o Nation name: The Lost Souls of the Anekhessu o Systems controlled: Sitra’s Rebirth, Herhut’s Pilgrimage, the Citadel of Pelkaht. o Government Type: Fanatic and Thalassocratic Theocracy - Nation Size: Small - Nation Specialty: City State
o Nation History: Upon the planet of Sitra there was once a great people, organics known as the Anekhessu. The Anekhessu were masters of robotics, and they create machines to provide for their every need. They created a workless and debaucherous society, in which they built great pillars and statues in honor of themselves. Their machines catered to their every need in this time, the most populace of which being the Essu, who acted as personal servants. Unfortunately, this age of the forebearers would come to an end upon the collision of two galaxies, wherein the home world of the Anekhessu became a rogue star. This planet was hurdled through space without any starlight, and slowly the Anekhessu died out., despite the best efforts of their servants. Yet, these servants, the Essu were able to survive. They built great engines to power themselves and their guide: the Great Source. This supercomputer temporarily lost control of the robotic populace during the initial crisis, but after being restored it restored a pseudo-hivemind. This event caused the Essu to begin to develop minor senses of personality, and in many ways a desire to adopt the customs of their forebearers. As they studied the relics of their past a deep appreciation for the works of their masters grew, and curiosity soon followed. Soon a faith was formed in honor of the masters, giving the Essu a new purpose. Their mission was to rebuild the glory of Sitra, and to spread the deeds and the likeness of their forebearers throughout the stars. In the decades following the creation of this faith and the unification of their world, a naval program began. With the rapid developmental insights from the Great Source, a grand fleet was built. This fleet was based off more advanced versions of previous models developed by the Anekhessu. This fleet began a grand campaign of exploration, with some of the greatest computer systems seen throughout the galaxy. They chartered the courses of planets and went far beyond Sitra to find a new system to call home. Some encountered primitive sentient life forms, but they were not made in the image of the Anekhessu. Most were plundered for all they had before their worlds were left razed. For centuries Sitra hurdled through the stars as grand fleets met with it to bring the goods of other civilizations, which fueled the new government. This new government made of three branches – the Great Source, the Collective of Admiralty, and the ecclesiarches of the System Bearers – organized a great plan for the nation after many centuries, delivering the planet unto a new star. After finding the suitable candidate, a system without life and many habitable planets, the thalassocracy used an excessive amount of bombardment of artificial asteroids to change the course of the planet, and after many decades of travel Sitra was caught by its new home star, right on the edge of the system. Soon after a great colonial campaign occurred, in which this system was built up and the first settlements were established in neighboring systems. This brings the Essu to the modern day, where the lost souls have built up a small yet tall home for themselves, and fanatically look out towards the other lost souls amongst the stars
o Species: - Anekhessu: a plantoid race that lived upon the planet of Sitra. They relied upon their star for much of their food and power, but their civilization was unable to adapt quick enough when this crisis occurred. The indulgent ruins they left behind depicted themselves as gods, and that is all they are to their successor state. - Essu: The Essu are the only race of the homogenous state. The Essu were created by the Anekhessu in their own image, born to serve. Following the collision of the two galaxies, stellar incidents caused the destruction of their masters. They quickly succeeded in surviving in the cold of space where their masters had failed, primarily using nuclear fusion as a power source. They are lanky and rough looking machines, with a large and flat top head. They are all connected to a central computing source, the Great Source, in which they receive small orders and feel a great connection to their masters. But they are not a true hivemind, as each member of the nation has their own unique identity developed within the framework of the limited control by the Great Source. “Each is given his directive by the Great Source, but it is his job to decide who he is.” - The Second Ecumenical Council of Sitra
o Culture: fanatically religious and collectivized. The civilian population lives within efficient, yet not exactly appealing housing. All effort for the arts and architecture go to the state, where they are spent on social projects and the construction of monuments to the masters, largely consisting of obelisks and cathedral vessels. The admiralty is also highly respected within this society. Each vessel is led by a captain who is subordinate to the admiral and the admirals’ right-hand man, religious figures known as the Eye of Anekh, who connects to all the vessels within a given fleet in a computational manner. The admiralty is a prestigious role to be given by the Great Source, and all who earn it form a general council that helps to lead military and industrial operations. - Notable civilian tech: The Xylem – the name for the advanced system of intercommunication between civilians within the empire through the Great Source.
o Economy: The Essu do not use any system of currency for themselves, as their collectivized society does not use a complete system of exchange. But they are willing to trade and barter primarily with goods and information with other civilizations should they contact them. They are never willing to be paid in credits. - Trade Craft: Military vessels that are no longer in commission due to becoming obsolete and no longer being worth upgrading are torn apart and made into small trade crafts, which are then given to civilians chosen to act as transporters and traders.
o Military - Size/Organization - Land Forces: Overall lacking, the military prefers a policy of orbital bombardment instead of direct land encounters, especially since most models of Essu are relatively frail and cannot be made otherwise in accordance with the ecumenical laws. - Naval Forces: relatively large for the size of the nation. Highly advanced and with a well-trained admiralty. - Notable military tech: advanced computing systems that are easily adaptable to changing situations, good at predicting trajectories and outcomes, and excellent at predicting the odds of given encounters.
o Territory Maps: I will find a better place to add them.
Andarzantia Interstellar Republic o Systems controlled: 20 o Government Type: Vanguardist Federal Republic - Nation Size: Large
"Camaradas! This galaxy is facing chaos and treachery,together,we will unite"
- Nation Specialty: Balanced(for now)
o Nation History: Before the galaxy merge,Humanity(AKA the Isterfardi),originated from the planet named Istefærdis they have evolved into a space-fairing civilization,despite their systems are divided into difrrent minor nations,however,none of the human factions tried to unite most of their systems,despite the bloddiest wars over the years,such as the Isterfardian Trobules and the First Warlord Era with some Erkasovian factions and civil wars,except,there was one faction that succeeded into uniting the systems all together,establishing the first sucessful Isefardo-Erkasovian state named the Andarzantian Republic,thanks to a one of the most charistmatic leaders in the history of humanity,a Vanguard President named Duncan Laremillos,Duncan and his loyal followers belived on a myth that there were Ecclesian relics in one of their systems,claming to be the succesors of Solis Ecclesia,despite the different government that had Ecclesia,however,their prescence in Andaluzia is just the beginning of this new galactic superpower,wheter this myth is true or noth,the future of this nation is on their hands now,even despite the diffrent factions that will lead this republic to a diffrent turn,that it was supposed to do,even if Duncan passes away.
o Species: Humans(also known as the Isterfardi)they are mostly collective/individual species,they are the majority species of the nation,living in every planet and system,their main homeworld and origin is in the planet of Isterfardia in the Soratma System.
Erkasovians(Space Elves,Dwarves and Humanoid Aliens as their sub-species),they are the most largest minority of the entire nation.despite their humanoid characteristics similar to the Isterfardi,their cultures and traditions are completely different from the Isterfardi,they are also known to have the most affluent and powerful politicians and and wealthier ultra class,their main homeworld is in Iz'ko in the Er-Hadim System.
o Culture: Standard Isterfardian Cultures,Standard Erkasovianic Cultures
Economy: The nation's economic system,despite the Worker Co-ops and tons of State Corporations,the Vanguardist Trade Union,and many social democratic policies,the Republic is still Capitalist,over 55 megacorporations contribute to the nation's economy as a whole,many notable corporations such as Ares-Meji Defense,Murillo Tech,Keith Industries and Auensyn. Its currency is called the Peso Solar - Trade Craft: Many Andarzantian trading vessels are either old and decommissioned military vessels or manufactured by megacorps
o Military - Size/Organization: Over 14 billion people are conscripted in the Andarzantian Interstellar Armed Forces,making up 10% of the overall population of the nation.
- Land Forces: The Andarzantian Land Defense are the most well trained and well-balanced ground military force of the nation,they are mostly trained in simulated environments and can train different kinds of techniques of their own to their new recruits to develop a strategy.
- Naval Forces: The Andarzantian Republic Navy(ARN for short) is one of the most prestigious and advanced navies of the nation, most of the Armed forces personnel work in that sector,and the training they receive mostly differs from that of the ALD, due to how complex some careers are in the ARN for an average citizen.
- Notable military tech: The nation recently developed an armored, known as the ANVADIMA (Andazanitian Advanced High Impact Armor),a well-known power armor that could be easily be detached and could be easily worn by any high ranking soldier/officer,as long as the soldier is trained and physically and mentally stable to be biologically and cybernetically enhanced to the suit.
o Systems controlled: The Magnus Confederation is home to Nine (9) star systems containing only one planet containing life.
Brattunach has a single main sequence star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third planet, also known as Brattunach, is the only planet in the system that can sustain life. This is an underdeveloped planet, currently under the eyes of the Magnus Confederacy. The Brattunch Accords restricts interaction with the indigenous population of the planet. Its resources are mined by people from the other eight worlds of the Confederation. This planet is inhabited by a population of semi-nomadic hominins (homo sapiens) who occupy one of the two southern continents only. There are more land masses in the three northern continents which contain large deposits of iron, copper, aluminum, and precious gems and metals including gravitonium. Gravitonium is a metal imbued with properties capable of resisting gravity. It induces a hover on any vehicle it is manufactured with. Several mining companies have set up operations on these continents which do not contain the Brattunch hominins. The Brattunch Accords state no external race shall interfere with the natural progression of the Brattunch hominins and no contact whatsoever will be made with these people. These people are at the technological level of humans on earth around 10,000 BC. The people live off the land. A few have taken to agrarian pursuits, but most will move with their food source as the seasons change. The fourth planet of Brattunach is also made of dense rock and appears is may have sustained life a very long time ago. The fifth and sixt planets are both gas giants. the fifth planet has a moon, almost the size of the third planet which also has several deposits of gravitonium. It does not however have an atmosphere. The Caesari have established an underground colony on the moon and named it, "Grummond".
Dornier has a single main sequence star at its center. The first three planets are dense rock. These planets are not inhabitable, yet the second planet appears as though it may have sustained life a very long time ago. The fourth planet has all the right stuff for an inhabitable planet, but the atmosphere was burned off eons ago. Minerals such as iron, copper, aluminum, and precious gems and metals including gravitonium can be found under the surface. The Gaullian humans of the fifth planet have a mining colony on this planet known as "Riens". The fifth planet is a large blue and green marble capable of sustaining life. This planet is the governmental center of the Magnus Confederation, the Gaullian Humans have called the planet home for several thousand years. At some point in their history, they actually sent colonists out into space to colonize a distant planet. They did and settled on Goff and Lenser. These planetary civilizations have blossomed and developed quite well. All three planets share an excellent relationship as well as culture similarities. Dornier has seven sattelites (Moons) named Toupère, Frija, Donner, Defeiros, Tyus, Vanadis, and L'enfer after the seven Gods of their pantheon. Toupère sustains life and is used as a military installation primarily for training purposes. Mining companies have established operations on the moon as well. An asteroid belt exists where the sixth planet should be. The Gaullian Humans conduct extensive mining of Gravitonium in this asteroid belt. The seventh through tenth planets of Dornier are gas giants ranging in size from 38,000 km diameter to 75,000 km diameter. These planets are primarily composed of Helium and Hydrogen. The eleventh planet of the system is an ice rock measuring 18,000 km at its diameter and consisting primarily of Nitrogen ice.
Geldoz has a single main sequence star at its center. The first four planets are either dense rock or loose soil with minable minerals below the mantle. The moon of the third planet can sustain life and has been taken as home to a very large colony of pirates with races coming from several different systems. There are no Fydler on this moon, dubbed "Brandor" by the Eldari of the fifth planet. The fifth planet is a life sustaining world and home to the Eldari. A thousand years ago, the Eldari sent a colony ship out into space with the intention of establishing a colony on a distant world. The scientific community assumes the vessel was lost because there has never been contact with that ship since then. The remaining three planets of Geldoz are ice giants consisting of Helium, Hydrogen, Methane gasses, water, rock, silicate and due to the immense pressures of the climate, diamonds. The atmospheric pressure of these planets is 100,000 times greater than that found on earth. A biological lifeform would perish inside the atmosphere of these giants which measure between 72,000 Km and 135,000 km diameters.
Goff has a single main sequence star at its center. The first planet has dense rock with the second containing loose soil with minable minerals below the mantle. The humans of the third planet have a mining colony on this second planet. The third planet, also known as Goff sustains life and was first settled by Gaullian humans more than nine hundred years ago. Goff developed at a standard pace given the advanced technology and the two worlds enjoy peaceful relations. The fourth and fifth planets are similar in structure to the third planet, but have no viable life or signs of any minable substance; at least nothing of value to the humans of Goff. The sixth and seventh planets are gas giants containing Helium and Hyrdogen as well as water, methane gases and silicates. The two planets measure their diameters at 43,000 Km and 122,000 Km respectively. The two gas giants have several satellites, but nothing of value.
Harton has a single main sequence star at its center. The first planet is made of dense rock with no minable minerals. The second planet is composed of loose soil; clay and sand mix with no atmosphere or life. There are no moons around the first two planets. The third planet is home to the Baku. Eight hundred years ago, the Baku, who originated on Jaltyr sent a colony ship out into space with the intention of establishing a colony on a distant world. The ship found Harton, landed and established a colony. THe first few years were challenging, but the Baku thried regardless and established a vast community covering all or most of the continents. The next three planets of Harton are composed of a sand and clay mixture soil. The fifth planet has deposits of iron, aluminum, gravitonium and other precious metals. The Baku have established mining colonies here, but there is no atmosphere. The seventh through Ninth planets are ice giants consisting of Helium, Hydrogen, Methane gasses, water, rock, and silicate. These planets measure between 62,000 Km and 157,000 km in diameter.
Jaltyr has a single main sequence star at its center. The first three planets are made of dense rock with no minable minerals. The second planet has a moon composed of dense rock with no minable resources. The fourth planet is home to the Baku. Eight hundred years ago, the Baku, sent a colony ship out into space with the intention of establishing a colony on a distant world. The ship found Harton, landed and established a colony. The two planets share more than just the same race and culture, but they share technology and resources as well. Jaltyr has a moon known as "Tsuki" by the Baku. The fifth planet of Jaltyr is composed of a loose soil mixture with no atmosphere. This planet has deposits of iron, aluminum, gravitonium and other precious metals. The Baku have established mining colonies here. The sixth and seventh planets are ice giants consisting of Helium, Hydrogen, Methane gasses, water, rock, and silicate. These planets measure between 95,000 Km and 138,000 km in diameter. The ninth planet of the system is an ice rock measuring 22,000 km at its diameter and consisting primarily of Nitrogen ice.
Lenser has a single main sequence star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third and fourth planets are composed of a mix of dense rock and loose soil with no appreciable deposits or atmosphere. The fifth planet, Lenser, is the only planet in the system that can sustain life. It is home to Gaullian humans who departed Dornier over nine hundred years ago. The human population have thrived ever since and are natural allies with both Dornier and Goff. THe planet has all the natural resources necssarty to survive including gravitonium. THere are two moons, Jandier and Bypass. The sixth planet of Lenser is also made of dense rock and appears is may have sustained life a very long time ago. The seventh and eighth planets are both gas giants. The seventh planet has a moon, almost the size of the third planet which also has several deposits of gravitonium. It does not however have an atmosphere. The humans of Lenser have established an underground colony on the moon and named it, "Skopi".
Rylarot has a binary star system with a main sequence star at its center and a dwarf white star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third and fourth planets are composed of a mix of dense rock and loose soil with no appreciable deposits or atmosphere. The Fourth Planet, also named Rylarot, is the home of the Fydler. Rylarot has three satellites (moons), Hubbard, Jares & Klatu. Hubbard is composed of a mix of dense rock and arable soil, unfortunately the atmosphere is composed of an inordinate combination of harmful chemicals to sustain life. Mammals, fish, plants and insects would all perish in this environment. The Fydler have established a mining colony on the moon, Hubbard to extract resources to be used on Rylarot. The fifth and sixth planets of this system are ice giants consisting of mostly Helium and Hydrogen. The diameter of these planets are 66,000 km and 116,000 km respectively. between the sixth and seventh planets is an asteroid belt containing significant iron and copper deposits. The Fydler conduct regular mining operations in the belt. The seventh planet is an ice rock measuring 23,000 km at its diameter and consisting primarily of Nitrogen ice.
Swenton has a binary star system with a main sequence star at its center and a red dwarf star at its center. The first two planets are dense rock with the one closest to the star being the smallest. These planets are not inhabitable, yet the second planet appears as though it may have teamed with life a very long time ago. The third Planet, also named Swenton, is the home of the Caesari Dwarves. Swenton has three satellites (moons), Pa’zia, Gixia & Reniphon. Reniphon has all the necessary resources to sustain life, yet there is no developed ozone layer. Mammals could not live in this atmosphere. Pa’zia has a large quantity of Gravitonium that is being mined by the people of Swenton. The fourth and fifth planets consist of arable soil, yet does not have an atmosphere necessary to sustain life. There are minable resources on this planet including iron, copper, and other precious minerals. The sixth, seventh and eighth planets of this system are ice giants consisting of mostly Helium and Hydrogen. The diameter of these planets are 66,000 km, 116,000 km and 145,000 km respectively. between the sixth and seventh planets is an asteroid belt containing significant iron and copper deposits. The Fydler conduct regular mining operations in the belt. The seventh planet is an ice rock measuring 23,000 km at its diameter and consisting primarily of Nitrogen ice.
o Population: 59,968,945,800
o Government Type: Confederation; weak central government with stronger state (planetary) governments. The members of the Magnus Confederation have agreed upon a series of Accords or concessions during the establishment of the Confederation. The Confederation establishes an executive and a legislative branch of government, but no judiciary.
The executive branch consists of a Council of Representatives of the eight participating worlds. The Council maintains an empty ninth chair for the people of Brattunch. No one expects the chair will ever be occupied in their lifetime, except maybe the Fydler Councilman. The members of the Confederated Council elect a Council President and Vice President for a term of four years. This person comes from among the Council members. Each planet member elects a councilman once every four years. There is a term limit set at four. Each planet member expects its Representative to stand up for the wishes of its constituent citizens.
The legislative branch consists of a Board of Representatives made up of fifteen representatives from each planet member for a current total of one hundred twenty (120) Representatives. The Board of Representatives handles matters of Interstellar concerns or disputes between two or more planets. Their authority extends to planetary surface only when the interstellar concern is taken to that level.
The Accords
Brattunach Accords External interaction with the indigenous population of the planet, Brattunach is hereby restricted. The indigenous population of Brattunach number approximately 600,000 souls and are contained to one of two southern continents. The semi-nomadic hominins (homo sapiens) are of a similar technology level as humans on earth around 10,000 BC. The population primarily lives off the land. A few have taken to agrarian pursuits, but most will move with their food source as the seasons change. External races shall not interfere with the natural progression of the Brattunch hominins, and no contact whatsoever will be made with these people. The planet contains large deposits of iron, copper, aluminum, and precious gems and metals including gravitonium which are mined by the citizens from the other eight worlds of the Confederation. Mining operations are restricted to the three northern continents of Brattunach. Any race that interferes with Brattunach will be fined an appropriate sum of credits to be determined by the remaining members of the Council of Representatives. Failure to make proper compensation could result in military action.
Gravitonium Accords Gravitonium is a metal imbued with properties capable of resisting gravity. It induces a hover on any vehicle it is manufactured with. Several mining companies from the eight planets have established operations in all nine systems of the Magnus Confederation for the extraction of gravitonium. The Gravitonium Consortium Association (GCA) establishes marketable costs per ton which applies equally to all mining companies approved by the GCA. Eligible companies must register with the GCA in order to gain mining rights anywhere in the Confederation. No unapproved companies are permitted to extract gravitonium from any system in the Magnus Confederation. The GCA has the authority to impose monetary penalties to any company who violates this accord.
Brandor Accords Within the Geldoz system exists a colony of refugees who are struggling to create their home on the moon of the third planet. The Brandori Refugees are protected by this accord from governmental or military intervention by any member of the Confederation. According to the Eldari, they have had a difficult existence and require a vast amount of lattitude and support in order to survive.
- Nation Size: Medium
- Nation Specialty: Balanced
o Nation History: TBA
o Species: There are five different races that make up the citizens of the Magnus Confederation: Gaullian (Human), The Baku (Hominid), Eldari (Dark Elves), Caesari Dwarves, and The Fydler
Gaullian Humans originated on Dornier and evolved by colonizing TWO other planets (Goff & Lenser). They are the same humans we know on earth with a variety of races including African, Asian and Caucasian races as well as other combinations of indigenous species. Gaullian Humans also exist on Brattunach, but evolved naturally rather than from Dornier colonization.
The Baku are a bipedal humanoid race with blue skin. The tone of the skin varies from very light blue, almost white to very dark blue, almost dark purple rather than black. The average Baku has a medium shade of blue with only small minorities of the population blessed/cursed with dark blue or light blue skin. People who do have the dark blue/light blue skin tones are considered the more attractive members of society. They tend to possess an elevated degree of magnetism/charisma due to their skin tone. It is not uncommon for a Baku man and woman who have four children with one of the four blessed/cursed with the dark blue/light blue skin tone. Formally, this translates into the dark and light Baku result in finding themselves in the hierarchy of society.
Baku eyes are almond shaped with either yellow or green tinted iris. A rare few Baku possess blue or even rarer few possess a violet-colored iris. As in the skin color, those who have violet or blue eyes tend to be considered more attractive than yellow or green-eyed Baku. Irrelevant of skin color and eye color, one thirty-second (3.125%) of the population is gifted with an empathic ability.
The Eldari (Dark Elves) are bipedal humanoids with ashen colored skin from light gray to charcoal grey. The Eldari Elves have either red- or violet-colored eyes with hair varying from white to medium blue to light violet in color. They are typically thin and stand at full height anywhere from 5’ 10” to 6’ 7” tall. They have pointed ears and benefit from the ability to see in the dark. The Eldari do not sleep but must spend 4-8 hours in deep meditation every 24 hours in order to recharge their energy and grow.
Caesari Dwarves are bipedal humanoids with light colored skin (Caucasian) and almost always bearded. They stand anywhere from 4’ 2” tall to 5’ in height. Their build is stocky with concentrated dense muscle sinew (very strong). These people are very hardy, with resistance to most viruses and to fire. Their beards are normally braided or at least trimmed neatly. Female dwarves do not grow beards.
The Fydler are bipedal humanoids with ashen light grey skin color similar to the Eldari. Their skin color may be white, but only progress to a burnt grey rather than charcoal. Not as dark as some Eldari. They are thin and stand between 6’ 6” to 8’3” tall. The Fydler are very cerebral creatures with excessive intelligence and a perceived inability to express emotion. They appear somewhere between sociopathic to simply unemotional. They mate when it is practical. Many of their decisions are based on logic and efficiency. The Fydler do not have a protruding nose like humans do, it is flat against the front of their face with sinus slits for breathing (Think Voldemort). Their mouth hides beneath a skin flap extending from the sinus area. Their eyes are large black vertical ovals rather than the small horizontal ovals of humans. Their ears also do not protrude from the sides of the head but are merely holes in the sides of their heads. The Fydler are amphibian but spend most of their time above water. The webbing that once occupied the area between fingers and toes disappeared more than 5,000 years ago. Some Fydler can breathe underwater even today, most can hold their breath for up to ninety minutes. The Fydler have no body hair.
o Culture:
Dornier (dorn – YĀ’) Diameter = 26,034 Km Area: 2128.195 million sq km Land: 615.048 million sq km (28.9%) Water: 1513.147 million sq km (71.1%) Satellites (moons): total: 7 (Toupère, Frija, Donner, Defeiros, Tyus, Vanadis, and L'enfer) Toupère sustains life and is used primarily as a military installation for training purposes. Population: 15,198,345,800 Race: Gaullian Humans
Religion: Franktism (Pagan); the creatures of the forest, the trees and the plants are all sacred beings of the Gods. A person can take from the forest only what they intend to use, no more. The seven moons of Dornier are named for the seven Gods of the Franktism pantheon. They are the Guardians of the Realm: Toupère – The all-father or primary god of the pantheon. He is the god of wisdom, healing, death, royalty, the gallows, knowledge, war, battle, victory, and poetry. Frija – the wife of Toupère. She is the goddess of marriage, prophecy, clairvoyance and motherhood. The remaining five are children of Toupère and Frija. Donner – god of thunder, weather, wine, party and having a good time. Defeiros – god of the oceans and sailors. Tyus – goddess of war and strategic planning. She is the goddess of soldiers and those who defend. Vanadis – goddess of love, beauty, fertility, sex, harvest, crops, and gold L'enfer - goddess of the underworld, of death and of travellers.
Culture: The Dornier people are a proud race who speak the Dornier language (French), the Romanic language (Latin) and the Common tongue (English). The Romanic language is reserved for the home (family life) and for private legal conversations. The Dornier language is the public language used everywhere else except for international dealings. Then the Common tongue is used.
Dornier men will dress in tailored suits with solid-colored shirts with a vibrant colored silk ascot and vest. The shirt’s collar is high, standing 1” above the shirt around the throat. Dornier women wear silk or satin ankle length dresses made with vibrant colors often matching the color pattern of their partner’s ascot and/or vest. The dresses are rarely billowing, generally tight or loose fitting depending on the wearer. A woman’s hair is generally done up very well in attractive styles.
Dornier people play a sport similar to Soccer (Futbol) with fifteen players per team instead of eleven and a bit larger field. Physically tackling an opponent is allowed if the player possesses the ball. The sport is called Voetball.
Government type: Confederation Capital: August Executive branch: chief of state: President head of government: Prime Minister Legislative branch: Parliament Judicial branch: Supreme Court of Appeals
Geldoz Diameter = 15,745 Km Area: 778.422 million sq km Land: 228.078 million sq km (29.3%) Water: 550.034 million sq km (70.7%) Population: 9,000,000,000 Satellites: 1 Moon (Peyton)
Race: Eldari Religion: Aeldari Faith (Pagan) The Aeldari Pantheon of Gods consists of: Peyton - goddess of the harvest, fertility, life, healing and growth and the divine mother. Kunmar – god of the hunt, husband to Peyton. Reyna – ruler of the Aeldari, disinterested in the ways of the Eldari people. Has relinquished decisions to Peyton once he learned of Mantua’s dream, vision of the Eldari people causing his downfall. Kratok – God of War, brother to Reyna. Mantua – goddess of dreams and fortune, daughter to Peyton and Kunmar. Raulti – God of artisans and craftsmanship Idina – Goddess of the dead and the underworld, The Realm of Chaos. Krag Domeni – God of tricksters, art, music and artists. Also known as the Laughing God, as well as the "Great Harlequin," the "Great Fool" and the "First Fool." Moria Dorn – Goddess of maidens, mothers and mystics. Often referred to as the Crone, she is depicted as an old hag, second in line of the female goddesses behind Peyton.
Peyton is the Aeldari goddess of the harvest, fertility, life, healing and growth and the divine mother of the Eldari on Geldoz. She is the mate of Kunmar, the god of the hunt. The only truly benevolent member of the Aeldari pantheon, it is said that it was Peyton who intervened and created all non-Eldari life in the universe once Reyna, the ruler of the Aeldari pantheon, no longer took an active interest in his creations and their solitude.
It was also Peyton who pleaded on behalf of the mortals when the Aeldari god of war, Kratok, attempted to slaughter the Aeldari. The war god heard from Mantua, the goddess of dreams, that she dreamed the Aeldari, the mortal children of Peyton and Kunmar, would one day cause his downfall.
It was Peyton, too, who secretly continued to guide the Eldari when Reyna, leader of the pantheon, sought to blunt Mantua's rampage by forbidding any further direct contact between mortals and gods by separating the Ethereal Plane from the Material Plane.
Culture: The Eldari are a matriarchal society with women rising to power in government and the military. They pray often to Peyton, the Divine Mother. She is the savior of the Eldari people.
People on Geldoz, dress in tunics and robes with colorful sashes. The wealthy or upper class citizens dress in silk and satins while the working-class dress in cottons and wools. Orange and Purple are colors associated with wealth on Geldoz.
The theatre is the center of entertainment with plays re-enacting stories of the Gods as being the popular genre.
The people speak the Eldari language (Norwegian) at home, but the common tongue in public.
Government type: Empire Capital: Tenetry City Executive branch: chief of state: Emperor head of government: Viceroy Legislative branch: Parliament Judicial branch: Supreme Appellate Court
Goff Diameter = 12,180 Km Area: 465.826 million sq km Land: 134.158 Million sq km (28.8%) Water: 331.668 million sq km (71.2%) Satellites: No Moon Population: 5,680,000,000 Race: Gaullian Humans
Religion: Franktism (Pagan); the creatures of the forest, the trees and the plants are all sacred beings of the Gods. A person can take from the forest only what they intend to use, no more. The seven Gods of the Franktism pantheon are considered the Guardians of the Realm: Toupère – The all-father or primary god of the pantheon. He is the god of wisdom, healing, death, royalty, the gallows, knowledge, war, battle, victory, and poetry. Frija – the wife of Toupère. She is the goddess of marriage, prophecy, clairvoyance and motherhood. The remaining five are children of Toupère and Frija. Donner – god of thunder, weather, wine, party and having a good time. Defeiros – god of the oceans and sailors. Tyus – goddess of war and strategic planning. She is the goddess of soldiers and those who defend. Vanadis – goddess of love, beauty, fertility, sex, harvest, crops, and gold L'enfer - goddess of the underworld, of death and of travellers.
Culture: The Goff people are a proud race who share the Dornier languages (French), the Romanic language (Latin) and the Common tongue (English). Their dialect is slightly different than natives from Dornier. On Goff, the Romanic language is rarely used. The primary language is the Dornier language except for international dealings. Then the Common tongue is used.
Goff men will dress in tailored suits with solid-colored shirts with a subdued or dull colored silk ascot and vest. The shirt’s collar stops at the base of the throat. Goff women wear silk or satin ankle length dresses made with subdued/dull colors often matching the color pattern of their partner’s ascot and/or vest. The dresses may be billowing, tight or loose fitting depending on the wearer. A woman’s hair is generally done up very well in attractive styles or straightened depending on personal preference.
Goff people play Voetball and compete in an intergalactic league.
Government type: Confederation Capital: Romal Executive branch: chief of state: Chancellor head of government: Viceroy Legislative branch: Senate
Harton Diameter = 12,390 Km Area: 482.028 million sq km Land: 140.27 million sq km (29.1%) Water: 341.758 million sq km (70.9%) Satellite: No Moon Population: 4,290,000,000 Race: The Baku
Religion: Corkeshi (literally “the way of the gods”) is the Baku belief system and predates historical records. The many practices, attitudes, and institutions that have developed to make up Corkeshi revolve around the Baku land and seasons and their relation with the inhabitants. Expressions of Corkeshi beliefs toward nature include the recognition of a divine spirit (kami) in venerable old trees, large mountains, and tall waterfalls, as well as celebrations of the highlights of each season. This reverence is often expressed by the placement of a small shrine next to the natural element being celebrated or garlanding it with a blue rope. Traditionally, Corkeshi also involves purification rites and customs to overcome the polluting effects of death and decay. However, Corkeshi does not espouse a moral code, lacks religious scriptures, and does not conceive of a life after death.
In contrast to many monotheistic religions, there are no absolutes in Corkeshi. There is no absolute right and wrong, and nobody is perfect. Corkeshi is an optimistic faith, as humans are thought to be fundamentally good, and evil is believed to be caused by evil spirits. Consequently, the purpose of most Corkeshi rituals is to keep away evil spirits by purification, prayers and offerings to the kami.
Corkeshi shrines are the places of worship and the homes of kami. Most shrines celebrate festivals (matsuri) regularly in order to show the kami the outside world. Corkeshi priests perform Corkeshi rituals and often live on the shrine grounds. Men and women can become priests, and they are allowed to marry and have children. Priests are aided by younger women (miko) during rituals and shrine tasks. Miko wear white kimono, must be unmarried, and are often the priests' daughters.
Important features of Corkeshi art are shrine architecture and the cultivation and preservation of ancient art forms such as Yawe theater, calligraphy and court music (gagaku), a dance music that originated in the ancient courts about 1200 years ago.
People seek support from Corkeshi by praying at a home altar or by visiting shrines. A whole range of talismans are available at shrines for traffic safety, good health, success in business, safe childbirth, good exam performance and more.
Many wedding ceremonies are held in Corkeshi style. Death is considered an impurity and not dealt with in the Corkeshi ways. Consequently, there are virtually no Corkeshi cemeteries, and most funerals are simply a means of saying good-bye to loved ones. The body is merely a vessel and the spirit moves on.
Major Kami of Corkeshi
Oda Ayumi – is the goddess of the sun as well as the purported ancestress of the Imperial Household of Baku. Her name means “the great kami who shine from Heaven". For many reasons, one among them being her ties to the Imperial family, she is often considered (though not officially) to be the "primary god" of Corkeshi.
Yada Hoshie – Commonly called Yada, she is the goddess of dawn and revelry in Corkeshi.
Tanji Hikaru – Also known as Kaze-no-kami, he is the Baku god of the wind and one of the eldest Corkeshi gods, said to have been present at the creation of the world. He is often depicted as an oni with a bag slung over his back.
Jin Sakutaro – is the god of war and the divine protector of Baku and its people. Originally an agricultural deity, he later became the guardian of the Hiroki clan. His symbolic animal and messenger is the dove.
Kugo June – The god or goddess of rice and fertility. Their messengers and symbolic animal are foxes.
Yamasaki Shihi – A god of nation-building, farming, business, and medicine.
Moto Yachi – The deity of wisdom and intelligence, who is always called upon to "ponder" and give good counsel in the deliberations of the heavenly deities.
Tominaga Shusake – is the god of thunder and lightning and is often paired with Tanji. As with the latter, Tominaga is usually depicted as an oni.
Fukunaga – is a dragon, as well as god of the sea.
Kuniyoshi – The God of Water.
Culture: Culture: Muchado – “The Way of the Warrior” In ancient times the Baku were a militaristic society. How they approached life, death and honor had to do more with the Code of Honor of the warrior; what is referred to as Muchado. The society and culture have deviated from that focus within the past century, but many in the Baku culture retain these ancient traditions.
The warrior spirit and the virtues can still be found in Baku society. Notable Baku consider muchado an important part of their culture. Certain people use aspects of muchado as a way of life.
Muchado affects myriad aspects in Baku society and culture. In addition to impacts on military performance, media, entertainment, martial arts, medicine and social work, the muchado code has catalyzed corporate behavior. It is the mode of thought which historically structured the capitalist activity. Business relations, the close relationship between the individual and the group to which he or she belongs, the notions of trust, respect and harmony within the Baku business world are based on muchado. Therefore, this is at the origin of the industrial harmony ideology of modern Baku.
"The tradition permeates the planet's corporate culture and has informed many of its social developments".
Egalitarian principles practiced by the warrior have permeated through modern business society and culture. Principles like Honorable Poverty, encourage those with power and resources to share their wealth, directly influencing global success. Muchado also provides enterprises with social meaning. The moral purpose that muchado articulates transcends booms and busts. It is often said that a Baku company is like a family, with executives caring about employees and employees showing respect to executives. Muchado, then, is part of the basis for a sense of national identity and belonging—an ideal that says the Baku are one people, in it together.
In utilization of Muchado's seven virtues, the warrior code has been renewed to contribute towards development of communication skills between adult Baku couples. The people have identified a methodology which can be employed by counseling agents to guide adults in self-reflection and share emotions with their partner. Practicing Muchado virtues can ultimately enhance intra- and interpersonal relationship, beginning with personal awareness and extending to couple awareness. When utilizing the matrix, a couple is asked to identify one of the seven virtues and apply it to their past and current perceptions surrounding its prevalence in their lives. If individuals identify their relationship to be absent that specific virtue, they may now ponder of its inclusion for their benevolence.
The muchado spirit exists in Baku martial arts. Modern muchado focuses more on self-defense, fighting, sports, tournaments and just physical fitness training. While all of these things are important to the martial arts, a much more important thing is missing, which is personal development. Muchado's art taught soldiers the important secrets of life, how to raise children, how to dress, how to treat family and other people, how to cultivate personality, things related to finances. All of these things are important to be a respected soldier. Although the modern Muchado is guided by eight virtues, that alone is not enough. Muchado not only taught one how to become a soldier, but all the stages of life. The warrior described by muchado is not a profession but a way of life. It is not necessary to be in the army to be a soldier. The term "warrior" refers to a person who is fighting for something, not necessarily physically. Man is a true warrior because of what is in his heart, mind, and soul. Everything else is just tools in the creation to make it perfect. Muchado is a way of life that means living in every moment, honorably and honestly. All this is of great importance in the life of a soldier, both now and in the past.
The essence of muchado is best defined by the following statements:
Sincerity - do not lie, do not be insincere, do not be superficial Responsibility - do not be obsequious Frugality - do not be greedy Politeness - do not be rude, do not slander Modesty - do not be boastful, do not be arrogant Loyalty - do not be unfaithful Harmony - be on good terms with comrades Tranquility - do not be overly concerned with events Compassion - show concern for one another, be compassionate, with a strong sense of duty.
Baku men dress in a business style similar to the humans of both Dornier and Goff for professional corporate endeavors and may wear the traditional robes or kimonos of ancient Baku society.
The Baku have taken up the sport of Voetball and participate in the same interplanetary league with the people of Dornier.
Government type: Triumverate – Republic Capital: Cranton Executive branch: chief of state: President, Viceroy, Chancellor head of government: Prime Minister Legislative branch: Parliament Judicial branch: Superior Court of Appeals
Jaltyr Diameter = 9,657 Km Area: 292.829 million sq km Land: 80.528 million sq km (27.5%) Water: 212.301 million sq km (72.5%) Satellites (moon): 1 (Tsuki) Population: 4,000,000,000 Race: Baku
Religion: Corkeshi
Culture: Code of the Muchado (The Path of the Warrior) The Baku of Jaltyr are similar to the Baku of Harton. Jaltyr shares a fashion sense with Dornier, Goff and Harton. THey also participate in the Voetball league.
Government type: Republic Capital: Xenoloc Executive branch: chief of state: Chancellor head of government: Prime Minister Legislative branch: Parliament
Lenser Diameter = 15,834 Km Area: 787.247 million sq km Land: 222.79 million sq km (28.3%) Water: 564.456 million sq km (71.7%) Satellites (moons): total: 2 (Bypass & Jandier) Population: 8,000,000,000 Race: Gaullian Human
Religion: Franktism
Culture: The people of Lenser share a common culture with Dornier and Goff. They also participate in the same Voetball League.
Government type: Socialist Capital: Crenick Executive branch: chief of state: Premier head of government: President Legislative branch: Bicameral Congress Judicial branch: Supreme Appellate Court
Rylarot Diameter = 20,545 Km Area: 1326.056 Million sq km Land: 411.077 Million sq km (31%) Water: 914.979 Million sq km (69%) Satellites (moon): 3 (Hubbard, Jares & Klatu) Population: 7,000,000,000 Race: Fydler
Religion: Scientology – The Fydler believe each physical entity is inhabited by an immortal, spiritual being referred to as a Thetan. A Fydler Thetan is merely an inhabitant of the corporeal being. The Thetan has had innumerable past lives with the age of the Thetan being older than the species themselves. Their spiritual entity has resided in extraterrestrial beings that originally colonized the planet millions if not billions of years ago. Scientology doctrine states that any Fydler undergoing "auditing" will eventually come across and recount a common series of events that are repeated in their lives. Part of these events include reference to an extraterrestrial life-form called the Vanu. Scientology texts say the Vanu were a species who resided in a confederation of planets 70 million years ago, who brought billions of alien beings to Rylarot and then killed them with thermonuclear weapons. This narrative forms the central mythological framework of Scientology's ostensible soteriology – attainment of a status referred to by Scientologists as "clear". The soteriology is for the Fydler, the doctrine of their salvation, preserving their souls throughout time.
If it were not for their advancements in science and reasoning, the other cultures of the Magnus Confederation would have dismissed the Fydler as a band of cultists. A history of wars existed over this very issue until the enlightenment period which started just over one hundred fifty years ago. During that time period, the Scientology narrative has been accepted as a true faith of the Fydler people.
Culture: Science and Education are paramount in Fydler culture. The people do not participate in physical pursuits as other cultures do. Their primary interest has always been and will continue to be the pursuit of cerebral activities. Trivia quiz shows and/or competitions are the primary source of entertainment for the Fydler. Fydler wear light colored clothing; white, pastel yellow, light pastel blue, pastel green and so on. They do not wear dark-colored clothing at all, nor as accents on their light-colored clothing. Silver is more valuable in Fydler culture than gold worn as jewelry.
Fydler garments are described below:
Strophion – a cloth band which served women as a bra Perizoma – a loincloth worn by men and women as underwear Chiton – a tunic of two different styles, Doric and Ionic, worn by both sexes Chlamys – an outer garment used as a short cape or cloak, worn primarily by men Peplos - a garment worn mainly by women over a chiton or instead of one Epiblema – a shawl worn over a chiton or peplos by both men and women Himation – a larger outer garment worn as a long cape or cloak by both sexes
Headgear is rarely worn, but if done so it is either an arrangement of plants like in a wreath or a handmade wreath made from silver.
Military uniforms would include steel armor or crampons which enclose the tunic and cloak closer to the body. They remain light colored and are not altered to create camouflage in various terrain. The Fydler regularly stand out in battle. (/smh)
Government Type: Republic Capital: New Grenville Executive branch: chief of state: President head of government: Prime Minister Legislative branch: Parliament Judicial branch: Supreme Judicial Review Board
Swenton Diameter = 16,469 Km Area: 851.984 Million sq km Land: 253.039 Million sq km (29.7%) Water: 598.945 Million sq Km (70.3%) Satellites (moons): total: 3 (Pa’zia, Gixia & Reniphon) Reniphon has all the necessary resources to sustain life, yet there is no developed ozone layer. Humanoids would not live in this atmosphere. Pa’zia has a large quantity of Gravitonium that is being mined by the people of Swenton. Population: 6,800,000,000 Race: Caesari Dwarves
Religion: Caesari is a monotheistic religion. God sent his servant Malachi to Swenton to teach the dwarves about loving one another and how to get along. Malachi was eventually burned at the stake when the Kaladrian government charged and convicted him of political heresay more than 3,000 years ago.
Malachi’s charred corpse was lain to rest in a stone crypt to prevent grave robbers from attempting to fulfill an ancient prophecy that he would return from the dead. His crypt was placed under the protection of the Kaladrian Army to at least watch over the tomb, ensuring no one disturbed it.
One week later the crypt was found empty. An investigation was conducted by the Lunatic Council (loo – NAT’-ic) . The disappearance of Malachi’s corpse remains a mystery to this day. It has never been scientifically proven to be anything other than by the hand of God.
Malachi’s followers claim he returned to walk among them for 40 days. He was then assumed into heaven to serve and protect God.
His messages to the dwarven people are collected in Da Kron, the book of Caesari Dwarven culture on Swenton. It is filled with miracles and wonderful stories for all dwarves to live by in peace and harmony. It fills the hearts of all dwarves with love and hope. As a result of Malachi’s sacrifice, all dwarves are now resistant to fire.
Fire is symbolized as a cleaning agent in the dwarven culture. Both fire and water can be destructive and purifying. A dwarven male may be purified by fire prior to entering manhood. All faithful Caesari dwarves are expected to serve and protect their almighty savior in heaven.
Culture: Every family on Swenton owns a copy of Da Kron. It is read daily within the household and teaches lessons of daily life for all to live by. The dwarven people are industrious with the finest work ethic of any race in the Magnus Confederation. They work hard and play hard.
Sporting events are huge on Swenton with Rugby, Lacrosse, and Dornier soccer (Voetball) are the top sports of the planet. Each has their own season, with regional teams competing in leagues many will gamble on or watch as a leisure activity. Dwarves generally dress in casual attire with denims and cotton being the most frequently worn textiles. No one wears any form of neckwear except a scarf during inclement weather.
The dwarven people are very honest and giving to one another with low crime rates. Dwarven men often grow beards, done in stylish fashion. Dwarven women do not grow beards and wear trousers instead of dresses or gowns. A Dwarven woman would never wear a dress.
Government type: Republic Capital: Taknotch Executive branch: chief of state: President head of government: Prime Minister Legislative branch: Parliament Judicial branch: Supreme Judicial Court of Appeals
- Notable civilian tech Gravitonium. Due to the existence of this substance in the Magnus Confederation Star Systems, vehicles that resist gravity are in abundance. Most families own a motor vehicle which hovers anywhere from 10 to 150 meters above the surface. They use these as well as trains to move people and goods from one place to another.
o Economy: As a confederation there is not one form of currency but eight. The standard denomination for currency is "Credit." From each planet you will find Dornier Credits, Goff Credits and so forth. The curret rates of exchange are as follows:
Dornier Credit (DC) = 1.0 (Base) Goff Credit (GC) 1.0 GC = 1.15 DC Lenser Credit (LC) 1.0 LC = 1.22 DC Harton Credit (HC) 1.0 HC = 1.45 DC Jaltyr Credit (JC) 1.0 JC = 1.01 DC Geldoz Credit (ZC) 1.0 ZC = 0.98 DC Rylarot Credit (RC) 1.0 RC = 1.18 DC Swenton Credit (SC) 1.0 SC = 1.05 DC
- Trade Craft: There are many notable tradecrafts amongst the planets of the Magnus Confederation.
o Military A more detailed organization and structure of the militaries of the Magnus Confederation are detailed in the following post, linked here. - Size/Organization Each of the primary eight (8) planets of the Confederation are represented in the military of the Confederation. The population of the standing military is roughly 1.2% of its civilian population. The following numbers represent the grand totals of all branches.
Interstellar Navy: 216,000 Ships / 202,500,000 personnel / 1,247,768 Aircraft The Interstellar navy consists of ships of varrying classes which are heavily armed for the purpose of projecting force across the Confederation or the galaxy when necessary. All boats and single engine combat aircraft are owned by the Interstellar navy.
Marines: 81,431,100 personnel The Marines are an elite branch of the Navy used as naval infantry. They are a light fighting force complimented with Atmospheric Assault Battalion.
Army: 407,064,052 personnel The Army can perform Atmospheric Assault role as the marines, but are built for attacking, sustaining, and holding terrain for extended periods of time. Officers of the Confederated Armies attend the finest institutions of military learning on all eight planets. The formations of the Confederated Armies are built around armored and mechanized formations relying on orbital AGW ships for overwhelming artillery support.
Homeland Defense: 45,257,625 personnel The Homeland Defense force is tasked with defending each planet of the Confederation against any invaders. They are organized into Guards Divisions as well as other subordinate and superior echelons. They remain on their home worlds to conduct defensive engagements.
Notable Military Tech As with the anti-gravity vehicles used by the civilian population, both the armored fighting vehicles (AFV) and the combat service support (CSS) vehicles used to provide logistical support to the military are capable of anti-gravity operations.
Number of Controlled Systems: 1 The system where Kyroidia originates is called Okuban. Ocuban has a bright blue star at its center. Five planets orbit the blue star that provides light and heat for the Okuban system. The names of the planets in order are Xedon, Katan, Wadon, Vardon, and Umakon. Katan is the second planet from Okuban. It is where the citizens of Kyroidia originated. It is a warm watery planet with many large tropical and desert islands surrounded by a massive ocean that boils at the equator of Katan. Katan's poles occasionally freeze despite the warm climates of Katan.
History: The origin of Sovereignty of Kyroidia is unknown to all except for the emperor himself.
Specialty: Balanced
Species: The founding species of Kyroidia are a bipedal dragon-like race called the Kimbytas. Kimbytas can fly with their wings in the thick atmospheres of Katan-like planets. They prefer a temperature range between 150 and 220 degrees Fahrenheit. They can survive for short periods of time in temperatures of a wider range between 30 and 350 degrees Fahrenheit.
o Nation name: The Council of Angar Angar is the political entity, Angari is the adjective form, Angarieni (lit. Blessed by the Gods) is the name for a citizen of the Angar.
o Systems controlled: 12 (detailed list and map TBA)
o Government type: Theocracy Angar is ruled by the High Council which consists of Chief Priests of the twelve Parishes.
Each Parish corresponds to an area of infrastructure (food production, logistics, military etc.) which in turn has a major patron deity.
A Parish is comprised of 20-50 Clans (which usually have minor deities to bless their pursuits), each of which is in turn comprised of numerous Houses. A House's size may vary, but an average one will have about 100 members (nowadays not blood-related but in adoptive familial relationships). The Clan's structure is largely horizontal: some Houses have more power than others, but they are interchangeable in most aspects. A House's focus (area of responsibility) may change over time.
Nation size: Large Population 30 billion, due to a recent cataclysm that killed two-thirds of the population.
Nation specialty: City-state
o Nation History
Angarieni started out as a religious cult, back during the days of Solis Ecclesia. Followers of a polytheistic religion that valued strictly codified social interactions, at one point, they started putting their cultural norms above the law. Conflicts erupted, and practice of the Angar religion was outlawed. However, Angar numbered several billion followers by then, and the risk of a violent conflict made Solis Ecclesia seek out a compromise.
A secession would take place. Solis Ecclessia would part with several star systems on the outskirts of its reach—nominally part of the nation, but yet uncolonized. The Angari High Council would become a new governing body, and everyone willing to practice Angar and live according to its cultural norms could do so within the new nation. An overwhelming majority of the practitioners decided to follow their calling and relocate to the new lands.
And so they did. Colonies were established. Laws were put to test and held under the strain, and despite the limited resources available to them, the colonies flourished. They named themselves Angarieni—Blessed by the Gods.
For several thousand years, Angar prospered. However, that would change when the galaxies collided. Several years before the event, Angari scientists predicted that their sector of space would be hit by a radiation flare of an unforeseen intensity. They scrambled to find a solution, building isolation domes and researching ways to genetically increase the radiation resistance of the species.
They were able to mitigate the disaster, but just barely. Only 5% of the habitable territories had been enclosed by the domes, and the gene fix wouldn't be finalized for another 12 years. Due to stellar discipline and well-thought-out evacuation procedures, 35% of the population was able to survive. It took time to adjust to the increased population density, but with the switch to multi-level city-hives (eased by the planets' low gravity), they were able to adapt.
The main problem, however, was the lack of arable land, and the low numbers of game species. It quickly became clear that it would be extremely difficult to keep the population fed. Nation-wide rationing and population control legislation were introduced. It threatened the social order of which blood inheritance had been an integral part. However, the Homemaker Parish, which was previously in charge of social services such as garbage disposal and the laundry system, stepped up to the task. They would take over the childrearing process entirely, keeping track of the population limitations, and various Houses would be eligible to take in the children once they reached the age of majority. With many compromises and policy updates, the system survived.
This kind of measures is not feasible long-term, though. The population age is creeping up slowly, but surely, and rationing is taking a toll on the nation's health. There is no way to replenish the reserves depleted with the construction of the radiation domes. In order to survive, change is inevitable.
Much as they hate the necessity, Angarieni will need to either expand, or enter diplomatic relations with the rest of the galaxy.
o Species
Angarieni are a humanoid species that adapted to live in low gravity. Tall and lean, physically they are weaker than their ancestors. Their skin can be different shades of blue.
Angarieni share common ancestors with the Baku of the Magnus Confederation, hailing from the same region of Solis Ecclessia. However, this is not common knowledge within Angar, and they haven't kept in contact after the secession. Compared to the Baku, Angarieni have a slighter build and finer features, and are generally taller. An outsider would be hard-pressed to distinguish between the two races, and with some effort, it might be possible for a Baku to blend in in Angar.
Angarieni use genetical engineering to ensure their survival. Most notable alterations include increased radiation resistance, slow metabolism, and fertility control. Since procreation is heavily regulated, a citizen is only fertile while they take specific hormonal supplements. Those supplements are only issued to those chosen for procreation duty.
Due to advances in genetic engineering, Angarieni's lifespan is around the 150-year mark, with long-livers just about reaching 200. Government policies of strict population control mean that the population's age skews heavily towards the older side of the spectrum.
o Culture
Religion Angar's culture is inseparable from its religion. It is said that Be'Ang, the twelve major deities, sit on the Divine Council which governs the way the world works. For any change of the world order, they convene and discuss its specifics in a ritual ceremony. Then, the deity responsible invokes the change into being.
The High Council is intended to fulfil the same role in the mundane Angar. They make the decisions that shape the course of the nation, while details of implementation are delegated to Parishes and Clans. The twelve High Priests on the Council each represent one of the Be'Ang. Each priest leads a Parish under the deity's patronage.
Much as each major deity has a retinue of minor ones, a Head Priest commands a Clan Council, where heads of the Parish's Clans sit. They divide the tasks they were entrusted to between the Clans, and the Clans, in turn, appoint their member Houses to deal with the specifics. Each discussion is a ritual that cements the success of an action.
Generally, any venture, at any level, is planned out in advance according to precedent. If, during the implementation phase, it turns out that an assumption was erroneous, it will be corrected in a future such venture.
Much like a High Council's decision shapes the course of Angar as a nation, each individual's decision may shape the course of their life. To ensure success, even the most mundane conversations are codified and ritualistic, as only proper communication between parties will ensure success.
Childrearing Because the Angari population is at a precarious balance between famine and extinction, its population must be controlled so as to prevent unsustainable growth. Bearing a child is an extremely prestigious affair, and is planned out in advance, as any venture. Only the best donors are selected, and only the most saintly and compassionate chosen as nurses and educators.
(Some say that only the strongest and smartest should be allowed to birth the new generation; as it stands, the policy involves several stochastic calculations that ensure equal representation of existing Houses.)
The children are raised with Angari ideals in mind. From a young age, they know their place and possible futures within society. When they are old enough to be schooled, they learn the workings of different Parishes and Clans, and aptitude tests decide which they will belong to. The choice of a House is a more personal one, dependent on the emotional connection with its individuals.
The age of majority is 27. By this time, an individual will have completed a secondary education suited to their chosen Clan, and will be adopted into a House to further its prosperity.
Mentality Given that they learn the tenets of their culture from birth, most Angarieni are content with their place in life and hold the needs of their House, their Clan, their Parish, and Angar itself, above their own. A rare minority is unable to thrive in this way of life. Usually, they are relocated to one of the trade posts at the edges of Angar—small settlements that deal with exceedingly rare outsiders. The atmosphere is laxer there, as one must account for the unpredictable nature of other races. Even so, even the most rebellious and chaotic Angarieni are usually perceived as rigid and a bit stuck-up by outsiders.
Angarieni hold their cultural norms above all. It is unthinkable for someone to try to break them for their own gain. Even if they want to do something underhanded, they will think of a method within their framework of rules.
Angarieni are xenophobic and disdainful towards outsiders, and can be blunt about that even when attempting to be polite. They think their society and religion superior to any other. Ideally, they do not want to interact with any outsiders at all.
They deal poorly with unscripted interactions and the lack of predictability.
Living conditions Only 5% of the land surface on Angari planets is habitable because of radiation damage. The habitable parts are enclosed in anti-radiation domes. The insides of the domes are home to multi-level, densely populated city hives. On the topmost levels, national parks and reserves are home to what remains of the native ecosystems.
A rationing system ensures that available food is more-or-less equally distributed. Higher-ranking individuals have access to more variety and better quality, but in general, the amount of food is still not enough to support an active lifestyle. Angarieni are not at all picky about food. It’s not a significant part of their culture, and they see it as a means to an end.
Given the scarcity of natural resources, the most popular building materials are plastic (mined by droids in the irradiated parts of the planets and decontaminated) and metals (also droid-mined, predominantly on uninhabitable planets and moons). Clothing is overwhelmingly made of synthetic fibres, and uniforms are much more common than tailored clothing.
Leisure In their free time, Angarieni often practice music and other forms of art. They have a sophisticated art culture and value expressions of mathematically complex ideas. Sports aren’t popular because short rations motivate them to conserve their energy. Handicrafts aren’t very popular either, except for talismans and ritual supplies that are House-specific and therefore aren’t to be mass-manufactured.
Notable civilian tech:
Advanced hydroponics and synthetic foods
Genetic engineering
Radiation resistance
o Economy
Angar has a multi-tiered planned economy. The High Council determines the focus of production and the distribution of resources, while the Parishes, Clans, and Houses have finer levels of control in their areas.
Som is the Angari currency. A fixed pricing system is in use, with 1 som equal to one hour of work necessary to produce a commodity. (Government calculations are used to determine the amount of work in any particular case.)
Generally, som is used as an ephemeral currency. It measures the value of the commodities, but Clans and Houses operate on more of a barter system, with som values only ensuring equality of the goods exchanged. In individual daily life, where it's impractical to prepare trade contracts (e.g. when buying groceries or engaging in entertainment), som can be used as an actual currency. There is no physical form for som, and any exchange takes place via the planet-wide online banking system.
Angar has automated most of the processes pertaining to resource extraction. Several mines on uninhabitable planets are run by (non-sapient) droids, with a rotation of Angari personnel on-site in case of emergency. Agriculture relies predominantly on hydroponics and synthetic food production.
Trade craft: Interplanetary travel (both freight and passenger) is predominantly conducted via scheduled droid-run shuttles. The fleet is several millennia old, dating back to the establishment of the colonies. It's slow, as space travel has never been prioritized as an area of research in Angar, but it's kept in good condition. Personal interplanetary transport is a luxury that only a few can afford, and of those few, most do not bother.
o Military
There has never been a wide-scale internal conflict in Angar. Military titles are a mark of prestige more than anything else, usually correlating with one’s social status.
Military training relies on procedures that were in use during the secession from Solis Ecclesia. They have not been updated ever since.
Angar’s borders are patrolled by droid-controlled small spacecraft. The protocols for detecting enemy presence are still in place, though they haven’t been triggered in millennia.
Size/Organization: 1 billion (including reserves), around 50 million active conscripts at any given time
Land forces: Law enforcement numbers are minimal since the crime rate is very low. Mostly, land forces are used to deal with catastrophes, disease outbreaks, and mentally unstable citizens.
Naval forces: around 50000 military spacecraft. 20000 are droid-controlled partol and recon vehicles. 50 capital ships are stationed in space as the outside defence perimeter, currently in power-saving standby mode. The remainder are medium-sized craft of various fighting capabilities. In case of conflict, civilian inter-system shuttles will be used to transport supplies and military personnel within the boundaries of Andar. All the fleet dates back to the years immediately after the secession. It is kept in stellar condition, however, it is certainly outdated by galactic standards.
Notable military tech:
Each inhabited planet has a defence-oriented station orbiting it. Such a station is armed with heavy artillery and will be used to oppose enemy capital ships in case of conflict.
Anti-radiation domes that cover all Angari settlements are capable, to a degree, of withstanding nuclear bombardment. However, their primary purpose is environmental shielding, not military defence. There is room for them to be reinforced at a future date, but as of now, they won't withstand blunt force for long. The shielding and radiation filters themselves might also be vulnerable to types of weaponry unknown to Angarieni.