Avatar of Malphaestus
  • Last Seen: 8 yrs ago
  • Joined: 9 yrs ago
  • Posts: 110 (0.03 / day)
  • VMs: 0
  • Username history
    1. Malphaestus 9 yrs ago

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts



The Grand Empire of Zakaab

"We will sleep like Kings, encased within the greatest Armour the Galaxy has ever seen, so that when we awaken, we will enfetter the Universe in Eternal Rule"


Allegiance:
The Grand Empire of Zakaab, located in a rather centralized position within the Milky Way galaxy, is fiercly neutral. This is due to the heavy militarized culture of the Grand Empire of Zakaab and their rather unique way of surviving within this new age of galactic politics. Needless to say, the fact that the Neo-Zakaabites also fight intensively amongst themselves due to cultural customs is also a factor.

Species:
Neo-Zakaabites.

Species Description:
Zakaab was once home to little less than flora and fauna of very particular alien origins. However, during the age of human dominance upon the Galaxy, the planet was settled and the people quickly named themselves Zakaabites. The frontier-colony of Zakaab was, for whatever reason, highly ignored by their human rulers and the planet developed unique cultural and societal backgrounds surrounding war and warfare, as Zakaab was once a military outpost, until it was abandoned in favour of more frontier-planets.

Obsessed with becoming more capable and culturally attractive people, genetic modification was sought heavily and lead to the artificial evolution of the Zakaabites into Neo-Zakaabites. Neo-Zakaabites are slim but are incredibly strong due to highly dense muscle tissues and improved skeletal structures, they're more durable due to their multi-organic physiology. More aesthetic differences are their feather-like hair, and more optically improved eyes. Neo-Zakaabites also look increasingly more feminine, in comparison to regular humans.


Government:
The Grand Empire of Zakaab is in a very particular position amongst the galactic stage in that its entire empire is ruled and governed mostly by a super intelligence known as KHAAR. KHAAR was first constructed a long time ago with the simplification of Neo-Zakaabite lives as its core doctrine. Only in the last hundred years, however, has KHAAR taken up supreme authority in ruling and maintaining the Empire whilst the Neo-Zakaabites undergo the great slumber. As such, the millions of androids and autonomous service droids that maintain the lifeless husk of the cities of the many planets of the Zakaab Empire are all extensions of KHAAR.

Ruler/Rulers:
The Supreme Ruler of the Empire of Zakaab is Autarch Mermidon Valakyr. Although, whilst the Neo-Zakaabites are undergoing their great slumber, KHAAR is acting representative and leader of the Grand Empire of Zakaab. Upon the awakening of the Neo-Zakaabites, the 12 clans, and the Autarch, resume command of the Empire and its warrior-people.


History:
Zakaab saw its awakening first as the 12th colony of the original Human Empire, discovered shortly after mankinds initial ventures into the core-worlds of the milky way galaxy. Initially, Zakaab proved to be an essential staging ground for exploration and military activities within the mid- and core-worlds, but Zakaab would quickly come to be abandoned in the abundancy of resources and assets that the Empire had at hand.

Those who would remain were those who were forced to remain, former military officials and soldiers located on the planet in order to maintain the former epicenter of mankind's naval efforts in the galaxy. The Zakaab Defense Army quickly realized that it had been forgotten and abandoned and approached the planet directly to survive. They dismantled their military bunkers and garrisons to produce villages and eventually cities, living off of their expertise and skills in their given fields. Several generations later and their humble origins had already been forgotten, but in their place clans and warlords had been formed. Zakaab had now turned into a land where power meant everything, and your ability to manifest your will upon the world garnered you unrivaled respect and followers.

Several hundred years later and the entire planet had finally been settled, the ability of both human reproduction and biologically grown designer babies proving essential in populating the planet and, as a direct result, being able to utilize the planets resources as properly as possible. At this point economic alliances between numerous warlords had been established, an act which would prove to stand as the direct purpose as to why the 12 clans were established.

After the last of the official trade alliances joined forces and formed their own clan, the world had already become a warring place. Zakaab was encased in conflict on more sides than one, but whilst miniscule in capacity, it would merely serve as the vanguard for an entire history riddled with war between clans. A history that only one person alone could cease.

Mermidon Valakyr, of the Valakyr Clan, was born many hundred years after the first settlement of the planet itself. He would come to revolutionize not only Zakaabite history, but also culture and ideology, he united the clans under his own banner, unbound to the lineage of his clan, and proved himself in battle.

Mermidon Valakyr won over the trust and respect of all the clan leaders of Zakaab, doing so the proper and customary way, via way of a duel. The Grand Colosseum of Zakaab, home to only the most reputable of duelists and fighters, stood as the epicenter during the Grand Spar of Zakaab where Mermidon and all the other clan leaders fought for supreme authority of Zakaab.

Upon his victory, Mermidon Valakyr united the once broken and damaged empire of Zakaab under one banner, his own, and established the Grand Army of Zakaab. Under his rule, many, many planets fell into his grasp and technology advanced beyond compare. Planets were settled and industrialized at breath-taking speeds through revolutionizing new advancements in construction and engineering. KHAAR was constructed and given an increasingly expansive grip of the Empire by authority of Mermidon Valakyr.

To immortalize his achievements, Mermidon Valakyr proposed to his people that they immortalize themselves within, what he called, his Crypt Worlds. Here they would be temporarily uploaded to an entirely simulated artificial world where the civilians would flourish and experience uncomparable delight, and the warriors of the Grand Army of Zakaab would experience immortal training and experience.

To some, surprisingly, but to Mermidon Valakyr the fact that his people followed him into the depths of the Crypt Worlds was obvious. The many billions of his people, almost every single Neo-Zakaabite, except those whom had disappeared from the records, followed him and hooked themselves up into this artificial world. There they have remained for many hundred years, and will continue to, unless KHAAR deems it worth the risk of waking them up.

Military Strategy:
The Empire of Zakaab is a very ancient world with deep history and much time to expand and develope its military. Without much external war to be mentioned, the internal strife of times long since passed have enforced the stategies of the Slumbering Army. The Slumbering Army utilizes the collective might of the rather powerful warships produced autonomously since the Great Sleep numerous hundred years ago. The fleet, assembled within the internal factories of designated factory worlds of the Empire of Zakaab, is very powerful, but primal. It operates on basic codes and acts solely as a supporting element for when the Slumbering Army does finally awaken. Until then, the warships operate on basic attack patterns, and whilst the ships are individually powerful, are unable to execute advanced strategies or tactics.

Military In-depth:
The Empire of Zakaab is an entity which is very mysterious in modern time, known as the Sleeping Empire. Since long ago, the warrior-people of the Neo-Zakaabites had fought between one another, leading the tradition to hone and master the art of war to an exceptional and highly impressive degree to say the least. The Grand Army of Zakaab is the epitome of this, thousands of years of prowess condensced into the only united army in Zakaab history.


To ensure the Grand Army's supreme power, Autarch Mermidon Valakyr introduced the concept of Crypt Worlds to his Empire. These crypt worlds would become the homes for his people until the time for their awakening would be assured. Whilst they would sleep, overseen by KHAAR, the Grand Army would undergo constant simulation training to ensure that the Grand Army, even through the passage of hundreds of years, would be the supreme authority in their fields of experience, and see to it that the Empire would remain eternal.

As the people slumbered, KHAAR oversaw the Empire's barren industrial, agricultural, factory, and crypt worlds. KHAAR continued to supply the factories with their necessary resources, and maintained the cities and ensured they were clean and unpolluted by unwanted visitors. Autonomous Guard units were produced to ensure the absolute safety of the Crypt Worlds, and the Empire's Fleet was maintained and expanded upon over the hundred years of slumber.


As time passed, and the Grand Army drifted deeper and deeper into simulated training through their artificial slumber, KHAAR would come to respect further and further the skills of the Neo-Zakaabites which it was defending. As such, it also realized the prospect of prestige and wealth that the Grand Army and the Neo-Zakaabites themselves could acquire should they expose themselves to others in war. As KHAAR was programmed with the directive of ensuring the Empire of Zakaab's longevity in mind, it came to further and further realize how much the skill of the Grand Army could mean on a grand galactic stage, and as such, has decided that the services of the Grand Army is available for purchase, albeit at an insanely large cost.

Other:
The Grand Empire of Zakaab was influenced by Mandalore from Star Wars, there are certainly other inspirations here as well, but I am currently unable to name them. This is not because I refuse to, but because I do not recall them.
Character & Nation - Dump

A place to keep my character- and nation sheets.





Nation Application
Name Of Country:
Banner/Flag:
Ruler/Rulers:
Species (If Human, Put Terran):
Species Description (Only For Non-Humans):
Allegiance (Neutral, Aligned With Humans, Aligned With Non-Humans):
How The Government Is Ran:
Military Strategy (Small Amount Of Large Ships, Large Amount Of Small Ships, etc...):
History:
Other:




Character Application
Name:
Age:
Species:
Place In Story (Job):
Character Description (Physically):
Character Description (Mentally):
Biography:
Other:
I will be joining this, definitely!
@ClocktowerEchos well, sorry for asking :/
@ClocktowerEchos is this still operational? Because this is literally the only Nation Roleplay I find intriguing at the moment, and I'm really in the Nation Roleplay mood!
Is this still a thing?
Dedacted
In tawt 9 yrs ago Forum: Test Forum


Head of House: Phantom-Monarch Ammanus Vendric, Patriarch of Yore and Archtyrant of Celest.

House Specialty: Men and women of the House of Vendric have always had a strange affinity of the magical. Often taking form early in accelerated learning, by the early teens a Vendrician child has already come far beyond their equals in terms of raw learning prowess, to the point where some have already begun studying the arts of the Magi. And whilst most Vendrics end their studies early, when they feel their minds completed and satisfied, some journey even further. It is therefore no question that many of the greatest mages of this continent are therefore of the line of Vendric, some even creating their own academies to learn out the arts to the masses, whilst still keeping some of the family's own magic beyond public hands.

House Ancestral Artifact: The Crown of Sylvester the Great. A fabled and well known heirloom across the entire continent of Ethica, the Crown of Sylvester the Great is most undoubtedly one of the most powerful magical mediums across the entire continent. So powerful, in fact, that the first to wear it after Sylvester the Great, Ammanus, lost his physical body to the object. Now his soul is, instead, entwined with the fate of this unearthly crown. According to the legends, it was gifted to Sylvester the Great by Yore, a God of the Sky Pantheon.


Important Members:

Phantom-Monarch Ammanus Vendric (aged 78) - Supreme Ruler of the Kingdom of Celest and Prime Patriarch of Yore, Ammanus Vendric has not only lived a long life, but also surmounted to much in his lifetime. Having lost his beloved to the wicked plays of politics many years ago, he locked not only himself out of the outside world, but also his kingdom. Whilst most of his expansive house are abroad or dealing with the hellish world that took his wife, Ammanus rules the now foggy kingdom of Celest from the Wicked Throne of Yore, the royal capital. A devoute Yorite worshipper even in his current madness.

Prince Abraille Vendric (aged 47) - Acting as the self-appointed Chief Ambassador of Celest, his Father's Kingdom, Abraille is a venerable man capable of respectable deeds and an even more respectable background. And whilst Celest is currently a secluded kingdom, it used to be a core-part of Imperial politics. Abraille is still by no means the best ambassador, but he is familiar with the arts of Imperial Backstabbery and the dark side of powerplay.

Prince Fernand Abrill Vendric (aged 43) - Fernand, the prodigal son. Well attributed with the arts of war and sorcery, Fernand quickly took off and was often the subject of many discussions between the noble families of Celest. Whilst the times of the country are now much darker, and Fernand much older, he still resembles his prodigal ways and now heads the Royal Celestian College of Magic.

Princess Elize Marie Vendric (aged 34) - Wife to Robben Gotthard, the head of House Gotthard and the Supreme Commander of all Celest military forces. Elize was always dear to Ammanus in her earlier years, and despite trying on multiple occations the past 10 years, she's been unable to dispell the hatred her father has for the outside world and the politics of the Empire. She remains steadfast, however, and hopes for a day where her father may rest in peace, knowing that the world had become something better.

Princess Antoine Elizabethe Vendric ( aged 24) - The last child of Antoinette Vendric, Ammanus' wife, and also the last child to yet reside within the Celest royal palace. Whilst she's almost entirely cut off from the world itself, she occationally flees through a hidden passage way Ammanus has yet to seal. What she speaks of the palace does not reach the ears of those beyond the country borders, but her commoner friend Liam hears of ghastly sightings and spooky screeches in the night. This isn't to say that the entire nation seems to have gone down that route over the last ten years. Much unlike her father, Antoine is a kemmite worshipper.




The Grand Kingdom of Celest

"From Ash to Steel"


Region/Color on Map: A darker grey.

Race Name: Cellites, namned after the Cell Tribe of Sylvester the Great.

Racial Appearance: The men and women of Cellite origin both share a very slender physique with remarkably pale complexion. And whilst the hair tends to carry with it a faint lilac colour there remains little else that differs them from others. Their women being exceptionally beautiful and their men being quite noble per default.

Racial Traits: The might of what made Celest great in the past lies mostly on the backs of it's diverse skillsets amongst the populous. Having been founded on generations of willful craftsmen, capable fishers, fruitful farmers, and skilled knights, Celest is a nation with a wide and diverse set of traits that, individually may not surmount to much, but together become the foundation for a strong nation and people. And whilst the Great Kingdom of Celest's almost total disconnection with the outside world leads the once powerful armies of the nation into the unknown, there remain many tales of what exactly is happening within the country, the crown prince unwilling to entertain anyone with them.

Capital: Yore, the Grand City.

Capital Population: 150 000

Other Major Settlements: Cerebraum (80 000), Glykon (34 000), Maver (20 000), Maverine ( 24 000).

Population: 1 800 000.

Culture: The strong pride which makes a Cellite what he is will remain in them even during times of great uncertainty. Even in these strange times where the kingdom itself is consumed by fog do people from across the world still look up to Celest and it's accomplishments. For what they have accomplished will forever overshine what they have become. Over the last ten years the people have become a scared bunch, huggling to their superstitions and gods so they may remain uninterrupted by what the fog may harbor. But beyond this there is a rather miniscule difference between the rest of Ethica and Celest.

Type of Government: Hereditary Absolute Monarchy.

Influence & Relations: Due to the nature of the semi-absolute isolation that Ammanus has issued over the country, there are very few remaining relations with the outside, the exception being that of great traders who gather to the only still active trade city of Celest; Cerebaum. Otherwise previous alliances have been dissolved and military pacts dismissed. That isn't to say the crown prince isn't doing his best to try and damage control the situation, and he's been doing an exceptional job thus far in the imperial capital.

Military:

Full Levy: 40 000

Normal Levy: 23 000 - 34 000.


Unit Demographics: The ever powerful and fabled armies of Celest have been a deciding factor in many a previous debates and issues. But whilst that remained even in Ammanus' reign, his insanity after the death of his wife has brought not only the kingdom, but this mighty force into almost absolute uncertainty. However, the unit roster will most definitely remain the same.(heavy infantry, marksman, etc and their equipment/training, remember no army in real life was ever able to field a fully rounded all capable army. Sometimes a lack of something makes it more interesting.)

Landscape: (What do your lands look like?)

Wildlife: (Optional)

Economy: (How well off is your county? Poor? Rich and prosperous? Somewhere in the middle?)

Religion: (As stated before Kammeth is the primary god of the Empire and will by default be what the majority of the people worship or follow *excluding special circumstances*. Worship of deities outside of the Sky pantheon is greatly discouraged IC. You can however, create a deity of your own making from within that Patheon, or if you feel ballsy, add in any minor cults that exist. Perhaps even your family secretly worships other gods not sectioned by the Empire? Be mindful that heresy is frowned upon by the Church and you might have the Inquisition breathing down your neck if they catch a whiff of heresy on you, but if you want to make a storyline in that direction go right ahead!) (Tip, don’t piss of whoever is the Arch Dawnbringer!!!)

History: (At least the past couple generations, include conflicts, major upheavals, wars, etc. You can overlook this part and fill it in as the Roleplay progresses in order to work with other players for maximum cohesion.)

Strengths: (Similar to House specialty, but often larger in scope, this could include an abundance of a resource, or the inability to field an army of much size. )

Weaknesses: (At least two, and they have to be real disadvantages, you can't really say you have a terrible navy if you're landlocked.)

Export: (Major goods that this region/nation provides, no more than five resource types to keep people from providing everything on their own)

Import: (No realm is totally self-sufficient, you surely need something ^^)[/hider]
@GreivousKhan Is it possible to make a sort of Witch-King like character? Like the one in J.R.R. Tolkien's story?

Not to say he'll be as evil, just the general idea.

I've been reading through the Wikia and I must say I am quite bewitched.
© 2007-2024
BBCode Cheatsheet