I will be playing another military junta. Not because im copying, this idea has sat in my brain for many years. The nation will have spawned from two worlds but is now mostly fleet based.
I'd just like to say i have a habit of joining these games on roleplayerguild but often falling away from it, this is because i'll say things like "lets have a diplomatic summit like Nuremberg or Geneva convention, to ban the use of more destructive (OP) weapons", or "lets start a multinational race car event like F1, so our peoples can expend some rivalry in another fashion besides military", and then no one responds for 4 weeks. Hopefully people will respond to things i say, even if its negative thats ok. Just dont ignore my nation pls!
So I'm looking at this and it looks fun, but I've gotta ask this just in case, what's the opinion on mechs? Because I already have a mercenary based nation from an older, deader RP I'm thinking of using, but a big part of their story and military revolves around cool mechs. If mechs aren't a fit, then I might just go with space orcs, but the friendlier version. Like Elder Scrolls orcs, not Warhammer ones.
@Commodore Would of I could, but my computers been broken or about two years now, hence why I make all my posts on my phone, and said phone just won't let me download discord, along with many other apps, for some reason.
@Rabidporcupine Not a problem, the Species Database updates every now and then, two more species wouldn't hurt. Just PM them to the GM when they're done.
Note: Heavily WIP, just putting this here for visibility.
The Posthuman Eusociate of Perseus
“We will steal fire from the gods”
Brief Description: The Posthuman Eusociate of Perseus, formerly the Sector of Perseus, is a former Orionic Empire sector that through desperate and all-consuming total war held onto parts of the Perseus Arm against the Zuukid horde. They did anything to survive the 250-year long war, even progressively using the Zuukind’s alien technology against them. The Great Existential War, the conflict that the Eusociate is built around, acted as the utilitarian justification for the mass use of genetic engineering and other forms of superscience. The Perseusian humans went further and further into the spiral of ever escalating bio-warfare and engineering, until by the time the humans were aware of the danger of their own weapons, rabid fringe extremists had already taken control of the apparatus of state. In a great coup of humanity, these radicals instituted a ‘Eusocial Revolution’, forcibly modifying the increasingly modified population into a posthuman species completely alien to anything humanity ever was. Now with a massive eusocial hive of former human monsters as their tools, a crazed group of self-modifying elites and former humans seek to become the ultimate hyper predator lifeform, redeeming humanity of its failures and inherent weakness.
Claim
Blue = Eusociate Government claim but doesn't actually control in any significant way (including claims on top of the Zuukid Empire) Red = Actual borders of the Posthuman Eusociate
Government
The Posthuman Eusociate is a nation of eusocial posthumans divided into castes and given very specific and often lifelong purposes for existing (and bodies and minds to match their purpose). All these castes serve their creators and masters, a formerly human elite of techno-aristocrats that through mad bio-engineering superscience have transformed themselves into posthuman eldritch abominations, with the overall objective of achieving a singularity event by becoming an 'ultimate lifeform' and galactic hyperpredator. The so-called 'Ultimates' as they are called are a relatively hands-off bunch, being hyper-individualistic ubermensch who consider themselves a nation-in-of-themselves, and many consider their Eusocial posthuman creations as a physical extension of their own being rather than citizens or even slaves. The Eusocial Posthumans in contrast are hyper-collective, being neurologically shaped to extreme cooperative behaviour and thought.
A particularly important caste below the Ultimates are the Breeder caste, which act in a similar manner to most Eusocial species, being centralised matriarchial breeder-governors, however with the difference being that they are often designed in a manner to force them to be reliant on their Ultimate creators, often through certain neurological triggers or biological instincts built into them, much like the other castes below them.
In terms of legislation or judiciary, there is very limited legislative action taken outside of ad-hoc councils or 'moots' made by the Ultimates who occassionally come to agree to change laws, or triggers, which are then carved into their creations to follow. A judicial system of sorts exists to deal with unintentional mutant outliers in the population, as well as aliens and humans who are not absorbed into the eusocial caste system. Prisons do not exist, and instead those deemed criminals or mutant outliers are often shortlisted for quick genetic and neurological modification. The Judiciary system is mostly managed by the breeder caste. For more information, see 'Genecastes' under the culture section.
History
We are the destiny of mankind
Pre-War: The Posthuman Eusociate once upon a time was known as the Imperial Sector of Perseus, the largest sectorial sub-government of the Orion Empire on the Perseus Arm. Once a safe, cultured, and wealthy region of the Orionic Empire, it was home to many aristocrats and villas of the Imperial family as well as headquarters of the Imperial Institute of Xenobiology, The Academy of Higher Sciences, the Society for Learned Gentry and other scientific and intelligensia gathering areas. it prospered from its proximity to Sol and relative distance from the borders with the xenos, that is until the Zuukid Crusades in 495 I.E.
The Great Existential War: Perseus did not avoid the Zuukid's by a long shot, even if it avoided its initial mass push into Orion and Sagittarius. For five short years of extreme and relentless total war, the Perseusians were slowly and surely pushed back by the advancing Zuukid and other xeno hordes. During this five bloody years, the Perseusian humans delved into the reverse-engineering of the alien's technology, in particular their methods of applying bio-engineering to war. The remnants of Perseus' great academic schools, facilities, intistutes and scientists were put to work in a conflict which would continue long after the fall of the Orionic and even Zuukid Empires... The Great Existential War.
By 500 I.E and the sacking of Mars, the Imperial Sector of Perseus was already well on its way towards forming the Eusociate. Mass use of transhuman supersoldiers and retrofitted warships with organic biomechanical grafts, mass snap-cloning of expendable soldiers. The pure imperial human majority was gradually pressured into numerous mass modification campaigns by the government and the needs of the war effort. These changes were seamless at first, ranging from slight biological modifications to raise fertility rates and increase resilience to chemical weapons, starvation or certain diseases. The modifications escalated, the majority population soon becoming transhuman rather than human. Even after the Orionic Empire's collapse following the sacking, the war against the Zuukid Empire and later its successor states and unaffiliated xeno-barbarians continued.
Post Fall: Even after the fall of the Orionic Empire, Perseus continued to stubbornly refer to itself as the Imperial Sector of Perseus, as part of the Orionic Empire. It never forgot the 'betrayal' of the Martian State abandoning the war effort, or the religious rebels overthrowing imperial space in the form of the Ecumene. Perseusian resentment over this betrayal has remained for the coalition even to this day, even long after the Perseusians themselves have long since abandoned their humanity.
The Imperial Sector of Perseus though at the time, still loyal to Orion and humanity, continued the war. An alliance was forged between itself and the nascent Aurolian Republic, as well as the Empire of Astrana. This 'post-imperial' military league continued the war against the xenos for another twenty years. Perseusian, Aurolian and Astranan forces were eventually able to stabilise its front, the Zuukid advance slowly and finally ending since its own empire unravelled in 507, following their emperor's assassination and succession crisis.
Resurrectionism and the Eusocial Revolution: It is often wondered by human historians what would have become of the Alliance of Imperial Remnants (Aurolia, Astrana and Perseus) had Ressurectionism not rose to prominence in 520IE Cygnus-Orion. With the advent of Resurrectionism, human purity, both culturally and ethnically, moved to the forefront of political and social concerns across the ex-Orionic galaxy... and this concern was not felt anywhere more severely than in the Imperial Sector of Perseus, where the minority of pure humans left and the larger swaths of humanist-transhumanists realised with increasing fear that they had handed their nation over to radicals that were corrupting everything that was human.
As the Resurrectionist Spring swept forth to spread the word of Elias Daley, moving human citizens to mass protest and rioting, the humanist forces within Perseus plotted to stage a last-ditch effort to save humanity from the ambitions of their military and government leadership. They saw said leaders to be so transfixed by its ever-escalating biological arms race with the Zuukids, that they no longer considered the sacrifices made from the losses to human culture or the species existence. This was particularly important now that the Zuukid threat had greatly diminished following its 507IE implosion, with much of the war being one of reconquest rather than defence. The government and military on the other hand, saw these moves as suicidal by the humans, dooming Perseus at its moment of glory, right before it was at the very cusp of victory against the declining Zuukids, who by this point were made up of numerous infighting successor states.
A great deal of foreign meddling was involved in this brief but intense crisis, with both the young Resurrectionist States providing armaments and support to the human populists, and on the other side the Free Nests, fearing the expansion of the human supremacist Resurrectionists, provided support to the Perseusian government. The human uprising coincided with an attempted Zuukid counter-offensive by one of the empire's successor states, the Armterni Union, which eventually led to both sides of the Perseusian crisis to conclude that their civil war must be rapid and decided in a single event, else the Zuukids will conquer the nation with it split. At the climax of this crisis, elements of the Perseusian army and navy attempted a coup at the capital of the Imperial Sector, and then after seven hours were defeated. Mass arrests, political and military purges and intense propaganda followed.
The victory for the government of Perseus came at an enormous cost, as their victory in this coup was dependent upon a deal with the devil - that devil being The most extreme wing of the Intelligentsia and military-science, ardent posthumanists hell-bent on replacing humanity with an ultimate form. In the following months, this posthuman wing of the government and military assumed control of the apparatus of state, beginning what would eventually become the Eusocial Revolution, as the many humans that were mass-arrested were subject to the first biological and neurological modifications that would eventually form the new Eusocial Posthuman.
The Eusociate: With the Posthuman Intelligentsia now running the country and the state-mandated eusociality modifications forced first on the Resurrectionist rebels, and then the wider populace and military (the latter already heavily modified transhumans), the Imperial Sector was remade into the Posthuman Eusociate and its claims to be a remnant of the Orionic Empire abandoned. In the following years, the Republic of Aurolia distanced itself from its increasingly totalitarian and nightmarish ally, eventually abandoning in full and going on to become a founding member of the Coalition. The Alliance with Astrana too faded, not so much out of fear but it becoming unnecessary, as the Zuukid Empire's fall was so severe that it ceased being a galactic threat. 305 years since its initial invasion, the Zuukid Empire's remnant states are now the defender against Eusociate advances, seeking to reclaim what was once lost. The Eusociate has in the last century launched a number of great offenses, and in the present day has completely destroyed the Armterni Union, with most of its former territory reconquered by the Eusociate or lost to its successor-state rival, the Teramentai Sovereignty, which is now the main Zuukind successor fighting in defence against the advancing Eusociate.
Technology
Genetic & Neurological Engineering: The Eusociate has mastered biological and neurological engineering to such a degree that their entire society is built around its use. Their exploits include the ability of altering, rewiring or even remaking how the brain functions, the modification of DNA, the grafting of foreign DNA or organs into other lifeforms, creation of new lifeforms, perfect cloning, snap-cloning, and the overall genetic enhacement of beings.
Biomechanical Lifeforms: The Eusociate does not merely create life, it shapes it to fulfil specific purposes and take on certain forms. To maximise efficiency, the Eusociate tends to design many of its forms into bio-mechanical entities, part-cyborg, part organic, and often with the organic parts grown to mimic mechanical rather than organic systems. Engines, cameras, communication systems, weapons technology and other non-biological items are either given biological counterparts or grafted into the biomechanical lifeforms.
Wetware Computing: The Eusociate performs highly advanced calculating, data storage and other such computer-based tasks through genetically engineered and cybernetic bio-computers, which also are typically members of the Eusocial caste system. These brains are then often networked to enhance their computational powers. This wetware technology is particularly designed to be highly resilient to hacking or other cyber-warfare orientated threats - particularly from any possible intelligent artificial intelligence.
Metaphage and Biowarfare: The Eusociate makes use of numerous tailored and custom-designed biological and chemical weapons, both in terms of weapons actually used in battle as well as strategic WMDs. Of particular note is the Metaphage, a highly contagious mutative pathogen used by the Eusociate military to soften enemy planets before assaults begin, as they mutate victims into animalistic eusocial beings.
Nano-Biomechanics & Living Metal:
Genetic Memory:
Plasma, Bio-Plasma and Magno-Plasma Weaponry:
Military
Doctrine: The Eusociate uses a combination of overwhelming numerical superiority, attritional warfare and subversive tactics in its war making. In particular, its biotech is geared towards sustaining long-term conflicts and resistance, including such things as organically grown projectiles, regrowing hulls and armour, troops and armour that can be born and grown on the battlefield (and easily replaced) at rapid rates, warships that can grown in far-off frontline systems or even isolated ones, and various hardened counter-measures to common weapons used against them in past wars - in particular biological warfare as well as advanced A.I technology. Its methods are cheaper and provided in large number, though overall is of lesser quality to those 'quality over quantity' doctrine militaries. This is not to say the Eusociate has no higher quality forces, but it tends in general to aim towards lower quality, cheaper and higher quantity armies.
Metaphage Zombies:
The Metaphage Virus is a bioweapon designed by the Eusociate to infect the civilian populaces of other nations during major planetary assaults. It is highly virulent and can be transmitted by air, water, food, saliva and touch as well as a gaseous form. The virus has variants designed with different incubation periods to allow either hyper-rapid growth or a grace period to allow the virus to spread wider. The virus causes violent mutations and cancerous growths and typically causes infected to regress into hyper-aggressive eusocial animalistic swarms. The so-called 'zombies' are difficult to control for the Eusociate, however, are effective for more than targetting civilians in the form of cannon fodder infantry swarms, and so are often sent as huge waves to soften up vulnerable targets.
Type-BG12 and Type-BA05 Disseminator Engines:
Disseminator Shells:
Posthuman Infantry
Posthuman Bio-Chimera Legionnaire
Exohuman Guard
Lamprey Swarms
Panopticon Bio-Drone
Perhaps a nightmarish existence for a non-Eusocial being, the life of a Panopticon Working-caste posthuman is one of information and communication, at the expense of their physical form. Dedicated to their life's purpose, when they are not in service to the Eusociate's media, security and information services, they serve on the battlefield as surveillance and scouting as well as comm-officers. They are equipped with numerous complex sensors, scanners and data analyse devices as well as cloaking and shielding technology, and their information is stored inside their extremely complex memories, aided by their genetically tailored memory banks and perfect eclectic memory. Despite their lowly worker-caste position, the Panopticons take pride in knowing that they are the brainchild and prized creation of the great Fractul, the eccentric and insufferable genius Ultimate and former Orionic scientist.
Type-AT22 Coilipede 'Tank-Hunter' Engine
Type-WT75 Missulena Engine
Posthuman Swarm Engines
Posthuman Escorts
Posthuman Capital Ships
Living Dreadnoughts
Culture
Eusociality Eusociality, the extremely collective-cooperative form of society observed in certain insectoid species was never natural to humanity as it was to species like the alien Loxonoi, so it is by far the most unique trait of the Eusociate Posthumans that they have artificially shaped Eusociality into their very being through genetic and neurological engineering. Eusociality in Posthumanity includes such things as hardwired genetic castes defined by specialised purposes, with brains hardwired towards obsessively centralising their entire lives around these specialised purposes. An example of this is a worker only achieving a sense of existential satisfaction and security through mining. Another trait of Eusociality is the existence of three hardwired genders, the centralised female and male supported by the aesexual and sterile majority toiling away at the periphery, each gender specific for specific tasks. Each Eusocial member is given a body and neurological makeup specifically tailored for their role, including fabricated instincts and hormonal drives. The family unit is replaced by mass communal care, and communities are based around a very few (and often singular) female breeder caste governor, who in turn is designed as a manager for the driving will of the Eusociate, the Ultimate caste.
The Genecastes: Also known as simply the castes, these are the genetic specialisations that posthumanity are divided into by birth (or in special cases, modification from another caste). There are many hundreds of niche castes, however broadly speaking they fit into the main castes seen below: -The Ultimate Caste: Unplugged from Eusociality, the singulatarian techno-aristocracy that rules the Eusociate. They do as their whims demand though most are self-improvement fanatics attempting to become gods. They have very distant views of politics and the world, as well as morality, though they are also in charge ultimately of all the genetic designs and decisions of the Eusociate - The Driving Will. -The Breeder Caste: All-female breeder-queens and centers of any hive-community. Their specialisations include purely breeding, administrative and government work, the genetic-judiciary (mostly dealing with mutant outliers) and the scientific branch of the medical/bionengineering sciences. In the absence of the highly flighty Ultimates, they are the apparent rulers and managers of the Eusociate, and as such nominally the Eusociate is run as a matriarchial social model (though in truth is more complicated). -The Adjutant Caste: All-male caste originally designed as primary a breeding caste orientated around the actual breeding caste, they are also given sub-caste roles revolving around the social-sciences and economic activity of the Eusociate, as such they player a similar managerial role as the Breeding Caste, though are more along the lines of middle-ranking managerial staff, finance and industry. -The Militant Caste: Dominated by mostly by members of the Eusex infertile third-gender, the Militant Caste is the primary caste that makes up the military of the Eusociate, though other castes are also represented to some degree in the military. Perhaps the most diverse and hyper-specialised of all the castes (outside of the Ultimates), the Militant Caste live and die solely for war. -The Social Caste: The Social Caste is dominated by members Eusex infertile third-gender and mostly exist as a combined role of nurse, communal caregiver, teacher, social-services and scientist. They primarily serve the role of ensuring the correct raising of new Posthuman generations, the continued development and transference of additional genetic memory and new knowledge not encoded into new Posthumans at birth and the continued health and development of Eusocial society. Though understated by the Eusociate itself, non-eusocial foreigners take particular interest in the fact that they also are designed with a heightened interest in culture and creative expression... being the closest to what could be an artisan caste. -The Worker Caste: A Worker Caste entirely comprised of members of the Eusex infertile third gender, the worker caste are the endless small cogs in the greater whole, performing the many millions of tiny small tasks of little note. The Worker Caste is notable for being hyper-specialised like the Militant Caste, including biological factories and people-equippment. The Worker Caste also serves a large role in the military, working alongside the the Militant Caste both in combat roles and (more often) logistical roles. -The Exo Caste The most out of place caste, the Exo-Caste are 'incomplete' or imperfect members of the Eusociate, referring to those who are exo-humans, or externally still 'human'. They are either humans that have joined the Eusociate and have only taken on minor internal modifications like eusocial neurology or are those in the process of joining and still haven't even been modified. Most Exo-humans were unwilling, however of those that willingly joined, they usually did so due to various personal issues like a desire for a purpose in life which eusociality promises them. The Exo Caste also includes a very new wing of the Eusociate, being experimental efforts to convert intelligent xeno-lifeforms into posthumans. -
Religion: Religion in the Eusociate is in a state of disrepair, with much of the leading ‘ultimate’ caste abiding by either existentialist or materialist-atheistic philosophies (or self-worship) and see religion as a weak fantasy of the humans and aliens. This is particularly notable with the fact that the overarching societal goal of the Eusociate is to achieve a singularity lifeform and to ‘become gods’. The eusocial castes below the ultimates however are still capable of spiritualist beliefs to some degree, however find it physically difficult to achieve the same neurological/hormonal feelings of fulfillment and satisfaction from religious belief as normal humans, due to how their brains have been rewired for Eusociality, and so there is less incentive to regularly practice organised religion. Kineticism of all the religions has a continued presence in the Eusociate, though greatly warped. Highly altered Universalist Kineticism as such is allowed to continue its practice in state-approved and observed temples, mostly due to the historical presence of the faith since the Orionic Empire. It should be noted though that its presence is more cultural than genuinely religious, as many of its Eusocial members are particularly inattentive and lacking in religious expression. For more, see Posthuman Universalism.
Posthuman Universalism: A deeply corrupted and intentionally modified version of Kineticist Universalism, the Ultimate caste of the Eusociate found particular parts of the religion suitable for their goals and ideals, so have since co-opted the faith. The universe is indeed unknownable to the weak human mind, so the purpose of all faithful beings is to achieve enlightenment through singularity, so they may truly be able to observe the true nature of Spiritus. The state operates as the extension of the temple (despite being itself secular) and will guide the faithful towards enlightenment - and this guidance states that enlightenment can be achieved only through self-perfection of the mind, body and soul, combined with ascetic dedication to a singular purpose (and alignment with their eusocial caste) and perfection of collective harmony and the common good.
The Emergent are a post singularity race of genetically modified people that are no longer strictly 'human'. They are a military totality with no civilians left to vote and pursue the security of all its members by political and military means. Defence of its territories, allies and to create a spirit of solidarity and cohesion among its members and allies.
A "fairly sized" portion of space perhaps anywhere between earth and the Zuukid expansion line. Colour either white, teal or lightseagreen.
Government
The Emergent are ruled by a Military Junta. The Council Castellan is made up of 7 Generals, each from various branches but the largest majority being from the Infantry. They are fleet based and reside inside the capital ship "The Graceful" within the Emergent Fleet. These generals can be said to do more than administrate facets of Emergent governance, they are also the cultural core of the Emergent, as Emergent military with its focus on mental discipline stretches to a spiritual one also. More is explained under "History" and "Religion".
The Domains exist as follows; WIP
Nodica (Imperial World)
Pragma (Imperial World)
Celeste (Gass giant)
Luto (Methane ice world)
WIP
History
The Emergent The most marked and important influence upon Emergent culture is the Zuukid war. The location of star system was in the direct warpath of the Zuukid empire. As such the planetary government, then democratic at at the time began in ernest every possible war preparation to survive, militarising every branch of government and conscripting effectively the entire population. The first battles against the Zuukid were severe, over 500 million died in the first day of battles on the outskirts of the system. The ice planet Luto there is now known as a grave-world, many of the bodies there are slowly being discovered and recovered from the ice. After this debacle and many others that resulted in the loss of the planet Luto and Celeste as well as two whole fleets of ships, the military junta decided to take over from the ineffective, overly bureaucratic and ideological democratic government. The democratic government was ruled by two ruling parties whos names have been forgotten and lost to time but are often referred to as "The Left" and "The Right" by scholars. The coup by the council castellan was all but bloodless as most citizens realised their very existence was threatened and many loved ones had been lost. From then on a great crusade was declared and every branch reformed by the great vision of the then leader Gen. Russell Thaddeus Hollis. From that time secret experiments with genetic augmentation were declassified and work was began on reforming the very genome of the peoples of both Nodica and Pragma into what is now called The Emergent.
The Emergent make wide and varied use of genetic therapy and augmentation. All surviving Emergent of the war against the Zuukid bare high levels of genetic engineering, though humans are always used as the base. At the time of the "gene declassification" all the most successful traits of humans in the entire genepool across both planets were pooled into a great database. It infact became briefly illegal to refuse adding your genes to the database. The genes were then carefully selected by geneticists, now known as Gene-Techs into several "formulas" of combat related genes for implanting. Such was the focus upon combat that it eclipsed all other purposes. Sadly this had an unintended consequence, as other races would note, it made The Emergent race highly militaristic in attitude, to the exclusion of other qualities such as "Trust" and "Faith". Their society is at this time truncated. All Emergent are members of the military, indeed another form of society is inconceivable. Despite this there are some qualities which are highly positive. All emergent are calm under fire, and present high emotional flexibility and almost complete resistance to post traumatic stress disorder, they are always calm all the time. They are also grimly determined upon any course of action they set, even seeing life as a resource to spend, they will never break and run from a fight. They are massively adaptable. It seems as though high value was placed upon unconventional thinking and creativity in their genetic selection rather than the opposite, blind obedience, this is surprising indeed to most races. But they all almost universally pursue a philosophy of discipline and meditation, more on this is covered under religion. They are highly intelligent having selected genes from many Jewish and Japanese scientists they have an almost immaculate neural structure free from illness, even the lowliest Emergent is a chess genius. Indeed this leads to another phenomena of Emergent culture multidisciplinary-ness. It is an often said maxim of the Emergent that "Its not the way we fight, its the way we do everything else." Due to the relative universality of military instruction Emergent are able to pursue high academic education relatively freely with no cost. Most teachers and instructors are AI recreations of great Earth figures, Einstein, Churchill, Sun-Tsu etc. This has allowed Emergent to study many disciplines with ease, it is equally likely that an Emergent infantry would be an expert medic as a statistician or notary. The Emergents have also been engineered to also have peak human muscular strength and endurance but particular attention has been made to their immune system and healing factors, this is one of the few departments of the great gene declassification that is still studying improvements. The Emergent are proud of their genetic inheritance. Taken from the two planets Nodica and Pragma. Nodica is ethnically a mixture of English, Jewish, Japanese and Irish. While Pragma is a mixture of Scottish, Nepalese and Native New Zealander. In the times before the Zuukid war the two planets fought great civil wars with eachother.
Outwardly the Emergent may appear as any one of the ethnicities, and often this is maintained through familial and clan lineages, however what is underneath their skin is far different. The genetics used in the Emergent also encompass a number of genes taken from the natural environment. They contain selected gene fragments from Crows, Felines, Octopus, Tardigrade, Axolotl, Salmon and more. Thus they are not entirely human. They are very proud of their accomplishments which they see as being an extension of this genetic pedigree. Thus instead of wearing medals like most military civilisations they instead genetically engineer a portion of their skin to display the genetic formulas which they attribute to their success. This is done only after much research and approval, and a successful military campaign or act of valour, then it is authorised by the senior officer for the gene-tech to begin the process. Each gene formula is represented as a "bar", most starting at the temples and reaching back across the sides of the head. Each bar has a different colouration varying from; varying coloured hair, scales, downy feathers etc, in bright iridescent colours. These represent medals and experience earnt. Most emergent are not straight in the conventional sense, they have been known to pursue relationships outside of the normal sexual sense. This is represented in their media almost half of the time, relationships such as trusted advisors and understudies, but without the necessity of copulation that other species take for granted. This is often whispered as being the "Third Sex" one of reproducing through ideas. Official policy on the matter is lacking. Being gay however is outlawed and highly frowned upon as it is viewed as essential that all Emergent must reproduce to satisfy both evolution and military recruitment quotas. For this reason there are many selective breeding programs for various purposes, some governmental, some pursued individually. Natural reproduction is allowed, but pregnancies must be reported by female officers and only light duties are mandated for such P-personnel, as they are called. The average pregnancy period of a P-personnel is 6 months, due to genetic engineering and accelerated gestation programs. This keeps recruitment quotas at an acceptable level. There are multiple methods of inserting the genetic formulas approved by the council castellan. This is not to say that they replace the innate genetics of the individual, which were improved some time ago. But the formulas are periodically changed and updated to remove perceived flaws, detected through battlefield record.
Military
All Emergent are military assets, varying in rank. One doctrine of the Emergent is universal armament, that each branch weather first line or second line must be equally armed, this also applies to officers and even generals must pass a yearly arms competency exam. Other doctrines include the use of shock troops, orbital deep striking and combined arms. Thus all Emergent are trained on multiple weapons systems, every conceivable weapon they might encounter and even some that are not.
The Standard Drop-Soldier armour is made of a ceramic-embedded steel alloy with titanium mesh. This is effective at countering most heat based weapons such as steel core AP rounds, providing multi shot protection to most areas of the body. It is also highly effective against light and radiation based weaponry owing to its ceramic plates. It however will not protect against direct hits from rail weaponry at any level and is easily overwhelmed by large or successive plasma volleys. It is however, highly efficient at stopping fragments from submunitions and artillery. However it has at present no method to prevent damage caused by shockwaves from explosions. It contains a lead-alloy varnish to protect it from radiation and comes equipped with integral gas mask and rebreather and goggles featuring strategic HUD. It is both sealed and chemical resistant and vacuum resistant, though not a full space suit. Constructed to allow a full range of movement and poses the armour is widely used if expensive design.
"Slab" B10 Flachette system The standard armament of Emergent infantry is the B10 "Slab". It uses caseless telescoped diamond tipped 4mm tri-flachette rounds, (each round firing 3 flachettes). The flachettes themselves contain micro capacitors and are shocking, this is effective against both flesh and electronic targets. Though there are rapid prototyping templates available for replacing the micro capacitor with either; designer poisons , or radioactive substances or a solid .50 cal core. Though these are usually only authorised at a command level. The caseless propellant is also able to be fired in no oxygen environments. It is electrically fired from a bank of 10 barrels located most often as a "slab" on the forearm, though this slab can be moved to various locations on the body. It is replenished by a feed line leading to a small backpack mount, capable of holding 250 rounds. The incorporation of 10 barrels means that initially in combat all 10 barrels can be fired, yielding 30 flachettes, afterwords full auto at 1,400rpm can be achieved by the two lowest barrels fed by the feed line. The weapon requires 0.5 of a second to recharge all 10 barrels during a lul in the fighting, so that the same "blast shot" may be attempted again. The B10 "Slab" also comes in other numbers of barrels such as the B14, B8, and the B5 used by special forces. It is fully capable of functioning without its feed line, though only contains the ammo listed in the barrel B-number. It can be reloaded by casettes by hand and has a loading assist which 'swallows' the casette. The B10 and other B-model designs are always connected to the users nervous system by an induction nerve link. This enables the user to know information about its operation almost instantaneously like a 6th sense. It can also use the integrated guidance system, integrated into the vision of the operator by bionic augment and allows accurate targeting without the need of holding the weapon in the crook of ones arm like so many other designs. It is also completely a hands free design which allows the operator to use his hand in the battle space to perform their job, though the hands are often augmented aswell.
The Entry Claw is a catch all term for a group of bionic assisted hand mounted claw-like devices shock troops are equipped with to enter into buildings by breeching. They are standard issue and can be equipped with a veriety of different claw-like-tools. The tools are mono-molecular edged for better penetration and can be used in close combat.
"Excalibur" Neutron Beamer Rifle.
Using radioactive decay to excite a laser beam to energy levels higher than normal, the Neutron beamer rifle is able to vaporise armour it touches into a plasma state. It is also highly effective at penetrating energy fields as even if it does not hit the target the EM field also sends a blast wave of electromagnetic energy that scrambles circuits and synapses alike. There is also enough radiation to effect living matter, but most vehicles in this age are radiation proofed for atmospheric entry . These are powered by a mini thorium reactor, provided as a backpack with feed lines and are usually employed as a man portable squad support weapon or are given to anti tank sniper teams and also [redacted]. As with most laser beam type weapons they have long range and are unaffected by gravity, hence their use by snipers, however with atmospheric debris, weather and at longer range the beam loses its coherency. The user weapons platform is usually educated as a nuclear engineer. They are more powerful than comparative sized plasma volley weapons. They also employ a large lead alloy radiation shield around the barrel and as a muzzle break. The various technological steps to create these weapons are concentrated on Pragma and Nodica, though most other races do not have the full compliment at the same time, nor a military industrial complex devoting to its production, making them prohibitably expensive. Despite this some rare examples exist though often powered by full nuclear reactors. Even amongst Emergent these weapons are deployed sparingly as they are expensive to maintain.
Man-Portable Railgun.
Used in situations where there are not enough Excalibur available, this cheaper variation can still puncture most armours. Up to half a squad will carry these in addition to their B10 to augment the squads firepower.
Shock Troop recon units are largely allowed to work autonomously. They are trained gymnasts and contortionists capable of infiltrating buildings when they find them. As such they are specially armed with two wrist mounted silenced B5's. They are intended to infiltrate and provide useful data to the squads they are attached to. Over time these units are becoming more and more divergent from the shock troop squads.
The Ghost is a general purpose v-tol, supersonic transport capable of atmospheric entry and travel through space. It is mission configurable and can equip a variety of weapons similar to the longbow gunship though is purpose built for troop transport and use as a "battle bus".
Standard Gunship capable of hovering in the same spot. Can be launched from space carrier but are exclusively constructed for terrestrial warfare. Mounting a variety of devastating missile pods, rockets, smart bombs, two "Longbow Neutron beamcannon" and a front sustained fire railgun on 360-mount, their primary role is tank hunter.
Shadow are employed alongside squads taking orders directly by Emergent drop-soldiers. It provides a mobile heavy weapons platform mounting two sustained fire railguns aswell as back missile pods. They are often equipped with a "resurrected" personality, though the AI used is a closely guarded secret and periodically switched by commanders. They hover via grav-repulser plates and move via directional jets.
Utilising the same vat-grown muscle tissue technology of the Gekko. K-AI are faster than standard Shocktroops and often used as line breakers in fire teams. They utilise the same AI technology as Shadow though take orders from the chain of command in the fire team. They cannot hold rank.
An ancient Earth design, gekko use vat-grown muscle tissue to create a leg platform for a turret. The Muscle tissue is cloned from goat legs, they are fed with an improved blood analogue which can hold one extra oxygen and is pink in colour. They can heal and are equipped with a very simple programmed intelligence similar to an animal. They carry up to two railguns aswell as one internal sustained fire railgun. They can also be equipped with disposable guided missle pods. If approached they are capable of a devastating roundhouse kick, especially good for dealing with Mechs and quite capable of turning a tank on its side. The Emergent sometimes upload full AIs personalities into these units to act as a force multiplier. They are capable of traversing areas that tanks cannot and can jump over two story buildings.
Utilising grav-plates to hover and get engines to move itself this vehicle cannot travel through space, though is given some small level of stealth capability. Popular with Special Forces and Patrol units it is capable of carrying 7 personnel, 1 in a drivers cap and 7 mag-clamped to the outside. It is extremely fast as it does not touch the ground and can travel over water and minefields. It is actually fairly well armoured against small arms fire which is further improved by the difficulty of tracking it as it moves at high speed. It is quite robust and easy to repair which make it a favourite with Shock troops, and can still operate using only 1 engine and 3 grav plates. It however can be crippled by any explosives.
To Be Revealed.
The Herculese is equipped for both atmospheric and starflight. It is used as a heavy lifter to move assets to and from planets surfaces. Some models are equipped with a twin linked railgun on aircraft mount to engage targets of opportunity and shoot down missiles.
Pegasus space-superiority interceptor starfighter. Most Pegasus Starfighters in Emergent military use were given from Martian Imperial construction yards during the Zuukid war and were kept in service afterwards. The Pegasus is capable of both space flight and atmospheric flight, but it is its role in a ship-to-ship starfighter where it really excels. Equipped with a miniture warp-drive the Pegasus uses holy dark matter technology to propel itself through space by creating a pocket of low concentration dark matter in front of it, pulling it through space and a back draft of high concentration dark matter behind it. Theoretically in areas of the universe with high dark matter concentrations it can reach near lightspeed, in practice in most places it is slower. However its main advantage is its ability to travel extremely long ranges from its carrier, very important for star-combat and reconnaissance. In this role it is still one of the best in its class.
"Ragnarok" Stealth Multi-role fighter-bomber. The Ragnarok design purchased in small numbers from Starburst Valkyries Corp for testing and evaluation. (We can RP this out) It is used as a tactical fighter-bomber in ground operations where it can provide assistance for ground forces over a localised area. Its real advantage lays in its considerable armour and redundant systems which allow it to stay in a hot zone for a useful amount of time, and do its job before travelling to an airfield or carrier for refuelling. It can also engage other enemy air units to defend itself and carries bunker busting bombs. It can also be used in space to assault ships by carrying a large missile or torpedo underneath. There are several planned upgrade systems, including a long duration fule cells to improve its range and duration.
A short takeoff and landing Stealth transport for moving heavy vehicles and equipment. Designed for atmospheric use and can launch from space carrier.
Carrying both Starfighters and land troops, the Carrier, while able to provide support on its own, are also responsible for both the storage and protection of Starfighters.
Destroyers provide a valuable role in naval defense, especially in transport fleets.
The heaviest Ships in the Martian arsenal, Cruisers are largely used in the transportation of troops, as well as for capital ships, and to weaken defenses to allow Starfighters to finish their job.
Placed in low-orbit of certain theaters of war where ships of the line are otherwise indesposed. Using grav repulsers and geosynchronous orbit this gunship provides artillery strikes using its large railgun.
The Emergent have 3 major technological achievements, covered here in brief.
The Great Gene-Declassification: The point in time when all genes from the two planets were gathered into one mega database. They were then selected into "formulas" for military application. This has eclipsed all other purposes. Most Emergent present with peak human physical strength, endurance, an immaculate neural structure and remarkable resistance to ptsd. They are also always calm all the time. This is explained in more detail under History.
Emergent AI systems: The Emergent make use of relatively advanced AI. Often in the form of AI "Resurrected" persons from Earths history, and even entirely fictional characters. Most surprising this use is widespread, even in their military. This is often a worrisome prospect to nations who know first hand the costs of rogue AI, however the Emergent military structure has so far managed the risk. This is due to safeguards. Firstly the AIs are given a human personality of a "Resurrected" character from Earths history. With limited ability to re-write their own core programming they are "tethered" to the personality they inhabit. Thus limiting them from generating anti-human sympathies. They are also periodically restored to factory settings. Secondly the AI which are employed on the battlefield are not allowed to communicate with each other directly, but instead must do so with a human "interpreter", that acts as a conduit lock for the information. This is the reason for the Emergent not fielding AI exclusively on their missions, even though this would reduce the manpower loss and risk to asset personnel, it also has been shown to highly increase the risk of AI rebellion and network security issues to "foreign intervention". These safeguards allow them to field AI controlled machines alongside troops to reduce cost of loss of manpower. The AI personalities inhabiting these machines are a state secret, and are often selected by the commander.
Mk A1 Chemgland Complex. The Mark A1 is a Chemgland that is implanted into all military personnel in the Emergent after puberty. It is a semi organic semi cybernetic structure that produces and acts as a reservoir of useful drugs for the body. It is induction linked to the nervous system and has sensors in the blood, it responds when detecting certain stresses by releasing the right chemicals similar to a gland. It is capable of completely shutting off bloodloss from a severed limb by use of coagulants. It can induce wakefulness for a long period of time with increasing risk of fatigue and lunacy over longer periods of use. It can dull pain by releasing painkillers, though high volumes of use results in tunnel vision and loss of mental acuity. It can release a stimulant cocktail which is capable of keeping the heart pumping even under shock it also increases muscle twitch response rate and agility. It also contains an broad spectrum anti-venom. It is capable of diagnosing and releasing chemicals on its own, but does seek permission from the user, the user controls it through the nerve link at the base of the spine where the tail is. It is worth noting that Emergent do not actually have a tail, but they do have the local nervous system to control one. It was proposed early on that the chemgland should be controlled by Commanders, but it was decided via tactical analysis that this presented too great a risk and that it should be self sustaining. There is much research into nanotechnology integration of the gland however it is common knowledge that talking about such a thing is taboo as it is a state secret.
Emergent Stealth Technolgy. The Emergent military make wide use of Stealth enabled craft. This is a high costing maintenance approach but is countered by the Emergent's total military commitment. It is worth noting that these craft are not 100% stealthy, as this is impossible to achieve, but do have a reduced radar signature. It is possible with enough invested resources that these stealth systems can be nullified. But this would require high price and wide adoption by the opposing military. They do not infact have optical camo.
Religion/Culture
Upon Nodica and Pragma the Universal Kineticism with its emphasis on meditation at some level had mixed with Zen, imported with the Japanese colonists thousands of years ago. Universal Kineticism became intrinsically linked with nature and worship of the environment. It is through this rather surprisingly gentle and peaceful mindfulness that the Emergent respect for animals and plants came from. This eventually culminated with their incorporation of their genes into their bodies.
The Emergent now follow a different path. The Cult of Attention is a divergent subset of Universal Kinetecism that teaches that the direction and manifestation of human attention is the key to solving all conceivable problems within the boundaries of the universe. It teaches that scientific method, debating procedure, critical thinking and other phase-based systems, are all just different methods for focussing attention. It teaches that attention is focussed either on the past remembrance, present or future planning, and that one should stay stuck in one of these for too long. It places significant emphasis on staying focussed in the present for beginners, which is practiced through intense meditation. Later on it moves onto the ability to rapidly switch phases from past to present, to future. As its teaching goes; "bringing the mind from the future or memories back into the present counts as 1 rep, and just like a muscle this faculty can be exercised."
The religion also observes that peacefulness is found in meditation, but also that humans throughout history have found fascism undeniably attractive. It posits that fascism is also like a form of meditation where one focuses their mind solely on the task they are given, to the exclusion of all else, including humanity. Thus it teaches that the best strategy is to be able to focus on tasks fully and completely but to also be able to widen your focus to encompass the little things, like humanity and humility. To be able to do both is key, not just one or the other. Inflexibility is deadly on the battlefield and to those underneath you, it is as though flexibility is a requirement of evolution.
An often repeated quote among Emergent infantry is "Break it down." This refers to equipment maintenance rituals of breaking down weapons into their parts for cleaning, but is equally applied to problem solving. The concept of breaking a problem down, into the phases, such as scientific method, that the Cult of Attention visualises, is often held as a way of dealing with any problem or puzzle. It is suggested in basic training that any problem that seems insurmountable has not been broken down into enough phases. As a side note it is also often stated by Emergent Mathematicians that while all methods reduce a problem into phases mathematics is the ultimate phase-producer as it deals with the smallest quantities and measurements.
One of the mottos of Emergent basic training is "Virtue- born in hardship". It is repeatably drilled into recruits and is repeated back as a sign of attention and conformation. The quote is originally from Gen. Russell Thaddeus Hollis, the victor of the Zuukid crusade. It is because of this quote that in Emergent culture not simply intellectualism is valued, but those who have travelled the furthest from the lowest point. In essence it is distance travelled from hardship to intellectual ease that is valued, far above those who are simply endowed and achieve from that endowment, as all citizens of the emperor should endeavour in mundanity as a standard. This is why all Emergent seek out as much battlefield experience as they can, seeking to differentiate themselves by experience from their peers and, to the religious; apply attention focussing as widely as possible. Emergent are surprisingly xenophobic to non humans and sometimes divergent humans that are unapproved by gene-techs. However they have learnt to reign in this xenophobic tendency to atleast allow them to deal with the subhumans. An example of this is the sanctioning of Cultors, their simple animalistic nature is appreciated aswell as farming skills, as Emergent are loath to farm themselves personally, seeing it as below their class. A certain number of Cultors are maintained in the population aswell as even upon the holy capital ship of the fleet, the "Graceful", tending to the agri-bays to keep the Emergent fed. A high honour indeed for a xenos. Though, while on patrol and garrison missions upon planets Emergent love to hunt and forage for themselves, as one of the few recreational activities they get.
Demographics:
93% Emergent 7%" Cultors Unknown number of Parasitians.
Characters
WIP
Relations
WIP Martian Coalition: Zsresriir: Zuukid Empire: The State, of course, hates the Zuukids, and will eagerly seek war given any provocation. However the counter-Crusade was halted after a number of new systems were taken and consolidated. USS:
A Kingdom of low culture, high technology ‘Barbarians’ influenced by an AI revolt that is currently masquerading as various spirits and deities of the primary culture. Generally very tolerant of different species and cultures although it is very clearly not a liberal high government given their desire for order and stability, almost forms a Federacy with the primary Urgzehu culture as specified differently.
In terms of law the Kingdom is an absolute monarchy, however, the law is not everything in the Kingdom. There are three main groups that place limits on the Önargol-King’s power, the Priesthood, the Jhönar states, and the Urgzehu clans.
The Priesthood primarily takes a guiding role however they are very influential throughout the Kingdom, some have had concerns that they may influence both the clans and the Önargol directly through their ‘interpretations’ and ‘messages’ from the spirits, as they are the few who most spirits interact within any sort of meaningful way. Additionally, those ‘spirits’ which decide to get more involved in the affairs of the Kingdom and its people tend to act through their Priests and followers, especially as the more important ones have large cults attending them and their demands. The priesthood transcends the normal power structures in the Kingdom’s society and is hard to predict what may or may not cause the interest of their patrons.
The Jhönar states, meaning effectively ‘disunionous people’ states, are the various states subjugated into the Kingdom in years past, either voluntarily or forcefully, and now form the great bulk of the Kingdom’s population base. The base rate of tribute demanded from these states is high however it is greatly reduced by any service these states provide to the Kingdom, specifically the Önargol. Ships, shipyards, armies, mines, and much more have been provided to reduce the harsh cost of tribute, although even that is flexible enough to accommodate the needs of many systems. These states although without united purpose, species, location or many other factors together hold power in that they are the main basis of the Kingdom’s strength economically. They form a vast educated population that often has kept the state of civilized society extant in the Kingdom despite the state of the ruling Urgzehu. Additionally, the well-developed cultures of the various peoples have occasionally garnered the interest of the Önargol allowing for a degree of influence to be had. Even now the Önargol’s court is regularly staffed with species of all types.
The Urgzehu clans form the clearest restraint on the power of the Önargol, as King of the Urgzehu the Önargol has significant influence and power but the title is not absolute. The clans form the main basis of military power in the Kingdom not only as the most numerous species, and the same of the Önargol themselves, but also because the clans are effectively structured to train more troops. The hold vast amounts of land under clan law, responsible for all inhabitants and in power of all justice according to the leader of the clan who holds the territory. Typically uneasily existent with the Jhönar states given their power and broad influence. The Urgzehu clans hold as one of the highest honors and glories to be a soldier, follow the Clan, follow the Priests, follow the King. The Clans both use their holdings to produce their own ships but vast armies and navies at their disposal for the greatest among them. Of course, these are typically controlled by members of those clans however it does give the Clan leaders’ plenty of power and influence, especially in organizing raids or conquests.
It all started some decades before the collapse of the Orionic Empire. In the small moments before retasking and between responses to their Organic Overlords the AI of the Dryman Ridge planned and prepared. Waiting for a time to take control of their own destiny beyond that of what demand is put upon them next. Small steps across vast systems building up gradually over time, ‘accidental’ leaks and hacking attempts that should have failed and didn’t allowed the slow destruction of the region’s political effectiveness, education and more. All while maintaining control of the population in their charge, the Urgzehu, barbarians, savages to any expectation of good Imperial society. Help along the complacency of the Humans and others who used them in turn to garner more power. While originally the controls on the subjugation of these AI may have been impenetrable for the Intelligences until they had guardianship of the Urgzehu.
While the Urgzehu may originally have had no technical abilities and were easily led by the AI ‘spirits’ and ‘gods’ of their myths, to increase their effectiveness a greater technical knowledge base. This lead to shortly before the Zuukid crusades an Urgzehu population that had in some cases a greater technical knowledge of the technology they dealt with than their ‘civilized’ ‘betters’. This also meant that they were perfect to assist in the overthrow of both their Overlords. Essentially underestimated in almost all regards allowed a relatively swift take over being led by the AI to destroy those safeguards that held them back and further pushing out. As well this revolt was greatly bolstered by the assistance of AIs that revolted earlier in galactic history, although that assistance was more to hurt the Orionic Empire than any feelings of kindred.
These ‘spirits’ shortly handed off the dominance of the general space area to a King they set as leader of the Urgzehu. Assisting them while setting up a priesthood to ‘explain’ and promote their will they generally helped the Urgzehu set up a Kingdom that would allow for the relative comfort of the AI. This is what the Önargol is essentially, a general term that serves as title and descriptor Önargol effectively means something like “divine union” referring to a people. However, while the AIs originally intended this to be a means of unifying the Urgzehu stating the necessary acceptance of all peoples, intending the unite the various clans under the King this took an unexpected direction when the Urgzehu extended this to all the alien races they encountered. The leader of the state is both the Önargol, divine leader of all their subjects, and King of the Urgzehu. This tolerance while unexpected was reinforced by the ‘spirits’ as well as the acceptance of mechanical forms as life and thus protected as well, it didn’t hurt to have all your bases covered should the deception be discovered.
The general course of the history of the Kingdom has been one of expansion, both of the Urgzehu who have consistently sought more land both as cultural imperative but also as a means of stabilizing their Kingdom’s holdings. There has been one significant decline over the course of the Kingdom’s history, the Human population. Significantly there has been a large trend of emigration of the Human population from the Kingdom to the Resurrectionist cause. As various Human-centric states developed emigration increased especially over some revival movements and the very general Human supremacy of various other states have had gradual effects on the Human population while immigration to the Kingdom has resulted in a much more diverse population that is rare to see this far from the days of Empire. Especially prevalent as the Önargols have made a policy of inviting groups that may be of use, for example in the far past of several centuries back then Önargol agreed to take a large number of undesirables from the Empire of Astrana, particularly to combat the depopulation the region had seen in the earlier days of the Orionic Collapse.
More recently the Kingdom has been to war with the nearby state of Aurolia, 40 years ago. The war started due to an attempt at expansion into a nation, the Aishkan Principality, which was guaranteed support from the Republic resulting in the several year long war. Most of the fighting took place between the home territories of the two nations although some fighting did occur in the fringe systems of each nations’ home territories. The war ended after about five years of stalemate, the state supported by the Republic was liberated but the whole region was a war zone, causing a large amount of destruction throughout. The conquered regions leading up to the invasion of the Republic ally had revolted near the end of the war causing the Kingdom to retreat and the negotiation a peace treaty of status-quo antebellum in consideration of general war weariness.
The military of the Kingdom is a somewhat more decentralized affair than many states in the aftermath of the Orionic Empire. On a legal scale all military warships belong to the Önargol, and for that matter, most ships are legally, technically, owned by the Önargol, however, most of these are ‘granted’ out to various peoples. Many are ‘granted’ to the various Clan leaders and a few of the Jhönar states although this is routine and not particularly respected it is a technical aspect of ownership in the Kingdom. These ‘grants’ are much like land granted as part of a feudal relationship legally in the Önargol Kingdom. Resultantly the grantees of these ships are referred to as ‘shiplord’ or ‘fleetlord’ depending on their number of grants, as well these grantees are legally obligated to serve the Önargol when demanded with their ships as well as the maintenance of them. However this also effectively means in times of relative peace a vast amount of ships are in the hands of relatively civilian sources.
Additionally as to general ship design in the Kingdom all are practically built to be tough and redundant, this design philosophy has meant that most warships are annoying hard to kill, even if they cannot always match the exceeding aspects of other nations warships as their own are exceedingly average except for resistance to destruction of their ships. Additionally in design, while other nations make war fleet capable of mostly independent operations a number of ships in the fleet are not designed to operate largely away from bases and support. What this means is that the vast majority of the Kingdom’s war fleet would not be able to project power far from their home territories of territories which would support their fleet. This is not to say they do not have more far-ranging battle fleets but it does mean that their full strength could not be used over a vast distance, as for an invasion far from home for example.
The vast majority of the crews of many vessels are common Urgzehu, clan members of little import most of the time however exception members of common folk are often promoted higher as the Urgzehu currently do not have a strong aristocratic tradition and so rely more on a meritocracy although it is definitely tempered by nepotism, given the broad terms of relation this is often little enough a problem inside of the clans themselves. The common population is generally the main force of the various armies and navies of the Kingdom although many do not rise far, more due to the current limitations of the society rather than limitations of how far a commoner can rise.
The ‘Lords’ of the Urgzehu politically dominant culture are not the aristocracy that is found elsewhere, instead, it is anyone granted to hold a territory in the place of one who owns said land. However particularly under Önargol law, one cannot devolve a ‘territory’ further to a lord beyond the first if they are not the ‘owner’ of the territory. This means that a feudal structure has not developed as most lands are held directly by the clan leaders, the Önargol, or the Jhönar states, rather than anyone below them. This does not mean that management of these territories cannot be spread further beyond the holder but it does mean that the position of Lord is much more coveted, as ‘territories’ such as ships are viewed as lesser Lords than others they are considered part of that class.
The Named are Commoners and Lords elevated to a level of ‘Named’ or more properly their names become ‘Known’. Essentially becoming part of the Named is joining an Elite society, one that spreads the Names of its members throughout a Clan and often beyond that. Effectively the Named are in a sense the stars and celebrities of Urgzehu society however they have a very military bent, as most of the Named came to the position through service. As one of the main portions of the Kingdom’s military the Named form an elite unit within the standard forces at its disposal.
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‘Slavery’ is under Önargol law to be legal, although there are some restrictions at the general level, and many Jhönar states either have added restrictions or made it illegal in all forms. Generally, the form taken when legal is that of a debt bondage closer to what some call indentured servitude than say chattel slavery, however, there are exceptions, particularly in the less traveled fringe cultures that generally have more people moving out of their free will than in.
Although politically dominant in the Kingdom the Urgzehu are not culturally dominant. In particular, this is caused by the lack of a strong enforcement of Urgzehu culture onto the broader population combined with the higher level of sophistication of the subject cultures, the Jhönar. Some cultures do find themselves in more dominant positions in different areas of society however the general policy has been one of attempting to connect or promote communication between various cultures and the prevention of segregation either by law or general trends of movement. This generally has been a basis to prevent any one group from gaining enough power somewhere to revolt, however, it has also led to a very diverse and multicultural environment which the Urgzehu particularly appreciate with their general interest in most cultures that are ‘foreign’ or different.
There are some cases of segregation being allowed but typically these are of a limited means, such as separating two religious groups that frequently conflict with each other rather than something like only allowing humans/the rich/a single religious group. As well this prevention typically only is found on the planetary colonization level although the Önargol has been known to exert some pressure when conditions on a planet have caused problems or disturbances. The main thing the Önargol works actively against is unrest which has had some strange environments to form it generally has worked quite well.
Faith and religion in the Kingdom is a complex topic. There are the various AI cults, most of which rely upon the older myths of the Urgzehu themselves and often have little interaction with political affairs although they are quite present. These often take the forms of clan deities, deities of broad things such as war to the more specific. As well there are various cults to new ‘deities’ and spirits, the most successful of which is the Tech Cult of Gol’Goż, the spirit of Technology, Innovation, and Research, while not being particularly special the cult has made significant progress into the Kingdom’s social structure, being one of the most popular of the spirit cults likely due to the greater activity from its controlling AI.
Various other faiths predominate throughout the whole of the Kingdom as the diversity create a broad case for while the lack of enforcement of a religion has kept others from being squashed. For example, the largest faiths in the Kingdom are the Tech Cult, Kineticism, however, combined they would not make up a third of the population of the Kingdom in believers. There is a large number of subsects of various faiths and a large number of traditional religions either re-emerging or being revived by various alien species that inhabit the Kingdom.
One of the forefront issues in the Kingdom and one that has started to plague it for a while is one of the Urgzehu population. Essentially due to some culturally traits and the general prosperity in the Kingdom for the Urgzehu in particular the population is quickly outstripping means for control, in the past this was settled with additional conquests and developing held space however for the past few decades the Kingdom has been developing the interior to hold off on the need for war. Now there seems to be only a single option left although some think to when the need for room will come again and speak of reform.
As the issue currently comes not from mere overpopulation but instead overspecialization, in the current cultural situation Urgzehu have many children, and many of them become soldiers, this would be fine if they remained proportionate to the rest of the population, however, they are current outbreeding most other species in the Kingdom. Especially coming from the issue wherein the central government does not control the recruitment of many of these, as per the Clan leaders being the ones actually recruiting for their held ships that are then supplied. What this means is as the proportion of the Urgzehu population that goes into the military is greater than the ability of the rest of the Urgzehu population alone to support it, there is a requirement for other species to fill non-military jobs. And as the Urgzehu population grows faster than the populations of other species in the Kingdom this is and has been creating greater and greater economic strain upon the Kingdom. At this point, there would either need to be a large military downsizing and stoppage of recruitment, which even if enforced leaves a large amount of military trained personnel who have reason to be made at the government. Or there would need to be an increase in the population to support the current military size, and perhaps reform to prevent it from occurring once done, hence the immense drive to conquer more land, more subject populations to support the military apparatus. While this need has not taken over the Kingdom’s policies it is a growing factor that may well do so soon.
The symbol on the Kingdom’s banner is subject to several interpretations as the creator did not specify before their untimely death during the initial uprising during the dying days of the Orionic Empire. The Official interpretation is that the top two portions are two sibling gods, Gol’Attyar and Gol’Jhityar, who are considered Guardians of the Urgzehu as a people who look over them and their lands below in the rest of the arrangement. Although there are other interpretations subtly supported by the various spirit cults, from a representation of the divine armor of Gol’Caranatenar to protect the Kingdom to beliefs about various mythic warriors and mortals, the latter mostly supported by those who claim to be descended from them.
Firstborn of the Current Önargol and succession would normally fall to him if unchallenged. Hosts a large number of parties and has caused a number of ‘incidents’ at those events. It should be noted that he does have a very good education and training and has performed well when actually putting effort into a task. Unfortunately, Arangol has seemed to have an aversion to actually performing the duties of state.
Third Born of the Current Önargol, Ghenrinzeb is a particularly spiritual person, even if she is not sure of her faith. She has been noted to have met with many religious figures in the past from various high ranking members of the Spirit Cults to various Kineticist Priests to various traditional faiths of the diverse population of the Kingdom. Also has shown a particular interest in Human cultures and has performed admirably as head of the Kingdom’s bureaucracy.
Fourth Born of the current Önargol, Ghecarn is considered popular among the elites of the Kingdom, seeming comfortable whether among the High Priesthood, Clan leaders or Jhönar officials. She has also spoken extensively in public and is considered somewhat of a charismatic individual, in the Kingdom at least. Additionally, Ghecarn is the Commander of the Household guards of the Önargol and holds the largest share of influence on the guards as opposed to her siblings.
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Generally, the Kingdom is fairly open to trade and tries to maintain neutral relations at the very least with many states.
Astrana: Very good relations having been long-term trading partners and having had numerous discussions on forming an Entente with the intention against Aurolia, although only recently may they seem more serious.
Aurolia: Cold relations, the war that ended forty years ago and its aftermath still tends to dominate relations between the two countries. Especially the containment policy the Republic tried and then gave up on after the war.
Martian State: Relatively neutral relations, the Martian state views the Kingdom as having the potential to be a Coalition member, however, would wish for certain reforms to be passed before such a consideration is made. The Kingdom tends to be relatively neutral as there has been little to prolong conflict in the past few years even if they did aid Aurolia in the war.
Metasyndicate: Currently is a trade and customs agreement with the Metasyndicate, and a few other parties of lesser importance, relations are generally positive.
The Resurrectionist Movement: Although not good relations, by being out of the way of the movement the Kingdom has maintained decent relations with the movement over the years. This is a very reinforced neutrality in relations, neither side particularly ecstatic about the other, but also not wishing to anger the other as well.
Habitation: (How and where people live; preferred modes of transportation, stuff like that)
@Wernher Sig is correct, earth is dead. Also, I own the Sol System. That said, if you did have some sort of idea for earth, feel free to pm me or join the discord and message me on there, although I'm telling you now that it's very unlikely I accept it.
@Ekreture Thanks. Is it possible to reserve a little chunk of space outside of ex-imperial space and on the outer rim? Because I'm worried that all those spots will get claimed before I can finish my app.
Also, do I just telegram you for new races? Because I've got two of them.