Narix
The Narix are carnivorous mammals resembling felines, standing about 190 cm on average. They have three fingers plus an opposable thumb and three toes, both with short claws. Their skin color ranges from fallow to russet. Narix body is built for short-term fast movement. Their muscle tissue is dense, providing not only protection, but also superb strength. A much bigger problem than their inability to keep up intensive physical activity for a long time is their oversensitivity to pain, to the point of Narix usually passing out from pain in case of injury. Their sight and hearing are their primary senses, in contrast with their pathetic sense of smell. Average life expectancy is around 180 years.
Description of government:
The Republic is ruled by the Council of Nine, three members from each continent representing its general policy, military and industry/agriculture. Representatives of each continent are elected by said continent’s inhabitants every two years. The number of terms is not limited.
Besides their homeworld, the Narix have only permanently settled Ignis, the largest moon of their homeworld, using it as a military training ground.
Description of military:
Narix military is divided into multiple branches. Each branch has its own commanders, but all answer to the military members of the council and share the same ranks. The Narix aim to break through the opponent's defence by short, fast, powerful attacks and then dislocate the defenders, using speed and surprise to encircle them aiming to unbalance the enemy by making it difficult for it to respond. Should the offensive be halted due to enemy resistance or lack of supplies, the Narix will fall back and dig in until they can renew their attacks. Extra care is taken when fighting in inhabited areas to minimise non-combatant casualties on all sides. Large-scale planetary bombardment and WMDs are a last-resort option.
Technological Overview:
Cultural Overview:
The Narix military isn’t just an armed force, it‘s an important part of Narix society. All Narix must serve in the military for five years after finishing school. Many of their past times also have something to do with military, from games to sports. One of the largest sporting events of the year are two one week long competitions between various units, from infantry through armored to space. Contrary to that, religion is almost nonexistent now with the exception of various cults and small-scale religions on the edge of society. The most radical ones are actively sought and eliminated by the military. The Narix mature at 16 years of age. All Narix must serve in the Narix military for 3 years after finishing school. One, ages six to sixteen, is mandatory. Further education is optional.
History:
First written records begun the Age of Dark. The Narix race was held back by religion and a caste system. It ended shortly after the arrival of the 4th moon, succeeded by the Age of Light, An age of both advancements in technology and frequent territorial wars. The Age of Empires didn’t see the end, but merely a decrease of wars. During this age, Naris was ruled by many states, both large and small. This age was ended by the Unification War, a thirteen-year conflict, preceded by political unification of multiple states under the Republic of Aersia, lead by Victus Marius Maxtis at the time. Though the popular leader didn’t live to see the end of the war, his successor finished what he started. The drawn-out war between the Union and the last remaining states was ended by the first deployment of a space-faring warship, the NC-01 Maxtis missile cruiser, bringing the Unified Age. The NS Maxtis was repurposed as an orbital weapons platform following the Exile Rebellion. It now lies in geostationary orbit above the Exile Island.
Other:
Although the Narix have reached space some time ago, they’ve spent all of that time making sure their home system of Nidus is as protected as possible, thus, with the exception of jump drive tests, they have yet to go beyond the boundaries of their home system.
The Narix are carnivorous mammals resembling felines, standing about 190 cm on average. They have three fingers plus an opposable thumb and three toes, both with short claws. Their skin color ranges from fallow to russet. Narix body is built for short-term fast movement. Their muscle tissue is dense, providing not only protection, but also superb strength. A much bigger problem than their inability to keep up intensive physical activity for a long time is their oversensitivity to pain, to the point of Narix usually passing out from pain in case of injury. Their sight and hearing are their primary senses, in contrast with their pathetic sense of smell. Average life expectancy is around 180 years.
Description of government:
The Republic is ruled by the Council of Nine, three members from each continent representing its general policy, military and industry/agriculture. Representatives of each continent are elected by said continent’s inhabitants every two years. The number of terms is not limited.
Besides their homeworld, the Narix have only permanently settled Ignis, the largest moon of their homeworld, using it as a military training ground.
Description of military:
Narix military is divided into multiple branches. Each branch has its own commanders, but all answer to the military members of the council and share the same ranks. The Narix aim to break through the opponent's defence by short, fast, powerful attacks and then dislocate the defenders, using speed and surprise to encircle them aiming to unbalance the enemy by making it difficult for it to respond. Should the offensive be halted due to enemy resistance or lack of supplies, the Narix will fall back and dig in until they can renew their attacks. Extra care is taken when fighting in inhabited areas to minimise non-combatant casualties on all sides. Large-scale planetary bombardment and WMDs are a last-resort option.
Technological Overview:
For large-demand areas, such as cities, ships and stations, Narix use nuclear powered supercritical water reactors (SCWR) due to their compact and simple design and fast startup. Smaller demands are handled by solar, water or wind power.
Narix use Variable Specific Impulse Magnetoplasma Rocket (VASIMR) engines for both main engines and maneuvering/braking thrusters. It uses radio waves to ionize and heat argon gas, and magnetic fields to accelerate the resulting plasma to generate thrust. The engines can switch between various settings, balancing thrust and specific impulse based on present needs of said ship.
Hydrogen is used for atmospheric engines as well as boosters for reaching orbit. Both classes of Narix starfighters are capable of atmospheric flight, although they might suffer from drag or low lift based on loadout and environmental factors.
Hydrogen is used for atmospheric engines as well as boosters for reaching orbit. Both classes of Narix starfighters are capable of atmospheric flight, although they might suffer from drag or low lift based on loadout and environmental factors.
Narix use telescopes, Hi-res video and IR cameras for passive detection. Radar or lidar for active detection and target acquisition.
Narix deemed stealth in space, namely hiding the ship’s heat signature against the coldness of space, next to impossible, therefore their spacecraft do not posses stealth characteristics. Craft capable of atmospheric use, such as fighters and dropships, are equipped to avoid and/or confuse radar, IR visual and visual detection.
Narix deemed stealth in space, namely hiding the ship’s heat signature against the coldness of space, next to impossible, therefore their spacecraft do not posses stealth characteristics. Craft capable of atmospheric use, such as fighters and dropships, are equipped to avoid and/or confuse radar, IR visual and visual detection.
Narix use traveling-wave tube transmitters. While not necessary, comm buoys are sometimes deployed to improve quality and reduce lag of the transmission. Usage of subspace for long-range communications is fairly new to them, occasionally presenting them with problems.
Narix fighters use a combination of railguns coupled with guided or dumb fire missiles. Smaller capital ships are equipped with railguns, as are Narix troops, armored vehicles and sea-faring vessels. Larger spaceships use torpedo launchers in addition to them.
Due to lack of Sulfur, gunpowder isn’t too widespread. Thus, the Narix army uses railguns in all fields. Due to their sensitivity to pain and low long-term physical endurance, Narix infantrymen and marines wear armored suits that allow them to withstand things that would normally cause incapacitating amounts of pain. The suit’s hydraulic exoskeleton can be used to augument their strenght and prevent joint injury. Most suits can be sealed and equipped with an air supply and a thruster pack for limited EVA capability.
Due to lack of Sulfur, gunpowder isn’t too widespread. Thus, the Narix army uses railguns in all fields. Due to their sensitivity to pain and low long-term physical endurance, Narix infantrymen and marines wear armored suits that allow them to withstand things that would normally cause incapacitating amounts of pain. The suit’s hydraulic exoskeleton can be used to augument their strenght and prevent joint injury. Most suits can be sealed and equipped with an air supply and a thruster pack for limited EVA capability.
Although technically not faster than light, the term caught on regardless among the public and was later adopted by the military as well. Two types of jumps are possible.
Intrasystem jumps can occur between two points in a star system. The presence of an intense gravitational field is required, prohibiting travel beyond the boundaries of a star system. It takes mere seconds to get from one end of a star system to the other. Narix vessels are incapable of intrasystem jumps within 10 000 meters of an intersystem jump point (‘node’).
Intersystem jumps are possible between naturally occurring ‘corridors’. The vast majority of said corridors are extremely unstable, forming and dissipating in nanoseconds. Other nodes have a longer lifespan, existing for centuries or millennia before collapsing. Getting from system to system can take hours, even days, depending on the distance. The Narix have yet to find a way to stabilise such nodes.
The jump drives need to cool down before being used again. Narix ships can jump in rapid succession, but this leads to damage to the drives themselves as well as the ship’s power grid. The ‘recharge’ time lasts from seconds for the smallest ships to several minutes for the large ones.
Intrasystem jumps can occur between two points in a star system. The presence of an intense gravitational field is required, prohibiting travel beyond the boundaries of a star system. It takes mere seconds to get from one end of a star system to the other. Narix vessels are incapable of intrasystem jumps within 10 000 meters of an intersystem jump point (‘node’).
Intersystem jumps are possible between naturally occurring ‘corridors’. The vast majority of said corridors are extremely unstable, forming and dissipating in nanoseconds. Other nodes have a longer lifespan, existing for centuries or millennia before collapsing. Getting from system to system can take hours, even days, depending on the distance. The Narix have yet to find a way to stabilise such nodes.
The jump drives need to cool down before being used again. Narix ships can jump in rapid succession, but this leads to damage to the drives themselves as well as the ship’s power grid. The ‘recharge’ time lasts from seconds for the smallest ships to several minutes for the large ones.
Cultural Overview:
The Narix military isn’t just an armed force, it‘s an important part of Narix society. All Narix must serve in the military for five years after finishing school. Many of their past times also have something to do with military, from games to sports. One of the largest sporting events of the year are two one week long competitions between various units, from infantry through armored to space. Contrary to that, religion is almost nonexistent now with the exception of various cults and small-scale religions on the edge of society. The most radical ones are actively sought and eliminated by the military. The Narix mature at 16 years of age. All Narix must serve in the Narix military for 3 years after finishing school. One, ages six to sixteen, is mandatory. Further education is optional.
History:
First written records begun the Age of Dark. The Narix race was held back by religion and a caste system. It ended shortly after the arrival of the 4th moon, succeeded by the Age of Light, An age of both advancements in technology and frequent territorial wars. The Age of Empires didn’t see the end, but merely a decrease of wars. During this age, Naris was ruled by many states, both large and small. This age was ended by the Unification War, a thirteen-year conflict, preceded by political unification of multiple states under the Republic of Aersia, lead by Victus Marius Maxtis at the time. Though the popular leader didn’t live to see the end of the war, his successor finished what he started. The drawn-out war between the Union and the last remaining states was ended by the first deployment of a space-faring warship, the NC-01 Maxtis missile cruiser, bringing the Unified Age. The NS Maxtis was repurposed as an orbital weapons platform following the Exile Rebellion. It now lies in geostationary orbit above the Exile Island.
Other:
Although the Narix have reached space some time ago, they’ve spent all of that time making sure their home system of Nidus is as protected as possible, thus, with the exception of jump drive tests, they have yet to go beyond the boundaries of their home system.