Hidden 10 yrs ago 10 yrs ago Post by Durandal
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Durandal Lord Commissar

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Hidden 10 yrs ago 10 yrs ago Post by FlightofIcarus
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FlightofIcarus

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Confederacy of Kesh


Species:


The Vorskel are multi-ethnic mammals that resemble Earth's bats; they are humanoids with digitigrade legs. Their feet have four toes. They have perky triangular ears that are always shifting towards any noises they pick up. Their eyes are usually orange of yellow and are of a decent size. They have hog-noses much like the hog-nosed bat. However, another race of the Vorskel have long fox like snouts. The Vorskel usually have short vestigial tail stumps. However, the fox like Vorskel have longer tails than the hog noses. The tails are lizard-like except furred. They are usually around five feet tall. Their hands have four long fingers (one of which is an opposable thumb) ending in short blunt claws. The hands have pads on the palms and fingertips like paws. Vorskel have leathery membrane wings attached to their underarms like bats. The Vorskel's fur is usually tan, brown, or black; their underarms and belly have lighter tones usually. With age it becomes gray, silver, or even white.

Description of government:

The Confederacy is a multinational organization made up of all Twenty One nations on Kesh. In practice it is a representative democracy where all nations still have their own identity and government types. Each nation has two senators in the General Assembly. The senators have annual meetings and pass laws that affect the entire Confederacy. In order for a ruling to be passed one side must have at least 50% support. Senators are elected by popular vote in each nation for five year terms with a maximum of two terms. The General Assembly elects the Triumvirate, which are the three de facto leaders of the Confederacy. The three positions are the Lord Marshal, Secretary General, and the Merchant General. The third part of the Confederacy is the Security Council, which is the martial arm of the organization.

Description of military:

The Armed Forces of the Confederacy is made up of the Space Forces, Army, and Space Security. In practice, the Space Forces hold most of the power. The Space Forces control the FTL capable warships of the Confederacy. Each of the branches have their own responsibilities and tactics but they have cross-branch strategies for when they need to work together, which is often. In general they focus on long ranged combat in space, preferring to pound the enemy from afar with missiles and beam weaponry.

The aforementioned Space Forces have the powerful FTL capable warships. They lack battleships and dreadnoughts for the most part, preferring the versatility and speed of smaller ships. The use of strike craft like starfighters is considered anathema to the powers in control. Strike craft lacked the range, thrust to weight ratios, and durability of large ships. For the most part they were considered useless, except for specialized planetary invasions. As stated before, long ranged beam weapons and missiles are favored. Still, most ships do have railguns to retain some versatility.

The Army is the main terrestrial fighting force of the Confederacy. Army troops with zero-g training are also seen in detachments on most military spacecraft. On the ground the army is a versatile force having forces capable of both defensive and offensive operations. However, it is generally a defensive force that makes a large use of crew served weapons such as mortars, anti-tank launchers, and autocannons. The offensive minded units are highly mechanized with a large array of infantry fighting vehicles, tanks, and armored cars.

Space Security is what the title states really. It's purely for internal defense and operates light patrol ships. Space Security checks the cargo of civilian ships for illegal contraband, fights pirates, and upholds the laws of the Confederacy. Space Security is mainly stationed on the frontier and in the colonies. It has a secondary role of acting as the first line of defense and an early warning force. They're more or less a space police force.









Technological Overview:

The Vorskel are relatively advanced, being an interstellar entity in control of several star systems. Still, they are a relative newcomer to the scene and are primitive in some areas. They're comparable to Earth's 21st century in a lot of ways. The Vorskel still rely on nuclear power, but have made breakthroughs in power storage such as room-temperature superconductors. They also still rely on radio, radar, and optical sensors. They lack energy shields for the most part, instead relying on armor and speed. For weapons they use firearms due to ease of maintenance, and low cost. Spacecraft make use of lasers, particle beams, and railguns. They do possess faster than light drives in the form of the warp drive which is capable of approximately 3 light years a day.

Spacecraft are built like a skyscraper with propulsion on the bottom with the thrust parallel to the decks. This is to prevent disorientation when the spacecraft is accelerating. For when they're not accelerating they have rotating segments called centrifuges. Vorskel spacecraft are modular with distinct sections that can detach and get replaced. Spacecraft of similar sizes often have interchangeable sections and parts. They're made in a utilitarian fashion with little to no regard for aesthetics. The spacecraft are made with redundancy in mind with back ups for most systems.

For 'shields' they use a system called Super-Capacitor Armor (Reactive). This technology, known as SCAR for short, involves placing a cloth-like layer of super-capacitor under the armour a vehicle or spacecraft. After charging the super-capacitor, the energy can be readily discharged into the armour when a threat is approaching. For a split-second, this forms an electromagnetic field around the spacecraft, which can redirect kinetic energy weapons and cause missiles to detonate. It is not a perfect technology, however. Missiles have a chance of bypassing the shield if timing is wrong, and it can only turn a glancing blow from a KEW into a near-miss. A KEW's direct hit can be, at best, turned into a glancing blow, which would still be fatal for most non-capital vessels. The shield's effectiveness can be increased by having a more powerful reactor. It will decrease when more armour is used.

There is also another shield system that sees limited use due to drawbacks. R&D calls it the IonoSpheric Protective Shield. It creates a magnetic field around a spacecraft, in which plasma is suspended. This plasma recreates the effect of a planetary ionosphere, reflecting electromagnetic signals. It can effectively block lasers, and can muffle the effect of plasma weapons. It has the downsides of not affecting any other weapons system, preventing or severely disrupting communications, and does not discriminate between incoming and outgoing weapons fire. While this shield is in operation, a spacecraft cannot return fire.

Power generation is mainly fusion reactors, but fission still appears on smaller craft and on outer colonies. Chemical reactors show up on many ships as a backup. Solar panels are often used as a tertiary power source.

Sublight engines are a mix of fusion torches and nuclear pulse drives. The fusion torch ejects plasmatised gas. This form of propulsion is liked because it has variable thrust and thrust vectoring. Nuclear pulse drives detonate nuclear bombs behind the spacecraft. The energy from the detonation presses on a pusher plate at the rear of the spacecraft. This turns into forward velocity change. This form of propulsion throws out versatility for pure power. For this reason many spacecraft have both methods of propulsion.

Cultural Overview:

The Vorkskel are historically a patriarchal race, and in some places still are. Generally the two genders are equal for the most part though. Vorskel culture places a great deal on family. They live in extended nuclear families. Groups of families are often in clans and adoptions are commonplace. Adoptions occur for a variety of reasons such as employment, notoriety, education, or simply bringing new blood into the family group. Whilst the family usually comes before the state, joining the military is usually seen as a positive thing. Vorskel religion is mainly polytheistic, but monotheism isn't unknown. However, in the current age, atheism is pretty common too.

History: When the Vorskel were beasts they were social creatures. They congregated into large family groups in caves or large dens. This tribal behavior carried on into sapience. They eventually started villages that grew up around these cave communities. The Vorskel discovered agriculture which allowed these groups to grow even more. They became city states with the founding tribal families controlling them. City states fought other city states. Clans got absorbed, assimilated, or outright destroyed in wars. Other clans started confederations and empires crumbled occasionally. When nuclear weapons were invented, the largest clans made a treaty in a neutral city, Iseia. This created the Iseia confederation.

Other:

Rakesh - (Home System):
Planets of note: Kesh (home world)

Rorsch - (Colony System):
Planets of note: Markuras (colony)
Hidden 10 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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--This is a WiP, not at all close to being complete. There are sections missing information, and places that need to be entirely reworked.

Linidai Kaemikemi Konumekilome

The Lindai Systems Conglomerate

Hidden 10 yrs ago 9 yrs ago Post by Polymorpheus
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.
Hidden 10 yrs ago 10 yrs ago Post by TehAlphaGamer
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TehAlphaGamer Elite Memester

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I'm a bit foreign to the new format of RPG but I'm assuming if I want to make a nation I put it here?

Hidden 10 yrs ago 10 yrs ago Post by Unfortunately
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Unfortunately smug

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--APPROVED--
because
Hidden 10 yrs ago 10 yrs ago Post by ASTA
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ASTA

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>Keyguy
>Ever getting around to approving NSes

Pfft.

EDIT: Wait, this isn't the OOC!

fok
Hidden 10 yrs ago Post by Keyguyperson
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Keyguyperson Welcome to Cyberhell

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Hidden 9 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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Principality of Krugstahl


History
Krugstahl is a human colony originating from Earth's early interstellar history. It was supposed to be the first large-scale interstellar exodus vessel, propagating humanity in the distant reaches of the galaxy. For this purpose it mounted a gigantic and still experimental black hole engine which powered its "Jump Drive", design 80% identical to Warp Drives yet working by a different wormhole-type mechanism. All trials were a success and live-testings went perfectly. The next step was launching a wholly equipped colony to the Horsehead Nebula. The giant colony was equipped with a scaled up Jump Drive and blackhole engine and by 2092 it gained the shocking number of over 100 million inhabitants. Unfortunately Kurgstahl's systems suffered a critical malfunction during its maiden voyage, making the entire colony disappear. People were rightfully assuming the worst and this tragedy led to the ban of blackhole engines and the abandonment of Jump Drives. In truth the system was successful, maybe even too successful. The Jump Drive overloaded and sent the colony Krugstahl with its millions of residents to the edges of the Milky Way. Having no way to replicate this feat and return to Earth the colonists declared this world their new home, eventually growing into an entire fleet of wandering colony vessels.

Government/Society/Species
Principality of Krugstahl is a nomadic civilization that lives entirely in space. To their belief "gravity weights down human souls" thus they refuse to live in natural gravity wells, instead prefer their own colonies and space vessels. Indeed, over the centuries Krugstahl's population evolved to live in their low gravity environment. The vastness of space also had an unexpected effect on the people as many of them developed heightened sixth sense and at times even beyond, showing various psychic powers. Legend says their historical first leader the visionary Karl von Krugstahl did predict this, and called them "Neue Mensch" or Newtypes. According to him the Newtypes would be the next step in human evolution and would bring a great era of peace. Unfortunately neither of his theories proven right. Krugstahl's people are still warlike as ever and their once democratic system devolved into a feudalist principality, with the aristocracy taking all power. Newtypes are the government's favored tools for war and oppression. Unless born aristocrat a Newtype can only have two career options: Join the military and become a Panzergeschickt pilot or join the principality's secret police and use their psychic powers to spy on their own people. Some Newtypes choose the third option and go into hiding but they have no chance against their well-trained and experienced comrades. The principality is ruled by Duke von Krugstahl while the nobles are his loyal vassals. High-class nobles can lord over an entire colony or even oversee a cluster of colonies. They enjoy considerable autonomy and these can be considered small kingdoms. Colonies are cylindrical space vessels with the average length of 20 kilometers and the diameter of 4 kilometers, each holding at average 5 million people, making them effectively like a tiny country each. The only exception is the original colony Kurgstahl which is over 90 kilometers long and 16km wide, with the staggering population of 254 million people. Aside from regular aristocrats there's a military branch called Knights. Knights sire from aristocratic roots who pursue soldiering. Their title reflects their rank and influence within the military. Mere Landeritters (common knights) are just little above common troops, at best leading a Panzergeschickt squadron. Rittermeisters (Knight Lords) were owning colossal warship-castle colonies called Kriegschloss that made the heart of Krugstahl's military. There's also the unofficial title Oberrittermeister (Supeme Lord of Knights) who control multiple Kriegschlösser and thus effectively lead more than one Knight Order into battle. Knights are free to ally themselves with any aristocrat of sufficient status and it's a matter of prestige between barons to own the most Kriegschlösser with the best knights available. Still, while the aristocracy hold great power, even combined they could barely match the Duke who traditionally rules Krugstahl and owns close to one-third of the other colonies.

Technology

Having separated from humans during the early ages of interstellar travel, the Principality was forced to develop on its own. They have large self-governing automatized factories which can produce all their needs with various mining bases providing the required resources. Hydro-farms can cover all the population's need of food. Nanomachines are widespread in medicine and diseases are almost unheard of. Their primary source of energy is pure fusion reactors, gathering their fuel from stars and gas giants. Colony ships and Kriegschlösser have a controlled singularity engine as their main power which is also essential for their jump drive mechanism. No Principality ships smaller than a Kriegschloss are capable traveling interstellar distances. Weapon technology is sufficiently advanced with their fusion warheads approaching matter-antimatter reactions in power. To protect their crew from shaking and great accelerations they use inertial dampeners which Panzergeschick pilots also use to rapidly change vectors thus improving their combat maneuverability.
Military

[Military Anthem]
Just like their government, the Krugstahl military is in the hands of nobles. Knights of various title fill up nearly every leading position within the army who are free to swear their allegiance to any deserving aristocrat who. Yet in times of war Duke von Krugstahl can rally all nobles under the Bundeswehrmacht, often abbreviated just as the "Bund". In addition there was the duke's own personal army the Zentraler Kriegsmacht or just "Kriegsmacht", reserves kept exclusively for war while the central colonies were protected by another forces called the Reichswehr. These three organizations together formed the core of the Krugstahl military. Because interstellar travel capability was limited only to their largest vessels the Krugstahl military doctrines also concentrated around these. Using civilian colony habits as war carriers was foolish thus they developed a new kind of vessel, their mobile castles AKA "Kriegschloss". These were the base of operation for each knight order and the forward bases during military campaigns.

Mobile Castles are the heart and core of the Krugstahl warmachine. Their loss is a great blow for the fleet as they suddenly find themselves with no support, neither any means to leave the system. If Kriegschlösser are the core of the military then Panzergeschickten are the backbone of any offense. These are 10-15m tall humanoid machines armed with various weapons. They're fast, agile and surprisingly powerful for their size. It's said that their compact mega-particle rifles approach the firepower of a warship-mounted mega-particle cannon, thus in groups they could be a considerable threat. The tradeback of these machines is low combat endurance. Their thermonuclear reactor are overclocked and eat reaction fuel quickly. Their mega-particle rifles use energy packs which quickly empties out. Yet their utility in combat is unquestionable, so much that warships are forced to remain in support role. Panzergeschickten are versatile which is shown by the fact these machines are often Krugstahl sole form of land warfare, too. Krugstahl has infantry and posses few other land vehicles but the single most common military unit on the frontlines are the various types of Panzergeschickten.
Hidden 9 yrs ago Post by Inkwell
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Inkwell

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Hidden 9 yrs ago 9 yrs ago Post by Nilesapa
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Nilesapa A Mind Planemo

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(Plant aliens? Plant aliens.)

Not sure if i'll use this RP though since it seems dead seeing the lack of IC for two weeks. But oh well, here's my faction for if someone makes a new space RP like this one in the future:

The verdant Sanctum





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