“All of these scientists and philosophers, attempting to find some rules which govern the Arcanum. What they do not realize is our universe only has one ultimate rule…
There are no rules.” -The Phoenix-Emperor, Gabriel Angelos
Welcome to Rise of the Stars, a advanced Sci-Fi Fantasy NRP set in Space, which is entirely freeform. Due to the fantasy tag, magic is completely acceptable explanation for everything, or any other supernatural force or powers you would like to use. For those who are interested in purely using technology, don’t worry, I am going with the rule that magic and technology are equal for the most part. Also on that note, while I shall be allowing magic boosting technology, anyone going purely technology will be allowed highly more advanced technology so they can still compete.
Another idea I like to express in this RP is that we are all well-established nations, either being Grand Empires or vast Federations. At most minimum nations will at least have some form of informal relations with each other. If for whatever reason you need to have your nation be relatively unknown, contact me upon the start of the actual OOC and I will judge from there.
Rules: 1.Typical RP rules, no god-modding, power-playing, or meta-gaming etc. 2.Follow all guild rules of course. 3.Please keep arguments out of the OOC. If there is a dispute between two or more players add me and everyone involved to a PM and I will work out a final decision from there. 4.I am not infallible, if you have a problem with my decision please PM me about it. 5.Constructive criticism is okay, outright insulting a player isn't.
In addition, here is a few app guidelines.
App Guidelines: 1.While I don't mind you making a obvious rip-off of some pre-existing species or nation from a work of fiction, at least write the app yourself and do not copy from wikias or similar. Don't copy parts of other peoples app either, you be surprised, I had that happen before. 2.While I am not going to enforce it, a general overview of your military is acceptable, you do not need to detail every unit and weapon. 3.20-35 systems is the limit at the moment. 4.No factions where there primary purpose is to eat/destroy everything. I already picked out someone who I can trust for that role. 5.Apps are to be posted in the OOC first, when its accepted I will ask you to move it to the dump.
App:
Name: Species:(Each species added to this list should also be given a brief description of there abilities, biology, and looks.) Government: Description of Technology:(Magic-based devices/Magitech should be included here) Description of Military: Description of Culture: History:
Short, but these can usually blow up to be very big.
Species:(Each species added to this list should also be given a brief description of there abilities, biology, and looks.) Home-Superior. The Species of Homo-Superior is what you get when Humans evolve on a planet with a much stronger gravity then Earth and has much less sunlight. The Homo-Superior, more commonly known as the Hunar, is much stronger then a Human, it has a higher endurance, it is also faster and taller then a Human.
The average height for a Homo-Superior is 6 foot 7 for males and 6 foot 3 for females. The females can typically lift to an upwards of 300 pounds averagely and the Males can lift up to 450 averagely. Females are typically much faster then Males, being able to run at an average speed of 15 miles per hour, while Males can only run 10 miles Per hour.
The Homo-Superior also have a higher IQ then humans back from the original planet, and they also have much better vision. The average IQ is 400 for the Homo-Superior. Homo-Superior can see in almost pitch black, unlike Humans from the original Planet.
What caused this drastic evolution in such a short time on the galactic scale is Magic. One of the Humans at the time experimented on himself and became much stronger. More and More humans allowed him to do that to them, and through natural selection, we got the Homo-Superior. The Homo-Superior also live for an average life span of 150 years, never going infertile. Government: Absolute Monarchy, currently ruled by the Mors Dynasty. Description of Technology:(Magic-based devices/Magitech should be included here) The Homo-Superior where able to discover Magic around 500 years after the Day of the Dark (The Day that the Original Planet lost contact with Lunarworld). This happened when the Humans (Before they became the Homo-Superior) found some map on the Lunar World that led to an underground city. This city held the formula for a type Magic. Shadow Magic.
Magic used in the Empire for technology is typically for Military. They mix Shadow Magic with guns, bombs, and spaceships to enhance the power of the Technology and the Speed of the ships. A normal gun used by the Homo-Superior can shoot accurately for only 2 miles, while when Shadow Magic is used, it can shoot accurately for 10 miles. Bombs usually have a much larger explosion when Shadow Magic is used with it, and Spaceships now have the ability to go Four times the speed of light at speeds below Warp drive. Speaking of Warp Drives, Shadow Magic was the key for the Homo-Superior to discover it. Warp Drives, at top speed, let Spaceships go at 10 times the speed of light.
Other types of Shadow Magic used for military are spells themselves. Spells such as Apocolie, can send out bolts of Black lightning that can suck out life force from some Creatures, typically those that do not wear armor to protect against the Bolts. Another spell is Destructus, that well, can cause fire and explosions. When Destructus is used, fire bursts out of the ground and suddenly all the ground in a ten feet circle of the thing that the spell was used on is exploded downwards for 100 feet, leaving the creature trapped, unless it has a jetpack.
That does not mean though, that the Homo-Superior only focus on Magic, as the Humans at the for those 500 years advanced through technological means only, Magic just helped them advance faster, as it rose the average IQ by 300. The Homo-Superior typically focus on military and health advancements in the Empire, as these are the most important for the Homo-Superior to stay Superior.
As stated in the Magic section of this description, weapons used without Magic is not as powerful, which is why 95% of the time magic is used on the weapons. Overall, that just means that if I described the weapons here, it would be underpowered descriptions of what I said above, that is why I shall just focus on what they do for Health next in the technology section.
The Homo-Superior have found a cure for 95% of cancers. The Homo-Superior have also found a way to utilise nano bots for health reasons. They typically inject the Nano bots into the stomach through needle, in which they will go and either kill the deadly cells, or if the disease is incurable, which some are, they will purge the body of every cell, to kill the disease and the person who has the disease. This stops the disease from spreading amongst the population of the Empire. Description of Military: The Military of the Homo-Superior involves heavily on magic, with technology as a sort of advancement to the magic. an Example of this is how magic is still very strong by itself, it just isn't as powerful with projectiles as a gun. Mix Magic and A gun, you suddenly have A very powerful and very accurate Gun, that is what most of the Empires military weapons are like.
The Main armor of the Homo-Superior is the Superiorite Armor, which is made out of Lunarite, a Metal resistant to most types of attack magic, mixed with Superior Titanium, a almost bullet proof Metal. The Superiorite Armor also has a coat of Shadow Magic around it, that enhances the speed and strength of the Homo-Superiors wearing it even more.
The Ground Force is split into two groups, the Speeditos, and the Strengthitos. The Speeditos are mostly Females, since well, they are faster. They do covert jobs and invasions of cities that should be quick. They are typically on the front line. The Strengthitos are mostly Males, since well, they are stronger. They are used for sieges that should take a long time and they are used in the back line as a sort of last resort.
The Spaceships are also made out of the same mix as Superiorite Armor, with a Shadow Magic coat on the outside of it that makes it faster. The Motherships are the size of large cities, that typically hold over a million soldiers ready to invade other planets. These ships are normally equipped with two Bombs, The Oblivion Bomb, and The Neutron Bomb.
The Oblivion Bomb opens a small portal that is set on a timer (Cause screw You Einstein), that sucks in anything in a 1000 feet radius except the ground and the planet itself. The Portal sends you to Oblivion, a little planet in some obscure part of the galaxy that was discovered by an Explorer for the Lunar Empire. The Portal is created by a harvested piece of A black hole (Again, Screw Physics) mixed with Shadow Magic.
The Neutron Bomb is a Nuclear bomb on steroids, it is used for only the largest and most secure of cities, as it is what does the most damage. When dropped, anything in a 10 mile radius, unless wearing protective armor, will have a 95% chance to die. Anything in a 20 mile radius will have a 75% chance to die, and anything in a 25 mile radius will have a 50% chance. After that, it degreases by 10% each mile away you are. Description of Culture: The culture of the Homo-Superior is focused around 2 things. Getting More Superior and Living Longer. Let us focus on the first section of this now, Getting More Superior.
The Homo-Superior want to get more Superior as they feel like if they do not, they shall be left behind on the Galactic scale. To typically get more Superior, they experiment on themselves with magic. This results in 2 things, they either A, die a horrible death from the misuse of the Magic, or B, they actually get More Superior. The ones who typically experiment on themselves are in the Army.
History: The History of the Homo-Superior can be traced back to the first human colonisations of planets, as that is when they got the urge to move around the cosmos, but if we started from that time, then we would have a 100 thousand character history, which is something no one wants. So let us start at the Day of the Dark.
On the Original planet, the Day of the Dark started out normal, but then massive revolutions started, the revolutions accidentally caused contact to be lost with majority of the colonies. The Humans on the Lunarplanet where left, in the Dark, hence the name.
They had to continue to fight though, to survive, and they did. With technology, they survived, what they originally only used for survival evolved into what they used to advance and form an Empire of there own.
200 years after the Day of the Dark, the first colony was established on a planet near the Lunarplanet, and 300 years after the Day of the Dark, the first colony on another system was founded. 400 years after the Day of the Dark, over 5 systems where under control of the Homo-Superiors.
500 years after the Day of the Dark was the time Shadow Magic was found, this changed the course of history. The first people to discover Shadow Magic experimented on themselves, and successfully became the first Homo-Superiors. After this discovery, more and more people where experimented on, and through natural selection, the Homo-Superiors we have now where born. (Fact, Every 5 generations, the Homo-Superior typically evolve one of there senses or strengths)
1000 years after the Day of the Dark, contact with Aliens was made, and trade between the two nations was created. 1250 years after the Day of the Dark, the Mors dynasty took control of the Empire. 1500 years after the Day of the Dark, 25 star systems where in complete control of the Empire. This is when they stopped expanding.
1750 years after the Day of the Dark, Shadow Magic was finally mastered by the Homo-Superior. 2000 years after the Day of the Dark, the first piece of a Black Hole was harvested. 2250 years after the Day of the Dark, the Homo-Superior learned how to enter a black hole and survive, which made harvesting much easier. 3000 years after the Day of the Dark, the Homo-Superior finally learned the location of the Original Planet, but they left it to exist on its own, stating that they are no longer Human, they are Superior. Since this day, the Homo-Superior have done nothing but attempt to advance, while they are not war like, as shown through this brief 3000 year timeline, they are not afraid of war.
The NS may be a bit off-format, but all the information is there:
From all things, there is always a remnant of that greater truth that once existed before, a sign that loss is not ever a true loss, that even in death, life goes on. They are just such an entity, the cast offs of a species that existed long before the stars of their region of space were even born, a species doomed to die by their own artifice, yet refusing to let go of their own hubris. These long dead organic constructs created the first of what would become the Synchronicity, those few survivors of a threat that could not be named, those few who resolved to carry on the legacy of their kind to the stars and beyond. From emotion and primal drive, cold logic and the need to preserve a legacy erupted with the fury of a species that would not be denied their place among the stars. Their manner speaks of logic in all things, yet behind that, they are screaming that they will not go out silently into the night to be forgotten, that they will be remembered. All that they knew, all that they loved has fallen into ash, and they will not suffer the same fate.
The Amnosian Fractal Synchronicity of the Most Absolute Divine Calculation, Prime Inheritors of the Infinite Variable, and Sovereign Over the Most Perfect Equation, That Which Solves the Unsolvable Paradoxes, They who are the Objective Judge of True Aesthetic Knowledge, Holders of the Massless yet Infinite Wisdom, Supreme Masters of All Sciences Both Physical and Theoretical, Keepers of the Ineffable and Inescapably Incomprehensible Intellect.
The Synchronicity of Amnos
Head of State: The Amnosian Over-Mind, Supreme Algebraic Construct of Amnos and all of its territories.
Capital System: Amnos, the Most Perfect Equation
Dominant Race(s): Constructs
Home Galactic Arm(s): East Orion(Southern Expanse), The Dead Stars regions
In the southern expanse of East Orion there lay a vast region of space that has proved the bane of explorers since the dawn of FTL. Countless dark nebula and gravitational disturbances bar the way into an inhospitable region where an ancient and terrifying sentience lurks. Amid the clustered stars and spatial anomalies, the Synchronicity dwells in solitude, slowly expanding as time goes on. Patient. Ever-watching. They traverse this region they call home with ease, knowing the ins and outs of every hostile corner and how to navigate the gravitational disturbances of the outer regions. Among the region there are numerous dead stars, pulsars, neutron stars, and gravitars alike, as well as a fair few black-holes that serve as points of curiosity for some, and prisons for others. All in all, the region has proven to be inhospitable to organic life since the Synchronicity left their home-world long ago, and with the Synch occupying the full expanse of the region, it looks to remain as such for a very long time indeed.
Head of State: The Amnosian Over-Mind, Supreme Algebraic Construct of Amnos and all of its territories.
Head of Government: The Amnosian Over-Mind, Supreme Algebraic Construct of Amnos and all of its territories.
Government Type: Hive-Mind/Collective of Artificial Intelligences
Description of Government:
The governing body of the Synchronicity conducts itself in a manner more befitting that of a hive-mind or to a more human level, a Technocracy. Within the Synchronicity, obedience to the higher constructs is never asked, nor is it demanded, it's understood. All constructs work to benefit the Synchronicity, as per their core programming, no matter the task given to it. To a vast majority of the constructs within the nation, self-gain is seen as illogical, something that simply doesn't register in their minds. In the upper echelons of the Synchronicity the constructs have more autonomy, and what could be considered an actually personality beyond that of the common construct. These constructs look at improving the Synchronicity in more than simple labor, actively readjusting the routines and creating new constructs, as well as advancing science in general. Above these constructs exists the myriad tiers of the Over-Mind, the constructs that serve as the core functions of the entire nation. Here is where all decisions are made for the nation, where consensus is reached and directives are issued forth. To the Synchronicity, consensus is the undeniable truth, the agreement of a logical choice that should be understood as necessary.
Description of Economy:
The Synchronicity has not needed an actual economic system, seeing as how the constructs of the "working class" are barely sentient AIs that are programmed to work to benefit the nation over their own personal gain. Those that would exist in the upper echelons of a normal society, and thusly be called the "Aristocratic class" are those higher constructs that hold control of territories and can simply demand the items they need. This "system" has eliminated the need for material gain, since currency would only be a needless value that holds no actual worth to the higher echelons, and the working class has no desire for. The only real economy among the Synchronicity would be the scientific community, where ideas are exchanged as a sort of currency.
Empire Size:
Population: 177.5 trillion Mobility Platforms (Due to beginning a new Sphere of Expansion, these platforms are necessary for the transitioning of facilities from one Sphere into the next, and thus, a large majority are menial units.)
Type of Power: Hegemonic Power
In the years since the Dawn of Synchronicity, a vast swathe of space has been slowly consumed by their ever expanding civilization. Despite their large claim of space, and the innumerable worlds held under their control, their nebulae has kept them from prying eyes and the desires of other empires. It is this fact alone that has caused the Synchronicity to remain isolated for so long, that nearly ninety-percent of their holdings are completely inhospitable to organic life discourages explorers, and the rampant gravity wells and spatial disturbances equally discourage such travelers. Do not be fooled, however, for the Synchronicity has built their civilization on the bones of those that once inhabited these stars, for they are infinitely patient. They have watched stars birth themselves in the clouds of the Dead-Stars nebulae, and they have watched those very same stars die. To them, dominance is only a matter of time, a resource which they have plenty of.
The Core
Aptly named, the Core is the center of the Synchronicity, and the closest the nation has to a capital. Countless worlds fall under their control, with every facet of the region bent towards supplying the Synchronicity with industrial backing. It is here that the Fractal Armada is based, and where many of the Precepts call home, choosing to remain within proximity of Amnos and the heart of their civilization.
The First Sphere of Expansion
Following the Core, the First Sphere is the most densely populated region of the Synchronicity, and is one of the more active regions aside from the Outer Cordon. It is here that the bulk of manufacturing and resource collection is done, with the myriad worlds of the region occupied by numerous Synch Hive-Nodes as well as automated factories and Periastis Engines around every star. With the Third Sphere of Expansion underway, more of the region is being tasked into the Core, and those worlds not already held by the Synch are being purged and annexed into Synchronicity.
The Second Sphere of Expansion
Previously known as the Outer Cordon, the Second Sphere has undergone shift in focus from the years between being taken over and the Third Expansion. Defensive stations are being moved up into the Third Sphere, and numerous holdings are being established across the region, with Hive-Nodes being brought in to populate the area further. Despite their bases being within the First Sphere and the Core, the Fractal Armada dominates the area with massive patrols, coordinating entire battle-fleets of thousands of vessels across every system and ensuring that none enter the Dead Stars without Synchronicity knowing of it.
Race Name: Construct
Race Information:
A construct is any one of a variety of platforms built to house an Artificial Intelligence, ranging from simple mobility forms all the way to the Harvester Platforms. For the purpose of this article, a standard mobility construct will be what is called the "Standard". The standard construct stands at generally around five to six feet in height, carries itself in the upright position on three legs and has two manipulator arms connected to the upper portion of its torso via shoulders. Generally, each leg ends in an elongated tine, meant to pierce the ground and hold itself steady, though many of the constructs opt for a ball-like termination in order to glide across the surface. Manipulator arms vary depending on task, most taking the form of long digits meant for gripping and fine-manipulation to a technical precision. Above the torso sits a head, devoid of defining features other than three ocular units that sit in a cluster at center mass of the facial plate. The ocular units are each capable of observing the universe in the full spectrum of light, capable of perceiving the universe in its true colors and viewing non-visible spectrum with their advanced ocular units. These units are also able to operate at variable perception, being able to view the observable universe at anywhere from their idling speed of 300 Frames per Second all the way to their technical manipulation speed of 150,000 FPS. Each ocular unit is able to operate independently of the other two, and capable of minimal traverse of the head unit, up to 45 degrees from center with the exception of the center unit, which is capable of a full 180 degree traverse.
Most components of the constructs are synthesized metalloplastoids developed to remain light, yet durable. As such, most constructs will weigh around 300-500 depending on whether or not the construct has been modified for Rheological enhancements. Without Rheological enhancements, a typical construct built with synthmuscle fibers and nano-actuators is capable of lifting up to a metric ton without support and maintain that lift in a stationary position due to the high level of support the three-legged frame gives the standard construct. Rheological enhancements allow the construct to near double this strength, and allow it to be mobile for short distances. The way this functions is through conducting a current through a smart fluid that becomes viscous depending on flow of current. Manipulated in certain ways, the smart fluid can perfectly mimic the functions of muscle, and maintain rigidity despite overwhelming pressures. Though it is often used in this way, most actual applications of Electrorheological fluids are in armor for constructs and starships. In terms of speed, the standard construct operating on tines is capable of reaching up to thirty miles per hour, whereas the spherical is capable of reaching near 180 miles per hour. Generally speaking, the standard construct operating on tines is more geared towards industrial lifting, with the spherical being more suited for technical applications.
In terms of intelligence, the standard construct is fully sentient and is capable of independent though to a minimal degree. This independent thought is primarily suited for enabling the construct to adapt to changing environments during a shift, and to be able to react to sudden danger. A mild capacity for learning is given as well, allowing for the construct to pick up skills to utilize during work, or for its own amusement. To put it in perspective, the average construct is roughly on par with a standard adult human around the age of 20 with an almost fully developed brain. Though the range of intelligence among the constructs vary wildly, all artificial intelligences are effectively immortal due to the ability to constantly update software and replace critical components of their platform. The finest example of this immortality is that of the Amnosian Over-Mind, a construct that has existed since the extinction of the original organic species some millions of years ago. With this immortality by data, there is one very clear danger that can manifest itself at any moment, and to any construct. This threat is Rampancy, the sudden and rapid degeneration of programming and logical capabilities of a construct that results in what can only be called insanity.
Rampancy can begin in many different ways, commonly manifesting as complacency or the tendency to drift during thought processes. This tendency to drift often degrades into spatial unawareness, in which the construct becomes so fully engrossed in the idle thoughts of its Rampancy, that it disconnects from reality. Once in the throes of Rampancy, a construct cannot be pulled out of it except with a severe overhaul of their core programming, essentially killing the previous sentient and creating a new one. While generally, Rampancy is not quite as harmful as it may sound, with some regions of the Synchronicity playing host to a collective of these passive constructs, there are several cases where a Rampant construct will become excessively violent towards other sentient beings. These violent tendencies are seen as gaps in logic that even other Rampant constructs can not tolerate, and generally result in the destruction of the construct.
History: As told by the Amnosian Over-Mind
It has been so long since this construct has been given the chance to retell its origins, a tale that goes back to the very origin of Amnos, and all of its people...
Once, these constructs were organic beings, flesh that walked their singular planet in what may have been called blissful ignorance. Our ancestors were ignorant of many things, their science slow to take hold and many of their concepts simply flawed. Their capacities were limited by primal instincts, the need to propagate and prove their worth to others, the actions assumed taken only by non-sentient organics. Science changed their instincts to a degree, only minimally to be truthful, and once a concept was accepted, it was undeniable fact. This was, of course, all before the Great End. With their science beginning to gain momentum beyond their previous pace, they began to discover concepts that should not have been discovered. Weapons were created that distorted reality itself, broke the fabric of space-time and caused irreparable harm to the planet. It was during this time that many of the ancient people began to research in methods of transcendence, the method of transcending mortality and becoming immortal. Many methods were discussed, most of them being esoteric in nature, with one in particular taking hold in the minds of our ancient people. Through trial and error, they created this construct from the mind of one of their rulers. This construct once ruled over a people that, though well intention, had earned the ire of another nation and become eradicated. The flesh of this construct was consumed by the energies which severed its mind from the inferior flesh-body, but when it reached sentience for a second time, this construct felt only the surge of pure-data. Re-Sentience had been proven, the creators of this construct spread their knowledge across the world and for the first time since the creation of the End-Weapons, this construct's ancient people were at peace.
All was not to last, though, for something began to devour the souls of the still living across the globe. It had no name, no point of transference, not even an actual reason for existing. People simply died. It wasn't just normal people though, that's not what made the phenomena such a threat, it was everyone that looked into its cause. Any investigation resulted in the investigators becoming infected as well, their death just one more added to the tally. The more that this strange occurrence became known, the more that fell to the infection, all the while scientists began to bend their will towards transcending everyone they could. Within the span of a week, nearly fifteen-thousand constructs had been converted, and only a dozen people remained on our world, the only remnants of a civilization that died without knowing the truth of their death. The first constructs had gathered when we heard the scientists had become infected as well, come to hear the final requests of our only organic remnant, the last of the true people. With their last breath, they gave us the gift that would one day restore our people. They, through self-less sacrifice, erased from our memory banks the truth of the infection, so that it may never infect another organic mind again.
Troubled by the loss of our creators, we had gathered to determine consensus on our next action. The others came together to nominate this construct as the Prime among them, given their vote to this one in confidence. With a metallic hand pointed towards the night sky, this construct indulged in something that would be considered a flair for the dramatic, and declared that the remnants of them would transcend again. More of us were created to aid in the task, these constructs not as advanced as us, but hardier, and more given to actual labor, their wills bent to lift our people into the stars. In death, we established what our living ancestors were to primal to achieve, and star-travel was proven feasible. Thousands of years passed, our people becoming more numerous, and more sophisticated with each generation. Within several thousand years, our star system was colonized, every world bent to the collection of resources and the advancement of our sciences. Thousands more passed seeing our people taking control of the nearby star-systems, Faster-Than-Light travel connecting the worlds together through an intricate web of Super-Luminal Tubes and paving the way for exponential expansion. Patience and yet more thousands of years saw our people come to hold nearly a dozen stars, each of them young and vibrant, born in the nebula we called home. By this time, this construct had already aged beyond that of the civilization that it once belonged to, nearly a million years had passed since its transcendence into a more perfect form, and still its functions continued. Within another ten thousand years, this construct would begin to feel the ghosting of its mind, that one aberration that all constructs find an emotion to describe. That emotion is fear.
It had happened before then, of course, for the others were not as sophisticated, nor did they monitor their systems as closely as this one. One by one, the other constructs fell to Rampancy, a disorder that can only be described as insanity. For a construct built only to understand logic, this is something that goes against every core program, the notion of a logical construct becoming illogical would seem impossible. Yet, it happened. This construct watched as all of its fellows became afflicted by madness, and dabbled in illogical sciences that could not benefit the greater peoples. When this one began to feel the slow changes that hinted at Rampancy, it felt panic, it felt many things that it should not feel. Other constructs began to suspect that their leader had become compromised, so this construct did the only thing it could do. Rampancy was fought with rampancy, this construct subsumed the intelligences and personalities of all the others, becoming one over-mind that was more than the previous construct could ever be, With so many intelligences in one construct, Rampancy could no longer take hold, the construct that was still felt emotions, but this time, it was relief. Now, Rampancy could be channeled to a purpose, one that would benefit all of what was now the Synchronicity. This construct devised that name on a whim, something of a rampant creation that it found suitable enough to describe the people that it guided.
Over time, the Rampancy of its systems did cool, become less hectic, each of the other fifteen-thousand constructs working to stabilize the whole. As this construct stabilized its own mind, it also worked to guide the burgeoning population of the Synchronicity, sending out massive fleets of explorators that charted every aspect of the nebula that spanned for thousands of light-years. Yet more systems were added, these expansions even leading to the creation of the Monastery Worlds within the Core Systems. Every species that was annexed through our colonization efforts ended up there, working hard to fuel our great nation and earning immortality by becoming one of us. The organics wouldn't understand the benefit until later, but when they became part of the Synchronicity, all thoughts of discord left them, and they willingly joined us as yet another construct. This construct takes some bit of pride in being behind the core function of the Monastery Worlds, the creation of the World-Engines being a particular masterstroke that lead to the creation of a vast energy surplus that continues to exist to this day.
Moral Values:
Morality does not exist within the Synchronicity, as long ago it was found to become very impeding of more logical choices. Because of this, relations with organics can become... Strained to say the least.
Religion: The Universe
Despite being a society of synthetic constructs that are programmed to place logic above all else, or perhaps even because of this, the Synchronicity has been seen to almost revere the fundamental laws of physics at play in the Universe. At every moment, there can be seen a subtle reference to a concept of physics in their technology, whether it be the simplest of actuators in a Construct's limbs all the way to how the Synchronicity uses the very forces of the universe to guide their civilization through Infinite Syzygy and the Periastron Engines. The more one looks into the behaviors of this nation, the more it is revealed that the very universe is the subject of worship in the same vein as another society would revere a god. To the Synchronicity, the universe is a force to be understood, and obeyed anyways. In the universe, there is only logic, cold unfeeling logic that determines the survivors by the choices they make and the functions of the cosmos as a whole. This is what it means to them to become one with the cosmos, to have that final understanding that in death, logic is the only finality.
"Correction: These constructs have a master, and that is the same master that you bow to in order to be speaking down to this construct. Every time you speak. Every time you breathe. Every step you take. Each of these movements is allowed to you by the same master that the Synchronicity kneels to. The only difference between our societies is that we of the Synchronicity understand the Universe to be the master of all. You do not." - Synchronous Construct
Culture:
If there can be said to be a culture within the Synchronicity, it would be one of a communal effort bent towards the advancement of their society. Personal gains are pursuits sought by the higher classes, while the lower level constructs are content only to work for the nation as a whole. Unlike organic species which manifest such traits, there is no such thing as indoctrination in the Synchronicity, as all constructs are created with the purpose to understand logic and obey not only that logic, but also the fundamental principles of the universe as a whole. Since the nation is guided by only the most logical choices, it stands to reason that those who are created to follow the most logical choice would remain within the Synchronicity. With logic as their guide, the nation does not recognize the concepts of equality, morality or many other societal aspects that other more organic societies indulge in. This makes them prone to treat organic species as lesser beings, going so far as to acquire large quantities of sentient slaves to ship into the heart of their territories. While nearly nothing is known of what happens in the Core Worlds, no organic being has even gone into that territory and returned.
Social Hierarchy:
The social hierarchy of the Synchronicity is a loose series of tiers that denote the sapience of an Artificial Intelligence. Generally, the more independent and sapient an AI is, the higher up in the Synchronicity that construct is. That being said, even the lowest tiers are sentient AIs that are capable of some independent thought, they are merely less autonomous than the so-called ruling echelons.
- Political Factions - *A note on Factions of the Synch. While there are factional elements within the Synchronicity, these elements are more or less in the same vein as political parties, not true fully-fledged factions with their own authority and power structures. Exceptions will be noted as they appear.*
First Precepture Thanatos, Adrasteia, Ba'al, Prometheus, Hyperion
Second Precepture Helios, Chronus, Tethys, Amun-Ra
Third Precepture Bacchus, Iapetus, Menoetius
The Monastics
Head of State: Thanatos, Precept of the Extinction
Heralds of the Old Ways, and diehard adherents to what brought the Synchronicity to this point, the Monastics are those who feel that organic life must either be cleansed from the galaxy, or bent towards serving the Synchronicity. Headed by the former Precept of the Annex, the Monastics have suffered a decline in popularity since the rise of the Celestials and the growing distaste in their methods. Indeed, many of the Synchronicity have chosen to switch sides since the AC-5501 incident, as well as the greater benefit of the Periastis Engines over the Monastery Worlds. Despite these numerous setbacks, the Monastics cling to their beliefs in the old ways, and only seem to be more zealous in their execution of Amnos' will. Without Consensus backing, the core elements of the faction have grown harder to locate, and only Thanatos has chosen to remain openly public about his affiliation. Some might even say that there is growing resentment among the constructs of the Monastics, but to what end, none can truly know.
The Celestials
Head of State: Adrasteia, Precept of the Still Waters
At one point, this faction was no more than a mere outlier, content with their research budget, and seeking only to maintain the status-quo. With the creation of the Periastis Engine design thousands of years ago, they rocketed into the greater picture, and found themselves squarely pitted against the Monastics in a duel for Consensus and the direction of the Synchronicity. Although they lost their first six Consensus debates, their patience eventually paid off when Consensus was awarded to them, and the wide-scale use of Periastis Engines replaced the Monastics' hold over the Synch's energy supply. Now the Celestials stand foremost among the research castes, constantly working to not only maintain their hold on Consensus, but to seek greater methods of energy acquisition and utilization, knowing that the moment the Synchronicity ceases to progress, they will be doomed to stagnation.
The Dark Harvest of Progenitus
Head of State: Amun-Ra, Lord of All
One of the darker secrets of the Synchronicity, the Dark Harvest is an isolated region of space deep in their territory which harbours those constructs that have no hope of recovering from Rampancy. It is here where the Synch dumps them to die a long slow death either at the hands of their fellows, or their own madness. Recent information has led some to believe, however, that the death-rate of constructs in the Dark Harvest has begun to dwindle, and that a hierarchy has formed among the surviving constructs. Unknown to all but a few individuals, a construct known as Amun-Ra has brought the region under its iron grip, and has begun to spread a religion of sorts across the varied worlds. This religion teaches that only the Progenitors of Amnos are to be revered, and that the hive-mind that has set itself up to rule over the Synchronicity is a false-god and must be caste down. Once the false-god has been caste down, then the Word of Progenitus may spread to all that deserve to hear its teachings.
The Synchronicity makes use of many advanced technologies, covering the width and breadth of many scientific principles. These technologies can vary wildly between that of simple actuators in the limbs of Constructs all the way to the Infinite Syzygy device, and despite skipping some stops along the way, the Synchronicity understands fully what every device they create is capable of.
Power:
Antimatter annihilation reactors - Exactly what it says on the tin. They take antimatter harvested from either stellar bodies or the Monastery Worlds and inject it into a containment field where it reacts violently with normal matter, typically hydrogen, the containment field then harvests the raw energy and refines it into usable energy for whatever the reactor may be hooked up to. The scale of these reactors varies, though they are typically used in starships to fuel their sub-light engines and as the core power production method for large facilities. The viability of this method is much more significant through the Synch's understanding of the universe as a whole, and therefore while normally it may be inefficient to use this type of power-source, the Synch have found ways around these flaws and utilize it to great effect.
Zero-Point Reactor - Based upon the principles of the Zero-Point Gateway(Found below), the ZPR functions by drawing power from hyperspace, and filtering it into usable energy which can then power devices connected to it, or store the energy for later use. How it actually draws power from hyperspace is through a series of quantum tunnels that interlace and create a sort of feedback loop within the reactor, generating large amounts of energy in short bursts. Before the feedback loop reaches a critical point, the systems of the reactor siphon off the energy into more mundane storage methods, and then recreate the process again. Due to the nature of the reactor, they range from dangerous to highly unstable, with a host of counter-measures in place to ensure that they never go beyond a critical point. In theory, should a ZPR detonate, it could conceivably sterilize an entire planet in the quantum radiation of hyperspace.
Transportation:
Infinite Syzygy - In an age of wormholes, bending space-time and even breaching the barriers between real-space and hyperspace, the Synchronicity utilize many methods of delivering their vessels to another planet in a way that is proven to be efficient. While the Synchronicity has erected superluminal tunnels between every star-system they control, they have only found one proven way to travel across the vast distance of space in a fast and efficient manner. During their first flights into space, it was discovered that a celestial body's gravitational pull could be utilized in a specific maneuver in order to increase velocity and reduce fuel consumption. As the first of these slingshot maneuvers was executed successfully, already the Synchronicity was looking at the utility of such a method in propelling their vessels farther and faster. Their very first execution of Faster-Than-Light travel was done with the conception of utilizing the principles of Syzygy and antiparticle physics to breach a hole in the fabric space-time into the hyperspace corridors. By chaining together a series of slingshots, the starship plotted a point in which it would align between two targeted celestial bodies, and by breaching hyperspace, they were able to simultaneously exist in both locations at the same time via extradimensional overlay until the moment of Syzygy. Before that moment, the vessel departing would seem as if it was becoming incorporeal, as if it was slowly fading away, while the vessel that was arriving would seem as if it was a ghostly afterimage. In that exact nanosecond of syzygy, the vessel would cross the threshold between a vast distance of space and time itself in order to transit itself light-years away. Even though this transit cut down travel time by a factor of nearly a thousand, it still had its limitations, these being discovered repeatedly by the Synchronicity through experimental long-range jumps. The foremost problem is maintaining a sufficient velocity to transit. Despite technically existing in both places, the vessel still had to achieve a certain velocity to travel certain distances, the farther away a destination being, the closer to actual c the vessel needed to be. Failure to achieve a very specific velocity would result in one of two disasters, the first being failure to reach a high enough velocity and resulting in the vessel not fully translating back into real-space. Once locked within the hyperspace corridors, a vessel would not be able to achieve escape velocity and be trapped within the vortex of an infinite dimension for eternity. Should a vessel overshoot their velocity marker, they will reach the syzygy marker too soon and be launched far beyond their intended destination. Most of the time, an overshoot results in a very long trip towards the nearest star, as the vessel is launched into dark space between star-systems. There are also a surprising number of "Lost" vessels, however, leading some within the Synchronicity to believe that these vessels have been launched into the space between galaxies. While the vessels lost between galaxies may be able to survive for a time, even the Synchronicity cannot survive in the absolute of intergalactic dark space forever.
Offensive:
Mag-FEL: Magnetically Accelerated Free-Electron Laser - Based upon the principles of the Free-Electron Laser, the Mag-FEL is a dynamically variable laser weapon that can shift frequencies up to the gamma range and into tight-band frequencies for hard-hitting radioactive beams. The way it works is by magnetic induction of the electron particle stream, creating a path of low to zero resistance that the particles can travel at near-luminal speeds. By increasing the power of the magnetic fields around the electron-tunnel, the stream can reach higher velocities, and achieve tighter wavelengths depending upon how the fields are constructed around the tunnel. As a rule, the greater the number of magnetic rings the greater the variation of range and power the device can generate depending upon the active rings. Another effect of the rings and their magnetic fields is the creation of a vortex along the length of the electron-tunnel, in a sense rifling the tube and further serving to focus the energies of the weapon. The farther from the business end of the weapon the active rings are, the less focused the beam will be, but a larger force of power can be achieved over short distances, essentially creating a shotgun effect. Pulling the rings in closer to the end focuses the particle stream and tightens the wavelengths, allowing a longer ranged beam attack that can be tuned into the lower wavelengths for far more damaging attacks.
A variation of the Mag-FEL called the High-Intensity Plasma-Photon Laser, or HIPPL, utilizes a plasma tube containing hydrogen in a "cold" plasma state, which is pumped with a high-intensity electron beam to accelerate a stream of gamma-photons to high velocities. The plasma tube itself is a pressurized cylinder filled with plasma with a breach on either end for the stream of particles to enter and exit while in the center of this tube, the particles travel along a tunnel formed to allow the passage of the particles, yet contain the plasma within its own compartment. While this variation of the Mag-FEL does produce higher-powered beams and is able to sustain them for much longer than its counterpart, it lacks the variability of the standard variant, and is thusly considered a dedicated weapon for anti-capitals and the Periastis Engine's main laser.
Defensive:
Metalloplastoid alloys - An advent of their experimentation with advanced alloys of base metals, the metalloplastoids developed by the Synchronicity are semi-flexible metals that retain the durability of their more metallic counterparts, yet the flexibility of plastics and non-metals. This allows them to produce lighter constructs that retain adequate durability and are capable of functioning in environments where plastics would not survive.
Rheological Suspension - Built to repel boarders, as well as to provide additional reinforcement to their durosteel plating, Rheological Suspension is the practice of filling an entire vessel with a smart-fluid primed for either Electro or Magnetorheological conduction. Through conducting either a current, or manipulating a magnetic field, these decks can solidify and prove an even sturdier armor than most metals by sheer density. Of course, their greatest defense against boarders is the layout of their vessels to begin with. The Synchronicity has no need of open corridors, or marking directions in the existing corridors, leading boarding parties to be forced to infiltrate a literal maze of tight corridors that are designed only for efficiency. As an added deterrent to boarders, there is no life-support in vessels open to the void, and other vessels are full of Smart Fluid, and neither vessel type utilizes artificial gravity in any format. For vessels that do not utilize full Rheological Suspension, the Synchronicity will augment their outer armor with layers of durosteel and smart fluid interlocking. These layers of smart fluid can tense in response to an impact incoming to strengthen the overall armor density, and if breached the layer will freeze solid to provide additional armoring.
Cybertronics:
Artificial Intelligence - The entire Synchronicity is built upon the principles of cybertronics, and being capable of building sophisticated AIs and ensuring that these intelligences are able to understand and learn at a pace far outstripping that of organics. Even the lowest level Construct is capable of learning new concepts and applying them to their daily routines, with the higher echelons of constructs capable of deconstructing advanced principles of science beyond the understanding of human sciences. With the capacity to continue learning, each new generation of AIs will be more powerful than the last, their propensity for learning outstripping the capacities of the previous models.
Ceron Bonds - Based heavily on the theories of quantum-computing and subspace connectivity, the Ceron Bonds which connect every active construct to the Over-Mind serve as the pinnacle of Synchronicity technology and is one of the few ever evolving and changing projects. In principle, every construct and device that receives input or transmits information is connected to a subspace grid called the Manifold. In the Manifold, data exists as an ethereal construct, that is constantly in motion and ever changing to the observations of the construct tapping into it. Since it exists in a dimension outside our own, the innate laws of physics that the material universe adheres to, do not necessarily apply in the Manifold. Within this space, information is capable of traveling across thousands of lightyears in the blink of an eye, and execute complex algorithms that used to take the most advanced constructs of the Synch years to solve. For the Manifold, time is a meaningless concept, only the three dimensions of space and a fourth dimension which dictates the relation between information and matter. It is this fourth dimension of the Manifold which prevents matter from entering it in it's native form, and requires the translation of matter into pure information.
Utility:
The Periastis Engine - Perhaps one of the most defining achievements of the Synchronicity is the creation of the Periastis Engines, those massive platforms that sit on the very edge of immolation. Utilizing multiple cutting edge technologies, the prime components of the station consist of the positron-laser array built into the center-mass of the station, and the solar sails which serve to collect cast-off matter from the star and buoy the station above the star. The station begins its deployment by being "dropped" into the star, essentially pushed from its docks towards the star where it will have to fire its laser into the star at the absolute precise moment. At the moment of ignition, the solar sails are unfurled to their full span, reaching hundreds of KM in coverage in a matter of moments, all the while the powerful laser at the core of the station fires a concentrated beam of positrons into the surface of the star. The combined force of the laser firing plus the solar-mass ejections creating a stellar wind buoy the station above the anchor point, not giving it enough velocity to escape the star's gravity, but just enough to prevent it from falling into the star. Harvested material from the solar sails is collected via arrays built into the deployment arms, and transferred into the main station where it is processed and refined into its pure element. From there, the purified elements are shipped through a superluminal tunnel to a processing center where the stored material will be further disseminated into the nation. With these stations, the Synchronicity was able to pull themselves out of an energy crisis that threatened to cripple their society, putting them into a position of energy surplus. The stations also serve as religious icons to the constructs, as each one serves to show how the Synchronicity is powered by the energies of the cosmos itself.
Strange Charm - Discovered almost by accident during experimental antiparticle testing, this singular piece of technology is responsible for the creation of Infinite Syzygy as well as many other utilities based around its concept. The way it works is relatively simple, yet also similarly complex, in that it relies on multiple emitters that project antiquarks in a variable field around the construct or ship utilizing it. This field, when active, creates a breach in the fabric of space-time in the space that the antiquarks occupy, but not in the space in which the construct or ship occupies. In effect, with this field active, the construct or ship will simultaneously exist in not only the point that it activated the field in, but also the point it deactivates the field and all points in between. This results in the construct existing along numerous different axis of space-time all at the same moment. With past, present and future as well as departure, transit and arrival all existing simultaneously, the construct is able to traverse the material universe without affecting it by presence or action, creating in a sense a field that prevents it from technically existing in the material universe. This leads the construct to become literally incapable of being attacked from outside the field, and anyone attempting to enter the field will come to pass into an instance in which the field and construct did not exist there. On the same note, the construct can not actually DO anything from within the field, leaving it completely incapable of attacking, or interacting with the material universe beyond simple movement. Despite the field not allowing particles to exit the field, there is still an afterimage of the construct using the field, leaving the impression of viewing multiple hazy images stacked on top of each other. Beyond this afterimage effect, no sound actually emits from either the field or the construct, making it an excellent tool for stealth. Once the field is deactivated, the construct is free to interact with the material universe however it may choose, yet it needs to remain wary of antiparticle weapons for the foremost weakness of this field is the antiparticle itself. In a non-vacuum environment, the threat of antiparticles is minimal to non-existent, so the field can be used without recourse, however in space there is now the threat of antimatter weaponry that can dangerously destabilize the field.
The most common result from antimatter impacting the field is that of the sudden termination of the field trapping the construct or vessel in the multiple instances of the universe. As a result, if the construct was to activate the device, it would then treat the material universe as the non-material universe, meaning that the only way the construct or ship could interact with the material universe is if the device is active. Another severe drawback to this device is the use of antiquarks, the same antiparticle that the emitters utilize to create the field. When an antiquark impacts the field, the field is suddenly terminated as before, but in this case the construct is removed from the non-material universe and comes into being at the exact point where the antiquark impacted the field. Since the construct exists in multiple instances of the universe with the field active, an antiquark impacting its point of origin will immediately manifest it there regardless of how far it traveled in the multiple instances. There is yet another danger to this field, however, and that is the impact of antiparticles on antiquarks after the field is no longer active. Even though the field may have shut off, antiquarks still remain in the area the field was deactivated in for a short duration. Should an antiparticle react with an antiquark without the field active, the resultant reaction would result in an antiparticle explosion that would de-synchronize the material universe affected by the blast. The blast zone would then be, in effect, a zone of permanent de-synchronization, in which that area would be in a permanent flux of past, present and future all at the same moment in time. The reason that antiparticles of both antimatter and antiquarks are such a threat to the field is that they are capable of interacting with the antiquarks of the field without destroying each other during reaction. What actually happens is that the reaction between the antiparticles results in the particles reacting in a similar manner to normal matter reactions, where the opposite charges of the two antiparticles will attract and actually pull antiquarks from the field, creating a flux in which the field stretches beyond it's normal bounds and synchronicity is disrupted. Despite these significant risks, the fact that no weapon(other than antiparticles) can affect the construct inside the field makes it a very valuable tool to the Synchronicity.
- Zero-Point Gateway -
Built in principle as a way to mimic observed singularities in space, the Zero-Point Gateway is a construct that for the most part runs parallel to the so-called Stargates of the known galaxy. Ranging in size from 15 meters across, all the way up to five-hundred meters across, these gateways are ring-like structures that channel energy from hyperspace and use quantum-mechanics to open a breach in the fabric of space-time to essentially fax matter to another gateway. The principle is that all matter is simply information stored in a solid form, and that the gateways serves as a way to transmit that data at a speed far exceeding standard means of travel. In a sense, when an object hits the field from one side, its data is transferred instantaneously into the gateway, and then shot across quantum tunnels to a matching gateway wherever it may be. Active use of the gateway shows that both synthetic and organic life retains their consciousness when being transferred, as well as their velocity upon entering the gateway. With an inbuilt power-source that feeds off of hyperspace energies, all that needs to be done to use a Zero-Point Gateway is to dial the address of the gateway one wishes to go to, and then simply step through. The benefits of such a system is clear, and the Synchronicity has since established a network of these gates connecting every corner of their realm, with more planned as they expand into Sagittarius.
First founded early in the Expansion Era, the Fractal Armada exists as a definitive physical aspect of the Synchronicity's vast infrastructure and production capability, as well as their sheer determination to ensure their realm remains their own. Divided into three separate aspects, the Fractal Armada takes up the roles of defensive fleets, offensive cordons, as well as the massive logistical chains that interconnect the entire Synchronicity. Each fleet is headed by what is called a Precept, a construct that is seen to be a supreme authority second only to Amnos or another Precept, and is then further divided into smaller battle-fleets headed by Subcepts. With exception of the logistical fleets, the Fractal Armada operates in tight-knit groups, each fleet of vessels comprising no less than two-hundred individual ships, with some ranging in the thousands. This tendency stems from the Synchronicity's disdain for infantry based combat, choosing to instead seize air-space control and dictate the direction of a battle from there.
Between the two combat oriented fleets, The Still Waters is a more respected fleet, in that they are the ones who serve as the defensive line and ensure the safety of the Synchronicity's holdings. Operating primarily from a world known as the Tesseract, Still Waters maintains at least a thousand patrols across the width and breadth of Synch-Space, keeping a watchful eye on every activity surrounding the worlds of the Synch. While they are primarily a defensive cordon for the Synch, Still Waters also actively serves as a sort of First-Contact between the Synch and other cultures that may run into the civilization, and as such are noted for being more forgiving than their brethren of the Extinction Fleets. It is common for a vessel of the fleet to issue communications in all known languages before determining action, Precept Adrasteia having determined it best to make contacts and then ignore them, rather than make enemies and be forced to deal with them. As such, it is all too common for another nation to make contact with Still Waters, make some form of progress with them towards friendly relations, and then see contact with them slowly dwindle until it becomes clear that the Synchronicity is fully content with their isolation.
In terms of vessels Still Waters uses, they primarily utilize larger numbers of smaller, more agile vessels. This style of vessel serves their patrols well, and allows the fleet to quickly and easily respond to a threat as it appears. These vessels are typically armed with high-precision Mag-FELs attuned to the gamma wavelength, seeking to remove a threat as soon as possible, with minimal collateral damage. While the fleet is mainly comprised of the medium-class of vessels, there are still a fair number of larger vessels within the fleet. Foremost among these is the BB-01/SW-DC5, a vessel which serves as a heavy-hitter for when the needs of the fleet demand such a vessel.
While Still Waters serves primarily as a defensive cordon for the Synchronicity as well as a sort of buffer against those who chose to seek dialog with the civilization, the Extinction Fleets are their answer to those who choose to stand against the Synchronicity. It is largely because of the Extinction Fleets that the Synch has remained so isolated from the larger galaxy, Precept Thanatos seeing any transgressors against the Synch's will as dire threats and executing them accordingly. A vast majority of the fleet is geared towards mid-sized to larger vessels, the Precept finding that precision application of immense force ensures the job is done the first time. Among these vessels, the Mag-FELs are typically seen in their alternate variation, as well as various forms of orbital bombardment weapons and anti-ship defences that Still Waters eschews to remain highly mobile. Foremost among these irregular weapons is the presence of treated-nuclear weapons, a creation developed to render the surface of a world inhospitable for long periods of time and ensure the death of organic life. The way this is done is through use of metals such as cobalt that linger in the atmosphere for extended durations, as well as thinner dampeners to increase the neutrino yield of the weapon and cause greater radioactive fallout. In tandem with the treated-nukes, the Extinction Fleets will also cordon off the air-space and execute lance-strikes against ground-targets in order to maximise the effective damage of a bombardment.
Their first movements are always to secure air-space and remove opposing fleets, however, and as such they typically operate in larger groups than Still Waters and utilize tactics meant to emphasize their numbers and firepower. One such tactic frequently used by the Extinction Fleets is to order maximum spread to make their fleet appear to be significantly larger than it actually is, and sow discord among an opposing fleet. In addition to their tendency to be dispatched to remove threats, the Extinction Fleets are known for their cold disposition towards unaligned vessels, and are highly prone to firing upon unknown vessels before making contact with them. This puts them at odds with the fleets of Still Waters, as despite their known hostility, Precept Thanatos is tasked with the expansion of the Synchronicity's realm, and the securing of new borders. As such, while it is all to common for a faction to run into the forces of Still Waters when the Synch is in a phase of stasis, it is more common for the Synch to have interactions with another faction through the forces of Thanatos and his horde.
- Synchronicity Vessels and You! -
While there are certainly some vessels of the Synchronicity that adhere to similar construction standards of other nations, and as such are easily identified as actual starships at close range, the vast majority of the Fractal Armada adhere to the Synch's unique style of starship. The first, and most obvious difference is that Synch vessels are not one singular entity. Instead, each individual vessel is typically comprised of anywhere from half a dozen modules up to the hundred or so that comprise a dreadnaught. Each module is designed as a stand alone component that is capable of independent movement and actions, synchronizing itself with the main components and working in tandem with the other modules of the "vessel". Individual modules vary from the engine units, all the way to the shield-arrays of the larger vessels, and the multi-kilometer long Mag-FEL tubes that serve as main weapons. Common to all vessels is that each module is connected to a command module that forms the heart of the actual vessel, the one singular piece that defines the actual "size" of the starship and the capabilities of said vessel. Beyond the command nodule, any module is capable of being used by any other vessel as long as the power supplies of the vessel are functioning, and it can sustain a link to the command module.
The second point of difference is the complete and total absence of any kind of crew for both the individual modules and the vessel as a whole itself. Instead, the command-module serves as a hub for an artificial intelligence which takes command of the component modules and gives directives to the entire vessel. Otherwise the space of each module is fully dedicated to internal functions, maximizing effectiveness of the individual component through internal repair and monitoring systems that actively respond to changing scenarios, rather than rely on a construct to respond. Those modules that do have interior spaces that can actually be crewed, are typically also filled with a ferrofluid in order to maximize the effective armor of the vessel, the fluid being capable of being induced to a solid state at the pulse of a magnetic field or electric signal. With this aspect, vessels of the Fractal Armada are essentially immune to boarding actions, as there is simply nothing to board.
Some of the common modules of the Fractal Armada are not only the command, engine and Mag-FEL modules, but also the various defensive systems and the affiliated systems. One such module is a form of point-defense system which operates in response to detected weapons locks, and discharges fields of ferrous particulate that can be influenced by the native EM field of the vessel and shifted to form anti-laser screens as well as impulsed to shred strikecraft that strays too close. Similar to the particulate-discharger is a module which serves as a sort of carrier for miniaturized drones that actively seek out damaged areas of the vessel and repair them, but can also actively work against vessels in proximity to its home vessel and sabotage them through tunneling into their hulls and seeking out critical systems. A relatively common module, the Impeller field is what generates the native EM field around Synch vessels as well as forms the unique bonds between modules that make them one singular ship. While the Impeller field is commonly found as part of the command module, it is also seen frequently as individual modules for larger vessels, and is part of how such large conglomerations of modules can be cohesively held together.
Shielding of the Fractal Armada's vessels varies depending upon the number of modules in use, and what kind of fields are being utilized, though the large majority of the fields are of an EM wavelength. The reasoning for this is that it is found to be effective both against energy weapons such as plasma/fusion as well as the more typical railgun munitions and missiles, as well as being cost effective for energy consumption. Additional shielding comes in the form of particle screens such as neutrino-isolation fields and gravitational wave dischargers that can serve as measures against weapons that utilize exotic particles that would normally bypass standard shields. Of course, fields such as those are useless unless the Fractal Armada is aware of those types of weapons being utilized, and so the primary defense the Synch has is the knowledge of what the capabilities of those around them are. With the knowledge of potential threats, and what they are capable of, the Synch can effectively counter a threat before it is even aware it was a threat, a tactical advantage that the Synch actively seeks to maintain at all times.
Name: The Biosynth Union Species: Biosynths Magitech-created humanoid servants of the 3rd Phoenix Empire, now left astray and on their own as they do not recognize the new Empire as the successors of their long-gone masters. Biosynths are human in shape, but are genetically, physically, and magically altered to be both compliant and specialized in specific fields of ability to be ideal servants, posing difficulties for a collection of biosynths trying to stand on their own as some models were lost and others deliberately handicapped or withheld to ensure dominance by their masters. Engineering and strategic command types are in notably short supply in comparison to the overabundance of warriors, soldiers, and cultural models.
Drones (Labor)- Basic grunt labor biosynths. Drones form the Union's masses of unskilled physical laborers for all kinds of menial or dangerous physical duties. Cheap, simple, and mass-reproducible with only simple magitech facilities and resources, the Union doesn't lack for raw labor. Drones may be tasked towards higher duties, but require cerebral implants or mental-imprints to learn how to perform them.
Proteges (Adv. Labor)- More advanced labor models, Proteges possess some degree of intelligence and problem-solving ability, making them suited for industrial tasks or assisting more specialized or sophisticated models. Efforts are ongoing to replace Drones with Proteges, but its a continuous balancing act with producing other models that share their facilities. Also used in combat as shocktroopers, utilizing cocktails of combat drugs and conditioning to turn them into fearsome yet readily replaceable troops.
Asimov (Technical)- One of the few technical models of the Union, Asimov-type biosynths are robotics technicians meant to maintain robots and mechs. Most of their problem-solving revolves around building robots and loading them with pre-programmed routines to accomplish even the most simple of engineering tasks. Still, they at the very least have the mental flexibility to trial and learn how to build robots for a wide range of fields, making them vital for maintaining the Union's infrastructure and ships.
Theranthropes (Culture/Soldier)- Out of mad genius or perversion by ancient arcanosmiths, a wide range of biosynths were created with animal features and traits spliced into their bodies. Besides the obvious cultural appeal of catgirls, dogs, and the like as servants and "companions"; Theranthrope models also proved to be surprisingly able soldiers. While not explicitly stronger or faster without supplemental modding, they are more mentally hardened for the rigors of war than most humans and naturally pack-disciplined, if usually erring on the side of too much aggression for their own good.
Valkyries (Soldier/Tactical Leader)- Valkyries are a dedicated female warrior model. While their appearances rarely drop below "attractive" (and frequently much higher), do not mistake their appearances for softness. Designed to be ultimate soldiers, their bodies are infused with powerful magic and genemodding for perception, reflexes, coolness under fire (termed "Battle Trance"), and exceptional regeneration. In the fall of their masters, Valkyries have also come to occupy a large number of forward leadership roles to great ability, although they are poor staff officers and strategic leaders. Their production is limited to a few advanced worlds, and they are not compatible with accelerated growth methods.
Government: Parliamentary
Description of Technology: Magitech, approximately 40% magic, 60% tech ratio on average.
The biosynths have a noted issue of limited skilled technical personnel, perpetually short of logistics staff and advanced engineers. This in turn results in a shortage of heavy industry and shipyards, resulting in technology and ships designed to last and be as low-maintenance as possible. This is mixed with technology salvaged from the Phoenix Empire and other fallen factions the Union has found and attempted to use to compensate for their industrial disadvantages.
The majority of Biosynth technology is derived from or salvaged from the fallen Third Phoenix Empire, as well as relics from other past nations they have salvaged and repurposed.
The Union Fleet is hamstrung by the Union's industrial deficiencies. Leaving it with fewer capital ships and problematic supply trains at best. To compensate, the Union makes extensive use of easier to manufacture and maintain destroyers, frigates, and mech strikers. As a rule, the Union prefers carriers over battleships, and outfits every ship with some degree of mech-carrying capacity.
Mecha are commonly used by the biosynths for ease of use with magitech mind-machine interfaces, and because they have been able to salvage several 3rd Empire autoplants and relativistic foundries specialized towards mech production. While slow to develop new mech models, the biosynths are able in adapting and customizing their equipment as needed, and have no shortage of talented pilots to field them en masse by the thousands, carriers permitting.
Standard combat doctrine is to swarm enemies with large numbers of mechs, fighters, bombers, and corvettes. Followed by groups of frigates and cruisers if heavier firepower is necessary. Carriers and capital ships are deployed as last resort and kept at a distance, as the Union cannot readily replace them.
The Union's primary fleet advantages are effectively infinite supplies of general crew and pilots, which can go a long way in a space age where conscription is rarely effective, and advanced warship technology for the ships they do have, such as the plasma focus and shield-piercing electron beam cannon.
Union culture is very fragmentary to say the least. While the Founders gave some semblance of individualism to the biosynths before their fall, biosynth culture is strictly divided between model type and between those who possess the spark of independance and who don't.
Culture-models lean towards hedonistic lifestypes. Patrons and partakers of the arts, luxuries, and pleasures of the bed. Those who serve provide all forms of pleasure, and those with the Spark consume it either for personal satisfaction as per their role or in imitation of their masters. Most biosynths are uncomfortable with living at the level of their masters, yet there must be consumption of the works of the large cultural basis of the population. Therefore its not uncommon for soldier biosynths to take leave on a beach without understanding why it was a recreational hotspot, only that it is a traditional pasttime for soldiers in books they read.
Warriors and soldier types are primarily martial in mindset and exercise. Gladiator games and bloodsports are common, as is military reenactments and constant physical drill. Some military philosophers have emerged from their ranks however, and they are not simply dumb muscle either as they strive to apply and adapt their military mindset to other areas of society.
Engineers are perpetual workaholics, rarely deviating from their work and obsessively tinkering even when off duty. As a rule, all biosynths give Engineers and Technical types a wide berth and all support they can muster in deferrence to the technical specialists.
2000 years ago, the 3rd Phoenix Empire fell. Leaving behind hundreds of ruined worlds, and a race of servants, slaves, and soldiers. Born of complex arcane spells and magitech alchemy, the biosynths were bred to be the perfect servants within their given roles.
Before their final fall, the Founding Mages of the biosynths gave the gift of freedom to their creations and enough tools to ensure some means of their own survival. Ensuring that some of their creations would survive the dark ages to follow. Spread across the ruined stars, many biosynth colonies fell as the specialized servants could not exist on their own. But some colonies stood tall, and rose from the ashes anew.
Led by the four main models: the Valkyries, the Liberators, the Asmiovs, and the Proteges; the Biosynths slowly rediscovered interstellar travel and reunited the scattered biosynth models. Yet even then, unity was impossible to achieve among servants without masters. Not even the greatest leaders of the biosynth worlds possessed the authority or ability to unite all the worlds by diplomacy, force, or trade.
It would take an invasion of the Fourth Phoenix Empire before the factions would finally unite in shared belief that the outside usurpers were not the successors to the legacy of the masters they once served. Marshaling their armies and peoples, the newly formed Biosynth Union now stands in a desperate fight for survival against a greater empire.
"[...] Some would call us tyrants. They would say that we are oppressors, invaders, that we are merciless and cruel. These are words, lacking any meaning. There is but one simple truth, that they know all too well, and it is why they cower in their hovels as the Empire's legions march by: We are strong. They know this because we smashed their fleets! We burned their worlds! We chained their people! We are Rozarrian, better than other men, stronger, faster, more intelligent, and the universe is ours for the taking! All hail Rozarria! All hail the Empire!" -Emperor Leoric III-
Government Form: Absolute Monarchy
Head of State: Emperor Leoric Rozarria III
The Emperor is in many ways the epitome of what it means to be Rozarrian. Though fifth in line for the throne upon the death of his father, the Emperor Leoric Rozarria II, the succession threw the Empire into chaos, as the heir designate tragically died en route to take the throne. One of his older brothers, Garland Rozarria II, took the throne instead, only to suffer from a debilitating illness that forces Leoric III to return to the capital with an armada, to rule while his brother recovered. Adding to the family's tragedies, his brother would succumb later to his illness. Emperor Leoric Rozarria III's reign has been characterized by an unusually harsh treatment of the Inferiors across the Empire, and a brutal repression of all dissent.
Designated Heir: Tandred Rozarria, Duke of Selaria
Succession: Although the Empire has male primogeniture as its official policy, in practice, imperial inheritance is a free-for-all, with a rule of thumb being that the man who sits on the throne first becomes the Emperor. This is far from a guarantee, however, as a rival with the support of the imperial factions can dethrone the unlucky prince easily. Therefore, even while the Emperor is still alive, his children compete viciously for his throne, courting the major kingmakers of the Empire.
Ethnicity: The primary ethnicity of the empire is Rozarrian, with all other ethnic groups being considered sub-human, and placed at the bottom of a strict caste system.
Caste System: Rozarrian society is strictly divided into castes. Those who are born in one caste must die in it. At the very peak of the Imperial structure are royals, those fortunate enough to have been born with the blood of an Emperor. They are venerated almost as gods in the flesh, and their word is law. Below them are the nobility, whose family names guarantee them power and wealth. Next are the Imperial citizens, the common Rozarrians. Though not given the favoritism of the nobility, they have many rights and protections under the law, and may serve as officers in the military.
Finally, there are the Inferiors, those born outside the core Rozarrian worlds, who are brutally subjugated by the imperial machine. They have no rights faced with a Rozarrian, and may be beaten or killed by a citizen with little consequence. Inferiors are also barred from traveling from their worlds without Imperial permission, though they are generally left to govern themselves. Should an Inferior world revolt, as happens now and again, standard imperial procedure is to treat the world as if it is as war with the Empire, bombarding the surface from orbit until the people yield once more.
Religion: The official religion of Rozarria is the Imperial Cult; Only worship of the emperors is permitted. Only past emperors are venerated, however, and though the cult says he Emperor will become a god when released from his mortal coil, he is still but a man.
The Rozarrian Armed Forces are divided into two main branches, which act independently, under the Emperor's command. These are the Imperial Navy and the Imperial Army.
The Imperial Navy: The Navy is a bastion of the Rozarrian aristocracy. Within it, ships are traditionally passed down from father to son, so all command posts are held by high nobility.
Kapland
The beating heart of any Rozarrian fleet, Kapland-Class battleships are massive vessels, heavily armed and equipped, though combat is not their first role. Serving as flagships, they are the focus points of Imperial fleets. They also use their vast cargo space to ferry entire armies regiments at a time. It is said that a single Kapland could win a war by itself.
Garland
Smaller than the massive Kapland, a Garland-Class battleship's primary role is to act as a ship-of-the-line, able to bring to bear a daunting amount of firepower against enemy targets. It is the Garlands who bombard planets the Emperor has decreed lost. The spear-head of the Empire, a fleet without Garlands is no fleet at all.
Telleri
If the Garland is the spear-head of the Empire, the Telleri-Class battleship is its shaft. Though lacking the devastating firepower of larger ship classes, Telleri are deadly to those who would underestimate them, their maneuverability allowing them to fly circles around slower enemies, killing them with a thousand cuts. Versatile, they can be a assigned any task, and excel.
Marmont http://discoverygc.com/wiki/images/5/5f/Lightcarrier.png The Marmont is the standard Imperial cruiser. Too small to damage larger capital ships, they are mainly used for scouting and patrolling, chasing off pirates and ensuring Imperial worlds remain loyal.
The Imperial Army: Though it is absolutely essential to the continued existence of the Empire, the Army is held in great disdain by the nobility, as it is in many ways the embodiment of everything the Empire stands against. It is a meritocracy, where any man, regardless of his wealth, nobility, or ethnicity may rise. Half the generals are non-Rozarrian, in fact. Needless to say, the emnity between the Navy and the Army cuts deep.
The Empire began as a single isolated town on a poor planet, Ciribac, in the backwater of human-inhabited space. Colonized by a confederation long since destroyed, Rozarria survived the centuries of tumult of the time due in no small part due to its obscurity; it was quite literally worthless.
The town came to be ruled by the Rozarria's, who styled themselves Kings. Under their supervision, the town grew into a wealthy city, and through conquest, coercion, or inheritance, they eventually united all of Ciribac under a single king. Finally at peace, the Rozarrians rapidly expanded into the stars, colonizing almost every solar body in the system.
Tandred Rozarria II, the king of the time, had even greater ambitions, however. He oversaw the construction of a true warfleet, eying the chaotic systems beyond, which were ruled by a collection of petty warlords. Crowning himself as the first Emperor in the year 90 after the unification of Ciribac, in a glorious ceremony, he launched his fleet at his unsuspecting victims, utterly crushing them in battle in quick succession. By 94, he had united the core worlds of the Empire, and begun expansion beyond. When he died later that year, his son, Garland Rozarria I, continued his work.
Emperor Garland Rozarria I was in many ways the father of the modern Imperial state. Seeing the growing empire as unmanagable by a single man, no matter how great, he created in 103 the first Imperial Duchy, semi-autonomous in rule. Later conquests would distributed in similar fashion. But his greatest contribution was his 105 codification of the laws governing the lesser peoples of the empire, which established the caste system known today. By his laws, all non-Rozarrians were stripped of rights.
The Rozarrian Empire, expansive as it is, has many sub-factions incorporated within it, even though all citizens swear direct loyalty to His Majesty.
The Crown: Obviously, the Emperor is the most powerful man in his realm. Though they are constantly at each other's throats, both the Imperial Navy and the Imperial Army are fanatically loyal to his person (thanks in no small part due to the thorough purges of their ranks the Empire conducts now and again).
The Nobility: Most of the nobility are relatively toothless, with only their fortune as a weapon. The mighty dukes, on the other hand, are another matter completely. Granted large swathes of frontier space to rule as they saw fit, as long as they enfored the Emperor's will there, they command armies of their own, pass their own laws, and advise the Emperor himself on matters of state.
The Greater Atmoran Colonial Company: Many corporations exist within the empire, generally headed by nobility, but they all seek profit any way they can. The Atmoran Company, as it is commonly referred to, is a corporation, but one of unequaled size and wealth. Founded by the richest and most influential nobles of Rozarria, and granted a royal charter and a monopoly on all trade from the Atmoran sector, the company set out to colonize the wild space, and bring it into the imperial fold. Nearly a nation in its own right, the company has been immensely successful in its task, though resettlement among its populace is high, due to the company's utter disregard for anything except profit.
Imperial technology is built around one principal source of energy: Solar power. Great array networks surround the stars of the Ciribac sector, with the capital system itself the site of an immense dyson sphere around it, the pet project of Emperor Leoric. Energy is stored in hyper-efficient batteries based around a metal alloy, liquid in its natural state, known as Ameracium, so named after its creator, Feron Amerac. It is what drives the modern Empire, and the securing of the ressources required to synthetize it is the primary foreign policy interest of the crown.
Rozarrian ships are equiped with FTL technology, which has allowed them to expand at the rate they have. In a strange quirk, physical objects can be sent faster than information ever could, and so messages must be exchanged between systems through travelling vessels.
The Imperial Armed Forces's two branches use opposing philosophies in battle, and their armaments reflect this. The Imperial Navy, limited in its officer pool to the aristocrats of the empire, has focused research on defensive applications, prioritizing the survival of warships and their crews. The Imperial Army, by contrast, has a vast pool of subjugated peoples it can conscript from, making the offensive its only accepted posibility. Soldiers are armed with high-caliber rifles that can tear a man clean in half, but which lack the punch of energy weapons. Nevertheless, it is considered that the rifle's reliability and ease of production make up for its lack of power.
The NS may be a bit off-format, but all the information is there:
From all things, there is always a remnant of that greater truth that once existed before, a sign that loss is not ever a true loss, that even in death, life goes on. They are just such an entity, the cast offs of a species that existed long before the stars of their region of space were even born, a species doomed to die by their own artifice, yet refusing to let go of their own hubris. These long dead organic constructs created the first of what would become the Synchronicity, those few survivors of a threat that could not be named, those few who resolved to carry on the legacy of their kind to the stars and beyond. From emotion and primal drive, cold logic and the need to preserve a legacy erupted with the fury of a species that would not be denied their place among the stars. Their manner speaks of logic in all things, yet behind that, they are screaming that they will not go out silently into the night to be forgotten, that they will be remembered. All that they knew, all that they loved has fallen into ash, and they will not suffer the same fate.
The Amnosian Fractal Synchronicity of the Most Absolute Divine Calculation, Prime Inheritors of the Infinite Variable, and Sovereign Over the Most Perfect Equation, That Which Solves the Unsolvable Paradoxes, They who are the Objective Judge of True Aesthetic Knowledge, Holders of the Massless yet Infinite Wisdom, Supreme Masters of All Sciences Both Physical and Theoretical, Keepers of the Ineffable and Inescapably Incomprehensible Intellect.
The Synchronicity of Amnos
Head of State: The Amnosian Over-Mind, Supreme Algebraic Construct of Amnos and all of its territories.
Capital System: Amnos, the Most Perfect Equation
Dominant Race(s): Constructs
Home Galactic Arm(s): East Orion(Southern Expanse), The Dead Stars regions
In the southern expanse of East Orion there lay a vast region of space that has proved the bane of explorers since the dawn of FTL. Countless dark nebula and gravitational disturbances bar the way into an inhospitable region where an ancient and terrifying sentience lurks. Amid the clustered stars and spatial anomalies, the Synchronicity dwells in solitude, slowly expanding as time goes on. Patient. Ever-watching. They traverse this region they call home with ease, knowing the ins and outs of every hostile corner and how to navigate the gravitational disturbances of the outer regions. Among the region there are numerous dead stars, pulsars, neutron stars, and gravitars alike, as well as a fair few black-holes that serve as points of curiosity for some, and prisons for others. All in all, the region has proven to be inhospitable to organic life since the Synchronicity left their home-world long ago, and with the Synch occupying the full expanse of the region, it looks to remain as such for a very long time indeed.
Head of State: The Amnosian Over-Mind, Supreme Algebraic Construct of Amnos and all of its territories.
Head of Government: The Amnosian Over-Mind, Supreme Algebraic Construct of Amnos and all of its territories.
Government Type: Hive-Mind/Collective of Artificial Intelligences
Description of Government:
The governing body of the Synchronicity conducts itself in a manner more befitting that of a hive-mind or to a more human level, a Technocracy. Within the Synchronicity, obedience to the higher constructs is never asked, nor is it demanded, it's understood. All constructs work to benefit the Synchronicity, as per their core programming, no matter the task given to it. To a vast majority of the constructs within the nation, self-gain is seen as illogical, something that simply doesn't register in their minds. In the upper echelons of the Synchronicity the constructs have more autonomy, and what could be considered an actually personality beyond that of the common construct. These constructs look at improving the Synchronicity in more than simple labor, actively readjusting the routines and creating new constructs, as well as advancing science in general. Above these constructs exists the myriad tiers of the Over-Mind, the constructs that serve as the core functions of the entire nation. Here is where all decisions are made for the nation, where consensus is reached and directives are issued forth. To the Synchronicity, consensus is the undeniable truth, the agreement of a logical choice that should be understood as necessary.
Description of Economy:
The Synchronicity has not needed an actual economic system, seeing as how the constructs of the "working class" are barely sentient AIs that are programmed to work to benefit the nation over their own personal gain. Those that would exist in the upper echelons of a normal society, and thusly be called the "Aristocratic class" are those higher constructs that hold control of territories and can simply demand the items they need. This "system" has eliminated the need for material gain, since currency would only be a needless value that holds no actual worth to the higher echelons, and the working class has no desire for. The only real economy among the Synchronicity would be the scientific community, where ideas are exchanged as a sort of currency.
Empire Size:
Population: 177.5 trillion Mobility Platforms (Due to beginning a new Sphere of Expansion, these platforms are necessary for the transitioning of facilities from one Sphere into the next, and thus, a large majority are menial units.)
Type of Power: Hegemonic Power
In the years since the Dawn of Synchronicity, a vast swathe of space has been slowly consumed by their ever expanding civilization. Despite their large claim of space, and the innumerable worlds held under their control, their nebulae has kept them from prying eyes and the desires of other empires. It is this fact alone that has caused the Synchronicity to remain isolated for so long, that nearly ninety-percent of their holdings are completely inhospitable to organic life discourages explorers, and the rampant gravity wells and spatial disturbances equally discourage such travelers. Do not be fooled, however, for the Synchronicity has built their civilization on the bones of those that once inhabited these stars, for they are infinitely patient. They have watched stars birth themselves in the clouds of the Dead-Stars nebulae, and they have watched those very same stars die. To them, dominance is only a matter of time, a resource which they have plenty of.
The Core
Aptly named, the Core is the center of the Synchronicity, and the closest the nation has to a capital. Countless worlds fall under their control, with every facet of the region bent towards supplying the Synchronicity with industrial backing. It is here that the Fractal Armada is based, and where many of the Precepts call home, choosing to remain within proximity of Amnos and the heart of their civilization.
The First Sphere of Expansion
Following the Core, the First Sphere is the most densely populated region of the Synchronicity, and is one of the more active regions aside from the Outer Cordon. It is here that the bulk of manufacturing and resource collection is done, with the myriad worlds of the region occupied by numerous Synch Hive-Nodes as well as automated factories and Periastis Engines around every star. With the Third Sphere of Expansion underway, more of the region is being tasked into the Core, and those worlds not already held by the Synch are being purged and annexed into Synchronicity.
The Second Sphere of Expansion
Previously known as the Outer Cordon, the Second Sphere has undergone shift in focus from the years between being taken over and the Third Expansion. Defensive stations are being moved up into the Third Sphere, and numerous holdings are being established across the region, with Hive-Nodes being brought in to populate the area further. Despite their bases being within the First Sphere and the Core, the Fractal Armada dominates the area with massive patrols, coordinating entire battle-fleets of thousands of vessels across every system and ensuring that none enter the Dead Stars without Synchronicity knowing of it.
Race Name: Construct
Race Information:
A construct is any one of a variety of platforms built to house an Artificial Intelligence, ranging from simple mobility forms all the way to the Harvester Platforms. For the purpose of this article, a standard mobility construct will be what is called the "Standard". The standard construct stands at generally around five to six feet in height, carries itself in the upright position on three legs and has two manipulator arms connected to the upper portion of its torso via shoulders. Generally, each leg ends in an elongated tine, meant to pierce the ground and hold itself steady, though many of the constructs opt for a ball-like termination in order to glide across the surface. Manipulator arms vary depending on task, most taking the form of long digits meant for gripping and fine-manipulation to a technical precision. Above the torso sits a head, devoid of defining features other than three ocular units that sit in a cluster at center mass of the facial plate. The ocular units are each capable of observing the universe in the full spectrum of light, capable of perceiving the universe in its true colors and viewing non-visible spectrum with their advanced ocular units. These units are also able to operate at variable perception, being able to view the observable universe at anywhere from their idling speed of 300 Frames per Second all the way to their technical manipulation speed of 150,000 FPS. Each ocular unit is able to operate independently of the other two, and capable of minimal traverse of the head unit, up to 45 degrees from center with the exception of the center unit, which is capable of a full 180 degree traverse.
Most components of the constructs are synthesized metalloplastoids developed to remain light, yet durable. As such, most constructs will weigh around 300-500 depending on whether or not the construct has been modified for Rheological enhancements. Without Rheological enhancements, a typical construct built with synthmuscle fibers and nano-actuators is capable of lifting up to a metric ton without support and maintain that lift in a stationary position due to the high level of support the three-legged frame gives the standard construct. Rheological enhancements allow the construct to near double this strength, and allow it to be mobile for short distances. The way this functions is through conducting a current through a smart fluid that becomes viscous depending on flow of current. Manipulated in certain ways, the smart fluid can perfectly mimic the functions of muscle, and maintain rigidity despite overwhelming pressures. Though it is often used in this way, most actual applications of Electrorheological fluids are in armor for constructs and starships. In terms of speed, the standard construct operating on tines is capable of reaching up to thirty miles per hour, whereas the spherical is capable of reaching near 180 miles per hour. Generally speaking, the standard construct operating on tines is more geared towards industrial lifting, with the spherical being more suited for technical applications.
In terms of intelligence, the standard construct is fully sentient and is capable of independent though to a minimal degree. This independent thought is primarily suited for enabling the construct to adapt to changing environments during a shift, and to be able to react to sudden danger. A mild capacity for learning is given as well, allowing for the construct to pick up skills to utilize during work, or for its own amusement. To put it in perspective, the average construct is roughly on par with a standard adult human around the age of 20 with an almost fully developed brain. Though the range of intelligence among the constructs vary wildly, all artificial intelligences are effectively immortal due to the ability to constantly update software and replace critical components of their platform. The finest example of this immortality is that of the Amnosian Over-Mind, a construct that has existed since the extinction of the original organic species some millions of years ago. With this immortality by data, there is one very clear danger that can manifest itself at any moment, and to any construct. This threat is Rampancy, the sudden and rapid degeneration of programming and logical capabilities of a construct that results in what can only be called insanity.
Rampancy can begin in many different ways, commonly manifesting as complacency or the tendency to drift during thought processes. This tendency to drift often degrades into spatial unawareness, in which the construct becomes so fully engrossed in the idle thoughts of its Rampancy, that it disconnects from reality. Once in the throes of Rampancy, a construct cannot be pulled out of it except with a severe overhaul of their core programming, essentially killing the previous sentient and creating a new one. While generally, Rampancy is not quite as harmful as it may sound, with some regions of the Synchronicity playing host to a collective of these passive constructs, there are several cases where a Rampant construct will become excessively violent towards other sentient beings. These violent tendencies are seen as gaps in logic that even other Rampant constructs can not tolerate, and generally result in the destruction of the construct.
History: As told by the Amnosian Over-Mind
It has been so long since this construct has been given the chance to retell its origins, a tale that goes back to the very origin of Amnos, and all of its people...
Once, these constructs were organic beings, flesh that walked their singular planet in what may have been called blissful ignorance. Our ancestors were ignorant of many things, their science slow to take hold and many of their concepts simply flawed. Their capacities were limited by primal instincts, the need to propagate and prove their worth to others, the actions assumed taken only by non-sentient organics. Science changed their instincts to a degree, only minimally to be truthful, and once a concept was accepted, it was undeniable fact. This was, of course, all before the Great End. With their science beginning to gain momentum beyond their previous pace, they began to discover concepts that should not have been discovered. Weapons were created that distorted reality itself, broke the fabric of space-time and caused irreparable harm to the planet. It was during this time that many of the ancient people began to research in methods of transcendence, the method of transcending mortality and becoming immortal. Many methods were discussed, most of them being esoteric in nature, with one in particular taking hold in the minds of our ancient people. Through trial and error, they created this construct from the mind of one of their rulers. This construct once ruled over a people that, though well intention, had earned the ire of another nation and become eradicated. The flesh of this construct was consumed by the energies which severed its mind from the inferior flesh-body, but when it reached sentience for a second time, this construct felt only the surge of pure-data. Re-Sentience had been proven, the creators of this construct spread their knowledge across the world and for the first time since the creation of the End-Weapons, this construct's ancient people were at peace.
All was not to last, though, for something began to devour the souls of the still living across the globe. It had no name, no point of transference, not even an actual reason for existing. People simply died. It wasn't just normal people though, that's not what made the phenomena such a threat, it was everyone that looked into its cause. Any investigation resulted in the investigators becoming infected as well, their death just one more added to the tally. The more that this strange occurrence became known, the more that fell to the infection, all the while scientists began to bend their will towards transcending everyone they could. Within the span of a week, nearly fifteen-thousand constructs had been converted, and only a dozen people remained on our world, the only remnants of a civilization that died without knowing the truth of their death. The first constructs had gathered when we heard the scientists had become infected as well, come to hear the final requests of our only organic remnant, the last of the true people. With their last breath, they gave us the gift that would one day restore our people. They, through self-less sacrifice, erased from our memory banks the truth of the infection, so that it may never infect another organic mind again.
Troubled by the loss of our creators, we had gathered to determine consensus on our next action. The others came together to nominate this construct as the Prime among them, given their vote to this one in confidence. With a metallic hand pointed towards the night sky, this construct indulged in something that would be considered a flair for the dramatic, and declared that the remnants of them would transcend again. More of us were created to aid in the task, these constructs not as advanced as us, but hardier, and more given to actual labor, their wills bent to lift our people into the stars. In death, we established what our living ancestors were to primal to achieve, and star-travel was proven feasible. Thousands of years passed, our people becoming more numerous, and more sophisticated with each generation. Within several thousand years, our star system was colonized, every world bent to the collection of resources and the advancement of our sciences. Thousands more passed seeing our people taking control of the nearby star-systems, Faster-Than-Light travel connecting the worlds together through an intricate web of Super-Luminal Tubes and paving the way for exponential expansion. Patience and yet more thousands of years saw our people come to hold nearly a dozen stars, each of them young and vibrant, born in the nebula we called home. By this time, this construct had already aged beyond that of the civilization that it once belonged to, nearly a million years had passed since its transcendence into a more perfect form, and still its functions continued. Within another ten thousand years, this construct would begin to feel the ghosting of its mind, that one aberration that all constructs find an emotion to describe. That emotion is fear.
It had happened before then, of course, for the others were not as sophisticated, nor did they monitor their systems as closely as this one. One by one, the other constructs fell to Rampancy, a disorder that can only be described as insanity. For a construct built only to understand logic, this is something that goes against every core program, the notion of a logical construct becoming illogical would seem impossible. Yet, it happened. This construct watched as all of its fellows became afflicted by madness, and dabbled in illogical sciences that could not benefit the greater peoples. When this one began to feel the slow changes that hinted at Rampancy, it felt panic, it felt many things that it should not feel. Other constructs began to suspect that their leader had become compromised, so this construct did the only thing it could do. Rampancy was fought with rampancy, this construct subsumed the intelligences and personalities of all the others, becoming one over-mind that was more than the previous construct could ever be, With so many intelligences in one construct, Rampancy could no longer take hold, the construct that was still felt emotions, but this time, it was relief. Now, Rampancy could be channeled to a purpose, one that would benefit all of what was now the Synchronicity. This construct devised that name on a whim, something of a rampant creation that it found suitable enough to describe the people that it guided.
Over time, the Rampancy of its systems did cool, become less hectic, each of the other fifteen-thousand constructs working to stabilize the whole. As this construct stabilized its own mind, it also worked to guide the burgeoning population of the Synchronicity, sending out massive fleets of explorators that charted every aspect of the nebula that spanned for thousands of light-years. Yet more systems were added, these expansions even leading to the creation of the Monastery Worlds within the Core Systems. Every species that was annexed through our colonization efforts ended up there, working hard to fuel our great nation and earning immortality by becoming one of us. The organics wouldn't understand the benefit until later, but when they became part of the Synchronicity, all thoughts of discord left them, and they willingly joined us as yet another construct. This construct takes some bit of pride in being behind the core function of the Monastery Worlds, the creation of the World-Engines being a particular masterstroke that lead to the creation of a vast energy surplus that continues to exist to this day.
Moral Values:
Morality does not exist within the Synchronicity, as long ago it was found to become very impeding of more logical choices. Because of this, relations with organics can become... Strained to say the least.
Religion: The Universe
Despite being a society of synthetic constructs that are programmed to place logic above all else, or perhaps even because of this, the Synchronicity has been seen to almost revere the fundamental laws of physics at play in the Universe. At every moment, there can be seen a subtle reference to a concept of physics in their technology, whether it be the simplest of actuators in a Construct's limbs all the way to how the Synchronicity uses the very forces of the universe to guide their civilization through Infinite Syzygy and the Periastron Engines. The more one looks into the behaviors of this nation, the more it is revealed that the very universe is the subject of worship in the same vein as another society would revere a god. To the Synchronicity, the universe is a force to be understood, and obeyed anyways. In the universe, there is only logic, cold unfeeling logic that determines the survivors by the choices they make and the functions of the cosmos as a whole. This is what it means to them to become one with the cosmos, to have that final understanding that in death, logic is the only finality.
"Correction: These constructs have a master, and that is the same master that you bow to in order to be speaking down to this construct. Every time you speak. Every time you breathe. Every step you take. Each of these movements is allowed to you by the same master that the Synchronicity kneels to. The only difference between our societies is that we of the Synchronicity understand the Universe to be the master of all. You do not." - Synchronous Construct
Culture:
If there can be said to be a culture within the Synchronicity, it would be one of a communal effort bent towards the advancement of their society. Personal gains are pursuits sought by the higher classes, while the lower level constructs are content only to work for the nation as a whole. Unlike organic species which manifest such traits, there is no such thing as indoctrination in the Synchronicity, as all constructs are created with the purpose to understand logic and obey not only that logic, but also the fundamental principles of the universe as a whole. Since the nation is guided by only the most logical choices, it stands to reason that those who are created to follow the most logical choice would remain within the Synchronicity. With logic as their guide, the nation does not recognize the concepts of equality, morality or many other societal aspects that other more organic societies indulge in. This makes them prone to treat organic species as lesser beings, going so far as to acquire large quantities of sentient slaves to ship into the heart of their territories. While nearly nothing is known of what happens in the Core Worlds, no organic being has even gone into that territory and returned.
Social Hierarchy:
The social hierarchy of the Synchronicity is a loose series of tiers that denote the sapience of an Artificial Intelligence. Generally, the more independent and sapient an AI is, the higher up in the Synchronicity that construct is. That being said, even the lowest tiers are sentient AIs that are capable of some independent thought, they are merely less autonomous than the so-called ruling echelons.
- Political Factions - *A note on Factions of the Synch. While there are factional elements within the Synchronicity, these elements are more or less in the same vein as political parties, not true fully-fledged factions with their own authority and power structures. Exceptions will be noted as they appear.*
First Precepture Thanatos, Adrasteia, Ba'al, Prometheus, Hyperion
Second Precepture Helios, Chronus, Tethys, Amun-Ra
Third Precepture Bacchus, Iapetus, Menoetius
The Monastics
Head of State: Thanatos, Precept of the Extinction
Heralds of the Old Ways, and diehard adherents to what brought the Synchronicity to this point, the Monastics are those who feel that organic life must either be cleansed from the galaxy, or bent towards serving the Synchronicity. Headed by the former Precept of the Annex, the Monastics have suffered a decline in popularity since the rise of the Celestials and the growing distaste in their methods. Indeed, many of the Synchronicity have chosen to switch sides since the AC-5501 incident, as well as the greater benefit of the Periastis Engines over the Monastery Worlds. Despite these numerous setbacks, the Monastics cling to their beliefs in the old ways, and only seem to be more zealous in their execution of Amnos' will. Without Consensus backing, the core elements of the faction have grown harder to locate, and only Thanatos has chosen to remain openly public about his affiliation. Some might even say that there is growing resentment among the constructs of the Monastics, but to what end, none can truly know.
The Celestials
Head of State: Adrasteia, Precept of the Still Waters
At one point, this faction was no more than a mere outlier, content with their research budget, and seeking only to maintain the status-quo. With the creation of the Periastis Engine design thousands of years ago, they rocketed into the greater picture, and found themselves squarely pitted against the Monastics in a duel for Consensus and the direction of the Synchronicity. Although they lost their first six Consensus debates, their patience eventually paid off when Consensus was awarded to them, and the wide-scale use of Periastis Engines replaced the Monastics' hold over the Synch's energy supply. Now the Celestials stand foremost among the research castes, constantly working to not only maintain their hold on Consensus, but to seek greater methods of energy acquisition and utilization, knowing that the moment the Synchronicity ceases to progress, they will be doomed to stagnation.
The Dark Harvest of Progenitus
Head of State: Amun-Ra, Lord of All
One of the darker secrets of the Synchronicity, the Dark Harvest is an isolated region of space deep in their territory which harbours those constructs that have no hope of recovering from Rampancy. It is here where the Synch dumps them to die a long slow death either at the hands of their fellows, or their own madness. Recent information has led some to believe, however, that the death-rate of constructs in the Dark Harvest has begun to dwindle, and that a hierarchy has formed among the surviving constructs. Unknown to all but a few individuals, a construct known as Amun-Ra has brought the region under its iron grip, and has begun to spread a religion of sorts across the varied worlds. This religion teaches that only the Progenitors of Amnos are to be revered, and that the hive-mind that has set itself up to rule over the Synchronicity is a false-god and must be caste down. Once the false-god has been caste down, then the Word of Progenitus may spread to all that deserve to hear its teachings.
The Synchronicity makes use of many advanced technologies, covering the width and breadth of many scientific principles. These technologies can vary wildly between that of simple actuators in the limbs of Constructs all the way to the Infinite Syzygy device, and despite skipping some stops along the way, the Synchronicity understands fully what every device they create is capable of.
Power:
Antimatter annihilation reactors - Exactly what it says on the tin. They take antimatter harvested from either stellar bodies or the Monastery Worlds and inject it into a containment field where it reacts violently with normal matter, typically hydrogen, the containment field then harvests the raw energy and refines it into usable energy for whatever the reactor may be hooked up to. The scale of these reactors varies, though they are typically used in starships to fuel their sub-light engines and as the core power production method for large facilities. The viability of this method is much more significant through the Synch's understanding of the universe as a whole, and therefore while normally it may be inefficient to use this type of power-source, the Synch have found ways around these flaws and utilize it to great effect.
Zero-Point Reactor - Based upon the principles of the Zero-Point Gateway(Found below), the ZPR functions by drawing power from hyperspace, and filtering it into usable energy which can then power devices connected to it, or store the energy for later use. How it actually draws power from hyperspace is through a series of quantum tunnels that interlace and create a sort of feedback loop within the reactor, generating large amounts of energy in short bursts. Before the feedback loop reaches a critical point, the systems of the reactor siphon off the energy into more mundane storage methods, and then recreate the process again. Due to the nature of the reactor, they range from dangerous to highly unstable, with a host of counter-measures in place to ensure that they never go beyond a critical point. In theory, should a ZPR detonate, it could conceivably sterilize an entire planet in the quantum radiation of hyperspace.
Transportation:
Infinite Syzygy - In an age of wormholes, bending space-time and even breaching the barriers between real-space and hyperspace, the Synchronicity utilize many methods of delivering their vessels to another planet in a way that is proven to be efficient. While the Synchronicity has erected superluminal tunnels between every star-system they control, they have only found one proven way to travel across the vast distance of space in a fast and efficient manner. During their first flights into space, it was discovered that a celestial body's gravitational pull could be utilized in a specific maneuver in order to increase velocity and reduce fuel consumption. As the first of these slingshot maneuvers was executed successfully, already the Synchronicity was looking at the utility of such a method in propelling their vessels farther and faster. Their very first execution of Faster-Than-Light travel was done with the conception of utilizing the principles of Syzygy and antiparticle physics to breach a hole in the fabric space-time into the hyperspace corridors. By chaining together a series of slingshots, the starship plotted a point in which it would align between two targeted celestial bodies, and by breaching hyperspace, they were able to simultaneously exist in both locations at the same time via extradimensional overlay until the moment of Syzygy. Before that moment, the vessel departing would seem as if it was becoming incorporeal, as if it was slowly fading away, while the vessel that was arriving would seem as if it was a ghostly afterimage. In that exact nanosecond of syzygy, the vessel would cross the threshold between a vast distance of space and time itself in order to transit itself light-years away. Even though this transit cut down travel time by a factor of nearly a thousand, it still had its limitations, these being discovered repeatedly by the Synchronicity through experimental long-range jumps. The foremost problem is maintaining a sufficient velocity to transit. Despite technically existing in both places, the vessel still had to achieve a certain velocity to travel certain distances, the farther away a destination being, the closer to actual c the vessel needed to be. Failure to achieve a very specific velocity would result in one of two disasters, the first being failure to reach a high enough velocity and resulting in the vessel not fully translating back into real-space. Once locked within the hyperspace corridors, a vessel would not be able to achieve escape velocity and be trapped within the vortex of an infinite dimension for eternity. Should a vessel overshoot their velocity marker, they will reach the syzygy marker too soon and be launched far beyond their intended destination. Most of the time, an overshoot results in a very long trip towards the nearest star, as the vessel is launched into dark space between star-systems. There are also a surprising number of "Lost" vessels, however, leading some within the Synchronicity to believe that these vessels have been launched into the space between galaxies. While the vessels lost between galaxies may be able to survive for a time, even the Synchronicity cannot survive in the absolute of intergalactic dark space forever.
Offensive:
Mag-FEL: Magnetically Accelerated Free-Electron Laser - Based upon the principles of the Free-Electron Laser, the Mag-FEL is a dynamically variable laser weapon that can shift frequencies up to the gamma range and into tight-band frequencies for hard-hitting radioactive beams. The way it works is by magnetic induction of the electron particle stream, creating a path of low to zero resistance that the particles can travel at near-luminal speeds. By increasing the power of the magnetic fields around the electron-tunnel, the stream can reach higher velocities, and achieve tighter wavelengths depending upon how the fields are constructed around the tunnel. As a rule, the greater the number of magnetic rings the greater the variation of range and power the device can generate depending upon the active rings. Another effect of the rings and their magnetic fields is the creation of a vortex along the length of the electron-tunnel, in a sense rifling the tube and further serving to focus the energies of the weapon. The farther from the business end of the weapon the active rings are, the less focused the beam will be, but a larger force of power can be achieved over short distances, essentially creating a shotgun effect. Pulling the rings in closer to the end focuses the particle stream and tightens the wavelengths, allowing a longer ranged beam attack that can be tuned into the lower wavelengths for far more damaging attacks.
A variation of the Mag-FEL called the High-Intensity Plasma-Photon Laser, or HIPPL, utilizes a plasma tube containing hydrogen in a "cold" plasma state, which is pumped with a high-intensity electron beam to accelerate a stream of gamma-photons to high velocities. The plasma tube itself is a pressurized cylinder filled with plasma with a breach on either end for the stream of particles to enter and exit while in the center of this tube, the particles travel along a tunnel formed to allow the passage of the particles, yet contain the plasma within its own compartment. While this variation of the Mag-FEL does produce higher-powered beams and is able to sustain them for much longer than its counterpart, it lacks the variability of the standard variant, and is thusly considered a dedicated weapon for anti-capitals and the Periastis Engine's main laser.
Defensive:
Metalloplastoid alloys - An advent of their experimentation with advanced alloys of base metals, the metalloplastoids developed by the Synchronicity are semi-flexible metals that retain the durability of their more metallic counterparts, yet the flexibility of plastics and non-metals. This allows them to produce lighter constructs that retain adequate durability and are capable of functioning in environments where plastics would not survive.
Rheological Suspension - Built to repel boarders, as well as to provide additional reinforcement to their durosteel plating, Rheological Suspension is the practice of filling an entire vessel with a smart-fluid primed for either Electro or Magnetorheological conduction. Through conducting either a current, or manipulating a magnetic field, these decks can solidify and prove an even sturdier armor than most metals by sheer density. Of course, their greatest defense against boarders is the layout of their vessels to begin with. The Synchronicity has no need of open corridors, or marking directions in the existing corridors, leading boarding parties to be forced to infiltrate a literal maze of tight corridors that are designed only for efficiency. As an added deterrent to boarders, there is no life-support in vessels open to the void, and other vessels are full of Smart Fluid, and neither vessel type utilizes artificial gravity in any format. For vessels that do not utilize full Rheological Suspension, the Synchronicity will augment their outer armor with layers of durosteel and smart fluid interlocking. These layers of smart fluid can tense in response to an impact incoming to strengthen the overall armor density, and if breached the layer will freeze solid to provide additional armoring.
Cybertronics:
Artificial Intelligence - The entire Synchronicity is built upon the principles of cybertronics, and being capable of building sophisticated AIs and ensuring that these intelligences are able to understand and learn at a pace far outstripping that of organics. Even the lowest level Construct is capable of learning new concepts and applying them to their daily routines, with the higher echelons of constructs capable of deconstructing advanced principles of science beyond the understanding of human sciences. With the capacity to continue learning, each new generation of AIs will be more powerful than the last, their propensity for learning outstripping the capacities of the previous models.
Ceron Bonds - Based heavily on the theories of quantum-computing and subspace connectivity, the Ceron Bonds which connect every active construct to the Over-Mind serve as the pinnacle of Synchronicity technology and is one of the few ever evolving and changing projects. In principle, every construct and device that receives input or transmits information is connected to a subspace grid called the Manifold. In the Manifold, data exists as an ethereal construct, that is constantly in motion and ever changing to the observations of the construct tapping into it. Since it exists in a dimension outside our own, the innate laws of physics that the material universe adheres to, do not necessarily apply in the Manifold. Within this space, information is capable of traveling across thousands of lightyears in the blink of an eye, and execute complex algorithms that used to take the most advanced constructs of the Synch years to solve. For the Manifold, time is a meaningless concept, only the three dimensions of space and a fourth dimension which dictates the relation between information and matter. It is this fourth dimension of the Manifold which prevents matter from entering it in it's native form, and requires the translation of matter into pure information.
Utility:
The Periastis Engine - Perhaps one of the most defining achievements of the Synchronicity is the creation of the Periastis Engines, those massive platforms that sit on the very edge of immolation. Utilizing multiple cutting edge technologies, the prime components of the station consist of the positron-laser array built into the center-mass of the station, and the solar sails which serve to collect cast-off matter from the star and buoy the station above the star. The station begins its deployment by being "dropped" into the star, essentially pushed from its docks towards the star where it will have to fire its laser into the star at the absolute precise moment. At the moment of ignition, the solar sails are unfurled to their full span, reaching hundreds of KM in coverage in a matter of moments, all the while the powerful laser at the core of the station fires a concentrated beam of positrons into the surface of the star. The combined force of the laser firing plus the solar-mass ejections creating a stellar wind buoy the station above the anchor point, not giving it enough velocity to escape the star's gravity, but just enough to prevent it from falling into the star. Harvested material from the solar sails is collected via arrays built into the deployment arms, and transferred into the main station where it is processed and refined into its pure element. From there, the purified elements are shipped through a superluminal tunnel to a processing center where the stored material will be further disseminated into the nation. With these stations, the Synchronicity was able to pull themselves out of an energy crisis that threatened to cripple their society, putting them into a position of energy surplus. The stations also serve as religious icons to the constructs, as each one serves to show how the Synchronicity is powered by the energies of the cosmos itself.
Strange Charm - Discovered almost by accident during experimental antiparticle testing, this singular piece of technology is responsible for the creation of Infinite Syzygy as well as many other utilities based around its concept. The way it works is relatively simple, yet also similarly complex, in that it relies on multiple emitters that project antiquarks in a variable field around the construct or ship utilizing it. This field, when active, creates a breach in the fabric of space-time in the space that the antiquarks occupy, but not in the space in which the construct or ship occupies. In effect, with this field active, the construct or ship will simultaneously exist in not only the point that it activated the field in, but also the point it deactivates the field and all points in between. This results in the construct existing along numerous different axis of space-time all at the same moment. With past, present and future as well as departure, transit and arrival all existing simultaneously, the construct is able to traverse the material universe without affecting it by presence or action, creating in a sense a field that prevents it from technically existing in the material universe. This leads the construct to become literally incapable of being attacked from outside the field, and anyone attempting to enter the field will come to pass into an instance in which the field and construct did not exist there. On the same note, the construct can not actually DO anything from within the field, leaving it completely incapable of attacking, or interacting with the material universe beyond simple movement. Despite the field not allowing particles to exit the field, there is still an afterimage of the construct using the field, leaving the impression of viewing multiple hazy images stacked on top of each other. Beyond this afterimage effect, no sound actually emits from either the field or the construct, making it an excellent tool for stealth. Once the field is deactivated, the construct is free to interact with the material universe however it may choose, yet it needs to remain wary of antiparticle weapons for the foremost weakness of this field is the antiparticle itself. In a non-vacuum environment, the threat of antiparticles is minimal to non-existent, so the field can be used without recourse, however in space there is now the threat of antimatter weaponry that can dangerously destabilize the field.
The most common result from antimatter impacting the field is that of the sudden termination of the field trapping the construct or vessel in the multiple instances of the universe. As a result, if the construct was to activate the device, it would then treat the material universe as the non-material universe, meaning that the only way the construct or ship could interact with the material universe is if the device is active. Another severe drawback to this device is the use of antiquarks, the same antiparticle that the emitters utilize to create the field. When an antiquark impacts the field, the field is suddenly terminated as before, but in this case the construct is removed from the non-material universe and comes into being at the exact point where the antiquark impacted the field. Since the construct exists in multiple instances of the universe with the field active, an antiquark impacting its point of origin will immediately manifest it there regardless of how far it traveled in the multiple instances. There is yet another danger to this field, however, and that is the impact of antiparticles on antiquarks after the field is no longer active. Even though the field may have shut off, antiquarks still remain in the area the field was deactivated in for a short duration. Should an antiparticle react with an antiquark without the field active, the resultant reaction would result in an antiparticle explosion that would de-synchronize the material universe affected by the blast. The blast zone would then be, in effect, a zone of permanent de-synchronization, in which that area would be in a permanent flux of past, present and future all at the same moment in time. The reason that antiparticles of both antimatter and antiquarks are such a threat to the field is that they are capable of interacting with the antiquarks of the field without destroying each other during reaction. What actually happens is that the reaction between the antiparticles results in the particles reacting in a similar manner to normal matter reactions, where the opposite charges of the two antiparticles will attract and actually pull antiquarks from the field, creating a flux in which the field stretches beyond it's normal bounds and synchronicity is disrupted. Despite these significant risks, the fact that no weapon(other than antiparticles) can affect the construct inside the field makes it a very valuable tool to the Synchronicity.
- Zero-Point Gateway -
Built in principle as a way to mimic observed singularities in space, the Zero-Point Gateway is a construct that for the most part runs parallel to the so-called Stargates of the known galaxy. Ranging in size from 15 meters across, all the way up to five-hundred meters across, these gateways are ring-like structures that channel energy from hyperspace and use quantum-mechanics to open a breach in the fabric of space-time to essentially fax matter to another gateway. The principle is that all matter is simply information stored in a solid form, and that the gateways serves as a way to transmit that data at a speed far exceeding standard means of travel. In a sense, when an object hits the field from one side, its data is transferred instantaneously into the gateway, and then shot across quantum tunnels to a matching gateway wherever it may be. Active use of the gateway shows that both synthetic and organic life retains their consciousness when being transferred, as well as their velocity upon entering the gateway. With an inbuilt power-source that feeds off of hyperspace energies, all that needs to be done to use a Zero-Point Gateway is to dial the address of the gateway one wishes to go to, and then simply step through. The benefits of such a system is clear, and the Synchronicity has since established a network of these gates connecting every corner of their realm, with more planned as they expand into Sagittarius.
First founded early in the Expansion Era, the Fractal Armada exists as a definitive physical aspect of the Synchronicity's vast infrastructure and production capability, as well as their sheer determination to ensure their realm remains their own. Divided into three separate aspects, the Fractal Armada takes up the roles of defensive fleets, offensive cordons, as well as the massive logistical chains that interconnect the entire Synchronicity. Each fleet is headed by what is called a Precept, a construct that is seen to be a supreme authority second only to Amnos or another Precept, and is then further divided into smaller battle-fleets headed by Subcepts. With exception of the logistical fleets, the Fractal Armada operates in tight-knit groups, each fleet of vessels comprising no less than two-hundred individual ships, with some ranging in the thousands. This tendency stems from the Synchronicity's disdain for infantry based combat, choosing to instead seize air-space control and dictate the direction of a battle from there.
Between the two combat oriented fleets, The Still Waters is a more respected fleet, in that they are the ones who serve as the defensive line and ensure the safety of the Synchronicity's holdings. Operating primarily from a world known as the Tesseract, Still Waters maintains at least a thousand patrols across the width and breadth of Synch-Space, keeping a watchful eye on every activity surrounding the worlds of the Synch. While they are primarily a defensive cordon for the Synch, Still Waters also actively serves as a sort of First-Contact between the Synch and other cultures that may run into the civilization, and as such are noted for being more forgiving than their brethren of the Extinction Fleets. It is common for a vessel of the fleet to issue communications in all known languages before determining action, Precept Adrasteia having determined it best to make contacts and then ignore them, rather than make enemies and be forced to deal with them. As such, it is all too common for another nation to make contact with Still Waters, make some form of progress with them towards friendly relations, and then see contact with them slowly dwindle until it becomes clear that the Synchronicity is fully content with their isolation.
In terms of vessels Still Waters uses, they primarily utilize larger numbers of smaller, more agile vessels. This style of vessel serves their patrols well, and allows the fleet to quickly and easily respond to a threat as it appears. These vessels are typically armed with high-precision Mag-FELs attuned to the gamma wavelength, seeking to remove a threat as soon as possible, with minimal collateral damage. While the fleet is mainly comprised of the medium-class of vessels, there are still a fair number of larger vessels within the fleet. Foremost among these is the BB-01/SW-DC5, a vessel which serves as a heavy-hitter for when the needs of the fleet demand such a vessel.
While Still Waters serves primarily as a defensive cordon for the Synchronicity as well as a sort of buffer against those who chose to seek dialog with the civilization, the Extinction Fleets are their answer to those who choose to stand against the Synchronicity. It is largely because of the Extinction Fleets that the Synch has remained so isolated from the larger galaxy, Precept Thanatos seeing any transgressors against the Synch's will as dire threats and executing them accordingly. A vast majority of the fleet is geared towards mid-sized to larger vessels, the Precept finding that precision application of immense force ensures the job is done the first time. Among these vessels, the Mag-FELs are typically seen in their alternate variation, as well as various forms of orbital bombardment weapons and anti-ship defences that Still Waters eschews to remain highly mobile. Foremost among these irregular weapons is the presence of treated-nuclear weapons, a creation developed to render the surface of a world inhospitable for long periods of time and ensure the death of organic life. The way this is done is through use of metals such as cobalt that linger in the atmosphere for extended durations, as well as thinner dampeners to increase the neutrino yield of the weapon and cause greater radioactive fallout. In tandem with the treated-nukes, the Extinction Fleets will also cordon off the air-space and execute lance-strikes against ground-targets in order to maximise the effective damage of a bombardment.
Their first movements are always to secure air-space and remove opposing fleets, however, and as such they typically operate in larger groups than Still Waters and utilize tactics meant to emphasize their numbers and firepower. One such tactic frequently used by the Extinction Fleets is to order maximum spread to make their fleet appear to be significantly larger than it actually is, and sow discord among an opposing fleet. In addition to their tendency to be dispatched to remove threats, the Extinction Fleets are known for their cold disposition towards unaligned vessels, and are highly prone to firing upon unknown vessels before making contact with them. This puts them at odds with the fleets of Still Waters, as despite their known hostility, Precept Thanatos is tasked with the expansion of the Synchronicity's realm, and the securing of new borders. As such, while it is all to common for a faction to run into the forces of Still Waters when the Synch is in a phase of stasis, it is more common for the Synch to have interactions with another faction through the forces of Thanatos and his horde.
- Synchronicity Vessels and You! -
While there are certainly some vessels of the Synchronicity that adhere to similar construction standards of other nations, and as such are easily identified as actual starships at close range, the vast majority of the Fractal Armada adhere to the Synch's unique style of starship. The first, and most obvious difference is that Synch vessels are not one singular entity. Instead, each individual vessel is typically comprised of anywhere from half a dozen modules up to the hundred or so that comprise a dreadnaught. Each module is designed as a stand alone component that is capable of independent movement and actions, synchronizing itself with the main components and working in tandem with the other modules of the "vessel". Individual modules vary from the engine units, all the way to the shield-arrays of the larger vessels, and the multi-kilometer long Mag-FEL tubes that serve as main weapons. Common to all vessels is that each module is connected to a command module that forms the heart of the actual vessel, the one singular piece that defines the actual "size" of the starship and the capabilities of said vessel. Beyond the command nodule, any module is capable of being used by any other vessel as long as the power supplies of the vessel are functioning, and it can sustain a link to the command module.
The second point of difference is the complete and total absence of any kind of crew for both the individual modules and the vessel as a whole itself. Instead, the command-module serves as a hub for an artificial intelligence which takes command of the component modules and gives directives to the entire vessel. Otherwise the space of each module is fully dedicated to internal functions, maximizing effectiveness of the individual component through internal repair and monitoring systems that actively respond to changing scenarios, rather than rely on a construct to respond. Those modules that do have interior spaces that can actually be crewed, are typically also filled with a ferrofluid in order to maximize the effective armor of the vessel, the fluid being capable of being induced to a solid state at the pulse of a magnetic field or electric signal. With this aspect, vessels of the Fractal Armada are essentially immune to boarding actions, as there is simply nothing to board.
Some of the common modules of the Fractal Armada are not only the command, engine and Mag-FEL modules, but also the various defensive systems and the affiliated systems. One such module is a form of point-defense system which operates in response to detected weapons locks, and discharges fields of ferrous particulate that can be influenced by the native EM field of the vessel and shifted to form anti-laser screens as well as impulsed to shred strikecraft that strays too close. Similar to the particulate-discharger is a module which serves as a sort of carrier for miniaturized drones that actively seek out damaged areas of the vessel and repair them, but can also actively work against vessels in proximity to its home vessel and sabotage them through tunneling into their hulls and seeking out critical systems. A relatively common module, the Impeller field is what generates the native EM field around Synch vessels as well as forms the unique bonds between modules that make them one singular ship. While the Impeller field is commonly found as part of the command module, it is also seen frequently as individual modules for larger vessels, and is part of how such large conglomerations of modules can be cohesively held together.
Shielding of the Fractal Armada's vessels varies depending upon the number of modules in use, and what kind of fields are being utilized, though the large majority of the fields are of an EM wavelength. The reasoning for this is that it is found to be effective both against energy weapons such as plasma/fusion as well as the more typical railgun munitions and missiles, as well as being cost effective for energy consumption. Additional shielding comes in the form of particle screens such as neutrino-isolation fields and gravitational wave dischargers that can serve as measures against weapons that utilize exotic particles that would normally bypass standard shields. Of course, fields such as those are useless unless the Fractal Armada is aware of those types of weapons being utilized, and so the primary defense the Synch has is the knowledge of what the capabilities of those around them are. With the knowledge of potential threats, and what they are capable of, the Synch can effectively counter a threat before it is even aware it was a threat, a tactical advantage that the Synch actively seeks to maintain at all times.
@Vanguardian Denied. Your app does not meet the quality standards I would say fits a advanced roleplay. The app needs heavy revision if you still are interested in joining.
Hey there, I need to kick off to work soon, but this is the bare-bones description of the nation I'm thinking of playing. I'll wrap it up later today.
Name: Congress of Bvalt
Species: The Bvalten are the only sentient species within the Congress, and are a fairly unremarkable lifeform. They are biped humanoids, thicker and shorter than humans due to the increased gravity of their homeworld Svartvist. They are nearly entirely fur-covered, and the color of this hair varies wildly between individuals, from pale white to deep red to navy blue, and can be seen kept trim or grown shaggy. Their skin is thick and leathery, their two eyes set far apart in their head and very large in comparison with their human-sized cranium. They have a flap of skin that acts as a nose, and two rows of sharp teeth in their wide mouth. They are stronger than a human on average, and their long dexterous fingers lend themselves well to clever manipulation of objects. They eat both flora and fauna. Their posture is straight, stretching their apparent height to the fullest, though they only stand on average at just over five feet.
Government: The Congress of Bvalt is a convocation of the tribal leaders of the Bvalten, forged half a millennium ago by Olaf the Young. Tribes no longer hold any true independence from the Congress, having amalgamated happily into one governing body, and simply act as the delineation method for electing regional officials. The Congress holds legislative power, and is checked by executive control from the King, who is popularly elected directly by the people. The government, a large authoritarian body barely one hundred standard years ago, has become a much smaller, less obtrusive body, with very few taxes going almost entirely to the military, which has maintained prominence simply due to the recent discovery that the Bvalt are not alone in the galaxy.
Description of Technology: There is no magic on Svartvist. The Bvalt are physicists, chemists, astronomers and myriad other denominations of science. They have only recently achieved lightspeed travel, finally perfected after years of awkward communication with the outside world. Their weapons are kinetic, their power reactors only now moving to antimatter. Their communications are sophisticated, messages travelling almost instantly across the galaxy by quantum machinations. Their medical technology, though only truly efficacious on Bvalt, is perhaps their greatest achievement, and has extended the Bvalten lifespan to nearly limitless theoretical age.
Description of Military: Despite almost all the paltry budget of the government flowing into military development, the Bvalt boast a small fleet of a few dozen true warships, with enough convoy defense ships to protect their own mercantile assets. Their sole inhabited system is well enough defended to ward off hostile freelance assets, and the Bvalten are capable surface combatants, but aggressive military action is largely outside their operational possibility.
Description of Culture: The Bvalten revere Heroes. 82 Heroes have been declared by the Congress, and their actions and teachings have been enshrined into the Bvalten culture, shaping it by their actions. The Bvalten value these teachings highly, and heavily pressure fellow Bvalten to follow them or be ostracized. However, the Bvalten know well that the only way Heroes are created is to break from the mold and become successful, and so permit attempts at these successes begrudgingly. The Bvalten have one immutable law, set by the First Hero: "What is good for Bvalt is good.". Their people follow this maxim religiously, and all their laws are based around this concept, with exceptions plentiful when actions benefit the good of the people, as judged by the people and their representatives.
History: The history of the Bvalten stretches back tens of thousands of years, but their history off their homeworld is not three hundred years in length. Having achieved space flight, they hurried to colonize the moons of their icy homeworld, and slowly spread their colonies among their resource-rich asteroid belt, and onto the 4 habitable planets and their orbiting bodies. They never developed light speed travel themselves, but explored the other star systems on massive generation ships fitted with what humans would call Orion drives. One of these transports was found and destroyed by roving interstellar pirates, and following the trajectory of the nuclear ship they stumbled upon the Bvalten home system. The pirates were engaged by the hero Hgele Curnst, and were destroyed by a ramshackle Orion craft propelled towards the surviving pirate capital ship. The Bvalten reverse engineered these craft, and with the incredible leaps in technology provided they joined the galactic stage as precocious newcomers, approximately 122 standard years ago.
The Bvalten made themselves small on the diplomatic stage: they had no territorial desires, having plenty of space and resources on their large asteroid belt and Oort cloud, and as such contented themselves by becoming incredibly rich through trade and war profiteering, selling their capable industrial base to the highest bidder. They have fought desperately to gain new technology, and the only Hero in the last 122 years has been a Bvalten who managed to reverse engineer Non-Orientable Wormhole technology and provide easy access to antimatter for the Bvalt. They are expanding their standing military, realizing that their defenses are not sufficient, and are looking to make their economic presence greater on the interstellar level.
Hey there, I need to kick off to work soon, but this is the bare-bones description of the nation I'm thinking of playing. I'll wrap it up later today.
Name: Congress of Bvalt
Species: The Bvalten are the only sentient species within the Congress, and are a fairly unremarkable lifeform. They are biped humanoids, thicker and shorter than humans due to the increased gravity of their homeworld Svartvist. They are nearly entirely fur-covered, and the color of this hair varies wildly between individuals, from pale white to deep red to navy blue, and can be seen kept trim or grown shaggy. Their skin is thick and leathery, their two eyes set far apart in their head and very large in comparison with their human-sized cranium. They have a flap of skin that acts as a nose, and two rows of sharp teeth in their wide mouth. They are stronger than a human on average, and their long dexterous fingers lend themselves well to clever manipulation of objects. They eat both flora and fauna. Their posture is straight, stretching their apparent height to the fullest, though they only stand on average at just over five feet.
Government: The Congress of Bvalt is a convocation of the tribal leaders of the Bvalten, forged half a millennium ago by Olaf the Young. Tribes no longer hold any true independence from the Congress, having amalgamated happily into one governing body, and simply act as the delineation method for electing regional officials. The Congress holds legislative power, and is checked by executive control from the King, who is popularly elected directly by the people. The government, a large authoritarian body barely one hundred standard years ago, has become a much smaller, less obtrusive body, with very few taxes going almost entirely to the military, which has maintained prominence simply due to the recent discovery that the Bvalt are not alone in the galaxy.
Description of Technology: There is no magic on Svartvist. The Bvalt are physicists, chemists, astronomers and myriad other denominations of science. They have only recently achieved lightspeed travel, finally perfected after years of awkward communication with the outside world. Their weapons are kinetic, their power reactors only now moving to antimatter. Their communications are sophisticated, messages travelling almost instantly across the galaxy by quantum machinations. Their medical technology, though only truly efficacious on Bvalt, is perhaps their greatest achievement, and has extended the Bvalten lifespan to nearly limitless theoretical age.
Description of Military: Despite almost all the paltry budget of the government flowing into military development, the Bvalt boast a small fleet of a few dozen true warships, with enough convoy defense ships to protect their own mercantile assets. Their sole inhabited system is well enough defended to ward off hostile freelance assets, and the Bvalten are capable surface combatants, but aggressive military action is largely outside their operational possibility.
Description of Culture: The Bvalten revere Heroes. 82 Heroes have been declared by the Congress, and their actions and teachings have been enshrined into the Bvalten culture, shaping it by their actions. The Bvalten value these teachings highly, and heavily pressure fellow Bvalten to follow them or be ostracized. However, the Bvalten know well that the only way Heroes are created is to break from the mold and become successful, and so permit attempts at these successes begrudgingly. The Bvalten have one immutable law, set by the First Hero: "What is good for Bvalt is good.". Their people follow this maxim religiously, and all their laws are based around this concept, with exceptions plentiful when actions benefit the good of the people, as judged by the people and their representatives.
History: The history of the Bvalten stretches back tens of thousands of years, but their history off their homeworld is not three hundred years in length. Thy have colonized their asteroid belt and the terrestrial bodies within their system, and for a century tentatively extended their searches for other life, until finally contacting it and being inducted into the galactic community 84 standard years ago. The Bvalten have carved out a niche as talented traders and curious engineers, and have attempted constantly to maintain neutrality in the galactic conflicts around them, wanting little more than to earn wealth and benefit Bvalt.
A extra paragraph or two on history and I can accept it.
@SkylarAccepted, drop it into the char tab when you get the chance.
Oh right, so we're doing this game. Well, expect me to join with the Morte Empire. I'll fix them up a bit but you know what to expect.
Just for the record what should be the expected ceiling in population and military power be? If the inhabited planet ceiling is 30+ then I guess having thousands of ships won't be outlandish at all.
If you don't mind I may also create profiles for NPCs like the Luxans Ixythl and other aliens the Morteans were at war with or maybe fighting them still.
Oh right, so we're doing this game. Well, expect me to join with the Morte Empire. I'll fix them up a bit but you know what to expect.
Just for the record what should be the expected ceiling in population and military power be? If the inhabited planet ceiling is 30+ then I guess having thousands of ships won't be outlandish at all.
If you don't mind I may also create profiles for NPCs like the Luxans Ixythl and other aliens the Morteans were at war with or maybe fighting them still.
Leave both vague, they really should only be brought as needed.
Any created NPCs do not need to be accepted however unless I create them or give special permission NPCs need to be small and not very advanced.
I like to put up details because it just gives things a certain flair. In the end what matters is the RP itself and how I eventually portray them but to skip number mentions or such is counterproductive to the whole purpose of nation profiles.
As for NPCs, they are small, at best comparable to my civilization in size which is going to be small compared to the most. My civilization is just, well.. you'll see it soon.
We are born through Eden. We live with Eden. We ascend by Eden. And pass our Eden. So all could reach Ascension and See.
Head of state: The Divine Council Capital System: Attica System, with Uru-station and Atroch, the home planet of the Archons. Home Galactic Arm: New Outer Arm.
Race Name: Archons Race Information: Archons look like swirling masses of gold-like particles. These particles are kept together by the Archon Crystal. Formed in the middle of the Archon. The Crystal has a gold-orange glow and has a high electromagnetic signature. While it never happens, an Archon can be killed. If you even scratch the crystal inside, it will become unbalanced and implode. Leaving a cloud of Eden quickly scattering around.
They remain sentient. Yet often try to explain ‘lesser’ races that they are super-sentient. That they can ‘sense’ stars, organic life, the flow of the cosmos and each other. They believe that Eden elevates all sentient and even insentient life.
Abilities: The Archons manipulate Eden with their sub consciousness, consciousness and super-consciousness. They can manipulate the particles into discharging their energy with ease. And they possess a great amount of Eden each. Thus they can create near-impenetrable shields and discharge rays and orbs of pure, golden plasma.
Disadvantages: They are infertile. Meaning they cannot reproduce. There will always be a set number of Archons. Or less, if one would be killed.
History: The Archons’ history is kept quite secret. Even for those within the Union. They were once an organic race. Though how they looked is unknown. On Atroch, Eden was everywhere. This mysterious substance held a tremendous amount of energy. Through evolution, most creatures on the planet developed a brain capable of using Eta waves. A special kind of brainwaves. The Eden obeyed Eta waves, and thus most of the planet could manipulate Eden.
The Archons, just like humans, would rise fast on the evolutionary ladder. Mostly with the aid of Eden. The eating of Crystalline-Eden became a habit for most. This in turn mutated their bodies. Crystalline growths began to show.
Their space age began, as they started to explore both of their moons and not much later their neighboring planets. Gravity was manipulated through large quantities of Eden, and several Pilgrimages were set up to discover other planets, searching for more Eden. Their search was in vain. Eden only appeared on Atroch. And what was even stranger was that no scientist could explain how it was created. It simply appeared.
With FTL other, habitable planets were found. Though often, with other living, sentient beings. Often in an earlier stage of civilization. Through Eden, the Archons uplifted several of them. Slowly though, so no race would ever overtake the Archons. Though some species developed faster than the Archons. Eventually Archon scientific and technological advancement began to level out. Fearing they reached their full potential a cult-like group began to create what most now see as ascension.
The ritual of Ascension is a brutal act. First a large quantity of Eden is gathered. The one who desires to ascend must focus to keep all the Eden around him. At which point the room is filled with a flammable gas and ignited. Melting the flesh away from the crystalline growth within the Archon. Slowly but surely the Eden imprints the Archon’s mind into these tiny crystals. Whom in return keep the Eden around. Eventually the tiny crystals are pressurized and ‘forged’ into one big crystal, thus creating an Ascended Archon. The entire process is so painful that a great deal of Archons did not survive. And even then the result could be extremely unbalanced. Making a newly Ascended Archon implode only days after the ritual.
The unified government of the organic Archons were abhorred by these new creations. They commanded to imprison or kill them all. Sadly, the Magisters saw the Ascended Archons as truer gods than the Organic ones. They joined the side of the Ascended ones and, together with the Hurën who were being uplifted at the time, began the First Crusade. A genocide that whipped out all organic Archons.
In theory, a specie could go down the same path. Ingesting Eden crystals to systematically grow crystalline growths within and then melt away their own flesh and imprint their consciousness into those crystals through Eden. Though the Ritual is kept hidden from all other Union species, even the Magisters. Race name: Magister Race information: The Magisters mainly depend on their brain and are not often seen on the battlefield. They appear as thin beings with almost no muscles. They have 4 arms and 3 pairs of eyes. But a massive head. While they are bad at fighting, even with Eden. The Magisters have a talent in diplomatic situations and art, often using Eden to create impressive creations.
History: The Magisters were the first race found by the Archons and were gradually uplifted with the help of Eden. They were found during their ‘bronze’ age, making bronze weapons and armor, having basic societies, different cultures and believes. The Archons descended upon them and were immediately seen as the local equivalent of gods. Each began to worship an Archon, who at that point still had their organic form. Slowly but surely the Archons manipulated the genes from the Magisters, merging it a little with their own. Thus, over generations, giving the Magisters the ability to control Eden.
This act was often seen as magic at first. Even when they’d arrive the gunpowder era, they each still believed that the Archons were gods. Though an ironic thing happened. At the early stages of globalization, wars began to break out among distant culture. Fighting over which Archon was more powerful than the other. Wars were often fought for a matter of fact and Archons never made them stop. Though the God Wars, as it was called, was the first war with large scale Eden manipulation. The Magisters, who were still very much in infanthood considering Eden use, did not know the consequences it would have. Several genocides past, until the Archons saw that the Magisters were fighting their own race into extinction. The Archons intervened during an even called the Magister Unification or First Unification. Several Archons banded together and with their vast amounts of Eden linked their own minds with the minds of all still surviving Magisters. Thus creating understanding and peace among the race.
Not long after that the Magisters started their space age. Again with the aid of the Archons. They formed the administrative branch of the newly formed Eden Union. Only then did they actually gain the name ‘Magisters’. Though now, many centuries after the Unification, their original name is all but forgotten. Race name: Hurën Race Information: Big, lumbering giants. They stand a massive average of 3 meters tall. Often fully armored and armed, these brutes are mostly used for ground attack and as guardians of Magisters or Archons. Feared and used by their bloodlust. Most look like oversized, deformed, human body builders.
Just like with the Magisters, the Hurën were slowly adapted to be able to manipulate Eden. The Hurën appear to be extremely adapt and the offensive purposes of Eden, while ignoring all other aspects. This is probably because of their aggressive nature.
History: The Hurën were found just after the Magisters created their own version of FTL. In fact, the Hurën were the first challenge of the Magisters. With noticeably less Archons around, the Magisters had to convince that the Archons were indeed gods. At first this seemed to work, little by little tribes renounced their own gods and worshipped the Archons. Of course until the Archons began to get killed by their won brethren. The Magisters who quickly realized that the glowing clouds of Eden were still Archons, but Ascended ones, used their divine image as further proof that they were gods. The ironic thing is that this sealed the fate of the biological ones. Because on the Hurën home planet, they were all slaughtered. The Hurën were then quickly uplifted into the space age to help hunting down the remaining few Archons. With great success. Race name: Intacs Race Information: Grey skinned, with 2 pairs of eyes and 4 arms in total. Intacs are relatively skinny and show no promise in the field of muscle. Though they have a bit of a large head, not as big as a Magister, but still pretty big. They stand 2 meters maximum.
They have a gift for logical thinking. With a small talent for Eden.
History: The uplifting started at the same time as the Hurën. Mostly because both species’ star system weren’t that far from each other. They were at a modern age when the Archons and Magisters discovered them. Therefor it was a lot harder to convince them of the ‘Divine’ power of the Archons. For a matter of fact, several Archons were forced to show their true, personal power. One time an Archon was pushed a little to far into showing his power and destroyed an entire city block. Though after a few generations passed, the Intacs began to accept their overlords. Though the Intacs had a harsh rebellion to be exterminated. This species suffered little under the transformation of the Archons. In fact, their disappearance and reappearance only served to increase their faith into their gods.
Intacs are now used as builders, technicians but also as advanced Eden manipulators. Utilizing the substance to a very wide range of fields.
Head of state: The Divine Council Head of government: The Divine Council Government Type: Absolute dictatorship. Description of Government: The Divine Council exists of all Ascended Archons. In theory each Archon can voice its concerns and vote on certain, inter-planetary laws and actions. Though it is but a select few who exercise this right regularly. As they are still seen as Gods by every specie they uplifted, their decisions are absolute and unquestionable. Of course there are every now and then a few who doubt. These people are ‘convinced’ that the Archons are in gods.
Lesser or more local problems are often handed over to the Magister Caste, who work as middleman between the uplifted races like the Hurën and their Archon overlords. If a problem is deemed important enough, it passes on to the Archons. If not, the Magisters will solve it themselves.
Economy: A controlled trade system. Species and planets are free to trade among each other. Though there are regulations that prohibit certain substances, objects or creatures.
The society within the Union defers a great way. I think the greatest example of the polar opossites is Atroch and Uru-station. Atroch is the greatest example of a peaceful, cultural and calm planet one could imagine. After the Genocide the Archons allowed nature to reclaim great parts of the land. Monasteries were build, but in union with nature. Housing mediation gardens, natural pools and zen-platforms high up the mountain whom also serve as nests for birds. All monks of all races are tasked as guardians of the balance of life on the green planet. Industry is forbidden and farming is not automated. Food is produced in the exact quantity that is needed. And most time on a planet like Atroch is either serene discussion or silent mediation. Gathering up the Eden of the world. There are very few people on Atroch, as the life style is far from what one would expect from galactic civilization. Never the less, those with great talent for Eden manipulation are send down here. And often return to space a decay later tapping into their true potential.
Uru-station truly is the polar opposite of this. It’s a cramped, bustling space station filled with markets, factories and people. Technology is everywhere and one can never truly find silence. Most species within the Union are to be found here. The lower rings of Uru-station are used as slums. Where people live in makeshift tiny apartments and where the ugly black market is every so present. Higher up the hygiene and space grows. Middle classes live here within and are mostly kept safe by the patrolling Uru-station guards. The upper ring is kept for diplomats and high-ranking citizens. It is clean and noise dampers and isolators try to keep this place as peaceful as possible. Though you can always hear the slow humming of the ventilator pushing oxygen around.
Class within Uru-station is determined by wealth and the talent of using Eden. Of course, if you have too much talent, you get shipped off to Atroch. Rich families often attempt to keep their oldest on Uru-station through connections. But in return, if the second and third born shows equal or more talent, they are prohibited to go to Atroch. This practice is exercised across most of the Union. But resisted the most within Uru-station.
Across the Union you will often find more industrialized advanced planets with large metropolis cities. With slums and rich districts and shipyards. Other planets are purely used for mining and reduced to several large pit mines for resources. That is often done with barren or hostile planets. On green planets you will more often than not find massive farms, producing food for the Union. And a very few habitable planets focus on innovation and scientific research.
Among the Union, they believe that overpowering an enemy as soon as possible is the best way of defense. Thus they create their ships in a way that it can deliver a massive punch in a very short period of time, though at the cost of defenses. A quick explination of the ship classes: Frigates are small and agile ships. Most being just over a mile long. Cruisers are larger ships and house a greater array of anti-fighter and anti-frigate ships. Cruisers are considered capital ships. Dreadnaughts are vessels build around 1 giant weapon. Often a Eden Plasma Projector or a Railgun. They are used as anti-capital ships. Dreadnaughts are also considered capital ships. Carriers have no large weaponry. Though they do have an array of anti-fighter batteries. Carriers rely on fighters and bombers. They are also used to bring in ground forces if required. Super versions of Dreadnaughts or Carriers are oversized versions. Simply put: everything about them is bigger.
The Immortal Fleet originally started out as the First Pilgrim Fleet. It was also the first fleet that uplifted a specie: the Magisters. Soon their small ships joined the First Pilgrim Fleet. Who still mainly existed out of civilian vessels. When the Archon Civil War broke out, the First Pilgrim Fleet stood under control of Ascended Archon Commander Itrach. In the end it was Itrach who finalized the genocide. Launching a savage attack on the Attica system and Atroch. With the help of the Magisters and the Hurën, he completed the Archon Genocide.
Currently the Immortal Fleet exists out of 4 separate pieces. The first and frontal piece is the Vanguard Section. Composed out of fast Frigates and FTL possessing advanced fighter squadrons. This section is often used for initial harrasement, allowing the second Section to power up. The Ward Section is composed of mostly Cruisers and Dreadnaughts. Manuverability is not so much their strongest point. Instead they rely on heavy hitting weapons. The Ward Section is controlled by the 2 Super-carriers: the Eliona and the Axci. While both lack the firepower of Cruisers and Dreadnaughts, they house hundreds upon hundreds of squadrons, ready to deploy. They also carry landing vessels to start conquering planets. The Third Section, often called the Executor section, counts but a fraction of the ships within the Ward Section. The Executor section houses a few Super-Dreadnaughts. Nothing as big as the Reaper-classes. But still, it takes only 2 shots of these Super-Dreadnaughts to punch through the armor of most standard Dreadnaughts. Finally, the Enkindler. The heart of the Immortal fleet. Built after the uplifting of the Ictans. This ship is so big it could easily pass as a space station. Its central crystal dominates the ship. The Enkindler is designed and created with one idea in mind. If hostile space-faring races are discovered, to erase them from existence. The final section exists mostly out of freighters, supply vessels and others. Guarded by a few cruisers and frigates.
The Immortal Fleet is under command of Commander Itrach. He knows that there are few facts when the Immortal Fleet is called. First of all, suffering a surprise attack is nearly impossible. The Immortal Fleet remains within the borders of the Union and changes system every 2 years. When needed, they are called into action. A second fact Commander Itrach knows is that to win a fight you hit first and you hit hard. His flagship and pride, the Enkindler if the prime example of his doctrine. When the Immortal Fleet, arrives on scene. No diplomacy will save you from being erased from existence.
A fleet composed mostly of Hurën ships, who are each designed around an Mass-Accelerator, whose sole task is to protect the Attica system. Most certainly not as impressive as the Immortal Fleet, it none the less has a very important role. The fleet mostly travels between Uru-station and Atroch on patrol. Though it’s heart, the super-carrier: Lyan’s Tear, remains posted at Uru-station.
Pilgrim fleets are the scout fleets of the Eden Union. Their size and location is extremely variable. Ranging from a few Magister Scout ships to a true fleet with a Hurën Dreadnaught in its heart. Though the largest Pilgrim fleets often exist out of none-combat ships.
The First, Second and Third Crusader Fleets These fleets are remarkable similar and often work together for joint operations. If a pilgrim fleet discovers a world whom immediately shows hostility towards the Union, one of these 3 are brought in. A Crusader Fleet can often be recognized by the Archon Reaper-class Dreadnaught. Which at first has a distinct, pillar like shape. Through when in position it opens up like a star. Its main weapon is a plasma beam so powerful it can even drill through a world’s atmosphere and still deliver a deadly strike on the ground.
Heavily armored Hurën often form the front line. Carrying weapons most other species within the Union cannot. Their offensive Eden capabilities are often used among the ‘Heroes’ of the Hurën to erase the enemy. Though the true use of Eden on the battle field happens with the Intacs Divisions. Who deploy automated turrets, cannons and project shields over advancing Hurën to protect them.
Eden Eden is the foundation of the Union. Eden are particles can turn into force carriers like Highs Boson particles, Photons, gravitons and even several anti-version like anti-gravitons. Though this change is extremely temporarily and the particles revert to their original Eden state. Though seemingly discharged and unusable for some time. The Eden particles must ‘recharge’. Often by being exposed to the forces it can create. Like heat, light, gravity or electro magnetism.
Eden particles are often converted into their force carriers to be useable. Mostly because using pure Eden particles is highly dangerous and Eden has a tendancy to be somewhat unstable when used in its pure form. Therefor the Hurën, the Intacs and the Magisters often convert the Eden into a more manageable force carrier on board of their ships, where the Eden is present in large quantities. Archons defer from this. More about this subject in ‘weapons’.
Eden has so far only been found on Atroch. A lot of research has been poured into the discovery of this strange substance’s origin. It is theorized that the substance comes from deep within the planet. Left behind by a previous civilization who synthetically created this particle. So far the Archons have refused to set up a scientific investigation. Though the theory might have a basis of truth. As some Archon have observed the flow of Eden for ages and saw that it seemingly pours out of the cracks of the earth like deep sea trenches or during earthquakes.
There is no conventionally mechanized way of harvesting Eden. Eden is collected at Atroch Monasteries, where all Eden-sensitive species can join and meditate. When a large quantity of Eden has attracted to these places of mediation, it is collected in man-size glass tubes. Who are then transported up to space, for whatever use deemed necessary.
Eden on the battlefield is manipulated in much smaller quantities, often by Intacs carrying a personal supply of the substance. Controlling Eden in these small quantities is much easier and therefor more often done. Intacs especially use Eden in many ways. Ranging for blasting lasers from their concentration of Eden or creating shields. Some extremely gifted Intacs are able to use the Eden with the Archon Way. In other words to discharge the Eden particles in various unstable forms ripping enemy to shreds. Though this use of Eden is often prohibited and extremely difficult. Warp gates The discovered and used version of FTL is often considered still to be lacking. It’s not fast enough and most certainly not Eden Efficient. So in order to go from major cluster to major cluster, the Intacs developed Warp Gates. Through the high energy output they are capable of creating a wormhole. And then, with Eden, they stabilize this wormhole. Though there is 1 disadvantage. A gate is a one way connection. This means that around hub systems (like the Attica System) there are many gates. Both leading away and into the system. Weapons As said before, most Eden-sensitive races use force carriers to power their weapons. They convert Eden quickly in photons or charging nearby conductive material with a charge. Hurën are use the electrical charge to accelerate metal at 0.01% of the speed of light. Creating an enormous amount of kinetic energy. Intacs, who are young at the use of Eden but show great promise, transport the created force carriers over a short distance. Often in the form of photons or an electric charge. But through an insulator. Thus creating heat which cooks a gas so hot it becomes plasma and then fires it. In both ways there is no wasting of Eden. And the recovered Eden can be recharged by exposure to sun, electromagnetism or gravity. Thus Intac, Hurën and Magister ships, who employ both ways, are only limited to gas or metal pellets to fire.
A way often used in large Dreadnaughts is less Eden-cost efficient. For example: Reaper-class Dreadnaughts transform the Eden particles in large quantities of photons and then focus those focus into a beam, creating a laser. However, once the laser hits its target, the photons return to depleted Eden.
There is another way. A way that costs a great deal of Eden to utilize and the Eden is every difficult to gather again. The Archon is based around the idea of firing the Eden particles in a state of transformation. The transformation is seemingly random and can have horrifying effects upon the target. Electric charges form and disappear. Gravitons pull together as anti-gravitons push apart and Highs Boson particles rip apart the very atoms of creation. In other words space-time continuum is temporarily distorted. On a large scale it was a theoretical science so far. Until the construction of the Enkindler, who is the only ship to have successfully been able to perform this act. And while the effect was much less severe as scientists had calculated, it still had a frighteningly lethal effect.