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New to the site, but it looks nice. Can't wait to experience what this place has to offer. If you want to interact with me in any way, shape or form, then please contact me via PM, thank you.
9 yrs ago
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New to the site, but it looks nice. Can't wait to experience what this place has to offer. If you want to interact with me in any way, shape or form, then please contact me via PM, thank you.
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Bio
I'm a pretty detailed and extensive roleplay, often taking up the mantle of advanced writing. My one downside is that I rarely have enough time to really spend time on this hobby of mine. Because of that I tend to, instead, participate in casual and freeform roleplays that don't demand too much effort on my behalf, which is quite the shame.
When I say it's a quarter of the galaxy, I mean that it's an area expanding about 25% of our galaxy- not necessarily right into the core. I feel that it's simpler this way.
And like I said to Brink, if you want to make something less hideous, you're welcome to do it. But I didn't hear you stepping up to make it when I asked for volunteers.
The expansive Akkab Imperium has reached it's zenith of planetary conquest, having brought into its fold a host of 85 solar systems. Whilst most of them have been hard won in battle against other nations, the Imperium is now in a state of replenishing it's forces and building up interstellar infrastructure. Therefore, whilst the Imperium is impecably vast, a lot of the planets beyond the Core- and Outer Core sectors are scarcely inhabited by little more than military personnel and Black Clans.
As such, the population of the Akkab Imperium would reach a grand total of 480 billion inhabitants. Whilst it might amount to a massive grand total, the population is rather well distributed across the three rather large stellar sectors. Most of the populace is oddly centered, since the Imperium has annexed and conquered many other races throughout it's existence.
The Imperium, in it's vastness, has managed to assimilate many species and even more cultures. But even with that, there are four species that stand over them all, and they are refered to as the Center Populace. These are the core of the Akkad Imperium and are what it's hierarchy rely upon, the creme of the crop, the many cogs of the grand machine.
The Akkab
The Akkab are a species which holds it's heraldry to the old planet of Markh Prime, a rather desolate but somehow still fertile piece of land. However currently, the crown-world has become a holy world as well as a sprawling metropolis. The Akkabians were a very hostile people during these ancient times of their history. This innate aggressive nature leading to many tribal disputes being resolved with what's called the "Grakkan," or the Rite of Reason. But whilst their aggressive nature lead them to unite incredibly late in their history, it did assist them when they finally did unite in conquering their local neighbor and first vassal: the Tarkans.
Akkabians are divided in two races, both of which have four arms, two legs, very long lifespans, and very interesting bodily features. Their faces are generally very boring, lacking features, but this does not apply to all. High Akkabians are the ruling caste of the Akkab species and feature generally taller physique and more majestic bodily features. It is not uncommon for High Akkabians to have their faces lined with skeletal crowns protruding from their heads. Which, in turn, is often decorated with anything from cloth to steel to gold and jewelry. The High Akkabians are not the only ones clothing themselves however. In more recent times, and with the elevation of Akkabians to a rather elite social platform, they all clad themselves. The general rule of thumb, however, is that Akkabians use military armor in comparison to the noble Akkabians' diversity. More often than not they wear their royal cloth, though.
Akkabian nobility are therefore generally smarter and sharper, not carrying with them the aggressive tendencies of the rest of their fellow Akkabians. But in turn they do not share the incredible strenght of other Akkabians. This leads to a cojoined society in which the Akkabians and the High Akkabians share a symbiotic bond. This bond is not emotional, however, with the various royal clans of the Akkab engaging in almost constant Grakkan in the Prizarch, the Tower of Governance.
The M'thrin
The M'thrin, a rather peaceful but dutiful people dedicated to their way of belief. During the time of their elightening at the hands of the Akkab the M'thrin were in a period of political strife. The various factions of the nation at constant war. And whilst war is not in their nature, they were unable to stop it now during it's full bloom. A M'thrin by the name of Orin the Primordial thus sought the aid of Hashrak the Creator, Emperor Prime of the Akkab Imperium. Under the guise of benevolence, Hashrak the Creator accepted Orin's plea and sent the might of his puppet vassal, the Tarkan, upon the factions which did not ally with Akkab ideology.
In gratitude, the M'thrin swore an oath of alliegance to Hashrak that they'd serve him, and his ancestors, until the ushering of their last breath. Thus the annexation of the M'thrani Collective had been completed, and the indoctrination of the M'thrin into Akkab society initialized.
The M'thrin are, as previous noted, a very dutiful race, which is displayed in their general culture. Their culture, one which is full of sacrifice, honor, alliegance, and duty until death, is a very noble one in the eyes of many species. It is also one which the Akkab have utilized upon countless times. Their blind alliegance has turned out to be that of gold upon many times where the Imperium had to rely on M'thrin warriors in missions which otherwise seemed impossible for Tarkan forces. Something quite interesting, since the physique between the M'thrin and Tarkans are very, very similar.
The Tarkan
The Tarkan Unity are a grand alliance of Tarkish species under the banner of Paramount Akish Makk. Desensitized by their bloody history and death-ridden culture, the less-than-noble Tarkans initially started off as conquerors, but were quickly conquered in their attempt to subjugate the mysterious Akkabians. Now they're instead the strongest of the Akkabian vassals and serve begrudgingly.
The Tarkish species are a rather large selection of different races mixed together only by their common feather-like hair and horn-like protrusions. Otherwise the Tarkish species lack much of everything in comparison to each other, beyond the fact that they both have two legs. Generally, though, it doesn't matter since the Tarkish Unity stand for the majority of frontier military activity and are thus mostly seen in armor where the only difference between them are general height differences.
The Tarkish Unity are also the only vassal which is granted absolute freedom of action, as such the Unity can act independently of the Akkab Imperium and it's guidance. Often times this leads to declerations of war, but in modern times the Tarkish Unity are so overextended that it has to cool off and subjugate and colonize the conquered and annexed planets in their possession. Due to their autonomy, they're also forced to deal with infrastructure and supply on their own accord.
The Sephrani
The Sephrani Ascendancy, a rather small, in comparison to the other vassals, collective of Sephric races conjoined only by their mutual worship of the ruler of the Akkab Imperium, Hashrak the Creator. A worship which took it's roots during his visit to the planet during it's primitive age of unenlightenment. With his visit he brought with him tools, tools which they then used to reach to the stars within rapid succession. Upon reaching the stars, they found themselves locked up in the middle of the Outer Core sphere.
Much like the Tarkans, the Sephrani are a very varied race, but bears great resemblance with Akkab physiology, having two sets of arms and bipedal legs. Whilst nowhere as strong, tall, or wise, the Sephrani prove to be good overall workers and tend to the everday needs of the Imperium that the M'thrin and Tarkans are unable to accomplish on their own. Oddly enough, though, the Tarkans and M'thrin distaste the Sephrani quite a fair bit, openly slandering them.
Whilst all races are seen in the eyes of the Akkab as mere tools, the Sephrani are ironically enough on the top of the hierarch of tools. Maybe because of their semblance to each other, or their humbling worship, the reason for this is rather unknown to even the Akkab.
System of Government:
The Akkab Imperium uses a rather basic form of Imperial Governance where the regent holds absolute authority over the nation. The regent's duties are transfered, upon his death, to the next most qualified Akkabian. Currently, the regency belongs to that of Hashrak the Creator, an Akkabian High Lord of many hundreds of years of age. But that is not all, whilst the regent does have absolute power, there is a small exception in relation to the Prizarch, the Tower of Governance. An ancient system, the Prizarch is the arena of which directives, laws, and overall decisions are chosen through the Grakkan.
The Grakkan is a combat practice initiated by an Akkabian should he desire change. Should someone dispute or disbelieve in this change they are obliged to contest the initiator(s). When that occures the Grakkan initiates. In essence the Grakkan is a form of violent debate where the victor choses the outcome based on the performance of the challenger. As it is believed by the Akkab that passion is shown through battle, the most passionate tends to have their way, winning is not always the goal. However, a Grakkan Khan is the next step up, it is pretty much a Grakkan to the death with the survivor chosing the outcome.
Through the Prizarch, the many Akkab clans wage constant war in the form of Grakkan to decide the future of the Imperium. These wars tend to be incredibly lenghty, having it's participants fight day and night for countless hours on end. Thankfully Akkab physiology is adapted to just this type of engagements.
The victor(s) of a Grakkan are granted audience with his imperial majesty, one which the Emperor is unable to decline. In this audience the victor presents the given motion of which the Emperor must grant "his Imperial Will" for it to become valid. If the Emperor does grant his agreement, the decree is solidified and instantly transfered to the Imperium and the Hall of Decrees within the Tower of Governance.
This is how the imperial governance works, the Emperor holds absolute authority over the nation, with the Akkab Tower of Governance supplying him with decrees of which he can either decline or approve. These decrees are then sent out to Archons (Akkab Sector Governors) who then see to it that the decree enters fruition. The Prizarch's hierachy and thereby Grakkan "leagues" are divided into four sections: planetary, system wide, sector wide, and Empire wide. Different clans are responsible for different sections, with strenght allocated as one might expect.
History:
The Akkab Imperium is founded on principled conquest and subjugation, it's roots sitting in the very nature of it's rulers during their primal ages. The first recorded history of Akkabian legacy begins in the Kar clan, some seventy thousand years in the past. During this period the Akkab were gathered in tribes all over the vastness of the planet, acting as the widlife's apex predator. With their natural lenght and size, the Akkab were uncontested in their lifestyle and quickly came to fight one another when their natural bloodlust had yet to be soothed.
This started a clan war which would last for milennia, ending first forty thousand years in the past when the Hish clan were granted absolute dominance over the rest of the nearby clans. Using this dominance, they used their vassal tribes to begin construction of the first villages and cities, quickly seeing to it that nations formed. But with the dawn of civilization upon them so too was the new age of strife. One which would last for countless years on end.
Conflicts ceased close to three thousand years in the past where it was substituted for a united hate for their supposed Tarkan conquerors. United under the bannership of the black clan of Ysh, Hashrak the Creator lead the Akkab in a united offensive against the Tarkans, overwhelming them, overpowering them, and soon defeating them in an intersteller battle the likes which had yet to be seen. With the defeat of the Tarkans, Hashrak the Creator took upon himself the lordship of a new empire, that of the Akkab Imperium. His mantle was that of Akkab supremacy, his destiny being that of uniting the world under the embrace of Akkabian glory. With this new purpose in mind, his Akkabi legions took forth, annihilating all which came before them.
It was clear that the Akkabi were great and powerful, evident in the successes they'd shown against their enemies. However, in his glorification of the Akkab species, he quickly turned to his new vassal, the Tarkans, to expand the nation and thus his influence over the galaxy. Unable to refuse, the Tarkans thus began their endless quest to expand the reach of their arrogant but genius Emperor.
The grand and extensive Akkabi legions were disbanded, reforged into the great clans which rule imperial politics during this day with an extremely small select few granted chakar; broken schackles. These select few came to create the black clans, those clans who are free from the Tower of Governance. These black clans are often located on frontier worlds so that they'll be close to the tarkans, and thus close to combat.
The Tarkans and their newfound allies the black clans would wage their first united war against the M'thrin during 130 A(fter)A(scendency), where they subjugated the various M'thrin factions and thus annexed them into the Imperium. The war was quick and efficient as evidenced by the conjoined actions of the various black clans as well as the Tarkish Unity. After this war would reign a ceaseless campaign which ended first 3012 AA, which is seven years ago.
Culture:
The Akkab Imperium is a vast stellar empire, standing testamony to one of the largest dominions in the sector, if not the galaxy. With this grasp comes incredible riches, and thus the Imperium has become quite the center for not only military research and advancements, but also culture and the fine arts. Majesty is in the nature of an Akkab's mind, as such architecture has become a profession of not only philosophical practice, but also semi-religious nature.
The worshipping of Akkab and their elevated Akkabian brethren is the absolute religion in the Imperium. Churches and forums dedicated to the majesty of the Warrior's Pantheon are dominant in Imperial cities, fading away gradually the further you go from the centre core-worlds. Sephrani priests work tirelessly to convert possible nonbelievers, but ironically enough the Warrior's Pantheon is not enforced by the Imperial Tyranny. Nontheless the worshipping of the Akkabian species has run rampant, leading to millions gathering outside of the Prizarch waiting expectantly for months on end for an Akkab to leave the great tower of ceaseless war.
It is also because of Akkabian nature that their citizens have adapted, many vassal nations and thereby species rapidly adopted Akkabian nature and glorified conflict as a result, cheering as the endless sounds of clashing wills echo from the distant summit of the Prizarch tower in the Imperial District of Markh Prime. This glorification spread, like wildfire, throughout the Imperium. Death is now little if not the norm, local arenas and tournaments opened to display the act of conflict to the people. However, it is not done in brutish fashion -- Instead it is practiced like any other major sport, with incredible honor and pride.
The greatest combatants are often also the greatest philosophers, painters, artists, musicians, writers, and teachers of the imperial commoners' society. Entire schools have been established in the name of learning the arts of Shukan, essentially gladiatory fighting. But needless to say, Shukan is not the only skill taught to the people. All kinds of crafts, arts, skills, sciences, and knowledges are taught en masse to the entire populous, with even the most remote colony having access to some form of higher education. This free access to education is, not only a way to indoctrinate other species into satisfaction, but also a way to control the population, and train them into more willing and capable warriors should the time come for them to be called upon.
The many high quality and satisfactory services offered by his Imperial Highness are regulated, controlled, and overseen by the Sector Council. The Sector Council is a sort of indepedent entity that maintains the civic services of the entire Imperium divided by sectors.
But not all sectors are run by the Sector Council and their Archons. On paper, the Tarkan Unity, as well as the M'thrin states are gained autonomy and independence within Imperial borders. And whilst the M'thrin warring states are in a state of senseless warfare in the pre-frontier sectors, the Tarkan Unity is largely being puppeted by the Prince-Archon in their supposedly self-governed Frontier Sectors. As mentioned before, the further from central imperial territory the less Akkabian pressence domineers over individual and local cultures, and whilst it does spread, bastions of foreign cultures still remain strong and powerful far from the centre worlds.
These bastions are that of the Tarkan Unity, as well as the M'thrin Warring States. The reason for this is because Hashrak the Creator thought it proper to allow them their personal autonomy, as they'd serve him better should they be under their own culture and individual natures. As such the spiritualist M'thrin worship not the Akkab, but rather the ethereal spirits; the Tarkan Unity worship not the God-Emperor, but rather their pantheon, the Fire Lords of Agoth.
Whilst war is a central theme in both Tarkan and M'thrin society, it is no question that their entire populous are geared either towards supplying the grand factories of the Tarkan Unity, but also supplying their military with sufficient recruits. The Tarkan Unity have a collectivist mindset, working not only to improve their united standing, but also the strenght of the state and it's authority. As such, all Tarkans work ceaselessly, aimlessly, and tirelessly towards this grand aspiration of grand unification under imperial banners. They are the ceaseless hands of the Imperium that grip out and retract entire solar systems into the Imperium.
The M'thrin follow a very different goal, but their cultural heritage was very different to begin with as well. Built on grand principles of honor, bravery, and duty, the M'thrin Warring States are left in an endless state of constant war between the four different M'thrin states that dominate the pre-frontier sectors. Due to their strong belief in honor, bravery, duty, and other similar virtues, the small conflict which sparked soon after their annexation by the Imperium quickly snowballed into a grand war which almost entirely cuts the various layers of Core Sectors off from the Frontier Sectors. It is still within M'thrin nature to follow spiritual roots, as such many M'thrin are also wise philosophers, strategists, tacticians, poets, and so much more. In fact, the finest and most exceptional artistry are often made by the hands of M'thrin Warlords, Primarchs, and Admirals.
The Warrior's Pantheon is quite simply the extreme veneration of the Akkabian species to the point of absolute worship, with key individuals seen as gods, their titles representing their deific dominions. Whilst the religion is the largest, most widespread of all major religions within the Imperium, it is entirely neglected by Akkabian and High Akkabian society, mainly because they tend to not interact with those of lower hierarchal rank than they. As such not only are all Akkabians either inside their Towers of Endless War or keeping to themselves on the very skirts of Imperial Borders, but they're also so consumed by their duty that they see little less in this world. This doesn't tend to affect High Akkabians or those with the Imperial Disposition, as they have a much less consumed state of mind.
The Ethereal Spirits are a shamanistic religion which the M'thrin follow in their quest to appease what's called the stellar clock. According to the M'thrin the galaxy is full of spirits which cannot be seen or heard, but rather sensed. To appease these spirits, by acting honorably and with virtuous intent, one may influence the stellar clock to tick in one's prefered manner. The Stellar Clock is essentially the galactic mechanism, what makes the universe flow, what makes events happen, and what controlls fate. By appeasing these spirits one may appease the clock to tick favorably of oneself. To not act virtuously is to make the clock tick in the opposite way, basically worsening and hastening one's fate.
The Tarkan Unity is a strange faction, sharing little but a handful of features, the Tarkans are more drawn together, not by their somewhat similar features, but their united worship of the Fire Lords of Agoth. The Tarkans believe that, through the veneration of the flames, one might appease the Fire Lords of Agoth -- Agoth being another realm of existence which houses the great lords which fathered the flame, and thereby also war. The Tarkans believe that through ceaseless bloodshed, and thereby war, one may appease the Fire Lords into blessing the Tarkan Unity with their favour, ascending them into Agoth.
Important people, places, and organizations:
Hashrak the Creator - Hashrak the Creator, conqueror, and imperial dictator of the Akkab Imperium. Famed and worshipped as a God by his subjects for many hundreds of years, this tyrant has accomplished much in his humble years of living. Heir to the fable of Hashrak the Creator, this incarnation shares, as the two before him, all his Imperial Dispositions. In the eyes of the people Hashrak the Creator is immortal, and let none tell them otherwise. An immortal God-Emperor is no trivial thing, thus it is a powerful weapon to use against the Imperium's enemies.
Hesh the Undefeated - Ruler and champion of the great Hesh clan, Hesh the Undefeated is a paragon of martial prowess and the Lead Dictator for the Hesh clan in the Prizarch's Grakkans. As such, he is a very respected and feared member of the Council of Governance and fabled member of Akkabian society. What puts Hesh above others is not only his paramouncy over the Akkabian council, but his Imperial Disposition. For much alike Hashrak the Creator, Hesh the Undefeated also crosses the border between High- and common Akkabian, thus bearing the natural benefits of both races.
Prince-Archon Arrka the Crowned - Prince-Archon Arrka the Crowned, a rather malevolent but cunning High Akkabian of the Ysh Clan, and acting representativ of the Sector Archons. Whilst not sharing the Imperial Disposition with the Emperor, Hashrak the Creator, Arrka has still managed to claw fame from the hands of others and embrace it as if it were his. Through deceptive cunning and impeccable mastery of tactics and strategy Arrka has managed to grab Prince-Archonship of the Outer Provinces and thereby the Frontier Sector. As such he leads the Tarkan unity and orchestrates the construction of logistics and settlement through local Right of Governance.
Lord-Paramount Zephyr Magnus - Leader of the Tarkan Unity and supposed reincarnation of Zephyr Manus Toran, Zephyr Magnus holds supreme dictatorship of his species. As such, he is the only one allowed to dictate the happenings of his citizens and military forces. Though this is often times largely ignored through the Right of Governance, an Imperial right practiced by the Ysh Clan over their subjects. Otherwise, however, the Tarkan Unity experiences a large amount of autonomy.
Ozulon the Primordial - Direct descendent of Orin the Primordial and thus reincarnation of his soul, Ozulon the Primordial is the current Warlord of the M'thrin. During the war of many factions which split the fragile M'thrin alliance, Hashrak the Creator decided to bring victory to those who allied with his ways. As such, the Warring States of the M'thrin alliance gained paramouncy over their people. In direct response the remaining leaders of their clans gathered before a newborn M'thrin of royal heritage, summarily ending their own lives so that the child may heir their primordial and ancient souls. This child was Ozulon, and with this event he had gained primordial knowledge and wisdom, as well as paramouncy of the M'thrin Warring States.
Military size:
Total Military: 52 800 000
Akkabian Dominion: 3 696 000
The Warrior's Pantheon: 615 000
The Eternals: 1 000
Black Clans: 3 080 000
Tarkan Unity: 34 320 000
United Tarkan Grand Army: 10 440 000
Great Tarkan Navy: 20 880 000
United Tarkan Imperial Guard: 3 000 000
M'Thrin Warring States: 14 784 000
T'rak: 8 900 500
The'shik: 2 000 170
Tje'za: 2 450 130
Ma'nok: 1 433 200
Military details:
The Akkab Imperium is a grand and expansive empire the likes of which few have seen before. As such, administration and infrastructure becomes a difficult task, and is also why each sector operates independently of the crown-worlds of the centre core through Paramounts. Paramounts are regents granted full authority of their own separate species, loyal and obedient only to the Emperor. There are thus no enforced rules in regards to military doctrines, structure, or levies made by the Emperor himself. There is only one, unique commandment given to each individual Paramount. Some commandments can also be hereditary, such as the one granted to the Tarkan Unity; Expand. As such they’ve waged a seemingly ceaseless crusade for no other reason than the God-Emperor’s right to rule.
Eternal League
The Akkab Dominion consists of essentially every non-high akkabian warrior that does not hold alliegance with any of the numerous black clans found on the very outskirts of imperial space. Built up via a clan system consisting of various greater and smaller clans. The Akkab Dominion holds only one simple duty within the Imperium and that is to do battle. Sealed within their great towers and arenas scattered over all major planets, the Akkab fight endless wars between clans and individuals that may rage on for days and sometimes even weeks on end to decide which of them is right.
This system is built on various principle rules, whereas the most central of them all is the distribution of clans and their members into certain leagues which will decide on outcomes limited to their own league's status. Thus the greater the warriors, the greater their impacts. This is known as the Eternal League, and is the most respected event in the entire imperium with one third of all citizens in the imperium being heavily invested in the laegues.
As aforementioned, the Eternal League consist of various leagues and these leagues are filled with clans who's fighters are on a comparable skill level to the amount of influence their station holds. As such, the higher level, the fewer clans. From planetary to Imperial leagues, the amount of clans are as follows: 154, 78, 54, 22.
However, whilst the Eternal League does pay tribute to an eternal war between clans in the hopes of having laws and regulations approved by the Emperor, the system itself was named after the legacy of Imhoth the Eternal, an incredibly potent technocrat with High Akkabian heraldry. Whilst he was first born two thousand years in the past, with his birth he brought with him incredible technological improvements for the Imperium, pioneering them forwards in military technology.
His last accomplishment, created in the honouring of the greatest warriors in Akkabian history, he produced the Eternals. The Eternals were colossal machines, even for a high akkabian, whose entire purpose was to immortalize influential and strong akkabians and high akkabians. The system of the Eternal League was named after these warriors, immortalized in iron but still not free from bloodlust.
When an akkabs conscious was transfered into their new bodies at the point of their biological death, these new bodies still retained all previous characteristics. As such, the Eternals warred over hierarchical dominion over one another, and continue to do so.
Far below the surface of Markh Prime, within the deepest tombs of the planet, these titans continue their war of supremacy against one another, their immortal machine bodies powering them onwards. In honor of these warriors, these akkabian paragons, the Eternal League and the Prizarch was created and sculpted in remembrance of the Machine Tomb and the Eternals.
Tarkan Military High Command
The autonomous warhorse of the Imperium, the Tarkan Unity is a dedicated and oathsworn vassal of the imperial god-monarch, Hashrak the Creator. Granted complete freedom to act as seen fit, given they spread his royal right to rule throughout the galaxy, the Tarkan Unity are officially the most independent entity within the Imperium. Ruled by Lord-Paramount Zephyr Magnus and his elected High Command through the form of Stratocracy, the Tarkan Unity is a culture based on the simple premise of destroy and conquer. As such the entire population of Tarkans are united in their collective duty to further the Imperium along and do their part without hesitation and without delay. With millions of recruits thrown into the imperial gore grinder every year, the Tarkan Unity has managed to break even the most unfavourable odds and stand victorious upon the ashed corpses of their enemies.
This is mainly thanks to the venerable skills of not only Tarkan High Command, but also the unrivaled battletestedness of their forces. Arguably, no other known military force is as experienced and capable as the United Tarkan Grand Army, as well as the Great Tarkan Navy and it's Imperial Marines. Thanks only to their naturally rapid birthrates, the Tarkan Unity is still able to sustain it's forces after unrivaled time in ceaseless conflict. Thanks to the massive infrastructure and agricultural support from the local Archons, Zephyr and his High Command are able to continue their endless sacrifice to the Fire Lords.
The Tarkan Unity's grand campaign has been ceaseless from the day they were first conquered and vassalized, but finally it has come to a halt. At the point where infrastructure developement is unable to finish fast enough to supply the Tarkan Unity's war efforts properly, the Tarkan Unity's principles have now been forced to evolve. With the High Command's strategical doctrine now changed from Seize and Continue to Coordinate; Conquer; Reinforce, many Tarkan warriors have been sent homewards in preperations towards the next grand annexation. With all sector efforts coordinated, Zephyr Magnus stands at the door of the Prince-Archon, seeking guidance and assistance.
Meanwhile High Command, in his abscence, restructured the entire military to better suit this new era of expansion strategy and tactics. In place of the former Orion Hierarchy system, which had been used previously to maintain a ceaseless full-front administration and command structure, the High Command proposed the Weiss Hierarchy. With passing vote from all Strategos of High Command, excluding Zephyr, the Weiss Hierarchy was enforced.
The new system is built entirely on autonomous and independent action of small but reliable forces, all the whilst coordinating properly with all forces on the battlefield. Through ceaseless calculations and mathematic equations, the finest mind of the Tarkan Unity came to the conclution that any strike force of 100 000 men should be able to maintain 10 divisions of 10 000 men. These divisions would then be able to coordinate their 1 000 man regiments. Each regiment consists of an additional 10 companies. These companies each consist of an additional ten squads. Through an intricate, but rather familiar chain of command to the common Tarkan soldier, this new structural change should come to each soldier naturally, no matter what rank.
This is because the Zweiss Hierarchy is an addition to the former Orion Hierarchy, basically an upgrade, a modification tailored for the new Tarkan Unity strategical doctrines. It will be tested through the use of massive military exercises containing almost all miltiary personnel of each active serving branch. This is common course, however, for each Tarkan soldier. It is common knowledge that each time a new doctrine is enforced the entire military is deployed to test it in action. This isn't done on the battlefield mainly because of Tarkan nature, they are no losers. As such, they prefer to come to the battlefield with a winning card instead of a joker. This also transfer to each commander, leading to the fact that no act is too low for assured victory.
M'thrin Clan Command
The second strongest, and second most numerous vassal of the Imperium would be that of the M'thrin warring states. Founded initially as an alliance between the four greatest warrior clans of the M'thrin alliance. During the end of the war of many factions where Hashrak the Creator saw to it that those who aligned with his ideals would be those who would survive and live on in prosperity and harmony with his grand imperium, the T'rak, The'shik, Tje'za, and Ma'nok clans, respectively, were granted continued existence under the supreme command of Ozulon the Primordial.
However, with M'thrin culture and religion backing them up, the instant that even the smallest of conflicts errupted, it quickly sparked. Soon the four great clans were enveloped in a massive war which would envelope the entirety of the blocker sector between the centre cores and the frontier sectors. And as it continues raging on, many hundreds of years after it's ignition, the Emperor continues to fuel the fire from the shadows. It is, in fact, very beneficial for the Imperium that this war continues.
Due to the massive size of the Imperium, there's always been a problem with piracy and other malices operating in large groups. Thanks to the conflict these organizations are either keeping low or leaving the imperium entirely. It also acts as secondary line of defence for any would-be invaders. As such, the M'thrin Warring States gained their name and title as the buffer between the Imperial heartland and those who would do it harm.
This imperial legacy and fable has continued to run through the M'thrin blood for long; no pride should become forgotten pride. This is a core principle of M'thrin Ethereal Spiritism, to hold oneself in high regard. This is evident in the entire society, amongst many other things.
Mainly due to the fact that most M'thrin are both scholars and warriors, they tend to spend their off-time on either arts of deeper thinking. The city is in fact governed by the M'thrin Grand Council. It is a gathering comprised of the greatest and most capable philosophers and warriors of either clan. The assembly is governed by Ozulon, a clanless entity whose only alliegance is to the Emperor and his people. Anything can happen in this council of elders, duels, debates, arguments, anything is possible.
But one thing is certain, all whom are apart of the assembled council are the greatest minds and swords of their respective clans. Each clan governs it's own private military force, and whilst it can contain conscripts in time of dire need, it usually consists only of full-time Goshine, or M'thrin from the warrior-class. These are warriors born into the caste and duty of a warrior, they do little else but study and train for inevitable battle. Most M'thrin graduate from their Schools of War by the age of 78, which would actually be pretty early in a M'thrin's lifespan, since they can age upwards of 540 years on average.
The clan's military is under direct command from the Clan's elders and venerated members such as Warlords, Primarchs, and Admirals. Each leader is assigned a unique portion of the total amount of Goshine the clan has available in their given particular field of expertise, and will then use them to create their own form of hierarchy and command structure. Thus no admiral will be stuck with an army of swordsmen. It should be noted, all Warlords, Primarchs, and Admirals are of the finest quality, only sworn into the position by a unanimous vote of the entire clan's military force.
Weapons tech:
Go nuts!
General Technology:
Really go nuts! For at least 3 paragraphs!
Economy:
Are your people poor and starving? Rich and fat? Are you economically powerful enough to control other nations through wealth? Can you be controlled through wealth?
Spaceships:
Pillar of Destiny
The Pillars of Destiny are the greatest warships within the Akkabian dominion, and thus the entirety of the imperium. Found only in the possession of the Imperial Palace, as well as the finest clans in the Imperium, the Pillars of Destiny are hulking behemoths carrying with them a very slick, sharp, and aggressive architectural design whilst still maintaining a sense of mystical awe. Powered by three trifusion reactors, the Pillars of Destiny end up with so much energy that it is discharged in the form of a pulse, momentarily disabling the ships' various shields. As for the armaments, these titans are armed with a bow-mounted laser as well as numerous other laser weapons of both medium and small varieties. The bow-mounted laser is a focused, high powered laser with direct connection with the trifusion reactor, as such it is an incredibly powerful focused laser beam. It is, in fact, so powerful that it is capable of drainging entire reactors should it fire long enough.
Pillar of Glory
The Pillars of Glory are the home to the vast majority of Akkabian clans. Whilst taking upon the duties of a battleship, the Pillars of Glory should not be mistaken for slow beasts. Made as the proper escorts for the Pillars of Destiny, the Pillars of Glory carry with them all the needs to swiftly deal with targets and reposition themselves as the battlefield calls for it. In the hands of lesser clans these ships are often times flagships, but in Imperial and Greater Clan possession these ships serve the roles of escort vessels. Powered by the might of a single trifusion reactor, as such these ships do not suffer the power issues of their greater variants. Whilst these are also equiped with two focused laser beams at the bow, they're nowhere near as powerful as those of the Pillars of Destiny. Beyond that, the vessel is equipped with various hangar bays and laser turrets of numerous shapes and sizes.
Tainted Beacons
Named after their creators, these vessels are home to none other than the black clans themselves. Whilst nowhere near as mighty and extravagant as the Pillars, these aged and rusted vessels serve the Black Clans in their endless thirst for blood and glory. Equipped with a single focused laser at the bow, and little less but a couple laser turrets for defense and capital ship combat, the Tainted Beacons make up for it in numbers. No matter if the ships are thousands of years old, they still serve even now.
Derelict of Pandemonium
The Imperial Majesty's personal warship, the Derelict of Pandemonium is a titan-class vessel acting as the flagship of all military activity performed by the Imperium. When this vessel is present beyond the centre core worlds, it immediately assumes command. As such, the vessel is armed with countless weapons of immense destruction. Powered by ten trifusion reactors, the vessel acts as a fleet hub, being able to fit all types of Imperial warships within it's docks and hangars. Whilst the ship is mostly used as a command hub, it does still retain various defensive and offensive weapons systems.
Atharian-Class Carrier
The Tarkan Unity follow strict military doctrine, strike suddenly, ruthlessly, and mercilessly. As such, the Atharian-Class' duty is to transport and act as a hub for deployment, strategy, and tactics. Acting often as the flagships of whatever fleet they're in, the Atharian-Class' purpose is simply to transport and mitigate information to troops and aircraft on the battlefield, to coordinate local warfare.
Themera-Class Battleship
Strongest out of all ships-of-the-line are the Themera-Class Battleships. Manned with numerous high-caliber mass drivers, hundreds of missile silos, and point defenses, these ships are ruthless combatants capable of taking damage, shrugging it off, whilst dealing an equal punch to the enemy. Using an advanced targetting AI matrix, the warship is mostly automated, with simple supervisoring being performed by the staff and it's admiral. The Themera-Class' main duty still lies with the transportation of infantry and armor to be dropped off on the planet through dropships and drop pods.
Thar-Class Battlecruiser
A ship built solely to support the transport vehicles and main-line warships of the fleet, the Thar-Class Battlecruiser's purpose is quite simply to maintain and protect the fleet. Equipped with large hangars manned entirely by fighters and bombers, the Thar-Class takes on a role of it's own during combat. By using various chemical compounds shot into the surrounding vicinity around the vessel, it attracts automated missiles and disarms them through the vessels incredibly potent shields. However, with it's quite large hangar and powerful shield array, there is little ample room for weaponry. As such the vessel is armed simpyl with two battleship-class mass driver arrays as well as a point defense system.
Garia-Class Frigate
The most numerous and underestimated ship in the entire Tarkan fleet, the Garia-Class Frigate is a beast of it's own. Equipped with a very powerful engines, armed with numerous mass drivers, torpedoes, and rockets, the Garia-Class Frigate is a warship to watch out for. Operated almost entirely autonomously, the ship is supervised only by a handful of staff. Whilst incredibly squishy, due to it's lack of shielding, the vessel is equipped with deflective armor which almost entirely nullifies lasers and heat-based weapons through impeccably potent heat sinks.
Gamm-Class Heavy Transport
With little purpose other than the transportation of heavy armor, massive amounts of troops, equipment, ans upplies, the Gamm-Class Transport ship is still in a majesty of it's own. With incredible size, this massive heavy transport is capable of transporting almost upwards to 200 000 troops with equipment and supplies to last half a year.
Gr'ock Battlecruiser
The Gr'ock Battlecruiser is the might of the M'thrin navy. Equipped with various ballistic weaponry and a massive horde of swarm missiles, and missile silos alike this vessel brings fear to it's enemies. With rapid speed this vessel handles much alike that of a blade, decisive, fast, and precise. It follows perfectly the philosophy of M'thrin teachings.
Gr'an Cruiser
The Gr'an Cruiser is the frame which fathered the Gr'ock Battlecruiser. Whilst still maintaining a great horde of missiles, the Gr'an Cruiser lacks the heavy-hitting anti-capital weaponry of the Gr'ock. But because of that it is capable of traversing at much higher speeds, striking where one might not expect.
Th'ann Destroyer
The Th'ann Destroyer is a testament to M'thrin shipbuilding philosophy. Agile, fast, and decisive -- the Th'ann destroyer is capable of accurately disabling warships through the use of high-powered lasers inspired by the military Ingenuity of their Akkab overlords. Whilst much smaller in scale, and much less powerful, it is still fully capable of disabling other capitalships. As per proper M'thrin doctrine, it also houses various missile arrays.
Ka'roc Cruiser
The Ka'roc cruiser was the result of thousands of years of military advancements. It was the standard, mainline cruiser before the arrival Gr'an, but still remains a capable ship even with it's old age. Armed with torpedoes, mass drivers, missile arrays, the rather large and bulky Ka'roc cruiser relies not on speed, but rather ability to handle damage and deal it out. Whilst currently a very alien concept to new navy initiates of the M'thrin, veterans have learned that the existence of a Ka'roc cruiser can mean the continued existence of a fleet. The ships main function is it's large shield dome, one which protects it's fleet from distant, on-coming fire.
Ta'bahn Destroyer
Much alike the Ka'roc, the Ta'bahn was the ancestor to the Th'ann destroyer. Whilst not equipped with the laser of it's successor, the Ta'bahn is equipped with a very advanced missile guidance system. It uses this system to connect with other missile armed vessels and can guide these missiles en route to their targets. This is done by three advanced AI, but also by M'thrinians so as to maximize the effectiveness of the system. Whilst still armed with basic point defense and anti-fighter abilities like every other M'thrin warship, it does also go quite fast.
H'rok Frigate
A simple, fast, and agile vessel, the H'rok frigate is the epitome of speed and maneuverability in the M'thrin fleet. Whilst many of the other ships go fast, the H'rok goes VERY fast. By using various torpedoes and missile systems, the H'rok uses speed, maneuverability, and decisive action to survive.
Name:
Species: If you have not previously explained your species in the N.S., you should do so here in at least 4 paragraphs.
Gender: Assuming your species has gender, anyway.
Appearance: Descriptions are greatly preferred over pictures.
History: At least 4 paragraphs on the background of your character, how they came to be in their current position, and so forth.
Weapons: At least 2 paragraphs should be spent explaining, in detail, the sort of weaponry they carry
Personality: At least 4 paragraphs detailing the type of person your Explorer is.
Skills:
Starship: I hope I'm not assuming too much when I figure your explorer will need a spaceship to get around. Describe it, or face the ban-hammer
The expansive Akkab Imperium has reached it's zenith of planetary conquest, having brought into its fold a host of 85 planets. Whilst most of them have been hard won in battle against other nations, the Imperium is now in a state of replenishing it's forces and building up interstellar infrastructure. Therefore, whilst the Imperium is impecably vast, a lot of the planets beyond the Core- and Outer Core sectors are scarcely inhabited by little more than military personnel and Black Clans.
As such, the population of the Akkab Imperium would reach a grand total of 480 million inhabitants. Whilst it might amount to a massive grand total, the population is rather well distributed across the three rather large stellar sectors. Most of the populace is oddly centered, since the Imperium has annexed and conquered many other races throughout it's existence.
The Imperium, in it's vastness, has managed to assimilate many species and even more cultures. But even with that, there are four species that stand over them all, and they are refered to as the Center Populace. These are the core of the Akkad Imperium and are what it's hierarchy rely upon, the creme of the crop, the many cogs of the grand machine.
The Akkab
The Akkab are a species which holds it's heraldry to the old planet of Markh Prime, a rather desolate but somehow still fertile piece of land. However currently, the crown-world has become a holy world as well as a sprawling metropolis. The Akkabians were a very hostile people during these ancient times of their history. This innate aggressive nature leading to many tribal disputes being resolved with what's called the "Grakkan," or the Rite of Reason. But whilst their aggressive nature lead them to unite incredibly late in their history, it did assist them when they finally did unite in conquering their local neighbor and first vassal: the Tarkans.
Akkabians are divided in two races, both of which have four arms, two legs, very long lifespans, and very interesting bodily features. Their faces are generally very boring, lacking features, but this does not apply to all. High Akkabians are the ruling caste of the Akkab species and feature generally taller physique and more majestic bodily features. It is not uncommon for High Akkabians to have their faces lined with skeletal crowns protruding from their heads. Which, in turn, is often decorated with anything from cloth to steel to gold and jewelry. The High Akkabians are not the only ones clothing themselves however. In more recent times, and with the elevation of Akkabians to a rather elite social platform, they all clad themselves. The general rule of thumb, however, is that Akkabians use military armor in comparison to the noble Akkabians' diversity. More often than not they wear their royal cloth, though.
Akkabian nobility are therefore generally smarter and sharper, not carrying with them the aggressive tendencies of the rest of their fellow Akkabians. But in turn they do not share the incredible strenght of other Akkabians. This leads to a cojoined society in which the Akkabians and the High Akkabians share a symbiotic bond. This bond is not emotional, however, with the various royal clans of the Akkab engaging in almost constant Grakkan in the Prizarch, the Tower of Governance.
The M'thrin
The M'thrin, a rather peaceful but dutiful people dedicated to their way of belief. During the time of their elightening at the hands of the Akkab the M'thrin were in a period of political strife. The various factions of the nation at constant war. And whilst war is not in their nature, they were unable to stop it now during it's full bloom. A M'thrin by the name of Orin the Primordial thus sought the aid of Hashrak the Creator, Emperor Prime of the Akkab Imperium. Under the guise of benevolence, Hashrak the Creator accepted Orin's plea and sent the might of his puppet vassal, the Tarkan, upon the factions which did not ally with Akkab ideology.
In gratitude, the M'thrin swore an oath of alliegance to Hashrak that they'd serve him, and his ancestors, until the ushering of their last breath. Thus the annexation of the M'thrani Collective had been completed, and the indoctrination of the M'thrin into Akkab society initialized.
The M'thrin are, as previous noted, a very dutiful race, which is displayed in their general culture. Their culture, one which is full of sacrifice, honor, alliegance, and duty until death, is a very noble one in the eyes of many species. It is also one which the Akkab have utilized upon countless times. Their blind alliegance has turned out to be that of gold upon many times where the Imperium had to rely on M'thrin warriors in missions which otherwise seemed impossible for Tarkan forces. Something quite interesting, since the physique between the M'thrin and Tarkans are very, very similar.
The Tarkan
The Tarkan Unity are a grand alliance of Tarkish species under the banner of Paramount Akish Makk. Desensitized by their bloody history and death-ridden culture, the less-than-noble Tarkans initially started off as conquerors, but were quickly conquered in their attempt to subjugate the mysterious Akkabians. Now they're instead the strongest of the Akkabian vassals and serve begrudgingly.
The Tarkish species are a rather large selection of different races mixed together only by their common feather-like hair and horn-like protrusions. Otherwise the Tarkish species lack much of everything in comparison to each other, beyond the fact that they both have two legs. Generally, though, it doesn't matter since the Tarkish Unity stand for the majority of frontier military activity and are thus mostly seen in armor where the only difference between them are general height differences.
The Tarkish Unity are also the only vassal which is granted absolute freedom of action, as such the Unity can act independently of the Akkab Imperium and it's guidance. Often times this leads to declerations of war, but in modern times the Tarkish Unity are so overextended that it has to cool off and subjugate and colonize the conquered and annexed planets in their possession. Due to their autonomy, they're also forced to deal with infrastructure and supply on their own accord.
The Sephrani
System of Government:
Spend at least 4 paragraphs explaining what form of government you use and how it works. You may include any details you feel needed. Be creative!
History:
Spend at least 4 paragraphs telling us the general history of your nation. Important wars, how it came to be what it is today, and so on.
Culture:
This is super-important. At least 6 paragraphs on culture. This includes religion and the such.
Important people, places, and organizations:
This is self-explanatory.
Military size:
For the typical species, a military cannot be larger than 7% of the total population. But if you have some special reason that it should be higher, I'll most likely allow it.
Military details:
Describe the strength, organization, command-structure, and any other necessary details of your military. 3 paragraphs minimum.
Weapons tech:
Go nuts!
General Technology:
Really go nuts! For at least 3 paragraphs!
Economy:
Are your people poor and starving? Rich and fat? Are you economically powerful enough to control other nations through wealth? Can you be controlled through wealth?
Spaceships:
Please describe, in as much detail as possible, the sort of space vessel you use and how they operate. Don't forget to include the general size of these vessels, how many people they can carry, and what sort of weapons they use. This should be at least 4 paragraphs long.
Name:
Species: If you have not previously explained your species in the N.S., you should do so here in at least 4 paragraphs.
Gender: Assuming your species has gender, anyway.
Appearance: Descriptions are greatly preferred over pictures.
History: At least 4 paragraphs on the background of your character, how they came to be in their current position, and so forth.
Weapons: At least 2 paragraphs should be spent explaining, in detail, the sort of weaponry they carry
Personality: At least 4 paragraphs detailing the type of person your Explorer is.
Skills:
Starship: I hope I'm not assuming too much when I figure your explorer will need a spaceship to get around. Describe it, or face the ban-hammer
Also, I'm looking to start a space opera for inspiration. Right now I'm working through Blindsight by Peter Watts, but since I'm on a sci-fi stint at the moment and due to this RP I thought I'd continue.
Has anybody, by chance read:
The Gap Series by Stephen Donaldson
Revelation Space by Alistair Reynolds
Golden Age by John C. Wright
Culture Series by Ian M. Banks
Zones of Thought by Vernor Vinge
have tried to read Peter F. Hamilton's series but I'm sorry reading about characters named fucking Wilson or Bob in a god damn sci-fi novel dulls the imagination---it's SCI-FI think of some better names for fuck sakes
I've read all except Revelation Space by Alistair Reynolds.
Been meaning to do it, as I've heard from a couple of friends it's quite interesting.
I'm a pretty detailed and extensive roleplay, often taking up the mantle of advanced writing. My one downside is that I rarely have enough time to really spend time on this hobby of mine. Because of that I tend to, instead, participate in casual and freeform roleplays that don't demand too much effort on my behalf, which is quite the shame.
<div style="white-space:pre-wrap;">I'm a pretty detailed and extensive roleplay, often taking up the mantle of advanced writing. My one downside is that I rarely have enough time to really spend time on this hobby of mine. Because of that I tend to, instead, participate in casual and freeform roleplays that don't demand too much effort on my behalf, which is quite the shame. </div>