Hidden 10 yrs ago 10 yrs ago Post by Keyguyperson
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Reality has 11 dimensions, as predicted by quantum theory. The higher the dimension, the more apparent power one has. At the 11th dimension there is a membrane from which all began. Is that membrane a sentient being? Perhaps. Is it nothing more than a membrane? Perhaps. Whatever the case, those from higher dimensions are often worshiped as gods and goddesses by those from lower dimensions. Multiple forces also exists, though at this point it is doubtful that anyone can distinguish them from one another. The year is 2064. This is all that is set in stone about this roleplay. Everything else is made by the player. To be honest... that's it. No extensive history, no rebellion or war plot. Just a pure sandbox. This roleplay is more than just that, it is a worldbuilding experience. That doesn't mean that you have to write a novel for each post, in fact, one paragraph is the (absolute, bare, I-have-never-written-anything-before-sorry) minimum. You just need to be at least somewhat creative. Science takes a backseat to plot, but trying to be a little realistic is always welcome. So is explaining everything with the word "magic". Like I said, sandbox. App: Name of nation: Species: Description of government: Description of military: Technological Overview: Cultural Overview: History: Other: Rules: -You know the drill -Try to be sensible with your app. Sure, they can worship desks, but you have to give a reason for that. Maybe desks were given to them by an alien species, which they worshiped as gods at the time, and the religion just devolved into worshiping desks. (Please do not do something THAT ridiculous.) -No emotional breakdowns in the OOC. If you can;t handle criticism, then I'm sorry, but you're not going to function here. Given the sandbox nature of this, there will be criticism. -NO HEATED ARGUMENTS IN THE OOC. -Duck doesn't get to tell anyone that they're out of character. -Wiki link- From Stardust, to Stardust Fantasy Sci-Fi RP Wiki That's it. That's the whole OP. Small, but given what I have seen in VotS, this can turn into a huge roleplay with rich storylines. We just need to make that happen! Banner by Unfortunately (http://www.roleplayerguild.com/users/12909)
Hidden 10 yrs ago Post by MrFoxNews
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The desk idea is almost to tempting to pass up... xD
Hidden 10 yrs ago Post by null123
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Name of nation: The Eternal Union
Species:
Iscandarian

The Iscandarians are a humanoid species, there average strength and height is about that of the humans. The Iscandarians appearance has a wide variety of colors. Hair and eyes can be anything across the spectrum. Their skin usually is a more white color, with a few rare individuals having silver skin, and their skin noticeable veins, that flow with colors. These colors represent their unique ability, magic, flowing through there veins. There are 4 types of Iscandarians, each with different abilities with magic.
The first type is the Earthen. The Earthen cannot tap into magic directly, but do have a strong affinity to plants and animals, and tend to have a lot more strength then the other types. They tend to be farmers and laborers; however there is a few well known Earthen Philosophers and scientists. Another thing of note is that the colors flowing through there vein tend to be green and darker colors, however they can still have any color flowing through there veins.

The second type is the Sentinels. Much like the Earthen they cannot tap into magic directly, however they also are unique physically as they each possess a large pair of white wings, often said by other races to be angelic. Normally these wings would not be enough to carry them, however there magical talent lets them fly with these, and fast to. They can also manipulate the weather of the worlds they are on. They are typically warriors, and also manipulate the weather for farmers.. They veins usually flow with a more cloudy white and blue, but like others they can be any color.

The Casters are the third type. They can tap into magic directly, and are important as there spells allow them to defend the empire, and help farmers with fertilization and water. They are the scientists, diplomats, and bureaucrats of the Union, and also serve the roles of battlemages and Archmages, Archmages being Casters of great magical ability. Their veins typically flow with the colors of silver, pure glowing white, and sometimes rainbow, although rarely.
The final are the Immortals. These are a combination of all 3 types, and there abilities are greater than that of any 3. They are created when someone is thought to have committed deeds that go above and beyond. They are called the Immortals as they are biologically immortal, however they can still be killed, but it is more difficult to do so. Another important part is that the Immortals also become the leaders of the Union, as the Princesses or Princes, and are considered Demi-Gods in the eyes of most due to their power being considered a representation of the Goddess that all Iscandarians worship.

Gamilas
The Gamilas are a warrior race, they are humanoid. Iscandarian beliefs dictate that the Gamilas were created by the same Goddess that created the Iscandarians. They have magic similar to that of the Iscandarians, but cannot tap into it directly and don’t have the same veins as the Iscandarians. They are an avian-species, with feathers covering their body. The colorings vary, but the patterns are similar to that of Human Mythical Griffons. They have wings, but they are not as fast as the Sentinels, and there magical talent is there great speed, strength, and the ability to fight. There homeworld, named Corus Prime, is a sister world to Alas Prime, the homeworld of the Iscandarians.

Description of government: Absolute Theocratic Monarchy

The Eternal Union is led by Princesses and Princesses, which are the Immortals. The Union does have freedoms though, and it technically doesn’t describe itself as a monarchy. There are elections, but the Prince and Princesses and the power to dissolve these institutions at any time. The Freedoms can best be described as those in the US bill of rights, but they are much more strongly held onto due to Iscandarian beliefs.

Description of military: The Eternal Union’s military is heavily focused on a defensive doctrine, and it originally was a small forced. However after meeting and annexing the Gamilas, it evolved into a medium-sized force. They have agreed that peace is still preferable, but if necessary they will use their military for peace-keeping. The Eternal Union’s military prefers fast heavy hitting weapons and lasers, along with a few AoE weapons. Due to magic being a nice shortcut it us combined with technology, dubbed magitech, and is effective. Even there FTL is magic based. The grounds forces use augmented forces, with both cybernetics and genetic modification, along with non-augmented forces, and a large air-force for support. So called Synths are also used, which are creatures of both Cybernetic and Genetic engineering. There is also usage of a highly encrypted comm channel for most military operations.

Ground forces mainly use magic, explosive, and mass accelerators(Think ME weapons). While the space forces use energy, magic, explosive, and rail-guns.

Technological Overview: As mentioned the Eternal Unions heavily uses Magitech. Magitech is the combination of magic and technology, and allows for seamless and easy interaction between the two. Magitech can be found everywhere, and is even used in cybernetics and energy generation. The Eternal Union also has made lots of progress on the fronts of genetic modification, as well as cybernetic augmentation. They have also combined the two to form Synths, which are quite deadly. They are also good at terraforming, mainly with magic, and while they do not have the best weapons there shielding tech is thought to be some of the greatest in the galaxy.
The Eternal Union is quite advanced, and due to their culture and ideology continue to progress.

Cultural Overview:

The culture of the Eternal Union focuses on a few specific ideals, harmony, peace, liberty, and freedom. While the other 3 are obvious, harmony is defined as the state of little to no problems, no conflict, and eternal peace. This is what the Eternal Union wishes to work towards, a utopia. Combined with magic the Eternal Union is well on to this path, as with magic they can easily harvest and farms lots of food, eliminating the need to charge for such things. A majority of these ideals, and what their culture is centered around comes from the Solar Church, there religion.

The Solar Church believes in one goddess, she is referred to by 4 names. The Eternal Mother, the Guardian or Goddess of Harmony, and Faust. Most followers refer to her as the Eternal Mother, as she is thought to be eternal, and that she treats the Iscandarians and Gamilas, who she created, as her children. She was thought to have risen from Stardust, and that she created the Iscandarians and Gamilas with Stardust, thus inspiring the popular phrase “From Stardust we come, to Stardust we fall”. Another belief is that everything is from Stardust, and that everything is eternal and must become Eternal. As such burials are conducted by launching the dead into a Star, thus returning them to Stardust. Before space era these burials were conducted by burning the body and that putting the ashes in a ceremonial urn, which was then launched into the sky by a special spell, and later it would contact a star. Of note is that Faust, in their bible at least, said that the Iscandarians would guide all sentient to a Union of Harmony under one flag, and that to do so the Iscandarians need to ascend. As such they are fine with augmentation and rapid progress as it is necessary for ascension in the eyes of the Solar Church.

Most Eternal Union citizens also follow the Solar Church, even with the right to freedom of religion. The reason is that while no other religions are discriminated against, the State endorses it, and uses it to maintain the Union under a single common doctrine and culture.

History: The Iscandarians had a relatively peacefully history. There was little conflict, and from the beginning the Solar Church was dominate. Its doctrine and ideology were appealing, and were it thrived little, if any crime, existed. The society was very prosperous.

When the Industrial Era came about, or as its was also known the Magitech era, due to the sudden rise of it, a Caster by the name of David managed to unite all Iscandarians under one banner, the banner of the Eternal Union. He became the first immortal, and when he did those around them described a light coming down, and guiding him to his ascension. Immortals under the system led this Eternal Union. Later a Sentinel by the name of Aaliyah invented some of the first forms of space travel, and guided the civilization to the discovery of the Gamilas. She was crowned as the second Immortal.

The Gamilas when found were a very warring civilization. They were close to destroying themselves via atomic weapons. The advanced Iscandarians intervened and stopped them. While they resented this as the Iscandarians disarmed them and forced peace, the Iscandarians sent missionaries, and overtime they curbed there warring nature. They were brought into the Eternal Union.

The rest of the Eternal Union was rapid advancement of technologies, as well as expansion. Two more Immortals were crowned, the Earthen Orion for a live-saving cure to a deadly magical disease, and a Caster named Adeline for a massive contribution that was the FTL system currently used.. At current they have 606 ships, divided into fleets of 101, and are spread across 19 planets. They have so far deemed themselves alone, but they will be proven wrong…
Hidden 10 yrs ago Post by MrFoxNews
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"There are two reasons why we have to wear armor. One is so that we don't get killed too easily. The other is so that we all look Mandalorian, however different we may be from our brothers and sisters."
―A Mandalorian mother to her daughter
Hidden 10 yrs ago Post by TehAlphaGamer
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App:
Name of nation: Sazkarjhia (Sazkarjhit)
Species: Sazkarjhian

Sazkarjhians are about 6'5" and on average weigh about 180 pounds. Both sexes have muscular-although-flexible builds, with bright orange, smooth skin with flourescent yellow patterns running along them. They have black, glossy, globular eyes with white pupils that increase in size with age. They have elongated snouts with a large maw with sharp, conical teeth and molars towards the back (Sazkarjhian's are omnivorous but have strong carnivorous tendencies). They respire chlorine gas, and find atmospheric oxygen toxic (In reciprocation to most aerobes, who respire oxygen but find gaseous chlorine to be very toxic). Males have six, long, flacid horns on either side of the back of their head. Females' horns are relatively short and blunt.

Due to their inability to breathe oxygen, they usually wear suits of powered armor with chlorine rebreathers. However, their technological advancements have led to capsules that can temporarily alter biological makeup to make their chlorine breathable to other species or oxygen breathable to them.

Alongside this, certain Sazkarjhians possess certain magical powers, evident in the differentiating color flowing through their veins through major cardiovascular points (temples, wrists, etc.). These are rare and are usually Vessels of gods, those who are not are still regarded as their children or "He/She Who Has Been Marked."

Description of government: Theocratic Dictatorship

Sazkarjhia is led by a body of "Vessels", or prophets of the Sazkarjhit gods with the head, or Grand Vessel, being a prophet of the Supreme Being known as "Zarwaun" ("Sarwun", in the Sazkarjhit vernacular Sazka). The Grand Vessel makes decisions with these other inferior Vessels to pass decisions for the empire. Under this is a military cabinet consisting of the Supreme Commander, Supreme General of the Sazkarjhit People's Army, Supreme Fleetmaster of the Sazkarjhit People's Navy, and the Admiral of the Sazkarjhit People's Space Exploration Initiative (SEI).

Freedom of Religion, however, is condemned by the Vesselage as it is under their law, "The sacrilegious defamation of logical constitution." As a result Sazkarjhit that are caught practicing other religions are exiled. Attempting to spread this religious system as, again, in the Vesselage's terms, "poisoning the youth of the great Sazkarjhit people", is punishable by death by firing squad.

Description of military: The Sazkarjhit Military of the Common People, also known as the People's Military, is comprised of three different branches:

People's Army of Sazkarjhia

The main ground and intra-atmospheric air divisions of the military. Several units are involved in it, including:

Infantry: Standard footsoldiers using assault rifles that load with a rotating energy battery, among other weapons.
Anti-Armor Infantry: Footsoldiers wielding two-barreled guided missile launchers known as the Type-11 Personal Anti-Armor Weapon.

Heavies: Technically known under the Sazkarjhia Defense Firm Heavily-Armored Universal Combat Soldier Program, the "Heavies", as they're colloquially known by soldiers, are 2.13 meter tall hulks of titanium and carbosteel plating with extremely powerful and complicated movement systems making them walking main battle tanks. The increased armor brings their weight up to about two tonnes. They can carry a vast array of armaments; ranging from heavy automatic weapons to flamethrowers to portable coilguns.

Commandos: Under the Sazkarjhia Defense Firm's Biologically-Augmented Super-Soldier Program, known as the "Commandos", are augmented supersoldiers experienced with close-quarters combat. Attached to a Commando's wrist is a large, boxy implement with a pad at the front. Known officially as the Mark I Extremely High-Power Kinetic Impact Weapon, the machine sits on a rail and allows a Commando to throw a several-tonne punch; effective in causing severe damage to structures, vehicles, and soliders alike.

HT-1 Scarpios Hover Tank: With a high-powered coilgun turret, one machine gun turret, one coaxial machine gun, and jumpseat bays on either side allowing a total of ten soldiers, the HT-1 is the ultimate assault vehicle.

HV-6 Sparrowhawk Utility and Attack Aircraft: Capable of fitting twenty soldiers, and being able to be used as a close-support craft, the Sparrowhawk is a tour-de-force of military technology. A four-barreled autocannon mounted in the nose and six two-missile pods allow it to be deadly for gun runs, while they're useful for insertions, extractions and deploying Airdrop Soldiers from high above.

AV-1 Furosi Aerial Attack Vehicle: A modified version of the HV-6 for air combat, the AV-1 features two autocannons, automatic countermeasures, bays for bombs, flammable adherent or thermite canisters, and several missile pods allow it to be especially deadly in the airborne theater.

People's Navy of Sazkarjhia

Main Naval Force used for both attack and defense.

Marku-Class Heavy Cruiser: Main-line cruiser, used as flagships. Armed with a powerful coilgun used for firing antimatter as well as plasma throwers, torpedoes, missile pods and magnetic artillery.

Darbor-Class Heavy Frigate: Heavy and built for long range. The Darbor-Class Frigate is powerful and used often for escort and assaulting positions.

Manumar-Class Light Frigate: Nimble and fast, but poorly armored. The definitive scout ship for the People's Navy.

Trikolo-Class Destroyer: Extremely heavily armored and loaded down with magnetic artillery and antimatter launchers. Nicknamed "Fortresses with Engines" by crew and bystanders alike.

Samani-Class Prowler: Capable of using a very powerful cloak and deploying antimatter warheads, proving to be devastating hit-and-run vehicles but also excellent for stealth insertions or espionage. The main drawback is that their reactors can overheat and vents in the middle of the craft will often eject steam when deactivating the cloak, which can easily give away their position.

Pulsar-Class Electronic Warfare Vessel: Capable of completely crippling vessels with electromagnetic pulse emitters and other such technology, they make effective ships for crowd control.

Rakora-Class Assault Ship: Smal and capable of entering the atmosphere easily, they can provide support on the ground or board ships in space.

Basilisk-Class Fighter: Small and nimble, devastating when flying in squadrons.

Sarpinta-Class Interceptor: Launched from tubes in ships like torpedoes, they're extremely deadly with solar/battery-powered laser projectors and autocannons, in large groups their incredible speed and maneuverability make them very deadly foes to contend with.

Technological Overview: Sazkarjhit technology is mixed in development. They have developed powerful weapons using antimatter, and have vast technological achievements in the form of the Translight Hyperjump Engine, which tunnels through Slipstream Space. However, most of their technology is nuclear-powered and lower-grade superweapons use plutonium, while most ship and on-ground reactors use thorium as fuel.

Sazkarjhit medicine is also very advanced, often studying medical reports from other empires on other species and strictly cataloging their findings. Contrary to the popular belief that their religious zeal leads them to believe in faith healing.

Cultural Overview:

As mentioned above, the Sazkarjhit are religious zealots and practice their religion, Zarwaunism ("Sarwuna") to an extreme. Magic is not common, but those who have it are viewed as descendants of the gods. With this, there are several gods and goddesses in the religion:

Zarwaun: The "Supreme Being", the father of the universe, the God of Right - Representing the Religious and Governmental region of Karboria
Yuturata: The "Industrial Being", the father of metalcraft and fire, the God of the Forge - Representing the Industrial Region of Daramaska
Markura: The "Matriarchal Being", the mother of nature and maternity, the Goddess of Life - Representing the Bountiful Region of Bellaran
Oparas: The "Fortunate Being", the mother of fortune and misfortune, the Goddess of Balance - Representing the People's Region of Gamaria
Markarapas: The "Wealthy Being", the mother of commerce Trade , the Goddess of the Coin - Representing the Mercantile Region of Borsarsa

History:

Sazkarjhia was formed from two tribes, the intellectual Saz and the warlike Jhia. After many years of bloody war, a treaty was signed. When leaders realized what was possible when they combined their achievements, they sought to form together and take over the rest of the tribes. 20,000 years ago, the International Doctrine of Saz-Kar-Jhia was signed atop Mount Karbor, a site that would later become a holy focal point for Zarwaunism. Around 10,000 years later, a man identified only as The First Prophet began spreading the first ideas of Zarwaunism. The Pagan/Atheistic nation vehemently rejected this, but he soon gathered enough supporters. In an attempt to overthrow the leadership, a civil war that would later be known as the Ten Year's Bloodshed started. Millions of deaths later, the First Prophet would step to power, only to be shortly assassinated by a pagan nationalist. However, the ideals held strong, and soon the Zarwaunist regime took over the rest of Sazkarjhia.

About 9,000 years later, the first effective FTL drive, the Translight Outersystem Engine, was developed. Sazkarjhia soon sought to go out and conquer the stars. First they acquired two colonies, a metal-supplying moon known as Markada Minor, and a flat, bountiful farm colony known as Trimubelo III. Soon, eight more colonies were captured, and Sazkarjhia has begun to look out farther, and to maybe spread their religion to have those understand the Path of Divine Right, and the Father of the Universe.

Other: This took me a long, long time to write so hopefully Sazkarjhia will still be able to be used. I have made some edits to it compared to VotS, some major and some minor.
Hidden 10 yrs ago Post by darkwolf687
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Haha, you all have such juicy races for me to feast on...

Name of nation: The Hives

Species: L'Er (Eng: One of Us. Note that this is their name for themselves, not one that is used universally by species they encounter. As the nature of such encounters tend to be with feral hives developing on one of their worlds, species often believe the L'Er to be a non-sentient disease at first glance.)
There is no way to accurately describe the entire race, as many, many different forms are constructed. The most common is the small "Spore form". These are arguably the most dangerous form as they possess the ability to bite their way into their host, their organic forms have no skeleton and thus can contort to squeeze through small openings in their host that they cause with their abnormally strong teeth, which are strong enough to bite their way through armour if given a few seconds. Once inside their host, they couple with the hosts central nervous system, making removal almost invariably fatal. It is sometimes argued that they kill the host outright, though there has been no reliable study to confirm this, so it is entirely possible the host is alive and maybe conscious. The host does not have to be alive for this process, a corpse will do. Whatever the case, the Parasite has full control and begins mutating the host. The hive will use the host for a variety of purposes, including but not limited to construction, reproduction and combat.
This host will now become one of two forms. The first is known as the "Battle" form, this involves the usage of the hosts natural abilities for combat, in addition to mutations to make them stronger, such abnormal muscle growth. This is often done at the expense of the hosts brain and specific organs. Little attempt is made for long term maintenance, as the host will likely be recycled after its purpose is served. The second form is known as the "Transport" form. The is essentially a walking reproductive center for the Parasites, growing new spore forms inside massive bulbous sacks, often mutating the host past what is recognisable. This form shoots the Spore forms out of its many sacks when it sights and approaches an enemy, and has two no way to defend its self except through these spores, although it has been known to fall onto beings which have gotten too close to prevent then from running. Both these forms are called "Impure" forms. There is a third form, though its existence is debated, known as the "Thinker" form. The theory is that certain hosts have their brains kept intact and, in some theories, boosted. These forms supposedly serve as tactical planners in pre-Mind infestations, as well as scientists of sorts or advisors to the mind. Since some intelligent behavior is exhibited in all combat forms, its argued that these are just abnormally intelligent combat forms rather than a new form, though no one is entirely sure.
The next forms are the "Pure forms" These are not mutated hosts but entirely new creatures made out of collected biomass from the planets, including recycled hosts and the bodies of their dead. There are countless different forms which vary from hive to hive. The most important pure form in any hive is the Mind. Without the mind, the parasite has little coordination, and their priority is to begin the construction of a mind. This is not to say they are stupid, they possess the intelligence of their hosts, and though it often degrades over time (with the exception of thinker forms), they are smart enough to coordinate basic tactics (Supposedly thinkers coordinate pre-mind stages) There are three stages (Four if one believes the Thinker Theory)
One: Feral. In this stage, they are uncoordinated and possess limited intelligence. They are still dangerous, but less so compared to later stages. Minor displays of intelligence, such as basic ambushes are known to appear but generally their intelligence is considered to be similar to that of animals at this level. They maintain knowledge their previous hosts had, so the use of vehicles isn't out of the question. They have a weak psychic link which is starting to develop to form the beginnings of a hive
Sapient stage (Thinker theory): According to the Thinker theory, this is the stage where Thinkers begin to show up. They apparently become smart enough to employ advanced tactics, and the weak psychic field between them apparently becomes strengthened to the point it can be used for communication and these thinkers become officers for the fledgling hive. Supposedly these thinkers can be capable of communication with other races, though intelligent communication is often attributed to a later stage, and at this stage it is believed to be simple taunting
Coordination stage: A partially functional Mind has been created. The psychic linked between the organisms has now strengthened to the point that they know each others status at any given time, and they are intelligent enough to communicate with other sentient species in a proper manner, although their previous stages have often resulted in such violence that further conflict is inevitable
Hive stage: The hive has produced a fully functional mind and joined with the other hives of the galaxy. In this stage the Mind has a psychic link with the hive that is so strong that it allows him to speak with others outside the hive across vast distances. The Hive is fully coordinated and can now operate as a proper nation.

Description of government: The government consists of a hierarchy with the Tribunal, a council of three made from the Minds of the most powerful hives, who use their psychic link to communicate with each other and lead the Union of Hives. The major hives come just under them. It has been proposed that there may be some form of "Overmind" by some scholars, but nothing is proven

Description of military: The most common of this species is a small, ball like creatures with small tentacles protruding from it. It uses these tentacles to move, able to climb on surfaces thanks to their suction like design, and to couple with its hosts nervous system and seize control. Their colour varies depending on the hive, and this can be used to quickly identify which hive the Spore forms are from. They have a "beak" of exceptionally strong teeth underneath their tentacles, allowing them to bite they way in, and their lack of a skeleton, small size and relative "squishiness) allows them to fit through small openings they make in their host. They prefer to make such a hole close to the hosts nervous system in order to avoid excessive damage, but forcing their way up appendages is not unheard of. They will then mutate the host or take them to be used. A host can also be mutated if he inhales enough of a gas produced by specially made biomass, however this is a slower process than the spore forms and is less effective. This allows a very flexible army that is able to shrug off most loses in an invasion as they can usually be reabsorbed into the hive or replaced relatively easily

Technological Overview: There is no uniform technology within the hive as they tend to use the technology of their hosts. As such, their weapons range from ballistics to anti-matter. There are a few examples of Hives creating their own technology if the need arises, but given their parasitic nature it is rare. It is known that, once they reach a coordinated stage, they will use any industry they capture to arm themselves. Their space craft range from organic creatures grown around a handful of systems, to entire functional ships that have been merged with and infested by an organic substance which is hostile to intruders, often attacking them where possible.
As a result of the assimilation dynamic, as well as the ease with which they reproduce, even a small scale infection can quickly become extremely dangerous and large.

Cultural Overview: N/A

History:
The L'Er date back to evolution on a backwater colony of an interstellar nation. This "Super Parasite" was able to construct a Mind from the biomass of the rampant wild life where it was born. This Mind observed the colonists and their star ships and was able to deduce, after the assimilation of multiple individuals into the hive, that it could sneak aboard Spore forms and infect all the worlds of the species.
The Mind was able to infiltrate the ships with a small number of spore forms, each of which spread out to the species worlds. At the time, the Mind had little power as it hadn't been further developed, as a result its psychic power was weak enough that the spores that were sent off developed different hives. This separated them into three hives, the original S'Buk, and the successor S'Orp and S'Lif. Out of the three, the original was the most unlucky. The other two worlds of the species were much more developed and larger, and so S'Orp and S'Lif were able to become more powerful than S'Buk as they absorbed more biomass from the worlds and inherited more of the hosts technology, industry and infrastructure.
The Three Hives were able to slowly build up strength and eventually over run the three worlds, absorbing the necessary biomass and leading to the desire to use the host species space travel to find new worlds.
Over millennia, there were several more hives developed across the quadrant and the Union of the Hives was formed in order to advance the L'Er as a whole through inter-hive cooperation. Most of the mentioned new hives are only major to this day with the exception of one, the now Tribunal hive S'Rin. The S'Rin remained the weakest of the hives for many centuries, as they had achieved semi-peaceful relations with the sentients they had encountered and essentially sold themselves as weapons to them. The two species developed under one nation that was budding, and over time the S'Rin were able to gain more and more power, eventually changing from being a living weapon to being an equal partner in the nation. Their hive was weak compared to the others due to their lack of biomass due to having brokered a deal, one which ensured their hives survival but established a blocker to their success however the S'Rin had a plan. They developed a new type of pure form, still used by hives today, called the Worm form. This small form was microscopic and as such it was able to enter the sentients undetected and nestle inside their brain. From their it would secret its toxins to make the individual more susceptible to hive control and eventually place them under the hives control, assimilating them completely. The S'Rin used this on members of the armed forces, slowly bringing control of the military into the hands if the S'Rin. After the S'Rin had secretly gained control of the militaries minds, the organisation that had stopped the S'Rin from assimilating the species before was now on their side. Almost over night the S'Rin seized control using the military and began to assimilated the population into their hive, growing rapidly from a minor power and usurping the place of the S'Buk on the Tribunal now that they had become more powerful than their forefathers. Today, the S'Buk is only a major hive and the S'Rin still hold their place on the Tribunal.
Other hives have been produced since them, and many have come into violent contact with outsiders... And consumed them almost invariably.
Other:
The colour of the biomass varies from hive to hive based on a variety of factors

Below is a government report of known hives, excluding the minor hives which have merely been labelled as "countless" by the writer

Tribunal hives
S'Orp
S'Lif
S'Rin

Major hives:
S'Buk
S'Kif
S'Urp
S'Ein
S'Ark
S'Nif

Minor hives: Countless
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So a combination of the flood and the Tyranids with some fresh names?

:P WAAAAR!!!!!
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duck55223 said
Name of nation: The Eternal UnionSpecies:IscandarianThe Iscandarians are a humanoid species, there average strength and height is about that of the humans. The Iscandarians appearance has a wide variety of colors. Hair and eyes can be anything across the spectrum. Their skin usually is a more white color, with a few rare individuals having silver skin, and their skin noticeable veins, that flow with colors. These colors represent their unique ability, magic, flowing through there veins. There are 4 types of Iscandarians, each with different abilities with magic.The first type is the Earthen. The Earthen cannot tap into magic directly, but do have a strong affinity to plants and animals, and tend to have a lot more strength then the other types. They tend to be farmers and laborers; however there is a few well known Earthen Philosophers and scientists. Another thing of note is that the colors flowing through there vein tend to be green and darker colors, however they can still have any color flowing through there veins.The second type is the Sentinels. Much like the Earthen they cannot tap into magic directly, however they also are unique physically as they each possess a large pair of white wings, often said by other races to be angelic. Normally these wings would not be enough to carry them, however there magical talent lets them fly with these, and fast to. They can also manipulate the weather of the worlds they are on. They are typically warriors, and also manipulate the weather for farmers.. They veins usually flow with a more cloudy white and blue, but like others they can be any color.The Casters are the third type. They can tap into magic directly, and are important as there spells allow them to defend the empire, and help farmers with fertilization and water. They are the scientists, diplomats, and bureaucrats of the Union, and also serve the roles of battlemages and Archmages, Archmages being Casters of great magical ability. Their veins typically flow with the colors of silver, pure glowing white, and sometimes rainbow, although rarely.The final are the Immortals. These are a combination of all 3 types, and there abilities are greater than that of any 3. They are created when someone is thought to have committed deeds that go above and beyond. They are called the Immortals as they are biologically immortal, however they can still be killed, but it is more difficult to do so. Another important part is that the Immortals also become the leaders of the Union, as the Princesses or Princes, and are considered Demi-Gods in the eyes of most due to their power being considered a representation of the Goddess that all Iscandarians worship.GamilasThe Gamilas are a warrior race, they are humanoid. Iscandarian beliefs dictate that the Gamilas were created by the same Goddess that created the Iscandarians. They have magic similar to that of the Iscandarians, but cannot tap into it directly and don’t have the same veins as the Iscandarians. They are an avian-species, with feathers covering their body. The colorings vary, but the patterns are similar to that of Human Mythical Griffons. They have wings, but they are not as fast as the Sentinels, and there magical talent is there great speed, strength, and the ability to fight. There homeworld, named Corus Prime, is a sister world to Alas Prime, the homeworld of the Iscandarians. Description of government: Absolute Theocratic Monarchy The Eternal Union is led by Princesses and Princesses, which are the Immortals. The Union does have freedoms though, and it technically doesn’t describe itself as a monarchy. There are elections, but the Prince and Princesses and the power to dissolve these institutions at any time. The Freedoms can best be described as those in the US bill of rights, but they are much more strongly held onto due to Iscandarian beliefs.Description of military: The Eternal Union’s military is heavily focused on a defensive doctrine, and it originally was a small forced. However after meeting and annexing the Gamilas, it evolved into a medium-sized force. They have agreed that peace is still preferable, but if necessary they will use their military for peace-keeping. The Eternal Union’s military prefers fast heavy hitting weapons and lasers, along with a few AoE weapons. Due to magic being a nice shortcut it us combined with technology, dubbed magitech, and is effective. Even there FTL is magic based. The grounds forces use augmented forces, with both cybernetics and genetic modification, along with non-augmented forces, and a large air-force for support. So called Synths are also used, which are creatures of both Cybernetic and Genetic engineering.Technological Overview: As mentioned the Eternal Unions heavily uses Magitech. Magitech is the combination of magic and technology, and allows for seamless and easy interaction between the two. Magitech can be found everywhere, and is even used in cybernetics and energy generation. The Eternal Union also has made lots of progress on the fronts of genetic modification, as well as cybernetic augmentation. They have also combined the two to form Synths, which are quite deadly. They are also good at terraforming, mainly with magic, and while they do not have the best weapons there shielding tech is thought to be some of the greatest in the galaxy. The Eternal Union is quite advanced, and due to their culture and ideology continue to progress.Cultural Overview:The culture of the Eternal Union focuses on a few specific ideals, harmony, peace, liberty, and freedom. While the other 3 are obvious, harmony is defined as the state of little to no problems, no conflict, and eternal peace. This is what the Eternal Union wishes to work towards, a utopia. Combined with magic the Eternal Union is well on to this path, as with magic they can easily harvest and farms lots of food, eliminating the need to charge for such things. A majority of these ideals, and what their culture is centered around comes from the Solar Church, there religion.The Solar Church believes in one goddess, she is referred to by 4 names. The Eternal Mother, the Guardian or Goddess of Harmony, and Faust. Most followers refer to her as the Eternal Mother, as she is thought to be eternal, and that she treats the Iscandarians and Gamilas, who she created, as her children. She was thought to have risen from Stardust, and that she created the Iscandarians and Gamilas with Stardust, thus inspiring the popular phrase “From Stardust we come, to Stardust we fall”. Another belief is that everything is from Stardust, and that everything is eternal and must become Eternal. As such burials are conducted by launching the dead into a Star, thus returning them to Stardust. Before space era these burials were conducted by burning the body and that putting the ashes in a ceremonial urn, which was then launched into the sky by a special spell, and later it would contact a star. Of note is that Faust, in their bible at least, said that the Iscandarians would guide all sentient to a Union of Harmony under one flag, and that to do so the Iscandarians need to ascend. As such they are fine with augmentation and rapid progress as it is necessary for ascension in the eyes of the Solar Church.Most Eternal Union citizens also follow the Solar Church, even with the right to freedom of religion. The reason is that while no other religions are discriminated against, the State endorses it, and uses it to maintain the Union under a single common doctrine and culture.History: The Iscandarians had a relatively peacefully history. There was little conflict, and from the beginning the Solar Church was dominate. Its doctrine and ideology were appealing, and were it thrived little, if any crime, existed. The society was very prosperous.When the Industrial Era came about, or as its was also known the Magitech era, due to the sudden rise of it, a Caster by the name of David managed to unite all Iscandarians under one banner, the banner of the Eternal Union. He became the first immortal, and when he did those around them described a light coming down, and guiding him to his ascension. Immortals under the system led this Eternal Union. Later a Sentinel by the name of Aaliyah invented some of the first forms of space travel, and guided the civilization to the discovery of the Gamilas. She was crowned as the second Immortal.The Gamilas when found were a very warring civilization. They were close to destroying themselves via atomic weapons. The advanced Iscandarians intervened and stopped them. While they resented this as the Iscandarians disarmed them and forced peace, the Iscandarians sent missionaries, and overtime they curbed there warring nature. They were brought into the Eternal Union.The rest of the Eternal Union was rapid advancement of technologies, as well as expansion. Two more Immortals were crowned, the Earthen Orion for a live-saving cure to a deadly magical disease, and a Caster named Adeline for a massive contribution that was the FTL system currently used.. At current they have 606 ships, divided into fleets of 101, and are spread across 19 Systems. They have so far deemed themselves alone, but they will be proven wrong…


darkwolf687 said
Haha, you all have such juicy races for me to feast on...Name of nation: The HivesSpecies: L'Er (Eng: One of Us. Note that this is their name for themselves, not one that is used universally by species they encounter. As the nature of such encounters tend to be with feral hives developing on one of their worlds, species often believe the L'Er to be a non-sentient disease at first glance.)There is no way to accurately describe the entire race, as many, many different forms are constructed. The most common is the small "Spore form". These are arguably the most dangerous form as they possess the ability to bite their way into their host, their organic forms have no skeleton and thus can contort to squeeze through small openings in their host that they cause with their abnormally strong teeth, which are strong enough to bite their way through armour if given a few seconds. Once inside their host, they couple with the hosts central nervous system, making removal almost invariably fatal. It is sometimes argued that they kill the host outright, though there has been no reliable study to confirm this, so it is entirely possible the host is alive and maybe conscious. The host does not have to be alive for this process, a corpse will do. Whatever the case, the Parasite has full control and begins mutating the host. The hive will use the host for a variety of purposes, including but not limited to construction, reproduction and combat. This host will now become one of two forms. The first is known as the "Battle" form, this involves the usage of the hosts natural abilities for combat, in addition to mutations to make them stronger, such abnormal muscle growth. This is often done at the expense of the hosts brain and specific organs. Little attempt is made for long term maintenance, as the host will likely be recycled after its purpose is served. The second form is known as the "Transport" form. The is essentially a walking reproductive center for the Parasites, growing new spore forms inside massive bulbous sacks, often mutating the host past what is recognisable. This form shoots the Spore forms out of its many sacks when it sights and approaches an enemy, and has two no way to defend its self except through these spores, although it has been known to fall onto beings which have gotten too close to prevent then from running. Both these forms are called "Impure" forms. There is a third form, though its existence is debated, known as the "Thinker" form. The theory is that certain hosts have their brains kept intact and, in some theories, boosted. These forms supposedly serve as tactical planners in pre-Mind infestations, as well as scientists of sorts or advisors to the mind. Since some intelligent behavior is exhibited in all combat forms, its argued that these are just abnormally intelligent combat forms rather than a new form, though no one is entirely sure.The next forms are the "Pure forms" These are not mutated hosts but entirely new creatures made out of collected biomass from the planets, including recycled hosts and the bodies of their dead. There are countless different forms which vary from hive to hive. The most important pure form in any hive is the Mind. Without the mind, the parasite has little coordination, and their priority is to begin the construction of a mind. This is not to say they are stupid, they possess the intelligence of their hosts, and though it often degrades over time (with the exception of thinker forms), they are smart enough to coordinate basic tactics (Supposedly thinkers coordinate pre-mind stages) There are three stages (Four if one believes the Thinker Theory)One: Feral. In this stage, they are uncoordinated and possess limited intelligence. They are still dangerous, but less so compared to later stages. Minor displays of intelligence, such as basic ambushes are known to appear but generally their intelligence is considered to be similar to that of animals at this level. They maintain knowledge their previous hosts had, so the use of vehicles isn't out of the question. They have a weak psychic link which is starting to develop to form the beginnings of a hiveSapient stage (Thinker theory): According to the Thinker theory, this is the stage where Thinkers begin to show up. They apparently become smart enough to employ advanced tactics, and the weak psychic field between them apparently becomes strengthened to the point it can be used for communication and these thinkers become officers for the fledgling hive. Supposedly these thinkers can be capable of communication with other races, though intelligent communication is often attributed to a later stage, and at this stage it is believed to be simple tauntingCoordination stage: A partially functional Mind has been created. The psychic linked between the organisms has now strengthened to the point that they know each others status at any given time, and they are intelligent enough to communicate with other sentient species in a proper manner, although their previous stages have often resulted in such violence that further conflict is inevitableHive stage: The hive has produced a fully functional mind and joined with the other hives of the galaxy. In this stage the Mind has a psychic link with the hive that is so strong that it allows him to speak with others outside the hive across vast distances. The Hive is fully coordinated and can now operate as a proper nation.Description of government: The government consists of a hierarchy with the Tribunal, a council of three made from the Minds of the most powerful hives, who use their psychic link to communicate with each other and lead the Union of Hives. The major hives come just under them. It has been proposed that there may be some form of "Overmind" by some scholars, but nothing is provenDescription of military: The most common of this species is a small, ball like creatures with small tentacles protruding from it. It uses these tentacles to move, able to climb on surfaces thanks to their suction like design, and to couple with its hosts nervous system and seize control. Their colour varies depending on the hive, and this can be used to quickly identify which hive the Spore forms are from. They have a "beak" of exceptionally strong teeth underneath their tentacles, allowing them to bite they way in, and their lack of a skeleton, small size and relative "squishiness) allows them to fit through small openings they make in their host. They prefer to make such a hole close to the hosts nervous system in order to avoid excessive damage, but forcing their way up appendages is not unheard of. They will then mutate the host or take them to be used. A host can also be mutated if he inhales enough of a gas produced by specially made biomass, however this is a slower process than the spore forms and is less effective. This allows a very flexible army that is able to shrug off most loses in an invasion as they can usually be reabsorbed into the hive or replaced relatively easilyTechnological Overview: There is no uniform technology within the hive as they tend to use the technology of their hosts. As such, their weapons range from ballistics to anti-matter. There are a few examples of Hives creating their own technology if the need arises, but given their parasitic nature it is rare. It is known that, once they reach a coordinated stage, they will use any industry they capture to arm themselves. Their space craft range from organic creatures grown around a handful of systems, to entire functional ships that have been merged with and infested by an organic substance which is hostile to intruders, often attacking them where possible. As a result of the assimilation dynamic, as well as the ease with which they reproduce, even a small scale infection can quickly become extremely dangerous and large.Cultural Overview: N/AHistory: The L'Er date back to evolution on a backwater colony of an interstellar nation. This "Super Parasite" was able to construct a Mind from the biomass of the rampant wild life where it was born. This Mind observed the colonists and their star ships and was able to deduce, after the assimilation of multiple individuals into the hive, that it could sneak aboard Spore forms and infect all the worlds of the species. The Mind was able to infiltrate the ships with a small number of spore forms, each of which spread out to the species worlds. At the time, the Mind had little power as it hadn't been further developed, as a result its psychic power was weak enough that the spores that were sent off developed different hives. This separated them into three hives, the original S'Buk, and the successor S'Orp and S'Lif. Out of the three, the original was the most unlucky. The other two worlds of the species were much more developed and larger, and so S'Orp and S'Lif were able to become more powerful than S'Buk as they absorbed more biomass from the worlds and inherited more of the hosts technology, industry and infrastructure.The Three Hives were able to slowly build up strength and eventually over run the three worlds, absorbing the necessary biomass and leading to the desire to use the host species space travel to find new worlds.Over millennia, there were several more hives developed across the quadrant and the Union of the Hives was formed in order to advance the L'Er as a whole through inter-hive cooperation. Most of the mentioned new hives are only major to this day with the exception of one, the now Tribunal hive S'Rin. The S'Rin remained the weakest of the hives for many centuries, as they had achieved semi-peaceful relations with the sentients they had encountered and essentially sold themselves as weapons to them. The two species developed under one nation that was budding, and over time the S'Rin were able to gain more and more power, eventually changing from being a living weapon to being an equal partner in the nation. Their hive was weak compared to the others due to their lack of biomass due to having brokered a deal, one which ensured their hives survival but established a blocker to their success however the S'Rin had a plan. They developed a new type of pure form, still used by hives today, called the Worm form. This small form was microscopic and as such it was able to enter the sentients undetected and nestle inside their brain. From their it would secret its toxins to make the individual more susceptible to hive control and eventually place them under the hives control, assimilating them completely. The S'Rin used this on members of the armed forces, slowly bringing control of the military into the hands if the S'Rin. After the S'Rin had secretly gained control of the militaries minds, the organisation that had stopped the S'Rin from assimilating the species before was now on their side. Almost over night the S'Rin seized control using the military and began to assimilated the population into their hive, growing rapidly from a minor power and usurping the place of the S'Buk on the Tribunal now that they had become more powerful than their forefathers. Today, the S'Buk is only a major hive and the S'Rin still hold their place on the Tribunal.Other hives have been produced since them, and many have come into violent contact with outsiders... And consumed them almost invariably.Other:The colour of the biomass varies from hive to hive based on a variety of factorsBelow is a government report of known hives, excluding the minor hives which have merely been labelled as "countless" by the writerTribunal hivesS'Orp S'Lif S'Rin Major hives:S'Buk S'Kif S'Urp S'Ein S'Ark S'NifMinor hives: Countless


TehAlphaGamer said
App: Name of nation: Sazkarjhia (Sazkarjhit)Species: SazkarjhianSazkarjhians are about 6'5" and on average weigh about 180 pounds. Both sexes have muscular-although-flexible builds, with bright orange, smooth skin with flourescent yellow patterns running along them. They have black, glossy, globular eyes with white pupils that increase in size with age. They have elongated snouts with a large maw with sharp, conical teeth and molars towards the back (Sazkarjhian's are omnivorous but have strong carnivorous tendencies). They respire chlorine gas, and find atmospheric oxygen toxic (In reciprocation to most aerobes, who respire oxygen but find gaseous chlorine to be very toxic). Males have six, long, flacid horns on either side of the back of their head. Females' horns are relatively short and blunt. Due to their inability to breathe oxygen, they usually wear suits of powered armor with chlorine rebreathers. However, their technological advancements have led to capsules that can temporarily alter biological makeup to make their chlorine breathable to other species or oxygen breathable to them.Alongside this, certain Sazkarjhians possess certain magical powers, evident in the differentiating color flowing through their veins through major cardiovascular points (temples, wrists, etc.). These are rare and are usually Vessels of gods, those who are not are still regarded as their children or "He/She Who Has Been Marked."Description of government: Theocratic Dictatorship Sazkarjhia is led by a body of "Vessels", or prophets of the Sazkarjhit gods with the head, or Grand Vessel, being a prophet of the Supreme Being known as "Zarwaun" ("Sarwun", in the Sazkarjhit vernacular Sazka). The Grand Vessel makes decisions with these other inferior Vessels to pass decisions for the empire. Under this is a military cabinet consisting of the Supreme Commander, Supreme General of the Sazkarjhit People's Army, Supreme Fleetmaster of the Sazkarjhit People's Navy, and the Admiral of the Sazkarjhit People's Space Exploration Initiative (SEI). Freedom of Religion, however, is condemned by the Vesselage as it is under their law, "The sacrilegious defamation of logical constitution." As a result Sazkarjhit that are caught practicing other religions are exiled. Attempting to spread this religious system as, again, in the Vesselage's terms, "poisoning the youth of the great Sazkarjhit people", is punishable by death by firing squad.Description of military: The Sazkarjhit Military of the Common People, also known as the People's Military, is comprised of three different branches:People's Army of SazkarjhiaThe main ground and intra-atmospheric air divisions of the military. Several units are involved in it, including:Infantry: Standard footsoldiers using assault rifles that load with a rotating energy battery, among other weapons.Anti-Armor Infantry: Footsoldiers wielding two-barreled guided missile launchers known as the Type-11 Personal Anti-Armor Weapon.Heavies: Technically known under the Sazkarjhia Defense Firm Heavily-Armored Universal Combat Soldier Program, the "Heavies", as they're colloquially known by soldiers, are 2.13 meter tall hulks of titanium and carbosteel plating with extremely powerful and complicated movement systems making them walking main battle tanks. The increased armor brings their weight up to about two tonnes. They can carry a vast array of armaments; ranging from heavy automatic weapons to flamethrowers to portable coilguns.Commandos: Under the Sazkarjhia Defense Firm's Biologically-Augmented Super-Soldier Program, known as the "Commandos", are augmented supersoldiers experienced with close-quarters combat. Attached to a Commando's wrist is a large, boxy implement with a pad at the front. Known officially as the Mark I Extremely High-Power Kinetic Impact Weapon, the machine sits on a rail and allows a Commando to throw a several-tonne punch; effective in causing severe damage to structures, vehicles, and soliders alike.HT-1 Scarpios Hover Tank: With a high-powered coilgun turret, one machine gun turret, one coaxial machine gun, and jumpseat bays on either side allowing a total of ten soldiers, the HT-1 is the ultimate assault vehicle.HV-6 Sparrowhawk Utility and Attack Aircraft: Capable of fitting twenty soldiers, and being able to be used as a close-support craft, the Sparrowhawk is a tour-de-force of military technology. A four-barreled autocannon mounted in the nose and six two-missile pods allow it to be deadly for gun runs, while they're useful for insertions, extractions and deploying Airdrop Soldiers from high above.AV-1 Furosi Aerial Attack Vehicle: A modified version of the HV-6 for air combat, the AV-1 features two autocannons, automatic countermeasures, bays for bombs, flammable adherent or thermite canisters, and several missile pods allow it to be especially deadly in the airborne theater.People's Navy of SazkarjhiaMain Naval Force used for both attack and defense.Marku-Class Heavy Cruiser: Main-line cruiser, used as flagships. Armed with a powerful coilgun used for firing antimatter as well as plasma throwers, torpedoes, missile pods and magnetic artillery.Darbor-Class Heavy Frigate: Heavy and built for long range. The Darbor-Class Frigate is powerful and used often for escort and assaulting positions.Manumar-Class Light Frigate: Nimble and fast, but poorly armored. The definitive scout ship for the People's Navy.Trikolo-Class Destroyer: Extremely heavily armored and loaded down with magnetic artillery and antimatter launchers. Nicknamed "Fortresses with Engines" by crew and bystanders alike.Samani-Class Prowler: Capable of using a very powerful cloak and deploying antimatter warheads, proving to be devastating hit-and-run vehicles but also excellent for stealth insertions or espionage. The main drawback is that their reactors can overheat and vents in the middle of the craft will often eject steam when deactivating the cloak, which can easily give away their position.Pulsar-Class Electronic Warfare Vessel: Capable of completely crippling vessels with electromagnetic pulse emitters and other such technology, they make effective ships for crowd control.Rakora-Class Assault Ship: Smal and capable of entering the atmosphere easily, they can provide support on the ground or board ships in space.Basilisk-Class Fighter: Small and nimble, devastating when flying in squadrons.Sarpinta-Class Interceptor: Launched from tubes in ships like torpedoes, they're extremely deadly with solar/battery-powered laser projectors and autocannons, in large groups their incredible speed and maneuverability make them very deadly foes to contend with. Technological Overview: Sazkarjhit technology is mixed in development. They have developed powerful weapons using antimatter, and have vast technological achievements in the form of the Translight Hyperjump Engine, which tunnels through Slipstream Space. However, most of their technology is nuclear-powered and lower-grade superweapons use plutonium, while most ship and on-ground reactors use thorium as fuel. Sazkarjhit medicine is also very advanced, often studying medical reports from other empires on other species and strictly cataloging their findings. Contrary to the popular belief that their religious zeal leads them to believe in faith healing.Cultural Overview: As mentioned above, the Sazkarjhit are religious zealots and practice their religion, Zarwaunism ("Sarwuna") to an extreme. Magic is not common, but those who have it are viewed as descendants of the gods. With this, there are several gods and goddesses in the religion:Zarwaun: The "Supreme Being", the father of the universe, the God of Right - Representing the Religious and Governmental region of KarboriaYuturata: The "Industrial Being", the father of metalcraft and fire, the God of the Forge - Representing the Industrial Region of DaramaskaMarkura: The "Matriarchal Being", the mother of nature and maternity, the Goddess of Life - Representing the Bountiful Region of BellaranOparas: The "Fortunate Being", the mother of fortune and misfortune, the Goddess of Balance - Representing the People's Region of GamariaMarkarapas: The "Wealthy Being", the mother of commerce Trade , the Goddess of the Coin - Representing the Mercantile Region of BorsarsaHistory: Sazkarjhia was formed from two tribes, the intellectual Saz and the warlike Jhia. After many years of bloody war, a treaty was signed. When leaders realized what was possible when they combined their achievements, they sought to form together and take over the rest of the tribes. 20,000 years ago, the International Doctrine of Saz-Kar-Jhia was signed atop Mount Karbor, a site that would later become a holy focal point for Zarwaunism. Around 10,000 years later, a man identified only as The First Prophet began spreading the first ideas of Zarwaunism. The Pagan/Atheistic nation vehemently rejected this, but he soon gathered enough supporters. In an attempt to overthrow the leadership, a civil war that would later be known as the Ten Year's Bloodshed started. Millions of deaths later, the First Prophet would step to power, only to be shortly assassinated by a pagan nationalist. However, the ideals held strong, and soon the Zarwaunist regime took over the rest of Sazkarjhia.About 9,000 years later, the first effective FTL drive, the Translight Outersystem Engine, was developed. Sazkarjhia soon sought to go out and conquer the stars. First they acquired two colonies, a metal-supplying moon known as Markada Minor, and a flat, bountiful farm colony known as Trimubelo III. Soon, eight more colonies were captured, and Sazkarjhia has begun to look out farther, and to maybe spread their religion to have those understand the Path of Divine Right, and the Father of the Universe.Other: This took me a long, long time to write so hopefully Sazkarjhia will still be able to be used. I have made some edits to it compared to VotS, some major and some minor.


MrFoxNews said
―A Mandalorian mother to her daughter


All Accepted!
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MrFoxNews said
So a combination of the flood and the Tyranids with some fresh names?:P WAAAAR!!!!!


War? Don't you mean dinner time? *deep laughter*

Indeed, and as hungry as a hive tyrant who's been locked in a cage for 50 years hehe
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MrFoxNews said
―A Mandalorian mother to her daughter


inb4 Boba Fett becomes new world leader.
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TehAlphaGamer said
inb4 Boba Fett becomes new world leader.


Inb4 he becomes my starter...
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TehAlphaGamer said
inb4 Boba Fett becomes new world leader.


Nope. No fett's...
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MrFoxNews said
Nope. No fett's...


I know the Fetts weren't actually Mandalorian, but still.
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TehAlphaGamer said
I know the Fetts weren't actually Mandalorian, but still.


?

I think you got your facts wrong. Both Fetts were Mandos.
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Faction Designation: Conjoining of Retribution​

Number of planets: 11







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MrFoxNews said
?I think you got your facts wrong. Both Fetts were Mandos.


Really? I thought they were humans or human-like, but Jango was raised by Mandalorians and his armor was passed to his son, and...

It's been a while since I've dipped into SW lore so I probably do have some facts wrong.
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TehAlphaGamer said
Really? I thought they were humans or human-like, but Jango was raised by Mandalorians and his armor was passed to his son, and...It's been a while since I've dipped into SW lore so I probably do have some facts wrong.


Being Mandalorian is being a part of their culture. There is no specific Mandalorian race.
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MrFoxNews said
Being Mandalorian is being a part of their culture. There is no specific Mandalorian race.


Oh, I see, okay.
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Never mind
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