Homeworld: Yisetera, only occupied planet though most of the faction comprises of nomadic hordes.
Society: Most of society either engages in piracy or smuggling, only the Traveler tribe engages in legitimate activities. All citizens are afflicted with Phircyn mutations (see Phircyn Assimilation and Phircyn Mutation), those that are not mutants are enslaved. Most slaves fight in the arenas of Yisetera for the amusement of the Syndicate but some are kept by Syndicate leaders to various degrees of treatment. The Syndicate is organized with Maeve, the Pirate Queen, at the top and underneath her are six ‘Admirals’ who each rule over their own tribe. The admirals are free to do as they wish so long as they do not interfere with the business of the other admirals and do not go against Maeve’s authority.
Some two thousand years ago an evil sieged the galaxy. This Scourge, as it later became known, wreaked havoc and ruin to every planet it touched save for at least one, which faced a different foe. The planet Yisetera was a fledgling colony, on the cusp of being recognized and accepted into the empire of it’s patron when the Scourge came to plague the galaxy. By chance, the scourge never came to Yisetera, or at least not the same scourge that came to every other planet. Instead of a scourge, Yisetera received a Faustian bargain. Few cared at first at yet another space rock arriving on the planet. Thirty minutes in space and you could find a whole belt full of them. Only the scientists cared to study the meteor and its contents. Only the scientists cared when a strange crystal was encased within. But when the scientists experimented and found uses for the crystal, suddenly more people started to pay attention.
It was only a few days before the crystal was discovered to leech minerals from the ground it erupted from, and a month before a cheap process of refinement was invented. Some more time, and it became a convenient source of energy as well. Naturally, some big wigs in the military began to question what other uses it could have… The crystal, later dubbed Phircyn, became the biggest discovery of the century. Though it did come with some hazards. The radiation sickness was a given, but it took some time before the mutagenic properties it had on flora was discovered. Regardless, it was considered a useful hazard like uranium. Some safety precautions, and it would be fine right? It was not until Phircyn had an evolution that people started to worry.
Towards the end of the year Phircyn changed, and liked a virus it became more contagious. At first content to slowly spread through mineral veins, it now infected tall trees to produce Phircyn ‘spores’ to be spread via wind. The wind carried Phircyn microparticles much further and faster than it had earlier in the year. In the first year it covered a mere ~2% of Yisetera’s land mass. Only a few months into the next year it covered ~16%. Halfway through the second year, it began to mutate animals and spread to ~20%.
It is unknown if the people were aware of the Scourge that plagued the rest of the galaxy or if they knew no reason for why their patron abandoned them. If they knew they were alone. Between two and five years the planet accelerated into anarchy. Not much is known about what happened between the fifth and five hundredth year. Within that time frame the government collapsed, Phircyn covered the planet, and ~96% of the planet’s population was lost. Those that remained only did so by adapting. Mutating. Surviving.
Those that emerged, emerged forever changed. Their very genes altered to bond with Phircyn. Instead of dying, they would thrive. Instead of receiving sickness, they will be invigorated. While the rest of the world died as their bodies slowly crystalized preventing their hearts from pumping blood or their lungs from taking in oxygen, the mutants would endure. And when those that remained needed no longer fight for survival, they fought for power. For authority. To rule.
So began a war which lasted saw hundreds of warlords come and go. Most of them came and went, here one moment and gone the next. There were only a handful that were worth remembering, and of those only three are still remembered. In the end, Maeve came out on top. The tales of her victories and exploits are as many as the stars and as contradictory as two brothers shifting blame onto the other. What is known for sure is that she convinced several warlords to fight under her banner and she systematically absorbed each tribe until all were united.
Out of the crucible of war the Shryke Syndicate was forged. With six warlords to lead six tribes, and a queen to rule them all. But with the planet now a wasteland, with frequent ion storms plaguing the worst parts, Piracy became the Syndicate’s trade. Though there was some piracy during the age of warlords, that was amateur hour compared to what the Syndicate could do with all their numbers and cunning.
For almost five hundred years Yisetera was just another rock that happened to have a population that descended into anarchy. From then to now it was a rock that hosted one of the most controversial names in intergalactic piracy. The Shryke Syndicate is tied to some of the gravest violations of rights and decency, but others seen them extend a helping hand. Under the Syndicate lie the banner of six tribes, each with their own reputation. Some are known to taking captives to enslave and sell on the black market or to fight in the Syndicate’s arenas on Yisetera. One tribe seems to delight in smashing things to smithereens whether metal or flesh. Another is well regarded by most for their Robin Hood type of method, only singling out those of ill reputation and often providing relief and aid to the less fortunate. Most have learned that where the Syndicate is involved, it’s not a good sign when their colors feature a lot of red and not enough purple.
The planet was once another of those generic Earth-like planets that are prone to being colonized but now sports an entirely different surface than it once did. The blue sky is now blighted with dark clouds and the all to frequent crack of lightning scorching the ground. The seas, partially crystalized and void of life. The ground rocky and brown save the green crystals that either tower over the ground like a glacier or cover the surface in large patches and the occasional few millennia old ruins.
The land mass can be separated into three categories:
Red zones which are heavily contaminated with Phircyn. The sky is completely clouded and Ion storms are common. Phircyn crystals, towering hundreds of feet can be seen in the skyline and husks of what once were animals and plants can occasionally be seen if not swallowed by the green tide of Phircyn. Non mutants traveling to these regions must be fully covered in armor or a suit fully sealed off from the environment are risk almost guaranteed chance of Phircyn exposure. Red Zones make up ~56% of the surface.
Yellow zones are the ones that primarily house the mutants of the Shryke Syndicate. Yellow zones have the right balance of Phircyn to be habitable for the mutants but not too much where Ion storms will be a regular occurrence. It is common to see the remains of flora and fauna that failed to adopt in these regions. Non mutants can usually travel through yellow zones safely as Phircyn usually is only allowed in certain spots. Yellow zones make up ~40% of the surface.
Blue Zones only make up ~4% of the surface and is used exclusively to house non mutant slaves (for the arenas) or guests. Phircyn growth is extremely limited to avoid the risk of exposure to non mutants. Flora and some fauna may even be observed though most are not native to Yisetera.
Phircyn is a dense dynamic proton lattice held together by exotic heavy particles. When Phircyn comes into contact with foreign matter, the heavy particles collide with the nuclei of the foreign matter and either smashing it to pieces or knocking off protons/neutrons. A fraction of the protons ejected are captured and incorporated into the structure of Phircyn allowing it to transmute foreign matter into more Phircyn. When a heavy particle collides with the atomic nucleus, fission occurs, which results in alpha, beta, gamma, as well as other forms of electromagnetic radiation. In short, Phircyn is an exotic self-replicating substance.
While this is largely a scientific curiosity where minerals are involved, it gets messier where organic life is concerned. While the emission of radiation alone is enough to kill a man in a few days of exposure, the aforementioned transmutation property is much more gruesome as the body tissues fail to function when they become hardened and crystalized. The lungs fail to take in oxygen, muscles stop moving, the heart stops beating, organs begin to fail as they slowly and often painfully crystalize. If the transmutation process begins, removal of infected tissue is required immediately to prevent being turned to another large chunk of Phircyn, something that may be difficult or impossible to do depending on where in the body the process is occurring. However, in rare cases some have survived the transmutation process. These individuals have suffered severe cellular mutation encouraged by the radiation from Phircyn that turned them into Phircyn based lifeforms. No longer plagued by Phircyn, they now have a symbiotic relationship in where Phircyn sustains these mutants while the mutants of an inclination to spread Phircyn as they can no longer survive in environments free of Phircyn.
The process begins when the host begins to have their flesh transmute into Phircyn. Phircyn transmutation happens most rapidly in the nervous system and skeletal structure but can be visually observed as green crystals emerge out of the body. Phircyn expands at a rate of roughly 3.8 centimeters an hour on the average human but is nearly tripled in the nervous system and skeletal structure for reasons not yet understood. During this whole process, the host is also bombarded by radiation emitted from the transmutation process and will suffer cellular mutations. In most cases, infection runs about six to ten hours before the host dies from organ failure, blood loss, lack of oxygen in case of lung tissue crystalizing, etcetera. In some cases, cellular mutation combined with the transmutation process allows the host’s cells to bond with Phircyn instead of being fully transmuted.
In the case this mutation occurs, rapid cellular division allows for ‘corrupted’ Phircyn based cells to outnumber and replace the carbon-based ones and turning the host from a carbon-based lifeform to a Phircyn-based one within four hours. At this point, the host has survived stage one of infection and is now in stage two.
During stage two, Phircyn transmutation progresses to the brain of the host, if it has not already. The amygdala, hippocampus, cerebellum, and prefrontal cortex will shrivel as the host experiences a ‘clouded’ memory. These regions of the brain will also partially crystalize with Phircyn. How exactly Phircyn interacts (or controls communication) with these regions is not fully understood, but what is known is that individuals will recall notable points of their past such as places they lived or people, they know but will not recall specific memories regarding them such as if one person was either friend or foe or if they loved visiting a particular place.
The end of stage two is observed when the green crystals emerging from the host shift from a green color to either a red (Phircyn Cruentus) or purple (Phircyn Purpureus) color. A mutant displays superhuman feats and abilities. When in the presence of green Phircyn, they can heal from otherwise fatal injuries. They have increased strength and durability and indefinite endurance as their body is fueled by the radiation emitted by the Phircyn in their bodies. As a result, they do not require food, water, or rest. They can still consume things normally through their digestive track but the energy gained is insubstantial to the energy they consume. The host’s Phircyn crystals function somewhat akin to a battery in that it fuels them while there is still ‘juice’ but the battery will eventually be drained and must be ‘recharged’ by being in the presence of green Phircyn. A mutant can, on average, survive 8-12 hours away from the radiation of green Phircyn.
The Pirate Queen of Yisetera is a figure shrouded in mystery and rumor. Her past is plagued by contradictory stories and rumors, some started by her. What can be certain is that she is the unquestionable leader of the Shryke Syndicate, served faithfully by her underlings through respect or fear. While the different tribes of the syndicate operate independently of each other in their own area of specialties, Maeve ensures they never interfere with each other’s business. She made the rules the tribes abide by and she does not treat transgressions lightly which allows for some sense of tolerance for each other despite the animosity between the tribes.
She is unique among the mutants in that she plays host to both Phircyn Purpureus and Phircyn Cruentus when any other mutant normally only possesses one type. This is not immediately obvious as the Crystals visibly emerged from her chest and right shoulder are Phircyn Purpureus, they shift visibly to Phircyn Cruentus as her mood shifts to anger and fury. She stands about 5’10” or about 1.78 meters tall, she wears more antiquated leather clothes (because ‘the classic look never grows old’) and has purple hair that flows just past her shoulders. Perhaps the most notable detail, besides the crystals growing out of her, is that the lower half of her face is replaced with a metallic prosthetic giving a gaunt or skeletal appearance. Some say she wears a mask because her jaw was torn off in an injury long ago, others say that instead of having a mouth she has nothing, just a dark space as endless and black as the void.
When she gets angry, an interesting change occurs. As the crystals shift to a red hue her flesh starts to stretch and distort while something claws its way out. In a shower of blood and viscera a large serpentine creature rips forth from its fleshy prison. This form of Maeve resembles a serpent, lacking limbs except for two pairs of wings, has a large maw, lacks eyes, and sports red Phircyn crystals sprouting linearly along it’s back. She is about 50 feet long from head to tail, or about 15 and a quarter meters. She can also travel at FTL speeds in this form through the use of a specialized organ but it uses immense energy leaving her hungry for a source of energy and even more irritated. This form also features incredible durability, regeneration, strength, and can manipulate the radiation her Phircyn Cruentus emits into directed beams to attack targets. This form is why she is feared both in and out of the Syndicate, effectively becoming a one man army (and not a very happy one at that). When Maeve does calm down in this form, her carapace calcifies and crumbles into dust revealing her human form underneath.
The Shryke Syndicate is divided between six different tribes which focus on specific operations for the syndicate. The tribes can be classified based on whether members possess Phircyn Cruentus or Phircyn Purpureus as well as whether they are primarily for Piracy, Mercantilism, or Military. The tribes are not allowed to interfere in each other’s business in order to promote some sort of cohesion (if fragile) in the Syndicate but The Code establishes some rules and traditions to solve disagreements. If transgressions between the tribes can not be mediated by The Code, the Pirate Queen may provide final judgement. Breach of The Code is often reciprocated with capital punishment.
The Travelers (Phircyn Purpureus) are responsible for trading legitimate goods and charitable acts. They serve to provide a legitimate source of income as well as to establish good will for the Syndicate. The tribe is currently lead by Admiral Boyle. His charisma and generosity give few people a reason to hate him.
The Market (Phircyn Cruentus) trade in illegitimate goods. Drugs, slaves, weapons, there are few things one could want that are not sold by them. Anything that the Syndicate has plundered that is too hot, illegal, or otherwise unsuitable to be sold by The Travelers is given to The Market. While respectable empires may denounce The Market, most of them have been customers at least once. They are Currently led by Admiral Elvira. Rumors suggest her appetite is unusual.
The Void Corsairs (Phircyn Purpureus) is a pirate tribe bound by honor. They set themselves apart with a strict code of conduct, and by extension, a sense of superiority over their peers and especially those hosting Phircyn Cruentus. They prey on those that the ‘common man’ might like to see knocked down a peg or two. They also contract part of their forces out to foreign powers as mercenaries. They are fierce rivals to The Ravagers due to their ideological differences and personal grudges between Admirals. They are led by Admiral Havoc. Supposedly as stout as she is honorable.
The Ravagers (Phircyn Cruentus) are the dark to the light that is The Void Corsairs. Any target is fair game for them, anything with value will likely be plundered. They might also be contracted for mercenary work, but their loyalty is to the highest bidder (and they are always willing to switch sides if it benefits them). A deal with them is not always a guarantee but so long as the money is good enough, they will do it. They are led by Admiral Hancock. Some say he feeds on the life of others.
The Legion (Phircyn Purpureus) is a military tribe that operates with precision. They follow the same code as The Void Corsairs but do not necessarily enforce it as strictly. Care is given to non-combatants and clemency is usually granted to foes. They are led by Admiral Nox.
The Scorched Horde (Phircyn Cruentus) is synonymous with overkill. If The Legion is like a scalpel, then the horde is a fragmentation grenade. They possess some of the largest and most explosive munitions in the faction to make sure that the target is not just dead but vaporized. They are also fiercely loyal to the Pirate Queen to a point just shy of a cult. They take their Phircyn and cybernetic augmentations further than the rest of the Syndicate, leading to rampant mutation and insanity. When not doing a personal task for Maeve they might contract themselves as mercenaries just to satisfy their bloodlust. Unlike the Ravagers, they honor their contract but it is guaranteed to be bloody. They are led by Admiral Raveshaw, more crystal and metal than man.
The unique properties of Phircyn has applications in many fields. The transmutation process creates energy that powers their machines. Phircyn mutation assimilates well with cybernetic implants effectively making them a second skin. The use of Phircyn microparticles has also been introduced in many explosive munitions to give them more explosive power than conventional explosives. In addition, the liquid form of Phircyn is highly unstable with a very high energy density which has found use as another source of energy and as a bomb with an estimated yield of 1.2 gigatons. Lastly, a refinement process was developed to extract minerals from Phircyn crystals, allowing for a cheap and efficient method of strip mining and salvaging.
Outside of Phircyn, the Syndicate possesses advanced technology in many fields either researched on their own or plundered from other empires. The Disruption Generator is capable of hiding vehicles from sight, radar, and thermal sensors but requires too much energy to be used in conjunction with advanced weapon systems in most cases. The Syndicate possesses a range of energy weapons for both their men and vessels. Lasers are a common sight and come in many forms, with the ‘Balor’ and the ‘Anubis’ class lasers being the most feared. Orbital Ion Cannons are employed on only the largest and heaviest ships due to their high-power use and amount of space required to house the weapon.
Outside of these, some experimental tech exists with only a handful of developed examples. Whether due to problems with production or due to major issues with performance, they have yet to find widespread use and only exist in no more than a handful of prototypes.
Venom (Fighter-Swarm). Crew 1, Light Armor, Mk1 Shield generator, 1 twin spitfire laser. While barely effective on their own, this type is designed to work in conjunction with several dozen others to overwhelm in quantity.
Ascension, Flagship of Maeve. Crew 72,000. Ultraheavy Armor. Firestorm Shield Generator. 1 Mk2 Catalyst Cannon. 320 TDM turrets. 64 SDM Turrets. 720 Isis Class Laser Turrets. 360 Balor Class Laser Turrets. 4 Anubis Class Laser Turrets. Mk3 Relay Node. Mirage Class Disruption Generator. 36,000 Aegis Drones.
Disruption Generator is a device that interferes with the enemy’s thermal, radar, and optical sensors making the ship invisible and undetectable to most sensors. The Mirage class is designed to only hide the ship it is attached to, the Shroud class affects nearby ships as well.
The Twinfire laser is designed for lightly armored targets and boasts a rapid fire rate.
The Lugh class laser has half the RPM of the spitfire, but is capable of penetrating the armor of small warships. It also features an aim-guidance system.
The Aegis Drones are commanded by a specialized device on the ship they are tied to and are typically used as either a physical shield against enemy fire or to kamikaze into the enemy.
The Darter fires unguided missiles and is designed to penetrate light armor before detonating.
The Isis class laser is the basic version of advanced lasers the syndicate employs. It can penetrate the armor of most ships and has excellent range too.
The Purifier Incendiary Delivery Device delivers three successive and larger bursts of flame to targets underneath the vessel, the flames are hot enough to melt through most terrestrial targets and incinerate infantry in seconds. The weapon does require a few minutes to recharge after each use however.
The Balor class laser is advanced anti-swarm/anti-heavy weapon. Its primary fire mode is strong enough to penetrate all but the thickest of hulls. Its secondary fire mode fires a lower intensity beam but for a longer period of time allowing it to ‘sweep’ and strike multiple adjacent foes. Its range also outranges virtually every other laser weapon and can even compete against the range missiles enjoy.
The Hellstorm Multi-Launch-Rocket-System can fire as few as one missile or as many as 32 at a time.
Relay Nodes emit Phircyn radiation at great ranges allowing operatives to sustain themselves without having to ‘recharge’ in a field of green Phircyn. The Mk1 has a range of a few hundred meters, the Mk2 can cover a planet, and the Mk3 can cover most solar systems.
The Ion cannon is one of the Syndicates superweapons. It fires in two stages. The first stage is a barrage of secondary lasers which does minor damage but ionizes the air for the follow-up. The second stage fires a beam from the primary cannon that detonates the ionized air and causes an explosion that surrounds a target both inside and out. The weapon requires a period of about seven minutes to calibrate or it might risk damage to the system on subsequent firings. The energy consumption of the weapon requires most ships to divert power from non-critical systems during the 12 second firing process, leaving them vulnerable to retaliation during this time.
Tactical Missile Defense targets hostile missiles and seeks to either disable or destroy them before it reaches its destination.
Likewise, the Strategic Missile Defense targets only the most lethal and dangerous missiles. It fires barrages of missiles to intercept and detonate it prematurely at great ranges.
Repair Drones are used to repair systems and hull points in the field or in combat. They can even construct new systems and hardpoints if needed.
The Drone fabricator constructs new repair and aegis drones when needed.
The Anubis Class laser is the other superweapon the syndicate employs. The Anubis class is the highest intensity of radiation the syndicate uses and is capable of firing indefinitely, only stopping when the target’s hull is blown clean through the other side. There are few things that can withstand more than a few dozen seconds of onslaught from this laser. Like the Ion Cannon, this weapon typically renders the ship vulnerable to retaliation for the duration of it’s attack, but it only requires a single minute before it can safely be fired again.
Last but not least is the Catalyst Cannon. Only two weapons exist, the Inferior version employed by Admiral Raveshaw and the superior version employed by Maeve herself. This is a weapon of such destructive potential it was only used once to test its functionality. The Catalyst Cannon fires a beam of specific and various radiation which mimics that of Phircyn. It collides and ejects electrons like normal, but instead of capturing them the electrons continue and likely collide with adjacent molecules. If the electons collide at enough force, the molecule loses its electrons as well which collides with adjacent molecules expanding the reaction exponentially. In practice, this means the target is vaporized as the molecules lose cohesion and separate and the effect can spread to adjacent molecules of nearby entities. The violent reaction usually occurs only in minerals like Steel, Iron, Copper, etcetera but as ships, vehicles, structures, and to an extent many organisms, the effect can vaporize an entire fleet. An entire city. Or, if the conditions are right, an entire planet. Hence Only Maeve and her most loyal (and thus trustworthy) Admiral is capable of using this weapon, requiring several failsafes to ensure only they can authorize use of it. When an enemy comes at you with a stick, you grab a bigger stick, and this is the Syndicates’ biggest stick. The Catalyst Cannon sees use in giving one very big reason why no one should do anything drastic against the Syndicate, and so long as it never is used it will be the most effective weapon the Syndicate ever developed. If it is used, it requires a period of one and a half minutes to fire leaving the Annihilation (Admiral Raveshaw’s flagship ship) vulnerable as power is diverted by all non-critical systems. Maeve’s flagship, the Ascension, however has its own dedicated power source for the weapon and does not leave itself vulnerable.
General Description: A species of mammal that stand upright on two legs and bear two arms, with a head on top of the central torso and abdomen. They've typically got hair on top of their heads, two eyes over a nose over a mouth, and sometimes inherit genemods from before the Black Year. Various tails and modified ears are common. After so long, it's commonly thought of as just another thing people can inherit. Notable Abilities: As mammals, their bodies are tough and durable, and healthy humans have a reasonable power to weight ratio that can be driven to a higher class with enough hard work. Combined with a highly variable intelligence, humans are able to create great works and machines, even with one individual. Sapient, Sentient: Sapient and Sentient Homeworld, Sector: Terra, West Sector
O'rglan
General Description: A cephalopodus species with anywhere between 6 and 20 tentacle limbs, and a wide range of default colors. They are capable of limited camouflage, usually within a certain deviation range of their default coloration. They feature four eyes in a wide, linear, forward-facing arrangement, no nose, and a mouth underneath their bodies. To communicate, however, they vibrate water with their gills, creating sounds for communication. In this way, they are able to approximate human speech. Notable Abilities: A species with typically intelligent individuals, their tentacles are individually weak. They are very agile in the water, though not incredibly fast, able to quickly change direction and reach their maximum speed. They will sometimes wear fins or flippers on their tentacles to swim even faster. The suckers on their limbs give them gripping power, besides wrapping around objects. Sapient, Sentient: Sapient and Sentient Average Physicality: On average, each individual limb is weaker than a human's, but they make up for this lack of individual strength with the number of limbs. With appendages being potentially quite numerous, weak individual limbs isn't normally an issue. This species also features a hard shell, sometimes with external bits that act as armor, though these bits have been getting smaller, historically.
General Description: A species of mammals that vaguely resemble cobras, Driisu come from a fringe world in a quiet part of the galaxy known as the Feldora Region. They stand out among most crowds as a result of their small population and unusual physical characteristics. Driisu are typically identified instantly by the membranous hood that drops from their head to their neck. This hood grows wool-like hair to regulate heat depending on their environment; in warmer climates, it grows to be thicker, in colder places, it grows more in size. This hood also funnels sound to travel into their skulls similar to human ears.
Notable Abilities: Driisu don’t have any kind of special things that put them at an advantage, but their skeletal system is sturdier than most, with bones protruding out of each other, rather than linking together. This, combined with their naturally highly toned bodies, means they can withstand considerable injury without severe consequences. Their wool acts like a cut resistant layer, contouring around blades when they come into contact with them, and rendering cuts useless. It doesn’t keep them safe from Stan wounds, however.
Language: Driddish- Notable characteristics of the language include the distinction between multi-letter sounds and singular ones. In the word “Driisu,” you may see two syllables, but in Driddish, the dr and in “Driisu” and sh in “Driddish” are said in individual letters. It is pronounced “D. Riisu.” Characters like this are written with a dash to show that they are connected or not. d-r is pronounced as in “drag” while dr is pronounced letter by letter. Letters that would be pronounced silently in English are verbally spoken in Driddish, but not written out. Additionally, the Driisu language does not have characters for “S” or “V”, so they are pronounced respectively as “Z” or “F”
Most of the galaxy doesn’t make this distinction though.
Example Spoken Driddish to English T-hiz iz what you do if you want to actifate t-he mac-hine’z zelf dest-ruct-ion.
My name iz Parzin Elztov, my natife language iz D-riddiz-h, but I know engliz-h az well.
T-hiz z-hip iz zaid to be amon-g t-he fery faztezt in t-he Empire’s f-leet, but for zome reazon, t-he pilot feig-ned ignorance w-hen I azs-ked him about t-he recordz he broke durin-g hiz imperial zerfice.
Written Driddish to English
Tiz iz wat you do if you want to actifate te mac-hine’z zelf dest-ruct-ion.
My name iz Parzin Elztov, my natife language iz D-riddiz-h, but I know engliz-h az well.
Tiz zhip iz zaid to be amon-g t-he fery faztezt in te Empire’s f-leet, but for zome reazon, te pilot feind ignoranc wen I azs-ked him about te recordz he broke durin-g hiz imperial zerfice.
Home World: Drislinmorg. The name is a rough translation from the Driddish phrase “D-riz liin m-orog” meaning “Home of our People”.
Sapient, Sentient: Yes
Average Physicality: average height of 5”8 to 6”2. Average weight of 180lbs. Four fingers on each hand. Their jaws are lined with a singular tooth that wears around their mouths, similar to human teeth. Where a human has two rows of 10-20 teeth in each jaw, Driisu have two solid linings that act as theirs. If something breaks off, it simply repairs itself over time, while humans may lose teeth permanently. Oval-shaped eyes that can see well in low light conditions, more than human eyes.
According to the historical records, the first real records kept on Loria and in the entirety of the Lorian system, was about five thousand years ago in the form of stone carvings with pictures. These early records allowed the linguists and archeologists that uncovered them to essentially follow the path that the first Lorians took to become who they are in this modern era. The first of these writings was discovered, by the Lorian calendar, on Jenus 12th, 1988 in the Reign of Lord Knight Draken by the Archeologist Theodore Franklin, who was originally looking for a lost city ruin. When he finally managed to translate tablets he'd found, he discovered they outlined the rise of the first Lord Knight of Loria, Lord Knight Durandall, to power and how he united the various warlords into modern day Loria.
To say that Durandall was a fool, at the time of this writing, would be quite accurate. He was the illegitimate son of Warlord Karnus who had just exhibited his ability to bend air and water to his will by killing his jackass of a half brother but his father had years of fire using experience on his side. Of course, we all knew that Karnus's son Harmon was too old to manifest any powers where Durandall was just coming of age. But still. First he defeated his father, a master of using the element of Fire and took over the Southern Swamps of Anderal. The battle was fierce, his father showing his years of mastery and seemingly beating his son at first. Then suddenly, Karnus' footing shifted under him and caused the finishing fireball to miss and received a blade of wind through his throat for his mistake. "I finally proved your whore of a wife wrong, father. And took your throne as well. Enjoy the afterlife."
Dispersing the wind and letting his father's body fall to the ground, Durandall sat on his new throne and for a time, he had peace in his lands, the most peaceful and prosperous times Anderal had ever known. But it wouldn't last. The neighboring Warlords, Ternus and Amalic, heard of the change of hands the throne of Anderal had experienced and searched to capitalize on that change. They invaded just after the start of spring, Ternus and his armies from the west and Amalic and his from the north. The borders fell within days, but the casualties were minimal. Our people knew the swamps better than the invading armies, and so we slowed their advance until Lord Durandall had amassed an army to counter attack.
It happened in the Berigrin Swamps, a place filled with natural traps and pitfalls and so dangerous even we avoided it. Durandall himself spent days mapping it out with his ability to use all the elements and placed his men in the safest areas. When the two armies, who were apparently allied by this time, reached the swamp, the trap was sprung. Archers on the high ground rained down arrows of fire, setting the pitch to flame and all the fire users in our army kept it away from our men, who sprang up in the midst of our foes and slew them by droves. Ternus and Amalic directly challenged Lord Durandall, but the fight was short lived, his mastery over all four elements the only edge he needed...
The writing continues on to describe the campaign Durandall launches to protect his people around the planet and end the in-fighting between warlords. Within months of discovering this first ancient writing, many archeologists returned to previous dig sites to reexamine their findings and discovered that almost all of these dig sites had some form of record that had initially been missed, mostly in the form of stone tablets and wall carvings that before didn't make sense. "We've recovered a lot of lost history and we intend to keep recovering it until there's nothing left to recover." These words were issued by the Royal School of Archeology in the year 1993 during the reign of Lord Knight Draken.
Among the many records recovered, a particularly interesting one records the first bending of the elements to a Lorian's will and is as follows, translated of course.
Today, Rocnar did something amazing, something new, while fighting off another challenge from Pokar. He punched at the air, a missed attack in reality, and fire came from his fist, scorching Pokar's face and arms. Pokar won't be challenging him for leadership again anytime soon, and he certainly won't ever win once he can challenge again.
Many of the tablets that predate the Era of Warlords are short and concise, but still retain so much that Lorians didn't know about their history.
In recent history, there was the war with the Serans, an extremely powerful race of Psionics who nearly drove the Lorians into extinction over the course of their fifteen year war. They were a bird-like race, with wingspans often as large as ten feet. Their technology was adapted to work with these features and as such much of it was simply exo-suits with various functions and warships. As it stood, for such an intellectually powerful race, they loved invading and conquering their neighbors and had already conquered three other systems near them, harvesting the worlds for useful resources and enslaving or wiping out the indigenous races.
First encounters between the Seran and Lorians were violent, often resulting in casualties on both sides with the Lorians suffering the worst. The Seran would use their Psionics to take over the minds of soldiers and leaders, making them either fight for their side or make decisions that would lead to incredible losses for the Lorian military. In response, Loria's best scientists began to run tests using the powers of captured Serans to find a way to become immune to the Psionic influences. The only response that they could find that could be readily distributed to the military in a timely fashion was the use of nanites and injections, as a natural immunity to the Serans psionic might would take generations to appear and by then, it would be too late, so the injections were used first. In response to their quickly reduced ability to use their mind control abilities, the bird-like beings began using more physical forms of attack, varying from blasts of telekinetic energy to hallucinations caused by mental trickery that had men turning on their allies. As a result, Lorian Scientists developed nanites that not only could make and maintain the armor worn by Lorian troops but could also provide protection against the Seran’s psionic attacks.
This was done by equipping the nanites with subroutines to scan an approaching individual's brain for the neurological signals that were a sign of psionic potential and then maintained a constant scan to counter any psionic attacks they launched. With this new technology, the Lorian offensive gained ground faster than the Seran could retreat and were eventually forced back into their home system and, eventually, their home planet. In a last, desperate act of war, the Serans released a biological weapon known as the Xran, a virulent parasite that infected any living thing and twisted it until it was barely recognizable and feasted on those that weren't infected. Casualties were high among the Lorians and the remaining Seran were all infected. To keep the parasite from ever escaping the Seran's home planet, a section of the Lorian fleet was assigned to keep the planet in quarantine. However, as orbital observers would later find, there was another faction that had joined the fight, from within the Seran’s own ranks, twisted amalgamations of flesh and machine that waged war on the Xran infestation and while their progress is unclear due to the parasite’s ability to create new warriors as needed, it would seem they not only took members of the Seran race, but when they gained their powers, amplified them.
To contain both threats, the brightest weapons engineers and scientists the Lorians had designed a weapon that could destroy the planet, the parasite and the third faction, the Obliterator Beam; a massive beam weapon that after a minute of sustained fire on a planet's surface, would burrow into the planet's core and cause a chain reaction and cause it to explode. But they couldn't be brought to destroy the Seran homeworld without trying to recover as much of their history as possible. They had been a worthy foe and deserved to be remembered. The weapon was mounted to the only Ares-Class Planet Cracker in the Lorian fleet and put in orbit over Ser, the homeworld of the Seran and breeding grounds for the Xran while also a constant battleground between the parasite and the mysterious faction of abominations.
The Lorian Military
Warrior Caste:
Grunt- Basic Lorian infantry, they are far better equipped then many of their standard infantry counterparts. Armed with the T-29 Assault Rifle, Breaker Plasma pistol, various types of grenades, mithril short swords, and the GRU-800 combat armor, one Grunt can easily handle three infantry units of a similar class.
Lancer- Equipped with the UTH-9 Plasma Beam Emitters, C-4 charges, Breaker Plasma pistol, mithril lances, and LAN-23 combat armor. The hard hitting unit specializes in the removal of enemy armor from the battle and their plasma beam emitters are designed to melt through thick armor plating in seconds and take out the crew inside. And their C-4 charges make life hell for vehicles with treads or an exposed fuel tank.
Hell's Messenger- The Hell's Messengers are a branch of the Lancer that went in a different direction, instead content to wield fully automatic Dragon's Fire shotguns, designed to kill light infantry quickly, HELL-18 combat armor, mithril battle axes, and the Incinerator Plasma gauntlet. These soldiers specialize in charging into an infantry or cavalry line and decimating it. They've even been known to weld the barrels shut on enemy tanks and leaving them for the enemy to try and recover and use mid-battle.
Spartan- Elite Soldiers, these men and women have gone through hell and back to become the best of the best in combat. Armed with the GRA-34 Plasma Assault Rifle, Gutter Assault Pistol, Mithrite Sword and collapsible shield, and equipped with SPA-300 combat armor with prototype shield generators.
Knight- Truly elite warriors, these men and women all carry customized weapons and wear customized suits of KNI-600 combat armor. All their weapons are mithrite, and many are elemental masters, able to bend the Elements of fire, water, earth or air to their will. Very few can match their battle prowess.
Assassin Caste:
Thief- The Thief is a low tier psionic who's only abilities are the ability to use cloaking devices, mind reading, and among a lucky few, visions of possible futures. Armed with a silenced Nightkiller pistol, twin mithril long knives, and armored in the light THI-3 infiltration suit, if you need to know something, these are your go to people.
Assassin- Lorian's elite infiltration and assassination soldiers. Trained from a young age, they are able to cloak with minimal technological assistance, as well as several personalized abilities fitting their combat style. Equipped with the EMR-224 Sniper Rifle, Cutthroat Plasma Pistol, mithril dirks, and ASI-100 combat/survival suit.
Ground Vehicles:
SiegeBreaker- Similar to other tanks of it's class, it has two distinct advantages over them. The first is it's greater speed and main cannon accuracy, known to be five to ten inches closer to its main target than other tanks of it's class. The second is three different modes of attack: Siege Mode, Assault Mode, and Anti-Infantry mode, the last of which is mobile. The first operates similarly to other artillery tanks, with its main weapon, the Buddafist Artillery Cannon, having a greater maximum range and impact force. The second, armed with the Thunderstrike Gatling Cannon, outpaces other gatling tank models by nearly 200 rounds a minute. And the final is armed with the Dragon's Breath flamethrower, turning lines of infantry into ash using a more effective napalm mixture than standard flame tanks.
Tyranor Assault Walker- This walker is unique among it's kind because it's considered more of an assault mech. While other factions are still using reversed knee joints and weapons for arms, the Tyranor is of a more human design. Armed with the TWS-12 Assault Rifle and equipped with biomithril long swords to deal with closer enemies. Can engage ground and air targets.
Tracer APC- An Armored Personnel Carrier armed with twin Thrasher miniguns on top to defend it. Used often as a scouting and harassment vehicle because of it's high speed and rapid attack rate. Able to attack air and ground.
Assault Bike- The Assault Bike is a robot manned, AI-controlled armored Harley style motorcycle with twin Thrashers mounted to the front and a single Ripper anti-air system on the back. Used as kamikaze units typically, they rarely return from a mission unscathed, pieces of bike and robot missing and pieces of enemy infantry who got in the way on the tires and front of the bike. The AIs have a nasty habit of killing enemy organic scout cycle riders first.
Air Force:
Auger-Class Shrike Gunship- Acts as a troop transport and support ship. Equipped with Heavy Destroyer Chainguns and Hellspawn missiles, the gunship is used to support ground troops and drop them into hot spots, securing landing zones until reinforcements arrive.
Claymore-Class Striker Scout Ship- Equipped with the fastest engines around and armed with plasma cannons and Hammerhead missiles, a Striker can be in and out, as well as causing serious hell, before the enemy knows they're there. When pursued, can engage with lethal efficiency.
Longsword-Class Breaker Fighter- Armed with Plasma gatlings and Spear missiles, this fighter isn't to be taken lightly. Equipped with the best engines and maneuverability systems on Loria, their combat record versus fighters of similar class evens out to six enemy fighters for every two Breakers.
Lancelot-Class Combat Cruiser- Armed with a total of 200 Seraph Cannons and the Odin's Eye, these Cruisers aren't to be taken lightly. In a recent engagement with a fleet of enemy Combat Cruisers, the enemy Cruisers were easily dispatched by a series of blasts from the small fleet's Odin's Eyes. The Odin's Eye charged faster and packed more force then any known heavy plasma cannon in use.
Arthur-Class Destroyer- Armed with a total of 400 Seraph Cannons and the strongest cannon in the Sector, the Ragnarok Cannon. Also carries a fleet of Breakers and Strikers, along with the capabilities to build Athena fighters, which are small, AI controlled interceptor fighters armed with lasers and are twice as fast and agile as similar models.
Ares-Class Planet Cracker- The single most powerful ship in the Lorian fleet, it is a massive ship, armed with over 1,000 Seraph Cannons, those alone can turn the surface of a planet to nothing. It's strongest weapon, though, is the Obliterator Beam, able to pierce the core of a planet and cause it to explode. Has only seen combat twice for very specific purposes.
Capital Ship Weaponry:
Seraph Cannon- Large cannon that fires 60mm plasmite detonator rounds ideal for enemy fleet engagement and planetary bombardment.
Odin's Eye Cannon- Designed after the initial heavy plasma cannon was built, it uses a plasma generator fed separately from the rest of the ship to charge a lethal round of destructive death to be used against targets. Easily destroys enemy battle cruisers and sometimes an unlucky heavy cruiser.
Ragnarok Cannon- The only weapon in the Lorian arsenal that charges slower than this weapon is the Endgame's Obliterator Beam. The Ragnarok Cannon was designed to cause as much damage as possible in a single thirty second beam, often tearing through heavy ship shielding and organic heavy armor plating after fifteen seconds of sustained fire and destroying the enemy capitol flyer in a single shot.
Note: All Lorian units are immune to psionic attacks and most forms of Psionic manipulation thanks to the advanced nanites used to repair, heal and maintain themselves and their armor. This technology was developed to counter the abilities of their immediate neighbors in the next system over, the Serans, who were gifted with extensive psionic abilities.
Lorian Ruling Family
Arthur Redemptio- King of the Loria System with three daughters and a son; the daughters in order from oldest to youngest; Jeanette Redemptio, Alice Redemptio, and Laura Redemptio. His son is Weylyn Redemptio. Is beloved and respected by his people and is a fair and kind ruler. As King, his primary concern is the Military of the system and matters of high importance as well as the well being of the Lorians as a whole.
Janice Redemptio- Wife of Arthur and Queen of the Loria system. Mother of Jeanette, Alice, Laura, and Weylyn Redemptio. As the Queen of the system, she is responsible for overseeing the appropriate training for her children and is consulted on matters of diplomacy before the King
Jeanette Redemptio- Oldest of the Redemptio children and head of the Lorian Diplomatic Corp. Has extensive combat training that is to be used only as a last resort should her guards be overwhelmed. Has been known to join her guards in the sparring circle and in battle anyways.
Alice Redemptio- Second oldest of the Redemptio children by five minutes. Is gifted with the rare Lorian ability to bend the elements to her will, but can only do so with air. Is the black sheep of the family and leads her own all female mercenary group called the Black Cats. Laura's twin.
Laura Redemptio- Third oldest of the Redemptio by five minutes and member of the Lorian Diplomatic Corp. Laura is mildly psionic with the ability to read minds and implant thoughts while convincing the target that they're the target's own. Also known to use her sexual appeal to keep male opponents off guard. Twin to Alice.
Weylyn Redemptio- Youngest of the Redemptio children and the Knight Errant of the Loria system. Is currently the only known person besides his father in the entirety of the Lorian system to be able to manipulate all four elements. Leads a small section of the Lorian Fleet known as the Lorian Expeditionary Fleet, or LEF.
Government
The Lorian Government is a Constitutional Monarchy, with the Lord Knight of Loria having the final say in everything but with a council of several prominent members from different industries voicing their thoughts and opinions and even, should there be enough votes, superseding the Lord Knight's word. Military leaders have strong sway over decisions during times of war, but are mostly swept aside and considered paranoid during times of peace. However, when it comes to matters concerning the containment of the Xran Virus, their word and knowledge are second only to the scientists dedicated to curing it.
Galactic Interactions
Despite having freed three other systems from the tyrannical rule of Seran, the Lorians are fairly reclusive and prefer not to get involved in affairs outside their own home system. All the planets in the Lorian system are colonized but they have no colonies outside their home system, which is further proof of their reclusive preferences. When approached by diplomats from outside their home system, the ships are often turned back and refused.
Physiology
The Lorians are a human-appearing race that can only be described as peak human physical fitness in appearance but are often twice as strong and fast as the average human. However, most Lorians are unable to do anything unique and amazing outside of that. The ability to bend even one element to their will is an extremely rare ability, with one in roughly one-hundred thousand able to do so with a single element, if not one in a larger number. The primary difference between those who can bend the four basic elements to their will and those who can only bend one seems to be a higher concentration of some form of energy all Lorian bodies create naturally. Lorian scientists call it their Chi, the form of energy that gives their bodies the ability to control the elements as they do. So far, the only Lorian bodies that have registered the level of Chi needed to control and manipulate all four elements are found in the lineage of the Royal Family.
Societal Structure
Prior to the Seran/Lorian War, Lorian society was largely varied. Intelligence between individuals varies but as a whole, the species daily lives could be compared to humanity in the early 2000’s. Military service was optional, but a mark of great pride for any family while higher education was a requirement, as the Lorian leadership has always believed you can never know too much. During the course of the Seran/Lorian War and after, military service became a requirement alongside higher education. Most basic level Grunts are also highly capable medical personnel or even scientists if needed. The wellness of the people as a whole is incredibly important to the Royal Family and the Council and laws and support from the government reflect this. The Royal Family is really the only noble family within the Lorian government, though the members of the Council are also considered highly important and recognized as ‘unofficial nobles’ but with no more importance than any other citizen of the Lorian people.
General Description: This crustaceous species is the perfect example of carcinisation. Covered in organic armor and with large pincers, this species is responsible for much of the manual labor in the Cosmic Empire. They have multiple eyes in sometimes obvious, sometimes discreet places, offering them a full field of vision. Mostly silent, each gathering of Crakopon form a collective brain, communicating with each other via chemical and electrical means through the water. Notable Abilities: Silent communication, powerful physicality, strong armor. Sapient, Sentient: Sapient, collectively sentient Average Physicality: Very tough, very strong. Capable of cutting steel with tools designed to reinforce their claw's edge. Capable of lifting a car individually.
General Description: A species of mammals that evolved differently from humans, with the ability to fly with two wings on their backs. Yerians have two genders, similar to humans, but their wing colors are different. Yerian women have pure white wings, but Yerian men have shadowy black wings. They have a wide variety of hair colors, eye colors, and skin tones or colors in a similar spectrum to humans. Yerians are specifically psionics, which causes their eyes to glow in different shades of purple depending on what psionic ability they use. Yerian women are quite beautiful even with the lack of makeup for everyday life, but on some occasions, they do wear makeup for specific events in the Sagittarius Star League.
Notable Abilities: Yerians can use a higher percentage of their minds than humans to understand better core principles to certain concepts they don’t want in their society. Yerians have psionic abilities, which are all the psionic abilities that they can use. They have a psionic field that surrounds them, which allows them to keep their personal space when they want to be left alone. Yerians have lifespans that are usually twice as long as humans, which generally means they can live up to 200 years. Also, when Yerian boys and girls hit 13 years old, they will fly horizontally perfectly. Yerians are more agile than humans and are usually fit and have better metabolism. Their women are gorgeous without having to put on makeup usually, but on rare occasions, they do put on makeup.
Yerians at younger ages usually have to walk everywhere or be with their parents to fly in the air since their wings haven’t hit a wingspan that will allow them to fly higher. It usually means, Yerians have a fascination with flying faster than they usually can go. Yerians are a wary people compared to most people since their entire race used to be enslaved. Instead, they would want everyone to be free where no one wears slave clothes or those psionic collars that kept them from telepathically speaking to each other. Also, they’ve created some technologies that use their psionic abilities and amplify them. Yerians have a month longer birthing cycle compared to humans, with only a nine-month birthing cycle.
Sapient, Sentient: Sapient and Sentient
Average Physicality: Yerians average height is 5’6 inches for both genders. The average weight is 141 lbs for both genders at their average height. Yerians distinctively are similar to humans minus some features; their two wings on their back and their eyes glow at night with their psionic powers. Their average wingspan is around 9 to 11 feet. They usually keep their wings folded when they aren’t flying. The average body temperature for Yerians is 96.7 degrees because they can survive colder and hotter temperatures better than humans. As for Yerians, when they dress comfortably, they can handle colder temperatures for longer than humans.
Varied Heights & Weights: The Shortest Female Yerian has been recorded to be 5’0. The Tallest Male Yerian has been documented to be 6’3”. The weight averages out between each height in each classification below or above the average size and weight.
Rare Species Traits: Multiple Wings Psychosis: Most Doctors in the Sagittarius Star League call it a Psychosis. Still, anyone born with multiple wings is treated as equals as a single set of two wings, brothers or sisters. This rare trait involves having more than the basic set of two wings on a Yerian’s back. 0.5% of every Yerian born can be born with four wings or two sets of wings. The rarer births are six wings or three sets of two wings, which is 0.05% of every Yerian born.
Overwhelming Psionic Power: Yerians born with this rare trait usually can overwhelm other Yerians with their more powerful Psionic field or abilities. However, the percentage of this naturally happening is 0.003%. Artificially DNA splicing can increase the frequency of people born with the Overwhelming Psionic Power by a magnitude of 0.8% to 8%.
Empathic: Usually, most of the Psychoanalysts in the Sagittarius Star League are usually Empaths. Yerians born with this rare trait can’t use the offensive psionic abilities, only the defensive ones. Also, they are much nicer than usual since they want to help out others who have a bad day. One Yerian out of 100,000 is born with this trait.
In the chaotic times following the Black Year, many species saw drastic changes on many fronts. Some saw changes in physiology, many in culture, and all felt a decline in technological capability. Ancient machines became previous artifacts. Ship construction has never been the same, with techniques and technologies used in construction lost to the vast death wrought by the Scourge. In the waking weakness of infrastructure and economy, mighty, large empires fell and fractured. Many more rose from the ashes in the following peace.
Teladi Company
Founder, date founded: Graskow Ledonragk IV, -500 Black Year Current Ruler: Graskow Ledonragk XXIX Homeworld: Teldaris National Ideology: Profits Populations within Nation, approximate percentage of population: Teladi, 85% Socioeconomic Structure: Corporate Oligarchy, with influence being purchasable in the form of shares in the Teladi Company, available to citizens only. Culture and Tradition: WIP History: WIP
Teladi
General Description: This reptilian race used to be cold blooded, two millenia ago. This is reflected in ancient ship designs, which had heat lamps and warming beds everywhere. These are still incredibly popular features, but they do not tend to appear on military craft in the same way. Notable Abilities: Some Teladi have the ability to camouflage themselves, like a chameleon. Sapient, Sentient: Yes and yes Average Physicality: Somewhat weaker than a human, though their tails are strong.
Classification: Tanto-class corvette Dimensions: Comparitively small. Maybe 250-300 feet long? General Equipment: Tanto-class corvettes are about the smallest FTL-capable starships possible. They can drop out of Einsteinian space with minimal wake, allowing them to sneak into hostile systems with a good chance of avoiding detection. Tanto-class corvettes are built to maintain a low profile and are therefore the tool of choice for clandestine operations such as spy missions or covert ground force insertions. They are equipped with advanced sensor suites that allow for passive surveillance without giving away their position. They are thinly armored, which makes the vessel more nimble at the cost of making them vulnerable in heavy combat. Armament: The Nightshade is not designed for traditional naval combat. Railguns are too heavy and unwieldly for its specialized stealth role, and instead relies on antiship missiles for its offensive capabilities. It has four minicannon turrets, which are primarily used as point-defense weapons for shooting down incoming missiles, but have some limited use in offensive situations. The Nightshade's missiles are mainly conventional weapons, though it is equipped with four missiles armed with nuclear warheads. Three are small .75 megaton ship-killers - powerful enough to vaporize even well-armored warships yet small enough to allow the Nightshade to escape from the blast. The fourth is a high-yield 10 megaton warhead, to be used to destroy a large city or colony if an uncontainable Scourge hotspot is found. Special Equipment: The Nightshade is a "bughunter": one of a handful of ships in the Solidarity's fleet tasked with seeking out and destroying the last remaining pockets of Scourge infection scattered throughout the galaxy. It carries a marine contingent comprised of the 19th Cohort: a specialized and highly-trained unit of Solidarity marines that specialize in destroying the Scourge. In addition to the marines and their armament, the Nightshade has a rather cramped hangar bay that can accommodate two dropships and a number of parabullet pods for conveying the marines to the surface of a planet.
Founder, date founded: Chieftain Rangor, 500 A.S. Current Ruler: Great King Mikan Rein Homeworld: Norfain National Ideology: Space hippies Populations within Nation, approximate percentage of population: Teladi, 75% Socioeconomic Structure: Spiritualistic monarchy Culture and Tradition: Renaissance age hippies History: After having been separated from the Teladi Company by the Black Year, a primarily Teladi planet was left to it's own devices. Thanks to a thick crop of swamp grass present on the planet, among other factors, the people of Glamic are slow going and slothful, eager to use old tech to take care of their needs.
So, how does a stealth ship hide nuclear warheads? Those things tend to be radioactive, y'know. Don't they?
Pasting from my blabbering on the discord in case you miss it:
A warhead does give off a small amount of ambient radiation, but nowhere near enough to compromise its stealthy-ness. It’s pretty easy to conceal with a relatively dense material, such as the steel/space age alloy a starship is made of. I mean, think about modern nuclear missile subs, which have dozens of 1ish megaton warheads on board. If a warhead gave off enough ambient radiation to be detected, missile subs would give off enough radioactive energy to be detected and they wouldn’t be effective as stealthy nuclear delivery platforms
Founder: Admiral Sadayo Takebiyashi, shortly after the Black Year Current Ruler: Governor Samuel Lence Homeworld: Hyperion National Ideology: Weak men create hard times; hard times create strong men; strong men create good times. Populations within Nation, approximate percentage of population: 70% human, 15% Teladi, 10% Lorian, 5% other races Socioeconomic Structure: Military junta with elements of a command economy History: The Scourge nearly drove humanity to extinction, but on the outer fringe of space occupied by the Terran Solidarity, there were a handful of Solidarity colony worlds that were spared the onslaught of the Scourge. The largest and most strategically-valuable of these outer worlds was Hyperion: a fortress world hosting a modest colony and a garrison of Solidarity soldiers and starships. In the aftermath of the Black Year, Admiral Takebiyashi - the commanding officer on Hyperion at the time - concluded that he was the highest-ranking officer remaining in the Solidarity Navy and declared himself the acting commander of the Terran Solidarity. With what few forces he had under his command, he secured control of a dozen or so systems containing human settlements.
Admiral Takebiyashi's government centered on Hyperion proclaimed itself a continuation of the old Terran Solidarity from the start, and even went so far as to retain the name "Solidarity". But the modern Solidarity has not even a fraction of the wealth or might of the old Terran Solidarity. It possesses a small fleet of mismatched starships, many of which are pre-Black Year warships with extensive renovations to keep them functioning long after their intended service life. The planets under the Solidarity's control are mostly sparsely-populated colonies on half-terraformed planets with little industry to speak of, and those systems are sandwiched between the Cosmic Empire, Teladi territory, and Scourge-infested space. To say that the Solidarity is in a precarious position is an understatement. The Solidarity exists in a state of perpetual martial law, and civil liberties have been curtailed at the expense of security of the state. Military officers have been in control since the time of Admiral Takebiyashi, each appointed by his predecessor free of any election or oversight. According to the junta in command of the Solidarity, this martial law has been a necessary evil imposed to ensure the continued survival of the human race in a hostile wartime situation. But the Solidarity has seen relative peace over the past 20 years, save for pirate attacks and Scourge outbreaks, and the populace is beginning to bristle from centuries of martial law. Even now, rumors of rebellion against the junta are increasingly heard in the cantinas of Solidarity colonies.
In recent times, the Solidarity of Humanity, as they're known specifically by the galactic community, has had a mysterious visitor to their planets. According to gathered Intel, the ship in question is made of Luminium, wood, and metal. Almost entirely Luminium. This ship and it's crew have, apparently, been assisting on the agricultural front, plowing fields and sowing palatable local flora. Reports indicate the ship itself is used for the labor, with one captured video showing the ship separating into individually operated segments. This ship has managed to slip past patrols so far, seeming to have no interest in getting tied up with law enforcement. This visiting ship does also seem to leave Luminium deposits behind. They're small, but they seem to be where the ship has been.
In recent times, the Solidarity of Humanity, as they're known specifically by the galactic community, has had a mysterious visitor to their planets. According to gathered Intel, the ship in question is made of Luminium, wood, and metal. Almost entirely Luminium. This ship and it's crew have, apparently, been assisting on the agricultural front, plowing fields and sowing palatable local flora. Reports indicate the ship itself is used for the labor, with one captured video showing the ship separating into individually operated segments. This ship has managed to slip past patrols so far, seeming to have no interest in getting tied up with law enforcement. This visiting ship does also seem to leave Luminium deposits behind. They're small, but they seem to be where the ship has been.