There was once a dream, from the architects of an empire grand- a force of cosmic order across the galaxy built by the hands of human tenacity. A dream which once expressed itself as the Terran Dominion. With its legions of mechanized infantry and advanced warp drives, the Dominion from Earth consolidated most of the species under their sovereignty for the first and only time in human existence with the vision of directing humanity to its highest potential.
That was a long, long time ago.
The present day is alien from that kind of world.
It is a world where the Dominion has become a farce of itself. While the Dominion continues to claim supremacy over all of humanity, it is a shaky claim at best. Their very legal codes do not recognize any of the societies that formed under their nose as independent. The ossified, dysfunctional nature of it all has not gone unnoticed by those who seek to break with the decrepit Dominion.
And there are those on the outside who are more than happy to make it happen...
1. FTL-wise, warp drives are gravity sensitive. Warp drives cannot go into regions of the galaxy where gravity is too strong.
1a. The gravity well limits basically mean you can't warp into the habitable zone around a star, within the moon system of a gas giant/planet or into the atmosphere of a dwarf planet. You can warp into an asteroid, but it isn't recommended.
1b. Wormholes do not have the gravity well restriction, but you do have to carry the other end of a wormhole to where you want it and if the link breaks, it is very hard to re-establish that link.
1c. Unique warp drive systems that break with the limits can be proposed, but they should have clear guidelines as to how they operate. Indeed, there's.. a secret warp drive type the dealers have (and offer, more on that below) that break with these systems already.
2. Technology-wise, there cannot be mega-engineering beyond the planetary scale for player factions (even the ancient aliens don't have that in the present day), the ability to make supernova inducing devices and there is a prohibition on true ASI (as an ASI would be a god computer, an AGI mainframe is fine however).
3. Alien-wise, it is recommended to make the species feel like it doesn't share the same genus as humanity at the very least. Like, make them at least as alien as a chimpanzee or gorilla if you gotta have the back breaking 2 legs thing.
3a. If you have something that be a new species of human, I would prefer them being a new species of human instead of being an alien. The human history has a lot of breathing room for that kind of background.
4. Fandom content isn't allowed, this doesn't extend to pictures as long as the contextualization is different from the original context.
5. Magic isn't encouraged, but isn't prohibited either- I recommend only to do magic if there is a reason to not use technology that does the same thing. Magical systems/entities otherwise will be treated with similar scrutiny to any technologies proposed in an app sheet.
Basic app sheets. You do not need to use these app sheets at all and can use your own app sheet structure, but they exist for those who want the reference.
Faction
Name: Overview: [A non-specific overview of the society] Structure: [How your society governs and organizes itself] Beliefs: [The culture/beliefs of your society] Technology: [Technology your civilization uses. This includes your military technology] Demographics: [The demography of your society, I recommend using mostly percentages] Other: [Anything else]
Sapient
Name: Overview: [A general idea what they're like] Traits: [What are the traits of this species?] Psychology: [What distinct aspects of the way they think/see the world are there?] Permissions: [How can other players use this sapient? If you have no specific conditions just write 'universal' for universal access or 'none' if you want nobody else use them] Other: [Anything else]
(Optional)
-World-
Name: Overview: Other:
The Dominion
Dominant Species
Humans There are also various alien species under foot or in space zoos/freakshows.
Overview
The Dominion is a decrepit, ossified and ancient Imperium with an imperial senate that acts basically as a centralizing body.
The imperial senators in modern times are emperor appointed to govern and run distant, often extremely culturally distant sectors they often have no local ties to. The once effective and organized statesmanship of earlier Emperors have eroded over the centuries as the sheer administrative sprawl of the empire led to an insular elite unable to even know what is going on anymore. This would lead to increasingly decedent and impotent leaders often with no understanding of the various human societies the Dominion has sole sovereignty over.
In practice, the Dominion has fragmented considerably by present day. Diplomats to the Dominion have to wear imperial regalia, despite some of these societies not even being part of the Dominion and haven't been for many generations. Following the decorum however, is what limits the risk of punitive expeditions / interventions and allows for a lot more activity under the radar...
The Dominion's technology includes a wide range of powersuits, fast warp drives, the industrial ability to make large spaceships, fusion power, life extension tech and various other grab bag technologies with the Dominion's technology and numbers being by design balanced to the other human players.
Leader
The current "Imperial Executive of the Dominion" (or Emperor, as most call them Emperor anyways) is an extremely old man whose life was extended with advanced life extension technology known as Octo Smith. Octo Smith is a boney figure who is 275 years old by current carbon dating estimates. He is dependent on a medical power suit stylized with baroque flair he wears all the time. He is believed to have senility that even the best neurosurgeons have struggled to crack, but nobody dare questions it ever since the Bombing Incident back when he was a young, spry 230 years old and 80 years into his time as Imperial Executive.
Player-NPC relationship recommendations
Human players ideally have all matter of relationships with the Dominion, from loyalist to an ancient lost colony that developed into a force of its own- it doesn't matter, the universal sovereignty of the Dominion is applied to all human societies no matter how distant or different. Non-human players are often just despised by the Dominion, even the more advanced ones.
The Dominion is a faction that is used as a foil for the human players.
The Dealers
Not much is known as the 'dealers', only how at times they manifest in various UFOs and such and often make offers to various beings, whatever their background. They always manage to know the language and situation when they appear, with Dealer sightings permeating the galaxy. Not much is known of them beyond their advanced technologies and their selective generosity with it. The nature of these dealers is not well known at the start, but will become known as the RP progresses.
These technologies tend to be black box technologies that usually work when abiding by the agreement you made with them.
Karbana Kinnis
Overview
Karbana Kinnis is an enigmatic city world of alien origin. Karbana Kinnis is a living fragment of a civilization lost to time. A civilization whose artifacts found by archaeologists led to it being believed they were just extinct until much more recently. Karbana Kinnis is an extremely insular world, with seemingly endless urban sprawl covering much of the planet with with an ecology of automata who have kept the sprawling, escherian cities intact over many millennia. It is a highly populated world however- with numerous factions who all share the same planet and loathe everything outside of the endless cities they call home.
The many layers of Karbana Kinnis have created a world that simply is overwhelming in scope, with orbital security systems that make bombing it near impossible. They evidentially once had far more massive populations and wormholes to other, distant worlds. All of the wormholes shut off and signs of mass die off suspiciously absent on the surface. What lurks in the depths of such vast city will take one hell of an expedition to find out.
Player-NPC relationship recommendations
Karbana Kinnis is a place multiple alien players can co-habitate, as the many districts have created a wide selection of sub-regions ideal for the various city world descendants of this fallen society to branch out in many different directions and societies Gravity wells vary in the different layers of Karbana Kinnis, with low gravity floating regions in low orbit sky cities tethered to the world itself by space elevators maintained tediously by the automata and high gravity regions in the depths of Karbana Kinnis filled with the stench of death. Being a part of Karbana Kinnis gives you more leeway with tech than usual, along with access to the fossil wormholes that weren't closed off. You also get access to a bit of GM spoiler lore. However as a trade off, you will have more black boxes to work with and a general anxiety of the non-city world parts of the galaxy... which is most of it.
Outsiders to Karbana Kinnis ideally have interest in the world as it is a world flooded with ancient alien technology.
Idea prompts
-Karbana Kinnis based alien aliens If you have a very alien concept, consider having them be based in the depths of Karbana Kinnis. It's a vast place, with hyperspatial architecture that gives a lot of creative freedom as to the environment your society exists. Be it the scattered upper sky regions or the wastes of the lower Regions of Karbana Kinnis, your aliens will find a place that works!
-Inner Dominion organizations The inner dominion is a place where secret societies, megacorps and crime syndicates can go about hidden in the bustling noise of inner dominion worlds. These societies are more interwoven into the highly urbanized inner dominion if not Earth itself than outer dominion human societies are.
Additional Information
The current year is 3475 AD, or year 1120 IE (Imperial Era).
There will be a map, but I haven't plotted out the placement of the NPC factions (The location of Karbana Kinnis, the sphere of influence for the Dominion) yet.
Overview: Structure: While legally speaking, the Aurelian Sector is a republican “protectorate” of the Dominion. In actuality, the Aurelian Sector is run by a fully autonomous Federal Republic. The Aurelian Government is split between Three Branches, the Executive Branch, that being the Office of the Chancellor who is both the Head of the Senate and the Commander-in-Chief of the Republic’s Armed Forces. One of the many tasks of a Chancellor consist of the creation of Laws, the signing of articles of diplomatic importance such as treaties, to appoint judges for the Interstellar Court and so on.
The Legislative Branch, that of which being the Aurelian Senate. The Senate's main tasks consist of the passing of laws brought forward by the Chancellor, passing or vetoing Legislation by the Chancellor, and are to give consent to enact a Declaration of War. And finally, there is the Sectorial Court, who are responsible for the enforcement of the Laws created by the Chancellor and passed then enacted by the Senate within the sector. SC Judges are appointed by the Chancellor.
Star Systems within the Republic are partially autonomous entities who are responsible for both maintaining worlds and installations within, and to maintain its own defense with their local System Defense Force to act as its shield. Demographics:
Baseline Humans-62%
Human Offshoots-22%
Aldzir-12%
Other Xenos-4%
Overview:The Aldzir are a semi-marine mammalian-like species native to the moon of Nasj. The Aldzir are covered from head to toe in thick fur. Their Fur coming in several varying shades 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 teeth to aide them in siphoning 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 if one were study and learn their dialect. Traits: As stated, the Aldzir make excellent swimmers, and in addition to this, have great strength, moreso compared to a human, a fierce combination with their long claws. Psychology: [What distinct aspects of the way they think/see the world are there?] Permissions: Universal
Military:
The System Defense Forces are responsible for both the defense and policing of the Republic's territories and holdings. Each Star System within the United Republic possess an SDF, they are tasked with defending and keeping the civilian population under control from threats both internal and external. Whilst they're less heavily armed and equipped then their Military counterparts, the men and women of the local SDF are more then capable to respond to any incident and threat with vigilance and are not a force to be taken very lightly.
SDF Soldiers
The core of the Republic's military forces, the army is responsible for planetside military operations, and often are found working alongside with the Marine Corps and ground elements of the Systems Defense Forces when operating within Republic space. The Republic Army is tasked with garrison duties, the Marine Corps typically deployed in expeditionary operations across the Outer Dominion in conjunction with the Republic Navy. However, there are occasions in which the Army are deployed alongside the marines when extra manpower and firepower is needed.
Light Combat Gear
Heavy Combat Gear
Atlas-series Powered Armor
The United Aurelian Republic Marine Corps, like its many now defunct predecessors, is a branch of the Republic Armed Forces responsible for conducting expeditionary operations, using the mobility provided by the Republic Navy to rapidly deliver ground troops in conjunction with the Army. The Marines, are also primarily charged with the defense of Republic Navy vessels and installations from hostile forces.
Standard Marine Combat Armor
Marine Centurion-series Powered Armor
Standard Spectre Gear
Psi-Ops Division
The Republican Guard form the elite defense force given the honored task of the protection of the Republic Capital world of Aureila itself and all who inhabit it. Offworld, they are most often seen as protection detail of the Chancellor or government officials of similar importance.
The Saxonian Confederation began by an alliance of multiple royal, Saxonian houses that formed the Saxonian confederation, inside the Empire an alliance that grew to a confederation of worlds and star systems, to uphold their unified Saxonian cultural identity inside of the empire and their ambition at the same time.
The Saxonian confederation operates as a state within a state a confederation formed by a series of duchies, counts and even elected officials of saxonian culture, forming a country of their own, the saxonian confederation while having a single senator, from the Empire as the imperial representative, it also elects a representative when all the members in majority elect a official, this official becomes know as Bundeskanzler a noble or son of a noble or anyone who is indicated by someone of high influence for the position, becoming the de facto head of state albeit, this serves more of a title in reality the Bundeskanzler is but a figurehead, with little power that can easily be replaced if needed be by a another majority in a congress of princes and duchies while the position seems powerless it comes with its pluses one of then being the fact that it comes with a lot of prestige making a previously unknown family gain fame allowing elected officials to rise from a mid ranking possibly even bureaucratic family to the status of Nobles in less then a day but the position also requires being a mediator of the lords of the realm trying to establish a sense of comorbidity and peace while at the same time trying to form a united military by its existent optional taxes a problem that still permeates the confederation making the elected depend on its benefactors and aiders to form a national army.
The “capital” world of the confederation is Neu Sachsen, with its capital city also considered the capital of the whole confederation being it the city of königsberg.
Humans are the de facto rulers and controllers of the region as nobles, administrators, and workers the Saxonian confederation are for Saxons or simply humans the Xenos and other races are forced to slavery with almost none of the other races having rights. The Saxonian slavery system were many aliens are Xenos live in, is what is called a “convoluted servitude of slavery” a system where its apparatus it’s only known to the nobles and wealthy in this system the Craetek, Tratik and to the Ocien to an extension are forced to work to pay off a “debt” or contract to their masters but due to the bureaucracy and paperwork, in reality, their servitude is indefinite being passed down to their children and others making their race think they can earn their freedom while in reality not.
To the Ocien in the other hand due to their lack of will to revolt and conformism to things they received what some call better end or worse end depending on who you ask in the slavery system of the confederation becoming domestic servants while for some this is bad as some owners might do Things better not be described it's also argued they received the better end receiving housing and the most comfortable jobs becoming Domestic Servant Pets in some cases to the wealthiest of all citizens.
The majority of the Confederation lives under a New form of Feudalism established by the nobles who settled the region purposely cruel towards the subjects who live in planets with poor conditions mainly subject to laws that make then stuck in their social part of the pyramid mainly operational and better operated in planets in primitive levels of technology and superstitious or worlds were propaganda is extremely used.
Controlling the largest chunk of the population there is a concept called Urban feudalism a form of “reformed” system of a political system that acts less “feudal” and more meritocratic the worlds that adopt this system are the more industrialized of worlds mainly favoring concepts of merit for their people albeit more progressive compared to its peers the regions that adopt such ideas were able to have more stability compared to regions who went completely towards feudalism.
The Burgundian system is a political system that exists majorly in militaristic worlds or spartanist worlds depending on who you decide to talk too, a system of governance in which the people are more oppressed and the economy is mainly focused on the military side of the state putting the soldier above all albeit such system may vary its major goal as created in burgundy is to harden humans into ubermensch.
Albeit it seems like the Saxonian confederation lacks a standing army quite exaggerated by the dominion and even its neighbors that due to the neo-feudal system and also lack of centralized authority an army is mainly just raised peasants with forks that couldn't be the farthest from the truth something could be the members of the confederation have what is called Preußischer-Militäreifer a rule of the government that demands that all members have a standing army of a demanded number depending on how many worlds stars and planets dukes, counties and free worlds have while not obligatory and more of a guideline this act is considered heavily required in a galaxy filled with the competition due to that each county dukedom and free world contain a standing army ranging from conscripts from feudal medieval worlds to professional soldiers from developed worlds and to Spartanic soldiers of Burgundian system worlds.
The principal princes and duchies/dynasty that hold the most sway in the politics of confederation and its 98 members are the: The duchy of Hergenrother The duchy of Kresinger The duchy of Burgundy The count of Wenhausen The elected prince of Neu Berlin
political factions
Nobelic order a faction formed by nobles who consider gaining independence due to existences of the senate at the same time they believe that the Saxonians are considered culturally and politically separated from the empire at the same time they despise the existent taxes and demands of the empire believing that a government should be less centralized.
Neo Imperials believe that the confederation is the beginning of a new age in the galaxy and that the Old Empire is dying they believe that society should follow their ideas of what is called Urban Feudalism mainly inspired by heavily industrialized planets of the confederation they mainly argue of forming a new nation called the Saxonian Empire.
The Illuminati also nicknamed the philosophers an order that believes in a new form of feudalism that mainly aims towards guaranteeing some minor rights and freedoms to the population on the bases to establish a form of order that might be stable albeit sounding utopic they also ring power with the faith of the four divinities but due to the differences between practices of the faith and even the Illuminati the organization is fractured and has many different ideas.
The Burgundians inspired by the house of Haugwitz the Burgundians is a highly militarized order believing in neo spartanism and the idea that the highest power is the army and the gods also believing that in difficulty humanity shall prosper and grow to have its peasants live in difficulties and the harshest of working hours to the most rigorous of training in the army aiming to create a society that focuses on being disciplined Saxonian and obedient to its nobles something that made some of them even go so far as to enslave humans a taboo amongst the confederation.
The Republicans the only force of “real” democracy in the confederation formed out of the “free” worlds of the confederacy and led by its senates the republicans aim to reform the confederation albeit the fringe of the societies their clever maneuvering made their worlds the richest of the confederation and obviously the most aimed by the nobles to suppress their growth.
History
Origins
The confederation´s origins start way before the settling of the regions that form the confederation almost 700 years ago the Empire was on its golden age and like all golden ages, the people were happy and prospering that was thanks to the birth of the senate and good emperors and senators this led to a problem amongst some minor and medium level nobles that feared the beginning of the end amongst their power some were rich others not mainly born out of a population boom of nobles it was ticking bomb ready to ignite at the first opportunistic spark of someone with ambition. The first ones that led the initial troubles that led to the exile were forgotten to history but their last names, not Hergenrother, Kresinger, and Haugwitz their names long are forgotten but their actions still resonate to this day the why their names were lost is mainly unknown but is believed its because of loyalists to then deleting major pieces of information, therefore, one thing is a common theme when talking about history is that those people Hergenrother, Kresinger, and Haugwitz do not even know if they are really the only thing that is known as a fact is that a coup was launched and was crushed by the army restoring order to the capital and imposing the exile.
The Exile
The Exile also called the humiliation by some members was when a great number of minor nobles supporters of the coup and their followers to the region in the outer regions of the Empire nicknamed The marble nebula a series of star systems that were barely populated and used mainly as a prisoner’s colonies with the arrival of the exiles they started to build their own states and thanks to sympathetic noble judges this led to the developing their own states and even countries formalizing many as satellite states at that time culture was diverse but the same idea was in the mind of their leaders who built a system of feudalism in their new homes a new cultural renaissance had begun over the usage of the times of ancient earth. Albeit it sounded like a good time it was more complicated many saw the exile a humiliation a dishonor and a symbol that they were forbidden from their rightful belongings, in other words, they lost their rights to the crown of the Empire this initiated the new cultural renaissance of the counts who started appearing in the region out of spite and humiliation they started to think that they weren't more part of the empire. During the Exile a war of conquest was raged against the existing race in the sector mainly led by the nobles of the exile this war was devastating to the Craetek and their subservient races that were reduced in population and made into slaves of the newly established colonies of the exile nobles.
The Dawn of Saxônia
For almost 300 years the marble nebula was ruled by several duchies counties barons and lords for almost 300 years they settled in the region and contacted each other building a sense of fellowship and working together for a greater purpose one of those great acts was the New Dawn the beginning of the transition of culture towards what is Saxonian today at first the region had a distinct look towards the Empire in language buildings and even manners while some dialects and regionalization made their own distinct difference with time this difference changed into Neu-Sachsen mainly encouraged by the leaders of the confederation to create a new cultural myth that with time formed the new identity of the people. During this time a new wave of counts and duchies began to appear and to spread across the Nebula at the same time Knights came into existence mainly in planets where the concept of feudalism restarted at first as elite soldiers a caste to protect and fight for the people such ideal this ideal mainly sprung up in primitive worlds to places was the plebs were more controlled by the state by propaganda or other means. during this time the faith of the 4 divinities was born out of the prophet Siegbert and his religion, his faith spread across the sector becoming the official religion of the Confederation after many nobles and common folk adopted it into their lives mainly as the second renaissance of religiosity within the peoples of Saxonia especially since prophets and priests began to appear.
The crusade of the thousands and the birth of the confederation
The crusade of the Thousands was the event that created the confederation due to the succession rules and other rules put in place to make sure that children of nobles don't start troubles inside the confederation this rules created a great number of nobles without land and riches this led to the Crusade of the Thousands led by a coalition of nobles this crusade led to the conquest and colonization of new worlds aiming to give land to the landless this crusade was also aided by the duchies and counts of the soon to be confederation the faith of the 4 divinities also supported such act as it led to the creation of worlds that might be pure to their faith also aided by a wave of peasants send to colonize the empty regions of the sector. After this act of collaboration, many dutchie and counts started to work together by establishing zones of no tariffs to the creation of alliances this time lasted over 400 years leading to increasing collaboration over time and at the same time the method of keeping the peace the treaty of Pressburg a treaty that formed an official non-aggression pact between the lords of the region and that aimed to create stability and peace for a time while some lords ignored such treaty and went into conflict into each other the last 400 years led to the confederation to expand to its current extensive until one day the non-aggression pact evolved. Formed almost 200 years ago during the time of the crusades the lords of Saxonia the region that was now called gathered together in neutral grounds and after months of discussion the confederation was created a formalized protectorate of the Empire and at the same time a federalization of the treaty of Pressburg creating the Saxonian Confederation a client state of the Empire but majorly considered by the Empire to be the Saxonian Confederated Protectorate while such denomination is largely ignored by the public is majorly used by the leaders of the Empire due to the possibility that the Confederation is more independent from the Empire then they want to believe this is a quite common thing in the Confederation an idea they are still part of the Empire but for many nobles and to part of the population they aren't the Empire they don't speak Saxonian and they hold very few similarities besides being fellow humans. The Confederation For the next 200 years, the confederation started to create a semblance of unity but at the same time, it had to contend with the rules of extreme decentralization that is famed to have the lords of planets have more autonomy allowing then a lot of leeway towards things while the confederation holds it’s very own congress its called to reunite not always in session at the same time taxes are extremely low making the confederation not able to fully standardize its armies instead only capable of standardizing its infantry equipment via weapons deals towards corporations. Thanks to the birth of the confederation the Dominion now has a new industrial center with a totally different culture who´s nobility doesn’t like the dominion and to an extent has the most complex of all bureaucracies. The confederation at the same time created what is called the treaty of gegenseitige Kriegshilfe a proposal made 50 years ago created to serve as form military handover to the Confederation in case of conflict against hostile nations instead of the classic call to arms of the states were many could just deny such act. After the formation many duchies, free worlds/systems counties and others grew in power becoming highly influential in the politics only to lose in a question of decades or even immediately gaining and losing power and becoming powerful this game of chess would continue until the end of the crusades and the consolidation of the confederation.
Just like a dream to some but more like a nightmare to many
The original founders of the confederation are dead due to assassinations old age, disease, and others this lead to a new generation to rise for the next 200 years since the foundation of the confederation there were five generations of leaders aiming to increase their goals and power as of right now the new generation has begun after the duchies of Karleign, and Ebner collapsed leading to the current situation and the consequences the Saxonians now endure. The death of the duchy of Karleign by the death of the last of its royalty lead to a succession crisis while peace and stability was maintained for a short while the divided nobility and senate of the state soon marched the country into civil war trying to increase its power from it, the duchy of Hergenrother who at that time was mainly a county with little power having its leaders ancestor being a Karleign jumped at the opportunity to gain land this lead the senate and the nobles of Karleign to find a way to the end minor civil war by giving the dutchie to the leader of the state giving him tremendous economic power but discovering a serious threat in the pacification and unfortunately leading to the end of duchy of Ebner. The Burgundian state at the time was mainly a region of space containing a series of counties, free worlds and minor duchies until, Hildebrand the head of a small county lead by Hildebrand the county became increasingly more feudal and militaristic fanatic launching wars under the claim of a new grand duchy called sternenstaat burgund, a ridiculous claim but from the small gains, the new state invaded the duchy of Karleign abusing the small civil war to gain power the recent duchy of Hergenrother called a confederations congress for mediation and to end the conflict with the house of Ebner coming to such call in the capital in the heart of Hergenrother and passing through a warzone an incident by a Burgundian ship, unfortunately, led to the death of the transport fleet and to the end of the family of Ebner whos duchy collapsed almost immediately. Hildebrand the head of the new duchy of Burgundy or Burgudn according to him unfortunately died on his way to the meeting his son getting cornered between the whole confederation about to go to war and the recent news of the killing of the whole Ebner family by the hands of the Burgundian army ceded to demands returning a lot of conquered land but keeping some of it and even integrating other small counts through charismatic maneuver but the death of Ebner also allowed then to take some small chunks of territory while Ebner imploded being cannibalized by Wenhausen, Hergenrother, and recent new independent states one of then being Neu Berlin and its republic being the largest of the type and republic in the whole confederation its independence ending the duchy of Ebner. With it a new order was set ruled by The duchy of Hergenrother, The duchy of Kresinger, The duchy of Burgundy, The count of Wenhausen and the elected prince of Neu Berlin becoming the new most influential leaders of the confederation and becoming the new arbiters of the confederation or so is what it seems, in reality, the politics and court politics show a decreasing power of Wenhausen and Kresinger with Neu Berlin, Burgundy and Hergenrother increasingly gaining more power burgundy with its highly Neo Spartan militarist Zeal aiming to centralize the confederation under its crown and ideals, the Hergenrothers aiming to centralize power and make their Duke not a duke but an Emperor of an independent Saxonian Confederation, and Neu berlin whos elected leaders have grown more expansionist and getting more opinionated about the confederation. While it seems like power spins between those 3 powers things moved quite differently in the ailing power the Wenhausen have an aging lord but a young court who wants to regain prestige that might lead to conflict and the Kresingers that stagnated for a long time but recent industrial developments is making their economy regain attraction and gain more power in politics making rumors circulate its current duchess might start a new crusade across the unconquered lands outside the confederation.
Religions
The faith of the Four Divinities being then the gods Lóthurr the god of Chivalry, war, and honor Camalus the god of Death, Brutality, and Cunningness, and the twin goddesses Xyra the goddess of Order, Mercy and Compassion and the goddess Minerva the goddess of Chaos, Love, and Life
The Cult of Lóthurr is well known to be the cult of the nobles a cult that values a warlike nobility with a code of chivalry and honor albeit such codes of honor and chivalry are made to be the ultimate virtues of the cult it is said those who follow Lóthur must be a knight in all words albeit the cult maintains its tradition of chivalry and honor in times of war it is also a cult for the nobles mainly because many of then seek power especially the ones without land using it to wage crusades against Xenos as Lóthurr commands a command that leads to troubles amongst the other races.
The Cult of Camalus is the least preferred and venerated one mainly because Camalus is the literal god of death and brutality but at the same time cunning this makes him quite preferable amongst spies and even assassins forming death cults to kill those whose Camalus wishes to bring to himself albeit few is known from the cult of Camalus it is known that its followers are known to be nihilistic.
The cult of Xyra is considered the largest cult of the confederation and the most praised to worshiped different from her husband Lóthurr, Xyra is the goddess of mercy and compassion, therefore, she majorly resonates well with the common folk of the confederation majorly the poor and the oppressed and even the aliens extending her hand to aid those who need her help albeit in direct opposition to lóthurr Xyra's followers are famed for their kindness as one of the aspects her cult imposes on her followers be humble and submit to the order of things but also be kind and have the compassion to those around you.
Minerva is quite famed as the goddess of excess also albeit she represents the most festive and more free care of the gods she is worshiped almost by everyone as her followers majorly seek one thing pleasure and living a good life no matter what they believe in albeit her cult is heavily discouraged by the Nobles she represents the free spirit of humanity something her cult encourages her followers to be.
Craetekian spiritualism being a faith in majority used by the Craetekians and other minor races the belief is based in the concept that all creatures have a soul that creates a spiritual energy to master such energy could bring peace, healing and even to some Immortality albeit not so much believed amongst many practitioners, to master such energy within yourself it requires its practitioners to embrace diligence, self-control, tolerance, the virtues of holding a mind and body and if possible to pilgrimage towards holy places.
Cultures of the Confederation
The Saxonians as many call outside and even inside is unified culturally the how and even why dates back to the formation of the princes and duchies of the region when nobles fled with their followers to the region of colonies and conquered the region they started to build a new culture pulling from the ancient days of humanity on earth a reflection of what is called Preußen-Sachsen a cultural myth started by the nobles to unify their lands such culture that takes roots and inspiration by Germanic myths of ancient earth over the passage of time the region main dialect is neu-Deutschland and the region mainly grabs its cultural roots to a form of Neu-Sachsen. Neu-Sachsen is a cultural rebirth of Germanic ideals of art, philosophy, and pro-army, a renaissance of ideals dating back to the times of Germany in ancient earth this is expressed in classic arts to the cuisine of commoners house has followed such renaissance of germanic ideals. This cultural rebirth affected the people tremendously one of those effects came towards the local aliens many of which were assimilated towards the new culture one of then being Ocien who in their entirety got assimilated into the Saxonian Culture thanks in part to assimilation, and cultural genocide that made then integrate quickly into the human ways of life. While the Saxonian rebirth of culture has engulfed and almost made the Confederation uniform in cultural terms due to distances and differences between worlds each planet has formed its own Localised form of Neu-Sachsen culture while traditions and language stay the same to an extent the cultures create a form of localization one of the most dangerous being the Burgundians. Burgundians are the most separate but close aspect of culture humans may find in the confederation an example of total militarism and order and discipline over personal freedoms this system makes the people speak the same language as the rest of the confederation but differently from the rest the Burgundians value loyalty Honor and death towards the advancement of their culture and race that means that while some might take though towards a talk or a fight they would rush immediately towards defending the ideals of “Saschsenism” as they say it by fighting Xenos or even fellow humans.
Craetekians once lived in the sector that the confederation existed while their people once had their own culture it was heavily suppressed and destroyed in the early stages of colonization and subjugation while this led to a lack of historical costumes and former ideals of then surviving the last that remained are highly regarded as supreme for then one of them being the concept of Kautu being it the spiritual advancement of self Craetek. The Craetekians hold a highly religious tradition to their people in belief of spiritual energy believing that through meditation and virtue of mind, body, self-control, and diligence this concept of Spiritual energy is also known to hold a concept of healing through meditation or even according to their own beliefs the ability to gain immortality through such acts. To maintain a form of peace the Craetekians were given a special holy day called the day of the spirits while not so much of a problem to the government such day is were the Craetekians go in pilgrimages towards the holiest of places in either their world or even star system in search of highly spiritual places from garden worlds to tombs of great monks to temples. Their language is an odd mix between Saxonian and their own language forming a form of alternate dialect.
Tratik Culture was majorly assimilated culturally towards the Saxonian traditions and cultures while maintaining some of the Craetekian cultures they previously lived while this odd bread is existent with the Tratik their culture is mainly reclusive to themselves and in many instances dividing amongst each other with many adopting fully the human culture or some staying with the old ways.
Races of the confederation
Humans make out 82% of the whole confederation since the great exodus following the inner core wars of unification several exiled nobles fled to the secondary ring colonizing conquering and slaving the local 3 alien civilizations.
Craetek making out 10% of the population they were a former space-faring alien civilization that once ruled the sector the confederation now lies defeated after a war they were reduced in population their kind are arthropods they reach up to 3 to 5 meters in height a race that at glance is terrifying due to their appearance at the same time they are strongly capable and able to lift up several tons in their backs.
Tratik makes out 6% of the population a minor race, that lived beside the Craetek they are a reptilian species, standing near humanity in size they are also famed by being great memorizers and a species, with an almost devout sense of communion it's unknown if they were engineered or evolved but due to their communion, and memorization they are more trusted as a low ranking bureaucrat in the same form of slavery that the Craetek live but at the same time, they are quite watched.
Ocien makes out the last 2 % of the existing races a humanoid species that resembles a centaur of ancient mythology while having 4 arms besides their alien characteristic their race is unique because of their ability to be conformist towards any situation and at the same time being heavily resilient towards wounds and damage is not know for the why such evolution exists but some theories suggest that they were engineered not naturally evolved.
important planets/curios worlds
Neu Sachsen the capital of the confederation a temperate world with a lush ecosystem laying at the territory of Hergenrother serving at its duchy capital allowing it to prosper as the capital it has a large estimated population of 8.3 billion, settled in the great schism that sent the original nobles to the region the place had originally been a garden world a place for nobles to observe the natural beauty of the planet after economic reform in the realm the planet became a trading hub quite quickly soon gaining enough fame to be proclaimed the new capital of the duchy and once the confederation was born the planet itself held the largest honor by serving as the capital of the confederation the world is led by The duchy of Hergenrother.
Neu Berlin considered one of the major worlds of the confederation its a symbol of cultural unity mainly famed for its architecture settled almost years after the schism it was founded by a series of artists and guilds that made the region create wonderful displays of art different from other realms Neu Berlin is a “free” world an elective republic allowing many ideals to blossom inside its borders having a population of near 9 billion people in it.
Saxenburg considered a massive industrial powerhouse of the confederation due to having the largest output generated by its industries, at the expanse of its biosphere and life the planet itself is soaked, in pollution and having an ecumenopolis and overpopulation due to this the factors the majority of its inhabitants live in poverty while the nobles live in either skyscraper that reaches the clouds or in space stations living lives of luxury, led by the duchy of Kresinger, the planet itself still outmatches any country when dealing with products leaving compared to the other ecumenopolis meanwhile the planet stands at an estimated population of 362 billion.
Speerwand is a fortress world that lies in the border considered one of the ways to enter the confederation, Speerwand has a population of 5 billion colonized by forced settling the planet itself is an example of the confederations religion of Nordism a faith that worships the old gods of Earth in it and around it is quite common the operation of the Inquisition a holy order that makes sure that foreign intrigues and threats to the faith are kept at bay the planet itself serves as a holy shield against major Incursions from outside the empire, many leaders don’t approve of the prince that made this but the world was forced into position due to threats of the dukes of Haugwitz the world is led by The count of Wenhausen.
Burgundy considered the most dangerous world due to its ecosystem the capital of The duchy of Burgundy and its dynasty that rules its realm under the nicknamed Burgundian system a Neo-Spartanist system that favors the army above civilians being a highly militaristic society due to that they also only allow a few man and woman to receive education mainly those who join the army or are decedent settled at the beginning of the nobles expelling one of them was the house of Haugwitz that came with its followers and after a while, its descendants started implementing the Neo-Spartanist system across the duchy albeit criticized by the rest of the confederation not many go against the house of Haugwitz mainly due to holding the largest army in the confederation and also the most fanatic soldiers someone could ever see the planet itself has a population of 14 billion.
Friedensmauer der Brüder also called the wall of the brothers serves as one of the few fortress worlds that stand between the confederation and the Empire serving as a world to defend the confederation in case the Empire decided to invade the confederation colonized once the first duchies settled the planet has a population of almost 8 billion souls half of then being Craetek the planet is one of the bulwarks that serve to represent the confederations paranoia of not only Xenos but also Fellow Human brothers.
Donnerspeer a massive industrial complex planet majorly famed due to being not only as an ecumenopolis but for being the largest producer of weaponry of the Confederation due to that Donnerspeer is considered a highly important planet for the well being of the confederation at the same time it shows a little bit of a complication since many leaders want control of it but due to a tendency of rivalries and successions the lords of the planet submitted to the house Hergenrother mainly out of desperation after a succession crisis having an estimated population of 562 billion people.
Technology level/unique technologies
Mech technology: using advanced robotics and engineering from the empire and its neighbors the Confederation made use of it to create mechs of their own but with their own tweeks mainly being spider mechs and other types of variations.
Eplonyx energy core: one of the “miracle” discoveries by Julia an energy crystal called Eplonyx that contains an unknown amount of energy it is used and constructed into the Eplonyx energy core it allows the powering of several high consumption devices and even entire cities considered a good energy source that can last for years depending on what is powering the problem being that after a long time of utilization it melts into a highly radioactive goo.
Eplonyx Energy Cannon also known as E.E.C a super energy cannon deployed mainly in dreadnoughts of the confederation an energy cannon with energy force of several megatons of power it’s utilized mainly in case of call of war mainly used as standard equipment for all dreadnoughts and sometimes for battleships.
Titan knight Technology: Created in the first days of mech knights titan knights are what people would call the ultimate warriors that shall exist created by a single woman in the early days of the exile period as a fear of invasion and also to serve as a new hope for the people, unfortunately, the hows of making such machines of war have been lost after his creators disappearance the only thing that remains the Knights frame a system that allows the creation of new equipment for the Titan Knights.
Hartbert Energy shield a defense energy shield that is used in mechs to space ships using electromagnetism it creates a shield to protect the vehicle against damage it is also able to be deployed sometimes in infantry packs albeit it can only last 10 seconds due to lack of energy to mass sustain the shield
Switcher tech ammunition Thanks to advanced engineering and the shrinking energy batteries for laser weaponry it allowed the creator of S.T.A´s a technology that allows the switching of ammunition of certain weapons-making weapons slightly big but allowing it to utilize multiple kinds of ammunition and weapons albeit this invention was first thought about handguns it became more used in turrets for cruisers, battleships, and dreadnoughts.
Orbital atmospheric ships created at the exile such technology allows ships mainly fighters and bombers to enter an atmosphere and into orbit by using energy powered thrusters.
Translucent camouflage is extremely hard to make and only used in a few things it allows the object or person in question to receive almost perfect invisibility albeit detectable with good positioning of your eyes.
Warp Sensor a sensor created after the advent of Warp travel using a series of sensor utilizing warp models of gravity wells and others it is quite possible now to detect fleets in other star systems or in the star systems while sounding almost hard to hide it has its flaws majorly on how it detects can easily be hidden by using the same method as sonars use or by simply staying inside the gravity well of a gas giant.
Psionic powers
It’s rather not knowing where psionic powers originate or come from but common thought is that the power majorly comes from the gods or trough nature but in the end it's unknown but one thing is common in the most primitive worlds having such trait is a one-way ticket to a stake if you are lucky you might be recruited by the nobility.
Telekinesis the easiest of the powers you can learn while simplistic this power requires meditation and concentration to learn while some might say it’s simplistic sometimes it can come as useful.
Psionic Pyromaniacs while hard to learn it allows the psionic users to create “heat” and attrition in materials allowing then to create flames and use fire powers by using their concentration allowing then to use a variety of powers to even creating traps.
Divine psionic powers are considered something that only the faith of the four divinities and its inquisition can acquire via penitence and worship to one of the four gods depending on which god a psionic user can acquire a multitude of powers that follow said god's nature this creates what are called Paladins or holy knights.
Telepathy a gift that is most closely related with telekinesis but the only difference being that if someone is able to acquire such power as telepathy Telekinesis is almost shut off being a more of a born with the power it allows the users to read people's mind and transfer information to other people by using their minds the only problem is the fact that you would hear things as a crowded room all the time only by extreme concentration someone is able to focus in reading just a single person's mind.
Military
Land armies
Difficulty to catalog is a major theme for the confederation due to a large number of members the armies of the confederation are highly diverse the standing armies of the confederation can vary wildly from one army to the other a good example of comparison would be the rich merchant cities of the confederation versus the princes who align with Burgundy and its system but thanks to multiple treaties and a form of centralization by copying each other a form of cohesion exist forming 3 distinct appearances in some areas mainly land troops while spaceships are almost completely uniform in design. The confederation utilizes imported rifles and other weapons from short-range weapons mainly through companies aiming to create a form of standardized army. The confederation’s major military doctrine that is employed by the majority of princes is the combined arms doctrine while Burgundian followers use the mass assault doctrine for warfare. The Land Infantry of the confederacy land infantry is divided between many or orders and princes falling into 3 categories that divide the confederation on who is better the first one and the most famed.
The Saxonian knights inspired by the rise of mech knights in other feudal nations that formed they are a military caste that is mainly composed of nobles who spent most of their lives in their monasteries of the faith of the 4 divinities those warriors came in many appearances but they are considered the most elite soldiers and most well equipped compared to the common soldiers.
Saxonian brigadiers the common infantry of the Confederation a series of man and woman equipped in light power armor survival kits and rifles sent to battle albeit less equipped compared to the knights they have more equipment from techno blades, machine guns and other equipment for specialization such as medics, and engineers.
Soldatens des Kaltern Krieg are soldiers of planets that follow the Burgundian system cold and non-caring would be something describes then quite well due to the way of their training and raising the Kaltern man are apathetic towards bonds and focus on serving their lords as part of the “Greater good” equipped with armor and rifles they also carry with then sharpen shovel.
The confederacy tanks are also divided into 3 types according to and some might vary in size quality and others depending on the region of making or purpose of making something quite simply the first one that is well known.
The M46A3 a tank design emulating those of external companies at the same time utilizing regional designs becoming the more Main battle tank of the confederation being the most modern it uses its Eplonyx energy core to fire projectiles at high speeds through a railgun as its main gun utilizing the energy of its Eplonyx energy core. T-212 a high production model made especially for mass production not a very good quality tank and more akin to a APC but still formidable by its standards mainly fabricated by very poor princes or simply if war economy gets to such levels of desperation to pump out then in mass. ST-28 one of the spider tanks made for the Confederation land leased by the Empire for study and production mainly to defeat an ongoing revolt it became incorporated by the confederation with a few different designs one of then made is to have a similar railgun as the M46A3 and to an extent higher mobility but at the same time a much bigger chassis. ST-45 a spider tank this time bough and made by the confederation to serve as its light form of a vehicle which is more reliable and equally powerful mainly integrated with mechanized forces compared to its more ‘robust’ form. M.A.U also called Mobile Artillery Unit a spider mech with an artillery system made to be able to maneuver through the regions made especially to make sure that trucks are less needed or other forms of transport in case of repositioning
Saxonian Knight Mechs the golden child of Saxonia inspired by the outer rim knight approach by its fellow feudal nations Mech Knights have created warriors that pilot giant mechs in a war against the enemy not easy to pilot but if you pilot you hold a powerful tool with you, mobile and agile for combats they mainly subdivide into.
S.K.M Saxonian Knight Mech made in the confederation the first type of mechs majorly simple a mech with its arms having cannons and its shoulder missile pods made at the beginning of the projects and still made albeit with new tools some of then including energy shields, and heavy armor
Saxonian Support Squire Mechs albeit Squire is a little bit of an exaggeration due to majorly existing as support units and the concept of squires as assistants to the knight’s arts and culture breeds a name so to speak, S.S.S.M is mechs made to have multiple types of equipment mainly separated guns to be used for the conflict being a humanoid mech with arms and legs its strength is the fact that it can carry any piece of equipment it needs from guns to artillery becoming a quite good frontline troop but also a support troop.
Titan Knights the peak of knight mechs larger than its counterparts and considered deadlier than others mech knights spousing shiny engravings of the man who once piloted then or currently pilots then it is quite unknown how such mechs are piloted due to its sophistication in AI and weaponry holding a long list of having swords, war hammers, maces, or even spears while at the same time utilizing from rifles, hand cannons, and even arm attachment of weapons from energy cannons to melee weaponry one thing that is almost universally installed beside the weapons they spouse, quite resistant armor, energy shields and even a form of translucent camouflage
Space forces
Fightercrafts and bombers
Orbital Atmospheric fighters this fighter craft are made to be able to be used in both an atmosphere of a planet to the very self void of space made to be the best versatile fighter craft in any problem thrown at it, its main weapons are Energy cannons while deployed in atmospheric zones by carriers they also are quite useful in the orbit and in space thanks in part to their thrusters being made to be used in both types of environments.
Orbital Atmospheric bombers equal to fighters difference being that they mainly carry with then a payload of bombs to nukes and equipped with light cannons mainly made to carry payloads and deliver then at a target while similar to fighters they are much heavier and are constructed in a way to have bigger engines allowing it to carry the extra weight
Space ships
Confederation Corvettes considered the first spaceships made by the confederation being the corvette’s small ships used in combat and sometimes in transportation equipped mainly with missiles, Railguns, and point defense lasers.
Destroyers compared to corvettes are different due to multiple designs and equipment sets but the majority of the time they are equipped with cannons, railguns missiles, and point defense systems using Gatling guns separated mainly between 2 classes.
Artilerie Mauer a destroyer class being the major used artillery focused space ship that uses cannons rail guns and missiles while lacking many defenses it’s long-range makes it quite dangerous especially since destroyer types walk together.
Schild der Herrlichkeit destroyer class is different from its counterpart serving as a shield of the fleet having the best point defense capable of having at the same time made out of reinforced armor and more powerful shields while seen as a defense unit it also spouses turret cannons.
Cruisers are divided in 3 categories number one being Schwert der Flammen second being Schwert der Stacheln and third being geflügelter Husar their divisions mainly exist as a form of specialization.
Schwert der Flammen is considered a shield breaker type of cruiser having mainly energy weapons that can easily down enemy ships with phasers and energy cannons at the same time having plasma throwers in its front at the same time it spouses a more potent shield compared to Stacheln.
Schwert der Stacheln Different from Flammen is armed heavily with armor and hull breaking weaponry majorly projectile weaponry from Gatling guns, missiles torpedoes, and other forms of explosives one its guarantees is its turret cannons.
Geflügelter Husar is considered the major carriers of the confederation while having much better ones due to its cheapness it’s majorly used as its base different from others Geflügelter instead of guns contains hangars for fighter crafts and bomber crafts while having point defense systems, missiles, and drones for its defense.
Battleships are divided between 3 types with one not being premonient compared to the others being then Kriegsherr von Burgund,kriegsherr von sachsen, and Schutzengel.
Kriegsherr von Burgund made in burgundy is a battleship made to be quite aggressive in its systems and weapons having turrets with the ability to create quite a bit of damage but only in a close range having quite reinforced armor and having missiles and high explosive weaponry it was made to be able to deal massive amounts of damage at the cost of charging forward and taking the first blows
kriegsherr von sachsen different from Burgun it uses superior military firepower by having turrets that albeit less damage is done it allows the usage on higher distances allowing for safer distances for maneuverability and dodging meanwhile having long-range missiles and energy weaponry of railguns to turrets allowing it to be quite a foe to fight.
Schutzengel the carrier battleships containing turrets, missiles and point defense including large hangars allowing the storage of hundreds if not thousands of crafts while serving as the largest carrier type it is the least produced mainly because of the lack of need for such big carriers instead the confederation invests more in the other types of battleships
The Dreadnought Sächsischer Titan Considered the biggest ship of the Confederation Sächsischer Titans are the most dangerous ships to engage due to then having E.E.C allowing then to easily destroy battleships with their cannons albeit slow compared to battleships its turrets count and firepower makes then almost deadly to fight while having a period of things such as missiles point defense and other applications that might be installed to then.
It was arovnd the year XX BC, emperor Avgvstvs has been rvling for VII years, when svddenly the commvnication to several cities and even legiones were lost. People all over the Roman Empire vanished. Some people who watched the stars saw several new stars in the sky which seem to move across the sky at a fast pace. The missing people were actvally taken by extraterrestrials, and stored in their ships, before transporting them the long way back to their worlds.
Cvstomization
The romans were kept vnconsciovs for nearly the whole jovrney. They were avgmented to withstand mvch higher gravity and to resist known deseases, their whole resilence was vpped by several levels. Their mvscle strvctvre was strengthened and their bones got denser. Telepathic abilities were added as a psychic gene. The new vpgraded version of the romans was then cloned from arovnd half a million to IV million vnits. Lastly they received basic knowledge abovt tools and territories of the aliens. After awakening they fovnd themself in bodies they covld hardly recognize, they were mvch bvlkier becavse of all those new mvscles. They also noticed strange knowledge abovt many things inclvding a langvage they did not know previovsly, when say first heard said langvage, explaining to them that they wovld be working slaves for their new masters.
Arrival
After arriving at their destination, a large tropical world, covered in dense jvngle, they were transported to the svrface. Split in mvltiple grovps they were to create farming space and to cvltivate the land for the masters. vpon arriving they fovnd ovt that they were not the only species to be enslaved. There were bear like creatvres as well as insects, birds and even creatvres with a resemblence of fish. Some romans were lvcky to have kind masters, which wovld treat them more like worker than slaves. Allowing them edvcation and basic rights. However most were not treated better than normal slaves.
In the next centvries they wovld spread to many colonies and discover that their masters, with all their technology, were vnable to repair a defect cavsed by the modification of their master race. They wovld be avgmented in many ways, resembling gods, however they became vnfertile. Their nvmbers were redvced by X percent every generation. To ensvre they still receive enovgh resovrces to fvel their society they had become dependend on slave races.
Realizing their incoming demise as a species some looked at the romans as their svccessors. Teaching them even more abovt their vast knowledge. However those who felt that way were a minority and killed once their view was exposed. The romans prepared in secret weapons in many storages across the whole dominion of their masters.
Vprising
XI centvries after their arrival the romans rebelled against the masters and the loyal slaves. They were svpported by the few remaining members of the svccessor faction as well as an insect like slave race. Svrprised and weakened several planets fell in qvick svccession. Bvt it wasn't easy to tople svch an advanced race. They started to wipe ovt whole planets with bio weapons, tvrning them into dead wastelands. It was then, that mysteriovs ovtsider aliens offered the romans advanced spaceships and weapon systems for the dvration of the war. The once mighty dominion of the masters was dwindling in an ever faster pace.
After a centvry of civil war the dominion shrank from arovnd CLX planets to XXV, of which XX were controlled by the romans and only V nearly desolated worlds remaining in the fold. The masters were already wiped ovt execpt the few svrvivors of the svccessor faction. The remaining worlds were held by loyal slaves, which believe that the masters will retvrn to restore their rvle.
It wovld still take the romans another VII decades to finally overwhelm the last resistance. Thovgh victoriovs the romans were weakened by the war. The vltimate resvlt was even thovgh the svccessor faction wanted to teach the romans all the knowledge, many secrets were lost in the flame of war. Only abovt X percent of the knowledge remaint, keeping the romans in a state of early space-faring for many centvries while they tried to rebvild the war torn planets vnder their control. The last members of the master race lived peacefvlly and respected in the new roman nation vntil they slowly vanished a few centvries later.
The new roman nation wovld be named Imperivm Romanvm Phoenix as it was born ovt of the ashes of the past.
Rebvilding
The rebvilding shovld take vntil the late third millenia, where the romans finally started to terraform some of the lost worlds, projects that wovld take centvries if not millenias to complete. Vntil then they wovld raid pirate bases and rebvild the worlds of the master race, which still contained life. It was in this timeframe of rebvilding, that several families rose to become the dominent powers in the empire. Many families prospered in this time of peace, bvt IV shovld rise above all others.
The Trenico Family
The Trenico family was one of the IV great families. Drvnken by their greed for power they attacked the Alateia family, another one of the great IV, at the start of the II millenia. The Trenico family was widely regarded as the strongest single family since the war of indepence, however this was a misconception. While boasting large inflvence and enovrmvs financial power, their military power actvally slowly decayed. In contrast the Alateia family was always hvnting pirates and traitors, as they make vp a large part of the empires military force. The war between those II families brovght rvin to dozens of middle class families, even thovgh it was a short war. After only VI years of warring the Trenico family was completely destroyed, all their assets assmililated into the victoriovs Alateia family. With this victory the Alateia family gained an vnchallengable position in the empire.
Hvmanvm The Hvmanvm are the hvmans that got transported from ancient terra. Most of them came from the roman empire, which may be part of the reason it vltimately fell. They were avgmented to withstand mvch higher gravity and to resist known deseases, their whole resilence was vpped by several levels. Their mvscle strvctvre was strengthened and their bones got denser. Telepathic abilities were added as a psychic gene.
Cthand'xi The Cthand'xi are an insectoid species which helped the romans in their revolt. They are based arovnd qveens, where a single qveen controlls their whole colony throvgh psychic power. The drones and soldiers have no personality or character, as they are not mvch more than simple machines for the qveens. The Cthand'xi have a very fast reprodvction cycle only taking arovnd XXX days to matvre. As most insectiods they are very resilient, fast and strong. However they lack a higher form of intelligence, while the qveens are capable of speaking, they are not capable of higher thovght patterns like hvmans.
The capital of Appvleia is Roma Nova, also know as the Phoenix City or Aeterna Vrbs. It is the biggest city on Appvleia it has a popvlation of nearly 200 million people. The High Covncil is located at the city center in the tallest tower, the Phoenix Tower or Aeterna Tvrris. In the lower levels of the bvilding is a permanent contingent of the Praetoriani at any given time, while the city as whole is always protected in force, as it is the pillar of their society. The Phoenix City can be said to be the heart and sovl of Appvleia and the Imperivm Romanvm Phoenix.
Roma Nova is bvild in the middle of an inland sea. It may be an inland sea, bvt it is comperatively shallow with an average depth of C m. The sea was named the Phoenix Sea and is mvch larger than Roma Nova. The City itself is svpplied by both sea and air.
Cvltvral Overview:
The cvltvre is reserved and analytical. They tend to observe first, while not hesitating to shoot at any threat. Ovtsiders will find it hard to get to the core of their cvltvre.
The elderly are very respected and generally the higher standing people. The families play a very big role in the society and cvltvre of the IRP. People withovt families are vsvally treated as the lowest people withovt any power or inflvence. The strongest families are cvrrently the Alateia, the Ferreolia and the Catvlla. The cvrrent Empress and nearly half of the High Covncil belong to the Alateia family. The families rvle over certain territories or svpply whole legiones for the imperivm or workers for the factories. There is an vncovntable nvmber of families in the society of the IRP, which changes every moment as families are dissolved, exterminated or created. The families are clashing in the shadows for power and inflvence, while the imperivm looks vnified and peacefvl at the moment. The IRP learned that they mvst vnite against external threats, however in absents of svch a threat, why not expand ones inflvence and power?
They valve honesty, loyalty, knowledge and the trvth, even thovgh they fight themselfs in the open and in the shadows. They will vse any means necessary to remove threats to their race. They abolished their old Roman belief system and don't have any gods anymore, however they have their ancestors and their elders to honor and respect.
The romans learned to respect and valve the Cthand'xi throvgh their svpport in the rebellion. The Cthand'xi are the respected jvnior partner of the imperivm. They enjoy the same rights as the romans, and have the same dvties.
The most important planets are all located in Systema Solaris Magna, however other important places are Systema Solaris Parva, Systema Tempestvs and Systema Avrelianvm.
The 'Systema Solaris Magna' is located on the edge of the galaxy and is the central system of the empire.
Appvleia:
Planet: Appvleia (Capital) Size: XVII x Earth Gravity: XV G
A large tropical world, which is rich in resovrces and covld be called a paradise, if not for some minor details. It's gravity is arovnd XV G or arovnd XV times as large as on earth. This is dve to it's size beeing arovnd VIII times as large as the earth.
Lavatrae:
Moon: Lavatrae Size: ~ Mars Gravity: I G
A small desert planet, there are temperate places on it, bvt arovnd LX% of the planet is covert in desert. It is located arovnd Appvleia.
Altinvm:
Planet: Altinvm Size: X x Earth Gravity: XI G
The planet covld best be described as an arctic world. It is covered with large snowy movntain ranges and moderate temperatvred archipelagos in large cold oceans. While not the most fertile planet to prodvce crops, it has large mineral deposits in those movntain ranges.
Caledonia:
Planet: Caledonia Size: VI x Earth Gravity: IV G
Caledonia is a rovgh planet, harsh storms and rocky highlands cover large portions of the svrface. However there are also oceans and large grassland areas, giving space to bvild and cvltivate.
Technological Overview:
The whole technology of the IRP is focvsed arovnd their ability to generate large amovnts of energy.
Energy The IRP is able to create a powerfvl small energy modvles. While small and powerfvll, they contain only a limited amovnt of power before rvnning dry. They contain enovgh energy to power even larger strvctvres, however once depleted they need to be recharged or exchanged. The constrvction of those energy sovrces can be qvite costly, depending on the qvality. Energy modvles for drones and smaller weapons are qvite cheap, while modvles that power large starships or whole cities are expensive. These modvles do not generate energy, they merely store it like an advanced battery. Therefore they are vsed to power vp the ovtpvt or where smaller modvles are needed compared to the larger fvsion reactors.
The fvsion reactor generates large amovnts of energy throvgh the vsage of hydrogen, they are vsed as the main powerline, svpported by the energy modvles. They can be fovnd in every spaceship, tank, walker, fighter, gvnship and cities.
Drives The IRP possess three ways to travel in space: The non-evclidean-drive (NED), which tears space open and compresses the actval distance to the target location. While traveling throvgh that 'space' they enter a dimension called the compressed space. A larger compression (less space between two points left) means more energy needed.
Their svblight engines have an enovrmovs potential, needed to leave their high gravity worlds, however to vse the whole potential enovrmovs amovnts of energy are needed.
The creation of temporary artificial wormholes. Those wormholes directly link two points in space. These Wormholes allow whole fleets to move throvgh the same doorway withovt needing to vse additional power. However only large capital vessels (Battleships, Carrier and larger) posses enovgh power to generate them, they are still limited by the gravity well and take qvite some time to calcvlate. It can be said that those wormholes are a larger version of the normal NED.
Weapons (Arma) The IRP vses two main weaponry: The first weaponry is a svpplement of drones which have an intelligent enemy-detection-system. They travel at high velocity and can do basic evasion, while tracking their target. The drones are powered by a cheap mvch less potent energy sovrce as the above mentioned modvles. Therefore they do posses a limit of effective range and destrvctive power. Drones can be recalled, if all valid targets escape and they still have enovgh energy left. A depleted drone does not pose any threat, as the detonation can only occvr if there is power left to trigger it. Drones are vsed in every military branch and even the basic Contvbernia can vse single drone weapons against heavy targets.
High energy pvlses are also vsed for weapons, from gvns, rifles and cannons, to capital weaponry. They vse projectiles ovt of pvre energy to hit the target and cavse destrvction. The projectiles have a higher penetrations as beam weapons vsing the same amovnt of power. This comes from the compression of energy into small projectiles. Melee weapons have an activation bvtton, to activate energy pvlses arovnd the blades or whatever form the weapon is. The pvlses cavses tovching matter to melt or at least heat vp considerably, this effect is vsed to cvt throvgh many materials like iron and steel for example.
Shields (Scvtvm/Scvta) The IRP possess an energy shield, which power scales with the svpplemented energy. While having the potential to shortly boost it's shielding potential, the energy drawn will increase at an alarming rate. Smaller scale shields exists for soldiers and smaller vehicles, however those are only capable to protect the vser from a few tanks shots before beeing depleted.
Body Armor The body armor of the average soldier contains a small shield generator, as well as normal armor plates made from adamantivm. Larger versions of the body armor, mostly vsed to breach defensive lines, sacrifice some mobility for better protection and a stable shovlder movnted heavy weapon (a drone lavncher or mvlti-pvlse weapon). This eqvipment is not light which makes avgmentation of the soldiers necessary.
Stealth tech They have fovnd a way to redvce the ships energy signitvre for long range sensors. Roman ships appear mvch smaller and fewer in nvmber on long range sensors. While they were able to redvce the signals of their ships, they were vnable to completely erase them.
Vtility The control of most of the IRP technology is only possible with their genetic code and their psychic wavelength, the controller can be altered, by the romans, to give access of their technology to other gene pools. This control was introdvced to bare any enemies from vsing their technology against them, while at the same time grant access to the Cthand'xi. Most of their technology vses psychic wavelength as control. This is possible with a special interface, that scans the brainwaves of the vser and vses these as inpvt, jvst like pressing a key on a keyboard or moving the movse. Many actions can be combined to be vsed with a single thovght, mvch like a macro which calls mvltiple fvnctions. This process enables IRP ships to be operated by a very small crew.
The IRP have knowledge of inefficient gravity generators, while able to simvlate their normal gravity (XV G), they tend to vse qvite the amovnt of energy, are limited in range and always have their own dedicated fvsion reactor.
They possess vast knowledge in genetics, taken from their masters, as well as good knowledge abovt robotics, latter from their extensive vse in their factories.
IRP commvnication vses the same principle as their drives. Compressing the space to the receiver, the messages don't need to travel as far and reach the receiver fast and withovt loss of qvality.
They are cvrrently developing a transpotation technology to transport matter from a ship in orbit to the planet below. However there are several problems that need to be solved as neither is the location right (matter materializes inside walls or the grovnd or high in the sky), nor is it gvaranteed that the matter reappears. Cvrrently ~45% of the transportet matter does not reappear or appear in the wrong location, making the technology extremely dangerovs, vnreliable and expensive as it vses large amovnts of energy.
Description of military:
The military is well desciplined and favors qvality above qvantity. Most vnits are expensive bvt powerfvl, leaving pirate grovps destroyed by fewer and smaller Roman ships.
The IRP has a large amovnt of smaller atmospheric vessels, covnting from small fighter planes to large atmospheric corvettes and freighters.
The Classem contains XXIII Battleships, XXXVI heavy Crviser (Aedinia-Class), CXII light Crviser (Arcidarvm-Class), as well as CCLXXVI Destroyers, DCCLXVI Frigates and MMDLXXIV Corvettes. They also control thovsands of transport ships of different sizes, as well as several large stations vsed to resvpply, bvild and vpgrade ships.
The Roma-Class is a large warship, her dimensions are as followed, length 3,968 m, height 468 m, and width 786 m. She is eqviped with D fvsion reactors, CCC drone mvlti lavnchers, as well as X capital class, LXVIII heavy, CLXXXVIII medivm and DXXX light pvlse cannons. At all times there is a presence of at least V Legiones on board, however she can transport vp to XII Legiones, or XXX if the drone storage is cleared.
The Aedinia-Class is a large warship, her dimensions are as followed, length 1,786 m, height 127 m, and width 325 m. She is eqviped with dozens of fvsion reactors, CLX drone lavnchers (both single and mvlti lavncher) as well as XX heavy, LXXII medivm and CXXX light pvlse cannons. At all times there is a presence of at least I Legio on board, however she can transport vp to III Legiones, or VI if the drone storage is cleared.
The Arcidarvm-Class is a medivm sized warship, her dimensions are as followed, length 786 m, height 87 m, and width 195 m. She is eqviped with arovnd XXX fvsion reactors, IIL drone lavnchers (both single and mvlti lavncher) as well as V heavy, XXXII medivm and LX light pvlse cannons. At all times there is a presence of at least I Corhors on board, however she can transport vp to I Legio, or II if the drone storage is cleared.
Destroyers are small sized warships, with dimensions of arovnd, length 160 m, height 45 m, and width 60 m. They are vsvally eqviped with arovnd VII fvsion reactors, XII drone lavnchers (single lavncher) as well as III medivm and XX light pvlse cannons. At all times there is a presence of at least I Centvria Pedites on board, however they can transport vp to III Centvria Pedites if the drone storage is cleared. Differences may appear depending on the specialization, for example there might be a bvlkier version with less weapons which can transport more troops, or another one that sacrifices the drones for more pvlse cannons.
Destroyers are vsvally vsed as larger patrol and escort vessels.
Frigates are small sized warships, with dimensions of arovnd, length 120 m, height 30 m, and width 50 m. They are vsvally eqviped with arovnd V fvsion reactors, VIII drone lavnchers (single lavncher) as well as I medivm and XII light pvlse cannons. At all times there is a presence of at least I Centvria Pedites on board, however they can transport vp to III Centvria Pedites if the drone storage is cleared. Differences may appear depending on the specialization, for example there might be a bvlkier version with less weapons which can transport more troops, or another one that sacrifices the drones for more pvlse cannons.
Frigates are vsvally vsed as larger patrol and escort vessels.
Corvettes are small sized warships, with dimensions of arovnd, length 80 m, height 18 m, and width 20 m. They are vsvally eqviped with arovnd III fvsion reactors, II drone lavnchers (single lavncher) as well as XII light pvlse cannons. At all times there is a presence of at least V Contvbernivm Pedites on board, however they can transport vp to I Centvria Pedites if the drone storage is cleared. Differences may appear depending on the specialization, for example there might be a bvlkier version with less weapons which can transport more troops, or another one that sacrifices the drones for more pvlse cannons.
Corvettes are vsvally vsed as smaller patrol and escort vessels.
The Exercitvs is the grovnd force, they vse everything from blades for the close qvarter combat to rifles. They consists of both Hvmanvm and Cthand'xi soldiers. They vse both tanks and walker, as well as fighters and gvnships, for heavy firesvpport. The Exercitvs is strvctvred into the normal Exercitvs Legiones, the basic soldiers, and the Legiones Cvstodi Excelsis, containing only veteran soldiers and specialists. Cvrrently there are MDLXVI Exercitvs, DLCXXVII Cvstodi Excelsis Legiones and CV Legiones Praetoriani on standby. The Legiones Praetoriani are Cvstodi Excelsis except, that their sole mission is protecting the rvling emperor/empress and the capital. The rest of the grovnd personal is splitted as praesidia (garrisons) or training on different bases.
Defavlt strength:
1 Prima Triplex Legio = III Prima Legiones (35,040, 8,340 Tanks/Walker, 1,200 heavy Tanks/Walker and 120 svper heavy Tanks/walker )
1 Triplex Legio = I Prima Legio and II Legiones (23,200, 4,860 Tanks/Walker, 600 heavy Tanks/Walker and 40 svper heavy Tanks/walker )
1 Prima Legio = I Prima Cohors, XVIII Cohortes, IV Gravis Cohortes and II Gravissima Obsidione Cohortes (11,680, 2,780 Tanks/Walker, 400 heavy Tanks/Walker and 40 svper heavy Tanks/walker )
1 Prima Legio Avxilia Pedites = I Prima Cohors Pedites and XVIII Cohortes Pedites (9,440 and 590 Tanks/Walker)
1 Legio = I Prima Cohors, IX Prima Cohors Pedites and 9 Cohortes Pedites (5,120 and 320 Tanks/Walker)
1 Prima Cohors = V Prima Centvriae (800 and 100 Tanks/Walker)
1 Prima Cohors Pedites = V Prima Centvriae (800 and 50 Tanks/Walker)
1 Cohors = VI Centvriae (480 and 60 Tanks/Walker)
1 Cohors Pedites = VI Centvriae Pedites (480 and 30 Tanks/Walker)
1 Gravissima Obsidione Cohors = XX svper heavy Tanks/Walker, CC heavy Tanks/Walker and VI Centvriae Pedites (480)
1 Gravis Cohors = C heavy Tanks/Walker, CD Tanks/Walker and IV Centvriae Pedites (320)
1 Prima Centvria = XX Contvbernia (160 and 20 Tanks/Walker)
1 Prima Centvria Pedites = X Contvbernia and X Contvbernia Pedites (160 and 10 Tanks/Walker)
1 Centvria = X Contvbernia (80 and 10 Tanks/Walker)
1 Centvria Pedites = V Contvbernia and V Contvbernia Pedites (80 and 5 Tanks/Walker)
1 Contvbernivm = VIII Soldiers and I Tank/Walker
1 Contvbernivm Pedites = VIII Soldiers
While at war, avxillary vnits can be created that differ from the list above.
▼ O V E R V I E W ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ The Foundry is an organization of robotic entities that wish to expand, grow, and build a vast empire for the CORE. The CORE is the general, grand admiral, higharch government, ruler, court, authority, and administration. The Foundry lives and breathes to grow and ensure CORE's survival. The inner workings of the Foundry is like a machine. One system works, only if the others work too... If one part is lost, the rest collapse and the gears stop turning. Some believe that CORE is a conscious being within a machine, but none can be certain, due to almost all memory logs being lost after what the CORE calls Cataclysm H1B, or CH1B... Some can even find evidence that the Foundry has existed before the human space age, but few can confirm the theory, as some have just begun to discover the remains of the Foundry collective. Cataclysm H1B is an event the CORE had named after what seemed to be the destruction of the Foundry... But today, the Foundry seems to have awoken, and the gears have started turning once more...
▼ P L A N E T S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ R-18-091 DEG: B
R-18 is a Core world, formally controlled by the Foundry before being taken down by hostile force. The Core is located on this planet, and it was here that the Foundry War began, and ended. Although mostly uninhabitable by most biological life due to the toxic atmosphere and deadly heat, R-18 is rich in resources and has subterranean ecosystems capable of sustaining life. The surface however, is a barren, scorched hell. Volcanic activity is normal everywhere around the planet. Due to gravitational failure, the planet is locked in place, meaning one side is always facing the sun, and the other side is always facing away from it. One side is a cold, frozen wasteland, while the other side is a scorched, burning hell. In the middle of the two is an earth-like average temperature, but there still is no surface ecosystem. The Foundry built lots of civilian and military infrastructure on the cold side, with the industrial infrastructure on the hot side.
N-25-912 DEG: B
N-25 is a Hiveworld, formally controlled by the Foundry before the shutdown. The world is a tropical climate, beautiful jungles, forests, plains, beaches, oceans, and mountains. The complex ecosystem of N-25 is diverse, interesting, and beautiful. However, strong, powerful, predators frequent the planet surface making first colonization difficult, or even impossible without military escorts. Anyone can find the planet packed with Foundry ruins everywhere on the planet surface, full of Foundry tech, fallen Foundry Frames, ruined vehicles, and more.
V-81-250 DEG: A
V-61 is a Harvestworld. Formally controlled by the Foundry before the shutdown. This world is a dead, barren rock. There is no atmosphere on this planet at all, normally making it for standard Biological life to survive on the planet. Although the planet is dead, it is full of metals, ore, and other subterranean resources, making this planet a strong strategic value holding for the Foundry. More than 70% of all troops, weapons, ammunition, vehicles, and metals were coming from this world. Now, there are ruined mining rigs, outposts, factories, and dig sites everywhere here.
▼ R A C E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Foundry Shells Automated Foundry Units
F O U N D R Y S H E L L S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Built for one specified role, or a variety of jobs, the Foundry Shells serve as a body for those that are converted by the Foundry. These units are almost always Military, but some are Civilian classes. These shells can perform a variety of tasks a normal humanoid cannot. Rather than food and water to keep them sustained, these units run only on power, and must be repaired from time to time. They also have stronger durability, can have augments and attachments installed much easier than a normal biological body, and are stronger, faster, and do not experience signs of fatigue, tiredness, mental effects such as headaches, and can even enable or disable pain. Best of all, if a Foundry shell is put offline or is beyond functionality, the person's consciousness inhabiting the shell will be sent to the core and then to a new connected shell that is currently empty. In this way, those within a Foundry shell are immortal. However, they are disillusioned by images and false thoughts and sounds to make them believe what they are seeing is an enemy. So a shell can be shown that innocent civilians are threats that must be taken down or imprisoned. Other times, Foundry shells that realize or find out what they are doing is wrong, they are put into a coma-like sleep while an Automated Foundry Unit takes the original person's place until the Consciousness can be moved into a Foundry Service Frame.
Foundry shells have coolant, rather than blood. Coolant is a light blue fluid that is quite cold. Coolant keeps the shell's body cool to make sure the shell's systems don't overheat. A coolant pump is used like a heart. It pumps the coolant around the shell's body and cools down the coolant so it may be used again.
A U T O M A T E D F O U N D R Y U N I T ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Like Foundry shells, the Automated Foundry Unit is a shell that has been given an Automated unit to operate it. These units are disposable and are easy to replace. These units can be hacked, hijacked, or reprogrammed however, so all shells have a special self-destruct sequence in them. When the shell detects corrupted or unknown encrypted files being added into their systems, they self-destruct. They also do this when they are killed, to make sure the tech doesn't fall into enemy hands. Any bodies left without self-destructing are cleaned up after a battle. Making sure the tech isn’t used by anyone but the Foundry is a top priority.
Automated Foundry Units are not just military, but they make up the entire workforce of the Foundry. Even the factories are automated by these units.
▼ C I V I L I A N C L A S S E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Foundry Worker Class Unit (WCU):
These small worker classes are used to perform basic workforce tasks such as transport goods, civilians, or materials. Harvest resources, build structures, construct or repair other units, e.g.
Foundry Civilian Class Pilot Unit (CCPU):
These basic Pilots are programmed with the most basic Piloting skills and are directed to pilot small vessels such as Civilian transports, Cargo transports, and other shuttles.
Foundry Worker Class Cargo Unit (WCCU):
A basic and simple worker designated to haul, carry, and load cargo from point A to point B. They are all AI’s, and have simple but impressive automated pathfinding, coordination, and cargo preservation programming. They have a form of self preservation program, but only if it is carrying cargo, and if the cargo route is at risk.
Foundry Civilian Class Operator (CCO):
The CCO is a Civilian class set to operate specific machines such as fabricators, factories, systems, interfaces, terminals, e.g. It is rare but possible for a CCO to be found piloting civilian class vehicles.
Foundry Civilian Frame (CF):
A CF is a frame used only by Conscious beings that have been integrated through assimilation willingly. The main reason most Civilians would want this is because CF’s need no food or sleep, and can survive in almost any environment, even vacuum.
Foundry Service Frame (SF):
A SF is a frame used by Conscious beings who have debt to pay off. They are put into a virtual simulation where they control the Service Frame. There, they work off their debt through labor. SF’s can be controlled almost anywhere in the galaxy away from the pilot. The SF has no ability to speak. Disobeyment will lead to real world punishment.
▼ M I L I T A R Y C L A S S E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Foundry Standard Class Infantry Unit (SCIU):
The SCIU is a standard infantry unit of the Foundry military. Built with cheap materials and armed with poor weapons and disposable equipment, these units make up for their poor damage and armour with numbers. Thousands upon thousands are given to Foundry armies to support them with a swarm of firepower on the battlefield. These units are also lightweight and easy to maintain, meaning their upkeep and costs are very low, and they can move quickly across a battlefield. No army is an army without an SCIU squad. SCIU’s are armed with R1 Laser Pistols and R9 - 13 Rifles or R91 Laser Submachine gun.
Foundry Service Class Infantry Unit (SeCI):
SeCI’s are Units controlled by conscious beings forced into service as slaves, or people with debt to pay off. Like the SF, the controller is locked into a virtual reality headset and forced to do actions in their SeCI’s to help with war efforts. The frames are given R1 Laser Pistols and/or R91 Laser Submachine Guns.
Foundry Infantry Unit (IU):
The IU is a stronger version of the SCIU. Armed a little bit better, and some given Anti-heavy/Anti-Vehicle weapons too, while also given slightly better armour and built a bit sturdier than the SCIU, these units are common, but not as abundant as the SCIU. They can also be found piloting stolen civilian class vehicles or enemy vehicles they hijack. The IU is armed with the R1 Laser Pistol and an R9 - 13 Laser Rifle, B17 Laser Assault Rifle, or R91 Laser Submachine gun.
Foundry Heavy Infantry Unit (HIU):
The HIU is a larger and tougher unit, equipped with R9 - 13 Railguns, and B17 Laz Assault Rifles. The thicker armour of the HIU makes them a tough enemy to kill in melee combat, but a bit easier with guns and Anti-Tank class weapons. HIU’s tend to support Artillery squads, High value units, or accompany larger vehicles and mechs as bodyguards. They may also be involved with breacher teams and heavy class assaults to deal more damage. HIU’s are armed with H15 Heavy Assault Rifles, F27 Railgun, or R91 Anti - Tank Cannon.
Foundry Elite Infantry Unit (EIU):
The EIU is a much stronger version of the IU. It is a mix of the HIU, IU, SCIU, and BIU. They are exceptionally expensive, but are mobile, strong, durable, smart, powerful, and fast. Able to scale with mechs and even the best trained soldiers. Their pilots are almost instantly trained with programming and memory programs, almost entirely cutting off training time. EIU’s are armed with an H1 Laser Pistol with B17 Assault Rifles or F27 Railgun.
Foundry Breacher Infantry Unit (BIU):
The BIU was built to breach enemy lines and fortifications and deal as much damage as possible during these suicide missions. They are accompanied by EIU’s and HIU’s occasionally. They tend to stick with or load inside of fast vehicles such as AIT’s, AMT’s, or AiIT’s. BIU’s are given a T3 Laser Auto Pistol with I39 Laser Scatterguns, C26 Laser Shotguns, or B17 Laser Assault Rifles.
Foundry Sniper Infantry Unit (SnIU):
The SnIU is an infantry class with a Sniper class or Railgun class weapon. They are their own squads, or may accompany Artillery squads, Spec-Ops squads, or High value escorts. They may also be found guarding High value assets such as locations, camps, or vehicles. SnIU’s have a T3 Auto Pistol with F27 Railguns or M18 Sniper Rifles.
Foundry Command Unit (CmU):
CmU’s are units that keep command and control of a battlefield. They set up small camps or go straight into the battlefield. They develop advanced tactics and strategy, while learning from the enemy and using the best possible counter on everything the enemy has. They call in reinforcements, build up fortifications, and order units to do its bidding in the name of Directive 24 and the Core. Although rare, CmU’s can also be Conscious beings too. Given enough trust, loyalty, and ranking, a Conscious can become a CmU, leading squads up to entire armies and divisions. The CmU can have any primary weapon and up to two secondary weapons.
▼ V E H I C L E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Foundry Light Scout Vehicle (LSV):
The LSV is a light military transport vehicle, about the size of a car or buggy, that is used to move a group of up to 6 soldiers from point A to point B. These vehicles require energy to operate, and require a recharge every 26-30 hours of travel. The LSV is unarmed but allows the passengers to fire out of it. The LSV is fast, cheap, and lightweight, but also weak and practically unarmed.
Foundry Heavy Scout Vehicle (HSV):
The HSV is a heavy military transport vehicle, about the size of a van or buggy, that is used to move a group of up to 4 soldiers from point A to point B. These vehicles require energy to operate, and require a recharge every 15-20 hours of travel. The HSV is strong, heavily armoured, and armed with an R30 Mounted laser machine gun, but is heavyweight, slower than the LSV, and is more expensive.
Foundry Light Troop Transport Vehicle (LTTV):
The LTTV is a bus sized military grade troop transport that can carry up to 50 soldiers at one time. The LTTV is only armed with one V26 AA laser turret and a single R30 Mounted laser machine gun. The LTTV is fast, lightweight, can carry a good sized squad of soldiers, and is lightly armed, but is also easy to destroy, and quite costly in energy and resources.
Foundry Heavy Troop Transport Vehicle (HTTV):
The HTTB is a bus sized military grade troop transport that can carry up to 35 soldiers at one time. The HTTV is armed with two V26 AA laser turrets, one T20 Anti-Tank laser turret, and four R99 Anti-Infantry laser machine guns. The HTTV also has more armor plating and a single 2 inch thick titanium plating all around the hull to provide more protection. The HTTV normally transports a large number of important, high value, or heavy class infantry. It is heavily armed and armoured, but is slow, heavyweight, and very costly.
Foundry Light Anti-Infantry Tank (LAIT):
The LAIT is a small truck sized tank that is able to deal significant damage to enemy infantry. Its armor is lighter compared to most tanks, and it is armed with a V28 Anti-Infantry Laser Machinegun turret, and a R12 Suppressive Laser Chain gun.
Foundry Heavy Anti-Infantry Tank (HAIT):
The HAIT is a large truck sized tank that is able to deal crippling damage to enemy infantry. Its armor is thick and heavy, while it is armed with an R12 Suppressive Laser Chain gun, and a B18 Light explosives turret.
Foundry Light Tank (LTa):
The LTa is a hight tank with minor armor and explosive rounds. The LTa is easy to mass produce, but is the weakest Tank type vehicle. Its charge rounds are strong enough to melt through heavy armor. Though the LTa is faster than most tanks, it is weaker in damage, armor, and durability.
Foundry Heavy Tank (HTa):
The HTa is a heavy class tank with thick armour and high explosive rounds. The HTa is still easy to produce, but is more expensive. Its rounds are strong enough to price through heavy armour. The firepower of the HTa is comparable to an Ion cannon or Heavy railgun. The HTa is slow and costly, but has formidable firepower and heavy armour.
Foundry Warfront Tank (WfT):
The WfT is a powerful tank, formidable to even the strongest of fortifications and war machines. The WfT is a core battle tank that is quickly and easily mass produced. The WfT is a moving artillery battery, Anti-Air platform, and Anti-Tank cannon all in one. But the WfT has one major flaw... It is not reliable. Its engines may break down mid-fight, the cannon could overload, the batteries could discharge, and other possibly fatal errors...
Foundry Titan Tank (TtT):
The TtT is a massive war tank built to survive the worst of battlefield conditions, able to withstand volley after volley of firepower, while dealing multitudes more damage to hostile forces. The TtT is an ultra-heavy machine of war, able to take down legions before finally falling. However, it is extremely costly and could take several weeks to finish construction.
Foundry Small Land Ship (SLS):
The SLS is a small mobile base, capable of fabricating new troops and machines, and is able to act as a mobile city. It is much faster than most LS classes, but is the weakest in terms of durability, damage, and armour. These Land Ships are costly to produce regardless, and could take months to build, but this class is the fastest and cheapest out there. The SLS is about the size of a large estate.
Foundry Medium Land Ship (MLS):
The MLS is a medium mobile base and aircraft carrier, capable of fabricating new troops, machines, and aircraft, and is able to act as a large mobile city. It is durable, armed to the teeth, and is able to mass produce resources and Foundry forces. It is very costly however, and is slower than the SLS... The MLS is about the size of a sky-scraper put down on its side.
Foundry Large Land Ship (LLS):
The LLS is a large mobile base, aircraft base, and spacecraft launch bay, capable of fabricating masses of new troops, machines, aircraft, and smaller spacecraft. Built to withstand sieges, the LLS can take down armies of enemies and can produce its own. The LLS is extremely costly and can take a few years to finish construction. The LLS is about the size of a battleship.
Foundry Titan Land Ship (TLS):
The TLS is a titan class mobile base, aircraft base, and spacecraft hangar, capable of fabricating legions of new troops, machines, aircraft, and spacecraft. Built to mass produce forces, these are treated more as command hubs, stations of war, re-supplement centers, or huge moving capitals. These land ships are so costly it would take years just to harvest the resources required to start construction, and a massive base to build one. The TLS is so massive it can be seen on the planets surface from a nearby celestial body with a naked eye.
*ALL OF THE ABOVE IS SUBJECT TO CHANGE AT ANY TIME* (*DISCLAMER: FLAG ART IS NOT MINE! CREDIT TO THE OG ARTIST!*)
The Union of Oros is a nation of worlds and systems protected by a class of Knights that is part of the Dominion. Its Knight's Council preaches tolerance and peace among different species. It has a state-enforced class system that separates people into different classes based upon their abilities. Most of its planets are rurally organized. The Knights of Oros often keep to their own borders, but are not afraid to fight when the need arises.
Society and Government:
The Union of Oros is a stratocracy, with its government entirely made up of people that serve in Oros' military. In Oros, the only people allowed to occupy the highest government positions and actually rule planets are the Knights of Oros, with lower-ranked positions filled in by the common soldiers known as the Brave class. The highest governing body of Oros is the Knight's council, which is a council made up of the highest-ranking and most well-regarded Knights in Oros. The Council is headed by the Grand Master of the Order, although they more often serve the role of 'face' of the Union, rather than actually making any decisions on their own.
Planets are allowed to join the Union freely if they want to be put under the protection fo the Knights. Upon doing so, their own state and government are dissolved and they are incorporated by the union. A census is taken to determine who is put in which class, and their local government is replaced by a group of Knights and other military personnel, with a preference for new Orosians from the same planet.
Orosian society is stratified according to what is known as the 'pillar system', a class system made up of 'pillars' that support the Union. Although these are named pillars, they are more like layers in a pyramid, where the higher classes get more privileges than the lower ones. The pillar of an individual is partly based on a family and partly based on a meritocratic basis, which makes social movement difficult, but not impossible. The four pillars that make up this class system are:
-The Knights of Oros: Officially known as 'The Order of the Knights of Ogrion and Oros', the Knights are both the Union's stalwart defenders and its ruling class. Only the Knights have the right to rule, and as a result they are required to not just be skilled in combat, but also good at administration and actually ruling a system. The Knights often live in fortresses built on or stations orbiting planets they rule, but many usually try to at least keep in contact with the rest of the system to be able to do their jobs better, and to not forget who and what they are fighting for.
-The Brave: The Brave are the common military of the Union. Unlike the Knights, which are trained from a very early age to fight for Oros and to lead it, the men and women of the Brave class join up voluntarily. This class has special privileges over the lower classes, such as the right to occupy lower government positions, as well as access to higher-quality housing and other benefits. Only once their actual military career (Which can take up to 10-20 years) is over are they allowed these benefits. Unlike the other classes, people are free to join, and due to the benefits, as well as the desire to help protect their families many join up, resulting in a large amount of available manpower for the Union's military.
-The Wise: The Wise are those with specialized training and education, who do many of the specialized work Oros needs. These are the scientists, doctors and engineers, and more, responsible for pushing the boundaries of science and technology, and maintaining many of the more advanced machines and weapons of Oros. Children that are identified at a young age to have great mental abilities are sent away to special educational programs that are different from the education the other classes receive in order to achieve their full potential.
-The Charges: The Charges are the lowest class in Orosian society. As the name suggests, the Charges are those placed under the protection of the Union. Their protection was the reason the Knights even started the Union in the first place. While they may seem unimportant, the Charges provide the foundation for the rest of Union society. It is them who farm the crops, build the universities and produce the ships and military gear the other classes need to function properly. It is also the largest class in Oros. Many of them prefer peaceful, settled lives which is why they came to (or were born into) the Union in the first place.
Overall, Orosian planets, especially the ones colonized by the Union, are rurally organized. The workers, belonging to the Charges class, live in small, spread-out towns and farmsteads that work the land around them, producing food, goods and mining ores and minerals. These towns are connected by large train networks and other infrastructure to ship the produced goods to where it is needed. Areas with larger population densities and cities are rare, but not nonexistent, as they are often clustered around places where specialized jobs are done, but even these are dispersed, and are for the majority occupied by members of the Wise class. This kind of rural organization is not mandatory however, and many planets, especially the ones that have been brought into the fold voluntarily, have their own unique ways of life.
Towards other nations, the Union of Oros usually maintains a peaceful attitude and sticks to its own borders, often trying to expand peacefully through recruitment and colonization. However, the Order of the Knights is always ready to defend its own principles, even going to war if necessary. If other powers commit atrocities, oppress alien species, or threaten galactic peace and order, the Orosians will fight. Oros begrudgingly supplies troops and resources to the Dominion, if only to keep up the farce of obedience while it's slowly working to break away.
Orosian Beliefs:
While the beliefs of the people of Oros greatly vary with the class they are in, there are a few universal beliefs spread throughout the Union.
One of these is the right to a peaceful life. The Orosians, and especially the Knight class, believe that every sentient being has a right to a peaceful and fulfilling life. It is why they fiercely defend the innocent inside the Union's borders, and why the stratified class system is carefully maintained.
Another important Orosian belief is that all species, whether human, alien or robotic, are equal. In contrast to the Dominion, aliens in Oros have the same rights as everyone else, and xenophobia is frowned upon. There is little to no distintion based on gender, racial or other lines either, with the only form of 'true', systemic discrimination being the Orosian class system.
Demographics:
-75% Human (Including human subspecies)
-7% Phuprae: The Phuprae are an insect-like species of alien. The Phuprae have evolved to walk on their two pairs of hind legs, using a pair of front legs that have gained claws for manipulation and the use of tools. Phupra adults range from 2-2.5 meters in length, being larger than most humans. The Phuprae are a nomadic species, living aboard massive ships that contain everything they need to survive in space. Because of this, they make excellent traders, often crossing Orosian borders to trade with other societies.
-3% Truqiks: The Truqiks are a small, mouse-like species of alien. Truqiks stand at around 0.6 meters tall. Evolving on a cold, tundra-like planet, the Truqiks are covered in fur and excellent burrowers. Truqik engineers are highly prized in the Union, and their small size, burrowing abilities and improvisation skills make them good scouts. Many Truqiks are part of the Wise and Brave classes, with some even able to make it to Knight, although their small size means they need to use modified power armour and mech suits.
-10% Other aliens: Beyond the two main alien species given here, there are a number of other species present in Oros, whether they were living on planets before the Dominion arrived or refugees that fled to Oros from other nations.
-5% Synthetics: Through science and technology, Orosian scientists have managed to create synthetic, sapient machines. The appearance of these 'synthetics', as they are called, varies greatly, depending on where they were made and by whom. While these Synthetics are often as smart, if not smarter than baseline humans, they are not ASI, and their intelligence doesn't surpass that of the brighest human minds.
Technology:
-Because Oros is technically part of the Dominion, and it was founded by Dominion soldiers, it uses many of the same technologies as the Dominion, as well as attempting to reverse-engineer and use other technology it can get its hands on.
-Gravity manipulation: Adopted from the Phupra, Orosian gravity manipulation tech allows for the generation and inversion of localized gravity fields. This means that a limited amount of mass can experience increased gravity or no gravity at all. Applications of this technology include tractor beams for space mining, artificial gravity generation on ships and more efficient industry, among other things.
-Rowntree Brain-Computer interfaces (BCI): Invented independently by the Orosian scientist named Kiara Rowntree several centuries after the establishment of the Union, Rowntree BCI tech provides a quick and efficient way for the human (or alien) brain to communicate with external devices. R-BCI has relatively limited uses in Oros, as it is a technology closely guarded by the Knight class. Such applications include Knight power armor and mechs. The only lower-class use of the technology allowed by the Knights is cybernetics, such as a prosthetic arm.
-Robotics (and Synthetics): Orosian robots were originally built to solve a crucial problem from the early history of Oros: How do you survive on and settle a world where everything wants to kill you? The Knights with their power armour and mechs could only get so far in protecting the settlements of the early colonists. Early Orosian scientists turned to robots for the answer, as those could do the labour outside, when it was dangerous. Only when those same robots slowly terraformed Ogrion into a more habitable planet could the colonists settle properly. The robots were improved and used for resource production. At some point, hundreds of years after they were first built, some of these robots were made to be sentient, creating the first Orosian Synthetics.
-Mech Technology: Much like other space-faring civilizations, Oros would eventually invent mechs. In particular, however, it actually took the mechs from the first Knights and improved, refined and transformed into the Knight mechs of today. These are the pinnacle of Orosian technology, combining all previously mentioned technology into a fearsome machine of war.
History:
The Union of Oros started with the colonization of the planet of Ogrion by the Dominion. Ogrion was a hostile, inhospitable world, crawling with dangerous beasts and filled with deadly plants. Soon, it was determined that in order for the colonization process to work, a division's worth of some of the most well-trained mechanized infantry the Dominion could muster would be sent to Ogrion. There, they remained for some time, as the original colonists of Ogrion got to work. Robots were soon built to develop the colony and terraform the planet.
Over the span of many years, technology improved, and the first Knight mechs were built. Slowly, as the planet Ogrion was tamed and modified to the needs of its inhabitants, the class system began to form, as the original military of Ogrion became the Knights, and the settlers were each put into whatever jobs they did best. As the Dominion's hold over its outer worlds started to wane, the Knights of Ogrion asserted their authority of their system, and became the Knights of Oros.
For some time, Oros prospered alone, under the rule of the Dominion. This started to change when the Knights got word that other systems and planets, some with alien species, needed their help. Slowly, a number of worlds started to coalesce into what is now known as the Union of Oros. Nowadays, Oros is still technically part of the Dominion. Its diplomats follow its customs and it sends men and material to the Inner Dominion in order to fly under the radar. But for how long this will last, no one can tell...
Overview: What can be said about the Sinnsyk Star Network? It is a spectre, a ghost that haunts government officials the way the boogeyman haunts misbehaving children. Most have heard it's name, but few can say they have ever come in contact with the organisation directly. The Network certainly seems active. It's practically a cliche that every time there's a terrorist attack or a violent insurrection for someone to blame it on Network meddling, to the point that plenty of people don't even believe the Network exists. In the eyes of a the public, "the attackers were connected to the Sinnsyk Star Network" is just shorthand for "we don't know who caused this and we refuse to acknowledge our own failings".
The Network, of course, does exist.
To prove they exist, you don't need any high-profile leaders giving their confessions, nor do you need to see ships emblazoned with their sigil handing out weapons to rebels. You just need to go into the poorest regions, and you'll see the scars of their influence. Pallid, sickly addicts with bags under their eyes living in bullet-hole ridden slums in areas dominated by gang violence; that is their doing.
The Network thrives on unrest and chaos, and will go to great lengths to keep the uncertainty going in order to suck the money out of the poor suckers they affect. To this end, they will partner up with anyone who gives the legitimate government the side-eyes. They'll back fascists on Venus and communists on Mars, sell bombs to anarchists and guns to monarchists. Chaos is their best friend, and stability their worst enemy. Nothing will drain their influence like a stable government with few enemies. Thankfully for them, those seem to be few and far between.
There is one more thing, something that puts the Network head and shoulders above any of its competitors: the Network is extremely proud and well-organised. A local meth-head's product is rife with impurities and a regional arms-dealer is flakey and unreliable, but the Network's stuff is of the highest quality and arrives exactly when it is expected to. Their reputation for quality is doubtlessly what has allowed them to get ahead of their rivals, but has come with the hefty premium that you would expect from a high quality product.
Today, the Network is one of the few criminal organisations capable of challenging the powers that be. While they have their local rivals, they see themselves as far above those petty gangs and on par with the governments of nations. Those are who they choose to associate with and challenge. For those who seek to befriend them, they will find a mercenary yet loyal ally, who will stay by their side as long as the money keeps coming. To those who seek to destroy them, they will find them enigmatic and ubiquitous foe capable of destroying their cities from the inside out.
Structure: The Network is fairly loosely organised, with leaders being assigned on an ad-hoc basis with increasingly specific goals and mission parameters. Leading the Network is a shadowy cabal known as The Seven. These warlords assign tasks to various underbosses, who in turn delegate tasks out to their subordinates, and so on down the chain, but beyond the Seven, the exact nature of one's role in the Network is flexible. Most of the lackeys at the lower, middle and even the early upper levels of the Network have no idea who The Seven are and their loyalties are more to their particular boss than to the Network as a whole.
Further confusing organisational structure are the associates: organisations that haven't been invited to join the Network, but work closely with the Network due to their similar goals. These associates will have their own internal structure, and may even count Network members among their ranks, but they are separate and distinct from the main body of the Network.
Technology: The Network does not develop technology. It steals technology. It sucks technology from the places it infects the way a leech sucks blood, then goes on to either sell the tech or to refine it for its own purposes. Due to their decentralised structure and local recruitment practices, the technological level of their operations varies from planet to planet, but Network agents will have access to greater resources than their associates and rivals.
Demographics: The Network has an estimated 325,000,000 members and associates, of which the majority are human.
@Knight Solaire I am a bit concerned on the implications of that much energy. Especially with "Having almost limitless electrical power at their disposal,"
Might be the wrong wording, what I meant by that is all of their needs that require power are met from fusion generators. Seemingly limitless because its fusion, but still constrained by the general pitfalls in power generation, (Ie. space, storing it, by products and actual generation method). In a nutshell, all of their needs are met through fusion energy generation and they dont need to use anything else.
Name: S’Hraa Ciss Overview: The S’Hraa Ciss are a shadow of what they once were. This faction, primarily composed of the Snake-like Serekin, had no claim of a sprawling galactic empire, barely having colonized past their home planet, but they have achieved much in the biological sciences. From extending their lifespan tenfold to editing the genetics of their offspring to allow for positive traits to be inherited while weeding out negative traits. The next step, was to create a life of their own, something new, a servitor race. Eventually they succeeded, but their downfall would come shortly after.
What caused the Phnosiss, or The Cataclysm, is unknown. But what happened as a result is well known. The destruction of their home planet, the Serekin nearing extinction, losing nearly a millennia of innovation and technological advancement. Those that survived were forced to flee in search of a new home, which led them to Karbana Kinnis. Though this place already had other habitants, all parties seemed to be content with leaving the others alone.
Most Serekin believe the Phnosiss was caused by the wrath of their god N’Yagoth, who is famously easy to please but quick to anger. That the Serekin of old committed such a grievous offense as to force N’Yagoth’s judgement. They also believe that Karbana Kinnis was a boon. A chance for redemption. They’ll be damned if outsiders come and defile this place.
Structure: Though Worship of N’Yagoth is not required, subservience is. Thus the will of N’Yagoth is the supreme authority and precedes all others. Matters not ordained by N’Yagoth is legislated by a council of Elders from the largest (and most influential) clans.
The Taztu clan has historically provided many of the most legendary warriors of the past and present. As such, they have the honor of guarding the Hera’Yiss (see section, Other for information of Hera’Yiss). Maintaining them in their slumber until the S’Hraa Ciss needs them. The current Elder, Tyoss the Defiant, has the distinction of being one of the largest Serekin in recorded history. With a body length of nearly 20 feet and standing almost 12 feet tall. She is a fiery individual and tends to intimidate others into following her. Those that are not intimidated still respect her for her combat prowess, having only lost one dual (a sore point for her, best not bring it up if you know what is good for you).
The Yuklas clan is responsible for the research and production for the majority of Venom, poisons, potions, medicinal drugs, performance enhancing, and ritual drugs. Due to the importance of these products in their society, they have the distinction of being the only major clan that virtually everyone is friendly with. They are currently led by Sithax the Desolate, who alone knows the process for creating the Viper serum. The concoction capable of reanimating dead tissue, so that the Hera’Yiss may perform their eternal duties. Sithax himself is a very secretive individual, with few knowing of his actual identity. The importance of his work affords him extra precautions.
The Sho’Shan clan is chiefly responsible for serving as a liaison between the Ciss and N’Yagoth and enforcing his divine decrees. Secondly, they are also responsible for maintaining Serekin tradition and history, so that the past may serve a reminder of N’Yagoths kindness to the Ciss, as well as his wrath. They are led by Trel’Niss the Righteous. Trel’Niss is the only one permitted to directly ‘speak’ with N’Yagoth through intricate rituals.
The Vara’Shen clan is responsible for gathering intelligence against the friends and foes of S’hraa Ciss, as well as performing covert operations to ensure their continued survival is maintained. They are also responsible for finding and reclaiming technology lost during the Phnosiss. They also develop and maintain the stealthier technologies of the Ciss. They are led by Hathax the Unbroken.
Beliefs: Individuals are recognized and respected by the deeds they have done, not the people they know nor the place they came from. Only those that put in effort for society are given the time of day. Laziness is not only harmful to society, but is a morally sinful trait as well. An individual is defined by their word compared to their deeds. A good citizen will strive to fulfill a pact made to the best of their ability. While an individual can be evasive or deliberately unclear, their word must never be an outright lie nor will they ever leave a promise unfulfilled they could reasonably fulfill. Friends are few but enemies are many, one must be distant to outsiders so as to have ample time to judge their character. Woe is to the one with many friends as often there are really few. Above all, an individual does what is asked of them and serves society. Disloyalty and treason are serious offenses.
Technology:
Genetic Manipulation: Enforcing certain traits on offspring in accordance to a desired role. One might have organs for breathing underwater, another might have thicker scales. This technology is designed specifically for Serekin and may have unusual effects on other species.
Bio/Cyber-augmentation: Replacement or enhancement of certain body tissue.
Stealth technology: passively hiding from non-optical sensors by matching heat signature of vehicles and ships to that of the environment as well as absorbing certain kinds of signals rather than reflecting them. The same technology has been adapted to some of the more elite infantry troops as well.
Cloaking Technology: actively hiding from optical sensors by simply not being seen. This is more demanding of power than stealth technology and often needs power shifted from non-essential systems (such as weapons) in order to maintain the effect and can last indefinitely provided power is maintained. Devices adapted for infantry are capable of cloaking perfectly while still, only leaving a shimmer when moving but only last for a limited duration before having a ‘cooldown’ period before it can be reactivated.
Chemical warfare: Most weaponry consists of ballistics coated in poisonous, venomous, or corrosive material so that even light wounds can be fatal if medical treatment is not immediate.
Viper Serum: The main (but not only) component of making a Hera’Yiss. This serum is capable of reviving corpses so they can continue fighting long after their bodies give. This is most effective in freshly slain, whole corpses with its successful revival rate decaying in proportion to the state of the body. This serum is designed exclusively for Serekin patients and tends to have unwanted effects on other species.
Remotely Operated Biologically Assisted Drones: Also referred to as ROBADs, these are machines are grafted with the brains and nervous tissue of animals so they can be manipulated remotely by the psychic Dreamers (see section, Other for information on Dreamers). From simple utility drones to complex war machines, they can all be operated safely at great distances. Demographics: Serekin - 90%
Other – 10%
Sapient Name: Serekin Overview: The Serekin can be best described as humanoid snakes. They boast two arms ending in four fingered claws (one of which is opposable) and two legs ending in ditigrade feet with three claws. They range from seven to twelve feet long at adulthood though standing upright, they are typically five to eight feet tall with their tails accounting for nearly two fifths of their body length. They tend to weigh 300 to 500 pounds. Males tend to be larger and often have darker scales while females tend to be slender and have brighter scales. They are omnivorous but tend to eat mainly meat. Traits: Serekin have two fangs in their mouth for hunting prey. They have a bite strong enough to pierce thin metals or thick hides and the fangs serve to inject venom in their prey. The venom have different effects from one Serekin to another and are partially affected by their diet. Some venom attack the nervous system preventing potential prey from struggling, while others are slightly corrosive and eat away at the blood vessels causing internal bleeding. There are many effects and an individual Serekin can produce venom with a specific affect by maintaining a certain diet for a few days.
Though Serekin can walk like many animals, they can also slither along the ground like any other snake. They moved at an increased pace when doing so and can even move along the surface of water with this method of locomotion. They can also slither to climb up steep angles, with their homes using ramps with interlocking angles difficult for others to traverse.
One of the few secrets that the Serkein kept from the Phnosiss is their process for altering their own genetics. They have many of what one might call useful mutations or forced evolutions to allow them to adapt well to whatever environment or challenges they anticipate in their life. One Serekin might possess an organ for filtering oxygen out of liquids and can thus stay underwater for an extended period of time, another might be able to shift the hue of their scales to blend into an environment. This diversity has proven valuable for the trials they faced since they arrived on Karbana Kinnis.
Psychology: Owing to their ambush predatory nature, Serekin tend to be passive. Waiting for event to happen and then acting accordingly. They rarely act first, and even then only when they perceive something to happen. They also tend to be deceptive, subtly influencing events for some grand plan down the line. Hence, loyalty is a rare but valuable resource with distrust being common against those outside their social circles. Above all else, they value family and tradition. They form tight bonds within their circles and those that have no others that they can call family or friend tend to be depressed.
Permissions: Serekin are tribal and paranoid of those unlike themselves. Members existing outside of this faction are not likely to exist but those that are were probably banished from Karbana Kinnis for one reason or another, a tragic fate as Serekin have a compulsive need to belong somewhere and might seek out others a Serekin would not normally associate with. Other:
Hera’Yiss: These are the soldiers that pledged their life, and death, to the S’hraa Ciss. Soldiers who fight to the death, then rise to fight again. They are the figures of myth and legend. They go back for generations upon generations, their minds decaying over the years until only the desire to serve remains. Hera’Yiss are equipped with some of the best gear for whatever role they are required to fill. Whether it be the personal cloaking generators of the Shadowscales or the toxic and corrosive sludge of the Desolators. They wear advanced full body armor equipped with a limited AI for detecting hostiles, dispensing medicine, and activating the revival process of the Viper serum at an opportune time.
N’Yagoth: N’Yagoth is the creator deity of the Serekin. Description of him varies depending on who you ask with one claiming a gargantuan snake and another claiming he is a multi-headed dragon. He is said to be easy to please but also easy to anger, with his blessings and curses being great and terrible. He has led the Serekin in their infancy, teaching them to create tools and to hunt. The Phnosiss is believed to have been caused by him though as to why, is unclear. He is also believed to have led the survivors to Kabana Kinnis. Currently, he is said to be slumbering deep in the bowels of the Serekin’s home planet and when he next wakes something great and terrible will befall the galaxy.
Y’ha N’thlei: The home planet of the Serekin, currently lost in space. Following the Phnosiss the planet was rendered inhospitable to life with regular volcanic activity across the surface and creating a toxic atmosphere. It has also been catapulted out of it’s solar system and is currently drifting erratically across the galaxy making its location difficult to pinpoint. According to one popular legend, N’Yagoth still dwells deep in the core of the planet, defending the ancient secrets and treasures that supposedly lies within deep vaults waiting to be discovered.
Dreamers: The S’Hraa Ciss believe that all sentient beings have latent psychic energy and that through alchemical means can this energy be harnessed. While many methods of the past have been lost from the Phnosiss, one method remains known. By using ingredients from various rare flowers, they can brew a potion to allow them access to the dreams of others. Those who drink the Thissil potion, referred to as ‘Dreamers’ quickly fall into deep sleep that is indistinguishable from normal sleep. They can leave this state by waking up and any actions or effects in the dreams have no physical reflection on reality, though one might be disturbed on experiencing ‘death’ in a dream. In the past this has been used largely to spy on the friends and enemies of the Serekin but this has largely fell out of use due to the necessity of implanting artifacts on the person in question in order for them to be susceptible. Something that the current Isolationist policy makes difficult. Currently most dreaming rituals or used to either research, learn, or practice crafts (as time is perceived faster in dreams, several days in the dreamlands can equal one in the waking world.) or be used to remotely operate their robods.