I'm trying to figure my nations relation with the former humans. One thing that I know for certain is they raised a cloned army of humans to fight for them as a form of pychological warfare.
@MonkeyBusiness Our factions sorta have some things in common, mainly Man-made lifeforms being used as soldiers, although in my case, they're radically different and of course, slaves to a bunch of Mad AIs XD
Known as the Semita, the central government of the Remnants is split into 4 parts. These three parts each answer to the one above them, in order of least power to the greatest power they are, -The Chevalier (who rule single planets or planetary systems, there their word is law, save for orders from higher up, Their power generally does not extend far outside their systems ) -The March Command (who are in charge of large swaths of the Remnant territory, named Marches and meet in a large senate setting to deal with issues that affect the Remnants as a whole) -The High Command (A council of the 5 lord commanders of the Varangian forces, who are chosen from the March command upon the event of one of the 5 passing away. Their power is titanic, with them being able to overturn any decision the March Command has made.) -The Dominus (A single individual, who rules until their death, elected by the High Command. With total power over the Semita and the Varangians as a whole the Dominus's word is truly law as even the High Command bows to them in all matters.)
Leader(s):
-The Current Dominus- Aventus Ventali
-The High Command- Lorili Noma Selik Bori Nora Morr John Lanna Talan Emonas
Main Race:
Human - What more could be said about the Terrans? They are an adaptable race, more apt to bend the world around them to their will than not, and while they may not be the most physically terrifying race, they are stubborn to a fault. Those among the Varangian are no different, though some have taken to 'improving' themselves with bio-mechanical implants, but this is a practice mainly used for those battle wounded, to allow them to keep their service if they so wish it.
Minority Race(s):
Vala - More of a blanket term for any Human/Xeno hybrid than a true race. The Vala are an amalgam of their parents, their strengths, and very little of their weaknesses. While the Remnants may have no true restrictions on Human/Xeno relationships, the number of Vala is still relatively low, due to naturally low success rates their creation, and some outside pressures (though recently this has become far less of a problem)
Tor'moro - Hailing from a world blasted by three suns, a world of extremes, the Tor'moro (or simply the Tor in short hand) are an exceptionally strong and resilient race. Even though they seem to be slightly hunched over all the time all of the Tor stand at least twice the height of a normal human, with their natural muscle bulk adding to their height. Covered in a thick leathery hide, thick claws adorning the ends of their fingers, with a natural armor of bone plates along their skin and long spines running the length of their back, plus a tail, the Tor could play the part of any number of monsters from humanity's past. Their four dark eyes, while small, do not miss much, as does their nose. Some say the original Tor were uplifted by humanity in the beginnings of their empire, others that the Tor were simply swallowed the the unending tide, but whatever the case may be the Tor have found their place and home amongst the Varangian. On the battlefield they are living tanks, adorning themselves in thick power armor specially crafted for their bulk, the will also commonly heft a shield made from the same material as dreadnought hulls (which is fused to the armor) and heavy cannons.
Sia - The youngest (though this simply means they were incorporated 3,000 years ago, instead of the Tor's 4,000) race in the Remnants. The Sia hail from a system, surprisingly, located within the the Sink. They are not much taller than your standard human, and share many of their features, but they are far more lithe and graceful, almost to the point of having an ethereal quality about them. Parallels have been drawn in the past to the stories of elves from old Earth, though if you ask any Sia, they will probably laugh at you a cite a couple of differences between them (mainly their ears, eyes, and skin). Their ears, wile long, taper to three points instead of the one. Their eyes are all a solid coloration (usually a shade of black, brown, or grey), while their skin carries a faint green hue. In combat they are acrobats, weaving this way and that, their natural dexterity making up for their overall less durability.
Race Demographics:
-Human 50% -Vala 10% -Tor'moro 20% -Sia 20%
Religion Description:
"Where to begin on the topic Varangian religion? Where to begin an analysis of a spiritual, a religious, a way of life that has both bonded such a group together and become nigh inseparable from their very culture? I suppose we start where we can, with a name. Known as "The Faith" to those who practice it, its exact origins remain shrouded by the fog of history to the point that im not even sure the Varangians know when it arose. The Faith centers around the two aspects of death and life respectively, these two 'gods' (if such a word can be used for them) are forever locked in a never ending dance with each-other, nether one willing to part with the other from this cyclical motion. An endless cycle of death and rebirth, or decay and growth, that the Varangians seem to delight in, or at least find comfort in.
Indeed, this might be the very reason as to why those of the Varangian do not seem fear death, instead choosing to embrace it at times. But that is a discussion for a different lecture, for now let us return to the subject of The Faith.
Now, these two gods have two distinct 'cults' that follow them, the first and by far largest of the two is indeed the cult of death. With the cult of life coming in second, but do not be fooled, these two cults are not a true divide in the Faith, instead they are two separate parts of the whole, both working in tandem to the greater ends. Even the practices of the two are very much the same, which leads me into my second point of The Faith, the practices of said faith.
The most common one that most will see, is the burning of incense offerings as well as periods of deep reflection in the practitioners of the Faith. One other such practice is the near worship of the hero figures of the past, which have been elevated to a near demi-deific level. One would do well to realize however that most of these hero's died in an act of self sacrifice that resulted in ether a great victory, or the saving of many more lives. There are small shrines throught the entirety of the Varangian holdings, though if one travels to larger cities you will find veritable cathedrals dedicated to the Faith. Beneath these places of worship are the last practices we will he talking about today, the charnel houses of the Varangian.
You see, as mentioned before death is as important to the Varangian as life is, and as such they place great stock in what happens to their bones after they die. As such they will entomb those who have died in expansive charnel houses, their bones use to create elaborate works of art. But no where is this more evident that the planet of Nox.
Now Nox by itself seems utterly unremarkable, it is a relatively smaller planet, with a thin atmosphere (just enough for a human to breath comfortably) and no large plant life. It is the only planet in it's system and orbits its sun in such a way that the planet is constantly bathed in eternal twilight. In other terms a dark, cold, rock to any sane individual. But to the Varangian it is holy place. You the entire planet is one huge graveyard, covering its rocky surface are the uncountable graves of fallen Varangian, both heroes and those lucky enough to be interred there. For the Varangian it is a honor of the highest degree to be buried on Nox. It even houses the largest cathedral to the Faith god of death, though no one knows if it is even staffed by anyone other the the sole native species on Nox (known simply as Charnel Hounds). - Dr. Soaln Vorim, Professor of Comparative religions, "Lectures on the Faiths of the Empire" lecture dated... 50 years before current date...
Religious Demographics:
99% The Faith (75% Death cult, 25% life cult respectively) 1% Assorted minor religions
Culture:
A nearly ancient culture by most standards, the Varangian culture survived both the rise, integration, and collapse of the empire. The culture of the Varangian is based almost completely around the twin pillars of The Faith and the military. As such their culture values tradition, honor, and duty. These values, mixed with the inherent spiritualistic nature of The Faith, has resulted in a tightly knit social structure in which all those outside the governmental structure could be considered to be rough equals, with all having the ability to move up and down the social ladder (once more outside the governmental ladder) with relative ease and freedom. This has also led to what some might consider "Hyper loyalty" to the Varangian government, from the lowest Chevalier to the Dominus, the people of the Varangian Remnents will follow them unquestioningly.
But don't let this solemn, military outlook fool you, the Varangians have a love of art that few realize. This includes art of all forms, though they are especially fond of painting, sculpting, and other such arts. They also devour books at a breakneck pace. Their cities reflect this outlook, as they are huge, expansive projects, their marble white buildings glittering in the sun. Spires and obelisks reaching high twoards the heavens, while large fountains find their home amongst the urban flower gardens in the various city squares.
The most odd/controversial practices of the Varangian, is that of the Agnata. Around the age of 7, each and every child of the Varangian begin to attend special boarding schools, that not only refine their mind, but also their bodies as they are subjected to oft brutal training regimens that train them from the moment they arrive to, fight, survive and serve well when their time comes after graduation (when they enter the military proper and earn their first rank of "Unblooded"). Until then they are called trainees, for that is truly what they are. Both their bodies and minds crafted into the weapons of the Legios.
History:
At the dawn of human expansion, several colony ships were sent out into the void, and quietly vanished into the dark howling void that was interstellar space. No one knew what had become of these ships, and so they were listed as lost with all hands and eventually faded into the dusty pages of history, never to be seen again. At least that's what those in the Sol system thought. In actuality the ships had arrived to their target, bringing their cargo of humans and building/terraforming equipment to a temperate planet, orbiting a binary system. The planet was very earth like in temperature and water content, and eventually was renamed Agartha by the humans who dwelt there. Eventualy, several factions developed on the surface of Agartha, and began to war amongst themselves for control of the growing world. While the particulars of this time are lost, what is known to the annals of history is that it was a short, bloody time for the precursors of the Varangian, and may be the period where the tradition of the Agnata developed. Eventually a faction (that was the protoform of the Varangian, as they are known today) emerged victorious and took dominion over Agartha, turning their collective eyes to the stars. Utilizing the industries that had sprung up from the previous decade long conflict, the first Dominus built new colony ships and sent them out to the systems surrounding Agartha. As their expansion continued the fledgling Varangians encountered multiple other human colonies, all of which they then subjugated, absorbing them into their ever expanding region.
//decoding continueing... information on the Tol, human empire and the Concord of Vas Maran, and the Sia, to follow...//
Description of Military (Optional):
Ground Forces
-The Legios- The mainstay of the Remnant forces, made up of those trainees who have earned their place amongst the military. Have no doubts, the Legios are superbly trained combatants with a will of iron. Typically deployed in groups numbering from individual squads of 6, for small operations, to an entire Legios Rank (each full Rank numbering upwards of 10,000 individual Legios, not including support armor). Equipped with their signature power armor and Nano-halberd, the Legios take on a terrifying presence on the battlefield, seamlessly transitioning from ranged combat to melee in an instant. +Legios Soldier, toying with an Accretion grenade+
-The Centuri- The backbone of any Legios Squad or Rank, the Centuri make up the command staff, both in and out of combat. Chosen from the training ranks at a fairly young age, after showing promise in a leadership roll, each aspirant Centuri undergoes a far more rigorous training regimen, both in body and in mind to prepare them for their leadership role. The result is a well rounded powerhouse of a solder, that can as easily command the tide of battle as they can sever an enemy in two. They are equipped with a more advanced suit of power armor, a side arm of some descript, and usually ether a Nano-sword or Nano-halberd (depending on personal choice of the Centuri) +A Centuri Commander+
-The Death Guard- The members of the Death Guard are enigmas, they stride the battlefield in silence bringing death and devastation to all in their way. Chosen much like aspirant Centuri are, those who would become Death Guard are taken to hidden places, far from what most would call civilization. There they undergo brutal, over the top, and sometimes lethal training, top become some of the most feared combatants that the Remnants can field. It is even said that their final test is to be dumped on Nox, with minimal food and water, and to survive there for over a period of a month, fighting both the near inhospitable climate and Charnel Hounds, all so they may walk amongst the tombs of the greatest of the Varangian and learn humility. They are equipped with their own suit of power armor, complete with in built Nano-blades, and will also carry any and all infantry ordnance (though they seem to prefer heavy side arms) +Death Gaurd, with Nano-blade deployed+
-The Tor battle caste- Technically part of the Legios, and Centuri, the Tor are still different enough to warrant their own section. You see they are just as trained and just as disciplined, that is not what makes them different, no you see that belongs to one factor. Their size. You see the Tor are massive, and as such take the roll of living tanks. They wear thick, heavy, power armor with a fused on shield (which is made of the same materiel as starship hulls, rendering it incredibly difficult to penetrate even without the power armor's shielding.) and a fused heavy cannon. The resulting hulking form is so heavy, they will shake the ground as they walk past. It should also be noted that the Tor's shield is sharpened at the edges, and they will thus use it in melee combat. +Artists example of a Tor battle suit+
-The Skulks- The shadow ops of the Remnants, the skulks are masters of assassination, information gathering, hacking, trap laying, ambushing, you get the idea. They usually operate in small fire teams, out side the normal Legios Rank. They are highly trained in quick, staccato, hand to hand fighting as well as long range engagements. As such they usually carry a Nano-sword/blades, and a sniper rifle of some desript. They use both technology, and the natural tendency of all living things to gloss over the thing hidden in plain sight to remain hidden from their adversaries or targets. +A skulk+
-The Tesserarius- Standing several stories tall, and clocking in a couple hundreds of tonnes, the The Tesserarius are heavy, pilot controlled walkers, that can pack as much fire power as a small fortress, the Tesserarius shatter enemy lines with their sheer size and firepower. Incredibly thick armor, mixed with their shield generators make any Tesserarius an incredibly tough nut to crack. Using a special harness, the Tesserarius can actually be dropped from orbit, along side normal Legios soldiers. They can be armed with a huge Nano-chain blade, a Ultra heavy Pulse cannon, heavy rotary pulse cannon, a simple bare hand and they will oft make use of accretion missiles mounted on the back of each Tesserarius +examples..of..various..Tesserarius+
Persons of importance: Advisor - Lila - Alorian Advisor - Raina - Alorian General - Selene - Alorian General - Takeer - Krolm General - Zakra - Krolm
Description of Government: The Queen has absolute power over Alorian territory, people and laws. She has unrestricted political power. She has 6 advisor's who help her too make decisions and laws. Below the advisor's are the Generals who are in charge of the military on behalf of the queen. Below this are forms of smaller government who do not make there own rules but only help too enforce the Queens rules in a certain area, and pass up the wishes and concerns of the people too the generals and advisor's. The title of Queen is passed down from the current queen at death or if she desires too leave the throne too an Alorian lightblood of her choice. Her Advisors are all Alorian Females and mostly lightbloods.
Species and Demographics: Main Race: The Alorians:
A female Alorian.
An Alorian with paler skin which is much more rare.
The Alorians are a race of Humanoid people that stand at 5-6 feet tall. They have skin that comes in purple and blue and a rarer pale white which somehow still seems too glow. Male and Females grow no hair all over the body except for on their heads. Hair for Alorians can naturally come in any colour except for orange. Naturally they are stronger and faster than Humans but not by much. Despite the nice appearance Alorian's can be quite aggressive and xenophobic too other races but have a respect for the Krolm. The natural and still standing social order of the Alorians is very matriarchal as females are usually stronger and faster than the males although they are equals when it comes to intelligence. They possess fangs which they can extend and hide when they want, they need blood too survive. Before they met the Krolm they would drink the blood of animals from Aloria, but the Krolm started too give blood too the Alorians when they were allowed into the Empire. Then when the Alorians met Humanity, they began to crave Human blood. Any blood can keep them alive though they strongly prefer Human blood. The Humans originally used this when they were in charge, they would give blood in order for Alorian cooperation. When the Human Empire fell, any and all Humans that could be captured were.
Minority Race(s): Humans (mainly slaves, but there are some free Humans)
Krolm: The Krolm evolved on Aloria's only moon. The conditions here were much more harsh than those on Aloria, the moon was covered in seas of magma and rocky continents that were used too very harsh weather. Due too this harshness they grew tough, scaly skin to protect themselves and they are considerably more bulky than a normal human and notably stronger. Their bones are heavier and show signs of extensive thickening. They stand at no less than 6 feet for the smallest and 40 feet tall for the biggest of the Krolm as they come in all shapes and sizes. When they were adopted into the Alorians growing empire they became the majority of the Alorian military and began too worship the Queen as a goddess just as the Alorians do.
Religion Description (Optional): There is no official Religion in the Alorian Empire. Most see and worship the Queen as a Goddess, but there are no organized churches. One belief that is strongly held throughout the Empire is that Alorian children born with white blood, called lightbloods, are children chosen by the Goddess (Queen) too become the next Queen. Lightbloods are much more intellegent than normal Alorians and are often given training by the Queen herself and if not chosen too be the next queen usually become advisors. There have been no male Lightbloods ever recorded.
Religious Demographics: Unknown, as there is no organised church.
Culture: The Alorians are an intelligent and beautiful species that live on many cities beyond their home. The cities they live in are huge and expansive, home too Alorians and Krolm alike as the two are happy to cooperate. Alorian cities can be found in many different places and and try to disturb the natural landscape the least they can but with such huge cities some things will have too change. In most cities the poor and the rich are separated but are both few in number as most people fall into the middle or working class. The small number of poor is because most who are born with little usually join the military. Naturally the Alorians can be very aggressive and xenophobic towards other people, cultures and religions. They have no problems with slavery, it is a widespread practice among Alorians as they keep Humans for blood and other purposes. Krolm can keep slaves but have little need for them. All around the city the flag is waved as the people of the Alorian Empire are a very proud and patriotic people. Statues and shrines of the Queen and previous Queens can be found throughout all cities. Every three months the queen will address the people in a speech and it is very frowned upon too not watch it. The people are no strangers too war and are not scared of it, Alorians and Krolm celebrate war and it is seen as honourable and encouraged that if you are able you join the military in some way.
History: The Alorians developed as the only intelligent species on the planet Aloria on the Outer arm of the milky way. They quickly came out on the top of the food chain and started to build small towns, then cities. They were no strangers too war, early kingdoms killed and destroyed as did the earliest Empires and nations. As the Alorians progressed war between them became less common and nations became peaceful with each other. They reached 2016 tech level a century before the space-faring Human Empire reached them. At this time, for now unknown reasons, the peaceful nations of the world exploded into war. It was a long, bloody war which lasted for all of the century and is now called 'The century war'. By this point in time the Alorians had been aware of the Krolm on their moon for a couple of decades and communication had been made between them. The monarchy and the Krolm brokered a deal which would allow the Krolm to live on Aloria and with the Alorians if they helped the monarchy win the war. 23 years into the war the Krolm joined on the side of the monarchy and they became close allies, fighting together for the next 77 years.
The war only ended at they end of 100 years when Humanity showed up. Humanity, with advanced weaponry and techs, annihilated the other side of the war and won it for the monarchy. However when the Humans tried too take total control of the planet the Monarchy wasn't deterred by what they had seen the Humans do before. They wouldn't be ruled by aliens. They fought back. The Human Empire, not wanting too commit unnecessary genocide, allowed the Monarchy too stay in charge as a puppet government, a secret that would be kept from the people. The Humans would make laws, give blood help the Alorians out as long as they didn't rebel and allowed Humans too live on the planet and any they helped the Alorians expand too, and followed the rules that the Humans set in place. This only worked as the Alorians thought the Queen was still in charge, and Humanity kept the Alorians under control using this method until the fall of the Empire.
When the Empire fell, the now spread out Alorian colonies and planets turned on the Humans and took as many in as slaves as they could. They stole technology and set out too create there own Empire, the Alorian Empire, fuelled with a need for power and a lust for Human blood.
Description of Military (Optional): The military of the Alorian Empire is made up or Alorians and Krolm.
Regular Infantry: The Regular infantry is almost fully made up of the most common type of Krolm, but Alorians do serve here. Not too be mistaken for cannon fodder, these are highly skilled, tough soldiers who will do all they can and lay down their lives for the Empire and their Queen.
Marines: The marines are made up of around 60% Krolm and 40% Alorian. They are the best of the infantry, the strongest, smartest and most useful. Before being allowed into the Marines the person must have been in the regular infantry for 4 years minimum and complete gruelling training that has a 30% pass rate as well as a 10% death rate. The other 60% return too the infantry. The marines are usually dropped in from orbit too re-enforce crumbling defence or secure captured territory and will usually be in with the first wave of attack along with regular infantry, these are highly respected throughout the Empire.
Scouts: Smaller and weaker yet incredibly fast and agile these Krolm are the perfect scouts. They can see 100% clearly in the dark and are used on recon or in hit and run operations. They will be in, fuck shit up and leave before the enemy knows what happened.
Royal guard: The royal guard are made up of mostly Alorians. These are the police of the Empire, they keep the peace within. They are also who guard the Queen. They are highly skilled, having too go training for years to become one.
Bruisers: The Bruisers are hulking beasts that stand at 30-40 feet tall with the power too rip down buildings and destroy opposing infantry, taking tonnes of damage before they finally go down. They are not damaged by small arms, and the only way too kill them with small arms is too set them on fire which weakens the hide and makes it vulnerable too gunfire and small explosions until the hide re-hardens. Less common and harder to control but once they serve the Empire they are a formidable enemy to have, often used too reinforce defence and in the first wave of attack, because of the sheer strength and as a fear tactic.
Corpsers: Corpsers are spider-like Krolm. They are born from eggs and start at the size of a small dog. Within a month they grow too have legs 5 feet long and this is the point they are used in battle. Often used as cannon fodder in large battles, sent in with infantry as a distraction as they move faster and often instil fear into an enemy. Also used in hit and run operations and are regularly sent too enemy installations just too harass opponents. When fully grown can be the size of a double decker bus, and are used in the same way as Bruisers although most corpsers dont make it too this age. Their legs are reinforced with metal plating.
@Sigma Here's my faction or at least how much of it I have right now.
THE SARMAKTH DOMINION
Faction Name: Yel'krusu t'Sar'Makth (literally means "Star Empire of the Great Race") Faction Type: INVADERS Faction Leader: S'cum Ish-veh N'ssan (title: Sur'sim're t'Abru-ma AKA Grand Supreme Overlord) Territory: Tsokal'yel t'Sar'Vafer (Great Beginning, their new home system), few star systems at the outer edges of the galaxy Planet(s)/Holdings: 4 star systems
FACTION OVERVIEW Sarmakth are a race of alien invaders approaching from the barely charted outer rim of the galaxy. While they hate humans with passion they are not above using them for their devices or lording over them as their slavemasters. With the sudden collapse of the Empire the Sarmakth plans to use the divide and conquer strategy to dominate humanity one by one using less obvious means. As such the Sarmakth are mysterious manipulators who prefer to use humans to fight at the forefront, only showing up when it's absolutely necessary.
Sarmakth are large roughly cephaloid creatures with their main body comparable to a grown bear in size. They have a pair of huge eyes and large beaks which are surrounded by numerous tentacles. The evolution and deliberate gene alterations of the Sarmakth focused on intellect which means roughly 90% of their body mass are brain matter with all other functions being reduced considerably. Their tentacles are too weak to raise their bodies under Earth-like gravity. Instead their overgrown brain developed psychic powers as well as they utilize anti-gravity devices to move around. Sarmakth have only a simple digestive system which can only deal with liquids and specially processed food. Some of their tentacles act as suckers to leech blood from living beings for sustenance, a horrible sight which made the British folk describe them as vampires. Most tentacles are thicker and used to either support the body or work as versatile manipulators to operate complex mechanisms with ease. Sarmakth are asexual creatures with no male/female dimorphism who reproduce through periodically laying down "flesh buds" of their young which they feed constantly until those eventually grow to sufficient size. Worth noting that when they refer to themselves they use male pronouns to outsiders. Sarmakth have no vocal language aside from making various basic noises to express emotions. They communicate exclusively through telepathy. In case they require to talk with someone they rely on human slaves who are explicitly wired to understand their telepathic waves and speak in their stead. Sarmakth in general have a superiority complex and view all other races as inferior if not just consider them as soulless animals to use. Due to their history they especially hate humans and call them as Pekh'makth which literally translates as "the race of shit".
FACTION HISTORY Shockingly enough the humans and Sharmakth share a long history. Sentient life evolved in the exotic biosphere of Mars long before humanity made its first steps on Earth. Martian life was harsh and filled with challenges yet roughly a billion year ago it birthed the first sentient life who could be the predecessors of Sarmakth. Records and findings on these prehistoric creatures are scarce and conflicting even to the Sarmakth. Based on analysis of the remains they looked like large medusid beings walking on three tentacle legs. They are referred as the Vesh'makth AKA the Precursors. The details on their history are unclear but apparently their technology easily eclipsed even the Sarmakth. It's believed that their efforts and experiences helped accelerate the formation of life on Earth and likely numerous other planets through the galaxy. Vesh'makth appeared to be a peaceful society but they assuredly had their fair share of clashes and wars with the last of them almost managed to exterminate their race while drastically altering the environment of Mars. The survivors required drastic measures and proceeded to rebuild their civilization while using various genetic alterations until they became the Sarmakth. Through their efforts they took control of the planet and lived in thousands of years of peace and prosperity. Unfortunately their lifestyle was taxing on the planet and by 1800AD it became certain that their planet will die within a few hundred years. To avert their demise the Martians were looking elsewhere, eventually deciding on the invasion of Earth. Living in millennia of prosperity did have an averse effect on their technology and they basically had to reinvent military and spacefaring methods in a rush of 50 years. 1898, after through recon of the planet for decades the Martians invaded Earth, particularly England which was the center of the great British Empire at the time. Their attack was swift and merciless but lacked in numbers and finesse. Their mighty tripods modeled after the Precursors marched on relatively unhampered. Though their operation was rushed and crude they were at the brink of forcing the British Empire to its knees when something unexpected happened. Through their genetic engineering Martians no longer feared diseases and enjoyed a life without illness for tens of thousands of years. But while immune to Martian diseases and superior to even the mightiest empire on Earth the invasion forces fell prey to the planet's smallest lifeforms. Diseases which Terrestrial creatures long adapted against struck the Martians hard, decimating their numbers rapidly. The invasion was called off and the Sarmakth fled in a great haste, the rest of them dying on route back home. The Martians were flabbergasted on the news and began a long research to discover the truth and find a way around this invisible threat.
Martians conducted through analysis on their deceased but their search for the invisible killer was in vain. Intend to solve this mystery the Martians began to send expeditions to Earth, the source of the so-called UFO sightings. After countless trial and error approaches they eventually understood the threat and immunized their entire species to the disease. Meanwhile humanity was developing steadily and in secret they formed plans to overcome the Martian threat. Late 21st century, the Second Martian War broke out. The Sarmakth were more advanced but their dying planed and thinned out numbers put them at a disadvantage. To maximize their industry the Martians turned the core of their planet into a nuclear reactor. While it gave them the so-desired upper hand it eventually turned out to be their undoing. The reactor built up a growing instability which eventually went out of control. Estimates said the runaway chain-reaction will reach critical stage within a month. The Sarmakth hastily built a large ship equipped with their experimental stardrive and escaped the planet just in time. Their only solace was the fact that the explosion of their homeworld will spread debris to Earth and raze the surface. Carrying thousands of Sarmakth in stasis their ship traversed hyperspace, intending to reach a planet with ideal conditions found at the edge of the Horsehead Nebula. Unfortunately in their rush the computer made an error and dropped them off at a lifeless star system near the edge of the galaxy. tough times awaited the sarmakth in the following decades until they found a way to a neighboring star system with habitable land which they renamed Sar'Vafer (Great Beginning). What they didn't know that their hated nemesis the humans were far from extinct. Quite the opposite as over the thousands of years they grew up to be a galaxy-spanning empire. After a hundred years of effort the Sarmakth restored their civilization to their former glory and even beyond. With their refined stardrive the armakth began exploring the galaxy in honest. That was the time they became aware of the Empire lead by none other but the hated Pekh'makth. To say this revelation frustrated the Sarmakth and caused quite an uproar would be a grave understatement. Jealous and frustrated, they decided to take back what's rightfully theirs and become the crown jewel of the universe once again. Yet determination alone could not overcome such massive odds and the Sarmakth began their centuries long plotting in secret. Now, with the sudden collapse of the Empire many of their kin believes it's time to act.
EXTERNAL RELATIONS The Sarmakth despise humans more than anything. Yet the majority of the galaxy is dominated by these Pekh'makth everywhere. Thus their immediate aims are to enslave humanity by playing them against each other. They secretly infiltrated and enslaved a slight portion of the Empire and they intend to use the chaos to accelerate the process and retake their place on the pinnacle of creation. While their operations are still secretive the Sarmakth determined it's time to also take a more direct approach.
[detailed faction relations will be posted up as they occur during the RP]
TECHNOLOGY Sarmakth technology is unique and at times radically different from what could be found within the Empire. Their massive intellect grants them a better understanding of science than any human. Yet missing out millennia of progress they initially had plenty of areas to catch up on. Overall while Sarmakth technology is more advanced and sophisticated it only gives them a slight edge over the Empire which uses simpler yet often just as effective measures. For example Sarmakth relies on walkers moving on flexible tentacle-like legs which requires advanced computers to properly operate while humans merely use wheels and tracked mechanisms to achieve similar road performance. In general Sarmakth only has two kinds of propulsion, gravity and walkers. Their civilians usually equip grav gliders which lift their bodies and save them from physical exertion while their heavier ground machines use a walking mechanism moving on multiple legs.
- Yel'yeturek (Stardrive): Also dubbed as hyperdrive (kwhul'mishu, lit: "hyper engine") it's a device which opens a rift between normal and hyperspace (kwhulret) in order to allow faster-than-light travel. Hyperspace and slipspace has numerous similarities and they slightly interact. The main difference is that while slipspace is a void the hyperspace is filled with exotic matter and energy which obeys to a different laws of physics. Hyperspace has various "bands" each allowing different speeds. Lower bands require much less energy but they don't provide much speed. The Martians used this to escape their planet in the past. Higher bands offer better speeds but at a much larger initial cost. Stardrives are potentially better than Slipspace drives used by the Empire but breaking into higher bands of hyperspace also consumes considerably more energy (at the extreme ends even draining the ship's systems for hours).
- Weinol: The basis of most if not all Sarmakth construction. It's a versatile family of carbon allotropes akin to fullerenes and carbon-nanotubes. It's generally light yet strong matrial which depending on its grid structure can have various other properties. It isn't an exaggeration to say that over 90% of everything made by Sarmakth is a type of Weinol.
- Kwhul'tviyan (Hypercore): Reactor which gathers power from hyperspace. They are compact and efficient as well as generally safe to use which makes them widespread within the Sarmakth community.
- Kwhul'wun: A term used to describe Sarmakth direct firing weapons which use either matter or radiation originating from hyperspace to project it at the enemy. The mechanism is often compared to opening a dam which is the boundary between normalspace and hyperspace and then let it flow straight at the enemy. There are many kinds of Kwhul'wun ranging from rayguns to hypermetric accelerators. Kwhul'thor is an explosive which uses uncontrolled hyperspace mechanisms with destructive results.
- Kwhul'danaan: The standard form of shielding used by the Sarmakth. They trap energy and matter originating from hyperspace within a bounded field which flows at superluminal velocities. While the formation of the shield requires a hefty amount of startup their advantage is that unless they are knocked down from incoming weapons fire these can be maintained indefinitely.
MILITARY The Sarmakth military is unique like the rest of their race. For starters they don't know the concept of infantry and their smallest military unit are their fighting machines. They generally use tripods and other walker machines in combat while in space they use flying saucers or ships shaped akin to a medusa with large hemispherical body and countless tentacles. Overall their fighting force has the strange sense of being "alive" even though they use mere machines.
[unit profiles may come later]
NOTABLE CHARACTERS
Sur'sim're t'Abru-ma (Great Supreme Overlord) of the Sarmakth Dominion since their new beginning. He's a ruthless but calculating person who'd rather conquer the galaxy over the time than waste Sarmakth lives. Unfortunately the collapse of the Arcturus Empire also strengthened the position of the radicals who promote outright military invasion and a swift sweeping crusade over the humans. Being over 900 years old (not counting the cyrogenic stasis) S'cum is one of the few Sarmakth in power who saw both wars against Humanity and how they failed. As such he's intent for his race to not commit the same mistake again.
I basically copy-pasted and slightly altered my profile from the Fall of the Empire NRP. If anything is problematic I can change it. I am quite flexible on this front.