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Malphaestus Ω Creator of Worlds Ω

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The Grand Empire of Zakaab

"We will sleep like Kings, encased within the greatest Armour the Galaxy has ever seen, so that when we awaken, we will enfetter the Universe in Eternal Rule"


Allegiance:
The Grand Empire of Zakaab, located in a rather centralized position within the Milky Way galaxy, is fiercly neutral. This is due to the heavy militarized culture of the Grand Empire of Zakaab and their rather unique way of surviving within this new age of galactic politics. Needless to say, the fact that the Neo-Zakaabites also fight intensively amongst themselves due to cultural customs is also a factor.

Influence:
The Grand Empire of Zakaab consisted of around 100 worlds of varying sizes and importances spread over 12 star systems, each world was designated a task, and this task was strived towards by the people of that world. For example, an agricultural world had its entire population operate and live the lives of farmers, excluding the few stationed warriors put there to protect them by the Grand Army of Zakaab.

Crypt Worlds were a very quick evolution in the Grand Empire of Zakaab's influence and history, and it lead the Primal Fleet to expand the borders of the Empire and its influence a very large amount outwards from the original territories of the Empire.

Now that the people of the Grand Empire of Zakaab slumber, all these planets, and even some others, are maintained exclusively by legions on top of legions of Androids and Droids. Each planet is guarded extensively by on-planet Guard Droids, and the illustrious Crypt Worlds are guarded by an even greater assortment of military droids controlled directly by KHAAR.

The region where the Grand Empire of Zakaab is located in is, however, very unappealing to travelers and even galactic governments and the armies at their command. This is mainly due to the fact that no ship has ever returned alive from entering contact with this particular region of space.

This is mainly due to the patrol patterns of a small detachment of around 165 battleship of the Primal Fleet patrolling the perimeter constantly. Each ship, once low on power, does switch places with a newly recharged ship inside one of the Factory Worlds. Each Primal Fleet battleship is kept in neat and camouflaged storage inside one of the massive assortments of Internal Drydocks available at any given Factory Planet.

Species:
Neo-Zakaabites.

Species Description:
Zakaab was once home to little less than flora and fauna of very particular alien origins. However, during the age of human dominance upon the Galaxy, the planet was settled and the people quickly named themselves Zakaabites. The frontier-colony of Zakaab was, for whatever reason, highly ignored by their human rulers and the planet developed unique cultural and societal backgrounds surrounding war and warfare, as Zakaab was once a military outpost, until it was abandoned in favour of more frontier-planets.

Obsessed with becoming more capable and culturally attractive people, genetic modification was sought heavily and lead to the artificial evolution of the Zakaabites into Neo-Zakaabites. Neo-Zakaabites are slim but are incredibly strong due to highly dense muscle tissues and improved skeletal structures, they're more durable due to their multi-organic physiology. More aesthetic differences are their feather-like hair, and more optically improved eyes. Neo-Zakaabites also look increasingly more feminine, in comparison to regular humans.


Government:
The Grand Empire of Zakaab is in a very particular position amongst the galactic stage in that its entire empire is ruled and governed mostly by a super intelligence known as KHAAR. KHAAR was first constructed a long time ago with the simplification of Neo-Zakaabite lives as its core doctrine. Only in the last hundred years, however, has KHAAR taken up supreme authority in ruling and maintaining the Empire whilst the Neo-Zakaabites undergo the great slumber. As such, the millions of androids and autonomous service droids that maintain the lifeless husk of the cities of the many planets of the Zakaab Empire are all extensions of KHAAR.

Ruler/Rulers:
The Supreme Ruler of the Empire of Zakaab is Autarch Mermidon Valakyr. Although, whilst the Neo-Zakaabites are undergoing their great slumber, KHAAR is acting representative and leader of the Grand Empire of Zakaab. Upon the awakening of the Neo-Zakaabites, the 12 clans, and the Autarch, resume command of the Empire and its warrior-people.


History:
Zakaab saw its awakening first as the 12th colony of the original Human Empire, discovered shortly after mankinds initial ventures into the core-worlds of the milky way galaxy. Initially, Zakaab proved to be an essential staging ground for exploration and military activities within the mid- and core-worlds, but Zakaab would quickly come to be abandoned in the abundancy of resources and assets that the Empire had at hand.

Those who would remain were those who were forced to remain, former military officials and soldiers located on the planet in order to maintain the former epicenter of mankind's naval efforts in the galaxy. The Zakaab Defense Army quickly realized that it had been forgotten and abandoned and approached the planet directly to survive. They dismantled their military bunkers and garrisons to produce villages and eventually cities, living off of their expertise and skills in their given fields. Several generations later and their humble origins had already been forgotten, but in their place clans and warlords had been formed. Zakaab had now turned into a land where power meant everything, and your ability to manifest your will upon the world garnered you unrivaled respect and followers.

Several hundred years later and the entire planet had finally been settled, the ability of both human reproduction and biologically grown designer babies proving essential in populating the planet and, as a direct result, being able to utilize the planets resources as properly as possible. At this point economic alliances between numerous warlords had been established, an act which would prove to stand as the direct purpose as to why the 12 clans were established.

After the last of the official trade alliances joined forces and formed their own clan, the world had already become a warring place. Zakaab was encased in conflict on more sides than one, but whilst miniscule in capacity, it would merely serve as the vanguard for an entire history riddled with war between clans. A history that only one person alone could cease.

Mermidon Valakyr, of the Valakyr Clan, was born many hundred years after the first settlement of the planet itself. He would come to revolutionize not only Zakaabite history, but also culture and ideology, he united the clans under his own banner, unbound to the lineage of his clan, and proved himself in battle.

Mermidon Valakyr won over the trust and respect of all the clan leaders of Zakaab, doing so the proper and customary way, via way of a duel. The Grand Colosseum of Zakaab, home to only the most reputable of duelists and fighters, stood as the epicenter during the Grand Spar of Zakaab where Mermidon and all the other clan leaders fought for supreme authority of Zakaab.

Upon his victory, Mermidon Valakyr united the once broken and damaged empire of Zakaab under one banner, his own, and established the Grand Army of Zakaab. Under his rule, many, many planets fell into his grasp and technology advanced beyond compare. Planets were settled and industrialized at breath-taking speeds through revolutionizing new advancements in construction and engineering. KHAAR was constructed and given an increasingly expansive grip of the Empire by authority of Mermidon Valakyr.

To immortalize his achievements, Mermidon Valakyr proposed to his people that they immortalize themselves within, what he called, his Crypt Worlds. Here they would be temporarily uploaded to an entirely simulated artificial world where the civilians would flourish and experience uncomparable delight, and the warriors of the Grand Army of Zakaab would experience immortal training and experience.

To some, surprisingly, but to Mermidon Valakyr the fact that his people followed him into the depths of the Crypt Worlds was obvious. The many billions of his people, almost every single Neo-Zakaabite, except those whom had disappeared from the records, followed him and hooked themselves up into this artificial world. There they have remained for many hundred years, and will continue to, unless KHAAR deems it worth the risk of waking them up.

Military Strategy:
The Empire of Zakaab is a very ancient world with deep history and much time to expand and develope its military. Without much external war to be mentioned, the internal strife of times long since passed have enforced the stategies of the Slumbering Army. The Slumbering Army utilizes the collective might of the rather powerful warships produced autonomously since the Great Sleep numerous hundred years ago. The fleet, assembled within the internal factories of designated factory worlds of the Empire of Zakaab, is very powerful, but primal. It operates on basic codes and acts solely as a supporting element for when the Slumbering Army does finally awaken. Until then, the warships operate on basic attack patterns, and whilst the ships are individually powerful, are unable to execute advanced strategies or tactics.

Military In-depth:
The Empire of Zakaab is an entity which is very mysterious in modern time, known as the Sleeping Empire. Since long ago, the warrior-people of the Neo-Zakaabites had fought between one another, leading the tradition to hone and master the art of war to an exceptional and highly impressive degree to say the least. The Grand Army of Zakaab is the epitome of this, thousands of years of prowess condensced into the only united army in Zakaab history.


To ensure the Grand Army's supreme power, Autarch Mermidon Valakyr introduced the concept of Crypt Worlds to his Empire. These crypt worlds would become the homes for his people until the time for their awakening would be assured. Whilst they would sleep, overseen by KHAAR, the Grand Army would undergo constant simulation training to ensure that the Grand Army, even through the passage of hundreds of years, would be the supreme authority in their fields of experience, and see to it that the Empire would remain eternal.

As the people slumbered, KHAAR oversaw the Empire's barren industrial, agricultural, factory, and crypt worlds. KHAAR continued to supply the factories with their necessary resources, and maintained the cities and ensured they were clean and unpolluted by unwanted visitors. Autonomous Guard units were produced to ensure the absolute safety of the Crypt Worlds, and the Empire's Fleet was maintained and expanded upon over the hundred years of slumber.


As time passed, and the Grand Army drifted deeper and deeper into simulated training through their artificial slumber, KHAAR would come to respect further and further the skills of the Neo-Zakaabites which it was defending. As such, it also realized the prospect of prestige and wealth that the Grand Army and the Neo-Zakaabites themselves could acquire should they expose themselves to others in war. As KHAAR was programmed with the directive of ensuring the Empire of Zakaab's longevity in mind, it came to further and further realize how much the skill of the Grand Army could mean on a grand galactic stage, and as such, has decided that the services of the Grand Army is available for purchase, albeit at an insanely large cost.

The Grand Army of Zakaab
Arguably the greatest military army in the Galaxy, it has lain dormant for over 400 years, and will most likely continue unless its revival is paid in due. Commonly known throughout the Galaxy as the mythical and imaginary Golden Army, the Grand Army of Zakaab are the result of the unification of not only the many tribes of the Zakaab Empire, but also the subjugation of every sentient lifeform within their influence. It now sleeps spread across 31 Crypt Worlds throughout the 12 Solar Systems within their authority.



The Primal Fleet
The Primal Fleet are basically programmed automatons of amazing proportion and capability. Each vessel within the Primal Fleet is a fortress in its own right. What they lack, however, is complexity and do therefore defer to basic pre-programmed battle plans based on the situation at head, instead of exercising free thought to better handle more decisive engagements. The Primal Fleet is an artifact of old Zakaabite history, and hence why it is so basic, yet so utterly powerful. Mastery of artificial intelligence did not arrive until the later stages of Zakaabite history, but by this time most resources were spent on the construction of the Artificial Reality Nexus which would suspend the entirety of the people of Zakaab.



The Servitors
The Servitors are the collective name of every single droid within KHAAR's influence. Whilst this does range from both cleaning and building droids, KHAAR also has command of a increasingly massive legions throughout even the most remote of the Empire's locations. These droids were meant to act as a final line of defense against on-coming invaders, but were mostly centered around eliminating bounty hunters and raiders instead of any large army. The Zakaabites had full faith in the ability of the Primal Fleet, and so does KHAAR. Nevertheless, KHAAR employs a strict military garrison of Crypt Guard, the most battle oriented of The Servitors, in the defense of the most valuable and important part of the Empire.


Other:
The Grand Empire of Zakaab was influenced by Mandalore from Star Wars, there are certainly other inspirations here as well, but I am currently unable to name them. This is not because I refuse to, but because I do not recall them.

Characters:

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[[u]b]Nation Application[/b][/u]

Basics
Nation Name: Empire of Eshad
Nation Government: Empire (Emperor)

[u][b]Navy/Air Force Military Strategy:[/u][/b] We have a brute force ship strategy. We have a few medium and small ships. We mainly have large ships. The biggest ships are the S.S. Vulcan which was designed to support the invasion of two inhabited planets at once, the Marooner which is an aircraft carrier, and lastly the Esha named after the leader of the nation. It is designed to be a command ship, flagship, multiple aircraft carriers.

Infantry Strategy: Many mecha suits, Majority are foot soldiers, land vehicles look like this( and similar things):



Nation History: The nation first started on the planet of Eshadingtonis (Couldn't think of another) but most call it Eshad, hence the nation's name. It's humble beginnings started when they revolted against the alien inhabitants. They fought for many years and the Eshadi humans won. At first there was unstoppable rivalry between humans and liens on the planet. Then, they started working together and now are planet is a mix. We have a large military consisting of men, women, and aliens. Over a ten year period after the war, our economy steadily grew to a stable point. After 5 more years the planet's economy flourished granting great militaristic and medical advancements. We have a strong military but are mainly a technology and trade-based planet. We are a Empire (Emperor) flourishing in the
solar system of Narsheni. After many more years we fought Martians, Jupitarians, Heclabeshi, and even Kacitareans. Our military dwindled to a trickle and we found a new way to boost our economy. Tax the living shit out of citizens. After many years of fleeing and running citizens they stop taxing so heavily. Slowly people came back. The military had finally grown and the Eshadi calmed down and started trading. They have been dormant for the past 50 years growing military, technological, and economical strength.

Thank You for taking the time to read this.
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Serpentine88 Writer of Overly Long Character Sheets

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THE UNITED TERRAN FEDERATION OF COPERNICUS
Commonly referred to as either the U.T.F.C, the Terran Federation or the Copernican Federation


“Per Aspera Ad Astra”

Capital System: Copernicus System, Perseus Arm (The Terran Federation does not actually own Earth)
Head of State: Secretary-General, Hadrian Sirius Eridani (Homeland Party)
-Head of Government: Deputy Secretary-General, Kagiso Nwosu (Homeland Party)

Government: The UTFC is a democracy born out of the ashes of the Terran Empire. The numerous warring factions that eventually formed the UTFC modelled itself after the pre-Terran United Nations of Earth and the early frontier days of humanity, fused with elements from the Terran Empire as well as its own militant and strife-ridden birth during the Terran Empire’s collapse.

The Executive branch is comprised of the Secretariat (cabinet) and the Secretary-General. The legislative branch is made up of the General Assembly. The UTFC holds elements of representative as well as direct democratic systems, the latter seen with the UTFC’s common legislative referendums. Despite being a democracy, the UTFC has numerous vestige influences of the fallen Terran Empire, this including the continued presence of aristocrats, general human supremacist ideology and laws, as well as the continuation of using modified subhuman (reverse transhuman) slave-races, though this has become increasingly unpopular. The Terran Federation is a major human power and thus proclaims itself the (one of many of) Terran Empire’s successor state.

Besides the vestiges of the Terran Imperial era, the majority political ideology of the UTFC is a very militant, xenophobic form of democratic thought. Voting is only allowed for humans and the popular referendums regularly demand military intervention. The xenophobia and militarism only grows stronger, particularly as the near endless flow of Terran refugees fleeing alien invasions and ethnic cleansing further radicalise the UTFC’s voting results. Aliens within the UTFC live under apartheid conditions or are simply pushed off world all together. Another note is that civilians and citizens have a distinct difference, with citizens being politically enabled and socially protected while civilians are only socially protected. Citizenship requires military service.

===========================================================================================

Demographics:
-Terran (Roughly equivalent to "CUHs"); 58%
-Transterran (Roughly equivalent to "Pure Human"): 16 %
-Subterran (Roughly equivalent to "Modified Humans"): 15 %
-Xeno: 11 %




===========================================================================================

Allegiance: Terran & Humanity

===========================================================================================

History: The UTFC begun in the Copernicus System within the rapidly collapsing Terran Empire. Copernicus at first was an ideologically neutral state between the Pro-Imperial and Pro-Rebel factions and politically loyal to the Emperor, mostly due to its primary concern being to look outward, towards the alien invasions that had been launched on the Perseus Arm so to reclaim lands from the Terrans. A military powerhouse and considered the “Gatekeeper of Perseus”, Copernicus continued its policy of ignoring internal conflicts and defending humanity from the ‘xeno threat’.

This policy continued until Copernicus was eventually forced into the conflict when the civil war dissolved from the Emperor fighting rebels into an all out battle royale between ex-imperial warlords. The system was invaded and fought over by numerous warlords, whom quickly turned the system (and surrounding systems) into a bloodbath. This was enough to eventually trigger the system's entrance into the civil war as another rebel faction, the population overthrowing warlord-collaborating aristocrats and declaring its independence from the (all but already dead) Terran Empire, at the time merely the Republic of Copernicus. Republican Copernicus was unique amongst the anti-Terran human rebels in that it was not particularly different from the Terrans they rebelled against, more influenced by circumstance than any ideological fervour. The planet was still enforcing anti-xeno laws and still practiced slavery.

Copernicus, being a military powerhouse, was quite the sleeping giant. Pulling its vast military assets from defending the Perseus Arm from xeno invaders to defending itself (dooming countless humans in the process), the warlords realised their mistake too late. Copernicus’ newly independent civilian/rebel-run government went on to declare itself the new Terran successor state and launch wars of liberation against warlord-occupied star systems.

Since then… this hasn’t really stopped. The Republic of Copernicus has since reformed into the United Terran Federation of Copernicus (or simply the Terran Federation for those who dislike the emphasis on just one star system) as it has rapidly expanded through ex-Imperial space. Being one of the most successful of the Terran successors (alongside the Earth faction and those ‘mad crusaders’), the UTFC has further increased its manpower and size through puppeting, sphering and annexing other human states. It also took in (and continues to take in) huge numbers of Terran refugees fleeing occupied territory throughout the galaxy, enough so where it has become famous as the nation of "angry refugees".

The UTFC unlike some of the more normalising post-Terran states has only become even more militant and aggressive since the fall of the Terran Empire. The huge number of refugees fleeing alien-conquered worlds have shifted the democracies referendums towards favouring interventionism, hoping to reclaim their lost homes. Furthermore, the UTFCs new citizens from the former Terran Empire’s inner worlds demand the UTFC move military assets to reclaim the imperial capital, Earth, from treacherous xeno-lovers.

===========================================================================================
Military

Naval: The Terran Federation puts emphasis on range, many of its ships being equipped with powerful long ranged electromagnetic/mass accelerator cannons. Typically the Terran Federation puts emphasis on heavier escort ships (frigates, light cruisers) and capital ships (Heavy cruisers, Battlecruisers, battleships). Strike craft and other smaller vessels exist, however usually they are used as an extra layer of escorts for the main ships. The Terran Federation does not have designated carriers, instead having hybrid carrier-cruisers, though the navy plans on developing a proper carrier soon.

Army: The Terran Federation puts a great deal of its land forces emphasis on armour, artillery and defence. It has a high tolerance for sieges and attrition warfare. The Terran Federation is famous for its use of large, siege-scale bubble shields, anti-orbital cannons and landship superheavy tanks. Some mecha-like vehicles have been created and are used, however overall the Terran Federation is more of a tank-orientated military force, sacrificing mobility for firepower, armour and range. There is a notable exception to this though: The Terran Federation possesses many small, power-armour like mecha used by elite, Transterran spec-ops mobile infantry. While these power armoured soldiers are not capable of taking on proper ‘mecha’ armour, they are among some of the best soldiers humanity has to offer.

The Terran Federation military overall has very little manpower issues, and in fact is at times in glut of manpower, despite its constant warring and militarism. This is because the Terran Federation both has active military conscription for all citizens for up to 4 years between secondary education and either work or further education (Note: due to longer lifespans, secondary education lasts until around 24-25 years old, with further education being masters or PhDs), as well as military service being required to gain citizenship, essentially forcing the massive number of refugees to perform some form of military duty (though it does not necessarily have to be fighting, unless the Federation is in a state of total war). During times of total war, the Terran Federation is more than willing to mass mobilise its populace for war, including even non-citizen xenos (as auxillary soldiers).

Terran armour is often wheel and track based rather than anti-grav/hover. The reason of this is both so that they can carry larger cannons that cause recoil and also so that all their vehicles have reliable anti-EMP protection. Another reason is that wheels are of course cheaper and easy to replace, thus making them superior for drawn out wars of attrition.

Military In-Depth


Grand Army of the Terran Federation:





Grand Navy of the Terran Federation:




===========================================================================================
Other Stuff
(Culture, religion, etc)
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Here thy be told of the magnificent Gashathi Rule for it surpassed anyone under the lead of glorious emperor Kel'thaN. Thou heed these word if thy wish to live a bountiful life.


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The Gaia Republic

Ruler: President Maxwell Parsons, Congress of Gaia

Species: Three quarters Terran, one quarter mutant

Gaian Mutant: Largely looks human, but with sharper teeth, purple skin, green eyes, and full black eyes, and longer limbs and bodies.

Allegiance: Staunchly, proudly, unshakeably Terran



Government: Based on the Pre-Imperial United States of America, with a bicameral legislature, an elected President as executive, and a separate judicial system. Only terran, male, landowners native to Gaia over the age of 20 are allowed to vote for Senators and Presidents, and only terrestrial terran males over 35 may vote for representatives.

Military: Soldiers are mainly from the mining class, and commanders from the planter class. Only male terrans over age 15 are allowed to enlist, and service is compulsory for males from the mining class. Gaian commoners also make up a large portion of the military, though service is not compulsory for them. The right to bear arms in sacred, and most male terrans from any class are well aquainted with weapon use. The Gaian military is very mobile, with most of the large ships in the navy being carriers for the fighters which make up the main fighting force, which swarm enemy ships. The army is mainly comprised of infantry, supported by tanks and artillery, with little to no robots or mechs.









History: Before the empire existed, when humans first started to colonized space, a corporation from the United States of America was created, with the purpose of colonizing the nearest solar system to the Human solar system, Alpha Centauri, and the company became known as the Alpha Centauri system. After terraforming the only planet in the Alpha Centauri system, Proxima Centauri b, it was renamed Gaia, and colonies began to be set up.

The plan of the Alpha Centauri group was to use Gaia as a central base from which the main goal of the company could be achieved; to mine the large asteroid belt that existed around Alpha Centauri. Because of this, largescale farming operations started to be built on Gaia, so as to provide food for the miners, and a large spaceport was built in the capital of Gaia. Mining operations started to be set up in the asteroid, with most of the miners coming from the United States region of Appalachia. But what the corporation hadn't accounted for was the radiation of the stars of Alpha Centauri. While asteroid miners were unaffected, many new children born in Gaia were born with serious deformities, and over the generations these mutations became consolidated as one population; the Gaian mutants.



As the Alpha Centauri group lost funding, and the Terran Empire became more powerful, a local government in Gaia became more prominent, and the colonists unaffected by the radiation became to see themselves as superior to the mutants, and the mutants were enslaved to work on the plantations owned by the Gaian elite. The farms which couldn't afford mutant slaves were soon bought out by those who could, and soon, a planter class came to dominated local Gaian politics, while the nomadic asteroid miners were either self-governed or still completely obeyed the rule of the Alpha Centauri group.

Eventually, the Alpha Centauri group was bought out by the Terran Empire, and the Gaian government, which while still existant, now was forced to respect the Imperial power, which they hated. They were even more discontented by the pro-Alien reforms. The Gaia Republic was one of the first groups to declare independence from the Empire, and fought brutally in the civil war, renaming its capital city on Gaia as Bethlehem. Eventually, they came to own Gaia, all of Alpha Centauri, the asteroid miners, and a large number of neighboring systems, where the same political systems as Gaia were enforced, all non-planters living on the newly conquered planets being delegated as commoners (including aristocracy, who were stripped of their titles), and all Xenos being forced into exile.

Today, Gaian planters are interplanterally known for their extravagant wealth, and elaborate social customs. In many parties around the galaxy, one could find a planter, with pistol in belt, loudly recounting his tales to a group of enamored terran females. Meanwhile, if one went out to the asteroid mines, one would find unimagineable poverty, and a population of Terran luddites who seem to reject most advancement and technology, and still play musical instruments found in Pre-Imperial Terra, such as violins and acoustic guitars. Gaia itself is also a key provider of food to groups around the galaxy.

Religion: The whole of The Gaian Republic are devout Christians, and religion is very much connected to politics, dominated by a church known as the Church of the Celestial Israelite, which organizes pilgrimages to Earth.

Other: The Republic frequently sets up mining colonies in asteroid belts far away from Alpha Centauri, and has a deep hatred for Aliens, especially due to the piracy experienced in these far off mining colonies. Additionally, amongst the mutant slaves, a revolutionary group is starting to rise up.
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Name: Maxwell Parsons
Age: 64
Species: Terran
Place in Story: President of the Gaia Republic
Appearance: At around 6'4, with slicked back white hair and a shaved face. Doesn't look as old as most his age, though that most likely has to do with his pampered lifestyle and lack of military experience. Wears suits and ties, and speaks in a commanding, almost condescending, tone.
Personality: Gets what he wants, but will be polite while getting it. Though he seems to be very, very aware of the 'Gaian standards' that have been put out before him, he seems to live up to none of them, and yet is somewhat loved for it.
Biography: Maxwell Parsons was born into the Parsons family, one of the wealthiest planter families on Gaia. While many young planter men become officers in the military, he decided to go into business, taking over management of his family's vast plantation, and then taking over his father's and his personal account, going into investing. Whereas many Gaians are absolute Luddites, Parsons simply took whatever direction would get him the most money, which oftentimes meant Gaia's dreaded technological advancement, and it's even rumored he did business with aliens. Eventually, after his father died, he would return home to manage his family estate, and he was elected to the Gaian Senate, and then President, but make no mistake, if miners had a vote, he would've never even been a senator. Under his Presidency, any restrictions on the planters and their business practices were completely removed, while control on the miners became much tighter. He also began the exportation of Mutant slaves.
Other: As time goes on, his popularity is beginning to wane.
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Name: Cincinnatus B. Michaelson
Age: 47
Species: Terran
Place in Story: Diplomat from Gaia, former admiral
Appearance: Grey hair that's balding on the top, and a long, scraggly beard. At public events, wears his military uniform, as well as the ceremonial saber of Gaian officers, which, despite no longer serving in the military, is not only still respected, but expected of him. Missing an eye, and, even though the technology exists to give him a robotic one, he chooses to wear an eyepatch. Around 6'2
Personality: Gruff, stern, but speaks to everyone like an equal, including slaves. Quite eloquent with his speech, and acts like a perfect gentleman, living up to every Gaian ideal.
Biography: Born to a planter family which, while old and respected, didn't own as much land as many of the other ones. At age 16 graduated primary school early and went to the Washington Military Academy in Bethleham, where he graduated at the top of his class. He joined the navy, and rose through the ranks to become a captain by age 25, and at age 29 became captain of The Eagle, a prize carrier, known for its missions far off to the edges of the galaxy. When he was 32 he became famous on a mission escorting a group of trade ships from a far off mining colony. He realized that his ship's navigation system had been hacked, being driven of course by a group of pirates, but, rather than make them realize he's found this out, he quickly stuffed the trade ships inside his ship, before stopping to face the attackers. He didn't realize it was entire Xeno pirate armada. Still though, through his clever leadership, despite receiving no support, he managed to hold off the armada for an entire month, when he was rescued by a Gaian fleet sent searching for him. After this incident, he became a hero throughout not only the Gaian republic, but all Terran space. He was quickly premoted to a brigadier admiral, and commanded an entire fleet, and it seemed that he was on path to control the entire navy, and possibly even become President, but by now, his ambition was starting to fade, and soon, living up to his Christian name, returned to his farm. When Parsons was elected president, he requested for Cincinnatus to return to serve the Republic, and rather than go back to the military, for the past few years he's been a diplomat, representing Gaia around the galaxy.
Other: He's a bit strange for a planter; though he owns Mutant slaves, he rarely has them whipped or beaten, and doesn't work them Sundays or on holidays. And if miners could vote, he'd be president, being well known for his respect for them, learing in depth about Miner culture and customs, and having made miners officers under his command.
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Name: Proxima the Mutant
Age: 32
Species: Gaian Mutant
Place in Story: Leader of the Legion de Liberte
Appearance: Were it not for Gaian biases, she'd be considered beautiful, despite the spiteful wrinkles around her eyes and mouth. Stands at around 6'1, and is surprisingly lean for someone in her position.
Personality: Speaks in short sentences on a personal level, and in long, drawn out metaphors when giving speeches. Can be either seen as kind or cruel, depending on who you ask.
Biography: Was born just like any other slave on a plantation, when at age 13 one of her master's sons offered to teach her to read in exchange for sexual favors. He was 35, and he wasn't really offering so much as demanding. When she turned eighteen she killed him and stole his gun. She then joined an underground group that freed slaves, dropping the last name of the master, and simply taking the name that the Republic usually referred to her as-The Mutant-but her comrades, and especially the leaders of her group, kept getting killed, and she knew they would keep getting killed as long as they remained on Gaia, so she and her group stole one of the Gaian Navy's only Battleships-The Triumph-and has lived on it since then, conducting raids on trade ships going to and from the mining colonies, and retaining contacts on Gaia and other Gaian planets to free slaves, and smuggle them onto her small fleet.
Other: When Parsons began exporting slaves, she began raiding slave ships to free them and find new recruits. This has made her a much larger target than before.
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