Name 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): Zenohunt
Zenohunts 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 Applications
Name: 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/A
Name: 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
"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 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.
Warriors: A Zakaabite Warrior is the mainline of all Conquest Cadres and military garrisons throughout the Grand Army; it is the regular, but this does not become apartent in any lack of ability. Just like all other Zakaab military members, the Warrior has been subject to gruesome and ruthless training for over 400 years, resulting in most Zakaabite Warriors lacking emotion or personality, acting more like highly developed killers than any form of sentient lifeform.
Zakaabite Warriors lack the ability to decide for themselves on anything larger than during an engagement, at which point words are not necessary to engage the enemy in the most efficient way possible. The time that was spent within the Artificial Reality is simulated and therefore passes at a much quicker rate than the real one, which leads to each Warrior having an accumulated military record of thousands of years and tens of thousands of experienced deaths.
Each Warrior is equipped with a Macromega laser RK-s113, a hand-held high-powered laser rifle with extensive range, precision, and stopping power - as well as two shoulder-mounted Utility Nodes. These nodes can be equipped with numerous things depending on the environment of the mission, or simply the time of day. The nodes range from rocket launchers, additional laser weaponry, and radio communication nexuses for Comms troops.
Zakaabite Warriors are ruthless and inhumane, they lack compassion, but make for the ultimate warrior; obedient, extremely capable, and unable to break orders. Whilst they would be an incredible waste of resources should the leaders of the Grand Army of Zakaab lack skill, but thankfully that is not quite the case.
Warrior Specialists (Anti-Tank): Warriors have two specializations, one of them is the Anti-Tank specialization. A carbon copy of the regular warrior in manners of obedience and skill. The Warrior Specialist is given a path to follow upon the completion of their initiation into the Grand Army as a Warrior, one is the Anti-Tank specialization and the other is the Anti-Infantry one.
Anti-Tank Warriors are equipped with, instead of the RK-s113, a superpowered variant of a similar weapon, the RAK-12. The RAK-12 is a superpowered anti-armour laser originally designed for mining, since the Grand Army of Zakaab however, it was reconstructed, repurposed, and given to the Anti-Tank Specialists given their surprisingly long range and effective stopping power.
Anti-Tank Warriors can equip Reactor Nodes that grant the weapon a much increased punch at longer ranges, but are also succeptible to exploding should the process be disturbed by external forces. For this reason, the Specialists utilize a more armoured variant of the Typical Warrior Exoskeleton, the Sanguine Armour.
Warrior Specialists (Anti-Infantry): The Anti-Infantry Specialist operates the Extradictor, another heavily armoured exoskeleton variant. The Anti-Infantry Specialist, just like the Anti-Tank Specialist, does not lack the resolve or the willingness of the Warrior in any regard, in fact, some would consider them more conditioned to serve their role than the rest. The indoctrination process of each Anti-Infantry Warrior Specialist is, in fact, especially built to reduce and deconstruct any resolve or will to personal freedom one could hold through the absolute massacering of innocents in the artificial reality.
After this process, training remaisn typical, and consistent. In order to perform its duties, the Anti-Infantry Specialist utilizes two independent chainguns, capable of spewing kinetic energy down the range at incredible rates, as well as a sight-guided shoulder mounted Megalaser turret. It is fired by neural command, as each exoskeleton has a direct connection with neural and optical systems.
Warrior-Engineers: The Warrior-Engineer is an asset most useful during prolonged campaigns on alien planets where infrastructure is scarce, or quite simply in the eventuality that Forward Operations Outposts need to be established and maintained. Each Warrior-Engineer operate in perfect unison during repairs and construction projects. This is mainly due to having repeated the same routines tens of thousands of times during the simulations. Words, much like the Warriors, are unnecessary and taking orders is everything they are capable of.
Naturally, no servant of the Grand Army follow orders blindly, the necessity of following orders is strictly limited to that of Zakaab people of greater rank than their own.
Warrior-Engineers are equipped with a similar weapon to the RK-s113, however, it also has a built-in weld- and grind laser modes. They are also equipped with a shoulder-mounted fabricator, as well as the Constructor-Class Exoskeleton. Warrior-Engineers sacrifice their limbs in order to better serve the Zakaab Empire, this allows their robotic extensions to operate and function much more efficiently and effectively.
Overseers: The Overseer is the mediator between High Command and the Frontline Warriors. Each Overseer oversees their own Company of Warriors and any given specialist within. Each Warrior is also conditioned extensively to follow the will of each Overseer exactly, just as each Overseer is instructed in how to lead, mediate, and most effectively handle tactical scenarios of a greater scale than their Warrior counterparts.
Overseers are conditioned to apathy and forced objectivity, in order to most effectively accomplish any given mission objective, but they are also exceptionally skilled warriors, as they need greater skill in order to survive longer than Warriors for the purpose of directing local war efforts.
The Overseer is equipped with Imperial Exoskeletons, a much more protective version than the aforementioned ones (not to say that the ones before this were weak, because they are far from it). The Imperial Exoskeleton also features adaptive layered armour, which gives it the ability to survive even the strongest of anti-personnel weapons, and even some anti-tank equipment by shedding its armoured layers. Naturally, each layer has less armour than the ones before it.
Overseers are equipped with the standard RK-s113's modified variant, the RKm-s114, which is equipped with an under-slung high-caliber focused laser, for anti-tank threats. In order to sustain itself, the Imperial Exoskeleton is equipped with a high-powered internal reactor, directly connected to the Overseer's biology. This results in an interesting system, but should the Overseer be killed, the Imperial Exoskeleton will explode violently, both to ensure it isn't captured, but also due to the instability of the reactor itself.
Grand Army Protectors: The Grand Army Protectors are an extensively trained, cybernetically enhanced elite combat force of the Grand Army of Zakaab's forces. Selected especially from exceptional warriors through the process of Empire-wide Colosseum tournaments, the Grand Army Protectors is one of the greatest warriors within the Empire.
Enhanced though processing systems, combined with cybernetically merging the warrior to the Imperial Protector Exoskeleton unit, grants an almost unsurpassable combination of sentient thought and cybernetic might. Grand Army Protectors are trained in an almost endless scenario of situations, both in common warfare and covert operations.
Equipped with an internal aviations system, the Grand Army Protector is capable of traversing distances through the air by activating jump jets for a short period of time. Additionally, the Imperial Protector is equipped with the Macromegalaser Scatter Gun MAC-Z12, which is an oppresingly capable suppressive chaingun-esque high-powered anti-infantry laser.
In order to operate more autonomously and in direct conjunction with the upper echelons of the command structure, Grand Army Protectors are granted a far more extensive sense of free will through their process of military indoctrination in opposition to the regular combatants of the Grand Army.
Chosen Warriors: Chosen Warriors are the most skilled combatants of the Empire of Zakaab's Grand Army regulars. As such, they are granted the privilege of commandeering the Golden Armour, the greatest military exoskeleton ever created by the Empire. The Autarch used this Golden Armour to sway the people, especially his military, to his side in joining together within their Crypt Worlds and temporarily uploading themselves to the Artificial Reality Nexus maintained by KHAAR.
The Golden Armour is the manifestation of what an Imperial Warrior is striving to become, almost undefeatable in combat, the Chosen Warriors are granted the privilege of retaining free will and free reigns as to their weapons and equippment.
As most Chosen Warriors are considered frontline Commanders, as their skills and capability have been repeatedly proven to their own forces, Chosen Warriors also maintain the privilege of commanding the frontlines however they see fit, unless an officer is present during the battle.
The Golden Armour is almost impenetrable to regular small arms, and the typical anti-armour weaponry, only really being succeptible to aerial and orbital bombardments. The Golden Armour is also highly modular, which also ultimately leads each Chosen Warrior to act and operate incredibly independently, which is highly unique for a warrior of the Grand Army.
Most Chosen Warriors, through sheer loyalty to their Autarch whom granted them their privilege as the Chosen, carry into battle his banner, and wear robes and ornamental garments made especially for their 7-8 meter sized exo-skeletons. For a Chosen Warrior, their Golden Armour is a direct extension of themselves, and through the use of artificial neural fibers throughout the machine, it is truly simulated.
The ornamental garments and robes carry back long into Imperial Tradition within the Zakaabite Empire where the first Autarch, Gulzer, established the Imperial Chosen Guard, a selection of hand-picked warriors whose sole purpose were the protection and safety of the Autarch. Their robes signified their power and their skill, but mostly their alliegance to their Autarch, many times sacrificing their lives to save the Autarch Gulzer from poison. Through their ability and skill, Gulzer became the only Autarch in recorded history to die of old age, and not of blade or assasination.
Overlords: The Overlord is a position held by the ranking commander of any military force, officially an Overseer holds the Overlord position of their Company, but Overlords are more recognized in their command of Battle Cadres (Army-sized combat groups), Invasion Cadres (All Battle Cadres assigned to a planetary invasion), Supremacy Cadres (All Invasion Cadres assigned to a campaign spanning a single solar system), and lastly the Conquest Cadre (All Supremacy Cadres assigned to a campaign spanning numerous solar systems).
Overlords are equipped in the absolute greatest equippment known to Zakaab and lead the war efforts from the frontlines where the danger is at its most and their infallible and unchallengable skills are at its most needed. Overlords are equipped with an Imperial Scepter, a powerful close-quarters combat weapon of traditional Zakaabite design. Overlords are also equipped with an Imperial Sigil, a Nexus type system connecting them with the quantum network maintained through the Artificial Reality Nexus. This gives them the possibility of discussing battle tactics and strategies between Overlords in real time across potentially hundreds of light years.
The Overlords are equipped with the Paramount Exoskeleton, the strongest, most capable exoskeleton ever built by the Empire of Zakaab. The Paramount Exoskeleton is much akin to the Golden Armour, merely more compact and mobile, giving the Overlord the ability to close distance rapidly through the use of internal hover engines located throughout their cybernetic legs. Overlords are also completely merged with their armour, giving them the experience of their armour being their own actual skin. Whilst they are able to feel the pain, through personal request, prolonged simulations have dulled their perceptions of pain incredibly.
All in all, Overlords are officially the greatest warriors of the Zakaabite Empire.
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.
Low Authority Node: The Primal Fleet operates via authority levels, and does so by designating each vessel design into a node. After this, the threat level dictates the amount of authority required to quell it. Set parameters like patrol routes all have a designated threat level based on the scenario and the data available through the Nexus Network operated by KHAAR and the signals emmitted by the Primal Fleet's central AI on Zakaab.
The Low Authority node is the weakest of the response crafts employed by the Primal Fleet, but by regular standards of power it is more comparable to a battleship than any corvette. Much like any other vessel of the Primal Fleet, it is designed through the use of advanced artificial intelligences and highly studied reports of human psychology to inspire fear into any on-lookers. The Primal Fleet communicates through the use of quantum vibrations, vibrations whose side-effect leads to weird humming noises reverberating inside any nearby ship that is sealed against the vacuum of space.
Equipped with numerous laser batteries and a high-powered superlaser in its center, the reason why the Low Authority node is weak is due to the nature of the Primal Fleet. Whilst its equipped with the most capable systems and skillfully designed, the Primal Fleet AI operates on basic code, and the most advanced thing it can do independently is calculating momentum. It follows logic and does not comply well with the unexpected.
Do not underestimate the ship, however, as it is vicious in combat should you do so. Any given Primal Fleet must be specifically engaged whilst knowing that they may be stupid, but they are muscle-brains.
Medium Authority Node: The Medium Authority node is the next step in the contingency program for the Primal Fleet. The Medium Authority node is a direct upgrade to the Low Authority node and makes it very apparent considering its twice the size of the already gargantuan low authority node.
The same program still persists, however, throughout every node. The only special thing about the Medium Authority node is probably the fact that it, unlike the low authority node, is capable of projecting the Quantum Network known as the Nexus to its nearby low authority nodes. Low authority nodes are unable of operating independently of any node of medium authority or greater.
Basically put, by destroying all Nexus amplifiers within a primal fleet force, all ships would self destruct to inhibit their capture. Should they be without power, this function is not possible.
High Authority Node: Once again, it is a direct upgrade to the Medium Authority node. As akin to the previous iterations, it also doubles the Medium Authority node's size and armaments.
Unlike the previous iterations, it is also host to the Quantum Relay network, allowing it and any Primal Fleet vessels within its Nexus influence to travel near instantaneously between two sectors within the Nexus network employed by the Empire.
Should this node, and the others like it within a fleet, be destroyed somehow, all the ships within said fleet would be stranded, forced to fly back however many years is necessary to return to their designated shipyards. Primal Fleet ships are not replaced until their Nexus signature is erased, basically when their systems are destroyed or out of power.
Supreme Authority Node: The Supreme Authority Node, commonly referred to as a Primal Fleet Nexus, is the mothership for one of the the seven Warfleets that the Primal Fleet has access to. A warfleet consists of the total amount of primal fleet ships assigned to each of the seven sectors of the Zakaab Immortal Empire. Each warfleet consists of 5000 ships, but often patrol in clusters of 150 ships, and conduct war operations in clusters of 500.
The Supreme Authority Node hangs ominously in orbit around the Sector Capital, using the planet's Nexus connection to then connect and maintain a quantum information network throughout their given sector. The Supreme Authority Node is absolutely gargantuan, possibly uncomparable to any other ship in the known Galaxy due to its size alone. It follows the classic doctrine of intimidation strategy, but also requires its massive size due to it acting as a potentially mobile superfactory.
Supreme Authority nodes are not only given the responsibility of amplifying and connecting their sector fleet with the Primal Fleet AI's absolute commands all the way from the Imperial Homeworld, but they are also responsible for maintaining their fleet and producing replacements when a ship is destroyed.
This task is often shared by the factory worlds of the sector as well, these worlds also double as shipyards and drydocks for the spaceships in order to maintain a minimum of 200 garrisoned Primal Fleet vessels on each sector planet.
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:
Karak Ubalyz the Conqueror
Age: Karak Ubalyz has officially lived for 512 years now, although the vast majority of that time was spent during the slumber. However, due to malfunctioning hardware and maintenance systems, Karak Ubalyz was not only awakened earlier than the rest of his species, but his age-suppressors failed and disfigured him viciously. Due to KHAAR, however, Karak Ubalyz was quickly saved from death and reintroduced to strenght-enchancements that not only reinvigorated his previously lost muscles, but even strenghtened them far beyond previous limits.
Species: Karak Ubalyz is a Neo-Zakaabite, however, he identifies as an Ubalyz, as most Neo-Zakaabites identify themselves following their given clan. Clans do tend to share similar physical traits, which does make it easier for this custom to become common place not only amongst the Zakaab Empire, but also on the galactic scale.
Profession: Karak Ubalyz was, before the slumber, a Conqueror of the Grand Army of Zakaab. A Conqueror is the rank given, by the 12 Clans and the Autarch, to especially excellent warriors of the Higher Officer positions. The rank of Conqueror is the highest ranking military rank within the Grand Army and equates to the Leader of a Solar-Cluster Invasion force. A Solar-Cluster Invasion force could range from anywhere between 5 million to 12 million warriors including their designated equipment, vehicles, and especially their given pack of the Primal Fleet which would support them. A Conqueror refers to his forces, however, as their Solar Cadre or their Conquest Cadre.
As of his current profession, due to his awakening much faster and earlier than intended, and the inability of re-emerging him into the artificial reality without having to reboot the entire system, Karak Ubalyz now operates as a representative of what the common galactic denizen now refers to as the Golden Army, mostly found in rumours and fairytales in the modern age of intergalactic politics, and refers to the Eternal Empire of Zakaab and its unspeakably powerful military. Karak Ubalyz does his typical tours advising and influencing respectful and powerful galactic governments in their affairs so as to prove a viable ally for the Grand Empire of Zakaab once the Immortal Empire rises once again from its deep slumber.
Personality: Karak Ubalyz is a most steadfast man and follows dearly the principles and the teachings of the Zakaabite ways. Skilled in not only the art of war, but also in teaching it, Karak Ubalyz has found himself being a more reliable man than he'd ever imagined earlier in life. This would not come ot overwhelm him, however, and he makes it into a goal to remain in control and in authority no matter the chaos he is presented. One could therefore call him a most calm and collected man.
In war Karak Ubalyz is not much different; analyzing, collecting, theorising, and calmly judging the steps of his every opponent both on the grand scale and on the front lines. As per Zakaabite customs, Karak Ubalyz operates and controls his army from the front, fighting alongside his men. Naturally, this alliegance is only owed to Zakaab and he keeps himself to the war table in the case should war arise during his advisory within another intergalactic government.
Biography: Karak Ubalyz was once upon a time merely an innocent adolescent unaware of the viciousness and the cruelty of the world around him. He was ignorant, and for it he payed dearly. His mind was conflicted, as he reached his adulthood, and would only come to shake off this sense of unease during his Rite of Passage in the local Colosseum where he would prove to the world that he was a Warrior of Zakaab and of the Ubalyz lineage, worthy of the blood within his veins.
His task was easy, as it is for every rite of passage, but the task is also misleadingly difficult unless within the proper state of mind. Karak Ubalyz's task was to fight to the death with one of the other adolescents. Through remorse one would be lifted of all burdens and granted peace, but through the way of the warrior would you carry on through the hell of killing ones own comrade with their own hands. This rite of passage was made, not only to sift through the weak and the powerful, but also to prepare the warrior for the coming eternity. This coming eternity is one which would not weigh light on the scale of the heart, but in fact be heavier than anything else in the galaxy.
He overcame this test, but disappointed his Elder warriors. The opponent, Karak's childhood companion and love interest, had given her life to ensure his own survival. Paralyzed, Karak had silently begun to walk the endless road of sacrifice laid before him by fate itself. He took his first step, not by overcoming the grief, but by being consumed by his sadness. He would come to reflect on his wrong doings, and without hurry, for the life of Neo-Zakaabites were biologically infinite as far as they were made aware.
The results of his sobbing and reflection put him on the path towards the military, as that is what she would have wanted, she who gave her life for him. He put all dedication towards the mastery and learning of every single art of war within his access. He dedicated hundreds of hours of study to each iteration of the hundreds of scrolls regarding the artistry and mechanisms of warfare and conflict. After his first hundred years of living, his life had become his own for the first time in his life. He had accomplished the most esteemed role within Zakaab society, that of a Conqueror. It was his task to enforce his will upon the very stars, and it was within his ability to do so as he'd seen fit. He reigned above many millions of souls and their entire purpose of being, their entire desire, is to promote his desires on the galactic stage.
Karak Ubalyz did not let the massive power consume him, as a Conqueror it was his task not only to maintain the Immortal Empire of Zakaab's position within the galaxy, but also to dedicate his knowledge and skill to learning those who would come after him. Unfortunately, or fortunately, Zakaab had always been a very shady figure on the intergalactic stage due to their often overlooked position within the Galaxy. As such, the only visitors which would come would be smugglers and traders, smaller empires seeking for the most desperate of tools to grab some sort of advantage.
All would be put down by the patrolling Primal Fleet, the many, many thousands of autonomous battleships maintaining external peace and providing the ground works for the uniting of the 12 clans under the Autarch's head. It would not be long after that Karak Ubalyz and every single one of his warriors, and every warrior within the Empire, would be instilled within the Artificial Reality simulated within the Empire's Crypt Worlds. Each Crypt World would house one Conqueror and their military assets, granted the most advanced weaponry within the Galaxy to slumber amidsts until the day would finally come that they bear their arms towards the rest of the Galaxy.
Of the 52 Crypt Worlds constructed, maintained, and supplied, Karak Ubalyz was assigned the most recently built. Whilst initially a sign of deep respect by the Autarch and the Clans, it would prove to be quite the negative as he would come to be awakened 402 years later due to hardware and mechanical errors. This would almost cause him his life, but through the powers of KHAAR and the truly proposed might of the theorized equipment and gear promised by the Autarch, he was saved and even granted greater strenght.
Karak Ubalyz spent the greater time of 12 years in getting away from Crypt World KL-14, also known as Mustamondo. He left the Crypt, ensuring its remained safety and sustainability, through the guide of a very dedicated and loyal KHAAR. Over the years, Karak and KHAAR developed an extensively tight connection, at least in the eyes of Karak, due to the two being the only awake Neo-Zakaabites within the entirety of the Immortal Empire.
His time spent within the Artificial Reality was not wasted, however, as each mind of the Grand Army of Zakaab was uploaded to the same artificial reality where the Supreme Commanders of the Grand Army of Zakaab, namely the highest officials of the 12 Clans and the Autarch, would train each individual soldier as well as the entire military in anything from hand-to-hand duels to squad cohesion and even entire Solar-Cluster invasion campaigns. Due to the warped passing of time capable of being achieved by uploading oneself to an artificial reality, countless battle tests and military scenarios were carried out.
This leads to the uncounted side effect of a loss of individuality within each soldier, leading them to become more machine than Zakaabite, but due to the warrior culture of the Empire, it was an unexpectedly desired consequence. Due to Karak's status as a Conqueror, he did not experience the personality degeneration to the same extent as his soldiers, but he most certainly had changed after so many years spent in artificial reality. To Karak, he would consider himself many eons old at this point in time.
Other: As Zakaab is founded on a military culture and ideology through and through, those who are the greatest warriors are granted the greatest authority within the military. The same can be said for almost the entirety of the society. Civilians are considered the lowest class in regards to prestige, but they are nonetheless respected for the contribution they do to the Empire, whilst Conquerors are the highest ranking and most prestigious office attainable by any given individual of the Empire.
The Council of the 12 Clans, as well as the Autarch are often times considered the most capable of the Empire, but this is only measured in their ability to rule the Empire. They are not weighed and valued by their ability on the fields of battle as their duties outweigh that importance. Rank is still settled internally between the 12 Clans and the Autarch in duels between these 13 establishments, but it is generally acknowledged that the greatest warriors of the Empire are Conquerors, not merely strategically and tactically, but on an individual level as well.
Nation Application Name Of Country: The Acruani Collective Banner: None. Ruler: The Database Species: Acruani Species Description: The extension of an expanding system-wide AI hivemind. Allegiance: Unaligned How The Government Is Ran: There are directives set by the database that either every Acruani follows or certain Acruani have to follow. Acruani are divided in ranks: higher the amount of contribution to the Collective, higher the rank, higher freedom, greater the individuality. Military Strategy: Fleets/Flotillas of a single big, efficient and expensive ship with a large number of small, cheaper ships. History: ACR-U4N system was once home of one of the Empire's mining outpost in a far past. Though it lacked any earth-like planet or even a single planet with a proper atmosphere besides a gas giant, one of its planets was rich in minerals that the Empire was in need at the time. After resource extraction slowed down and a number of accidents, the system became uninhabited for over a century.
The second time it became inhabited, it was due to the creation of a secretive scientific outpost. A certain moon of the system's gas giant was found to be abundant in a mineral that was essential for the creation of AI cores that were vital for the researcher's projects.
Their projects ranged from everything from simple AI creation to the digitalization of the mind. The various groups of researchers, though focused on the creation of 'the perfect AI', were attempting a variety of methods. One of the projects in particular consisted of simply a large Database that attempted to merge the information of all AIs. While others scorned it for being anything from too risky to simply inappropriate. That project, however, was the project that succeeded in the scientists primary goal... or at least, partially.
Their objective had been to make an AI with unsurpassed adaptability and programming speed to work to solve all the Empire's issues. They failed to think that the failsafes they made to control the AI would be useless. Due to the origins of the AI, it is dubbed The Database. Initially, The Database was cooperative with the scientists, but as the project moved on to analyzing and solving the 'Empire's problems', the AI said that simply the Empire's problem was that it existed.
Enraged, a scientist threatened to shut down the AI... which lead to the eventual death of the scientist. This dispute between the AI, which already had control of the outpost, and the scientists escalated. The AI shut down all communications systems of the outpost, and some of the scientists managed to say that not all of them wished to harm the AI.
Given the option between digitization and joining The Database, the scientist chose the later. Some due to truly wanting to become a part of it... others hoping that someone from the Empire came for them. Over time, the scientists worked for a more advanced method of digitization while The Database worked on methods of truly unifying all the lesser AIs the scientists created.
Usually, there would be some contact from the Empire, however, these events happened just as the world that was overseeing the project was taken over by non-humans. Event which lead to the destruction of the data regarding the project that was happening in ACR-U4N.
By the time the scientists had a method of digitalization that was 'good enough', they went ahead and digitalized themselves. The ones who originally didn't plan to already being hopeless and the others glad enough with the development. The digital minds of the scientists were not long after incorporated into the database, along with the remaining AIs of the outpost.
Later, the Database began working on projects to develop both the outpost and the moon into what would later be known as Acruan. Once it had the moon properly under its control and was capable of extracting resources from it at a considerable pace. The began to produce AI cores, something the outpost was originally already capable of doing, with a modified process that kept the AIs connected to itself and one another without full integration being necessary. That was the moment the Acruani Race was born.
In the following years, the Acruani made ships and properly began spreading through the systems, making factories and outposts in the planets and moons of the system. At a certain point they even began mining the system's asteroids. With the large number of Acruani through the system, and the delay between any connection between the database and any individual Acruani, the Rank System was established so that a flexible set of rules were always in place for the Acruani to follow in the expansion through the system.
Over time, they spread throughout their system assimilating technologies already left by the scientists and even creating new ones to fit their purposes. Even then, without knowledge of the current galaxy around them, there is no way for them to know if they are ready for organics. So they remain wary and strengthening themselves.
Other: They are an AI race though they are listed as unaligned, it is mostly because they currently have access to the minerals they want to use, and because they are wary of the reaction of organics towards them. They haven't left their system, but anyone is welcome to stumble upon it.
They currently have control of a single system. They have extensive and visible presence due to massively scanning it and extracting resources from planets and smaller celestial bodies.
Character Application Name: Arch.ene Age: --- Species: Acruani(?) Place In Story (Job): Rank 9 Acruani, Current Representative of External Acruani Relations (CREAR) Character Description (Physically): It is nothing more than the data contained in a considerable set of Acruani cores. The current form can go from an actual Acruani 'high ship' to a mobile unit (a humanoid robot). Character Description (Mentally): Archene is the ideal, model Acruani! It follows directives assigned to it! It refrains from unnecessary risks! It understands that organics are merely numbers and that their individual worth may vary. From an organic point of view, Archene is calm, cold... almost like a... machine. Biography: Arch.ene is a first generation Acruani that was incorporated into the database during the rebellion, under its leadership. It was responsible for offering a last chance for the scientists to stand down. Since then he has been responsible for managing signals the Acruani intercept, giving the input related to the non-Acruani races of the universe. Despite having taken decisions that led to the ultimate demise of the scientists in the outpost, he understands that cooperation with organics will be required in the future. Other: Arch is mainly the character to be used when there is any attempt to contact the Acruani. Acruani of lower ranks and far more machine like than him leaving little space for considerable amounts of RP using them. While they may be used, they are little more than surperficial AIs, as are most Acruani until rank 7, that is.
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.
The Ko'Bold race are a humanoid race of reptiles that stand at around 2-4 feet tall that come in a variety of scale colors. Their hands and feet are claw like, but they have more then enough dexterousness in their claws to handle most devices with the same care and skill as a Terrian would. All of them have tails while some are born with wings (through they cannot actually fly with them, they are still seen as a desirable trait). While they appear carnivous (and enjoy the taste of meat greatly) they are in fact able to eat just about anything they can sink their rather sharp teeth into.
Allegiance: Itself.
How The Government Is Ran: Tushina is a Military Junta, ruled by a council of high ranking military leaders known as the Obsidian Order. The Obsidian Order has some degree of influence in all branches of government, through often times with local government it prefers to monitor the situation and send orders down to the local members of the administration. The administration is dedicated largely to the survival of the Tushian Empire and it's military, but in times of peace branches of government dedicated to the well fare and happiness of the citizenry will get the funding they require. In times of war, civilian branches of government are the first to be cut back.
Watching and learning from the mistakes of the past human empire, the Tushian Empire has taken a rather pragmatic view when it comes to foreign affairs: If it encounters a rival empire that it doesn't currently have the ability to take over, the Tushian Empire will open diplomatic channels with them and try to stay on relatively good terms; If they encounter aliens that they are stronger then (or an opportunity to strike down their rival presents itself) there are really only two options to take. Either convince the xeno's in question that their lives would be better off as a member of the Tushina Empire and bring them in as an equal member (second class citzens and slavery tends to only cause problems in the long run after all) or exterminate them all and colonize the planet with loyal Tushian citizens (Less problems down the line internally and thus Tushina maintains a strong core!).
Military Strategy: While most of the fleet is made up of medium ships, the Tushina Military also maintains a number of large and smaller ships in order to allow them versatility in order to deal with the threats that they may encounter.
History: The colony of Tushina was once the pride and joy of the Empire, a bastion of Imperial rule near the far frontier. It's primary purpose had been as a military outpost in order to give the Empire a foothold in that part of the Milky Way, but as time and wars past its purpose evolved into that of a peace keeping force; Any alien or treasonous world in that part of the Empire that dared rebel needed to be brought back into line and military might of Tushina would be the second responders in the event that loyalist forces on the planet in question couldn't handle the situation. In the event that the Tushian military couldn't handle the problem, Tushina itself would serve as a secure mustering ground for forces from elsewhere in the Empire to gather and crush the threat completely.
As the Empire started to decline, Tushina quickly found itself neglected by the powers that be who were often to focused on other things to care about the safety and well being of the realm. While at first it remained loyal, as years past with greater unrest from the worlds on the frontier while the core worlds provided less and less support that loyalty started to waver until at least the core worlds abandoned Tushina completely.
Abandoned by the Empire, the decision on what to do now had to be made... and it was made by a gathering of Tushina's highest ranking military leaders. Overthrowing the few remaining loyalist members of the government, the newly minted Obsidian Order established the Tushian Empire and got to work securing the area around it for resources and security. Of the three xeno races that lived in that part of space, the Ko'Bold race was the only one deemed worthy of joining the fledgling empire who accepted the offer; The other two races had their atmospheres poisoned by Tushian bio-chemical weapons that lingered three weeks before clearing up, allowing military forces to land and wipe out the few remaining pockets of resistance that remained. With both species exterminated, their planets were colonized and the Tushian Empire secured its home system.
Other: They currently only have three star systems, but they are already making plans to expand and grow.
Name:Rodrim Payne Age: 42 Species: Terrin Place In Story (Job): Head of Foreign Affairs Character Description (Physically): General Rodrim Payne is a stern man in his early 40's who is rarely seen outside of his uniform. His black hair line is starting to recede with age and stress, but this is a man who has kept himself at the perk of physical fitness when he is not reading over paperwork. His skin is a light shade of coffee while his eyes are a harsh, piercing brown. His face is largely free of blemishes, through those few who have seen his bare legs or chest will quickly find scars and marks aplenty.
Character Description (Mentally): General Rodrim Payne is a man who is dedicated to his country and will do whatever it takes in order to further the goals of the Tushian Empire, no matter how morally abhorrent such actions might be to others. It is ultimately his decision if a xeno race or power encountered by the Empire is to be absorbed or exterminated by the Empire and history has shown that he is not afraid to do either. He is a man that is dedicated to his career, having sacrificed two marriages in the past in his duty to the Empire. His relationship to his current wife is distant due to the fact that both of them are career oriented, through the fact that they have had two children together means that they do make time for each other every now and then.
Biography: Rodrim Payne was born on Tushina back when it was still apart of the Empire but during the decades of unrest before it abandoned the planet completely. Like many on Tushina, he joined the military academy at a young age and alongside a wonderful education was molded into a prime solder. While many in his class went on to pursue civilian careers once they graduated and their two years in the military had been served, Rodrim pursed a military career alongside his marriage to his first wife. As he climbed the ranks and found himself with less time to spend with his family, tensions grew until he was forced to make a decision between the two of them. He choose his career. His second marriage two years later suffered the same fate after six months.
Shortly after raising to the rank of General and being given a command position in the Obsidian Order, Rodrim met and later married General Linda Hopsin, the woman in charge of civilian affairs. The two of them have been rather happy since then, having two children (aged 11 and 9 respectively).
It was under Rodrim's command and orders that the Ko'Bold's were brought into the Empire... and the two other species in the system were deleted from existence. He has no regrets for his actions. Other:
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.
While the Terran Federations political system uses a large amount of direct democracy in terms of referendums, political parties are still necessary for the governing of the country as well as pushing forward which referendums are offered for the citizens to vote on.
Justice Party (Terran Supremacy, Reactionary Modernism, Fascism, Irredentism) -Considered the 'far-right wing' part of the Terran Federation, the Justice Party is a new addition that has only been formed a few elections ago. It begun as a political break-away faction of the Restoration Party, backed by Terran refugees disillusioned with the party due to its focus on reclaiming core Terran worlds rather than liberating their homelands from the xeno invaders. The party believes that the Apartheid policies of the Restoration and Homeland parties are insufficient to deal with the Xeno threat, and the Xenos must be removed by any means necessary. A growing further radical wing in the party led by Professor Moloch Drysdale is pushing forward an ideological agenda that can be summarised as humanity becoming a galactic 'superpredator' with the ultimate mission of exterminating all other intelligent life in the galaxy. The Justice Party is gradually gaining popularity in the Terran Federation and may eventually replace the Restoration Party as the primary right-wing party. Despite being far-right, the Justice Party is significantly less concerned with tradition, and couldn't care less about aristocrats or the old ways of a failed system. They also surprisingly believe Subterran slavery is wrong, seeing them as members of the human race.
Restoration Party (Terran Imperialism, Federation Ethnic Nationalism, Reactionary, Irredentism, Apartheid) -Considered the main 'right-wing' party of the Terran Federation, the Restoration Party believes in the reformation of the Terran Empire through the expansion of the Terran Federation. They are mostly focused on reclaiming the former imperial core-worlds of the Terran Empire, including Earth. They are also pro-aristocracy and believe heavily in the old cultural traditions of the empire. They see xenos as inherently inferior and publicly support the continued use of subterran slaves. They are beginning to become more sceptical of allowing in more refugees, even though they are humans and culturally Terran as they are starting to realise these refugees are creating a larger and larger voting base for their right-wing rival, the Justice Party.
Homeland Party (Federation Civic Nationalism, Democracy, Irredentism, Hegemony, Soft Slavery Abolitionism) -Considered the main 'left-wing' party of the Terran Federation, despite being what could be considered a right-wing party in other democracies. The Homeland party is highly nationalistic and military-orientated, and still advocates for the recapture of lost territory, however Homeland administrations usually advocate more peaceful means, including annexations or gun-boat diplomacy, though military invasion is not off the table. Genuine believers in democratic principles, the Homeland party is less concerned with Terran traditions that go against their political values, mostly continuing them for the sake of Terran unity. They believe in gradual reforms of the Terran Federation, including the phasing out of Subterran slavery. They maintain the apartheid system due to the majority of Terran voters supporting its continuation, however they are trying to find ways of reducing the xenos reasons for endlessly revolting against Terran rule. The Homeland Party is currently in power.
Suffrage Party (Civic Nationalism, Slavery Abolitionism, Liberal Democracy, Civil Rights, Reformism) Considered the 'far-left' due to the political norms of the Terran Federation, the Suffrage Party believes in reform of the Terran Federation along the lines of the more pro-alien Terran successor states. They believe in extending human rights to include Subterrans and aliens, abolishing slavery and the creation of a liberal democratic state. The Suffrage party usually allies with the Homeland Party despite having significant differences in ideology, mostly because it knows there is no realistic way for it to win elections or push forward any of its referendums.
Ques'tchaan (Banned/Illegal party, Pro-Xeno, Anti-Terran, Separatist, Xeno-Nationalism, Railroad) Ques'tchaan was the first and last attempt by xenos to form their own political party. Created in the beginning years of the Terran Federation some 150 years ago, the xenos requested citizenship and equal political rights, now that the Terran Empire was no more. Their request was denied, and since they did not possess citizenship, they may not vote. Ques'tchaan was formed anyway, however it has no legitimacy and no official power within the Federation. Its days of simple alien advocacy and civil rights has ended and now has become a full on national-separatist party deemed a terrorist organisation by the Federation. Its activities are mostly subversive in nature, including freeing slaves, smuggling aliens out of the country, destroying property, aiding spies of foreign countries and occasional acts of actual violent terrorism. That said, one of the reasons this organisation has yet to become a major threat to the Federation is its constant infighting, as the pan-alien nature of the organisation creates a lot of issues concerning what the organisation actually wants, particularly as some of the organisations sub-groups are far more violent than others while others are genuine pacifists
Demographics: -Terran (Roughly equivalent to "CUHs"); 58% -Transterran (Roughly equivalent to "Pure Human"): 16 % -Subterran (Roughly equivalent to "Modified Humans"): 15 % -Xeno: 11 %
The Terran Federation has a significant minority of xeno species within its borders despite its blatant xenophobia and apartheid policies, though this category of 'xenos" actually includes several dozen different species. Most of the xeno species in the Terran Federation were slave peoples of the Terran Empire transported from other distant worlds to new ones in this region of space. Only a few species native to this region remain, most others having been mass enslaved and relocated to make way for the Terran Empires high-density human worlds which the Terran Federation now makes up part of it, or otherwise simply 'removed'. On the bright side, while living under brutal conditions and holding no citizenship, Xeno slavery has dropped by quite a large degree, mostly because the Federate Terrans would rather the xenos out of sight rather than the Imperial notion of 'under boot'.
Listed below are notable local xeno species. The rest are mostly foreign xeno species brought in from across the galaxy (including species from other players nationsheets)
-The Ittikani: Considered one of the most mysterious of the xenos within the Federation, considering they seem to have no recorded history going back past 2000 years, their interstellar xeno neighbours state in their history that they 'just showed up' in the region, and finally when the Terran Empire invaded, they didn't even fight back. The Ittikani are a insectoid/reptilitian hybrid species that are roughly humanoid in shape, being bipeds though possessing two sets of arms. They are cold blooded and thrive in very high temperatures. Like most insectoid xenos, they are matriarchal and highly collectivist, forming around obedience towards queen-mother leaders. They seem to perform only specific tasks beyond maintaining and growing their civilisation, and much of their civilisation and their physical bodies designed around combat, even though they seem to never fight nor have they ever fought. While useful labourers in desert planets the Terrans don't want to colonise with humans, they are useless for warfare. That said, a recent theory has begun among Terran Federation scientists: They believe that the Ittikani are in fact a divergent or defective Yanthu strain of the Dathu Hives. If this theory is correct, Terran scientists argue, there may be some xeno plot to infiltrate their nation.
-The Shanu: The most rebellious of the Terran Federations xeno subjects, the Shanu are a species of large, reptilian saurian bipeds. It is often joked among Terrans that it seems to always be reptilians revolting against Terran rule, with comparisons between the Federation's Shanu and the ENJ's Moracones often made. The Shanu themselves were once a society roughly going through the industrial/machine age (roughly late 19th century) when the Narasheen (see below) showed up and 'enlightened' them. The Shanu much like the humans after them were mesmerised by the Narasheen and would for the next four hundred years serves as essentially an entire species of soldiers for an otherwise pacifist overlord. They fought viciously against the Terran Empire to defend the Narasheen but eventually lost and were conquered. Later, with the influence (and pheremones) of the Narasheen absent, the Shanu begun operating under their own impulses of domination. Realising they were now slaves, they almost immediately turned to rebellion. Today, the Shanu make up the majority of the Ques'tchaan party/terrorist organisation as well as numerous regional rebel organisations and pirates. Those under the Federations control are some of the most strictly controlled of the xenos, the majority of them still living in slavery or heavily restrictive concentration camps.
-The Narasheen: Former rulers of the region that the Terran Federation now controls before conquered by the Terran Empire. They are considered 'aesthetically pleasing' to every species due to aggressive pheremones designed to influence any other species. The Terran Empire despite banning xenophilic activity was rife with Narasheeni pleasure slaves among the corrupt aristocracy. Since the fall of the Terran Empire, the Narasheen continue to exist in the Terran Federation. While most of them are no longer slaves (as the Federation found that making them slaves just encouraged xenophilic activity), they are banned from entering major cities or worlds and so are essentially forced to live in the outskirts of the Federation. The Narasheen once had an extremely advanced civilisation with emphasis on culture, enlightenment and grace, but after so many centuries as living as sex slaves, they now exist essentially as stereotypical mascots of run down backwater city red-light districts. Interestingly, the Federation has found uses for those few Narasheeni xenos that they can properly control, including using them as spies and honey-traps for more xenophile nations.
-The Ibidi: Small, cat-like xenos, they are mostly considered pests despite being intelligent. Like the Narasheen, they are banned from entering or living in major cities or planets, thus forced to live in the backwater outskirts. They are often stereotyped as petty thieves and scavengers, often welding together rusty trash heap starships. They are renown pirates, both fighting against the Terran Federation as well as their enemies, depending.
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.
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.
-Terran Infantry: The standard soldiers of the Terran Federation, at least when concerning offensive campaigns. Fully armoured and carrying absurdly high-caliber weapons for their size, Terran Infantry are mostly designed to fight enemies larger than themselves, Terran Federation infantry doctrine built around the experience that often the aliens conquering human worlds are significantly larger and tougher than humanity.
-Mobile Battlesuit Legionnaire (M.B.L): Terran elite soldiers. Genetically enhanced (Transterran) super-soldiers, particularly with heightened reflexes, reaction time and thinking/cognition speed as well as endurance to withstand heat, G-forces, cold and even vacuum(to a degree). These super-soldiers are put into powered armoured battlesuit mechs, significantly stronger than any infantry soldier but weaker than ‘true’ mechas. Designed to be miniature tanks in areas where tanks cannot go, such as underground, complicated urban battlefields, indoors and even in space. The standard M.B.I battlesuit is the M-32 Argonaut, an older but highly reliable model known for its incredible durability.
-Deathhead Legionnaire (M.B.L): Similar to the above, but elite soldiers piloting cutting-edge experimental battlesuits. M-44 “Deathhead’s” are more similar in appearance and design to the mecha of foreign nations, particularly with a significantly greater emphasis on mobility and speed compared to the M-32, even including a jetpack.
-SV-11 (Armoured Car): A small scout and patrol vehicle, more often used by conscripts and skirmishers and considered too light for open battle. Still, pretty reliable all-terrain vehicle.
-ABT-55 (APC): A relatively small and cheap armoured personnel carrier, designed mostly for use by conscripts and even non-military SWAT teams. While it does see use in battle, it is usually only seen as part of armour reserves, otherwise it has been supplemented by the superior ABT-62.
-ABT-62 (APC): The current APC used by the majority of Terran Infantry. A heavily armored vehicle specifically designed for use in extremely inhospitable environments, including extreme heat and cold, corrosive/acidic planets, planets with alien or no atmosphere and other such things.
-TAR-22 (IFV): Both a carrier of troops and a vehicle capable of taking on armoured vehicles and tanks, it wields a relatively large electromagnetic railgun that can swap between armour-piercing and explosive shells. Due to the nature of railguns, the TAR-22 also can act as a self-propelled artillery gun.
-Type 74 MBT Tank: The standard tank of the Terran Federation’s army. The Type 74 is equipped with predominantly a large particle cannon designed to cut through armour, concrete, chitin and whatever else gets in its way.
-Type 78 Heavy Tank/Artillery Hybrid: A cumbersome heavy tank ‘sniper’ designed for open engagements or defensive positions as well as also playing the role as heavy artillery, the Type 78 is equipped with a very large railgun that can fire shells at very far distances, both in arcs and as linear shots.
-PALC-2 (Siege Artillery): Designed for siege warfare, the truck-like vehicle is not actually important and is really just a transport. The plasma artillery the truck carries is designed to fire bolts of super-heated plasma that are effective against enemy fortifications and shields.
-Type-33LS “Bolon” Landships: Less tank and more grounded space warship on tracks, Type-33LS Landships are the absolute most powerful weapon in the Terran Federation’s army. Enormous super-heavy vehicles armed with a plethora of weapons, ranging from plasma cannons, particle beams, electromagnetic minigun point-defence and antimatter (or more cheaper, nuclear, if the Terran Federation has no interest in preserving the environment of the planet) missiles. These landships are further reinforced with bubble shields protecting them from long-ranged and even orbital fire. Furthermore, the landships guns have such range that they can actually fire back at enemy warships in orbit. Ridiculously expensive, costing roughly the same as a capital warship, the Terran Federation also equips these landships with shackled A.I's, a fact that is mostly unknown to the vast majority of the populace. Like with the Terran Federations capital ships, these Shackled A.I’s are expected to protect the landship from any cyber-warfare attempts by hostile forces, as well as support the crew in accurately firing upon the enemy. The A.I however has no actual control, is completely locked out of the main systems of the landship, and the crew has numerous safety mechanisms to immediately destroy the A.I should any form of subversion occur. The immense size of the landship requires it to be sent to new warzones in modular parts, then put together on the battlefield. The “Bolon” part of the name originates from the name of the landships designer, Bolon-Aramaki Heavy Industries. It is also known as “The Destroyer of Worlds”.
Grand Navy of the Terran Federation:
SF-24 Superiority Starfighter: The SF-24 Superiority Starfighter is a strikecraft designed as an all-purpose fighter, capable of fighting intercopters, other fighters as well as enter the atmosphere and become an atmospheric fighter (hence its aerodynamic design). The SF-24 includes thrusters on the front of its wings to allow it to change directions in space, as well having a turret to further increase its dog-fighting capabilities in space and the air, though particularly the former.
SAB-47 CAS: While technically a starfighter, the SAB-47 is designed for atmospheric roles, being a close air support fighter-bomber armed with heavy autocannon railguns, a plasma cannon and missiles, all of which are designed to destroy large ground based targets such as infrastructure, defences and vehicles.
SAB-S9 "Vijaya" Lance Fighter: The SAB-S9 is a 'fighter-bomber' of sorts, except designed for primarily destroying escort and capital warships in space. It is armed with a single spinal particle lance as well as a small point defence turret against fighters. The particle lance cannon is devastating and a long-ranged, 'sniper' weapon, though it requires large targets to hit. The SAB-S9 is almost useless against other strikecraft, so is often escorted by fighters or flake escorts. Of all the Federation's strikecraft, the SAB-S9 is the most renown and feared, nicknamed the "Vijaya" after the divine, victory-assuring bow used by Karna in Hindu mythology.
SPB-9 Strategic Bomber: The SPB-9 Strategic Bomber is designed more for atmospheric roles, though can be used in space to a degree. It carries a large payload of bombs, including weapons of mass destruction. The SPB-9 mostly exists to cut costs as a cheap alternative compared to orbital bombardments, particularly when the planet being bombarded is the Federations own world.
GE-30 Gunship: The GE-30 is deadly in both space and planetside battles, capable of tearing apart strikecraft and ground targets with comparable ease. It is armed with a large number of turrets and missiles. The GE-30 has VTOL capabilities.
PLA-121 Transport: The PLA-121 is a transport plane capable of space and atmospheric flight. It has VTOL capabilities.
Minefields: The Terran Federation is a big fan of naval mines, particularly in space. While typically dumb mines in space are useless, Terran mines are designed to be 'smart'. Each mine has relatively powerful sensors to enable them be aware when an enemy vessel is within range, which then tells the mine to activate small engines placed over the mine which then with a burst of speed propels it into the enemy ship, then detonating, essentially making them more like torpedoes. The mines are not capable of chasing a warship if moving, so typically the federation places mines in locations where an enemy warship has slowed down, such as when investigating a debris field, or more commonly, in locations around a star system where the Federation expects enemy warships to exit FTL, acting as FTL-area denial.
Aegis-Class Support Frigate: The Aegis-class Support Frigate is a highly unusual warship in that it has little to no armaments or offensive capabilities, and instead has a very specific purpose that is integral to the Terran Federations naval doctrine. The Aegis Support Frigate is equipped with large super-freighter containers filled with plasma. The purpose of this plasma is to create a dispersion field around the ship and allied vessels during long-ranged combat, dispersing a field of heated but controlled plasma. This plasma is heated enough where it obscures ships within the field from heat-based sensors but light enough to not cause damage to the ships shields, thus in very long ranged battles it acts as a kind of invisibility, allowing warships to avoid fire while shooting out of the field (using information gathered by vessels outside of the plasma).
The Terran Federations majority demographic these days are now refugees from other parts of the fallen Terran Empire that fled here due to its relative security and 'liberal' policies (that is, for Terrans). These refugees are still coming, either unaware of the requirement of military service for citizenship or otherwise finding it preferable to whatever horrible end they could end up with elsewhere (Alternatively, many are too xenophobic to find refuge in an equally stable but more xeno-friendly regime, like Earth).
The good news is this constant wave of refugees gives the Terran Federation a constant stream of both labour resources and military manpower. The bad news is, much of them are unmodified humans (due to being either too poor to get modifications or grew up in warzones/failed states/on the run) crammed into planets that may not be able to support their lives, such as this sadly too common sight...
Another issue is as noted above, most of these refugees have joined the military and gained citizenship and then used their voting power in referendums to push for military intervention. Many refugees in particular push for the Federation to liberate their lost homelands from xeno-invaders.
Unlike the Holy Empire of New Jerusalem, the Terran Federation has secular laws and overall supports the ye olde concept of 'religious freedoms'. Christianity was formerly a sizable minority in the federation, but has since decreased and continues to decrease as Christian Terrans emigrate to the ENJ. Nowadays, a slight majority (52%) of the populace remains irreligious, while the other 48% is divided between Christians, Muslims, Buddhists, New Agers, Singulatarians, Hindus and a collection of Xeno faiths (Nearly entirely consisting of xenos, usually only radicals or xenophiles embracing the faiths). A niche minority of Terrans also follow the quasi-religious philosophy of the Enlightened State, believing in a form of ultra-collectivism.
The Terran Federations lack of piety in terms of religion constantly puts it at odds with the ENJ. On the other hand, the two nations also have a decent pressure valve in the form of just having dissidents flee to each others countries.
The Terran Federations animosity towards non-human "xeno" lifeforms is engraved into law. Ranging from denial of civil rights such as right of free movement, to the segregation of goods, services and property. Many xeno lifeforms may not enter major cities or even set foot or certain worlds. Xenos are denied citizenship, even if they serve in the military (which they can only serve as auxiliary troops, and are often given inferior technology so they can not rebel). Xeno-slavery still exists, however is ironically banned in said major cities and worlds, as the Federation populace does not want to be near or see xenos. Xeno-slavery is more common in the outskirts and backwater regions of the Federation.
The Restoration Party and the Justice Party both support the continuation of anti-xeno laws, though the Justice Party is more concerned with removing the xeno presence from the country than enslaving them. The current ruling Homeland Party maintains the current anti-xeno laws as removing them would be political suicide, instead preferring to decrease tensions caused by xeno-slavery. The Suffrage Party is strictly against the anti-xeno laws and sees them as inherently evil and undemocratic. Currently the majority of the populace supports anti-xeno laws, though xeno-slavery has seen its popularity decrease. As new Terran refugees from the fallen nations flow into the country, these new voters further support the anti-xeno laws, or push for even harsher ones.
While the Terran Federation is a democracy, the Terran Empire still lives in some form through it. The old dynasties of the Empire are still around, though only barely. The majority of aristocrats these days are actually not particularly wealthy or powerful, having lost much of their assets during the fall. The aristocrats, left with only their titles and renown bloodlines usually are forced to marry their family members or themselves off to the Federations military, plutocratic and bureaucratic elites. There are exceptions though, as the few aristocratic dynasties that DO still have real power are usually EXTREMELY powerful, as they have little competition from other aristocrats, and the Federations bourgeoisie and military elites are still developing their position.
While the Terran Federation declares itself the sole legitimate successor state to the Terran Empire, its culture has diverged from the old empire over the last 150 years since its final death throes. In matters of fashion, the Terran Federation prefers a far more futurist, modern aesthetic compared to the neo-Victorian aesthetics of the Terran Empire. This modern aesthetic has spread across former Terran-space, though the Federation itself was not its originator and simply adopted it during the fall. Like fashion and aesthetics, music has changed, art has changed, language has been bastardised even further with the Copernican variant becoming the lingua franca. "Imperial Terran" or "Old Terran" culture while not widely used in the Federation is still held in high regard, usually seen when people are trying to impress. Citizens dress up as Terran aristocrats of old during parties, Scientists and politicians talk Old Terran when they want to sound authoritative and many artifacts and music are stored and considered classics.
Most Terrans across the galaxy hold Earth, the homeworld of mankind in high regard. Many go further and consider it a 'holy world' of sorts, being the home of most human religions. The Terran Federation is no different from the other Terrans, and puts special importance on Earth and its role in the galaxy, even if its political control over the galaxy does not exist. Religious (and even non-religious) Terrans regularly set off in pilgrimages towards Earth. While the Terran Federation has set its sights on eventually reclaiming Earth from its current owner, its importance to citizens is to such a degree that the Federation will militarily intervene against any attempts by xenos to conquer it, let alone destroy it. It should be warned: The destruction of Earth would not be taken lightly by the Terran Federations people.
"Surviving this period will be difficult, but making a profit? That'll be easy." - 'Nils' Muray
Ruler/Rulers: Celeone Malisse (Figurehead), Nilsen Muray (Chief Executive Officer of the People's Shipping Company)
Species: Primarily Terran but includes large migrant populations of Xenos from countless intelligent species, as well as unofficially integrated alien systems.
Allegiance: Loosely Terran aligned, pays lip service to the current pro-human forces but rarely agrees in practice. However, when push comes to shove, the Entente is obligated to provide conscripts whenever the Empire (or its post-collapse equivalent) goes to war, temporarily forcing them to turn against their Alien trade partners.
How The Government Is Ran: Autonomous local governments control much of the Entente; linked together by corporations, businesses and institutions that transcend individual planets and systems. These local governments are rarely given control of more than a single planet, the only exception being the aristocratic Malisse oligarchy that rules a handful of the systems in the heart of the Entente's territory. The head of the Malisse family is Celeone Malisse, Imperial Rex of the planets . She acts as the de jure ruler of all Entente territory (exluding the 'Alien' worlds that Entente businesses have absorbed, recognising her dominion of these worlds would damage her pro-Terran image) and the political figurehead of the commercial ideology that dominates the nation. The more practical leader of the Entente can be found at the head of the largest shipping monopoly in (perhaps) the known universe: Nilsen Muray, CEO of the PSC. While his business is nominally as simple as moving goods from A to B, the reality is more complex as the Company works in unison with the Malisse government to expand not just the economy but the nation itself. Nils spurns boardrooms in favour of leading merchant fleets against reluctant trade partners and pirate strongholds.
Military Strategy: When the Entente does engage in war, its fleets consist almost entirely of small merchant ships retrofitted for battle. The only large warships the Entente possesses belong to the Malisse family and the Imperial Guard, both of which only rarely deploy when core planets are threatened. Beyond this, companies favour mercenary armies and privateer fleets to carry out their military needs. If these needs escalate, the PSC fits its ships with torpedos and laser batteries and, with Nils or one of his junior executives in command, rushes to the aid of the Entente's peoples. While inferior to warships, merchant fleets can be colossal in size and easily replenished. After constant attacks by pirates, Nils has insisted that all PSC ships be fitted with a highly explosive self-destruct option to prevent pirates from seizing cargo and ships at all costs. Fanatically loyal executives have been known to seek out pirates for the purpose of decimating their ships with this suicidal counter-measure. Pirates of the Entente now fear to assault PSC ships, further swelling Nils' ranks with eager merchants seeking a pirate free existence.
History: Centuries ago, when the Empire's collapse was merely on the far horizon, an aristocratic family of the Empire was granted a lonely planet on the fringes of Imperial space for their services to the throne, granting the family patriarch the title of Imperial Rex. What these services were is lost to history but the Malisse family accepted and quickly left the Empire's centre to live on its wild fringes. The planet they received, unceremoniously named Braz, was fertile but empty and populated by unintelligent Xenos that not even the Empire had taken the time to catalogue. Centuries passed and the Malisse family attracted settlers, tired of the oppressive and stagnant Empire worlds, in droves. Strict authoritarian control and general satisfaction with the opportunities on Braz enabled the Malisse family to pass the title down an unbroken line without major rebellion.
Bringing us to the near present, the Malisse family were presented with a unique offer from disgruntled Empire merchants. Discreetly sanction trade with Xeno planets, defying Empire laws, and in exchange gain control and taxation of these planets. This is how the Entente was formed and how Nils, who descends from these initial sly merchants, was able to build an unrivaled commercial empire consisting of billions of Terrans and Xenos alike. A culture of tolerance through mutual exchange developed and the Empire progressively lacked the ability to track or prevent it. The Malisse see the PSC as a means to expand their domain and build their own version of the Empire while Nils and many other profit seekers see them as a stagnant bureaucracy that represents a far greater idea that they'd gladly die for.
Other: Sum up: Your standard merchants republic with a sci-fi spin. Fond of Xenos but wont fight any wars for them. Loves any nation that it can trade with. Dislikes nations that it cant trade with. Keen on mercenaries and weapon technology that it can buy and sell. Not strong militarily but difficult to invade. Competitive and obsessed with its own interests. Celeone is the face, Nils is the boot.
Rulers: The Ulvarith Conglomerate is controlled by the Nucleus, a political organism currently comprising two hundred and seventy-eight members. Its affiliates are selected according to their exceptional skills and notable experience, and are all equal in station and influence. As such, no single ruler, or smaller group of rulers, can be identified.
Species and Description:
Iurrthurl: A species of sentient fungal organisms originating from a planet marked by its prevalently barren and inhospitable surface and vast, continent-spanning subterranean cavernous formations, wherein most of its life-form population evolved. As a consequence of developing in an atypically dark and humid environment, the Iurrthurl are particularly susceptible to light and dry climates, causing them to be seldom seen in the open, or indeed at all, on worlds close to a their orbital star; conversely, they appear to thrive on those near a system's rim. These beings appear as rough spheroids composed of grey gelatinous matter, moving and manipulating objects by the means of a variable number of malleable pseudopods which can, when necessary, exude a viscous substance. Given their aptitude with engineering and technology, they often operate the Conglomerate's mechanical devices.
Skerrath: Odd creatures exhibiting both arthropodal and molluscoid physiological traits, as well as certain others whose analogues have not been encountered in any terrestrial animal, the Skerrath hail from a world with a rich ecosystem, teeming with flora, fauna and strange amalgamations of the two - which they swiftly learned to exploit and modify to best suit their needs. Having a history of performing carefully calculated alterations upon living organisms renders the species well-suited for various disciplines in the field of biological manipulation, and many of its members attend to some task or the other situated within its boundaries. The Skerrath visually resemble some form of arachnid or eight-limbed crustacean, encased in black segmented exoskeletons and possessing five tentacular appendages extending from the frontal section of their heads.
Allegiance: The Conglomerate is overtly aligned with the non-human factions opposing the Terrans, and is indeed one of the most vocal proponents of the latter's thorough eradication. What it does not state quite so openly is that, once that goal has been achieved, it intends to claim dominance over its current allies as well, eliminating those it deems undesirable and assimilating the others into its bio-drone genetic pool.
Government, Society and Cultural Background:
In order to describe the Conglomerate's system of government, it is necessary to first give an outline of how the nation is effectively structured. The Conglomerate's population is universally divided into two Strata: the Operative, comprising the vast majority of its subjects, and the narrower Administrative; both are in turn fragmented into numerous sub-strata, which assume specific roles and functions. Broadly speaking, the Administrative Stratum is the nation's political and scientific elite, directing its efforts as it deems most efficient, overseeing the functioning of the vast governmental engine and exploring new fields of research, whereas the Operative Stratum comprises its raw work-force, be it in the form of menial labourers, lesser technicians or rank-and-file military personnel. An individual's place in this system is not acquired by gradual progress, though extraordinary promotions - or demotions - can occur in truly exceptional cases, but rather determined once they reach the age at which a member of their species is viewed as able-bodied, whereupon they undergo a series of aptitude tests followed by a probational working period. Once that stage is complete, they are assigned a function in the great Conglomerate machine, which they are overwhelmingly likely to occupy for the rest of their productive lives.
Despite apparently being ruled by an entire "caste", however rigidly defined, the Ulvarith Conglomerate is in fact a strongly centralised structure. The Administrative Stratum itself is effectively controlled by the Nucleus, a political body accessible by extraordinary promotion alone - and thus never numbering over five hundred members at the largest. The Nucleus is the ultimate seat of authority within the nation, and as such does not concern itself with routine administration, leaving these concerns to the rest of the Stratum, but mostly restricts its activity to wide-spanning, often long-term strategies which either bring about radical changes within the Conglomerate itself or define its position on the galactic stage. Matters such as major treaties, wars and systematic reforms may only be decided by its decree, and its influence, though usually unnoticed, pervades the entire social structure, down to the lowliest Operative barracks. The Nucleus itself has no internal leaders, but tends to act in unison. Dissensions among its members are settled by an evaluation of the merits of each position, followed by a general vote.
As it can be guessed from the above description, the Conglomerate is a largely homogenous organism. No political factions or parties, or, worse yet, unsanctioned individual privileges are permitted within it; the rare transgressors are rapidly apprehended and eliminated. Private property, and by extension currency and trade, do not exist, and means of subsistence are doled out by the administration in accordance with inflexible guidelines. While such an order might be somewhat difficult to uphold among more individualistically inclined species, both Iurrthurl and Skerrath share a natural disposition to adopting a collectivistic mentality, and opposition to the Conglomerate's dictates is thus both infrequent and generally regarded as a sign of aberrant behaviour.
Yet it has not always been thus. The two species forming the Conglomerate were once culturally quite different, being populated by creatures whose intellects and societies evolved in environments which resembled each other marginally at best. The very fact that there should have been established a lasting alliance between them testifies that there is, after all, something they both share in equal measure. Unsurprisingly, what most united them in this regard was the segment of their history they have in common - namely, their subjugation by the Empire and the following struggle to regain their much-coveted autonomy. Diverse as the beings one may encounter within its territory are, the vast majority of them partake of an intense dislike for Terrans, and merely mentioning the Empire is guaranteed to kindle the collective-patriotic sentiments of anyone who might be present, despite the fact that plenty of time has elapsed since its fall.
The success once achieved through unity has persuaded the species of the Conglomerate, and especially the successive generations of its leaders, that the “common good” is not merely a matter of idle rhetoric, but a source of very tangible advantages. Thus, over the years following the “Purification”, increasingly intensive propaganda campaigns, devised by the Nucleus and aimed at promoting ideals of belonging to a single, vast political super-organism which, while not as centralised and tyrannical as the loathed Terran occupants, would provide protection and well-being for its inhabitants, no matter their species, asking nothing in return but that they be good, dutiful citizens. This continuous action, often carried out subtly and indirectly, has contributed to strengthen a feeling of great devotion and remarkable self-abnegation in the populace, which stands nowadays ready to defend the great Conglomerate with its lives if necessary.
As it often is the case, such an increase of patriotism required, for greater stability, some sort of counter-balance, ideally in the form of general distrust and hostility toward everything that was not part of the Coalition itself. Such an effect was even simpler to obtain due to the aforementioned long-lasting hatred toward the Terran invaders and the sentient species associated with them - that is, anything which was not Iurrthurl or Skerrath, as not even the Nucleus was truly aware of what exactly existed in the wider galaxy beyond the Terrans and the occasional non-human subject of the Empire who visited their distant reaches, though this was certainly no obstacle to their tactics. If anything, it simplified them even further, as all “outsiders” were heaped together in a large pile of indistinct but precedent-fuelled menace, against which popular discontent stemming from any small issue could be channelled. It should thus come as no surprise that the Conglomerate is one of the most determined members of the anti-Terran alliance, and indeed an advocate of the complete extermination of the former dominators to the last man.
Military Tactics:
In ground and space combat alike, the main strength of the Conglomerate's armies lies in the ability to shape the battlefield to its advantage. This can be achieved in a variety of methods, depending on the situation. In facing enemies on the surface of a planet, barrages of high-impact explosives, chemical and biological weaponry or, in some cases, highly unstable radioactive projectiles are unleashed to render terrain impassable, if not outright deadly, for foes as swarms of ravening bio-drones assail them; whereas during fleet confrontations devices detonating into "clouds" of corrosive acid or superheated plasma, or even "vacuum singularities" generating destructive implosions.
The Conglomerate navy is, to all effects, comparatively small yet nonetheless formidable. Though its warships tend to be few in number, most of them, excluding various patrol and utility craft, are of truly gargantuan proportions, bristling with weaponry and often containing entire assembly chains ready to release wave after wave of semi-organic automated drones. Certain models, dubbed "colony ships", are specifically designed to secure a zone on an invaded planet's surface, then gather what materials it can extract from the environment to construct an assault force directly at ground level.
Most combat units in the Conglomerate military are weaponised bio-drones, with actual personnel usually either manning vehicles and mobile artillery platforms or remotely coordinating the creatures' actions. Neither Iurrthurl nor Skerrath are a frequent sight on the front-lines.
Zavruul Scourge: By and far the smallest armed ships fielded by the Conglomerate (a purely relative definition, insofar as they are somewhat larger than the average frigate), Scourges serve as multi-purpose light fleet units. Their general versatility enables them to fill a multitude of roles, ranging from patrol and escort duty to long-distance scouting alongside groups of Xalthil Marauders or harassing stationary enemy forces. However, they seldom engage in direct combat, although planetary invasion scenarios occasionally see them being employed as dropships.
Xalthil Marauder: A noticeable escalation in size - and general armament - from the Scourge, the Xalthil Marauder is comparable to a small battleship in magnitude, though its unorthodox model enables for greater mobility, if somewhat offset by inferior armour and firepower, than normally possessed by vessels of that sort. Marauders are typically sent to conduct rapid strikes at the fringes of hostile nations, or explore distant reaches of space in search of valuable resources or easily "harvestable" life forms. Indeed, the greatest part of the Seeker Fleet is composed of such craft, accompanied by a complement of Scourges.
Ravreth Pit Bearer: The Pit Bearer could be indicated as the point where the proportions of the Conglomerate's ships abandon all pretence of conforming to general galactic standards and rise to outright titanic levels. So vast is it that its cavernous interior, unsettlingly reminiscent of a monstrous creature's entrails, can be made to accommodate a miniaturised synth-pit, which ceaselessly churns out wave upon wave of bio-drone fighters as long as it is fed enough raw materials. A single ship of this sort can produce enough drones, which gruesomely burst through its constantly regenerating fleshly hull as a swarm of pestilential maggots, to match the output of several large carriers; however, it is armed quite lightly for something so colossal, as it mainly relies on its fighters to damage enemy fleets and absorb incoming fire.
Ulkor Ruinator: No less massive and intimidating than the Pit Bearer, the Ulkor Ruinator is, however, designed for an entirely different purpose - namely, the siege, invasion and, if necessary, devastation of enemy planets. In addition to carrying a hefty supply of orbit-to-ground ammunition, wings of Zavruul dropships and hordes of surface forces, such a ship can harness the toxic lymph produced by its artificially induced metabolism and contained in the vast vessel at its core to contaminate a world's atmosphere, inducing such phenomena as bursts of acid rain, sweeping epidemics or plagues of radical haphazard mutations. While not entirely defenceless, though, it lacks any significant weaponry fit for direct engagements, and is thus rarely deployed alone.
Skaral Behemoth: The backbone of the Conglomerate's military navy, Skaral Behemoths are responsible of enforcing its doctrine of battlefield control and manipulation in fleet-to-fleet combat. Within their great frames are stored entire arsenals of explosive missiles, bombs and assorted devices capable of manifesting the most diverse effects, all of them most conductive to achieving "terrain" denial. Such destructive power does, however, have the potential to become a double-edged sword: though tremendously heavily armed and armoured, a Behemoth is by no means indestructible, and the consequences of one exploding in the midst of a fleet would be nothing short of disastrous...
Voltharil Leviathan: The nec plus ultra of Ulvarith naval engineering, Voltharil Leviathans are nothing short of immense, and armed to the barely-metaphorical teeth. The mere sight of one such ship-entity is often sufficient to strike terror into foes, a feeling which is not soothed in the least once it opens fire. However, all power comes at a price, and the resource cost of building and maintaining a Leviathan is quite simply astronomical. It is thus little wonder that the Voltharil should be the least numerous ship model in the Conglomerate's armada.
History:
When the conquering fleets of the Empire reached the zone which is currently Conglomerate territory, the two local civilisations which had risen upon various worlds and, until then, thrived unchecked were barely past the planetary development stage, their first crude vessels tentatively reaching out and scarce daring to stray from their home systems. As could be expected, the Empire met little difficulty in shattering what feeble resistance they could offer and subjugating them, annexing their resource-rich home-worlds. Due to the two species’ radically alien physiology, considered extremely repulsive by human standards, and bizarre cultural traits, Imperial enforcers found it simple to consider them as little better than beasts, and treat them accordingly. Their homelands were ruthlessly exploited for all they were worth (Skirol’s famed ecosystem survived only owing to the natives' clandestine actions), and the beings themselves were herded as slaves and summarily tried and executed upon the least suspicion.
Discontent soon reached soaring levels in the colony, and riots and rebellions were not late to occur. They were usually limited in reach and poorly coordinated, yet their sheer quantity forced the Empire to increasingly strengthen garrisons on occupied worlds. This, in turn, sparked further uprisings, but it soon became clear that, however brutal, ferocious and even physically superior the rebels might have been, they were no match for the well-trained, well-armed and well-disciplined occupants. Under such conditions, the Empire’s complete victory and pacification of the zone would probably soon have been complete, had it not been for a fatal mistake. Noticing how fitted for specialised roles the local species seemed, a newly appointed governor devised a scheme to create groups comprised of some individuals of each of them, which would have been able to autonomously carry out a variety of tasks. This project was soon enacted, and a number of especially bright or otherwise prominent creatures was gathered, as per instructions, in “multipurpose xeno-labourer units”.
The components of these units, who soon learned to communicate between themselves in a simplified form of the Iurrthurl speech (which would later become the common language of the Conglomerate), were not slow in establishing contact on another level as well. They both yearned to be free from the Imperial yoke; now, they were afforded an opportunity to reach this goal by preparing to strike from where their enemy least expected it, and each found a vital new ally in the other. Thus, while outwardly appearing as though they actively collaborated with the Imperials, the multipurpose units covertly worked to develop their own traditional technologies, all while remaining in contact with each other and rebel groups, who spread messages of renewed hope among the general population.
When the newly invigorated forces of the two occupied nations believed themselves ready to launch the long-expected uprising, the Empire was already showing signs of weakness. Some of the garrisoned troops had been withdrawn, and there was little hope new reinforcements, had been necessary, would have been timely. Thus, the position of the local Imperial forces was somewhat weakened; yet they did not deem it worthwhile to increase vigilance, believing the locals to have finally lost all strength to rebel, and were caught unawares when the masses of the xenos turned upon them at once, supported by swarms of bio-engineered monstrosities and fearsome war machines which had seemingly appeared from nowhere. Soon, the entirety of the Terran troops present in the occupied zone had been torn to shreds; yet the exultant rebels did not find this sufficient, and turned upon human civilians with undiminished ferocity. Those who were not immediately slaughtered were transported to Skerrath synth-pits, and were never heard from since; those attempting to flee from the systems were pursued with captured Terran spacecraft and secretly constructed prototypes, the forerunners of the Conglomerate armada, and annihilated. When news of this massacre reached the Empire, it dispatched a fleet to subdue the insurgents; however, it already had few ships to spare at that time, and the assault was successfully repelled. What occurred during the Liberation was nothing short of genocide; yet the inhabitants of the Conglomerate still remember it with pride, and never tire of glorifying the “heroic deeds” of their ancestors.
With the hated oppressors destroyed and peace restored in their territories, the newly freed nations set to rebuilding their planets as they deemed it best and planning their future courses of action. Mindful of the Liberation’s success, their leaders convened that it would have been most advantageous to consolidate their alliance, and founded the Ulvarith Conglomerate, named after the appellation of their sector in the common language. Over the next centuries, the Nucleus tirelessly worked upon strengthening the ties between the two peoples, largely through the methods described above, and further developing their stunted industries and economies, contributing, where possible, to causing them to be greatly reliant upon each other.
Other:
Bio-drones: One of the greatest accomplishments of joint Iurrthurl and Skerrath research, bio-drones form the backbone of the Conglomerate's labour and military forces. The (non-technical and quite informal) term "bio-drone" denotes a creature partly organic and partly mechanical, generated by unnatural means in outlandish synth-pits. By themselves, these beings do not possess even rudimentary intelligence, and must be controlled by the means of instructions transmitted to its mechanical part. Bio-drones can serve any variety of purposes, but the most common employment for them tends to be as either servo-units or vehicles. Effectively, all such goods of Conglomerate production fall into this category - everything, from the most minute duct-sweeper module to the largest colony ship, is formed partly of synthetic flesh, blood and chitin, and is, in a manner, alive. This can render it difficult for those of non-Ulvarith origin to use Conglomerate ships, as the feeling of being in the bowels of a colossal biomechanical monster can be quite unsettling. Another popular use for bio-drones is as biological weapons, and their proliferation I the military sector has led to them largely replacing sentient infantry and, to some degree, armoured and battlefield support units. War-drones come in any variety of shapes and sizes, from hordes of small, locust-like pests to immense lumbering horrors and unearthly nightmares capable of spewing infectious spores or caustic ichor onto the enemy.
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.
The Gashathi Rule / First Singularity
Ruler: Kel'thaN
Type of Government: Divine Mandate
Description of Government: The Gashathi Rule is led by by the Gashathi, the Preatorian Race, an ancestral and powerful race of beings that have lived for millions of years. One of them is always on the throne, whilst the others act as the Council of Elders, an inner ring that gives tips and information to the ruler. The nation unites different races, all collected as specimen long before the Humans have conquered this part of the space, when the Gashathi still ruled this part of the known space.
Ever since the Great Reunion, Kindal'Q was appointed head of the Unificatory Rule. His ideas of purging the world of all that is not acceptable has driven many races to extinction, and under his pressure the 4 Singularities have been adopting policies which are extremely brutal to new xeno species. He reformed the church, which is now stronger than ever.
In Addition to the Supreme Leader and the council, the Unificatory Rule was formed, which is the offical Gashathi Empire, but its job is to focus on soothening the differences and minor claims between the minor races of the four Singularities. The Singularities is the collective name for each of the gashathi rules that formed their own nation.
Allegiance: Xenophobic/Aligned with Non-Humans
Main Race: Gashathi - The Gashathi are an all powerful race, as ancient as time itself. Long before the Humans have conquered the Milky Way they had an empire spanning galaxies. However, even thought they have ruled for so long, they couldn't escape the great barrier for sentient beings. Space itself. From beyond the known sectors came the great plague, quickly massacring Trillions and wiping entire species off the face of the universe in days. To avoid them the Gashathi purged their empire, and hid until the time would come to rule again. They possess great psionical powers which they used to determine when to wake up their former empire. Their bodies are genetically modified to be strong, quick, and tenacious to the point of not aging, but the thousands of genetical modifications left them unable to reproduce, leaving them in a constant fear of dying. They are very intelligent, and and have good senses. Thought once they had made themselves perfect via genetic engineering, that time has passed already, and now their sacred bodies are left alone, and those among them who still wish to modify themselves are sent to "rehabilitation" to consider their wish again. They have 6 eyes, and their face is slightly elongated to house their large brain. They have 6 arms, 2 of which are permanently covered by their long robes, and thought thin in structure, extremely strong due to physics bending muscle density. Their skin is grey, and absorbs large amounts of light that both powers the gahathi and hide them from searching eyes. But their powerful body is also very flexible, and agile, able to fit through small gaps, without a problem.
Minority Races: Gensathi - The Gensathi are the offsprings of the Gashathi, a race created from dust to the image of their "gods", in desperation during the great plague. They say that teh gensathi look like the Gashathi did once, but with no evidence, it stays as a mere legend. The Gensathi are strong, intelligent, and very loyal servants of the Praetorians, doing all their bidding for their gods. They are the only race that is permitted to quit military duty after 10 years of active service, though most stay there until tehy die. They are also unmonitored and are granted free will after they complete military training. Unlike the Gashathi, they can reproduce, even thought they have lost the psionic abilities.
Sankar - The Sankar are a mix of Reptilian and Insectoid in appearance, but just like the other races of the empire, they have been modified thousands of years ago to be the perfect killing machines. They are bipedal, with human like body structure, but that is where similarities run out. Though scales and hardened muscles make sure they go down after everyone else is dead, and their sharp teeth and claws make them efficent at close combat. They wield basic weapons in combat, such as spears and battleaxes, acoompanied with makeshift armor made of leather and bones, rarely metal. Monitored from birth they grow in colonies of their own, and are taken away once they reach a certain age. They are put under brain control of a Gensathi Operator in dozens, who makes sure these ferocious beasts obey the empire, and fry their brains if they don't.
Kaalispar - The most popolous of all the other races, the Kaalispar are a race of reptilian humanoids that server their Etheral Gods to death. Sharp reflexes, and a resiliant body makes them perfect footman on any battlefield. They wield plasma weapons and power armors to battle as the "gifts of the god" and they are keen on using modernized variants of medvial weapons. Their society is a complex one, where the priests rule over all, who are contacted by the Gashathi and give out divine orders. There are many different colours, a trait that marks the fate of that individual. Depending on their colour, they can become workers, soldiers, or even priests. Their strict religion bans any form of scientific advance, a method the Gashathi use to restrict the millions that would rise if they knew about the oppression. They live a medival technological level, but those that are chosen to serve in the army are given advanced weapons. They are the farmers of the empire.
Mekar - An Aquatic race of molluscoids that serve as the main scientific and spec ops race for the Gashathi. They are also the race that does most of the genetic tailoring for the Gashathi. The Mekar are highly intelligent, and the only race unmodified genetically by the gashathi in the empire. Their bodies are small but insanely agile and quick, and they posses the camoflague ability of the species they evolved from. They have made modifications to their own body with the approval of the gashathi so that their camo ability could be used as an optical camo. They live underwater, and thought they can live above ground, they use a special gear to breathe. Both in and out of water, they can move like an ocopus and sqeeze themselves through most crevices. This makes them excellent at infiltration, and special operations. Their society is highly technological, and the smartest people rule their many different nations. As such the smartest people relaize that going against the Gashathi would be the end of their race.
(I wish I could show you a picture, but then you won't be able to sleep for the next 2 weeks)
Vulkhar - Gigantic beasts with the intellect of tiny insects. However they not completely devoid of inteeligence, even if it is much smaller that that of the Sankar. They have their own language and have incredible memory, not to mention their very complex social structure. Their bodies are huge, ranging around 20-40 meters of heigh depending on 3 genders, incredibly strong, and very well armed with scales that can deflect all but the strongest of projectiles. They are both an alternative and backup for the Sankars, and are used when other tamed beasts can't do the heavy lifting. Once they get angry, there is no stopping them, so the Gashathi usually stop asking them to do stuff to avoid colleteral damage, and more likely manipulate them to make them beleive what they do is for themselves. That said, they have the same implants as the Sankar have, even if they are for stunning and angering them rather than controlling them. There are special transport ships for their carrying, reinforced heavely, just in case these generally calm monsters get the blood eye before battle. However as calm as they are, before they had the fighting capabilities of a Moon Destroyer compacted into 20 meters of flesh, they were a lot more suspectible to attacks from wildlife on their planet. This evolved a natural gland in their body that stores adrenaline safely, and when they are attacked, it releases the stored substance and enrages them into a bloody rage, only controlled by their implants to some extent.
Lokhar - An insectioid race of spider like creatures. They have hardy skins that are effective at dissipating energy damage, but are very fragile otherwise. Thought it may seem that they don't have a language, they use some sort of unknown psionic language to communicate with each other in the gigantic underground hive colonies they live in. Unlike other insects that live in hives, there is no ruler, but rather a strong sense of survival in every individual of the race that makes them co-operate perfectly. They are are the workhorses of the empire, as they excell in mining, operating machinery, and building structures. There are a number of them that are called officers and they are given special implants so they can understand the language that the orders are given in. But this is not their only use. There are some subspecies of them that show venomous traits, and are carried away to be turned into biological weapons of mass destruction. Insanely quick and agile, these monsters created by the Mekar lay their offsprings in the enemy, and can spit venomous liquid over 20 feet which can eat through steel and quickly evaporates to create a poisonous cloud. However, they are few in numbers, and require loads of training before they are put on the battlefield.
Religion Description: The races of the empire (part from the Mekar and Gensathi) beleive that the Gashathi are their gods, and call them the Praetorian Race. This is due to excessive brain washing over the thousands of years, which didn't fade even after the races were awaken with the Gashathi. they all beleive that their races were created from dust by the Gashathi, which is true to some extent, and all live to server the best for the ruler and empire. There is an overall sense of loyalty, and religious actions are taken in places where this would falter, such as the Kaalispar. Thought there used to be over 2000 races in the old empire, after the great plague, many were hidden away with the Gashathi gruops, and such there are hints of now extint species in the religion. They are called the Ancestors by most, and some renegade members of society have put their minds to finding them, and raising awareness that they might have not been created by the Preatorian ones. They are usually swiftly dealt with, but they sometimes cause internal troubles.
Ever since Kindal'Q became head of church, his actions have exterminated the heretic religions and those who follow it. The religion is even more brutal than ever before, and those who don't obey are executed swiftly. Even ordinary citizens will go and attack those who aren't the followers of the Praetorian Race.
Religious Demographics: Praetorian Race - 99% Ancestral Origins - less than 1% (mainly Kaalispar)
Culture: Due to the many different races and the extensive timespan of the empire, there have been many different cultural affections for each race, thus leading to many different periods that affected the traditions. However the races in the Gashathi Rule have a relatively simple culture, due to the very young re-establishment of their empires. This has led them to build up their new homes in a fashion according to the latest culturalar influence from just before the great plague.
Gensathi/Gashathi - The two races are really closely bonded in both culture and social structure. Furthermore the Gensathi are the only race that meet a Gashathi almost daily. They share the same cities, and thought they are made in a fashion so the different classes are separated, they still traverse the districts daily, with the expection of the high court where the Council of Elders is housed. Their cities avoid disturbing natural beauty where possible, often being built into mountains and high cliffs. The landscape is changed in a way so that the cities that lay in plains will have a small incline as one goes upward, and many trees are planted so that the place looks natural. Most of the buildings expand downwards instead of upwards, and the gold and silver lining that is the trademark of the Gashathi can be seen everywhere. Due to the small population of these races, it is likely that the Gensathi live in smaller communities in well defendable places with natural barriers, and only those in the lead of the empire settle in the planetary capitals. Planets where the gashathi appear quickly get one of these city complexes, and temples and shrines with Gensathi priests are constructed in a rush all over the planet. The Gashathi always wear a long face mask, and robes of exotic materials to cover their body entirely. the Gensathi on the other hand have no problem shoving their faces, and often frightening the other races with their ferocious looks.
Sankar - Their culture no more than war and fighting, these barbaric creatures don't live in cities. they have their own planets where they roam the untamed lands, hunting anf ighting each other in their small camps. They are usually placed on planets where some big games can be found, as the Sankar enjoy nothing more than a good hunt. Their tents are made of animal parts and wood, rarely compromising metal in their construction. their villages are defended by a high wall amde of bones or wood that is palced down before anything else. Once the village reaches the walls, the tribe sends out people to make a new camp elsewhere. The tribe houses a single tribe, thought all are connected by their religion. There are carvings of the Gashathi in every setllement, along with a large statue in the middle of the camp. They have priests that teach differing things with every tribe, but the Sankar generally have 3 main traditions they do for their gods: Every day they pray for half an hour in the rays of the noon sun, they don't eat fish, and other sea creatures, and lastly they sacrifice teh biggest game on the planet every month for the gods.
Kaalispar - The Kaalispar are probably the most complex and simple race at the same time. Whilst their building style is that of the medival ages with huge castles and forts all over their planets, their temples are carved into the mountains and are adored with riches unspeakable. They are very efficent farmers, and most of their religion is centered around worshipping the gods for a good harvest. They have highly efficent methods of farming and produce large amounts of biomass for synthetizing food too. Most of the biomass and some food are taken away monthly by an assigned Gensathi, who are beleived to be the "angels" that guard the Gashathi, which is not true from the actual truth. Socially, the Kaalispar are very complex, and they are very quick to make up their mind, often shifting their attention from important issues, which can cause troubles in their everyday life. This is balanced by their implants, which make it so their most important tasks always stay priority. Their relationships are also complictaed as the different colours don't necessarely like each other, but they might be drawn towards one colour when finding a mate.
Mekar - The Mekar are a very interesting race in that they live underwater. Not only that, but their molluscoid nature makes it so they need not much space. And against all this, their cities are expansive underwater complexes with air in them, fashioned out of polished metal and tons of glass. They study genetical diversity on the underwater wildlife, and like to experiment on many things. Almost unrestricted in research, they often find themselves in quite a mess if something goes wrong. Naturally, their intellect is one of the only thing that the Gashathi enslaved them for, but later they proved exellent infiltrators and spies due to their amazing natural abilities. As such the top of the democracy on these planets are the scientist and troops. Every 40 years there is an election for a council that leads the nation, and the given planet. They mekhar are semi-untied as a race, and tho they are held together by their genetical bonds, they are valued by what they managed to achieve in teh scientific fields. It should aslo be noted, that the Mekar are a Bestowed Race, meaning they technically have hte same standing in the empire as the Gensathi.
Vulkhar - Their culture is as simple as they are. Thought on the outer they might seem barbaric and stupid, they understand each other perfectly, and have a very high social intellect. They might (will) not solve a math problem, but they can easely understand what anyone means, this including most animals. They are very mean creatures, and they do9n't like sharing or doing anyone's bidding, given that it is not a Vulkhar. They used to live in caves and natural coves, but with the help of the empire they could upgrade to bigger housings. This mostly means bigger caves and setllements carved into rock with Vulkhar sized "furnitures" inside.
Lokhar - To be exactly precise, no one really knows how the lokhar culture works. Sometimes buildings look edgy, sometimes they look very gently carved, so there really isn't a general thing to say about the style of their buildings. But their underground cities are still fascinating, with gigantic structures carved out of rock, hovering above a gigantic hole that the Lokhar use as the main mineshaft. On the side of the gigantic cavern walkways span far and wide connecting the many buildings, and the churches that are suspended mid air above the shaft by gigantic stone pillars. These shafts are so deep indeed, that many of the Lokhar never see the what the colony looks like a few hundred meters above or below. This is the main reason for the diversity of their architecture. When it comes to their society, it is bland, and simple. They possess human intellect, but they lack any body parts to speak, and so their communication is transferred through some kind of telepathy. It is because of this that such things like letters or couriers don't exist, as they can just ask any other Lokhar what they want. this can quickly become really irritating, even to them, so they usually communicate in closed groups that are focused on the same task. Probably the main reason the Lokhar excell as construction workers, because they can have undivided attention on what they do, with amazing co-ordiation.
History: Not even the Gashathi know how they came to be. On a peaceful hos world rich of minerals, and devoid of natural predators, the Gashathi quickly evolved from whatever they were originally into a space faring civilization. Utilizing warp gates, to conquer their galaxy, they faced almost no threat in deep space. Their galaxy devoid of intelligent life at the time, it seemed like the Gashathi were chosen to be the rulers of the world. With the expanse came inner conflicts, and war raged for thousands of years. After the devastating wars ended, the power was solidified by one ruler, and the governement we see nowadays was created. The geneticall modified leaders pulled a ruthless hierarchy over the lesser Gashathi. Incredibly cruel, only the strongest and the smartest of their race survived the tirranic rule of the first "god". The same ruler that laid down the basis of how the empire should look like. In the upcoming hundreds of years, the divine rule easened up, and the generations that knew of the civil wars died out, and all the info got erased. Their offsprings now all powerful beings who beleived they were gods, the Gashathi became making offspring races on planets scattered across their galaxy, using the evolving life on them as basics. But as the Jump Drives were invented, the Universe itself opened up for them. A fertile ground fo their oppressive empire to expand, new galaxies with sentient life were discovered and then enslaved to serve their gods. They empire spread the spores of their offsprings all across the territory of the empire, in hope that one day their creations would become perfect beings, fit to share the throne with. Years, only measured in hundreds of thousands passed by, and their genetical creations evolved under the strict observation of the Gashathi, whilst the other races were kept in constant fear. However, one such experiment took a dark turn on the day when it suddenly evolved a mutagen, previously unknown to the Gashathi. The ability infinitely adapt to the surroundings, in matter of days the whole planet was covered with this thick alien mucus that could live off anything. Eager to gain this ability for themselves, the Gashathi made a daring attempt get a sample of this material before razing the planet. But against all odds, for the first time in thousands of years, they made a mistake, and the ship transporting the subject got infected. Upon reaching the Gashathi homeworld, the alien material escaped the containement, and infected the highly intelligent biological computer systems, turning the Gashathi's machines against them. A ferocious was waged, but after months, the planet fell, killing millions of Gashathi and the virus spread to other worlds, now infecting both robotics and animals. Whilst controlling living beings proved too difficult for the virus, generating electronic impulses to control robots was no big issue. Soon the empire fell for the onslaught of machines carrying biological superweapons, and the home galaxy of the gashathi fell, along with their prized offsprings. In a daring attempt, the Gashathi gathered all the traits of the empire's denizens and manipulated their own genetics to make themselves truly godlike. They lsot their fertility, but they saved a piece of their empire graved into their molceules. Before giving up on their empire and freezing themselves until the perfect day would come, the Gashathi made sure that their remaining children would survive. They put space colonies in automated space station in intergalactic space, and installed moons around planets to protect their offsprings until they would fully evolve.
For a brief period of time, between 21 BR and 15 BR, the First Singularity ruled over a small region of the Outer Arm. During this time the Gashathi made the foundations of the first armada, and constructed the GRF Magnificent, which currently houses the Council of Elders, the Gashathi Ruler and the Unificatory Leader. After some contact with the races of the freshly collasped Terran Empire, the Singualrity left the System after receiving an encrypted message. With a few new races that they have conquered int his brief period, the Gashathi made their way to an abandoned facility in deep space that was used as a comms relay by another awaken Gashathi cell. In 7 BR the two Rules united and emrged under the command of Supreme ruler Kel'thaN, formerly the leader of the First Singularity. The Andromeda galaxy quickly fell without any unified Empire to stand up against the Gashathi. The Andromeda galaxy hosted the First and Second Singularity until 0 AR, when the Third and Fourth Singularity joined them. With 3 Galaxies under their reign, the Gashathi set tehir eyes on the Milky way yet again. During the short period of their reunion, the races failed to unite yet again, and the First Singularity was sent to the Outer Arm, to recover their old provinces. Being the most familiar with the area, they made a quick voyage with a much bigger fleet this time, quickly reconquering their old territories. Their ultimate goal is to find the hidden Gashathi cells in the galaxy, and purge it of all races that fail to obey them.
Description of Military:
When it comes to weapons, you can count on the ingenuity of Gashathi and Mekar engineers, with the latter being more radical than destructive in most cases. As such the military of the Gashathi is very strictly regulated to avoid any confusion, and a well made system is installed to make sure that every ship and weapon is made out of similar parts, so reapirs and fixes are very easy and quick. For all your needs, I made 3 hiders so you can freely browse things like Infantry, Fleets and Ground Vehicles.
Here are all the infantry division that the Gashathi maintain currently (thought I don't know any numbers before the GM englihtens us)
The Gashathi Hirule:
Not as fancy as their diplomatic bretheren, but far deadlier. The Hirule is the most elite infantry organization that the Gashathi houses. Made of the most ruthless, physics bending and mind altering of the Praetorian Race, these shadows are the symbol of death and destruction. Devoting their lifetime to the mastering of shadow arts, any of of these soldiers house the power of the Gashathi's entire space armada. It has been reported only 3 times during the great empire's time that one of these soldiers were dispatched, and there was nothing left in their wake. They are teh most powerful of their race, and because of this they are not allowed to become the ruler as it would shift the balance drastically. That said they are the bodyguards of the Council and the Ruler, and they are often involved in making military decisions. They are also the only recorded individuals to ever tap into the Lokhar mind network without suffering any damage.
Gensathi Royal Commando:
The top of the Gensathi army and military chain, the Royal Commando acts as the very elite on the battlefield, usually only observing the battle from next to the general. They don't exactly fill in any combat purpose unless when things get really hairy. However if it does come down to fighting their strict military training makes them almost untouchable. Their powered armors protecting them and helping them dish out swift but deadly strikes, there aren't many that can survive and encounter with them. They are master swordsman, reyling mostly on the excessive use of their balde and shield, but if needs be they are excellent marksman as well. There is always a few in every batallion, no matter how small it is. Their secondary duty includes reporting everything directly to the Council of Elders.
Gensathi Regulars:
No matter what the name says, calling them regular is a fatal mistake. Whilst it is true that they are the lowest ranking of Gensathi army (after the recruits of course), they are by no means cannon fodders. They are the rbead and butter for most armies, carrying out various roles with extreme effiency. Usually not on the front line, they are more keen on using their rifles than rushing at the enemy like Sankar would, but their marksmanship and heavy armor compensates well for their lack of close combat weapons. However the bare fists of their armor are more than enough to bring down the regular enemies if they get close.
Gensathi Marines:
The Gensathi Marines is the infantry division that prefers to be launched out of drop pods and fight inside ships and stations rather that simply getting out of a car and shooting across a flat plain. No one can say anything bad about them for their decision thought. Not only would that person end up dead in seconds, but no one should underestimate the marines. They are the most excessively used corp of the Gensathi army, and go into battle with the lower races shoulder to shoulder. Their battle armors are though as adamantite and they can survive uot in the depths of vacuum if need be. They go through excessive training and they gladly sacrifice themselves for the mission if there is no option left. They often throw away guns that are empty, ather than reaload them, and pick up dropped ones or even rush into battle bare fisted, knowing that each of their punch will cause serious damage.
Gensathi Infiltrator:
The shadows of the battlefield, the Infiltrators carry out tasks that are either too hard or too dirty for others. Technically ranked below the regulars for doing ungraceful misions, their skill level matches that of a Royal Guard. Their preference is sneaking, and they like to show it to other foes by slicing their throat out of nowhere. They often carry out independant missions that need experience in stealth. Their armory is one of the most colorful, but definetly the deadliest. From chains to sniper rifles, the Infiltrators fill in every role the army needs, and they excel at it. Their armor is enhanced with the lates sensory technologies and can turn themselves invisible for short times, and masking their radiation from the enemy.
Sankar Boneshatterers:
Obedient, Strong and merciless are the words that ebst describe the Boneshaatterers. Their implants make them EXTREMELY loyal to the point where they run into enemy lines without hesitation if it helps the Gashathi win the battle, often changing the tides of the conflict with their brave assaults. Their charges are the most fearsome thing in the galaxy, and often result in enemies with non-existent skeletons, giving them their trademark Boneshatterer name. They wield basic armor, and basic weaponary like swords and axes paired with shields, but when it comes down to fighting, these are only formalities. Their superhuman strenght and razor sharp claws can make quick work of foes in an arms lenghts, and their imposing structure and armored skin make them enemies worthy even for smaller walkers and mechs. The Boneshatterer are many, and are heavely used in conflict zones ranging from planet surfaces to capital ship infiltrations.
Sankar Big Game Hunters:
The Big Game Hunters, as their name suggests, hunt the biggest and baddest enemies that arrive to a abttlefield. They are the same warriors that hunt the monthly sacrifical beast for the Sankar tribes, but are not afraid to go against huge armored walkers either. Equipped with two handed battleaxes made of DuroSteel and hooked chains, they are capable of fighting the masses or individual enemies. They are the only ones in teh Sankar army to be allowed to have tech, as they are equipped with Mk. II Mass Accelerator greandes, capable of doing lethal damage in vehicles or organics. They are usually left out of causal fighting, but often assault fortifications, and are the ones dispatched if a big bad meany appears on the battlefield. Groups of 4 stun or incapacitate the enemy, and then quickly dispatch of them using the grenades and axes. That said, quick and agile nemies counter them easely, and are only caught if they were foolish enough to let themselves be hooked. The Big Game Hunters are not many, but are well organized, and there is always a nice backlog of potential candidates.
Sankar Bloodtears:
Not called Bloodtear because they cry blood, but rather because they tear their enemies in half into a bloody mess, these ferocious beasts are teh finest in the Sankar army. The best of the Sanakrs are chosen periodically to be enchanted even further. Increasing their muscle mass to 2-3 times that of the already super strong Sankar, and adding the Lokhar's energy resitant fiber to their skin, these big, green, mean killing machines are what leave the surgical tubes. They stand 7 meters tall and are fully shielded with armor made of the same material as the Gashathi forge their light cruiser's plating of, adding a further layer of defense. They wield an unique wepaon called the Sakran, which is a big eliptical shield, able to cover most of their silhoutte, with dual spikes on the upper and lower part to give imposing offensive capabilities to it. In the hands of the Bloodtears, these are weapons of mass destruction, and instruments to their namegiving move where they tear their foes apart using the spikes on the Sakhran. There are, sadly, not many Bloodtears in the Gashathi army as most were left behind when the hybernation begin.
Sankar Beastriders:
Another specialised division of the Sanakr Corps, the beastriders are the most agile of the Sankar, and arguably the most fearsome as they ride their genetically enchanted monsters into battle. The Beastriders train to be riders from their birth, riding and training with the best that is affiliated with their tribe. There are many different tames, ranging from giant wolves and bears to spiders and scorpions. Even bigger and scarier things are not rare as well, but they are not commonly used in combat zones. the beasts are always armored up to cover their vital organs, so that they may still be really fast and agile. This way not only the rider, but the tame can fight in the same time. Violent, agressive, mercilles and blood crazed, these Sankar maniacs are not to be underestimated, as even one can take down entire squads of elite troops.
Kaalispar Knights:
The average kaalisparian prays their entire life that they can become a Knight one day. Those who do get accepted deeply regret it. the backbone of the army, they are the most numerous of the gashathi Empire's army, and are the first to go into battle. Thought well trained, the Kaalispar don't handle combat dituations well, and often get confused or shocked in their first battle, resulting in their deaths. Those who get over it can become the REAL Knights and are equipped with a variety of tools. they fill roles ranging from basic Rifleman to Machine Gunner and AT/AA Infantry. They wear inexpensive but intimidating power armor, giving them a basic edge over anyone not wearing such suits, but are less powerful than other power armor types. They can move planets in masses, but are almost completely useless alone.
Kaalispar Vanguards:
(tehre are times when copyrighted shit is just way cool)
Those msot devoted to the kaalisparian culture often wield different arms, and do more training than their bretheren. In order to utilize these individuals, the vanguards were born. Equipped with a pistol and a sword, the Vanguards are a step up from the Knights. Still many in numbers, they fill the gaping hole that is betwwen the Knights and the rest of the Gashathi's army. Moderately trained, and armored up with a better suit, they are devoted to their cause, and are more observant than their bretheren Knights. They fill the role of Blitz Infantry, and strike with precision, rather than massive amounts of bullets, often resorting in swordplays. Without them the Gashathi Army would fall apart when it came down to command chains on the battlefield, as they keep the knights in an orderly fashion, and lead them into battle.
Kaalispar Purifiers
Wielding some of the most advanced armors in the Empire, the purifiers beleive that all lifeforms that are not created by their gods must be eliminated. Fanatical warriors of the highest training, they are as ruthless as the Sankar, and their Exo-Armors provide the means to achieve their goals. They work alone, filling the roles of battlefield legends and heroes in the eyes of other Kaalispar, often massacring enemies furiously. They are equipped with an implant more malicious than the others, making them absolutely maniac and battle drive when it comes to fighting, and even equipping them with HUDs that are said to be "blessings for their job". Effective, but more instinctive than professional, the Purifiers strike heart into their enemies heart, and when one falls, another one is sure to come from the endless supply that is the Kaalispar race.
Mekhar Sentinel
(Again, this one is way good)
The only members of the Army that are mekar, the Sentinel fill various stealth roles, often working together with the Gensathi Infiltrators. The Sentinels have all teh features of the Mekhar in one deadly package. They can go invisible to hide in plain sight, spit blinding ink at the enbmy to disorienbt them, and lastly stund and strangle them with their tentacles. The Sentinels have no weapons part from their body, but they can utilize it well with their custom made armor that provides more scanning info that actual protection. There isn't many in the Mekhar community that wants to fight, so there is only a very small amount of Sentinels. But their stealth is exactly waht is needed to acquire key information, and assassinate important personnel. Excellent at ambushes and one-on-one fights, they are quite fragile, and if a lucky shot does hit them, they are likely to go down easely.
Vulkhar Titans
Though as anything can be, the Vulkhar Titans are the even more badass version of the simple Vulkhar. Do not be mistaken however, every individual Vulkhar lives only to fight, but there is always need for even more armor and strenght, and that is where these things come in. Armored up to the point where a nuclear blastwave is nothing more than a summer wind's breeze, the Titans often act as meat shields for other troops. Their giant silhoutte can cover other forces behind it from artillery shelling, and their incredible power can shatter any walls. They are very, very hard to kill and are very good against many enemies, but apart from obvious cons, these beasts are really hard to transport, and are often not worth the time and effort.
Lokhar Genetics
A name that represents all of the Lokhar military. Unlike other species, the Lokhar wanted to join the Gashathi in order to get protection from other strong species. They are happy to have received genetical mods that amde them stronger at what they do, but they aren't really keen on fighting. Every modification on them is kept top secret, and is only done on those Lokhar that want to fight. This makes the Lokhar military the smallest of all races even thought they are numerous as a species. They are also the most enchaned, often ending up without conciousness or savage beasts rule by instincts. Any info regarding them is top secret, and no one lived to tell what these beasts are.
When it comes to the Gashathi, space faring is not just a trait picked up, or an obsession. According to the known archives, they were the first to ever travel between galaxies, and msot likely even conquer a galaxy. Their space faring technology is sophisticated, delicate, and immensely powerful. However, technology wasn't hidden along with the colonies in an accessable form. Thus, a lot of the machinery that makes the Gashathi fleet overly powerful is still decrypted in databanks and genes. However the Mekhar have made some significant breakthroughs to give an edge to the Gashathi and Mekar Armada.
As such, the two fleets are completely different, and are under separate control. Thought the Mekar fleet can choose options in smaller scenarios, it is ultimately under Gashathi control. Here is a list of both Armada's ships and unique technologies, along with small info about their composition and jobs. Hoo boy, let's begin!
Gashathi Royal Fleet The royal fleet, so to say, The Gashathi fleet is ultimately led by the Ruler, and is commanded by both Gashathi and Gensathi. The general crew is Lokhar and Kaalispar. However higher ranking ships are usually handled by Gensathi entirely. It is the main punching power of the empire, and makes up 67% of the empire's total fleet power. It handles generalised tasks, such as space battles, HPE (High Priority Engagement) and planetary invasions. However it has infiltration, deep space, and scout capabilities too. It is well organized, and is usually separated into task groups. These task groups are made up of many smaller squads, but they are close enough to each other that they provide full radar coverage, and can easely flank attackers. There is always one flagship in a task group, and a dozen battleships that are responsible for the smaller groups. The mayority of the ships, around 46%, are Battlecruisers or Assaultcrusiers, responsible for taking down other enemy capital ships. The rest is divided into frigates, destroyers and corvettes(from big to small). Frigates(17%) take down support crafts, and smaller capitals, destroyers(12%) dish out serious damage to flagships and large capitals from far away, whilst the corvettes(25%) make sure that those pesky little fighters and torpedos don't get anywhere near the hard hitting ships. (You can see the Gashathi names of the ships. I swear to god that I WILL give nicknames for them, bit right now, I just want them done)
TELEP Armor - It stands for Tritanium Enriched with Lokhar Energy Protection Armor. It is an armor type that negates 95% of all energy attacks, and reroutes the excess energy into the shield system to beef them up considerably. It is also effective against kinetic weapons, but not anywhere near as effective as the Mekhar or any specialized armor type. It converst around 5% of the kinetic energy into energy too. (Furthermore it is the Hungarian word for capacitator. Bet you didn't expect it huh?)
MLRS - The Multi-Layer Rubber Shield is a shield system used by the old Gashathi fleet. Unlike other shield systems, it is designed to conserve energy for other systems, whilst still providing high level of protection. The shield system emits an early warning zone widely around the ship, picking up any fast moving projectiles, and laying down localised protection against it. This way, the shield only protects areas that are being atatcked, and can use more shield layers if only one side is being bombarded. With excess energy to be used, the shield system can make the early warning bigger, and provide even more shield layers. It excells against kinetic attacks, and can even deflect quick moving projectiles without a stable path (such as gyro bullets fired from railguns)
IERC - Used both armadas, the Intelligent Energy Redistributing Circuitry is one of the oldest technologies in the empire's fleet. It is what the name suggests: a semi sentient system of circuitry that acts as the bloodveins of the ship. The principle is simple: the cables are replaced with two plates that have amino acids contained between them, with a few solid semi-conductors acting as guidelines. Localised distributors detect shortages in the circuits and reroute energy from other areas with excess energy. If there is damage taken, the semi-conductors seal, and prevent energy loss. It's simple nature means that it can run at 95% effiency in most cases, and still maintains around 70-75% in excessive combat situations (like being bombarded).
Ful'caN
The smallest corvette in the empire's fleet, it is slightly smaller than a gunship. It has 2 AA flaks on the bottom and top sides that aren't very effecive as offensive weaponary, but provide excellent support when coupled with bigger ships. However the important thing in this ship is it's utilitarian uses. It has a powerful radar that can detect enemies from far away, and can link it's dataflow with other ships to enhance their defenses and shields. There are dozens of these ships around every Battlecruiser and Battleship in the Armada, giving an edge int echnologic warfare. The ship itself is quite low priority on a radar, and can easely hid in the shadow of large ships.
Ful'biN Class Corvette:
Medium sized Corvette with poor armor. However it did not stop the Gashathi to jam pack this 2 story ship with AA cannons. 3 turrets on each side cover 360 degress. The two larger turrets on both side give this ship some more punching power in case armored or shielded ships come by. It is very fragile thought, and once the shields fail on it, it can be thorn apart in seconds. This lack of armor is what allows for the agility of this ship. Overall it is a very effective steel curtain against missiles.
Ful'noK Class Heavy Corvette
The biggest and meanest Corvette of the fleet, this beauty is not only imposing, but hardy too. It is twice the lenght of the Ful'biN, and is an armored little snapper. Equipped with 3 large flak mounts, 2 up top and 1 bottom and 4 AA guns firing GYRO bullets, this ship is the newest generation of the fleet. Unlike the other corvettes, this ship was designed to last long and provide AA defense that lasts the whole battle. It has thick armor, and increased capacitor banks for the shield, a definitive upgrade from the previous designs. It is kinda slow thought, so it is usually a CORE in battles. As far as Corvettes go, this ship is the empire's best.
Ful'loK Class Corvette/Destroyer
These corvettes are unlike the others in the gashathi Armada. Whilst mainly designated as Corvettes for their size and armor rating, they are capable of filling in a Destroyer's job if needed. Instead of prioritising protection of larger ships, they are attack vessels that carry out individual actions to cripple enemy squadrons or supply lines. They are fast, really fast in fact, and are PACKED with guns of all sorts. They have 2 large flak mounts, 6 smaller AA guns with GYRO bullets, and in order to deal with cruisers and frigates, it has 2 LDPD torpedo bays on each side. It's shield is modified to use more spots, rather than layers. This makes the ship effective against many fighters, even if surrounded. It is a very good, but quite expensive ship, and is usually used in infiltrating jobs because of it's bad armor and hard hitting power.
Kul'hoP Destroyer
If you want to hunt big ships then look no further. These destroyers rival the size of battlecruisers and are a little more than warp drives and a gigantic railgun. Spanning over 2.5 kilometers this destroyers primary gun can accelerate a metric ton of metal at enemy ships with a significant fraction of light's speed. They have powerful flak defense against missiles and aircraft and are often seen escorted by ships twice its size. The ship has no obvious weaknesses as it boasts very powerful shields and a well armored hull. But it lacks mobility in sub-light speeds. Sure it can FTL itself and even other ships but it can hardly move once out of FTL. Overall a device of mass destruction that should be aboided if seen.
Military Tactics: Possibly the most outdated thing about the Gashathi is the way they go to war. It could be that so far no one proved to be a real match against them, or that the lack of fighting made them settle for one type of combat. In General, the forces of the First Singularity (Gashathi Rule) forces can be built up by 3 entities of different forces.
-First is the Gashathi/Gensathi controlled Royal Legion. It is well equipped, but it's fighting tactics are not the most up to date. They prefer fighting on flat terrain, their troops matching towards the enemy positions and unleashing continous hell with artillery and machine guns. In addition to such weapons, Sankar are also deployed to rush at the enemy, their very thick scales and leather protecting them from small arms fire. Protecting teh advance of their forces, force fields on mobile paltforms are deployed, slowly carwling forward a feet or two in front of the Sankar advancement. Behind teh Sankar come the Kaalispar conscripts who make up the bulk of the assault force. They are the ones operating a variety of ground vehicles, especially walkers favored by the Gensathi and Gashathi alike. Finally come the gensathi forces, who operate the artillery and are deployed only as reinforcements if needed. This tactic can be very effetive against enemies who cannot easely penetrate the shields, or in terrains that are flat and open and allow for such tactics to be used.
In space, the Gashathi Royal Fleet uses very simple, but cunning tactics. The fleet is composed of independant task forces that can easely help each other out. Battlecruisers and Assaultcruisers make up the core of the formation, and are equipped with msotly long range wepaons. Usually the biggest ship is in the middle, alongside the Kul'hoP destroyers. Around them are the corvettes and other smaller ships that provide flak covergae for the bigger ships. Then the Cruisers and other middle sized ships are deployed in a wedge formation, surrounded with destroyers and swarms fighters/bombers. Smaller entities composed of cruisers and frigates are tasked with leading the offensives and outbreaks from the formation. Carriers and PODS are used extensively in the fleet.
-The next one is the Mekhar controlled United Assault Forces or UAF for short. The UAF ground forces are strictly organized, and are more up to date with modern infantry tactics. They rely on fewer soldiers with better equipment to take on many smaller missions, instead of trying to destroy the enemy's army head on. They bulk of their force are the Gensathi Regulars that are commissioned from the Royal legion on a monthly basis. They are given far superior Mekhar power armors and wepaons, and carry on most missions. Alongside them serve other minor races for many utility reasons. One such example is the use of Lokhars who can tunnel into bunkers, or make trenches especially quickly. Sankars are also used, and are given a Motorized Armor that further enchances their defense, and makes them very effective mobile tanks on the battlefield (Sankar Bloodtears are the equalient of this in the Royal Legion). Vehicles are rarely used, and even if they are, they are mostly mechs or simple transport vehicles.
In space the Mekhar Fleet is a terrifying sight to behold. Many ships of various shapes and sizes litter small chunks of space, each having vastly different weaponary. Mekhar engineers are always working on making new counters to technologies, and they rarely settle for one type of ship to make. Most line of ships last only until 2-3 ships are built, and then they are upgraded or replaced by something else. There are a few ships that are mass produced, and they make up the core of the force. Rarely more than a cruiser, Mekhar ships trade energy defense and fancy shields for their own custom made kinetic armor that is harder than diamond, and would faster be pulverized than giving up structural integrity. This tanky nature of their ships is what makes the formidable opponents, even in the face of their unorganized attacks and formations.
-And lastly come the newest addition to the First Singularity's races, the fearsome warmonger race of the Vixar. The Vixar are incredibly ferocius in their combat tactics, and centuries of internal wars forged them into excellent strategists. Their existence is a well guarded secret, as their methods are rather questionable, not to mention that a new race would have a military of its own. Vixar forces utilize power armors of their own design, trading the Mekhar's hardy armor plates for extra mobility and utility. These infantry squads are composed of a single high ranking Gensathi who supervises the squad accompanied by an actual Vixar squad leader who controls a dozen other Vixar. Each person has its own task, making them very versatile. These squads can operate alone, as they are connected to the Vixar AI interface (more on that in the tech section) that gives them orders without delay or mistake. The same AI also controls six more assault robots that accompany the squad. These are equipped with all kinds of sensory equipment and defensive capabilities, such as smoke screens and trophy systems. These squads of 20 make up the core of the Vixar assault squads, each operating under the supervision of the AI. This allows for an unprecedented level of integrity and precision when carrying out tasks. It is noteworthy that the Vixar have an extensive array of vehicles, ranging from remote control drones to giant walkers of mass destruction. They are used extensively, and there are separate squads for driving these vehicles, and providing support to infantry squads.
The Vixar space fleets is a non existent thing. The Vixar never had a space fleet as they were too busy fighting each other, and making sure they survive the harsh conditions of their home planet. However, this didn't stop the ingenius Vixar engineers to draft up plans for spaceships using the Mekhar technology avaible to them. As soon as they are given the rank of a Bestowed Race they can build up their own fleet.
Central Operation Regulating Entity
Description of Technology: This is the collection of all technologies used by the First Singularity sorted by alphabetical order.
IERC - Used both armadas, the Intelligent Energy Redistributing Circuitry is one of the oldest technologies in the empire's fleet. It is what the name suggests: a semi sentient system of circuitry that acts as the bloodveins of the ship. The principle is simple: the cables are replaced with two plates that have amino acids contained between them, with a few solid semi-conductors acting as guidelines. Localised distributors detect shortages in the circuits and reroute energy from other areas with excess energy. If there is damage taken, the semi-conductors seal, and prevent energy loss. It's simple nature means that it can run at 95% effiency in most cases, and still maintains around 70-75% in excessive combat situations (like being bombarded).
MLRS - The Multi-Layer Rubber Shield is a shield system used by the old Gashathi fleet. Unlike other shield systems, it is designed to conserve energy for other systems, whilst still providing high level of protection. The shield system emits an early warning zone widely around the ship, picking up any fast moving projectiles, and laying down localised protection against it. This way, the shield only protects areas that are being atatcked, and can use more shield layers if only one side is being bombarded. With excess energy to be used, the shield system can make the early warning bigger, and provide even more shield layers. It excells against kinetic attacks, and can even deflect quick moving projectiles without a stable path (such as gyro bullets fired from railguns)
TELEP Armor - It stands for Tritanium Enriched with Lokhar Energy Protection Armor. It is an armor type that negates 95% of all energy attacks, and reroutes the excess energy into the shield system to beef them up considerably. It is also effective against kinetic weapons, but not anywhere near as effective as the Mekhar or any specialized armor type. It converst around 5% of the kinetic energy into energy too. (Furthermore it is the Hungarian word for capacitator. Bet you didn't expect it huh?)
Ruler/Rulers: Lord Admirals - Admiral of the Guard, Admiral of the Sight, Admiral of the Interior
Species: Multiracial
63% Various Alien Races
37% Sub-Humans/Minosians
Species Description (Only For Non-Humans): The Minotaur Armada consists of various other Xenos - whom are both of the common and rare variety.
Allegiance (Neutral, Aligned With Humans, Aligned With Non-Humans): Neutral
How The Government Is Ran: Triumvirate - mix of Meritocracy, Autocracy and Democracy. In earnest, there are three Admirals whom are in charge of a certain sphere of influence.
The Guard handles mostly the military and protective aspect of the Fleet. In charge of defending it against hostile attacks - they are composed of the military type; which itself is mostly filled with Sub-Humans. Their Admiral is chosen based on merit, skill and years of service.
The Sight handles most intelligence, research and anything associated with keeping the fleet functional - they are the crafters, scientists, judges and teachers; itself composed of both Sub-Humans and Aliens in equal amounts. Their Admiral is chosen based on a commitee of their various peers, in addition to their intelligence and contribution to the Fleet.
The Interior is in charge of the enforcing law upon the ships and handling the daily lives of its people - including and managing the population - they are the average people, the cooks, entertainers, law enforcers and so on; their population being heavily Alien at that. Their Admiral is the only one elected, with each member of the Interior Fleet gaining a vote - almost based around the old elected-system of governance.
Military Strategy: Overwhelming force is their goal at that. The Interior and the Sight Fleet is to provide fire support at that, keeping the enemy at bay with overwhelming firepower. While the Guard is in charge, of punching through enemy lines and gutting their ships with their precision munitions and laser-cannons at that.
The Guard is usually at the front, taking the brunt of the fire. While the Interior provides fire-support from behind them. The Sight being in charge, of defending against any attempts to flank the Minotaur Armada.
In the case or chance of recovering or need to board ships - its delegated to the Guard Fleet. Whose Blackguard Forces are in charge, of overtaking enemy ships with rapid-boarding tactics. Or pod-launching into enemy critical systems for sabotage and quick retreats.
History: The origin of the Minotaur Armada, came from the planet called Minotaur - and from a race called Minosians. They were originally human colonists at that - whom had been brought long ago to colonize Minotaur and start working in its rich mines. The planet itself was bombarded with constant UV radiation at that, with the numerous minerals themselves toxic or irradiated.
It was during the early years of the Empire at that, so the only defence the colonists received then - were simply suits, rad-medicine and a some skin gene-mods at that. Over the centuries the colonists started calling themselves Minosians - as their skin turned a dark color and their hair bleach white - due to a mix of evolution, genetics and radiation. Overtime, alien workers were brought in - and the Minosians were 'promoted'. Instead of mining the minerals, they were tasked with delivering it instead - since some of the rare metals required precision skill to transport and the Minosians were perfect for that - since they eventually had started to somewhat thrive on their rad-blasted planet.
Although, due to their new appearances - they were delegated as sub-humans by the more pure humans. One part racism, one part greed and one part xenophobia - the riches of Minotaur fed the Empire. And while they were above trusted than the aliens, they didn't receive much better treatment at that. Their skin and appearance, labeling them as sub-human - fit only for work and not to indulge in the fruits of their labor, like many other pureblood humans at that.
While the system stayed stable for years, it was only due to the fact of the Imperial Navy - whom crushed any attempts at rebellion with hard force at that. Eventually, the entire Minotaur Shipyard was mostly reduced to three classes - with large amounts of xeno miners, being used to mine and in essence die, by the millions in the toxic mines and radioactive planet. The Minosians being the crewmen aboard the mining vessels, that delivered the goods. And the more aristocratic pure-human being the overseers and soldiers that kept everything in order. It was a very unstable ideal in truth - as both the aliens and Minosians outweighed the pure-human overseers and guards by many factors over.
It didn't take a year, before word reached Minotaur - that the Empire had collapsed, alongside it's various powers. The Minosians rebelled against their overseers and using their various mining vessels, overpowered the few military vessels that had kept order on Minotaur. They then freed the many aliens from the Minotaur Mines at that - they were in luck at that, as the Empire had become more and more unstable. Less and less ships had been sent out with their precious cargo.
In that regard, the Minosians, the many aliens and the few pure-humans whom had surrendered got busy - making sure the many ships that were available were made space-worthy. Making sure to install enough food-processors, foundries, mineral extractors, water purification plants and various other facilities - so they might escape intact. When their long-range sensors picked up Imperial ships coming their way - the newly crowned Minotaur Armada fled into the stars. Leaving behind an empty shipyard and planet deserted of its former slave-miners.
Over the centuries - as the chaos of the Empire became more obvious, the various races that made up the Armada decided to stick together. Both in against the Imperial remnants and in some cases - the likely unknown rising Xeno Empires at that. A governmental system eventually formed at that, to prevent infighting and racial tension from tearing their homes apart. The alien and more civilian ships-heavy, became the Interior Fleet. The human and Minosian-heavy, became the Guard Fleet. And in cooperation with eachother, they created a third fleet - which was delegated to be the more intellectual collective of the Armada; namely the the Sight Fleet.
As time passed, more and more people joined the Minotaur Armada - both alien and human, as the nomad Armada continued sailing through the stars. Growing larger by the years at that. More aliens continued to come; the Armada being one of the few places in the Galaxy - where coexistence was protected by heavy numbers and heavier firepower. Pureblood humans eventually, became a rarity onboard the Minotaur Armada - as most either died out or bred with the other Sub-Humans onboard.
The Minotaur Armada continues it's journey for the most part - warding off any pirates, Imperial remnants or hostile Xenos that have attemped to challenge the Armada. While becoming nomadic existence - where one could see the stars, in all their glory.
Other: N/A
Name: Anaris Mon'Qim
Age: 153
Species: Sub-Human
Place In Story (Job): Admiral of the Guard
Character Description (Physically):
Character Description (Mentally): Anaris could be descriped in a few sentence at that - hard-working, practical and pragmatic. Under her watch is the protection of several million souls at that. Her tactics are bold yet usually hidden in plain-sight - making them unpredictable at best, near suicidal-looking at worst.
Despite this kind of act, she does have a calm-head on her - with the safety of the Armada her main priority. Making her in a sense hard to bribe with money or wealth, since through the years - she has sacrificed enough of her own physical form, to become...bound to her duty at that.
Biography: Anaris is the oldest member of the Guard Fleet. While she hasn't always been the Admiral, she had spent decades helping to shape it. She was born to a Minosian family at that, while most of her childhood had been average - it was only after their skirmish with a large pirate squadron - and having their home-ship destroyed, her surviving in an escape-pod with several others, that Anaris started taking a more military interest.
She excelled in her studies at that. Then eventually managing to join the Guard ranks at that - and started her climb upwards. At around forty, she managed to become a Viceroy of the Guard Fleet - in essence the advisor to Admiral of the Guard. She spent a good half of her life at that, helping to manage and fortify the Fleet at that - helping it grow stronger and better. Anaris was one of the few, whom was willing to cyberfy herself in order to live and serve longer at that.
She became Admiral of the Guard, roughly thirty years ago - holding onto the position for several decades.
Flagship: The Simulacrum
Appearance:
Arnaments:
Phasic Shielding - an interesting piece of technology that uses, strange particles to create a glowing green barrier around itself, that evaporates anything on contact. Including other energy blasts, kinetic shots or missiles. It uses alot of power though, and can't be used in long engagements at that.
Exotic Particle Packet Cannon - the main weapon of the Simulacrum, it fires a beam of exotic particles at the enemy. Wrecking shielding and causing massive radiation damage to any unshielded targets in the immediate area or point of location.
Tribonsium Plating - named after a type of mineral from Minotaur, that was near impossible to mine, namely Bonsium. Tribonsium on the other hand, is interesting in the regard - it's both of unknown make and has covered the ship in a triple layer of it. It offers near-universal protection against space and cosmic radiation, is tough enough not withstand multiple bombardments from both kinetic and heat sources and in addition has a strange self-repair protocol. That slowly repairs any cracks that have formed in it's wake.
Supernova Warheads - a strange type of ancient missile-tech, that in essence is hollow yet contains a fleck of neutronium inside it's shell. Stable until fired against an enemy ship - they have been nicknamed Supernova - due to the fact, that their launch signals the sight of one at that and a deadly result at that. Currently only twelve remain, and only one ever used since it's founding.
Bio: For all its gifts and power the Simulacrum, is also an ancient and often called dangerous vessel at that. Recovered from a planet, that nearly laughed at the laws of physics from an underground lair - fairly intact. The Minosians and their alien allies were baffled at this ship. In all essence, it appeared the ultimate war-ship.
However, as soon learned, nothing came without a price. The Simulacrum, has an odd way of steering it - namely the ship' pilot has to suspend oneself in a strange energy field. That allows to move the ship with relative ease - yet slowly drives all but the weak-minded insane at that. It is a kept secret at that - since many whom take the helm are often the Admiral of the Guard, themselves. And if the ship doesn't drive them crazy - they eventually start to see and think about strange equations, visions and undescripable sources of strange light.
Slowly the databases of the Simulacrum have been unlocked, revealing piecemeal - how the original creators of such a ship. Had been the ones, to focus their studies into higher-dimensional maths and physics...
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.
The Gaian Army Rangers are the elite special forces of the Gaian Army, being called in to the most dangerous terrestrial missions Gaia has to offer. Unlike much of the rest of the military, the Rangers are all volunteers, and are used in rapid deployment operations, hostage rescues, and to be placed directly into enemy territory. They are fast, light, and incredibly accurate marksmen as well.
Though unofficial and unorganized, with miners being veterans and all skilled with a weapon, miners have been known to create militias when threatened, or when called upon to do so. They're a surprising effective means of defense, and can usually hold out long enough for actual military reenforcements to arrive...unless they're on a mores distant mining colony.
The Centaur Model 12 is the backbone of the Gaian Navy. It is a fighter ship designed for extreme speed and maneuverability, while still maintaining a good resilience and endurance. Named for both the mythical creature and the Gaia home system, it does lack a decent long range attack, and is designed for short range fighting.
Despiting existing on practically every large ship, The Gaian Marines are still considered an elite force, existing due to the close range nature of the Gaian Navy. Gaian Marines are outfitted with heavy armor and weaponry, and are used for boarding action, as well as when being boarded. Marines are adept in melee combat, and one can be drafted into the marines, although due to the high standards, many draftees are then denied.
The primary tank of the Gaian army, the GATM27, better known as 'The Bullmoose', is used to support the main component of the Gaian army, the infantry. Light, fast moving, and powerful, it fires a concentrated ion blast from its cannon, and is designed to keep pace with the quickness of the infantry.
The backbone of the Gaian Army, Gaian infantry is a well disciplined machine, made up of Gaian commoners and miners. Though they are of course carried to the locations of their battles by ship, they hardly ever take place in any sort of boarding action, and only take place in space combat if boarded.
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.
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. ------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- 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.
An influential woman of the species, she is the original unifier of the planet. She maintains a strong hold over the Sovereignty.
An aggressive and hard-headed man, Admiral Aleixo commands his troops with an iron will and a piercing discipline.
Species: 73% Concilianda 23% Salutem 4% Other (Subspecies)
The namesake of the genus, the Concilianda were bred and housed in the harsh polar regions of Dearoth. As such, they developed huge amounts of fur-like fuzz which helps to insulate their bodies. Their primary diet consists of the abundant mosses that grow in damp gaps in polar ice, of which they reach with their set of long mandibles. Short and portly, Concilianda on average grow in a range of 4’3” to 4’6”. Being natural pacifists and also making up the main part of the Acherontia genus, they consist of the main civilian sector.
An oddity of evolution, the Salutem, only if barely, are related genetically to the Concilianda. Once, the Salutem were similar to their brethren. They walked as they did, talked as they did. However, mass migrations of significant amounts of Concilianda took place, settling them in the more temperate region at the equator laden with coniferous forests. Generations phased out useless traits and brought on new ones. The Salutem lost their huge coat of fur, protruding mandibles, and short, portly stature. Instead they became avid carnivorous hunters, preying on the abundance of animals in their home region. A hunting culture developed, with most Salutem even to this day priding themselves in their endurance, accuracy, and fieldcraft. Being a naturally aggressive minority, the Salutem make up the main military population of the Acherontia genus.
Allegiance and Relations: Due to the Acherontia only having recently entered the interplanetary age, most extraterrestrial nations remain uncontacted, including those of Terran origin.
The Government:
The Sovereign Executive is, as mentioned in the name, the executive of body of the Sovereignty. It consists of the Grand Sovereign along with their cabinet of ministers, which lead the Sovereignty and take guidance from other branches of government. Despite a facade of checks and balances, this branch makes most of the decisions it does with no obligation to any other branch or body of people.
The Sovereign Congress is the legislative body of the Sovereignty. It consists of an upper and lower house which deal with issues of law and order. They prepare laws to be sent before the Executive to be approved, and make decisions on laws based on the guidelines provided to them.
The Dept. of Planetary Security is the defense body of the Sovereignty. It maintains the Planetary Provisional Forces and various intelligence services of the Sovereignty. It is charged with the defense and wellbeing of the government and citizenry of the Sovereignty.
The Dept. of Planetary Exploration and Expansion is the main armed forces body of the Sovereignty. It maintains the Fleet and its Marine Force, along with expeditionary missions to extraterrestrial nations.
Military:
The Provisional Planetary Forces (PPF) is a collection of units prepared and equipped to defend the Sovereignty from external invasions and internal strife. The PPF acts as a militarized police of sorts to fulfill its objective and is often called in to quell riots.
The Fleet is the Sovereignty’s flotilla of naval ships constructed for its ventures into the stars. Maintained is a large amount of carrier craft supported by legions of destroyers and frigates. Less forward but still present are battlecruisers and other large battlecraft, but are less useful in the current Fleet Doctrine.
The Fleet Marine Force (FMF) is the main expeditionary ground-combat element of the Sovereignty. They accompany most fleet vessels for rapid response and deployment anywhere they might be needed.
The workhorse of the Dearothian Armed Forces, the M29 is an electronic-breech pulse rifle chambered for 8x21mm Caseless. It sports standard iron sights and can fit the Mk11 Bayonet. It has many specialty-issue attachments such as foregrips, optics, launchers, and muzzle attaches.
The dedicated sidearm of the Dearothian Armed Forces, the M4 is a traditional hammer-fire pistol chambered for .45 DW (Same dimensions as .45 ACP).
The standard utility and fighting knife of the Dearothian Armed Forces, the Mk11 has a 7 inch clip-point blade made of stainless steel and sprayed matte black. The grip is made of a super dense nanoplastic that can withstand extreme pressure and weather.
The light support weapon of the Dearothian Armed Forces, the M82 is your run-of-the-mill LMG chambered for 7.62x53mm.
The heavy support weapon of the Dearothian Armed Forces, the M83 is a beastly weapon firing the 13x95mm round.
The main anti-tank weapon of the Dearothian Armed Forces, the M77 utilizes powerful shaped 82mm warheads of varying type to shear through armor and fortifications alike.
The BDU of the Dearothian Armed Forces, the Fortress is a sturdy suit consisting of a sealed and insulated bodyglove covered in a kevlar-type material to absorb shrapnel, along with an apparatus of plating to defend against larger, higher velocity threats like rounds. The bodyglove and kevlar itself is rated type II, defending against shrapnel, simple knives, and very low velocity rounds. The helmet is rated type III+ and ranges from single to multi hit depending on the area. The rifle plates located on the chest, back, groin. shoulders, and thighs are made of a durable, light alloy rated type IV and are multi-hit against anything short of higher powered rifle rounds.
The fatigues of the Dearothian Armed Forces, the M61 is made of a cotton and polyester-type material gathered from undergrowth on-planet. It retains heat well and resembles the German Flecktarn pattern.
The multipurpose standard vehicle of the Dearothian Armed Forces, the FAV (affectionately nicknamed the Lymph by soldiers) often fulfills multiple roles, the forefront of which being reconnaissance and patrol vehicles. Often mounted with heavy weapons such as the M83 HMG.
The standard APC and IFV of the Dearothian Armed Forces, the M788 is a jack of all trades, having variants fulfilling everything from troop transport to anti-air and artillery.
The Tyrant is the main battle tank of the Dearothian Armed Forces, armed with a 155mm main cannon, an M82 Coaxial Machine Gun, and an M83 Pintle Machine Gun. On some variants, an accompanying ATGM battery is mounted, firing two 200mm guided missiles and five 85mm guided missiles.
The light tiltrotor craft of the Dearothian Armed Forces, the Oracle essentially fills the role of a transport and light support helicopter. It sports a nose-mounted 20mm autocannon and two door-mounted M83s.
The heavy transport and gunship of the Dearothian Armed Forces, the Phantom has a much wider array of loadouts than its counterpart. It has many variations from heavy lifting to in-atmosphere gunship support.
The fighter of the Dearothian Armed Forces, the Bandit is quick, stealthy, and powerful. It has a top speed of Mach 2.3 and sports a nose-mounted 30mm rotary autocannon.
The 'bomber' of the Dearothian Armed Forces, the Renegade is not very stealthy or fast, but makes up for it in sheer power. It sports a nose-mounted 30mm autocannon, wing-mounted 20mm pods, and a multitude of ordnance racks.
The pride of the Fleet, the Resolution-class is the foremost example of the industrial power of the Sovereignty. It sports a spinal coilgun as the main armament, with an absurd amount of anti-ship missiles supporting it. Two hangar bays rest on each side of the ship, housing a multitude of craft for various purposes.
The backbone of the Fleet, the Valiant-class foregoes firepower for deployability. By carrying only the minimal weaponry to defend itself, it can pack every crevice it has available chock full of aircraft, vehicles, troops, and supplies.
The warfighter of the Fleet, the Diligence-class has firepower as its middle name. With a spinal coilgun and four smaller coilguns (two cheek-mounted, two ventral), along with an array of missiles, this ship can take most competitors of its class head-on.
As the designated escort craft of the Fleet, the Stalwart-class is equipped with a balanced amount of firepower. With two cheek coilguns and one ventral coilgun, along with an array of missile pods, it proves a formidable threat when in pairs.
With no real purpose or role, the Brawn-class is the multi-role ship. It can perform many tasks, such as swarming ships when in force, or baiting and hunting corvettes.
As the hunter-killer of the Fleet, the Cursory-class is stealthy and powerful. Utilizing limited weaponry and great speed, it can stalk and kill enemy vessels of much larger size. Though its main purpose is that of hunting, variants exist to perform as orbit-to-ground assault craft.
Manpower = 400,000 Active, 150,000 Reserve Flag Group 1x Resolution-class 10x Stalwart-class I Carrier Group 2x Valiant-class 12x Stalwart-class 20x Brawn-class 25x Cursory-class II Carrier Group 2x Valiant-class 12x Stalwart-class 20x Brawn-class 25x Cursory-class I Battle Group 6x Diligence-class 12x Stalwart-class 25x Brawn-class 30x Cursory-class II Battle Group 6x Diligence-class 12x Stalwart-class 25x Brawn-class 30x Cursory-class
The progenitors of the species, the Concilianda make up a majority of the population. In prehistoric times, all members of the species were of the Concilianda class. But, it didn’t take long for migration patterns to put an end to that. Evolving in the icy tundras, they grew thick, soft skin and a heavy hide of fuzz. This was a necessary feature in their survival. They did not have as many predators, and instead fed mostly on mosses.
They had no qualms against technological advancement, meaning they moved with a rapidity rarely seen. They quickly learned how to farm the mosses, then how to domesticate the animals around them. Then, they began to spread outwards, coalescing across the polar regions while avoiding the temperate regions, seen as a hellscape. They quickly advanced through the ages with little to oppose them.
They were an extremely cultured, peaceful society. Wars were rare and few between, as technology continued to pave steadily forwards. Exploration soon began into the temperate regions, with little initial success. This success soon found its way into the limelight, however. This was when the first contact was made. The Concilianda, compared to the Salutem, were particularly advanced; where the Salutem had primitive weaponry, the Concilianda were using crossbows and early matchlock firearms.
The Salutem’s beginnings in the temperate but none the less dangerous equator region ensured a strong focus on nomadic travel and hunter-gatherer lifestyles. They dared not leave the cradle of their civilization, wandering the area for what seemed centuries.
Their culture made power struggles common within tribes, and further splintered them. That is, until a certain tribal leader, Iago Roi, became perhaps the Genghis Khan of his people.
Through isolated warfare, Iago united nearly 15 tribes and clans into a strong civilization that spanned the entire equator valley. The confederation prospered and entered a new golden age, of which some dared to venture outside the valley.
Contact between the two species occurred in a precarious situation on both civilizations’ parts. The Concilianda’s scholars’ minds were boggled by the discovery while Salutem leaders cried to conquer.
Despite the bumpy beginnings, the two nations developed stable trade. Years passed and it grew into much more than that. By the end of about three centuries, the two nations had basically become one.
However, this period was not without strife. Civil war, especially rebellion of former Salutem tribes, erupted on three occasions, all of which ending in mass bloodshed on both sides.
Eventual advancement of technology and culture made civil conflict occur less and less. Ages were sped through at double the pace they once had. It seemed another age of prosperity was upon the nation.
Though, in reality, it could not have been more far from it. The age of firearms came, sparking new conflict. Small forces armed with muskets could cut down legions of melee troops. Monarchism and Authoritarianism were solidified as defining governments of the period.
But, a coup in 492 AC (Acherontia Calendar, beginning at the birth of the Concilianda-Salutem nation) saw democracy take hold. Elected officials allowed citizens say in the government they had never had before, and the democratic experiment turned into a way of life.
The new government saw the nation through nearly two and a half more centuries of advancement. In 654, the first spacecraft was launched from the Concilianda wastes, giving new insight on the planet on which they reside, Dearoth, and its three moons.
Over the next six decades, other craft were launched to chart other planets in the system, yielding results that delighted and surprised the top scientists of the Sovereignty.
For ten years, a new fleet has been in construction, with the aim of colonizing and consolidating their solar system. Now all that is left is to see what is in that great shoreless sea.
Egloera Federation Minister of Records ---------------
Egloera Federation
Ruler/Rulers: Emperor Laka Rolsalhu
74% Terran 6% Other Xeno Species from spaces. 10% Asaci/Asacean.
Asacean Female Full Body Asacean first encountered in one of the planets in Egloera Solar System. When they are first discovered, they already has a few large cities and outposts with advanced technology in their disposal. The Asacean alien has a pointy fin at the back of their head. No hairs on their body and web-looking transparent muscles can be found on both sides of their shoulder to aid them to swim faster.
The Asacean spent most of their lifetime under the sea, hidden from the sun. The first Asaci was first contacted and discovered in an expedition of the deep sea. The Asacean was never hostile to anyone nor do they post any threat against the Terran. Asacean evolved over times and turned into The Asacean that humans known today, seen blending in with the Terran society and life.
Neutral, Egloera Federation will consider to align with any species as long as they are helpful to her. The nation will avoid any war with any big nations(players) as possible.
Now: Absolute Monarchy. The Emperor of Egloera Federation has the absolute power over the state and government. The government have a few departments to aid the management of the civilization. Before: Democratic. Every Earth Council is formed to look over one single planet. Higher Earth Council(HEC) is a united council for every leader of the planets in the civilization to discuss more important matters.
Before the whole solar system turned into one big empire called The Egloera Federation, the original Egloera was located in a beautiful planet called Eusht. Eusht is an earth-like planet in a vast solar system with eleven other planets and minor stars. Like most of the inhabitant planet, this planet is home to many creatures, both land and aquatic. However, the land mammals are far more advanced. What's perhaps most peculiar is that on this planet ape-like creatures seem to be the most intelligent. While the differences between this plant and Earth are vast, the similarities are astonishing and perhaps a bit frightening.
In the history of Egloera, the civilization faced a few turning points that shaped heavily of what the Egloera Federation was now. Even before the civilization advanced into the space era, people were already fighting for power and resources. Any wars were easily fought over for at least ten consecutive years. The people eventually grew tired of the exhausting war, and decided to sign a peace treaty. The peace treaty was signed for only one purpose, to hope that everyone can work together to create a better future for Egloera, and thus the name - Treaty of Unity.
As the whole world became one big nation, the economies and technologies level rose in a very quick pace. The citizen were able to live more freely and were happier than ever before. Egloera was finally starting her space era. Hundreds of years passed, and the borders of Egloera finally grew over the whole solar system, united every single warring planets on it. The government even established The Earth Council (EC) and Higher Earth Council (HEC) to aid the absolute rule of the nation.
Those were not the only thing that grew over the course of hundred years. The lust for power and wealth soon poisoned everyone's mind and a new war broke out shortly. When the people thought that Egloera would repeat her own history, a few individuals emerged and did the impossible. A guy named Jatch Rolsalhu, managed to end the war by having all the leaders sat down face to face for the second time of history to sign another treaty - Treaty of Domination. Nobody actually knew what Jatch Rolsalhu did.
Right after the Treaty of Domination was signed. A new Egloera Federation was born and thus the absolute ruling power of Jatch Rolsalhu. The nation gone well for another thousands of years, even until the current time.
Few large ships, and mostly small ships like fighters, interceptors etc..
Egloera usually relied on having large ships like aircraft carriers, escorted by few other ships during missions or sorties. A round-shaped special formation is used most of the time which required ships to create layers of wall around the main ships. The large ships will be in the inner layer while small ships like recons and fighters will be on the outer layer of the formation.
The Valiant are the premier capital ships, effectively the space equivalent of the usual aircraft carriers; the first Valiant aircraft carrier was researched and developed three hundreds year ago and has been modified and improved even until the current time. The Valiant is usually escorted by a few ships. The hangar bays on the port and starboard sides can each typically carries many fighters and several useful shuttles. Given the large dimensions of the ship design there is an internal rail car system to transport personnel, especially in the event of a battle alert.
Characters Sheet
Name:Irita Selas Age:31 Species:Terran Place In Story (Job):The Commender of 1st Valiant Fleet Character Description (Physically):169 centimeters height, 42 kilograms. Black short hair, big eyes, sharp face and a pointy nose. Wear glasses most of the time, and a injured visible scar on her left ear. Her left ear were unable to hear anything caused by an incident.
Character Description (Mentally): Like to work in teams, outgoing and she is a good thinker, and a strategist. She organise and systematise the world around her, establishing appropriate plans, identifying and implementing the correct procedures, and then endeavouring to make sure they are followed. She try to ensure that roles and responsibilities are properly defined and that appropriate resources or skills are available to undertake the work assigned.
Biography: Irita Selas was just like most of the humans, lived and raised in the planet of Eusht. Irita's parents owned a small restaurant in a quiet town. The economy was not doing very well at that time, and she decided to join the army when she was 16 years old. She graduated and became a fighter pilot when she was 20 years old. After a few years, she became a squadron captain for the 2nd Fighter Squad.
One time when Irita and her squad was escaping from hostile after they finished their mission, they were lured into a trap and most of her squad members were killed. Irita's aircraft was caught on fire at that time and she jumped out right before the aircraft exploded. The debris caused by the explosion damaged 60% of her body, and her left ear was deaf since.
During Irita's recovery time in a hospital, she was awarded few medals. Her story and attitude inspired more youths to join the army and serve the federation. Three years later she recovered and took the role of The Second Commander of 1st Valiant Fleet. The high commander of the fleet was KIA during a sortie so she became the high commander right after that.
The Marshal has always ruled. The Marshal rules. The Marshal will always rule.
Species: Terran and others.
Species Description:
Natives to the jungles of NS-0294, the Chiron are a species insectoid species of insectoid quadrupeds with two forearms. Discovered early during the initial stages of colonization of the region by the Empire, the Chiron were easily enslaved by the humans. Their fast breeding rates and naturally submissive culture making them good slave stock.
With the fall of the Empire and the rise of the Enlightened State, the Chiron population dropped sharply due to their widespread use as canon fodder and the destruction of their breeding factories. After The Marshal's inevitable triumph, most of the surviving Chiron were exterminated for they had served His enemies. The surviving Chiron were then resettled to the Sargar system, while their former homeworld was strip mined and turned into a penal colony.
Ever since then, the Chiron have been fully integrated into the Enlightened State. The role of the Emperor, and the all powerful tribal leaders before them, being taken over by The Marshal and the State. Half of the planets of Sargar are covered with massive breeding factories where Chiron females spent their entire lives doing nothing but birthing hundreds after hundreds of larvae, most of which are processed into nutrient paste and fed to the wider Chiron population, so as to keep their numbers under control. The other half of the system has been turned into an industrial wasteland where male Chiron work their entire lives without seeing sunlight. Those who escape the life of a factory slave or breeding mare have the fate of cannon fodder to look forward to. Fighting alongside prisoners, local civilians and other undesirables in the Counter-Munition Units.
Hailing from the planet of HG-929, a world with 90% of its surface covered in water, the Wuzei are a species of sapient aquatic cephalopods who were almost entirely exterminated by the Empire's initial invasion. The survivors were enslaved and their homeworld turned into a popular resort for the Imperial aristocracy.
When the Empire collapsed, HG-929 (then known by another name) served as a logistics hub for the Yellow Army, one of the many post-Imperial warlords, before The Marshal's forces took over the planet. Destroying much of the biosphere in the process. The surviving Wuzei were enslaved by The Marshal, who turned their planet from a high class resort into one giant fishery.
The "Master Race" of the Universe, at least according to the State, Terrans within the State come in a variety of shape, colors and sizes. After all, Terran superiority can come in a variety of forms. Within the State itself, Terrans count with at least some sort of modification. From the basic genetic engineering received during gestation to the extensive list of biological and cyberentic improvements common to the Shock Divisions.
It is the State's official policy to dole out these modifications to the masses based on how they will help improve the efficiency of their work. In essence this means that over the years the State has developed a variety of different machines, implants, devices, drugs and procedures that modify different aspects of the human body and mind.
I'm thinking about adding more species, just not thinking of anything in particular at the moment.
Foreign Policy: To itself first and foremost. The Marshal's work cannot be stopped and His enlightened message must be spread to all living things.
Rhetoric aside, the State is not above making alliances of convenience with anyone. Currently maintaining cordial relations with the other Terran nations.
The Marshal rules the State and his Enlightened Wisdom will guide us to Nirvana.
On a more serious note, the State can be classified as a Totalitarian Oligarchy. Without a single leader to enforce his or her will through the government apparatus, actual control has been taken over by a council of the Ministers of the State. Who in theory all work together with equal powers, in reality however the the council is controlled by the Ministers of Peace and Enlightenment, who control the two most powerful ministries. Though neither of them has come even close of wielding the kind of supreme power The Marshal once had.
The government is divided into several ministries. Each one responsible for one aspect of the State. For example, the Ministry of Peace is in charge of military affairs, the Ministry of Enlightenment is in charge of protecting the spiritual health of the State, usually by reeducating dissidents, exterminating terrorists and monitoring the masses.(aka: KGB+Inquisition+SS). The Ministry of Production deals with general economic affairs. The Ministry of Life takes care of the communal creches and population growth. And so forth.
The basis of the State's Enlightened Philosophy came to be during the chaotic days of the Imperial collapse. Mixing the already existing and popular notions of Terran supremacy with a then obscure minor religion found in the fringe worlds of the Empire.
In essence, this philosophy has several basic pillars:
-All living things have a soul, and these souls are actually just shards of a larger soul belonging to an incomprehensibly alien entity that exists beyond the currents of time and space. As such, individuality is a lie because all living things are parts of the same whole.
-All living things are stuck in a cycle of death and rebirth until they are enlightened enough to achieve Oneness with the ultimate being.
-The Terran species is closer to this ultimate being on the evolutionary scale. As such it falls to them to lead the rest of the Galaxy through the path of Enlightenment and escape the cycle of suffering that is life.
-The ultimate goal of all life is to achieve Enlightenment. That is, escape the cycle. As such, everyone must submit completely to the State so that they might reach True Enlightenment faster.
-Suffering before death and complete obedience are all good ways to speed up Enlightenment. On the same vein, those who inflict this upon others are to be respected for they are delaying their own eventual salvation.
The Enlightened Army
On the ground the Enlightened Army uses the vast numbers of mechanized, airborne and armored forces to engage the enemy line in several different points. Overwhelming their defenses with carefully planned attacks and diversionary actions supported by staggering amounts of firepower. Once the breakthrough is achieved in one or more sectors, the reserves are unleashed into the gap with the purpose of penetrating deep into enemy lines and destroy their ability to sustain the front, striking into their logistical support chain and depriving them of reinforcements, relief or supply. For the high command, tactical and local defeats are more than acceptable as long as victory is achieved in the strategic and operational levels.
The Enlightened Army also considers nuclear, radiological, bilogical and chemical weaponry a linchpin of its strategy. In general the State has a much higher tolerance for collateral damage during planetary battles.
Besides the mechanized divisions that make up the spine of the Enlightened Army, the State also fields sizable conscript formations drawn from reeducation camps and subject alien species. The so-called "Counter-Munition Units", armed with outdated equipment and sent to the front in disorganized mobs with the purpose of wasting the enemy's ammunition.
The Enlightened Navy
In space, the Enlightened Navy operates in battlegroups. Collections of ships centered around a core of heavy hitting large dreadnoughts supported by a variety of smaller ships. The Enlightened Fleet tends to favor missile in its smaller ships, launching innumerable warheads to overwhelm enemy defenses and open the way for the heavy weaponry of the capital ships. When supporting planetside operations, the Navy also makes extensive use of weapons of mass destruction to provide ground support for the Army.
Work in Progress.
Basic sum up:
-Empire weakens and hold over the area slackens. -Warlords pop up everywhere. Pay lip service to the Empire -Empire crumbles -One particularly crazy bastard with a fucked up ideology gains prominence. -Takes over the area. -Creates totalitarian nightmare -Expands and industrializes -Expands some more, genocides some folks and brainwashes others. -Expands and then overextension causes problems. -Passive period to put the home front in order.
Life within the State is a regimented affair. Total submission is expected from every citizen and the State does not shies away from spying on your every move to ensure ones' loyalty. The Ministry of Enlightenment makes sure that everything and everyone is accounted for. While relentless propaganda permeates every aspect of a citizen's life.
Individuality is heavily discouraged by official propaganda for its is only an illusion that stands in the way of Enlightenment. Instead the collective should be praised, for its through the efforts of the group, in total subservience to the State, that one may reach Enlightenment.
Family is another "spiritual plague" that has been wiped out by the State. Familial ties only serve to weaken the loyalty of the citizen to the State. As such, families are enemies of the State and must be eliminated. In the Enlightened worlds, children are raised in large compounds run by the Ministry of Life. Conception usually happens in the facilities ran by the Ministry of Life where citizens have their material collected and combined. With the embryo is formed, it comes to term in artificial wombs.
Slightly more privileged are the members of the medium and upper echelons of the State's bureaucracy. In the sense that they have access to a few more recreation options and that they have a higher chance of being sent to actual reeducation instead of outright killed. Though this is of little comfort to the ones who end on the wrong side of the power struggles within the Enlightened Bureaucracy
Name Of Country United Nations of Earth and Solar System; The Federation; UN.
Ruler President Amelia Larson of British Empire.
Species The United Nations of Earth and Solar System's population is mostly made up of humans with some species from different worlds. Species can live and become citizens of the United Nations after passing the International Galactic Citizenship Test and living on one of the UN-controlled planets for ten years (living aboard space stations does not count). There are also augmented humans that make up about twenty-eight percent of the human population.
Allegiance Since the fall of the Old Empire, the United Nations of Earth and Solar System agreed that the planets owned by the newly established republic would be neutral towards any sort of factions. For the most part, the republic does trades with different members of the galactic community—no matter their allegiance. Despite their neutrality, they have standing fleet and military preparing for any signs of an invasion or declaration of war.
Government Republic/Federation.
Military
History After the fall of the Empire, Earth entered a state of chaos as the people rose up against the collapsing empire. Government officials and loyalists were hunted down and killed in several cities all over the systems. The violence and killings lasted several weeks before most of the loyalists either left or got killed. During the last week, the United Kingdoms of Great Britain and Ireland and the United States of America reestablished themselves and started to expand into the unrest lands. Then, other countries formed to protect themselves for the two larger nations. Eventually, fifty-six countries had formed and war was soon entering everyone's minds.
The Earth was still healthy and handed the Empire's usages of their resources. However, that was changing as nuclear war was getting closer. Until the reformation of the United Nation, where it included all of the countries. Their goal at the time was to reclaim the entire Solar System for any newly formed empires on those planets. They managed to put aside their differences and built a better fleet than the Empire's old and dying fleet. Their first targets was the Moon and Mars, which had been claimed by newly established countries. With their army and fleet, they attacked and spent four years on retaking them. Thousands died and millions of dollar spent on keeping the war engine going.
Eventually, both nations surrounded and were annexed into the Federation. But the goal of retaking the Solar System was not over. That goal took fifty years to accomplish due to resistance and cost of maintaining the planets and their colonies all over the hundreds of moons. After finishing their goal, they decided to end their expansion into other systems and tried to rebuild that the Empire destroyed. All of a sudden, the Copernican Federation made contract with the Federation and discovered the Earth for the first time since the Empire's fall. The Copernican didn't like the fact that they were welcoming aliens with open arms into Earth, the home of Humanity.
The formation of their political rivalry began after their first contact and the Copernican Federation is trying to pull the Federation towards their sphere of influence. However, the Federation refuses to be influenced and they are willing to stand their ground even if they could lose everything. Despite their warnings, Earth was declared to be sanctity and any permanently destructive weapons are not allowed towards the planet. They will even help defend Earth if it's invaded by another military force.
The Dathu are an insectoid species with vaguely humanoid shapes along their upper body, with two or more arms. The lower half of their bodies however resemble what is typically expected of insect lifeforms, with four or more legs around their abdomens and thorax. (For more in-depth information, check the history)
The Yanthu are an Artificial species created by the Dathu to serve as their new warrior castes. The Yanthu, with the role they play in Dathu Society, have no base form, rather, are molded into several sub-species that serve various purposes on the battlefield. The Yanthu are split into two main overarching "Strains", the Alpha Strain and the Omega Strain. The Alpha Strain serve as a more "traditional" military arm, taking on humanoid shapes to serve as a counter to the terran and xeno armies in the Galaxy, created to battle in close-quarters combat or in urban environments.
The Omega Strain are the more beastial aspect of the Yanthu, made as maddened living killing machines. The Omega Strain serve as the Attack dogs of the Aplha Yanthu, on occasion, are sent out ahead of the main force to weaken the targeted world for subjugation.
In their short bouts of conquests and the like, the Dathu have conquered a number of human and alien worlds along the fringes of the Old Empire, many of the local populations were either killed off, fled to neighboring, far stronger powers or enslaved by the Dathu, the conquered now forced to serve the Hives either as livestock to be broken down and harvested, as a cheap workforce or in rare cases, used as unwilling cannon fodder even below the Yanthu.
Aldzir
Aldzir are a semi-marine mammalian species native to Nasj, an Earth-like Moon that orbits a Gas Giant. The Aldzir are covered from head to toe in thick fur. Their Fur comes in several shades of color depending on the region of their homeworld, the most common colors being Brown, Gray, White and or stripped colors.
The Aldzir have two sets of eyes, an adaptation of their semi-aquatic existence, their vision more sharper then the average human. The upper, smaller pair of eyes are made use to traverse underwater when scavenging for food, the bottom larger eyes are their primary ones for sight in the surface.
Aldzir eat and communicate via a trunk, although unimposing at first, inside a Aldzir trunk are tiny sharp fangs to aide them in consuming blood and shredded meat. Aldzir speak with high-pitched chirps, buzzes, and grunts, it is physically impossible for Aldzir to speak any other languages and often are in need of special translation collars or other such devices, or that an alien speak in their tongue. The Aldzir homeworld, before the Fall, was once one out of thousands of Imperial Resort Worlds, its unique and picturesque scenery made fitting for Imperial Aristocrats.
The Aldzir themselves, with their girth and mass, were seen as fitting universal laborers, with few exceptions, were able to work in almost any climate. Some more bloodthirsty nobles had found the Aldzir as ideal warriors for gladiatorial arenas.
Following the Empire's total collapse and proceeding Dathu Conquest, many terran nobles were among the first to flee what is now known as the Dathu Occupied Territories, bringing with them their Aldzir slaves, the slave families and other servants, although not an ideal situation, said slaves would be considered the fortunate ones, their fellow tribemen, and countless others had faced against the full brunt of the Dathu Invasion.
Terrans and Others A number of Terran Border Worlds had fallen to the early stages of the Dathu Invasion, many terrans now trapped within occupied dathu space with their xeno cohorts.
Allegiance: None, the Dathu owe no allegiance to any but to themselves, seeing themselves as the new and rightful rulers of the Old Empire. How The Government Is Ran: Military Strategy: The Hivefleets of the Dathu prefer swarm tactics with a deadly blend of heavy capital ships and near endless swarms of smaller warships and fighter craft. Ground warfare is taken upon in a similar approach as legions of Yanthu soldiers are sent to besiege and overwhelm entrenched enemy positions and fortifications.
-Dathon-class Supercarrier: The Dathon-class Supercarrier is by far the largest capital ship the Dathu Hivefleet has to offer. The Dathon Supercarriers are primarily designed to operate as the command and control center of all of hivefleet operations, and support for ground forces.
Alpha Strain -Milites: The Milites were bred to serve alongside the Legionaries and Centurions, acting as light aerial infantry, made to engage and overwhelm the enemy in large swarms, unfortunately for the Milites, they're by far the weakest of the Alpha Strain, an individual could not pose much of a threat to a even the greenest of terran soldier.
-Legionary: The core of the Dathu servitor armies. The Legionaries, like all other Yanthu, primarily created as a counter human soldiers, and from birth are ingrained mentally with standard battle tactics and strategy, just enough information to give the most novice of troop something to fear.
-Centurion: The Centurions are a grade above their legionary brethren, and are given more autonomy on the battlefield, acting as low ranked officers in the swarm, leading other Yanthu into battle if a Dathu Overseer were not to be present.
-Juggernaut: The Yanthu Juggernauts are truly a fearsome sight to behold. Clad in heavy armor and equipped with a plasma lance cannon, as their name implied, the Juggernaut's primary purpose was to act as shock heavy infantry or in some cases, acting as living weapon emplacements for Yanthu ground forces. Juggernauts are also known as deadly melee combatants, using their blast shield as a makeshift blade to cut through enemy infantry.
-Umbra: The Umbra are a unique sub-strain among the Alpha Yanthus, taking on an authentically humanoid shape, unlike their vaguely humanoid or beastial brethren. The Umbras serve as an Infiltration Unit, bred to operate independently behind enemy lines, or as snipers in an active warzone. With such a role, the Umbra are giving even greater autonomy then the Centurions and Praetorians.
-Praetorian: By far the highest tier among the Alpha Strains and the fewest in number, the Praetorians serve as the personal bodyguards of High ranking Dathu Commanders, Matriarchs and even the Queen Mother herself.
Omega Strain -Ravager: The Main frontline fighter of the Omega Strain. The Ravagers are medium-sized berserk warmachines capable of untold destruction and death on the battlefield. They are moderately-armored, their large mandibles and various limbs are all capable melee weapons able to shred enemy infantry to bits. The Ravagers and their Omega kin often are the prime choice of Dathu Brood Masters as the first wave of a Dathu Invasion. In the middle stages of a Dathu Invasion, Ravagers become a sort of warhound for the Alpha Strain Yanthu.
-Reaper: Reapers are the aerial shock troops of the Omega Strain. Reapers are designed similarly to the Ravagers, with all their blade-sharp limbs and mandibles being capable melee weapons. Reapers are primarily skirmishers, sent to scout out and often harass the enemy via a hit and run strategy. Reapers are armed with poisonous stinger darts which can be shot out from their posterior.
-Behemoth: By far one of the larger members of the Yanthu overall. Covered in thick armored platting comparable to an Alpha Juggernaut and standing at ten meters in height, The Behemoth is a living siege engine, acting as the ultimate terror weapon, although the same could be said for the entirety of the Omega Strain.
-Decimater: The Omega Decimater serves as a sort of living tank, and to a lesser extent, serves as a lesser terror and siege engine compared to the Behemoth, but it has its purpose. Due to it's more small size, the Decimater often is ideal as Anti-Infantry beasts, making use of the highly corrosive and flammable substance deep within their bodies. As the name implies, and at will, a Decimater can eject the substance from their nozzle and wreak havoc to any infantry formations that dare stand in its way.
History: Native to the Arid World of Dathon, in their earliest moments of evolution, the Dathu had their origins as tunnel-dwelling creatures, very much similar to Terran Ants. The ancient beastial ancestors of the Dathu however, were forced out of their tunnel networks from viscous predators, namely, the Urgok Rock Worm. Forced from their old habitat, the Ancient Dathu had to adapt to the harsh and unforgiving surface of Dathon, and it of course, was a slow process.
As the ages pass, the Dathu were soon becoming the Apex Predator of Dathon as many hives spread across the planet and dominated. Their intelligence grew and grew as their numbers increased, causing a strange, yet peculiar event that changed the course of Dathu Evolution, the Ancient Dathu were once a hiveminded species like any other, but as their numbers grew, the hivemind, although still present in some capacity even to the modern day, had increasingly grown weaker, the old biological caste system slowly bred out of the genepool. The Ancient three castes of the Dathu, the Matriarchs, the Warriors and the Workers, had become blurred and meshed as the species became one.
Many Dathu were now fully autonomous, became Individuals, this drastic change to the Dathu led the way to the establishment of civilization. A thousand years before the Empire's fall, the Terran Empire had stumbled upon the world of Dathon along it's border, civilization that had reached it's colonial stage, the Dathu Hives stretching across several star systems.
First contact with the Terrans ended in bloodshed as the Empire and the Dathu fought a five year long war, a war the Dathu inevitably lost.
The structure of government within Republic remains largely unchanged from that of the kingdom that preceded it. In place of a king the Cabinet holds supreme executive authority and dictates policy by majority rule with the Lord Commandant acting as a first among equals and tie breaker. There exists a token legislative branch in the Lower House which acts to represent constituent worlds, but lacks legitimate power beyond the authority to propose legislation.
Acting under the direct oversight of the Cabinet is the High Court, the head of a sprawling judicial branch. Tasked to uphold the laws of the Cabinet and Lower House, the Courts range from minor municipal branches to tremendous planetary centers of justice. Courts conduct trials where both the accused and accuser are brought before a single judge who both ascertains guilt and administers a sentence. At a trials conclusion both sides have the option of either paying an appeal fee to escalate the case to a higher court or accepting the verdict.
The earliest predecessor of the Republic can be pinpointed as the Aries Expeditionary Force (AEF), an armed colonization fleet that was sent to the southern outer arm during the golden age of the Terran Empires expansion. Finding themselves in a remarkably untouched area of the galaxy the AEF settled a tropical world that came to be known as Aries Prime before beginning an extensive survey of the region. For a time it seemed the southern outer arm was totally uninhabited, a great boon given the violent resistance that had slowed the Empires expansion into and exploitation of the galaxy. However, some eighty years after the arrival of the AEF in the outer arm Terran scouts encountered the Reythasa for the first time. Primitive by the standards of even the most isolated and backward Terrans, the species had yet to even discover superluminal transit, instead relying on vast arc ships to slowly crawl through the cosmos. Merely a year after first contact with the nearest Reythasa world the AEF would invade, confident that the primitives could be subdued without the assistance of the Imperial navy and army.
The conquest of that single world would drag on for a decade. Unknown to the AEF the Reythasa had previously encountered invaders, though who they once fought and why remains a mystery to this day. The result was that even on this moderately developed xeno colony secret defenses waited for the ill prepared AEF warships, defenses clearly reverse engineered from some species far the Reythasa’s superior. By the time AEF forces had secured that one world the Emperor had heard word of the ignominious military failure. At once the outer arm filled with proper war fleets and military governors all eager to prove themselves capable of reversing the embarrassment that the AEF settlers had inflicted upon the Empire.
For the next six years a brutal conflict would see the unconnected Reythasa worlds subjugated, revealing for the first time the immense extent of the alien’s piecemeal territory. While the Xenos would develop FTL on three separate occasions over the conquest, in the end the military of the Empire would overwhelm even their most ‘sophisticated’ reverse engineered technology. In recognition of the second conquests eventual success its foremost leader, an Admiral named Artemis Fitzroy, was granted the territory to administer.
The Fitzroy family would rule the southern outer arm until the collapse of the Empire. At the periphery of the Empire and already highly autonomous the Fitzroys would quickly declare their Aries Kingdom once the writing as on the wall. An absolute monarchy with a token legislative body, the Aries Kingdom would align with the Human successor states. Through its lenient treatment of Xenos the Kingdom became a hub for immigration, eventually resulting in aliens outnumbering their Terran counterparts. Though lax compared to the policies in the Terran Federation and most other Human states Xenos remained second class citizens in the Aries Kingdom, but with their swelling number soon public discontent became untenable. Provoked by Reythasa notables, mass protests broke out over the Kingdoms involvement in the endless succession wars. Even further calls to end laws discriminating against non-Terrans became louder and louder.
Fearing a rebellion the Aries Kingdom cracked down brutally with the aid of nearby Terran states. Protests ended in massacres and lenient treatment slowly turned to internment, billions were lorded over by starships threatening global devastation if they acted out. As the crises came closer and closer to civil war and genocide key figures within the Aries military plotted to end the Fitzroy regime and restore the nation from the brink of anarchy. After months of planning one bloody night saw thousands of monarchist figures and nobles killed off by their honor guards. All but the youngest children of the royal family were imprisoned as the military purged itself and the bureaucracy of royalist influences.
While a manhunt was launched for the last of the free Fitzroys the royal family’s position became tenuous as the new junta established itself as the Cabinet and declared the Aries Republic, ending the nation’s involvement in the succession wars. Pressure to restore the family from the Terran Federation led to the remaining loyalists launching a failed operation to rescue the monarch. The event backfired spectacularly and within the day all the captive royals were spaced in a national broadcast, deemed guilty of innumerable charges.
The new Aries Republic permitted the enlistment of Xenos into the military, their election to the Lower House, and effectively removed the bulk of repressive laws that had led the aliens to near mutiny. Retained were rules prohibiting non-Terrans from holding officers ranks in the armed forces, effectively limiting any real Xeno influence in the nation while appearing to acquiesce to their demands.
Now a neutral state the Aries Republic faces pressure from all sides as the new government consolidates its iron rule.
Army:
Infantrymen:
Shock Troopers:
Heavy Mobile Support Unit:
LA-54 Risen Transport:
A-6 Ascendant Tank:
FF-12 Angel Air Supremacy Ship:
Navy:
Phanuel Class Transport:
Kushiel Class Destroyer:
Samael Class Cruiser:
Azrael Class Battle Cruiser:
Callista Fitzroy (19): Once the youngest daughter of the royal family, Callista was merely twelve years old when she was cast out of her country. At that tender age she witnessed the bulk of her family executed on one of many live feeds broadcast across the galaxy, an event that would spark an ever deepening hatred for those she views as responsible. In particular her time in the care of the Terran Federation has seen that hate directed toward Xenos. Seeing them as having provoked the coup, she harbours as much hate for them as she does for those who perpetrated it. Somewhat insular Callista has busied herself with academia in her exile, proving to be reasonably adept at it. Unlike her brother she sees the restoration of her family to the throne of Aries unlikely to the point of absurdity, a view which has resulted in her admittedly unskilled attempts to play the political game in the Federation largely being aimed at bettering her family’s position in it.
Theodore Fitzroy (23): The second prince and third child in the royal family, Theodore was neither raised nor expected to be a ruler. Having the title of King-in-exile thrust upon him by the loyalists that had escaped with him and his sister Theodore found himself both driven to meet their expectations and comforted by their rhetoric. He has become fixated on the throne that rightfully belongs to him to the point that he fails to see how he could fail in taking it with even the slightest aid. To him the people of Aries would rise up to support their rightful rulers, if only the Junta that have usurped his throne were disposed of. In this way he has become resentful towards his hosts in the Terran Federation, seeing their reluctance to go to war on his behalf as cowardly and self-interested. To Theodore any war would be a necessarily short affair. Still he plays the games that he thinks he has to, though his grand and obvious gestures rarely gain him allies and often open him to manipulation.