The Aenean Coast is an atheist Republic ruled by bipedal crocodilians situated on the Great Continent's northern coast. The government itself is led by a group of elected representatives totalling 3 in number from all backgrounds and genders. Each region (of which there are three the East, Central and Western regions) holds a vote for a new representative every six years and may vote to replace them if not satisfied with their official after one year. The Republic has not been able to industrialize correctly, with only a small number of small civilian industries dotted along the coast and nothing more than a single rifle plant in operation. It thus is forced to heavily lean on agriculture and large fishing operations to keep its economy afloat. Although the Coastal Republic may not be militarized and it does not possess a strong economy, it shall stand against the coming tide with all it can muster. The Nation is also stuck with huge debts to the Aelban from the 1922-23 agricultural disaster.
Eastern senator: Lok-Dur: 3 years into office Central senator: Arm-El: 7 months into office Western senator: Mur-Ben: 5 years into office
Marshal of the Army: Ark-Dur: 12-years of command. High Admiral: Abun-El Minister of Militia organization: Lum-Dur
Aenean description: Aeneans are a large race of bipedal crocodilians that weigh upwards of 500 pounds and are often in a more slouched standing position than humans. Aeneans are about 6ft at full height but often seem about average human height due to slouching. The diet of the Aenean is somewhat bland with fish and grain products as their primary source of sustenance, and they are capable of eating most things a human could.
History:
Pre-War:
The Aenean Coastal Republic is young and inexperienced on the world stage. Its creation was not that of kinship but that of necessity. Many local chiefs were forced to band together during the times of Aelban imperialism. Only after the Reiyk had severely bloodied, the Aelban Empire did the politics of the Coast shift away from a league of tribes to a proper republic in 1891. While many tribes resisted at first, those who wished for true unity used the threat of the Reiyk and potentially even Aelban return to quell the resistance amongst tribal leaders. While shaky at first, The Republic eventually solidified itself as firmly in control, and the many tribes began to centralize into extensive farming and fishing communities, mainly along the coast of the Republic.
In 1922 the Aenean Coastal Republic faced a severe crisis when a blight occurred, destroying most of the harvest that year, followed by severe drought in 1923 leading to starvation and death throughout the Republic and almost leading to the complete collapse of the Republic and causing extreme overfishing. During the crisis, a series of riots and revolts took place in major cities, leading to a few bloody slaughters where authorities were forced to open fire on the rioters. Finally, during a particularly horrible riot, a small-scale battle engulfed an entire city leading to the deaths of thousands and is the only "battle" ever fought for the Aenean Republic's military.
Thankfully the Republic was blessed in 1924 when the crops had faced no significant hardships. Though they still failed to reach even an adequate harvest, even with the subpar harvest, the Nation was able to stabilize with less of a need for imported food. However, the economy remains strained to this day with the extreme loans taken to import food and the lack of income in the country. Outbreak of War:
While initially ignored by the Aenean military and civilian leaders, the encroachment of the Reiyk and the invasions of Longguo and Akiya rapidly caused panic in the Aenean officials. Eventually, this panic has led to a rather lacklustre solution composed by the civilian government. As a result, the military was allowed to establish a small standing force of 3 divisions: totalling 30,000 soldiers, and receive additional equipment for militias around the Nation (the number of active militia members ranges from 40-50 thousand). These forces, however, lack any serious firepower, and even with the creation of a Professional military force and dedication of resources, the Aenean army is pathetically under-equipped and undermanned, with no prepared defences.
Pressing Issues:
The Republic is in dire straits, famine or blight could strike at any moment, and a Reiyk blockade would decimate all fishing operations leaving the people without food, and this could lead to another famine and leave the Republic ripe for Reiyk conquest. The Nation is also at a severe lack in industrial might and can barely even produce tractors at a substandard rate extreme effort would be needed to uplift the Republic to a wartime economy, and economic collapse would almost certainly follow any attempts at rapid industrialization.
The military of the Republic is heavily inexperienced, and even while there is a heavy emphasis on its growth, it lacks skilled officers, equipment and volunteers. As a result, most of the Republic's forces will be composed of local militias and poorly equipped soldiers until its military program enters high gear and acquires additional equipment. The Republic also possesses no aircraft able to be used effectively in a modern military role. Most that could be converted are extremely old biplanes.
Notable Strengths:
The Aenean republic is in a highly fertile area, and when not in a drought, it can easily support its population. In addition, it could support other allied nations in times of food shortages. The Military of the Republic may be under-equipped, but the soldiers can fight like lions when needed and additional fighting troops could be raised rapidly with outside assistance. The Crocodilians of the Republic are also very well suited to aquatic warfare and fighting in swamps and could be powerful marines with the right equipment and training.
National Priorities:
The Aenean Coastal Republic's current national priorities are to ensure that its agricultural base remains solid and unaffected by the war, and as such, a military program is beginning to be pushed hard in the senate. While those 2 are priorities for Aenea, many other parts of the Nation are neglected due to a general lack of resources. The main affected areas of this lack of resources are the industry that is backwards. (While no naval industry exists, a small flotilla of purchased ships do exist)
1: Agriculture 2: The Army 3: The Common People 4: The Upper Classes 5: The Economy: Internal Trade 6: Diplomacy 7: Cultural Issues 8: The Economy: External Trade 9: Technology 10: The Navy 11: Espionage and Intelligence 12:Resource Extraction 13: Industrial Output
Chapter: Atrias belong to the Imperial Fists Space Marine Chapter
Chapter Demeanour: Courage, sacrifice and Steadfastness. The Imperial Fists treat their Primarch's (Rogal Dorn's) final actions as an example of how they should act. Dorn's final moments were of courage and supreme sacrifice. This example drives the Imperial Fist to push on where others would yield, leading to victory against all odds, though it is often at the cost of many lives.
Personal Demeanour: Atrias, like other imperial fists, is steadfast and courageous, motivated by Rogal Dorn's example. Atrias believes himself to be weak and a coward compared to his brothers despite his age and experience and thus strives continuously to prove himself (often at the cost of his own health) and will never accept failure as an option. Atrias has extreme respect for Imperial Guardsmen and his fellow battle-brothers and will often go out of his way to render aid to his comrades believing it his duty. Atrias often gravitates towards squad mates or others around him that he deems as "honourable," preferring their company over other (less honourable) warriors.
Speciality: Tactical Marine (capable of serving as an assault marine or devastator)
Rank: Veteran Tactical Marine
Power Armour History: Atrias wears a set of MK.VII "Aquila" Power armour nicknamed "Immortal" due to its ability to never be destroyed completely, regardless of the state of its wearer. "Immortal" always seems to be repairable. It has survived countless battles and suffered damage that would render most suits inoperable (most notably being: stepped on by gargant). The Immortal armour has been passed around in the chapter a significant number of times (often due to the violent death of the operator.) While the armour itself hasn't had an illustrious career, it certainly has seen its fair share of action and has been used by hundreds of other battle-brothers who each had their fair share of achievements and honours, the armour itself having seen combat against nearly enemy in the galaxy and will likely continue to do so long after Atrias's falls.
Description: Atrias looks a lot like a standard space marine, with Caucasian skin and, of course, his impressive size. The only visible differences are the cybernetic right eye he received during his time as an assault marine, the other being a few tattoos that would fit more on an imperial guardsman, including an Astra Militarum tattoo on his right shoulder. His natural eye is brown, and he has short black hair. His attire is often quite simple, usually only robes.
Atrias's armour is much like standard Aquila armour with a considerable amount of dents and scarring, painted as per standard Imperial fist colours aside from the helmet, which has been half painted Astra Militarum green and has the numbers of an imperial guard regiment painted on the green side. He has also painted a red line across his helmet's right eye to symbolize his eye's loss.
Skills: Atrias possesses a jack of all trades skill set, he's spent a great deal of time tirelessly practicing all of his potential roles, regardless of his current position, he still trains as a devastator and an assault marine, keeping his skills sharp and tested is a focus of his. Besides his training, he is notable for being a proficient duelist and marksman, slightly more so than most of his Battle Brothers. Atrias also possess an intense ability to not accept defeat, often ignoring retreat orders and pressing forward regardless of the threat to his life. Atrias is also surprisingly compassionate towards normal humans and will (when paired to a standard human unit) match his own speed and pace to them, preferring to keep them alive than make quick (and terribly dangerous for non-Space Marines) progress.
History:
Atrias was recruited into the Imperial fists from a hive world's underground. He was initially a gang enforcer to a violent group but was captured in a raid before being brutally tested by the imperial fists along with other captives. His acceptance was as brutal as could be expected, having to duel a space marine he barely held his own, and while not succeeding in the fight, he showed his skills as a warrior. Many of his friends and fellow captives died in testing, leaving him one of 3 to actually succeed in the trials and become a neophyte.
As a neophyte Atrias was nothing special, he became a scout and performed adequately, not impressing his superiors much but succeeding in surviving till the end of his indoctrination. After receiving his final implants and ascending into a full space marine, his early tenure was mostly uneventful until his promotion to assault marine. As an assault marine, Atrias finally began showing significant signs of skill during an Ork incursion. Atrias had single-handedly defeated an Ork Warboss and his entire Nob entourage, though his fight was brutal and bloody, he made it through the battle. Alive. But without the use of one of his eyes (and an Ork Choppa lodged in his helmet.)
Atrias was promoted shortly after his success against the Orks to a tactical marine, and he was assigned to a garrison in a backwater, Ork-infested planet. At first, Atrias was a hot-headed and brash warrior, charging any Orks he could find with little thought of the imperial guardsmen behind him. During his time in the Garrison, he grew fond of the imperial guardsmen he had been fighting alongside, often slowing (and eventually completely stopping) his brash and borderline suicidal charges. During this time, he started to prefer spending his time not with his battle-brothers but with the guardsmen. This (while unusual) was not stopped by his superiors and led Atrias to start approaching combat with a slower and more considerate approach.
After spending a great deal of time on this assignment, he was eventually recalled to his warship, and he ultimately achieved the rank of a veteran but was quickly transferred to the Deathwatch due to his lack of cohesion with his battle brothers.
Equipment and Armament: Atrias has the standard tactical marine loadout, his only additions being his "Immortal" armour, chainsword and a medkit.
Chapter: Atrias belong to the Imperial Fists Space Marine Chapter
Chapter Demeanour: Courage, sacrifice and Steadfastness. The Imperial Fists treat their Primarch's (Rogal Dorn's) final actions as an example of how they should act. Dorn's final moments were of courage and supreme sacrifice. This example drives the Imperial Fist to push on where others would yield, leading to victory against all odds, though it is often at the cost of many lives.
Personal Demeanour: Atrias, like other imperial fists, is steadfast and courageous, motivated by Rogal Dorn's example. Atrias believes himself to be weak and a coward compared to his brothers despite his age and experience and thus strives continuously to prove himself (often at the cost of his own health) and will never accept failure as an option. Atrias has extreme respect for Imperial Guardsmen and his fellow battle-brothers and will often go out of his way to render aid to his comrades believing it his duty. Atrias often gravitates towards squad mates or others around him that he deems as "honourable," preferring their company over other (less honourable) warriors.
Speciality: Tactical Marine (capable of serving as an assault marine or devastator)
Rank: Veteran Tactical Marine
Power Armour History: Atrias wears a set of MK.VII "Aquila" Power armour nicknamed "Immortal" due to its ability to never be destroyed completely, regardless of the state of its wearer. "Immortal" always seems to be repairable. It has survived countless battles and suffered damage that would render most suits inoperable (most notably being: stepped on by gargant). The Immortal armour has been passed around in the chapter a significant number of times (often due to the violent death of the operator.) While the armour itself hasn't had an illustrious career, it certainly has seen its fair share of action and has been used by hundreds of other battle-brothers who each had their fair share of achievements and honours, the armour itself having seen combat against nearly enemy in the galaxy and will likely continue to do so long after Atrias's falls.
Description: Atrias looks a lot like a standard space marine, with Caucasian skin and, of course, his impressive size. The only visible differences are the cybernetic right eye he received during his time as an assault marine, the other being a few tattoos that would fit more on an imperial guardsman, including an Astra Militarum tattoo on his right shoulder. His natural eye is brown, and he has short black hair. His attire is often quite simple, usually only robes.
Atrias's armour is much like standard Aquila armour with a considerable amount of dents and scarring, painted as per standard Imperial fist colours aside from the helmet, which has been half painted Astra Militarum green and has the numbers of an imperial guard regiment painted on the green side. He has also painted a red line across his helmet's right eye to symbolize his eye's loss.
Skills: Atrias possesses a jack of all trades skill set, he's spent a great deal of time tirelessly practicing all of his potential roles, regardless of his current position, he still trains as a devastator and an assault marine, keeping his skills sharp and tested is a focus of his. Besides his training, he is notable for being a proficient duelist and marksman, slightly more so than most of his Battle Brothers. Atrias also possess an intense ability to not accept defeat, often ignoring retreat orders and pressing forward regardless of the threat to his life. Atrias is also surprisingly compassionate towards normal humans and will (when paired to a standard human unit) match his own speed and pace to them, preferring to keep them alive than make quick (and terribly dangerous for non-Space Marines) progress.
History:
Atrias was recruited into the Imperial fists from a hive world's underground. He was initially a gang enforcer to a violent group but was captured in a raid before being brutally tested by the imperial fists along with other captives. His acceptance was as brutal as could be expected, having to duel a space marine he barely held his own, and while not succeeding in the fight, he showed his skills as a warrior. Many of his friends and fellow captives died in testing, leaving him one of 3 to actually succeed in the trials and become a neophyte.
As a neophyte Atrias was nothing special, he became a scout and performed adequately, not impressing his superiors much but succeeding in surviving till the end of his indoctrination. After receiving his final implants and ascending into a full space marine, his early tenure was mostly uneventful until his promotion to assault marine. As an assault marine, Atrias finally began showing significant signs of skill during an Ork incursion. Atrias had single-handedly defeated an Ork Warboss and his entire Nob entourage, though his fight was brutal and bloody, he made it through the battle. Alive. But without the use of one of his eyes (and an Ork Choppa lodged in his helmet.)
Atrias was promoted shortly after his success against the Orks to a tactical marine, and he was assigned to a garrison in a backwater, Ork-infested planet. At first, Atrias was a hot-headed and brash warrior, charging any Orks he could find with little thought of the imperial guardsmen behind him. During his time in the Garrison, he grew fond of the imperial guardsmen he had been fighting alongside, often slowing (and eventually completely stopping) his brash and borderline suicidal charges. During this time, he started to prefer spending his time not with his battle-brothers but with the guardsmen. This (while unusual) was not stopped by his superiors and led Atrias to start approaching combat with a slower and more considerate approach.
After spending a great deal of time on this assignment, he was eventually recalled to his warship, and he ultimately achieved the rank of a veteran but was quickly transferred to the Deathwatch due to his lack of cohesion with his battle brothers.
Equipment and Armament: Atrias has the standard tactical marine loadout, his only additions being his "Immortal" armour, chainsword and a medkit.
Overview: A subterranean empire made up of a wasp-like species known as Vaisum. Their societies are built around abandoned and decrepit reactors in the lowest depths of Karbana Kinnis. Vaisum society is a highly maneuverable caste-based system. Depending on the age and/or skills you display, you may end up high in Vaisum society, second only to the queens, or a gutter rat good at nothing. While being high in Vaisum society may not mean having great material wealth, your position on top is not guaranteed without great skill and ability.
Structure: The Vaisum are divided into multiple different Colonies led by Queens. Most Colonies have a distaste for one another and are often quite subversive to each other. Warfare amongst the Different Colonies is rare due to the risk of another Colony attacking you while you attack another. Each Colony is matriarchal and is led by no more than 3 Queens on average. The Queens rely on their oldest offspring to manage most of the day to day tasks, and only younger Queens or those in crisis will tend to be more involved.
While no more than three queens control individual colonies, multiple Colonies can unite into one "Super Colony" being made up of all the Queens from the origin Colonies. "Super Colonies" are an infrequent occurrence and are usually no more than 2 or 3 colonies allying for a short time to fight a common foe. Some "Super Colonies" are long-lasting, however, lasting for multiple generations.
In Vaisum history, there was a "Super Colony" of Vaisum spanning the entirety of all current Vaisum territory. While the Vaisum no longer know why or how this massive Colony formed, but it is believed that a single Queen led it, with many lesser queens beneath her, and this ancient Queen was said to be as old as the Vaisum themselves. In theory, the Vaisum could reunify into this vast Colony, but it would take either a mighty Queen, Colony or a threat significant enough to scare the Vaisum into unity.
Beliefs: Many Colonies have similar views, believing that the massive generators in the depths of Karbana Kinnis are living gods of life and light. They also believe that the generators created them and shaped them into what they are today. As the Vaisum explore and discover more and more generators, it only bolsters their belief in them. The generators themselves can provide a good food source, with many underground creatures using them as heat sources, and edible fungi can rapidly reproduce near the generators. Many Colonies believe that cybernetic augments are sacred and are reserved for the most prominent members of society.
While most Vaisum Colonies see the giant decrepit Generators as gods, not all of them have the same way of showing their dedication and beliefs. Most colonies may sacrifice food or valuable scrap to the massive Generators, some may sacrifice sentient captives or even themselves to their gods.
Technology: Most Vaisum technology is stolen or scavenged from the ruins of Karbana Kinnis or taken from Serekin that venture deep into Karbana. The Vaisum lacks any form of space travel and don't usually use vehicles, tho it's not impossible to see them using vehicles when there is no other option.
Salvaged tech: lots of ancient and advanced weapons, modified armour and a few repaired vehicles have been collected by the various Vaisum colonies from the depths of Karbana Kinnis, less effective and less reliable than brand new gear, but still useful.
Demographics: Vaisum-100%
Other: The Vaisum lack any form of basic education system. Most education received by Vaisum is provided by other Vaisum around them. In some rare cases, a Vaisum youngling may be selected by tinkerers or explorers for an apprenticeship to learn skills important to the Colonie's survival.
Sapient Name: Vaisum
Overview: A bi-pedal species of winged wasp-like insectoids that vary in colour depending on their Colony. The Vaisum can vary from all black to vibrant yellows and reds.
Traits: Vaisum are extremely quick and dexterous and can fly, but they are often very light and very easily thrown around. The most common Vaisum are often no more than roughly 4 feet tall and don't usually weigh more than 110lbs. They have two sets of arms and a strong mandible, capable of bending thinner steel to a limited degree. Many Vaisum do not stand at their full height, preferring to be hunched over.
Stinger: Large venomous stingers used for self-defence and hunting primarily. It could potentially paralyze a human-sized creature. The stinger is potent but can't go through most armoured metals.
Wings: Large wings capable of semi sustainable flight are a feature on most Vaisum. Wings are only absent on a particular subspecies of Vaisum.
Psychology: The Vaisum are highly territorial and aggressive towards known enemies or threats. They highly value their family and Colony. Solitary Vaisum are prone to acting sluggish and exhibit signs of depression. The Vaisum can be extremely cold and uncaring at times and eat their own in times of need. Individual Vaisum such as scouts often prefer flight over fight when in danger; groups, however, tend to attack when presented with fight or flight scenario.
Permissions: Speak with me first, but in most cases, no.
Other: [Anything else]
Military: The Vaisum do not have a unified army, they have many different military groups for every Colony, and many vary in skill, equipment and numbers quite wildly. Some groups use weapons fashioned from scrap and spare parts. Some Colonies have access to high tech weapons looted from ancient stockpiles from the long-gone inhabitants of Karbana Kinnis.
Types of Vaisum soldiers:
1: Queen’s guard- comprised of the oldest, largest and most loyal of a Queen's children. They are often equipped with the best weapons that can be found and are usually battle-scarred veterans and experienced raid leaders. Some of the “richest” colonies can equip the Queen's guard in salvaged and modified light power armour, though this is exceedingly rare and near impossible for most Colonies.
2: Wing scouts- experienced scouts usually equipped with decent salvaged weapons but lack any form of armour. Newer or poorer colonies will equip this variant of scouts with simple ranged weapons. They are used for long-range recon and subversion.
3: Foot scouts- (technically not required to walk everywhere) younger scouts equipped with extremely simple weapons most of the time. Used for simple patrol duty and hunting a majority of the time.
4: Scrap Raiders- the most hot-headed and impatient Vaisum often end up as Raiders. Raiders are often poorly equipped and plate themselves in scrap. They are incredibly aggressive warriors that primarily hunt and raid.
The Surnia Defence League is led by a military junta and is quite heavily militarized. It’s isolationist and has been for most of its existence. The civilian population is heavily supportive of the current regime. There are no official religions and worship is discouraged in public, being seen as an individual affair.
Structure:
The League is led by a council of high level generals and admirals, with a much larger advisory council of much lower ranked officers and some civilian representatives. Most local representatives are elected and private enterprises are heavily limited in size. While no one person holds all the power within the league the generals and admirals of the most powerful planets often hold the most sway.
Beliefs:
The people within the League believe that most external empires (human or not) can’t be trusted, and they also believe that their ex masters could still be in the galaxy seeking to put the Surnians back under their thumb. The population is also heavily against slavery. There are many smaller religions in Surnian space but many are basically identical copies of each other and are mostly related to original religions of the Surnian people.
Technology:
Surnia is not a technological super power, most of their tech has been plundered or modified in some way shape or form and not many highly advanced technologies have been internally developed.
Weapons tech- Most Surnian weapons are reverse engineered laser weapons often time in a much simpler (and cheaper) style. While these weapons may not be of the highest quality they are still capable of hitting quite hard. Starships are often equipped with higher quality weapons and are the main armament of most vessels.
Power generation- power generated in Surnia is often done much simpler than is standard, with most cities operating off of natural fuels such as natural gas and oil. Heavy military hardware is often powered with nuclear fusion/fission or with direct charging with ground stations.
Robots- Robots made in Surnia are often used for military purposes and are roughly the same size as humans. While not highly advanced they are rather difficult to hack, requiring a direct link into the robot otherwise they are nothing special barring special variants. The main advantage to these robots is their high resistance to freezing temperatures, extreme battery life and highly modular design.
Advanced detection systems- Many different detection systems have been created in Surnia, varying from simple and effective infantry tools to advanced long range sensors capable of detecting all but the most advanced (or outlandish) of stealth technologies.
Mechs- not many mechs have been designed in Surnia, even fewer designs have been built and as of yet none have been nor can feasibly be mass produced. Experiments are still ongoing and possible programs for creating a mass producible smaller mech are nearing potential fruition.
Surnians
Overview: The people of Surnia are Humans and most Surnians have Icy blue eyes and extremely pale skin. They are quite resistant to colder temperatures. Otherwise they don’t vary much in appearance from other humans.
Traits:
-Many people have rather bad lung issues and can't breath properly. It is unknown what causes this but it develops in most people, regardless of what planet they are born on within the league. Most people have taken to near permanently wearing their heavy respirator suits to limit the effect these issues have on their daily lives. They also tend to be heavier and slightly stronger than average compared to “normal” humans. Some Surnians have lasting traits from their ancestors' time as slaves, having much higher gravity tolerance and strength.
-All Surnians live on overall cold planets making them quite adapted to the cold and resistant to freezing temperatures. They also dislike warmer planets due to their adaptation to the cold.
Psychology: [What distinct aspects of the way they think/see the world are there?] Most Surnians are mildly xenophobic and often have a grim outlook on the galaxy.
Permissions: universal access. Use the snow humans if you wish. They tend to be wary when meeting new people and often like living in smaller tight knit communities.
Demographics
Human-Surnian: 100%
History
The Surnians originated in the 1st century BC in Gaul. Many were abducted alongside the Romans in 20BC to be used as slave labour and were genetically modified in much the same way as the Romans. The Gauls, were more stubborn and defiant than the Romans and were often treated much worse because of this, eventually the Gauls started believing that they were being treated as inferior to the other slave races and had begun despising not only their masters but their fellow slaves as well. As the masters began to dwindle in number the Gauls were increasingly treated worse and worse, and while the the Romans stashed weapons so too did the gauls, but not for the purposes of overthrowing their masters or aiding their fellow slaves, but to set out on their own and decide their own destiny.
When the Romans rebelled, the Surnians did as well. using stashed weapons and tools to hijack a series of large cargo vessels, the Surnians abandoned their fellow slaves and set out into the galaxy on their own, losing a great number of their own people in the journey and many cargo vessels were lost as well. Upon reaching the location in space that would become known as the Surnia Star Cluster, many of the remaining transport vessels split up to investigate the many potential habitable worlds. Many of the investigated worlds were found to be desolate, seemingly wiped clean, but some planets were found that were habitable (if a little cold) and the remaining Surnians began their colonization efforts, using their transport ships as hubs and stripping them to use as homes and for the valuable technology that had survived the journey.
Even as the Surnians settled onto their new worlds, entire colonies failed or disappeared without a trace eventually leaving only 10% of the original Surnian population. Eventually the inhabitants of Surnia prime caught a lucky break and discovered ancient factories and other valuable resources like weapons and even a few small starships. The origins of this equipment is unknown to even modern Surnia and could have been delivered by a benevolent race or left by a dying one, regardless of the origins the equipment worked well and had many automated systems and even built in mining equipment and starship blueprints. The results of these discoveries was the eventual regaining of communications with some lost colonies and entered a short golden age.
While Surnia had pulled itself from the gutter, it still wasn’t perfect. Many of its worlds were filled with hostile wildlife and shifting glaciers. Even with the discovery of the ancient technology on Surnia prime, most of the planets were near impossible to tame. The only planet that could be fully tamed was Surnia Prime itself, the settlers there (with the help of newly acquired power armour) safely tamed a species of large canine like creature (with lots of trial and error) that has been the only successfully tamed animal so far.
Surnia thus far has had limited contact with the outside nations aside from occasional explorers and trade vessels and some small raids from alien species. And has barely extended its borders in over 500 years.
Name: Surnia Prime Overview: Surnia Prime is the most highly developed planet in the Surnian league and boasts incredible military defences and rich resources. It is considered the capital of the Surnian league and rests roughly in the center of the league’s territory. It boasts an incredible defensive ring of space stations and automated sensor arrays and has a large fleet dedicated to its protection (though the fleet is often smaller than intended due to lending of military assets to other systems) Other: Surnia prime is believed to be the first planet settled by the early Surnians and boasts some of the most advanced technologies and the most history than any other planet in the Surnian star cluster. It is believed that it was originally occupied by fractured groups of Surnians.
The Surnian military is large, full of political factions and a highly effective defensive force. It has very little offensive capabilities and doesn’t currently seek out offensive action.
Ground forces
The ground forces of Surnia are composed mainly of infantry and light vehicles with heavy armour being reserved for specific planetary operations.
-PDF troops are lightly armoured, lightly equipped and are often not equipped with special weapons or many heavy weapons. While PDF’s arent usually well armed, on important planets PDF troops may be armed with better equipment and potentially receive more training. The best equipped PDF is on Surnia Prime.
-The Surnian infantry is a highly motivated and brave group of men and women there are slightly different standards for different planetary PDF’s but the unified infantry is standardized and well equipped. Most are equipped with standard Smk13. Laser Rifles and cryogenic grenades. The infantry are also equipped with helmet based sensor systems with thermal, Infrared and a few other modes built in. Surnian infantry is supplemented with a large amount of robotic infantry known as S.A.R.U’s or Semi Autonomous Robotic Units. These S.A.R.U’s are about as large as a human and are capable of using human weapons. While not perfect soldiers, S.A.R.U’s can operate semi independently off of previous orders and in rare cases have developed “sentience” and or “emotions”.
-The heavy infantry Corps is a group of veteran and decorated soldiers from the standard infantry and occasionally from the PDF’s. they are equipped with power armour and heavy armaments and while the power armour may not be highly advanced it does pack a small forward facing shield projector capable of at the very least mitigating damage from heavy infantry weapons. They are highly skilled troops and are often tasked with assault duties. While losses can prove to be very high, oftentimes fresher infantry can be inducted into the ranks with low impact to performance. They are also equipped with similar detection systems as the standard infantry.
Armoured Vehicles
-Light vehicles such as armoured IFV’s are heavily used by infantry teams to help bulk up fire power and maneuverability. Most standard infantry units have them and even some specialist PDF units have them. Most IFV’s are tracked, ground based vehicles with only special forces and marines being granted armored aerial transports. PDF units are unable to be equipped with sufficient numbers of armored troop carriers. Instead they tend to use modified civilian vehicles sometimes with small rapid fire laser cannons strapped onto them.
-Tanks in Surnia are often light and mobile and oftentimes only lightly equipped, there is heavy armour but it is often reserved in case of emergencies due to their expensive nature. Most tanks are equipped with Heavy laser cannons and occasionally light double lasers. PDF forces are near completely unable to secure any tank support.
-light mech units are small and often equipped with experimental light mechs. They have yet to find a comfortable niche within the Surnian military and have heavily limited resources. They are often placed within heavy infantry or light vehicle groups to act as support vehicles
Navy
The Surnian United Navy is comprised of mainly “jack of all trades” vessels, with most classes being able to fill more than one roll to a limited extent. Surnia as of current lacks the ability to produce massive capital ships beyond 700 meters in length, and has only ever built 2 battleships sized vessels and these ships have been in mothball for upwards of 200 years. The lack of battleships and even dedicated carriers means that heavy cruisers have to bear the brunt of heavy ship duties, their only support being lighter and faster ships. The Surnian navy even has some heavily modified large civilian transport vessels that can act as something like an escort carrier but these are reserved for emergency use only.
HAC-88
The HAC-88 is a heavy cruiser class, they are designed to be relatively self-sufficient and designed to be semi independent for extended periods of time. They aren’t necessarily fast but they are well armed and bristling with detection systems, and some limited carrier functions have been included. Heavy Flak cannon coverage along the front and sides of the HAC though the rear is highly susceptible to attack by fighters and missiles. The HAC features extremely heavy frontal armour and acceptable levels of shielding all around.
Length: 650 meters Crew: 800 souls
Armament-
2x heavy triple laser cannons and 1x heavy double laser cannon: The heavy laser cannons are meant to dish out large quantities of firepower at other ships. when necessary are also useful for precise low orbital bombardment.
1x heavy cruise missile launcher: The heavy cruise misses stored on Surnian heavy cruisers are meant for dealing with threats far outside of the range of its laser cannons and when a more brutal orbital bombardment is necessary. The launcher can also be used to fire advanced detection probes for long range reconnaissance.
Utilities/other-
Advanced detection systems- Advanced long range sensors that can be supported with its launchable probes. While not perfect or the most advanced they are capable of almost completely removing false readings and transmitting detected data to other vessels automatically.
Limited carrier capabilities: while not a dedicated carrier, the HAC-88 does house some light robotic fighters (20x LDF-12C) used for scouting and as a strike fighter they are small and highly maneuverable. Only one can be launched at a time but they can be launched at an extremely fast pace, with minimal prep time. If necessary a HAC-88 can be equipped with an increased amount of fighters at a cost of cargo or troop storage to a maximum number of 35 LDF-12C’s.
The HAC-88 can also tug smaller military vessels into warp speed, this feature is used to tug APD-133’s due to their engines suffering in prolonged warp jumps.
LPC-63
The LPC-63 is the class of light cruiser most commonly employed by the Surnian United Navy. It features a highly resistant frontal armour, slightly subpar shielding and extremely potent engines. They are less independent than heavy cruisers, often using them to resupply when on deployment. They lack many weapons capable of striking above their weight but are heavily armed against similar and lighter vehicles. It’s detection systems are powerful and can directly link to any other Surnian detection systems within range.
Length: 400 meters Crew : 350 souls
Armament-
9x light double laser cannons that lack sufficient firepower to engage ships bigger than themselves but are very effective at engaging smaller targets than themselves. They lack any ability to bombard from high orbit but could act as fire support to ground troops with its powerful engines able to keep it flying steady in atmosphere.
Utilities-
Detection systems: While nowhere near as powerful as a stationary sensor system the LPC-63 class does feature potent short range sensors and similar linking systems to the HAC-88 and can effectively piggy back off allied sensor systems. It is also very good at detecting hidden vessels at short range.
Small fighter complement: The LPC-63 can hold 6 fighters within itself of the 6, 3 can be deployed simultaneously and require very little warm up or prep time, making them highly effective rapid interceptors. The 6 LDF-12C’s can be replaced with 3 of the HDB-12C drone bombers which can act as an artificial increase to damage output of the LPC-63
APD-133
The APD-133 is a class of small destroyers that are the most common military vessel produced in Surnia. They are small and heavily armoured and boast impressive firepower in comparison with the LPC-63. It’s shields are noticeably lacking and it’s engines struggle at prolonged high speeds or atmospheric flight. They are best used as screening vessels, but are also commonly employed to patrol frontier territory.
Length: 220 meters Crew: 80 (can be fully crewed with robotic humanoids)
Armament-
2x double medium laser cannons capable of damaging vessels much larger than them at close range 2x LRM launchers with variable payloads, ranging from simple explosives to a small nuclear warhead in strength. The APD lacks sufficient anti fighter capabilities, it’s only defence is its main armament.
Utilities-
Detection systems: similar in strength to the LPC and featuring the same linking systems enabling it to operate more efficiently in range of allied vessels.
Drone capabilities: 2 LDF-12C’s can be stored and deployed from the APD though the deployment of them is slower than other vessels due to its ineffective launch systems only being able to launch a single drone at a time.
Drone ships
The LDF-12C is an automated fighter able to be launched from ships, stations and even some ground bases. It is light and maneuverable with a single laser cannon built into the hull and a small shield generator designed to deflect glancing blows and flak.
The HDB-12C is a larger automated drone, similar in design to the LDF-12C. It can hold a great deal of ordinance and is a highly maneuverable bomber. It is also equipped with a shield generator although slightly stronger, still not enough to survive many direct hits.
The Surnia Defence League is led by a military junta and is quite heavily militarized. It’s isolationist and has been for most of its existence. The civilian population is heavily supportive of the current regime. There are no official religions and worship is discouraged in public, being seen as an individual affair.
Structure:
The League is led by a council of high level generals and admirals, with a much larger advisory council of much lower ranked officers and some civilian representatives. Most local representatives are elected and private enterprises are heavily limited in size. While no one person holds all the power within the league the generals and admirals of the most powerful planets often hold the most sway.
Beliefs:
The people within the League believe that most external empires (human or not) can’t be trusted, and they also believe that their ex masters could still be in the galaxy seeking to put the Surnians back under their thumb. The population is also heavily against slavery. There are many smaller religions in Surnian space but many are basically identical copies of each other and are mostly related to original religions of the Surnian people.
Technology:
Surnia is not a technological super power, most of their tech has been plundered or modified in some way shape or form and not many highly advanced technologies have been internally developed.
Weapons tech- Most Surnian weapons are reverse engineered laser weapons often time in a much simpler (and cheaper) style. While these weapons may not be of the highest quality they are still capable of hitting quite hard. Starships are often equipped with higher quality weapons and are the main armament of most vessels.
Power generation- power generated in Surnia is often done much simpler than is standard, with most cities operating off of natural fuels such as natural gas and oil. Heavy military hardware is often powered with nuclear fusion/fission or with direct charging with ground stations.
Robots- Robots made in Surnia are often used for military purposes and are roughly the same size as humans. While not highly advanced they are rather difficult to hack, requiring a direct link into the robot otherwise they are nothing special barring special variants. The main advantage to these robots is their high resistance to freezing temperatures, extreme battery life and highly modular design.
Advanced detection systems- Many different detection systems have been created in Surnia, varying from simple and effective infantry tools to advanced long range sensors capable of detecting all but the most advanced (or outlandish) of stealth technologies.
Mechs- not many mechs have been designed in Surnia, even fewer designs have been built and as of yet none have been nor can feasibly be mass produced. Experiments are still ongoing and possible programs for creating a mass producible smaller mech are nearing potential fruition.
Surnians
Overview: The people of Surnia are Humans and most Surnians have Icy blue eyes and extremely pale skin. They are quite resistant to colder temperatures. Otherwise they don’t vary much in appearance from other humans.
Traits:
-Many people have rather bad lung issues and can't breath properly. It is unknown what causes this but it develops in most people, regardless of what planet they are born on within the league. Most people have taken to near permanently wearing their heavy respirator suits to limit the effect these issues have on their daily lives. They also tend to be heavier and slightly stronger than average compared to “normal” humans. Some Surnians have lasting traits from their ancestors' time as slaves, having much higher gravity tolerance and strength.
-All Surnians live on overall cold planets making them quite adapted to the cold and resistant to freezing temperatures. They also dislike warmer planets due to their adaptation to the cold.
Psychology: [What distinct aspects of the way they think/see the world are there?] Most Surnians are mildly xenophobic and often have a grim outlook on the galaxy.
Permissions: universal access. Use the snow humans if you wish. They tend to be wary when meeting new people and often like living in smaller tight knit communities.
Demographics
Human-Surnian: 100%
History
The Surnians originated in the 1st century BC in Gaul. Many were abducted alongside the Romans in 20BC to be used as slave labour and were genetically modified in much the same way as the Romans. The Gauls, were more stubborn and defiant than the Romans and were often treated much worse because of this, eventually the Gauls started believing that they were being treated as inferior to the other slave races and had begun despising not only their masters but their fellow slaves as well. As the masters began to dwindle in number the Gauls were increasingly treated worse and worse, and while the the Romans stashed weapons so too did the gauls, but not for the purposes of overthrowing their masters or aiding their fellow slaves, but to set out on their own and decide their own destiny.
When the Romans rebelled, the Surnians did as well. using stashed weapons and tools to hijack a series of large cargo vessels, the Surnians abandoned their fellow slaves and set out into the galaxy on their own, losing a great number of their own people in the journey and many cargo vessels were lost as well. Upon reaching the location in space that would become known as the Surnia Star Cluster, many of the remaining transport vessels split up to investigate the many potential habitable worlds. Many of the investigated worlds were found to be desolate, seemingly wiped clean, but some planets were found that were habitable (if a little cold) and the remaining Surnians began their colonization efforts, using their transport ships as hubs and stripping them to use as homes and for the valuable technology that had survived the journey.
Even as the Surnians settled onto their new worlds, entire colonies failed or disappeared without a trace eventually leaving only 10% of the original Surnian population. Eventually the inhabitants of Surnia prime caught a lucky break and discovered ancient factories and other valuable resources like weapons and even a few small starships. The origins of this equipment is unknown to even modern Surnia and could have been delivered by a benevolent race or left by a dying one, regardless of the origins the equipment worked well and had many automated systems and even built in mining equipment and starship blueprints. The results of these discoveries was the eventual regaining of communications with some lost colonies and entered a short golden age.
While Surnia had pulled itself from the gutter, it still wasn’t perfect. Many of its worlds were filled with hostile wildlife and shifting glaciers. Even with the discovery of the ancient technology on Surnia prime, most of the planets were near impossible to tame. The only planet that could be fully tamed was Surnia Prime itself, the settlers there (with the help of newly acquired power armour) safely tamed a species of large canine like creature (with lots of trial and error) that has been the only successfully tamed animal so far.
Surnia thus far has had limited contact with the outside nations aside from occasional explorers and trade vessels and some small raids from alien species. And has barely extended its borders in over 500 years.
Name: Surnia Prime Overview: Surnia Prime is the most highly developed planet in the Surnian league and boasts incredible military defences and rich resources. It is considered the capital of the Surnian league and rests roughly in the center of the league’s territory. It boasts an incredible defensive ring of space stations and automated sensor arrays and has a large fleet dedicated to its protection (though the fleet is often smaller than intended due to lending of military assets to other systems) Other: Surnia prime is believed to be the first planet settled by the early Surnians and boasts some of the most advanced technologies and the most history than any other planet in the Surnian star cluster. It is believed that it was originally occupied by fractured groups of Surnians.
The Surnian military is large, full of political factions and a highly effective defensive force. It has very little offensive capabilities and doesn’t currently seek out offensive action.
Ground forces
The ground forces of Surnia are composed mainly of infantry and light vehicles with heavy armour being reserved for specific planetary operations.
-PDF troops are lightly armoured, lightly equipped and are often not equipped with special weapons or many heavy weapons. While PDF’s arent usually well armed, on important planets PDF troops may be armed with better equipment and potentially receive more training. The best equipped PDF is on Surnia Prime.
-The Surnian infantry is a highly motivated and brave group of men and women there are slightly different standards for different planetary PDF’s but the unified infantry is standardized and well equipped. Most are equipped with standard Smk13. Laser Rifles and cryogenic grenades. The infantry are also equipped with helmet based sensor systems with thermal, Infrared and a few other modes built in. Surnian infantry is supplemented with a large amount of robotic infantry known as S.A.R.U’s or Semi Autonomous Robotic Units. These S.A.R.U’s are about as large as a human and are capable of using human weapons. While not perfect soldiers, S.A.R.U’s can operate semi independently off of previous orders and in rare cases have developed “sentience” and or “emotions”.
-The heavy infantry Corps is a group of veteran and decorated soldiers from the standard infantry and occasionally from the PDF’s. they are equipped with power armour and heavy armaments and while the power armour may not be highly advanced it does pack a small forward facing shield projector capable of at the very least mitigating damage from heavy infantry weapons. They are highly skilled troops and are often tasked with assault duties. While losses can prove to be very high, oftentimes fresher infantry can be inducted into the ranks with low impact to performance. They are also equipped with similar detection systems as the standard infantry.
Armoured Vehicles
-Light vehicles such as armoured IFV’s are heavily used by infantry teams to help bulk up fire power and maneuverability. Most standard infantry units have them and even some specialist PDF units have them. Most IFV’s are tracked, ground based vehicles with only special forces and marines being granted armored aerial transports. PDF units are unable to be equipped with sufficient numbers of armored troop carriers. Instead they tend to use modified civilian vehicles sometimes with small rapid fire laser cannons strapped onto them.
-Tanks in Surnia are often light and mobile and oftentimes only lightly equipped, there is heavy armour but it is often reserved in case of emergencies due to their expensive nature. Most tanks are equipped with Heavy laser cannons and occasionally light double lasers. PDF forces are near completely unable to secure any tank support.
-light mech units are small and often equipped with experimental light mechs. They have yet to find a comfortable niche within the Surnian military and have heavily limited resources. They are often placed within heavy infantry or light vehicle groups to act as support vehicles
Navy
The Surnian United Navy is comprised of mainly “jack of all trades” vessels, with most classes being able to fill more than one roll to a limited extent. Surnia as of current lacks the ability to produce massive capital ships beyond 700 meters in length, and has only ever built 2 battleships sized vessels and these ships have been in mothball for upwards of 200 years. The lack of battleships and even dedicated carriers means that heavy cruisers have to bear the brunt of heavy ship duties, their only support being lighter and faster ships. The Surnian navy even has some heavily modified large civilian transport vessels that can act as something like an escort carrier but these are reserved for emergency use only.
HAC-88
The HAC-88 is a heavy cruiser class, they are designed to be relatively self-sufficient and designed to be semi independent for extended periods of time. They aren’t necessarily fast but they are well armed and bristling with detection systems, and some limited carrier functions have been included. Heavy Flak cannon coverage along the front and sides of the HAC though the rear is highly susceptible to attack by fighters and missiles. The HAC features extremely heavy frontal armour and acceptable levels of shielding all around.
Length: 650 meters Crew: 800 souls
Armament-
2x heavy triple laser cannons and 1x heavy double laser cannon: The heavy laser cannons are meant to dish out large quantities of firepower at other ships. when necessary are also useful for precise low orbital bombardment.
1x heavy cruise missile launcher: The heavy cruise misses stored on Surnian heavy cruisers are meant for dealing with threats far outside of the range of its laser cannons and when a more brutal orbital bombardment is necessary. The launcher can also be used to fire advanced detection probes for long range reconnaissance.
Utilities/other-
Advanced detection systems- Advanced long range sensors that can be supported with its launchable probes. While not perfect or the most advanced they are capable of almost completely removing false readings and transmitting detected data to other vessels automatically.
Limited carrier capabilities: while not a dedicated carrier, the HAC-88 does house some light robotic fighters (20x LDF-12C) used for scouting and as a strike fighter they are small and highly maneuverable. Only one can be launched at a time but they can be launched at an extremely fast pace, with minimal prep time. If necessary a HAC-88 can be equipped with an increased amount of fighters at a cost of cargo or troop storage to a maximum number of 35 LDF-12C’s.
The HAC-88 can also tug smaller military vessels into warp speed, this feature is used to tug APD-133’s due to their engines suffering in prolonged warp jumps.
LPC-63
The LPC-63 is the class of light cruiser most commonly employed by the Surnian United Navy. It features a highly resistant frontal armour, slightly subpar shielding and extremely potent engines. They are less independent than heavy cruisers, often using them to resupply when on deployment. They lack many weapons capable of striking above their weight but are heavily armed against similar and lighter vehicles. It’s detection systems are powerful and can directly link to any other Surnian detection systems within range.
Length: 400 meters Crew : 350 souls
Armament-
9x light double laser cannons that lack sufficient firepower to engage ships bigger than themselves but are very effective at engaging smaller targets than themselves. They lack any ability to bombard from high orbit but could act as fire support to ground troops with its powerful engines able to keep it flying steady in atmosphere.
Utilities-
Detection systems: While nowhere near as powerful as a stationary sensor system the LPC-63 class does feature potent short range sensors and similar linking systems to the HAC-88 and can effectively piggy back off allied sensor systems. It is also very good at detecting hidden vessels at short range.
Small fighter complement: The LPC-63 can hold 6 fighters within itself of the 6, 3 can be deployed simultaneously and require very little warm up or prep time, making them highly effective rapid interceptors. The 6 LDF-12C’s can be replaced with 3 of the HDB-12C drone bombers which can act as an artificial increase to damage output of the LPC-63
APD-133
The APD-133 is a class of small destroyers that are the most common military vessel produced in Surnia. They are small and heavily armoured and boast impressive firepower in comparison with the LPC-63. It’s shields are noticeably lacking and it’s engines struggle at prolonged high speeds or atmospheric flight. They are best used as screening vessels, but are also commonly employed to patrol frontier territory.
Length: 220 meters Crew: 80 (can be fully crewed with robotic humanoids)
Armament-
2x double medium laser cannons capable of damaging vessels much larger than them at close range 2x LRM launchers with variable payloads, ranging from simple explosives to a small nuclear warhead in strength. The APD lacks sufficient anti fighter capabilities, it’s only defence is its main armament.
Utilities-
Detection systems: similar in strength to the LPC and featuring the same linking systems enabling it to operate more efficiently in range of allied vessels.
Drone capabilities: 2 LDF-12C’s can be stored and deployed from the APD though the deployment of them is slower than other vessels due to its ineffective launch systems only being able to launch a single drone at a time.
Drone ships
The LDF-12C is an automated fighter able to be launched from ships, stations and even some ground bases. It is light and maneuverable with a single laser cannon built into the hull and a small shield generator designed to deflect glancing blows and flak.
The HDB-12C is a larger automated drone, similar in design to the LDF-12C. It can hold a great deal of ordinance and is a highly maneuverable bomber. It is also equipped with a shield generator although slightly stronger, still not enough to survive many direct hits.
Abnawaandia is an ex Quat’i vassal state. Abnawaandia has a warrior-like society and a state religion. Abnawaandia is ruled by a Monarch but has many strong factions within its government. Abnawaandia has become fiercely independent but wishes to see the Quat’i people free and self governing once again
Nation Name: Eris Sector Defense Corp Government Type: Totalitarian Oligarchy
Demographics: Humans- 30 Million Protectors- 30,000 Enforcers- 100,000
The people of Eris are a hardy people, used to scarcity and hardship. A majority of the population are humans that have adapted to the lower gravity of the planet and are usually quite tall on average. Most Erisians have Icy blue eyes and extremely pale skin, many (especially in the lower classes) have also developed rather bad lung issues and require respirators to breath.
There are 2 Demi-human species on Eris, they were experimental and were designed to be military combatants. The first of the 2 is what have become known on Eris to be Protectors. The Protectors have been biologically engineered to be psionically active, they are a very small group and have a much higher chance of developing psionic abilities. The second group are known as Enforcers, they are a physically imposing group that are more often than not, pressed into military service in the ESDC from essentially the day of their birth. The are heavily propagandized and are extremely nationalistic. Even though the 2 demi-human species are the main military forces, normal humans are allowed to join, and are often “encouraged” to do so when no other work is available.
The ESDC has a rather strained economy and is barely considered self sufficient. They often need to import specific pieces of technology that are required to build new space vessels and shield systems.
Ground Forces:
Star Vessels:
The Eris Heavy Cruiser is an old design that has been continually been updated by the ESDC to suit its needs. It features a small hangar bay, 1 double barrel medium laser cannon, 2 triple barrel heavy laser cannons and 1 point defence laser cannon. The hangar bay can carry 30 Light Drone Fighters. It has a very strong (but very outdated) shield generator capable of withstanding heavy punishment, but with a very slow replenishment rate. These Cruisers, since their conception, were almost always relegated to less important tasks and missions and were originally used as cargo vessels for the Eris colony.
The Erisian Light Cruiser is a more modern design than the Erisian Heavy Cruiser, still heavily based on old Imperial Auxiliary designs. It is equipped with 9 light laser cannons, and 3 Drone fighter docks. The Erisian light cruiser has rather weak, inexpensive shielding and it makes up for it with fast maneuverable engines and heavy frontal armour.
steamuserimages-a.akamaihd.net/ugc/14… The Eris Drone Superiority Fighter is a small drone fighter design initially an imperial design, redesigned based on the lack of Erisian manpower. It is a very light fighter design with high maneuverability and lacking shields and any proper armor. It is equipped with a medium laser canon with a potential to add 2 single use guided missiles. The EDSF was originally a manned imperial design, that was intended to be shielded and more heavily armed, but the ESDC’s lack of manpower (and advanced resources) caused them to strip the design and slap an AI unit into it.
steamuserimages-a.akamaihd.net/ugc/14… The Eris Patrol Corvette is one of the most plentiful space vessels in the Erisian navy. The primary purpose of this vessel is to patrol the space around Eris and any major shipping lanes within Erisian space. The crews of these vessels are often very limited and many need to be supplemented with S.A.R.U’s. The Patrol Corvette is equipped with 2 Dual medium laser cannons and advanced detection and communication systems, but lacks shield power.
The Council of Six- these are the rulers of Eris and are and they are all very secretive and aren’t often seen in public, and are never seen together in public. They are all relatively powerful psionic users and are believed to all have origins within the protector class. The Council of Six was originally composed of Erisian militia captains that took power briefly after the removal of the empire. These militia captains were replaced by the protectors after they weakened themselves with internal conflicts, and had lost the loyalty of the people.
Name of Nation: The Knights of the God once Revered and now Burned and Forgotten
Territorial Claims:
Species: The Croxen are the ruling species within the Order. They are large and resemble Bipedal Crocodiles, they are approximately 8 feet tall on average and 800-1000 pounds. They are often hunched in appearance and they speak in an odd mix of hisses and language that is very hard to speak and understand. The Croxen can hold their breath for a very long time and are naturally very strong, but they are not great at long distance travel on land, but can swim at a very quick pace.
Religion: The Croxen worship an entity known as The Burned one (his true name lost to time) the Croxen have claimed that The Burned one shall one day manifest and take control of their state and lead them to an age of greatness. The Croxen believe that The Burned one was the one that raised their species into what it is now, from smaller crocodilian creatures inhabiting the regions where Croxen are native. The native wildlife of the Morion region is very prone to change in odd forms.
Population: 40,582,395 Less than 1 million in other species live on our coasts, in what is known as The Free cities.
Culture and Society: The Croxen culture is based around family and competition, the population will often host games of physical might and brawls, and even the state hosts games every year. The Croxen do not marry but they tend to stay together at least until any offspring they had, have reached maturity and they tend to have family gatherings at least once a year if not more.
The Croxen consider male’s and females equal in just about everything, they get paid the same amount and are both allowed to be soldiers, officers and are eligible for the same political roles.
Government: The Croxen are led by a Monarch that is chosen from the previous leaders children through a contest of physical prowess. The current Monarch is King Athrigoa, he is large and brutish upon first glance, but can be very thoughtful and creative when the situation calls for it. Below the Monarch are a great deal of advisors and governors, many of which are related to or are close friends with the ruling monarch, but previous Monarchs have brought foreign advisors into their courts before.
History: The Croxen were a tribal society until relatively recently (being roughly a few centuries ago). The Croxen history only goes back roughly 800 years which is believed to be when the Order was formed. The Croxen tribes were unified roughly 800 years ago after a series of inner conflicts and alliances that has resulted in many years of unity and an almost completely united people. The very few external conflicts in Croxen history have mainly been by accident or misunderstanding, due to the croxen language being very difficult to understand.
Economy: The orders mountains are full of resources such as gold, silver, iron and coal. These vast deposits of resources allow the Croxen to fuel an ever growing industry. The Croxen currently use a gold and silver backed currency officially but many outlier areas mainly deal in traded goods and services.
Army: The army of the Croxen consists primarily of . The Croxen Army is Primarily designed for defence and has many small forts and outposts scattered throughout the territories of the order and a small number within the People’s Union of Rodentia.
Navy: The Croxen navies are relatively small and with less of a focus on ships of the line, and more light ships such as frigates. The Croxen navy only has a handful of heavy ships that are old but very well maintained and updated.
Traits:
Foreign Relations: Luchmeyern: The Order, and Luchmeyern have become necessary allies, due to the gradually increasing anti monarchist sentiments. Though their alliance has been unsteady at times it has persisted. People's Republic of Rodentia: The Order is the overlord of Rodentia but it allows many freedoms towards its subject, and only demands small amounts of tribute for its protection.
The Dastrian Confederation: The New Alkadion Accords- The accord was signed after a short war that ended with the Croxen becoming the overlord of Rodentia. The pact acts as a mix of a demilitarization of the Rodentian-Dastrian border and a regional defence pact.
Rolls: Land Area: 14 Land Fertility: 1+8=9 Social Development: 13-3=10 Technological Development: 19 Land Power: 14+2=16 Naval Power: 10-4=6 Economy: 14 Magical Reserves: 2 Magical Sophistication: 13-3=10
Nate, your bio ftl is damn near useless. Your hyper dread can make it to sun from Earth and some but that's it, I suggest you either buff the range of a single bio ftl or increase the amount of them in ships. But hey, what do I know?