@Fashy I will be adding into it later, have some classes today.
@Fashy I will be adding into it later, have some classes today.
Enjoy your flight :)
I'm very interested in taking part but new to the format so I'll lurk for a while.
Currently thinking something along the lines of a mercantile nation that's nominally terran but with a large xenophile population thanks to trade and migration. Sort of reluctant oppressors who see more money to be made from tolerance than conflict.
We'll see :D
@Fashy Excellent! So what kind of nation are you making?
Nation ApplicationName Of Country: United Zenohunt Federation (often shortened down to just 'Zenohunts', since it just refers to the entire race being united)
Banner/Flag:
Ruler/Rulers: The current Tapresiden is Emily Farport. She has two daughters; Amy Farport, who is a Senior Ambassador and Diplomat, and Lucy Farport, who serves as a Commodore in the United Zenohunt Navy.
Species (If Human, Put Terran): ZenohuntZenohunts are almost similar to Humans apart from the fact that they often have some minor changes in personality based on their animal traits; Zenohunts have some features of animals, let that be a tail or ears. They sometimes vary, some having claws, for example. It is uncommon to rare for a Zenohunt to have wings, however even then only one Zenohunt, Amelia Lara, was able to use them to fly, and she could only fly for a small amount of time.
Zenohunts usually start out young: In systems where they are government, the age of Zenohunt adulthood/mature age is twelve. They are allowed to leave school and work at the age of twelve, and at that age they are also allowed to marry and have a family (though this requires permission from the local authorities as well as some tests to make sure that the couple are sure of what they are doing). This includes the military: They are allowed to join the Zenohunt army at twelve (Home Deployment Force) or fourteen (Non-Home Deployment Force), the Zenohunt Navy at thirteen (or fourteen if they wish to become an attack pilot), and the Zenohunt Marines at fourteen. Zenohunt intelligence usually 'recruits' from the ages of six and up, though this is unconfirmed. Zenohunts living with another species can technically join another species' military if they are multi-species, however this is often quite rare and those that do still have major loyalty toward Zenohunts.
Zenohunt relation with other species is that their military forces, including (but not limited to) their Space Navy, Army, Intelligence, Marines and Zenofighters (Super-Special forces) are not integrated into any other species' militaries, and are in a separate but stable alliance. Their merchant marine and trade ships, however, are free to flutter in and out of societies (the former able to until called to war), and their people and free to mingle with other species.Err... Chaotic neutral? Zenohunts are willing to co-operate with other nations, but if something threatens them, they will seek to rid it, through compensation or blood.At the top, there is the Tapresiden (which translates to 'President'), who has the final and ultimate say. If they do not like something, it is gone. If they want something to happen, it will happen. An act or law that they introduce can be challenged two years after it has taken place. The Tapresiden can start a war by themselves, however it is common for them to present the prospect of war to either the High Seats or the Low Seats and have it voted on. Tapresiden are half hereditary, half elected. The Tapresiden's sons and daughters are the candidates. If there is only one, then they are automatically placed as the new Tapresiden. If there are two or more heirs, a representative from every planet under Zenohunt rule and one High Seat will gather in Ehop, and will vote for which of them will become the new Tapresiden. If there are no heirs and the Tapresiden cannot give birth for some reason (if the Tapresiden does not have a husband or wife, a High Seat will become a sperm donor or a surrogate mother), the same process will happen (planetary representatives gather at Ehop and vote) except they will be voting for one of the High Seats to become the new Tapresiden. If there is a heir, but they are not yet at the age of maturity (twelve), then the High Seats will collectively be a council to serve as the Tapresiden until the heir reaches maturity.
Underneath the Tapresiden are their heirs, often referred to as Tapresiden-Radaughte (President-Daughter) or Tapresiden-Naso (President-Son), and serve as important figures. They usually take up a very important role within government or related to government. For example, they may serve as a Senior Ambassador and Diplomat, which will get them used to diplomatic relations. Or, they may serve as a high ranking military officer, which will get them used to the military side and decisions. Even serving as a police officer can get them used to crime and internal problems. They are not, however, allowed to serve at the top of the chain, though they must be respected as a son or daughter of the Tapresiden. Governmental-wise, they can make important decisions, and they are a part of government and so have roles within it. Their word is slightly above that of a High Seat. They cannot formally start a war, but can suggest that to their mother or father or can suggest it to the High Seats. Those heirs that are not elected as Tapresiden may stay in the roles that they were in before the election, and have the ability to rise higher in those roles. They will still have some royal respect, as they are the brother or sister of the Tapresiden.
Under the Tapresiden (and their heirs) are the High Seats, who are in charge of the major decisions. There are twenty five High Seats. When it comes to war, the High Seat(s) who are for it must present it to the Low Seats, who then vote on it. If it goes through, then the High Seats have their vote. If the prospect of war was suggested to them by a Tapresiden-Radaughte or Tapresiden-Naso, they do not need to go to the Low Seats and can decide upon it by themselves. If twenty or more High Seats vote for war, they do not need to go to the Tapresiden. If less than twenty vote for war, the Tapresiden has their final say. The Tapresiden can technically override the call for war if they present a good enough case to the Low Seats and over 50% vote in favour of the Tapresiden.
Under the High Seats are the Low Seats. These vary in number, however there is a minimum of two hundred at a time. They have the say in low affairs. If a Low Seat wants war, he can present this to the other Low Seats, who take a vote. If over 60% vote in favour, it goes to the High Seats. If fifteen or more High Seats vote in favour of war, it goes to the Tapresiden. There is no skipping the Tapresiden step when it comes to a Low Seat proposing war.
Under the Low Seats are technically sector and planetary governments, who decide on local affairs and handle their planets (or sectors, in the case of sector governments. Sectors refer to a group of planets, each with their own planetary governments). Each planetary government has one planetary representative. Planetary governments can only send their representative to propose war to a Low Seat, and have no other say. A sector government, if it wishes to take emergency measures, can technically order the Zenohunt navy in the sector to take action against foes, particularly if blood has already been drawn, though a message has to be passed up higher authorities and they can easily override the orders.Zenohunts have a mix of ships. Whilst the majority of their ships are from small to medium sizes, they have some large ships. Whilst that sounds intimidating to an outside source, the only large ships that have to be worried about are carriers and battleships. There are two ultra-large ships: The Oindig-class Planet Striker, with the capability to invade and support the invasion of a fully settled world on it's own, and the Thadea-class Dreadnaught, which not only serves as the ultimate ship of war for the Zenohunts but also as a mobile space command structure in it's own right. The other large ships they have are scavengers, freighters, and generally civilian ships or those belonging to the merchant navy, which will enter a war if needed. They usually have very few weapons, though enough to give a pirate a run for his money.Zenohunts came from their home planet, Lemia, and were quite territorial. They often started wars amongst tribes for food or land. After a long while, official 'peacelands' were made, but few still raided these for what they needed before they were cut down. The two main cities, Ehop and Yasanctuar, which both translate to Hope and Sanctuary, were soon built. Ehop would soon become the capital of the United Zenohunt Federation.
It wasn't until Zenohunts expanded into space that actual peace started among them. It was during the meeting of another species, the Iasdan, that the Zenohunts first fell under the blanket banner of the 'United Zenohunt Federation', a symbol that they had stopped the wars amongst themselves and were together as a whole. The Zenohunts established good relations with the Iasdan, though these relations shattered after years of peace when the Iasdan made an assassination attempt on the Zenohunt president, and succeeded. The president's daughter took over and declared war on the Iasdan. As both races had never fought a war on such scale before, it was cumbersome for both sides.
Eventually, the Zenohunts constructed the Oindig prototype, an early predecessor to the Oindig-class Planet Strikers. It took them a few years to build it, and it was cumbersome but effective, supporting landing operations on several Iasdan worlds before it was destroyed. It did, however, start work toward the Zenohunts winning the war, but only after making Iasdan extinct.
The Zenohunts rebuilt what they had lost and incorporated technology that the Iasdan had that the Zenohunts hadn't into their lives. They aimed to have good relations with other races they met.The Zenohunts have good intentions, but will seek compensation for any problems that another nation has caused. They will also take threats seriously; Their captains have the right to open fire if they perceive something as hostile.
Character ApplicationsName: Amy Farport
Age: 19
Species: Zenohunt
Place In Story (Job): Tapresiden-Radaughte, Senior Ambassador and Diplomat
Character Description (Physically): Amy stands at 5'3". She has blue eyes, is slim and has a small bust. Amy has blonde hair that reaches down to her mid-back. She has an orange fox tail as well as orange fox ears, just like her brother.
Character Description (Mentally): Amy knows when to submit and when to push on, though she can sometimes make mistakes. She personally thinks that she is suited to take her mother's place as president, and that her sister will be too orientated on the threats any alliance would bring, and that her sister would probably always resort to militant tactics in her rule, as opposed to any more peaceful methods.
Biography: Amy was born on Lemea and lived there for most of her life. She went to school and lived a normal life, though was taught continually about her role in society. She decided to be a diplomat and ambassador once she reached adulthood, as she felt that would support her the most in future if she was to become Tapresiden over her sister. Amy was involved in several diplomatic affairs and had some experience with them. She usually kept contact with her sister, and would often exchange stories with her.
Other: N/AName: Lucy Farport
Age: 23
Species: Zenohunt
Place In Story (Job): Tapresiden-Radaughte, Commodore of the United Zenohunt Navy
Character Description (Physically): Lucy stands at 5'8", with a strong build and mediocre sized bust on her chest. She, like her sister, has blue eyes, though hers is a tint brighter, and she has small lips. Lucy, also like her sister Amy, has an orange fox tail and orange fox ears, though her fox ears are slightly smaller.
Character Description (Mentally): Lucy feels that military strength is key to any nation surviving, as without showing strength they looked weak and able to be taken over. At the same time, as opposed to her sister's thoughts, she does have some belief in peaceful methods, as Amy has shown that they work. Lucy does not like losing, and cherishes every win. She is protective over her little sister.
Biography: Lucy, like her sister, was born on Lemea. She grew up an only child for the first five years until Amy arrived, and she could not help but feel protective over her. It was at school once that Lucy beat another kid for making fun of Amy, and it was also then that Amy thought that showing strength was the key to survival. That was why, when she became of age, she used her connections to allow her access into the United Zenohunt Navy a year early, as an officer. Despite this, and respite being Tapresiden-Radaughte, she was put through the same rigorous training as other officers. She served for several years, and finally became the rank of a Commodore.
Other: N/A
Alrighty, after thinking for a bit. I've decided what to make. An insectoid civilization that was on the fringes of the old empire. Now with the Empire gone, they seek to fill in the void the Empire left and become the dominant power in the Galaxy. I'm going for a mix of bio-weapons and natural species idea, in that there is a creator race(the main bugs) and their vat-grown servitors(the bio-weapon bugs).
I quite like it, accepted.
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Ayyy, thank you! ^_^ Spent plenty of time on it, happy it got accepted.
Might be interested in joining.
And hello again Sigma.
@Fashy What was the Human Empires position on transhumanism and artificial intelligence? Banned? Allowed? Etc
LIST OF IDEAS:
-Transhuman principalities out on the frontier
-Hedonistic saccharine but really ruthless Illium-esque Alien Space Babes
-Asimov robot empire
-Xenophobic Heinlein/terran human federation