The Sukhrabid Dynasty is a Yuwanist dynasty of Proto-Lamashi origin. The Sukhrabids trace their ancestry to the Proto-Lamashi warlords who fought against the Red Pantheon rebellions and settled in Eudaz. These Proto-Lamashi Eudazeans brought Yuwanism to the region, marrying it to the dominant Edukeshan culture. The Sukhrabids are also credited with uniting the various tribes on the Eudazean periphery, replacing worship of the dead gods with that of Yuwan.
NATIONAL INFORMATION
Zurqar Palace, powerbase of the Sukhrabid Dynasty and the capital of Eudaz.
-Population: 23 million (legal residents, according to census) -Faction: Yuwanism -Capital: Zurqar -Government Type: Theocratic Monarchy
-Government Description: The Sukhrabid Dynasty governs through a system of checks and balances. At the pinnacle of its hierarchy is the Potentate, who exercises total power over the state. His rule is legitimized by his bloodline: a descendant of the Proto-Lamashi warlords that first brought Yuwanism to Eudaz, and those that defeated the adherents of the Old Pantheon's dead gods. Below the Potentate is a system of bureaucracy and departments put in place to prevent fraud and ensure transparency. Most importantly, this 'safety net' ensures decisions are not made that circumvent the Potentate's approval. Every office is managed by a deputy, who reports directly to the Potentate and keeps records of all actions of the state's officials. The Potentate keeps his ministers under control by encouraging a competitive environment among his bureaucrats. This has led to a meritocratic society, rather than one based on heritage. Officials are pressured to govern in the best interest of their leader and the state, rather than their own.
-Head of State: Potentate Baraz II -Currency: Tuman -Language: The Sukhrabids speak an old Lamashi dialect, incorporating loanwords from Gushawar and Old Edukar. All administrative work is done in Eudazean Lamashi, and fluency is required for anyone wishing to work in a political capacity. It’s taught in most universities and is spoken by a majority of Eudaz’s young, educated population. Many native Edukesh Eudazeans continue to use Old Edukar at home or in a personal capacity. With some hurdles, a speaker of Old Edukar can converse with a speaker of Uudhinite Edukar. Pure Gushawar is heard farther in Eudaz’s eastern regions.
UNIQUE ATTRIBUTE INFORMATION
WIP
GEOGRAPHIC INFORMATION
Map WIP
-Major Locations of Interest:
Zurqar: The capital of Eudaz and powerbase of the Sukhrabids. This sprawling metropolis has always been the seat of Eudaz's rulers, from the ancient Edukeshans to its Sukhrabid overlords. As a result, it boasts an array of cosmopolitan features in its architecture and culture. Eudazeans can buy goods from the far east from vendors on streets hundreds of thousands years old. Zurqar Palace, namesake of the capital province, sits at the epicenter of the city, a tangle of spires and domes that reach to the sky. Servant homunculi roost among the towers and can be seen darting from the palace to other parts of the city and back. Zurqar also hosts the headquarters of the Ebon Circle, Eudaz's most prominent coven of wizards. Within the confines of their halls, they conduct clandestine rituals and weave spells in Yuwan's name.
Sarnassa:
WIP
Caburh:
WIP
More to come.
RACIAL INFORMATION
-Majority race:
Humans: The Sukhrabids are descended from Proto-Lamashi warlords, and so bear physical similarities to the modern ruling class in Lamash. However, they did not inherit the same magical blessings following the Astralmachy. Intermingling with the Edukesh peoples has diversified their genetic pool. The native Edukesh Eudazeans are ethnically related to the Uudhinites and Ouroborasians, all having a common Edukeshan background. This archetype is known for dark hair and olive-skin. Modern Eudazeans place little emphasis on race, concerned moreso with nationality and tribal affiliation. Other ethnicities are also common, most of them being Yuwanist peoples. Gushawari populations are numerous in the east. Refugees from Ouroborasia and Aberys have settled in Eudaz throughout the last few centuries. Justinian minorities and Red God worshipers can be found in small numbers. The latter usually hides away from public eye.
-Minority race(s): WIP
RELIGION INFORMATION
Pilgrims gather to lay offerings and receive Yuwan's blessing at a remote shrine in Sarnassa.
-Holy Relics in Possession: -Holy Sites under Control: -Notable Magical Institutions: -Religious Interpretations/Culture: Worship of Yuwan was introduced to Eudaz over a thousand years ago, after Eudeye's celestial servants failed in their rebellion. Yuwanist warlords brought with them their religion, converting the defeated masses while laying claim to their lands. In the time after the rebellion, after Eudeye had been long dead and Yitizer imprisoned, the Edukesh people had no active gods to call upon. Many gladly turned to Yuwanism to fill this void of faith. With the rest of the Old Pantheon dead, popular belief maintains that Yuwan is the defacto head of the pantheon and deserves to be Materia's one true god. Because of her miraculous survival, she is thought to be the only one capable of standing against Justinian.
MILITARY INFORMATION
-Total Military Size: Approximately 81,000 (standing), 243,000 (in wartime) -List of Heroes: -Military Doctrine, Equipment, etc.: WIP
-Military Units: (including air cavalry and navy)
DRAMATIS PERSONAE
Potentate Baraz II
Grand Vizier Behnam
More to come.
CULTURAL INFORMATION
-History:
The Ancient Edukeshan Empire shown in grey, with Eudaz's original borders outlined.
Eudaz was once part of the greater Edukeshan Empire, which encompassed a significant portion of the south-central world over 1,300 years ago. It's borders included present-day Ouroborasia and Uudhin. Chief among the deities worshiped by this civilization was Eudeye, god of prophecy. Eudeye was an ancient god, having survived many Millennial Cycles. With his patronage, the Edukeshans studied and cataloged libraries full of magical lore: millennia of ancient knowledge nearly lost to time. Besides its vast collections of wisdom, the pride of the empire was Eudeye’s own Holy City: a literal seat of his power on the material plane. This sacred capital was built on an offshore island, as Eudeye's Lodestar directed.
Yitizer, a lesser god of Eudeye's pantheon, was also held in high esteem by the Edukeshans. However, his reputation would be tarnished by the goddess Yuwan. According to legend, Yitizer was framed by Yuwan for a crime he didn't commit. For this, his spirit was exiled to Ashmedairus, a barren, heavenly prison at the edge of the Celestial Plane. He was eager to prove his innocence, looking for any opportunity to redeem his name. That chance came when Yuwan usurped and killed Eudeye. Yitizer swore to avenge his old master and make Yuwan pay for her crimes. To achieve this aim, he would kindle a number of divine rebellions on the Celestial and Material Planes. In the turmoil of Eudeye's death, the Edukeshan Empire fell into religious strife. Panic at the loss of the peoples' greatest deity swept across its provinces. Some Edukeshans turned to other gods in desperation, including lesser deities and red gods formerly of Eudeye’s pantheon.
The goddess Ephemem freed Yitizer and a number of other gods from Ashemdairus. The masterless deities divided their spheres of influence on the Material Plane: Ephemem was to be Master of Moon, Ishigahnun Master of Earth, Eidolona Master of Sky and Yitizer Master of Sea. Together, they appeared to the despairing Edukeshans, making known their intentions to bring justice to Yuwan and her allies. The northernmost province of Eudaz rallied under the patronage of Ishigahnun. Following the lead of this “Shadow Pantheon,” the Edukeshans launched the First Rebellion on the material plane, approximately twelve centuries ago. They directed their attacks on neighboring kingdoms under the influences of Yuwan and Ashenlur.
While mortals battled in the Material Plane, the gods followed suit in their Celestial homeland. The tide of battle fell in favor of Yuwan and Ashenlur, once the latter slew Eidolona with the sword, Agur. Ephemem abandoned the Shadow Pantheon's cause and vanished into hiding. Yitizer and Ishigahnun were driven once again into Ashmedairus. There Yuwan trapped them both, putting an end to the First Rebellion. Without the might of their patrons, the Eudukenshans were defeated. The Ouroborasian city of Xur became the last bastion of Edukeshan resistance before giving out. Eudaz was occupied by Proto-Lamashi warlords, who converted the population to Yuwanism.
In the climax of the First Rebellion, Eudeye’s Holy City fell prey to the elements without the magic of the god to sustain it. This loss bore deep in the hearts of the Edukeshans, coming to the realization that their god was truly gone.
In Ashmedairus, Yitizer and Ishigahnun fought, bitter over their loss and eager to cast blame back and forth. After they exhausted themselves quarreling, Yitizer realized he could never conquer the Celestial Plane in a direct confrontation, especially not in his current state. So he decided to turn his effort to the Material Plane. Yitizer found a wizard named Ithemarun Ys, an Ouroborasian and a Yuwanist. He sought to deceive him in the form of an angel sent by Yuwan, calling himself "Axohaan" for the first time.
In his guise, Yitizer convinced Ys he was Yuwan’s champion, and duty demanded he raise a Yuwanist dynasty in Ouroborasia, or the land would fall to cataclysm. Yitizer told Ys that he was sent to personally assist in this endeavor, and persuaded him to craft a homunculus-like vessel for Yitizer to inhabit in the Material Realm. Texts describe the vessel as such: A golem white as salt – strong exceedingly, a man with two faces on both sides of the same head, both with great iron teeth within mouths resembling those of lions, but without eyes - the top of the head adorned with a purple jagged crown consisting of ten great horns. At the centre of the crown is a smaller eleventh horn, and this horn had two eyes of a man. This vessel was called the Prince of Salt, and Yitizer possessed it. And all who beheld him were struck with awe.
Once Yitizer possessed this vessel, he was able to conjure a great spell upon Ouroborasia. He sent visions to the minds of its people, claiming, "I am Heir of Eudeye; Yitizer!" Having no more use for Ithemarun Ys, he betrayed the wizard, accusing him of a plot to usurp Ouroborasia. Ithermarun Ys’s palace was stormed by rioters and he was arrested. In his final hour, Ys sent a psychic message to his colleagues in Lamash and the rest of the Yuwanist world; warning them of the "Deceiver Angel of Yuwan, whose name is Axohaan." From then onwards, Yitizer was known to the Material Plane as Axohaan, the Salt Prince.
With Ys disposed of, Axohaan transformed the wizard's palace into his base of operations: the Citadel of Xur. From there, he sent word to the Edukeshan people, believing that Eudeye's former followers would flock to and worship him. This was not the case, as many either refused to join or weren't able. Insulted, Axohaan raised and personally led an army to subdue the former Eudeyans that refused to follow him. In so doing, Axohaan only brought more destruction to a people that had suffered already during the First Rebellion. In the meantime, the Yuwanist kingdoms heeded Ithemarun Ys’ warning and were already mobilizing to put a stop to Axohaan's activities. Eudaz, having been converted by its Yuwanist rulers, neglected Axohaan's message and was pressed to take up arms against his offensive. By this time, its warlords had intermingled with the local Edukeshan-speaking population, taking on many of their customs and their language.
To replace losses in manpower from the First Rebellion and to make up for his lack of followers, Axohaan created the Yitizites, or Ghouls. Intended to be angelic servants and warriors surpassing human abilities, these creations took on demonic reflections of Ithermarun Ys’s tortured soul. The end product was a legion of abominations, enslaved to Axohaan's will. Most of his mortal followers shunned what he had become, disillusioned by his reliance on the Ghouls and the increasingly tyrannic nature of his conquests. But a few remained - most of them diehards from Ouroborasia, possessed of a lust for vengeance and corrupted by Axohaan's influence. Again, Axohaan would lead remnants of the Edukeshans against the forces of Yuwan and Ashenlur. His Second Rebellion spanned a series of battles that saw his ghoulish armies cut swathes across Eudaz and Gushawar, who have since developed a lifelong hatred for the creatures.
While legions of Ghouls kept the Yuwanist Eudazean and Gushawari armies occupied, Axohaan sent more into Drahkma. His intent was to create an earthly vessel for Ishigahnun to possess, as he had done with Ys's creation. To do so, he required Drahkma's Dragon eggs. His initial push was met with fierce resistance: the combined strength of the Dragons. With direct force no longer an option, Axohaan opted for a subtle approach, as he had done with Ys. He planted visions in the Dragon Lord Karkarth's head, preying upon his insecurities and paranoia. Using this, Axohaan made a deal with Karkarth: A curse upon the Dragon eggs would bind them all to him, giving him the power to control the breeding of his kind. This would create a legitimacy of his lordship over all Dragons. In exchange for this curse, Axohaan desired three eggs. His judgment clouded, Karkarth agreed to the terms, but neglected his promise to deliver any of the eggs. At the same time, the Dragons learned of this plot and orchestrated a revolt. With Axohaan's plan ruined, he exacted vengeance on Dragonkind. His curse forced the eggs to produce miserable Kobold hatchlings instead of Dragons: Wingless, parasitic creatures doomed to reproduce like insects. This hex led to the gradual downfall and extinction of the Dragons.
With no eggs to call his own, Axohaan decided to fabricate a member of their species for his ends. Like the Ghouls, his attempts ended in grotesque results. His creation was a hideous, ten-legged serpent with a set of horns. Axohaan forced a defeated Ishigahnun to possess this form as his mount, signifying his lordship over the land and the sea. Ishigahnun was now called Kiefra. The combined strength of Axohaan and Kiefra shocked the Yuwanist world. The fighting in Gushawar and Eudaz was tipping in his favor, and it seemed that defeat was inevitable.
Despite the odds, a glimmer of hope shone in the darkness. Yuwan and Ashenlur's generals devised a plan to lure and trap Axohaan, taking advantage of his brutish and reckless behavior. The wizards of Lamash created an extremely potent magic weapon: The Pantokrator Pike. It was imbued with Yuwan's most powerful magics, strong enough to not only destroy a material avatar, but also maim the god within. A Champion of Ashenlur texts refer to as Deustithiyll wielded this weapon, and with it destroyed Kiefra, sending Axohaan to the ground. Axohaan narrowly avoided a similar end, but disarmed Deustithiyll during the fighting. He then sought to claim the Pantokrator Pike for himself, but the weapon exploded in his grip, tearing apart his right hand. Suffering from injuries sustained during the battle, Axohaan retreated to his Citadel of Xur.
Axohaan's enemies capitalized on the death of Kiefra and the wounds he'd sustained. An army encompassing races from all the world over marched and laid siege to Xur, many of its soldiers having Edukesh-Lamashi origin. After years of battles, the citadel was razed to the ground and Axohaan’s forces routed. He narrowly escaped, willing his broken body back to Ashmedairus. In the century that followed, Axohaan's influence over Edukeshan lands disintegrated and these were absorbed by Yuwanist armies. What few of Axohaan's mortal followers remained made a desperate retreat; They fled into the swamps of Ouroborasia, the steppes of Eudaz and the wastes of Uudhin, where they remain. The Second Rebellion was over.
Four hundred years ago, Gushawari tribes on the north and eastern frontiers began to settle in Eudaz proper. The most prominent of these were the Jendiqs, who conquered other local rulers and established a dynasty that would last for one century. At their height, the Jendiqs controlled a vast area stretching from the Mibari Desert to the edge of Ouroborasia and Uudhin, and from Aberys to the westernmost provinces of Gushawar.
The Jendiq Dynasty would meet its end during the cataclysm known as the War in Heaven. It shook the Yuwanist world, as Justinian came into being and murdered the entire Old Pantheon, save for Yuwan and a handful of independent Red Gods. Civilizations across Materia lost their magic, the blessings of their gods and ultimately, their faith. Justinian manifested in the west, and war engulfed the world wherever his armies went. The Jendiqs, traditionally followers of the now-deceased Ashenlur, fragmented.
In their place, the descendants of Eudaz's original Proto-Lamashi warlords rose up, defeating the tribes of now-dead gods and uniting the region. These Sukhrabids would combine the cultures of their native land and Eudaz, birthing the first dynasty of Edukesh-Lamashi lineage. At its head was Potentate Sukhrab, whose descendants still rule over modern-day Eudaz.
-List of Historical Grievances: (Who are your historical enemies at the start of the RP) -Relations: (What are the established relations at the start of the RP; this can either be simple as “Hostile, Cold, Neutral, Warm, Friendly” or a detailed explanation of each relationship per nation) -Cultural Notes:
The year is 2539. Humanity has flung itself into the stars, well beyond the confines of the Solar System. An overpopulated Earth population realized that the only way to sustain its way of life was via cooperation and coexistence. Thus, the United Earth Federation spearheaded the journey beyond its blue and green planet, to colonize sectors of space both known and unknown. At first, colonization of the Solar System was achieved via slower-than-light travel. Generations later, the invention of the spacegate system allowed mankind to send matter from one location to another. Years of travel became weeks, allowing for the seeding of colonies on the very periphery of known space. Scientists, volunteers and entrepreneurs willingly leapt farther and farther on a quest to discover new worlds, stars and lifeforms.
Eventually, the probe UES Pathfinder found some.
The World of FRAMES
Our story is set within the sphere of Glaistig, a terrestrial world belonging to the Argos System. The system sits on the periphery of known space, and was first settled by colonists from the United Earth Federation (UEF) in the 23nd century. For centuries, its only hospitable planet, Glaistig, was occupied by settlers under UEF sovereignty. However, it mysteriously withdrew its support and dropped communications in the year of 2483.
Without direction from the UEF, the colonists of the Argos System fell into disarray. Despite a solid infrastructure and prospects in the form of cities, agricultural centers, schools and industries, the lack of a central political administration gave rise to anarchy. In the UEF’s wake, groups led by charismatic leaders sprang up, laying claim to local geographical assets.
In time, these administrations reestablished a semblance of order among the territories they controlled. These centers, isolated from each other by vast miles of wilderness, became independent city-states. These either pooled their resources for mutual protection and well-being, or fell to one another in campaigns of domination. As years passed, alliances and conquests molded the city-states into two distinct confederations: the United Territories of Shizawa (UTS) and the Arenstad Union (AU).
Each of these confederations sought to expand their spheres of influence while diminishing the other’s. There remained clusters of independent states that were ripe for taking, and resources on Glaistig that were yet to be exploited. Tensions that seemed only capable of escalating gave rise to the first all-out war between the two major powers. Many smaller states were drawn into the fighting, forced to pick sides to resist total destruction. Some of these banded together in small alliances, creating buffer zones of free republics and neutral states.
Three decades after the start of the war, neither side was closer to achieving its goal. Both sides were losing the will to fight, having suffered major losses and atrocities on both fronts. They finally sued for a shaky peace in 2502. However, in the years afterwards, they would continue - unofficially - to undermine each other’s efforts via spies, power brokers, false flag operations and sanctions.
Today, Glaistig is still locked in a tense cold war, and a second planetwide war seems imminent. The UEF is still a distant memory, having given no signal of its existence since 56 years ago. Without a system-wide UN equivalent to keep order, the confederations seem poised at each other’s throats once more.
Here’s where you come in…
While the storm brewing between the confederations makes life difficult for the civilians on Glaistig, it also comes as a rich opportunity for others. Mercenaries, pirates, assassins and other unscrupulous characters can find work where war is concerned. Among these desperados is the the crew of the Samigina. Calling themselves _, this team of brigands specializes in FRAME combat. They go where the promise of cash takes them, into the thick of combat, or the emptiness of space. Their sights are set on Glaistig’s natural resource deposits, the assets of weaker city-states and the thrill of the fight.
You’re one of these hotshot pilots onboard the Samigina. Whether you’re a new addition to the crew or have a long history of piracy, Glaistig presents a wealth of opportunities for profit and for play. While you’ve vowed loyalty to the ship and your comrades, your first loyalty is likely to yourself. You might have a personal stake in the events on Glaistig. Whatever the case, you’re in this for the long-haul, and should be prepared to do whatever it takes to fill your pockets, no matter how unsavory.
FRAMEs
The invention of Fully Reactive Armored Mobile Engines (FRAMEs) had an enormous impact on the nature of war. They were developed from construction walkers used in the 22nd century, prior to the invention of the spacegate system. The first were little more than civilian machines with improvised weapons, but as advancements were made, they became more and more formidable, outgrowing their duties in labor and becoming near-synonymous with military use.
The FRAME combines the mobility and flexibility of an infantryman with the resilience and firepower of an armored vehicle, though must compromise between the best of both. They adapt well to different kinds of terrain and retain excellent mobility in most. Each is capable of bringing the firepower of an infantry fighting vehicle to bear, a far larger payload than any ordinary soldier. They’re extraordinarily flexible, able to swap handheld weapons on the battlefield and completely change their load-out in a matter of hours. They can perform a range of battlefield tasks, fulfilling niche roles in conventional armies. Mass-produced FRAMEs are cheap enough to form a major part of any modern fighting force.
Despite their strengths, FRAMEs still depend heavily on combined arms support. A lone FRAME may be overwhelmed by an infantry unit, outgunned by main battle tanks, outranged by artillery and reduced to a wreck by aircraft it can’t see. For this reason, they are not the end-all military solution, but remain a valuable asset that can fill any gap in a pinch and do well in numbers.
FRAMEs are controlled by a single pilot located in the torso. The cockpits are usually very snug with little room to spare. The interior vaguely resembles that of an aircraft - a pair of joysticks, each sporting several thumb switches and triggers, as well as foot pedals are used to control the machine. The pilot receives information about the outside world by way of a sophisticated VR helmet. Multiple external cameras capture views of the outside and feed them to the helmet. This allows the pilot to see as if the cockpit were open to the outside, with relevant computer readouts superimposed over the landscape.
All-terrain capability is achieved by the two movement systems equipped by FRAMEs. The primary is the standard bipedal movement system, used for rough terrain or precise maneuvering. The secondary is a powered wheel or tread system, which allows the FRAME to ‘skate’ over ground surfaces. The secondary system cannot handle rough terrain as well as conventional walking, but provides considerably more speed.
The feat of engineering that allows FRAMEs to mimic human movement is a system of myomers, thin tubes of artificial musculature. These sheathe actuators, which are more or less the joints of a FRAME. These are connected to a neural network CPU, which translates information from the pilot into precise, humanlike movements. While pedals and joysticks control the FRAME’s basic functions, all complicated maneuvers are executed via this neural network. These CPUs aren’t sentient, but are capable of learning from their pilot’s input.
[h3][b][i][color=FFA500][center]Cards On The Table[/center][/color][/i][/b][/h3] [b][color=FFA500]General Skills:[/color][/b] [b][color=FFA500]Inventory/Possessions:[/color][/b]
[h3][b][i][color=FFA500][center]History[/center][/color][/i][/b][/h3] [b][color=FFA500]Years of Combat Experience:[/color][/b] [b][color=FFA500]Background:[/color][/b] (What did you do before becoming a pirate? How did you come to join the crew? What have you done since?)
[h3][b][i][color=FFA500][center]Extras[/center][/color][/i][/b][/h3] [b][color=FFA500]Character Quote:[/color][/b] Something they say a lot or live by [b][color=FFA500]Theme Song:[/color][/b] What would be playing when they walk up if we were in a movie? [b][color=FFA500]Anything Else:[/color][/b]
Frame Sheet
[center][img]FRAME Image[/img][/center] [h3][b][i][color=FFA500][center]Technical Data[/center][/color][/i][/b][/h3] [b][color=FFA500]Model Number:[/color][/b] [b][color=FFA500]Code Name:[/color][/b] [b][color=FFA500]Manufacturer:[/color][/b] [b][color=FFA500]Dimensions:[/color][/b] (Most FRAMEs top off under 9 meters) [b][color=FFA500]Weight:[/color][/b] (6-8 metric tons is average)
Example Frame Template (I'm using the Scopedog from Armored Trooper VOTOMS as an example of what a FRAME sheet will look like, and what sort of data will go in each section. All data sourced from mahq.net. Feel free to elaborate on the contents of your sheet beyond what is shown.)
Technical Data
Model Number: ATM-09-ST Code Name: Scopedog Manufacturer: Gilgamesh Confederation/Melkian Federation Dimensions: 3.804 meters in height Weight: 6.378 metric tons dry; 6.627 metric tons at full load
Armaments
Fixed Armaments:
2x Arm Punch; uses replaceable cartridges
SMAT-38 9-tube shoulder missile pod
Hand Armaments:
GAT-22 30mm heavy machine gun w/grenade launcher
GAT-49 50mm Pentatrooper
SAT-03 60mm solid shooter bazooka
GAT-35 long gun
Equipment & Design Features
Equipment:
Sensors
MCT-128-C control computer
Optional ATC-BR01-S Roundmover, can be mounted on back
Optional ATP-BP01-ST Parachute Mission Pack, can be mounted on back
Miscellaneous
Technical & Historical Notes During the Hundred Years War between the Gilgamesh Confederation and the Balarant Union, military technology takes great leaps forward with the introduction of humanoid "machine troopers" and later "armored troopers" (code named VOTOM: Vertical One-man Tank for Offense and Maneuvers). However, the creation of the ATM-09-ST Scopedog in Astragius Year 7198 marks the turning point in the war. With its compact design, the Scopedog is suitable for various combat environments, including space, terrestrial battlefields and urban environments. The Scopedog is highly maneuverable thanks to gliding foils installed in the feet that allow it to roll on the ground. Muscle cylinders powering the limbs allow the Scopedog to perform human-like movements. The Scopedog also features a camera lens turret that links directly to the pilot's goggles. In addition, the Scopedog can load cartridges for its standard hydraulic-powered arm punch.
As part of its design, the base Scopedog can be outfitted with several pieces of optional equipment and weapons. The Roundmover pack provides space mobility, and the Parachute Mission Pack allows the Scopedog to be air dropped by an AT carrier. The Scopedog is commonly armed with a heavy machine gun/grenade launcher, but it can also carry optional weapons that include bazookas, Gatling guns and rocket launchers. Although a ceasefire is announced in 7213, the mass produced Scopedog remains the mainline unit of the Melkian forces. Many units fall into civilian hands for use in the the arena combat game Battling. In addition, many variations are created for military and civilian use.
Color Scheme: Scopedogs come off the assembly line sprayed an olive green. Anything Else: The Scopedog’s gliding speed on its wheels is 82.6 km/h at dry load. At full load, with all optional armaments and equipment, this decreases to 41 km/h. The machine is rated at 230 horsepower, with 51 kg/m of torque. The Scopedog’s armor thickness is rated at 14mm in the thickest places, while the thinnest is rated at 6mm.
The Kingdom of Nandar occupies a stretch of land along the west coast of Eusovis. It borders the Dathanari Empire to the south, X to the north, the Grovelands and the X Gulf to the east and X to the west. It was formed by the elven King Samnos over four centuries ago, after the fall of the Mukahim Empire. Its people are the descendants of the Anar, an early tribe of elves that settled in Eusovis in mythic antiquity. The Anar were once considered barbarians by the Muhakim, who only conquered them after a long and brutal series of campaigns. Samnos made great efforts to elevate the Nandari in the vacuum left by Muhakim’s fall. Once united, they spread north and east, expanding in size and influence. Nandar has a complex, often volatile relationship with adjacent countries.The Dathanari Empire has invaded Nandar on more than one occasion, yet they have stood together against the Grovelands and X when elven hegemony in the west has been threatened. Ever vigilant of its neighbors, Nandar has come into its own as a powerful nation in Eusovis.
TBA History: Emperor _ invaded Nandar in _, starting a war that lasted twenty years.