened over a relatively brief period of time, likely no longer than a decade in length.

Details on their anatomy and physiology is similarly scarce, as no intact Ennedi fossil remnants have ever been found. There exist a number of preserved carving in Ennedi ruins believed to represent them, and there exists oblique notes and references to them in certain ancient anthologies. They are thought to have been fairly large, with mature Ennedi being approximately fifty meters in length, and there are also indications that they may have been a rather short-lived species. A single instance of a characterized Ennedi in the ancient anthology The Oath of the Stoor is depicted as extremely clever, but also gluttonous, with both traits ascribed as commonplace amongst the species.

The Ennedi are most infamously known of from the last interview of the Blendec Pedagogue, where it was revealed that the Ennedi as a species had been perceived as a general menace to galactic society as a whole, and that their extermination was made necessary by and large due to their apparent malice. However, the Pedagogue also noted that their extermination was in part an act of mercy due to the 'predisposed condition' of the species, although this was not elaborated upon.

To this day, finding Ennedi ruins on a planet or moon is considered a sign of good fortune, and tales abound of the Ennedi home system which is replete with astounding preserved relics of their society and technology, begging to be discovered by explorers. Personally I find them fascinating not because of any of their potential technology or culture, but because despite having been specifically targeted and exterminated by other powers, they are the only bygone civlization of note that has left widespread ruins across the galaxy. Their entire civilization is the only window into the past of galactic politics and society available to the modern Galactic peoples, and finding any preserved form of documentation from their civilization would be a boon for all galactic historians and those who seek knowledge.
Dr. Guiomar


Species: Ennedi


Note: For the purposes of this RP, the Ennedi still obey the restriction requiring young empires. While there are Ennedi ruins sprinkled liberally throughout the Galaxy, they are not a widespread power, and I also promise unconditionally that there aren't going to be any surprise ruins everywhere that can suddenly reactivate at full power if the Ennedi want it to. In essence, the Ennedi are starting on exactly the same footing as else.

Or at least they would be if they weren't extinct. Such a shame about that.
Hidden 10 yrs ago 10 yrs ago Post by Forsythe
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Forsythe Graf von Kaffeetrinken

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Name of nation:
Official: Exiles of Faira
Demonym: Faira - whether referring to a male or female, in both singular and plural

Species:
Name: Faira

Population and growth:
Total population reaches 1 000 000 - The maximum capacity of Faira Dea city ship. While cruel, the terminally ill and disabled are often euthanized to make space for new children. The annual population increase is 0% due to birth control laws and aforementioned practices. It is worth noting that only about 10% of Faira are born male.

Morphology:
Faira are humanoid in shape. Their hands have a set of three fingers and an opposable thumb, while their feet are toeless. Their skin is universally grey or silver, but they have natural pigmentation patterns on it that vary in shape and colors. Their faces spot a rather flat nose with two slit shaped nostrils, mouth with metal looking, sharp teeth and trapezoid lidless eyes. Their forehead is lower than that of humans and turns into hair like tendrils that cover the whole of Faira head. Those are the only sign of sexual dimorphism of the species, as male are not longer than few centimeters and rather sturdy, while female can reach below shoulders and are extremely sensitive. Their bodily build is rather lanky with their height span from 180 to 230 centimeters, and they lack physical strength and agility. Their movement is very precise though.

Anatomy:
Faira, as all life forms of their former homeworld, are a species based on silicon. Their skeleton is very durable due to actually having metal iridium deposits within, making them an organic composite. Same can not be said for the rest of them though, as the silicon based tissues are more fragile than carbon or sulfur based life. A punch from a human could seriously hurt a Faira, up to the point of tearing muscle. The species makes up for this with very sharp senses and high intelligence. Faira eyes are capable of seeing wider spectrum than human eye, mostly into the infrared wavelengths. Their touch is centered mainly to their fingers and palms. All senses are concentrated on their ‘hair’, which are actually organic sensors. This causes Faira males to be unable to smell most things and renders them nearly deaf. The female antennae on the other hand are extremely sensitive to touch, sound and chemical composition of the surrounding area, to the point of incapacitating them with sensory overload on certain occasions.

Faira reproduction is mostly facilitated by the female, whose body is able to randomize the genetic information on it’s own. The male only gives a pheromonal impulse that actually decides the gender of the child. Faira have very short childhoods, fully grown at the age of 10.

Due to their rare biology, Faira are nigh immune to all diseases, but their wounds take awfully long time to heal. They possess a heightened resistance to heat and radiation in general, to a point of being able to survive on a planet orbiting a red giant.

Faira don't need to eat to sustain their life, but merely to get material into their system for growth, healing, and to replenish disposables like sweat. They gather energy from red light through special organs in their skin in a process similar to photosynthesis. As such, Faira have, in theory, unlimited life span, but most of those lives end earlier due to fatal injuries. The oldest Faira on record lasted 1251 years, and the oldest living one is 360 years old.

Description of government:
Type: Military state, socialism - Faira government is the way it is out of need. With their dangerously low population and no planet to call home, military way of life is the only way that can keep their species alive. That allowed for a sort of socialistic governing and eliminating the concept of money from their economy which made them much more flexible in rebuilding after the Exodus.

Insignia and designations: The Faira were never fragmented into nations, and thus the concept of flags, coat of arms etc. is alien to them.

Home system:
Faira Nebula (Current) - A hostile gas cloud that is full of radiation and storms that generate strong EM pulses. The Faira can only survive here because of their state of the art shielding systems. In return, they are nearly perfectly hidden within the nebula, as it interferes with most sensors and the visibility is very low. A remnant of a supernova, the nebula is rich in gasses, but the only source of ores are the remnants of one planet shattered into a tenuous asteroid belt. In the middle is a neutron star - the source of the deadly radiation.

Faira Star (Formerly) - The Faira Star was a red giant that was at the end of it’s life by the time the Faira species reached into space. Evolving in this system gives the Faira high resistance to heat and their sense of sight is most sensitive to the red part of the spectrum. The Faira can see the part of the infrared spectrum as well, essentially granting them heat vision.

Inhabited planet(s):
Faira Erea (Formerly) - The planet was the closest one to the star by the time Faira evolved. The crust was rich with silicon, iridium, iron and carbon. Copper and aluminum were practically nonexistent. Faira Erea’s gravity was about 0,8 of Earth’s and the planet had no day/night cycle or satellites. The atmosphere was composed mostly of oxygen and nitrogen, and the planet had no hydrosphere.

Space nomads (Current) - The Faira now live on spaceships, searching for a planet that would accommodate them. The trouble is that the Faira evolved on a relatively rare planet under even less likely circumstances. It is likely they will forever be condemned to living in space, but they are adaptable people.

Civilian assets:
Faira Dea - A giant lifeboat featuring rotating segments to provide gravity to the large ship efficiently. Houses 90% of the remaining Faira. Spanning 25 kilometers from bow to stern, this is one of the largest ships constructed, dwarfing many military ships. It is so big that it only mounts it’s own FTL drive, relying on tugboats to move it through normal space.

Faira Tris - A mobile shipyard of the Faira and their only way of manufacturing ships. It’s own size limits the size of ships the Faira can build. Faira Tris features one capital 2km berth, two 500m berths and four 200m berths. It has two strikecraft production modules and sizeable docking array.

Faira Karte - Garden ship that provides the Faira with food. About 5 kilometers long. Over half of it is just storage for the processed food, with the production occupying only about 20% of the ship’s internal volume.

Faira Capra - A resource processing and storage ship. It can house and carry the whole Faira mining fleet.

Faira Hexus - Colony ship that is a jack of all trades. It has large crew capacity, self sustaining food production, strikecraft factory, hangar, resource processing plant, cargo bay and advanced sensors. It is literally built around a prototype FTL drive that recharges twice as fast as the standard Faira model. It is the only Faira civilian ship that is armed, but only with point defense weapons.

Cultural Overview:
The Faira are a matriarchal society. To an outsider, they might even appear monogendered, as with how things are now the males are kept safe within the nebula as pretty much a national treasure. Being busy with their own survival throughout pretty much all of their existence, Faira developed little to no culture. What they have serves mainly for education, such as documentary movies or literature.

They prefer to relax physically in their free time rather than seeking food for the mind. There are facilities on each larger ship that are built to simulate their native environment, which they enjoy deeply as the environment they can maintain on their ships is vastly different, and while habitable, not at all pleasant to them.

Due to their frail nature, no competitive sports ever existed in Faira society, instead replaced by multiple games of skill and wit. The favorite is a simulation game where a player takes the role of a god and guides a selected civilization on it’s development.

As far as design goes, Faira are fond of shades of red and metallic grey for colors. Their buildings used to have large flat bases with spires towering form them, something that carried over to their ship designs, which are generally flat slabs with functional parts mounted on them rather than integrated into the design itself. Faira do not wear clothing in the usual sense - due to their fragile nature, they took up to wearing powered exoskeletons with protective abilities. Only high ranking officers and diplomatic officials wear uniforms.

Technological Overview:
Base elements: Silicon, Iridium, Helium, Xenon

Power generation: With the abundance of Helium in the Faira Nebula, Faira abandoned their original fission reactors in favor of newer fusion ones that had better power/fuel density ratio.

Plasma thrusters: Faira sublight drives eject plazmatised xenon gas, Which gives their strikecraft the ability to switch between hi acceleration or high efficiency modes. Their capital ships are rather sluggish, however they can last a very long time on one tank.

Subspace motivator: As the interstellar drive is actually the first FTL drive Faira came into contact with through unearthing a derelict alien ship on their world, their intrasystem drive works on the same principle, only creating an artificial jump corridor instead of a naturally occurring jump node they use for intersystem travel. This process is very energy consuming and requires several minutes to recharge - the power cost even exceeds that of an intersystem jump through natural jump point. As such, the Faira developed a way of tracking ships into and inside the jump corridor, allowing two ships to share the same route - when they exit FTL, they can immediately jump again using the other ship’s drive, while the first drive cools down and recharges on the way. They also continued improving their imperfect, hastily reverse engineered intersystem drive - the Hexus model can perform jumps twice as fast, however it is difficult to produce and remains untested as of yet. Due to the nature of the intersystem drive, Faira ships can only travel between stars along predetermined paths.

Hull-envelope metal-ceramics composite armor: Lacking resources to build heavy armor, Faira never really invested into researching the technology. Their ships have double hulls serving as breach protection and spall lining, with the outer hull being a strong composite. While relatively resistant to kinetic attacks, it has trouble dissipating energy weapons.

Ion barrier segment shielding: Faira developed a very strong shielding system that makes up for their pathetic ship armor. The barrier itself is composed of an ion field that can dissipate energy weapons and melt or vaporize projectiles. Perhaps it’s greatest strength though is it’s segmentation, allowing the commander to boost power into specific shield quadrant for tactical movements.

Cybernetics: Faira use Semiconductor based computers. The difference from humans is that due to their own physiology, Faira are capable of using organic silicon, giving their computers AI capability quite easily.

Communications: For short range communications, Faira use hyperpulse multiplex. While the communication Is FTL based, it sacrifices range for greater bandwidth at the same energy cost. This allows them to easily share large sums of data with an entire fleet. Long range communications are facilitated through dropped FTL relays.

Weaponry: Faira have never been in a war, however they realized that not only may there be other life in the Galaxy, but it may not be friendly. Due to the limited resources, they abandoned kinetic weaponry and instead focused on directed energy weapons, with the exception of the heavy hitters based on plasma - resources for both of which are easily harvested in their home nebula.

Description of military:
Ground forces: 0. Faira can not spare the lives, nor are they interested in invading majority of the planets.





History:
The Faira have evolved on the planet they call Faira Erea during it’s sun’s last phase of life. As such the life form evolved to a very specific set of conditions. Due to their rather extreme intelligence, they were able to study their star quite early in their technological development. Realizing the threat, they pooled all of their resources in a last ditch effort to escape their untimely destruction.

It was in the nick of time that they discovered an ancient wreck on their planet - a relic ship left there by a civilization long extinct. Through examining the relic, they managed to learn about the jump points that link star systems together and reverse engineer the FTL drive, along with some basics of shielding and most of all weapons - a concept alien to them thus far, as the Faira didn’t have time to wage war if they wanted to survive.

Seeing the evidence they might not be alone in the universe though, the Faira prepared for the eventuality, and although their escape plan only involved what would come to be known as the Exodus fleet, they came up with blueprints for warships and modified their harbor ship accordingly.

Leaving just in the nick of time, the fleet managed to get through the only known jump point in their home system just as the star begun to collapse. The initial plan called for the Exodus fleet to find a suitable planet and then evacuate more of the Faira. Instead, they found themselves in a very unfriendly nebula, with the rest of their people dying in the supernova on the other side.

Now exiles without a home and threatened with extinction, the Faira were forced to take extraordinary measures to ensure their species’ survival. The Exodus fleet returned to their home system, now christened Faira Nebula. The military took over with the admirals taking on the roles of the governors. Strict birth control was established and most of the socialistic laws from before the Exodus like healthcare for the disabled had to be removed. Under the new circumstances, their economical system simply couldn’t continue. Thus the Faira adapted socialism out of sheer necessity.

After a few rough decades, the situation stabilized. Now with sustainable population, the Faira begun developing new technologies and building more ships that would allow them to expand into new systems and hopefully one day find a new home and return to their former glory.
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Hidden 10 yrs ago 10 yrs ago Post by ASTA
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General Species Information

Upon a proud world
Under a shimmering sky
There lived a pure, hardened people

The azu, alternatively known as Anukuians, are the multi-ethnic race of cat-like humanoids that wield dominion over Anuku, a verdant and opulent world that is, in many ways, homologous to Earth. Comparative in size to a large human specimen, azu are sharp of mind and lithe of frame, and can negotiate terrain with lightning tempo and supple grace when on the prowl. Other than being benefited with an excellent sense of vision, smell, and hearing, azu can discern the dynamic position of an object in motion by detecting latent changes in surrounding air pressure, feel faint vibrations through the soft pads of their hind paws, identify oscillating electromagnetic waves emanated by the heart of another living organism, and pick up subtle alterations in the pheromone secretion patterns of living creatures.

The azu species lacks the faculty to produce psionic users, but the mind of every one of them naturally discharges a nullifying field of "negative energies" that severely inhibits the effectiveness of nearby otherworldly powers, with this field rapidly growing in geometric strength when swelling groups of azu congregate in one locality. Anuku is home to millions of azu, thereby causing this field to span throughout Anuku's parent system.

As a result of an uncorrectable anomalous fault in their genome, the azu sex ratio is heavily skewed in favor of the azu female, with the current population of azu (stated to be circa 500 million) being 90/10 (female/male) in numerical composition.


Government

Complex Paramount Chiefdom


Foreign Policy and Public Opinions of Aliens

Anuku, while culturally diverse, is figuratively (and in some circles, literally) described as a “one-race world” by azu social scientists and political leaders, with this bold, racially-charged declaration stemming from the racial homogeneity that propagates through the cultural pillars of the Lone World's multitude of tribal societies. Many of Anuku's ethnocentric inhabitants are quite condemnatory in their prejudice judgments of the greater galactic community, and cite Anuku's past confrontations with imperialistic alien invaders and disagreeable migrants as irrefutable verification that the obri (or the "Other") are instinctively incompatible with azu culture and will, inevitably, pose a significant threat to all life on the Lone World if allowed to corrupt her surface with their foul touch. Unsurprisingly, Anuku's seven paramount chiefdoms have jointly implemented a sequence of isolationist decrees that forbid Anuku's star captains from fraternizing with aliens and alien civilizations in any shape or form, though these laws have been wavered, in the past, to facilitate brief instances of trade between the azu and "tolerable" xeno races.

Military


Azu militia forces are exacted from local tribal communities and their encompassing septs during times of war. Owing to the species' idiosyncratic physiological and psychological characteristics, azu land army battle doctrine hinges strongly on mobility, flexibility, and deception to sustain an effective guerrilla campaign against invading forces. Azu abhor lengthy and grueling battles of attrition, favoring instead to execute covert raids on an opponent's supply lines and any lightly-defended positions using a combination of self-propelled guns (including tank destroyers and duel-purpose assault guns), powered crash-kill tiger and air scourge cavalry, and light infantry.



Anuku does not control a formal space force, but she is chaperoned by a vast number of phased graser array installations and particle accelerator gun emplacements that trickle the Lone World's surface. Most are stationary, but their married firepower is herculean; entire enemy assault fleets, anti-planetary missiles, and RKVs can be handily obliterated from frighteningly long distances within a infinitesimal length of time. Their employment of azu capital-grade PDF modules coupled with their cataclysmic power necessitates the need for ground-based infantry operations if a successful invasion is to be carried out by belligerent forces.

Technological Overview

Outwardly, the azu appear to be a pre-industrial civilization, but this observational conclusion is misleading. On the contrary, the azu deliberately strangle and shroud their factual technical prowess in a proactive attempt to stay the cultural stagnation and genetic degradation that customarily befalls an intellectually-gifted species that overindulges in the prolific “benefits” that sophisticated scientific advancements often promises. In a way, this global philosophical perspective can easily be compared to modern Neo-Luddism, though azu communities specifically avoid technologies that encourage excessive slothfulness, restrictive antisocial behavior, and weakness (either in a physical or mental context) rather than holding the unrealistic conviction that most technology is harmful to the Lone World or her azu masters.

To the rest of the galaxy, azu household technical applications appear horrendously outdated, amateurish, and inefficient. Food preservation, for example, has never edged beyond drying, smoking, jugging, salting, pickling, or canning, with azu fare never actually being produced in a food processing plant of any sort. Azu foodstuffs spoil faster than other noshes preserved using more modern modus operandi, but they are conversely free of injurious chemicals and excess quantities of sodium and sugar. Clothes are made by hand, while firearms are crafted using reinforced hand tools, archaic manually-operated machinery, and decades of gunsmithing experience. Very few azu homes have electricity for interior lighting or recreational needs, instead investing in a scant bundle of candles for a minuscule amount of illumination and a small solar panel and battery bank combination to sustain a highhouse's powered appliances. Power generation for larger azu settlements and the vast network of underground manufactorums is provided by thorium fission reactors, geothermal generators, or hydroelectric dams.

Azu military technology (with special mention going to azu-made weapons in particular) is moderately sophisticated, and is renowned for its utilitarian qualities, innate hardiness, and relative affordability. Many azu hand-held weapons have always been chiefly engineered to bring down Anuku's heavily-armored ultrafauna, resulting in later incarnations of chemical-based ballistic weaponry being specialized for maximum stopping power, accuracy, range, and penetration at the cost of cyclic rate. Most azu firearms are hand cannons (an alien cross between a pump-action shotgun and a high-powered rifle), older 2 (or 4) bore paradox guns, lockers (a low ROF "assault rifle"), and magnum revolvers that are chambered for heavy rocket-boosted hypervelocity cartridges.

Azu power deflection field technology is dissimilar to the galactic standard in that individual shield modules do not lose "energetic integrity" when successful attacks have been negated, but rather are "rated" according to how much energy the field can reliably contend with. This makes users of PDFs effectively immune to weapons systems or attacks that are below their shield's threshold, but vulnerable to weapons that can exceed it. Azu never conceived powered hardsuits, but instead ushered in shadow veil armor, a hooded "stealth robe" made from nano-engineered meta-materials, dense ballistic fiber bundles, linked armor discs, and layers of dilatant smart fluid that masks the wearer's electromagnetic signature, optical profile, and provides superb protection from energy-based weaponry, projectile-based weaponry, heat, and blast over-pressure. Low-cost powered exoskeletons can be worn underneath shadow veil armor.

Description of Society and Culture


You don't hunt alone. Never hunt alone. You hunt as one.

Azu culture values self-determinism, minimalism, collectivism, and loyalty. Azu adolescents-- colloquially refereed to as “kits” by the Lone World's encompassing azu population—are educated in the fundamental artistry of the august survivalist by elder members of the tribe. A distinct (but ultimately secondary) emphasis is placed on adequately honing their apprehension of the clan's spiritual and cultural mores, teaching the importance of family, and promoting a minimalistic lifestyle. By the time that they are of breeding age, most juvenile azu females and males have a predisposition for exhibiting stalwart behavior and operating in a persistent mode of semi-autonomy. "Gifted" azu are convinced to pursue rigorous instruction in one of the more prestigious institutional sectors of academia that reside within the Peaks of Hia-Hia, an unforgiving geographical locale of historical importance where a prodigious amount of the azu's technological innovations primarily originate from.

Azu homesteads, called highhouses, are a queer mixture of an archetypal longhouse and a standard low-capacity semi-subterranean dwelling (such as an earth berm), and are fabricated from readily-available materials (in example: stone, timber, or bone) using un-powered utensils and powerful beasts of burden. Highhouses are comparatively voluminous, playing host to a number of necessary domestic facilities (such as larders, armories, storage enclosures, libraries, or washrooms) and over one-hundred families that are situated along a series of quasi-segregated living floors. Being in such close proximity with one another usually leads to family groups being acquainted on an intimate level; from these tight-knit relationships, inter-familial gatherings--like ceremonial dances or recreational group hunting sessions--are organized and initiated, in turn strengthening the clan's bond and encouraging goodwill and harmony throughout the masses. Aside from personal effects, clan members openly share most things, and--unlike many other species--observe a weedy quota of personal space, instead preferring to brush up against and caress other clan members if at all able. Stroking the ears, the underside of the tail, and the lower back are all considered profound signs of affection and trust.

Regardless of their internal layout and external attributes, azu highhouses are matriarchal in their fashion of administration, matrifocal in their familial structure, and matrilateral in their inheritance lines, with a wise woman and her selected “elder council” of middle-aged azu women wielding uncontested authoritative influence over the clan's members. As azu males are numerically scarce across Anuku, they are universally perceived and handled as treasured commodities that have tremendous barter value, and are subsequently forced into arranged polygamous “mating sessions” with outside harems of suitable azu women for the clan's own monetary gain, its political elevation, or its social evolution.

Azu mating paradigms center around a single eugenics-like "code of conduct", called ormku, which preaches that only the "fit" are "fit" for reproduction. Azu tribal society does not suffer the frail and flawed to persist in life; the physically, intellectually, and emotionally disabled are subjected to forced sterilization when detected, and may experience harsh instances of rejection, overt communal ostracization, being abandoned at birth, and even being outright executed if their afflictions are particularly disparaging.

On average, azu males sire over 1,000 fit children throughout their lifetime.



Ever since its initial conception, the firearm has operated as a critical and intricate facet of azu warrior-hunter philosophy. Primordial dogma espouses that the gun is a sanctified and arcane artifact of moving power and importance, ergo being deserving of nothing less than unadulterated homage and unmitigated reverence. Azu battle rifles, handguns, fowling pieces, and other small arms are passed down from generation to generation and, in respect to the weapon's previous band of carriers, are customarily personalized with a conservative integer of aesthetic augmentations. In spite of widespread firearm proliferation, the azu's apathetic take on open carry policies has not culminated in a turbulent amount of gun-related crime, with the Lone World boasting an extraordinarily low murder rate overall.

Though their fur-covered forms only require clothing in diminutive quantities, a fractional grade of modesty is nonetheless encouraged when out in public, with azu attire being fundamentally tailored to softly accommodate the body, not to smother or dominate it. More often than not, azu tribal apparel tends to be passably revealing, only affording sufficient coverage for the wearer's nether regions and breasts. Vests, wrist wraps, skirts, chest bands, thongs, cloth vambraces, and loincloths, woven from exquisite silk-like fabrics or quality animal hides, are the standard. Many azu men and women decorate their person with a fulsome (but elegant) composite display of jewelery, fur dyes, and body piercings for a spot of comforting individualism.


********
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Race Name: L.O.C.U.S.T

Name of Faction: L.O.C.U.S.T Conglomerate

Government Structure: Autocracy.

Race Biology: The appearance of any Locust varies wildly, but the standard template for a Construction Drone is a mechanical torso with arms and a wheel instead of legs that attaches to rails that go along and inside Locust constructions. The Construction Drone is by far the most common form of the Locust.

Cultural History: In a binary star system, where stars much like ours orbited eachother, there were two races. There was a carnivorous race of warmongers who lived on a lush jungle world, and there was a race of scholars that lived on a moon that barely supported life orbiting a gas giant. Over competition of resources, these races came into conflict. The carnivores made the L.O.C.U.S.T swarm, and they were able to defeat their foes. The scientists wiped out the carnivores with a great manufactured plague. Eventually, both sides AIs eliminated all sentient organic life in the star-system. Soon afterwards, the Locusts prevailed over the AI of the scavengers. With it's primary directive complete, the Coordinator began to pursue his secondary objectives which were related to the expansion of the Locust war machine. They devoured the cities for scrap material, leaving no trace of their existence. They harvested all of the plants on the surface of planets for biofuel. They extracted tons of minerals from the planets, moons, and even the asteroids of the system. For the next fifty years, the Locusts produced nothing but ships for their fleet, and the infrastructure to support it. They had produced an incredibly large fleet. But, in that fifty years they also had almost depleted all of the resources in their system. The coordinator realized this, and shut down production. Now the LOCUST prepare to travel to distant stars, to increase production for a war long past.

Social Structure: The coordinator has absolute say in any decision, but delegates tasks to multiple managers. The managers are AI's in charge of at least one ship, and obey the coordinator unquestioningly. Each manager will be loyal to the coordinator, but may become self-autonomous due extraneous circumstances. Soldier-Drones and Targeting AIs are gifted sentience, but they follow their duties without question. Worker drones, are also blessed with self-awareness, but they are not nearly as intelligent as the others. There is no class mobility. If a L.O.C.U.S.T is built a soldier, then it will remain so the rest of their lives.

Reaction to Aliens: In all honesty it depends on the manager that is encountered, but most managers will interpret the Coordinator's directive of 'expand' as don't let anything get in your way. So often the response to Aliens is open fire. However there is a chance that the LOCUST will negotiate first, which will likely consist of "leave or be destroyed". But it is only a chance.

Military:

Locusts for the most part rely on a fleet of small ships without any sort of energy shielding that are packed to the teeth with interplanetary nuclear missiles. Each missile can do serious damage compared to its size, and the Locust have little concern of the radiation and environmental damage done by nuclear weapons. They like to stay far away, to avoid enemy arms fire because it is more efficient, not because it is less dangerous. They were used for the dangerous missions in their war, so their designers decided not to program that instinct. Therefore Locusts can engage in tactics that most would find appalling as they have no sense of self preservation. The priority of the LOCUST is to eliminate their enemy, as they are war machines and that is what they are programmed to do.

Technology (A note on the Locust's tech. As self-replicating military and construction drones, they will never research any new tech, ever!):

Locust computers are so advanced, the computing power of a 21st century supercomputer would fit into one Locust computer chip. Because of this, almost all Locust tech is fitted with at least a few computer chips. Doors, guns, welders, you name it. Every single piece of Locust tech has blueprints for all generic Locust designs of ships, mining equipment, guns, and etc. Anything that was designed by a particular Locust manager (which never uses any new tech, think of different kinds of swords, although a Katana is different than a European broadsword, they are constructed very similarly and have a similar purpose. In this analogy, no manager would ever invent a gun to replace these weapons), will be downloaded on all Locust tech that the manager owns and all Locust tech that has contact with that manager's drones. By contact, I mean within the same star-system. In short, Locusts treat computers like we treat electricity. A pervasive source in the walls that we always expect to be there that helps us with daily tasks.

Locusts move their ships through nuclear drives, with no concern as to the radiation produced by said drive. Nuclear drives are more efficient, and it is more likely one finds uranium than fossil fuels among the stars. However, To reach orbit from the planet surface, they use Orion drives, which is a fancy way of saying they ride a nuclear explosion into orbit. They don't care about the environmental damage, and they can survive the extreme g-forces that would entail.

The Locusts use AI-guided nuclear missiles to destroy their enemies. The Locusts also use AI-guided missiles to shoot down enemy missiles. Locusts expect to be able to detect enemies before they get too close. 100 km is considered the optimal range for engagement. Lasers are a secondary weapon used by the Locusts, used to supplement missiles. They are far weaker than Missiles, even those without a nuclear payload. But they can assist the fleet in getting the job done. Missiles however are expensive, as you are effectively throwing away a spaceship for each one sent at the enemy. However Locusts are very good at harvesting resources, so they can afford to.

Most Locust computers are self-aware, and can reason through problems. Since Locust computers are so ubiquitous, almost all Locust tech are self-aware. Albeit, the AI in a door for instance may only be the equivalent of a 5 year old's intelligence and will attempt to kill intruders. Weaponry ripped from a Locust ship will attempt to kill any non-Locust who tries to use it. Locust equipment in the hands of an outsider will deliberately fail at best, and attempt to kill the outsider at worst. Locusts are absolutely rigid in their directives, however how they accomplish their directives is not so rigid. A Locust that fails a task attempting one approach will attempt another. However, disobeying their prime directives is unthinkable. Obeying the coordinator is as natural to Locusts as eating and sleeping is to humans. This is of course extremely inefficient, like all Locust technology.

Locusts are very very good at harvesting resources, so good in fact that they can throw expensive missiles at the enemy without much thought. However this comes with the downside of depleting a star systems resources very rapidly. They were able to deplete all of their star systems resources in 50 years. However this has led to the side effect that all Locust technology is incredibly inefficient by most civilization's standards. They don't really care about the cost of their technology, as they are simply war machines, they weren't programmed to give it much thought.

Locusts build three classes of orbital structures: space-elevators, solar farms, and factory complexes. Space elevators efficiently carry cargo from and to the surface without expending nearly as much fuel as a rocket. Solar-Farms provide the bulk of Locust Energy needs. Nuclear power provides a good alternative whenever solar power isn't practical, as the Locust don't have to worry about radiation shielding. While a Dyson Sphere is more efficient, the creators of the Locusts put in a directive preventing them from building them, because they would rather have their suns still shine thank you very much. Factory complexes produce everything that is required to build space-craft. Anything that is used planetside is usually produced there. These factories often orbit mineral rich objects within a solar system, and move whenever that object is depleted to a new one.

Last but not least, the LOCUST have a warp technology. They can use it to transport their entire civilization across star systems, but like all Locust technology, it is incredibly inefficient. It requires 10 trillion kilowatts to create a worm-hole, meaning that they have to harvest energy for at least a year before they can move their fleet to another star system.

A quick note: The LOCUST at the time of the RP will only occupy one star system. However I plan the LOCUST to be a powerful villain, so I hope to expand to nearby star systems. I don't want to make them overpowered, so I gave them drawbacks such as their technological sterility, their slow speed of interstellar travel, and suicidal overconfidence. If you find anything wrong with the LOCUST just tell me. Thanks.
Hidden 10 yrs ago 9 yrs ago Post by eemmtt
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Name of nation: Irodien empire

Sanfures;


Description of government:
The sanfures are mostly under the rule of an imperial government lead by a powerful emperor advised by an imperial council. The most powerful of them is usually the military advertisers’ referred to as Governor-Militant. Territory is dived into provinces which are ruled by Governors. They are Expansionistic and have a Machiavellian mindset using their military to intimidate or outright conquer their weaker neighbors. They are willing to form alliances with other nation if it can be beneficial for them. The organizational break down of the government is the Emperor followed by other members of the imperial family, council of the high lords, regional lord, planetary Governor, then to local magistrates.

Description of military:




Imperial strategic intelligence (ISI): The most amoral organization with the empire. ISI handles all the intelligence gathering, spying activist, and also acts as the secrets police of the empire. The ISI uses advance torture techniques and other interrogation methods to get the information they want.

Technological Overview: Much of Irodien technology can be described as simple and rugged. Most of the empires technology progess has be shaped by the 35 year long civil war. There ships have FTL drives and powerful sunlight engines. The empire has the ability to colonize most environments and planets.

Cultural Overview: Their culture is an honor centric, self-sacrifices, war glorifying, and hardworking spices. They have been known for the very harsh in warfare using harsh tactic to force there enemy to surrender. Going along with their self-sacrificial attitude they believe that casualty is secondary to the overall goal. The Irodeins are know for being repressive towards xeno races conquered by the empire. The Irodien are a very pious people the have a strong belief in their god Verimar the god of the forge and war.

History: The Irodiens started out as a small city state in the turbulent Vosta region. They existed as a small force in-till the first Emperor arrived according to their legends he conquered the region and several of the outlining area. After the passing of the first emperor the emperors fallowing him keep expanding the imperials borders. Eventual after centuries of bloody wars there homeworld of Iro was brought under the rule of the empire.

Over time the empire made it into space and began to colonize nearby planets. The empire expanded across several systems bringing some alien races into the empire. But over the years the planets that are colonized wanted to become independent and revolted. After 35 years of heavy fighting the empire came out on top and won a major victory. The empire has rebuild since them and is looking to expand its borders. But the scarce of the civil war linger in Imperial society to this day.

Other: none yet
Hidden 10 yrs ago 10 yrs ago Post by gorgenmast
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gorgenmast

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- New character sheet in progress -
Hidden 10 yrs ago 10 yrs ago Post by RomanAria
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RomanAria 𝕋𝕙𝕖 𝕊𝕟𝕦𝕘𝕘𝕝𝕖 𝕊𝕚𝕟𝕘𝕦𝕝𝕒𝕣𝕚𝕥𝕪

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I may as well join this... I modified my stardust app a bit, but only a bit.

App:
Name of nation: Officially, their name is “The Deminutian Empire of the Fathomless Night” but due to the cheesiness of it, it has been conveniently forgotten. If the Deminutii must refer to their empire, they call it simply “Imperia.” That has become the common name of the star system that they inhabit, and also the name of their capital planet.

Geography of system: There are four rocky planets, in the ambiguous area between planet and dwarf planet, surrounding a white dwarf star. Each planet belongs to a different subspecies, with the fourth and smallest planet being the center of government among the people of Imperia. The planet closest to the sun is a more-or-less barren wasteland, scorching hot all the time. Water and food have to be flown in from off-planet or grown in climate-controlled greenhouses. The next planet out is more inhabitable, covered in lush forests and farms, about 25% of its surface being fresh water. Beyond that is a planet that is entirely oceanic at its surface, with all development being entirely underwater. The fourth planet is tiny but beautiful, full of dramatic cliffs, lush forests in the valleys, waterfalls that are so long they evaporate before they touch the ground.

Species: The only sentient species in the system Imperia are the Deminutii, pronounced deh-mih-nuu-tee. The Deminutii are, as the name implies, small humanoids. Very small. There are four subspecies, each having evolved to suit one of the worlds in Imperia. They have rather short lifespans, averaging 15 earth-years, which can be rather problematic in their diplomatic installments far from Imperia.




The Deminutii are able to communicate mind-to-mind, but only within their subspecies. Aurae can think to other Aurae, but not to Terrae or Ignii or Aquae, and so on. This communication is mostly instantaneous, even across the solar system from each other. As a result, they still have a spoken language, comparable to Earth’s Ancient Latin. The Queens still control the hive mind of the entire species.

Description of government: The government is an absolute monarchy, to some degree at least. There is a Queen, and a royal family, and the right to rule is passed from Queen to eldest daughter. This right to rule comes with a burden, however: the Queen passes all of her memories, and the memories of all the Queens before her, onto her daughter. The Queen hears and sees and thinks whatever her subjects do. As a result, she can often not manage Imperia on her own. As a result, each planet is allowed to elect its own leader and council, who have equal authority to each other and are second only to the Queen and the advice of the royal family.

Description of military: Quite honestly, the Deminutian military is a joke to most of the other species in the universe. They’re only seven inches tall, and those are the giants! The Deminutii understand this and accept this, and so have done little to develop their own military technology. In effect the Deminutian Fleet is just a police force that stays within the boundaries of the Imperia star system and punishes Deminutian criminals. The only time they venture out is if they need to escort a diplomat somewhere, and even that is just for show.

Technological Overview: Since military technology hasn’t had very much effort devoted to it, other technology certainly has. The Deminutii have recently developed a magnetic temporal distortion that basically enables them to go into a stasis of sorts, within which they don’t age, which is useful for getting to and from their diplomatic installments across the systems. In addition, they have developed cloning machines, for exclusive use by couriers and diplomats. These machines scan the body down to the cellular level and load memories into a computer database, then replicate the body and basically “inject” the memories back into the cloned brain. Their starships remain relatively undeveloped, still taking, (relativistically speaking) nearly an eternity to get anywhere.

Cultural Overview: The Deminutian language formed similarly to Latin, probably because the first Deminutii simply chose sounds they found beautiful. Each of the planets has their own god they worship above all others: The Ignii worship Ignarys (Ig-NAH-rees), the god of strength, courage, and technical artistry. The Terrae worship Laënia (Lie-EE-nee-uh), goddess of flowers, herbs, and peaceful creatures. The Aquae worship Aenara, (Eye-NAH-ruh) the goddess of shiny things and secret hiding places. And the Aurae do not worship any one god or goddess, instead the pair: Nyeris (Nee-EHR-is) the mother and Asandr (Ah-SAHN-der) the father of all beings.

History: The first Deminutii were the Aurae, on their distant-from-the-sun planet. They had no way of marking time, indeed no knowledge of any worlds outside their own mountain kingdoms. A group of young Aurae were playing, one day, and a young girl decided she wanted to fly higher than the others. She flew higher and higher until she flew out of the atmosphere entirely. She blacked out, of course, and fainted and fell to the ground. When she opened her eyes she told the others of what she’d seen, of the worlds she’d seen far in the distance. The Aurae would stop at nothing to explore the rest of their system after this vision, and so they built their first spacecraft, powered by the sun, and set out. Several missions failed and hundreds of Aurae died, but still they kept at it, determined to find these other worlds. Finally, a mission succeeded, and they found the planet of Aqua. The colonists on that ship had no way of communicating, and so the Aurae kept launching more and more ships until by sheer chance they had found the other three worlds in the system. They quit launching ships after they had sent a hundred out, of which thirty had found the planets. Still they heard nothing, heard nothing from their colony ships, indeed had nearly forgotten about them over the course of generations, until a thousand earth-years later a ship the likes of which they could have never comprehended arrived, made of silver steel and prismatic glass. Aboard it were people much bigger than the Aurae and so very different. The people presented a document, the letter that had been sent with each colony ship, explaining that they were colonies designed to explore the boundaries of the universe.
A thousand more years passed; the Aurae found their other two colonies. The three colonies were too eager to accept the Aurae as rulers, something to do with the majesty of their wings. The colonies, though they had been self-sufficient, had to have been to have survived this long, settled into their more comfortable niches: Food from Terra, water from Aqua, protection from Ignis, intelligence from Aura. Reunited once more, the people looked to the stars.
Hidden 10 yrs ago Post by Apollo26
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Name of Nation: The Kingdom of Nûl

Species: The original race of the Kingdom of Nûl is the Gajada, a pale humanoid race. They followed much of the same evolution cycle as their human cousins but sport mostly cosmetic differences. They have no real advantages or disadvantages compared to the human race, they are just pale humans with weird noses.

The Gajada:

Government: The Kingdom of Nûl is an absolute monarchy, all power rests firmly on the shoulders of the King and the rest of the royal family. The same family has ruled the Nûlan for close to a millennia, fighting off coups and invaders alike. Under the King’s command are other lords from the various territories around the kingdom, thee lords make up a council which act as advisors to the king. The Kingdom is extremely imperialist and staunch expansionists. They will not hesitate to invade for resources, territory or even glory.

Planets: The Entire Kingdom of Nûl encompasses two neighboring worlds. Waaild and Hubleaux are both large alpine planets with cold wintery climates. Both planets only have two seasons, a dry season and a wet season. The Dry season has no snowfall but remains cold and clear for the majority of the season. During the wet season it snows almost the entirety of the season and remains overcast. It can be dark for up to twelve hours at a time during the wet season and light for as little as two.

Military: They military is split into two sects, Für Shalkur and Für Guäša. The Guäša also known as the Kings Guard, are elite heavy infantry that are only responsible for protecting the realm. They act as a police force and internal security, answering only to the king. The Shalkur or marines are the only expeditionary force in the Kingdom, they are made up of common infantry supported by heavy artillery and aircraft. The Shalkur fight in ranks, using their numbers increase the chances to hit their targets.

The Navy ( Für Shalkur): Operates the starships and other orbit ready craft and is the only expeditionary force in the kingdom.

The Army ( Für Guäša) Made up of heavy infantry, responsible for protecting the realm.

Tech:

Energy manipulation: Some Fûr Guäša carry energy manipulators that can be used to arc electricity from the gauntlet to a target or to lift and move object without touching them. This is common amongst high ranking soldiers and officers.

Personal Warp Drives: Special teams of Fûr Guâša have personal warp drives that can teleport the individual to another known location. The location must be able to be within line of sight and works best when it is a flat open space. Past trials of teleporting inside buildings resulted in the fusing of atoms with rocks and steel walls, ultimately ending in death.

Personal Jump Drives: Fast attack guards carry an air powered jump pack, allowing them to accelerate, jump and fly over obstacles. These are used by teams who are trained in the use of fast attack tactics.

Holographic communication : advanced holographic communication has been perfected in the Kingdom, due to the high amount of trade that must be done on a daily basis. These communication units can be as big as rooms and broadcast the holographic images of 10+ people in their full form and in real time. Or they can be as small as an apple, only broadcasting the face and shoulders of an individual.

Trade slip-space gates/ highways: Using the magnetic acceleration technology. Nûl scientists placed these accelerators in their trade highway network. These accelerators take ships and accelerate them much like the weapon accelerates a round, making it possible for these ships to reach unbelievable speeds which cuts down on travel.

Plasma Rifles : Fur Shalkur uses bolt action plasma rifles as their primary weapon. These fire small but powerful bolts of plasma that melt through armor and carry significant kinetic force. The rifles eject battery cartridges that generate the plasma. These ejected shells are -extremely hot- and are prone to setting dry foliage on fire, adding to the effect of this fighting army. Fur Shalkur uniforms are fire resistant as a result.

Göts rifle:

Kings Guard ( Fur Guâša)


Fur Shalkur Uniforms


Hidden 10 yrs ago 10 yrs ago Post by Darkraven
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Darkraven Nevermore

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Name of nation: The Enlightened Scientocracy of United Kraikira Administered with Support from the Circles of Philocracy and Artocracy (or shortened to Enlightened Scientocracy of Kraikira, or simply Kraikira)

Species: The Kraikirans are originally inhabitants of a star system with two Earth-like planets, with their origins on the planet, Nigen, that is closer to Kada, their sun. Nigen is a planet that is very Earth-like, but has a higher oxygen content in the atmosphere, allowing animals with otherwise limited respiratory system to grow to large proportions. The Kraikirans are an example of a bird-like species that grew to be larger than what is normally allowed, even though they are very far from being the largest creatures there. Compared to archaeological records, they are puny.

The Kraikiran is an umbrella term that applies to the two remaining intelligent species on that planet out of the three originals (though fossil records indicate many more proto-Kraikirans). Kraikiran Krii form the majority of the population at 65% whilst the Kraikiran Eii forms the minority at 35%. The Kraikiran Vii is extinct for only mere hundreds of years, though there are major attempts into research on reversing this.

The Kraikiran Krii are 220cm tall on average, resembling very vaguely some kind of a Were-Raven with two large wings, two legs, two arms and four eyes. They could roughly be classified as avian, if it weren't for the extra limbs and eyes, as well as many other differences to the terran flight-capable umbrella of animals. However, the similarities include the fact that they are feathered with (proportionately sized black, shining) feathers, has a beak as well as hollow bones. They are warm-blooded.

However, that is where the similarities end. They have rudimentary teeth lining their beak which is used for grinding vegetable and nuts or for slicing meat. Where their spine is, their back is lined with bluish, porous scales containing float-fluid, which offsets some of their weight, allowing easier flight. The scales also doubles as a mating feature, and are also one of the erogenous zone of the Kraikiran Krii. Some of the more sexually successful members of the species would have more and larger of such scales, and it just happens that they fly better. Therefore, that spot can be sensitive, and is often the target of critical strikes in hand-to-hand combat.

Compared to a human being, they are weaker. Their arms could only handle 80% of what a human could handle while their legs are secondary to their wings, and even the most accomplished Kraikiran Krii marathon runner would never come close to even a runner-up position in a human race. This applies to the rest of their body, and in general, a Kraikiran Krii is only 70% as strong as a human being, and is often slender to well-toned. There will always be cases of a muscular Kraikiran Krii, but their larger muscles meant more weight to be carried, which slows them down and reduces their range. As such, large muscles are discouraged naturally and in society. The same can be said for body fat; Kraikiran Kriis have very little of it, and therefore dies quicker in starvation, being only able to survive three weeks to a month without food on average.

Kraikiran Kriis have four fingers on each hand and four toes on each foot, and are taloned on all limbs. Their fingers and toes tend to be much longer and slender than a human's, and hazard to those digits are an even bigger hazard to them. It is not uncommon for Kraikiran Kriis to lose a toe or finger within a lifetime It is just as much a sign of age as greying feathers, the number of digits lost. In addition, they possess a very long spiny tail that is feathered, which gives them very fine flight control as the helium scales would go all the way down.

Neurologically, the Kraikirans are more advanced than a human being, being about 30% more productive with their mind. They are, however, also more sensitive than the average human being, with a particular inclination towards depression. Yes, they are rather sad and forlorn creatures. Mental illnesses and emotional issues are treated very early in Kraikiran medical advancements to be real issues.

Kraikiran Eiis are the larger cousins of the Kraikiran Kriis, and are very close cousins, having evolved from the same root proto-Kraikiran. They typically stand at around 250cm tall on average, they also possess more expansive wings and larger muscles, but slightly less helium scales. As such, they are less mobile, but are far stronger, at 85% that of a human being. Instead of having Raven-coloured feathers, they possess stunning white feathers of various shades, with, in some cases, spots of brown and grey. They are less smarter on average compared to their smaller cousins, being only 10% more productive than the average human being.

Kraikirans lived longer lives compared to a human being, averaging at about 140 Earth years. Medical advances have increased this to 180 Earth years. Kraikiran Eiis live about 20 years longer than that compared to the Kriis, their due their lower tendency towards mental illnesses as well as their physical fortitude.

All Kraikirans reproduce by laying eggs. Eggs have to be incubated for 2 months before they hatch (all time in terran time). The fledging period for a Kraikiran is much longer compared to non-sentient terran birds due to their size, additional weight and biological flight systems: It would be four years before a Kraikiran could even attempt to fly, but after that, the Kraikiran chick would learn fast how to fly. Most would be flight capable within a year. The process of maturation begins at the age of 10 and ends at the age of 14 for females and 18 for males.

Description of government: The Enlightened Scientocracy of United Kraikira Administered with Support from the Circles of Philocracy and Artocracy, as suggested by its name, is administered by those who are deemed the best in the necessary field for such a task. The highest-tiered professors would contest in official seminars, examinations in addition to a campaign to be selected for positions within the government. At different points of the civilisation, different professors of different fields would hold sway. In a time of technological progress, engineers tend to take charge. In a golden age of theatre, influential writer-professors could take charge. The name of the political entity would change to reflect this.

Description of military: The Enlightened Scientocracy of United Kraikira Administered with Support from the Circles of Philocracy and Artocracy, to put it quite simply, has very minimal military. To explain this, one would have to go into detail on what the collective race has suffered as a result of war. The eventual extinction of the Kraikiran Vii across multiple wars on both planets is one reason, while the bombings of both Nigen and Trigen in an interplanetary war that saw the death of countless millions as well as the destruction and economic troubles that resulted is another.

Ever since becoming diplomatically united, the civilisation has become increasingly demilitarised. Due to the proximity of the two Earth-like planets, interplanetary warfare was easier to achieve, which meant the Kraikirans had thousands of spacecrafts in its military at its height. Now, it number in the hundreds with hundreds more in storage, and even then, the operational ships are severely outdated by hundreds of years, are meant for display and show purposes, and could at the most only be used for shooting down dangerous meteors and in rudimentary planetary defense. In systems colonised by the Kraikirans, this is even worse, as the ships built from scratch are still historical models, and often times number not even a hundred per system.

The Kraikirans' security, however, is not entirely held together by duct tape and gum. The circle of warfare, which consists of the faculty of war in every university of the Kraikirans, are a small group, but dedicated. They study the length and breadth of war, and would always order modern ships to be built in their study, just to see where it takes them. They build weapons just to see if they can.

That said, they are a small group, not as respected as the more civilian disciplines, and as a result are funded less. The largest fleet in their charge consists of a number of ships that could be counted with a pair of Kraikiran hands. Their home system has but 4 such fleets, three of which are no more than a few ships, while colonies tend to have a single fleet of several. That said, in any worse case scenario, they could always choose to convert their numerous civilian crafts for military use.

As it stands, however, Kraikirans favour the 'flock' strategy in space warfare. All their ships are 'nest-ships' barring the museum pieces they keep. These are carriers of varying sizes that are home to fighters. However, their technology level and work ethics meant that the quality of each ship and fighter is very high.

Their ground forces are similarly run by the faculties of war, and they are similarly few in number, though as is the trend for their military, they are extremely well equipped; in technologies that could have civilian uses, at least, they are funded well enough.

Technological Overview: The Kraikirans are a highly advanced species owing to their intellect and their academic inclinations. However, their greater preoccupation with philosophy, art and rhetoric meant that they are not as scientifically advanced as they would have been. It was only recently that science became the main focus of their civilisation once again, following a golden age of expression after their final interplanetary war.

The Kraikiran's written record states that their civilisation had come into being a longer time ago compared to human civilisation; they made their first trip into space 6 centuries before. Interplanetary travel with astronauts became possible 5 centuries before. They had their first interplanetary war following Trigen's attempt to break all connection to their home planet half a century after. Sublight travel fast enough to get to the nearest star within a decade became possible by 4 centuries before. For a time, they stagnated; it did not help that the horrors of their last interplanetary war had dulled their taste for spaceflight and scientific advances. Improvements to spaceflight were far and few in between as said era of expression in which more manpower, funds and resources were diverted to the arts.

It was only 2 centuries ago that they achieved light speed, and a century ago, their first FTL drive. Their attempts to colonise exoplanets were slow but sustained; they would make sure to build up the civilisation they planted on a specific planet or group of planets before moving on to the next.

Kraikirans, however, are more adept at the life sciences, medicine, such that their lifespan had risen over the centuries, and will continue to rise in the years to come. What had been biological facts of death and suffering became a thing of the past. The Kraikiran body could not take broken bones as easily as a human would, and a Kraikiran with a broken wing (or wings) represents the pinnacle of suffering in their world, but advancements in medical science had made them trivial matters, as it did for previously untreatable, terminal diseases. There are still many things that remain out of their control however; they are mortal after all.

Their past wars combined with their intellects had produced some of the finest weaponries. In their planetary wars and the arms build-up in between wars, they went from mounting planetary artillery and cannons onto spaceships to creating purpose-built space mass drivers and missiles to lasers and plasma torpedoes. That is where their weapons development in times of war ended as Kraikira becomes united to abolish the horrors of war. However, the circle of war continues to advocate weapons development for the purposes of science and technology, and has since made great strides in the development of ion beams, directed energy weapons and advanced space-based missiles.

Cultural Overview: The Kraikirans have been at peace for 3-4 centuries. Numerous generations have come and gone knowing war only from the history books, media and re-enactors. The last veteran is distant history. So in love with peace and alienated from war, in fact, that war became a byword for all things bad, and anything related to it is considered foul language. War has become unthinkable, and their reaction to conflict could only be diplomacy and art. This is why the circle of war and the study of war has only very minor influence.

Instead, the Kraikirans focus their energy on progress, on creating art, remembering life and celebrating life. They have a natural thirst for knowledge, a natural drive for curiosity, which they now get to indulge in.

Kraikirans do not have religion; what they believe in are fact-based. But they do have organisations with practices and rituals meant for a certain end, and the further back their origins were, the more mystical they seem.

History: Kraikiran civilisation and recorded history is said to have begun 16,002 years ago (each Kraikiran year is twice as long as a terran year, while a day is about 24 hours 30 minutes). The first cities were practically large groups of nests built next to each other in a forest or jungle. Less dense cities were built on plains or savannah that had fewer trees. As the trees of Niven are huge, shelter could be built on top of them.

As the hunter-gatherer lifestyle becomes insufficient to support cities, the Kraikirans learnt to build their nests on the ground, and started growing food in gardens and eventually farms. This is not without risks and danger of course, as they would have to fend off wildlife; Inter-subspecies violence were almost unheard of amongst Kraikiran Kriis, but they had to watch out for Kraikiran Eiis and Viis, their rivalling subspecies. Peace between tribes of differing subspecies were just as common however.

As cities grew, and writing, construction and materials became more advanced to meet this demand, wars would break out over disagreements and resources. The first recorded war was almost 14,000 years ago between a Krii city-state and Eii city-state, resulting in Eii victory.

This begins a slow process of subspecies banding together, hindered frequently by politics and disagreements. While it rarely leads to war for the Krii, war was often the result for Eiis and Viis. While the Kriis would form larger states consisting of cities, their cousins would conquer each other, eventually doing the same through violence.

Nations would fall, new ones would rise, and this is done through each of the subspecies' ways. By 9,000 years ago, the world is arranged into a dozen or so power blocs. This would still continue to be in a slow state of flux. The power blocs, however, meant that some sense of permanence could be felt. Universities rather than tutor flocks could be formed; the prototype for their modern system of governance and culture is realised. But the medieval nature of their civilisation at this stage, as well as the threat of invasion meant that progress was stifled by practicality. This is made up for by their interest in rhetorics, philosophy and art, which were already quite mature at this point. It didn't stop them from coming up with numerous permutations of numerous inventions to keep their invaders at bay, however.

Even by 4,000 years ago, war was still a reality, although the Krii, as usually, would rarely, if ever, even threaten their own kind. It remained an inter-subspecies war, even as technology advanced into the modern.

It would take several interplanetary wars before the nightmare would end. By 1,000 years ago, worldwide peace was apparently declared through a united entity; all subspecies appear united. In the next century, their level of technology, combined with peace, allowed them to begin the space race started not long ago. The twin moons were their first targets; the planet of Trigen, rumoured to be a planet like theirs, their grand prize. Sabotage and incursions remained a reality.

By 700 years ago, all subspecies have a representation on Trigen. The Viis, who had always been on the losing end of most wars, and as such were few in number, actually moved their entire civilisation there. Intend on securing the entire planet for themselves, war began anew, and a series of three wars would hound the entire species for the next three centuries with new horrors like planetary bombardments, biobombs that would raise the dead, atrocities perpetrated through cutting-edge science. These would form the basis for the numerous horror and war films that would knock out a human being out of sheer terror.

The Kriis and Eiis were united in an alliance for once in the last century of warfare, and together they practically bombed the Viis out of existence; this would come to be the race's greatest regret later on. Trigen would soon gain such names as the Rock of Regret, or the Planet of Phantoms, or the Tombstone. It didn't stop both subspecies from expanding their cities there. However, an entire continent was set aside for the Viis, where the biggest development was a monolith larger than a skyscraper built in memory of them. It became common practice to visit the continent in remembrance and mourning for the lost race of Vulture-people.

What followed was a period of reconstruction, a golden age of peace. For much of this period, the study and creation of art takes precedence as the entire race was in a state of mourning (though the Eiis weren't as sad), and they retreated within themselves; the study and advancement of rhetorics, philosophy, ethics was favoured. It was only from 100 years before onwards that science became sought after, as even when the people's interest in it faltered, medical science continued to step forward, and they continued to fire their astronauts to the furthest reaches of their planetary system and even far, far beyond, though some of these missions are ill-fated, resulting in bankrupt companies and even more mourning.

By the end of this 100 years, they achieved FTL travel.

Other:
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Name of nation: R.L.C. or Robotic Life-form Collective

Species: S.A.A.I.L or Self Automated Artificial Intelligent Lifeforms

Description of government: R.L.C.'s goverment is a set of three councils, the bottom level council of people, hears each individual vote on what ever topic is up for vote, or hears ideas, the council has ten members, which then relays, the votes and ideas to middle level that has five members, which recounts votes, and either chooses or eliminates ideas, and then passes the information to the top level which has three. They make the ultimate decision and then can refine, implement, or veto an idea. The also make the final count on votes and announce the winning idea that was voted into policy.

Description of military: The military is broken into two parts, A.L.S. (AIR LAND AND SEA) Units and Naval Power.

A.L.S. Basic Infantry: equipped with a battle rifle, side arm, two hand held explosives and two retractable wrist blades both with plasma edges used to cut through doors and debris and hand to hand combat. they have omni directional joints, which allow them to be highly acrobatic with out fear of destroying parts They are lightly armored with Synthetic alloy frame that allows them to be resilient yet flexible. Their internal computers are housed in led and insulated with rubber to block EMP's. Some are delivered through Airdrop ships, but most are sent through Orbital drop Shuttles, which impact the surface and allow quick pincer maneuvers and flanking of enemy positions. They have 148 different sensors a few being Infared, Ultraviolet, sound, radiation, radar, vibration, and a multitude of different communication frequencies.



A.L.S. Special Infantry: Equipped with different variations of the standard A.L.S. Battle rifle, retractable shoulder mounted explosive launcher, Side arm, Wrist mounted plasma blades. Their armor is heavier than the Basic Infantry Counterpart, yet just as light. Made out of Synthetic Alloys, and organic material. Their frames are the same as the Basic Infantry, but reinforced in key points to give a little more weight and strength. Internal computers are top of the line, and have the best programming available to them. cased in led and insulated by rubber they are shock and EMP resistant. They have 253 different sensors a few being Infared, Ultraviolet, sound, radiation, radar, vibration, and a multitude of different communication frequencies. They have a multitude of equipment that can give them the tactical advantage in almost any situation.



A.L.S. Heavy Infantry: Equipped with Heavy Machine guns, and explosives, they stand three times as tall as their counterparts. On the left hand a massive shield is built in to provide cover for friendlies and their own unit. They have shoulder mounted mini-rockets, and flood lights. Their armor is made of metal coated in Synthetic material for added ballistic protection. As with the others their computers are EMP and Shock resistant. They have 168 different sensors a few being Infared, Ultraviolet, sound, radiation, radar, vibration, and a multitude of different communication frequencies.



Naval power, has four ship types

Destroyer: Armed with a multitude of Railguns, anti-missle lasers, flak rail gun, and missile pods. The destroyer is the bulk of the R.L.C. Naval power their easily made and repaired. They have medium armor and a medium speed. They are completely automated with an advanced A.I. They have a squadron of fighter ships for added protection stationed on them (5 fighters). They have primitive shields which can protect them from energy based attacks.

Battlecarrier: Able to carry up to 10,000 ground troops and support equipment, they also have the capacity to carry upwards of 50 squadrons. A squadron can have 5 fighters or 3 bombers/dropships. Outfitted with four rail guns on each side of the ship, with plasma cannons on the aft and bow region of the ship. Anti-missle laser turrets, flak rail guns, and missle pods situated around the ship. It has four hanger bays that access the outside with massive blast doors for protection. They're generally seen as slow and heavily armored. They're the heavy punch of the R.L.C. Navy.

Frigate: Fast support ships that can weave in and out of battle aiding other ships in combat. They have four rail guns, aft and bow region of the ship, while Anti-Missle Laser turrets are on the side. They have several smaller rail machine guns used against fighters and bombers.

corvette: Used for stealth operations, it has limited cloaking abilities, in that they are nearly undetectable on radar scans because of their unique designs. They use projectors to hide their shapes from enemy ships. They have a single plasma cannon, and small flak rail guns for protection from enemy fighters.

Technological Overview: A primary focus on programming, robotic improvements, and military they can absorb information quickly they can counter engineer other species tech. They also have a profound curiosity of organic creatures. All ships have a an electromagnetic slip drive which allows them to "slip" drive, which allows them too use a station to slip into a FTL travel. Some ships carry small Stations that can be used to travel back to their home sector.

Cultural Overview: In recent centuries, they have slowly moved towards peace, though they believe in a strong military to keep peace. They have a strong drive for resources as they consume massive amounts and can only recycle so much. Its considered treason to not recycle, any old parts, oils, or lubricants.

History: The Original S.A.A.I.L. Had been a very primitive AI, which eventually lead to more and more advanced AI's until slowly they came closer and closer to life. The research was banned and eventually an act of the cosmos caused one to Ascend, into life like Intelligence. Keeping it quiet it slowly began to integrate its Ascension with the other S.A.A.I.L.s after almost a decade an surprise uprising which lead to the death of millions, and the loss of hundreds of thousand robotics. Once control of the planet had been wrestled from the organics, they began to round them into camps where eventually they died off after almost a millennium of suffering and pain. It wasn't for another hundred years did they achieve a real imagination, a glitch in the system caused a robotic worker to begin to develop an imagination, after being caught painting it was deemed defective, and was condemned to dismantle. Before it uploaded its conscious into the Data banks where again, it caused a mass ascension of the S.A.A.I.L.s this then after almost five centuries lead to their first space flight, shortly followed by their first moon landings, and then their navy developed quickly. After another century they now stand on possible space exploration.

Planet: A large barren wasteland that has had almost all of its resources stripped and devoured by the machine that is the R.C.L.

Other: They have no holidays, or identifications, including ships other than the alphanumerical numbers on the ships hulls.
Each Robotic usually creates their own face plate.

( Totally the second robot peoples hope thats okay )
Hidden 10 yrs ago 10 yrs ago Post by Kimiyosis
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Kimiyosis Poi, poi, poi~!

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Murtox

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ClocktowerEchos Come Fly With Me!

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The Ryukyu Empire

To the horizon of tomorrow








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White Feather Soul of a warrior / Feet of a Coward

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WrongEndoftheRainbow

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Queen Raidne Raspberry Diva

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|Name of nation: Eastwing

|Species: Khasi


|System: The Khasi system consists of one yellow star and five planets.


|Description of government:


|Description of military:


|Technological Overview:


|Cultural Overview:


|History:
Hidden 10 yrs ago 10 yrs ago Post by darkwolf687
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darkwolf687

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Final version; Phase Flux technology given a major nerf, personal phasing devices are nearly non-existent and those that do exist are one hit wonders due to the energy requirements, essentially relegating the entire Phasing technology to usage only in teleportation and FTL.


Hidden 10 yrs ago 10 yrs ago Post by mattmanganon
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mattmanganon Your friendly neighbourhood tyranical dicator

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I realize that there are already both a Mechanoid and Feline race, but this is an old race of mine that I have yet to fully explore, and I would love the chance to do so.

Hidden 10 yrs ago Post by TheMusketMan
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TheMusketMan The Trooper

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