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    1. TehAlphaGamer 11 yrs ago

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Yes my name is shit, please don't refer to me by it. Just call me Alpha.

I'm mail and my thing is science fiction. If it involves space travel, I've probably looked into it, since that's my big shebang although I am rather fond of cyberpunk and near-future as well. I'm also big on Atompunk, which is essentially taking the nuclear-obsession and Cold War hysteria of the United States from about 1946-1968. Best example of that is the Fallout games (Which, yes, is one of my favorite series of video games).

I'll do other kinds of roleplay but I really like Nation Roleplay, and typically the sci-fi ones since it's fun making new races, tech, etc. As a result I do like me certain empire-building RTS's and 4X games, like Civilization, Rise of Nations, O.R.B., (And maybe Sins of a Solar Empire if I had a better computer ;-;).

Feel free to enjoy what I've written, I don't have much since I do this rather casually.

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Haly shiet guys I'm so sorry for being so inactive I've been really busy with school and things
**Name of Nation:** De Cermak Despar Ranii du Surtek de SasKarJiia (The Holy Unity of Man and the Gods of Sazkarjhia), or simply Sazkarjhia **Species:** Sazkarjhians (Demonym: "Sazkarjhit") are a race of large reptilian creatures with muscular, although flexible, builds. Average size is about 2.05 m (6'7") and weigh about 84 kg (185 lbs). They have bright orange-yellow skin with florescent yellow patterns running across their bodies. Males are known for their six long head horns (Usually averaging 21 cm (8.3 in)), that are relatively flaccid and can fold along the neck when wearing a helmet. Females' are much shorter, about 9-10 cm, and are relatively blunt, being able to slide into slots into helmets. Besides their physique, Sazkarjhians are most notable for their respiration being much different from most aerobic species, in that they aren't _technically_ aerobic at all. Sazkarjhians breathe highly toxic chlorine gas, something that makes up a majority of their planets' atmospheres along with a very small concentration of oxygen, something that can be poisonous if breathed in for too long. In dietary terms they are regarded as omnivorous but have very strong carnivorous tendencies, having many white, conical teeth and only some molars in the back of the jaw, as the need to eat flora is seen as something being done more out of necessity and survival than typical enjoyment. It is believed that Sazkarjhians evolved from more primitive, more lizardlike creatures, and eventually lost features like tails and sharp claws over time. **Description of Government:** Sazkarjhia's government can best be regarded as a dictatorial, oligarchical theocracy. The executive branch and for most part the legislature of the empire is run by seven individuals that comprise a holy and political union known as The Vesselage. The composition of the Vesselage is as follows: - Grand Vessel Urwan Garama'kum of Zarwaun (Female): The Grand Vessel, or highest prophet, of the Supreme Primordial Being, Zarwaun. Zarwaun can be seen as a Zeus or Indra of sorts, and leads a holy dictation that the Grand Vessel must follow to a tee. The Grand Vessel has complete legislative and executive powers, and if need be can take over all Sazkarjhit military operations without consent of the Vessel of Mazdabar. - Vessel Tumari Pumar'kum of Mazdabar (Male): The Vessel of Mazdabar, the Belligerent Primordial Being. Where Zarwaun can be seen as the Zeus of the religious system Zarwaunism (Sarwunta), Mazdabar can be seen as its Ares. He leads Sazkarjhia to war and helps assist them in times of need both tactically and on the battlefield. The Vessel of Mazdabar has the most authority under the Grand Vessel, and can be seen as a second-in-command. - Vessel Kurak Buram'dum of Yuturata (Male): The Vessel of Yuturata, the Industrious Primordial Being. With the Greek theme, Yuturata is most akin to Hephaestus. He helps in overseeing the industrial turnout in the Daramaska region of Sazkarjhia as well as other colonies. It is often thanked to him for Sazkarjhia's flourishing metals industry. - Vessel Arasararak "Arasa" Byan'tum of Markarapas (Male): Responsible for commerce and enterprise in Sazkarjhia, Vessel of the Enterprising Primordial Being, and often ridiculed for his very lengthy first name. He is infamous for never disclosing much information about the quasi-military organization in the Borsarsa region known as the Borsarsa Rangers. - Vessel Warnua Heret'bum of Markura (Female): Vessel of the Maternal Primordial Being, representing nature and motherhood. In charge of all environmental, agricultural, and medicinal practices in Sazkarjhia. - Vessel Rankan Uryd'gum of Oparas (Female): Vessel of the Judicious Primordial Being. While at first having a symbolic representation of odds and fortune, Vessel Uryd'gum is in charge of ordaining law and order, and thus runs the Sazkarjhit court system and the Sazkarjhit Regional Police. **Description of Military:** One of the defining factors of Sazkarjhit power is its immense and awe-inspiring/fear-striking military. The Peoples' Fighting Force for the Common Defense of Sazkarjhia, known more commonly as the Peoples' Military of Sazkarjhia, is composed of three prominent branches, with smaller other groups. - The Peoples' Army of Sazkarjhia: The main ground and intraatmospheric fighting force. - The Peoples' Navy of Sazkarjhia: Once simply the ocean-faring military, once it merged with the Sazkarjhia Outer Space Exploration Initiative it stretched its conquering tentacles to the reaches beyond the stars. - The Peoples' Army Private Security Organization: Once a paramilitary organization, adopted as a private military force serving as escorts for delegations and governemnt officials. - Sazkarjhit Regional Police: The main police force keeping watch over all major regions of Sazkarjhia. - Borsarsa Rangers: A legitimate paramilitary organization dedicated to keeping law in the Borsarsa deserts, often regarded as hellish wastelands. They don't operate under any strict guidelines and are officially referred to as a "vigilante combat organization". **_[[WIP]]_**
Really, _really_ liking RPG's new look
Name of nation: Sazkarjhia (Sazkarjhit)
Species: Sazkarjhian

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

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

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

Description of government: Theocratic Dictatorship

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

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

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

People's Army of Sazkarjhia

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

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

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

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

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

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

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

People's Navy of Sazkarjhia

Main Naval Force used for both attack and defense.

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

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

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

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

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

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

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

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

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

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

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

Cultural Overview:

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

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

History:

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

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

[[COPIED FROM ORIGINAL APP so will tweak when I have time]]
darkwolf687 said
Wait, who are the Syrens? Isnt the Syren the name of a ship, not a nation?


Ach, sorry I seem to have a habit of doing that. It's the septonians, yes?
Syren-EU Conflict; Sazkarjhit Intervention

The absence of a response led to Sazkarjhit military authority to take some sort of action against the Septoniansns and to support the EU allies. A small destroyer fleet comprised of 15 Trikolo-Class destroyers and 5 Samani-Class Stealth Prowlers was sent to the area to investigate, weapons armed to expect the worst. While an envoy of the Peoples' Navy, it did not have a specific Fleetmaster leading them, and thus it was elected that PNSS Hallowed Wrath lead the ships, commanded by High Marshal Tarin'dum.

The journey into slipspace took some time, but they arrived a fair distance from the combat zone, awaiting for the EU to help in explaining the situation.
Conflict between Eternal Union and Septonians

As the Vesselage conducted its report seminar for the week, the Vessel of Yuturata had noted something quite problematic. He cited that there was some economic troubles and correlation was drawn between the conflict between the EU and the Septonians, a race only known of through signal traffic around Nouvelle. While not major due to Sazkarjhia's vast abundance of raw materials, a message was still broadcast, trusting it would hold to its Union allies.

"This is Vessel Pumar'kum of Sazkarjhia, ordering to halt the conflict as you fail to recognize who it also affects. We do have important trade out of that region, and if you do not halt your offensive or react angrily to our authority, aggressive military action will be taken as needed."
Asteroid Belt, Exact Location Unknown [REDACTED BY Sazkarjhia Bureau of Clandestine Operations AUTHORITY]

The firebase established there long ago awoke from its dormancy as major events unraveled in Sol and nearby systems. The base went on full alert and a transmitter sent out a message beckoning for a more imposing Sazkarjhit warfleet to come to give support.
Oh? These past pages have presented a lot of text to digest, and I'm not seeing much information regarding Sazkarjhia or worlds it trades with so could you point out the posts about that?
Keyguyperson said
Hey, hey buddy, wanna' join a war?Or you could start one, doesn't matter, just get some people shooting at each other in space. That'd be great.

A war would be a nice change of pace and help develop a bunch of chlorine-breathing religious zealots.

Monkeypants said
Guild being constantly down has really been depressing.

Like Wilson said I was constantly refreshing, sometimes with success and sometimes not so much.
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