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Interstellar Ascendancy (Archive, FT-Nation RP, Open)

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The Greater Gambia
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Posts: 9877
Founded: Oct 16, 2014
Ex-Nation

Interstellar Ascendancy (Archive, FT-Nation RP, Open)

Postby The Greater Gambia » Thu Aug 25, 2016 1:50 pm

Interstellar Ascendancy (Archive)

IC/OOC/Lore Database (Coming Soon)


Here is where all accepted applications for the FT Rp, Interstellar Ascendancy will be placed. If you are interested in joining the Rp, please fill out the application on the OOC page linked above.
GENERAL-
NS Nation Name: The Greater Gambia
Nation Name: The Perseus Empire
Flag: Image
Location: Outer region of the Perseus Expanse
Number of Controlled Systems (No more than 60,000): 60,000 Systems
Capital: 23 Liang System, Fatima's Hope Imperial Capital Station
Government type: Parliamentary Monarchy, but the Emperor/Empress gets final say.
History:
The Species that make up the Empire have a long history of Massive and Powerful Empires and Nations. The Maug-Lai Empire, the Khyrsian Confederacy, the Tagali Federation, all had risen and fallen, leaving way for the next nation. For the last 500 years, the many species of the Empire fought and bickered among themselves, all wishing to be the next one to unite the races as one and retake their place as a Galactic Super Power, thus marking the beginning of the Warring States Period. Petty wars were fought for minor gains, Corrupt Warlords ruled the frontiers with iron fists, and foreign powers fanned the flames to siphon the resources and technology of the once proud people.
For hundreds of years, this continued. Millions of lives had been lost, planets in ruins, and famine across the once proud nation. Hope eventually arose, but from an unlikely place. Out of a slum world in the Frontier, a Tagali Girl was born, named Yaliza Ol-Jalhara. As a young girl, Yaliza was fascinated in the histories of old. She often read of the Glorious Empires and Federations of the Tagali, the massive War Fleets of the Maug-Lai, Yatkashin, and the Vorshkun, and the mighty conquests of Humanity's old Earth. These stories helped plant the seeds of what would become her destiny. As a Teenager, she organized a militia in her community to fend off the many gangs that skulked around her planet, enboldening and giving her people confidence in the future. Once the local Warlord learned of this, he sent his private army after the small community, but others had decided to make a stand, too, siding with Yaliza and revolted against the Warlord, a conflict that lasted for two years, ending with her as the victor.

Liberating her planet was not enough, for she envisioned a brighter future for all in the ruined nation. She organized her the people of her planet and began expanding throughout her system, than into the rest of the frontier, and finally the heart of the Core Regions themselves.
-through strategy and charisma, Yaliza took over the warring states.
-She organized them into the Perseus Empire and named herself Empress with Public Support high.
-Created the Orders of Perseus Imperial Knights to protect the nation and wipe out remaining opposition.
-Her reign has started a Golden Age for the Empire.
Population: 1 Trillion
Species:

Core Races
-Tagali
-Taani
-Maug-Lai
-Dalga
-Valonians
-Yongmee

Outer Races
-Khyrsians
-Ariva
-Verga
-Thorians
-Vaurians

Inner Races
-Scra'Shn
-Apri
-Shanji
-Golta
-Huo
-Vorshkun
-Yatkashin
-Humans


ECONOMIC-
Ideology: Protectionist Capitalism
Economy (Horrible, weak, decent, good, strong, etc): Decent
Manufacturing(Horrible, weak, decent, good, strong, etc): Strong
Agriculture(Horrible, weak, decent, good, strong, etc): decent


MILITARY-
Population (No more than 5% of entire population): 50 Billion
Branches:
-Imperial Intelligence Network (IIN)
-Imperial Guards
-Orders of Perseus Imperial Knights
-Imperial Army
-Imperial Navy

Standard infantry:
Imperial Guardsmen
Imperial Marines
Imperial Soldier

Standard weapon types (Energy Based, Mass Drivers, Missile, Other): Standard Weaponry is energy based, kinetic and missiles are used on occasion
Standard ship: HMISS Belka Class Cruiser
Weapons(Energy Based, Mass Drivers, Missile, Other): Energy Based, Mass drivers and missiles are used in bombardments
Strengths: Massive numbers, technologically advanced
Weaknesses: large territory, various pirate and dissident groups operating out of the Frontier, There are many rivalries between the various Knightly Orders and they'll often compete against eachother more than their enemies.

#IA_APP


Imperial Races

Core Region Species

Species Name:The Tagali
Appearance:Tagali
Biology/Anatomy: Their body is remarkably similar to humans despite obvious differences like orange blood, blue skin, an extra set of canine teeth, and the ability to eat things that would prove fatal to other species.
Natural Abilities: Natural night vision, Maximum speed 30 mph, incredibly agile and able to jump 15 feet in the air.
Unnatural abilities: Psionics have always been present in the population, serving as Shamans and elite warriors. For the last 1,000 years, however, more psionics have been born, making them a sizable chunk of the population.
Breathable Gas: Oxygen
=========================================================
Life Span: Naturally 120 years unless environmental pressures get involved. With modern technology, the Tagali lifespan has been expanded into the 200's.
Reproduction: (How does this Species Reproduce Asexually? Sexually?)
Intelligence Level: Sentient
Species Type: Humanoid
=========================================================
Population Percentage: Still deciding on this part
Notable Individuals: Councilor Lahira Ol-Togara,
=========================================================
Brief Description of Species: On the outside, it would appear that the Tagali are a subspecies of Humans, but actually are from a completely different evolutionary tree and more physically and mentally adept. The Tagali evolved on the hostile jungles of Jakala. While bountiful in resources and life, the fauna of the planet was incredibly violent and territorial. The Tagali evolved to become social animals because of this, grouping up to hunt the beasts of their world. The Tagali are firm believers in strength in numbers. A belief they've carried on as they allied with others, from other Tagali tribes, to the Tagali Enclaves, the Home system and the colonies, the other species in their region, and now other galactic powers

Many have pointed out the cultural similarities between Humans and the Tagali, specifically Middle Eastern and Indian cultures, but the Tagali are less divided. Even in their antiquity, the Tagali cared little about gender roles or sexual preference, only how an individual fit in with society.


Species Name: Taani
Appearance: Taani
Biology/Anatomy: biologically similar to humans save for a short red and brown(sometimes black) coat, horn like growths protruding from their skulls. Pink blood
Natural Abilities: Enhanced hearing, psionics, adapted to live in cold climates
Unnatural abilities: none
Breathable Gas: Oxygen
=========================================================
Life Span: 90, but with modern medicine, they can live into the 200's.
Reproduction: Sexual
Intelligence Level: Sentient
Species Type: Humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: Black Kalani Syndicate Crime Lord Shiiva LaVartas
=========================================================
Brief Description of Species: Second of the Original member Species of the Federation. The Taani are the diplomatic backbone of the Federation due to their more peaceful nature. Despite this, some Taani join the ranks of the Federation Military, or various pirate and PMC groups around the galaxy.
#Species-TOTG - Do Not Remove, as this is to track all Applications


Species Name:Maug-Lai
Appearance: Maug-Lai
Biology/Anatomy:Large Bipedal Creatures with Wolf and Hyena like features. Some members have horns. Purple blood
Natural Abilities: Able to lift up to 1,000 tons
Unnatural abilities: Psionics
Breathable Gas: Oxygen
=========================================================
Life Span: 500
Reproduction: Sexually
Intelligence Level: Sentient
Species Type:Mammalian
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: High Warlord N'Soko
=========================================================
Brief Description of Species: While the Taani are the beautiful pacifists of the Federation, the Maug-Lai are the total opposite. Thousands of years before contact with the Federation, the Maug-Lai were becoming a rising powed in the Galaxy. Their climb to power was only stopped by Solar Flares in their home system disabling technology and sending the Maug-Lai back to their tribal origins. Thousands of years later, the war that followed first contact reintroduced them to their lost glory, making them a fighting force to be reckoned with.

While they may seem barbaric savages to outsiders, their culture is steeped in honor and tradition. More than what could be said for their bood thirst Rivals, the Golta.


Species Name: Dalga
Appearance:Dalga
Biology/Anatomy: Armored Carapace that is almost bullet proof. Natural filter for sand and dust. Brown blood
Natural Abilities: Able to run at speeds of 25 mph.
Unnatural abilities: 1 out of every 1 million Dalga are Psionic, but those that are born are naturally powerful.
Breathable Gas: Oxygen
=========================================================
Life Span: 75, with technology, 150.
Reproduction: Sexually
Intelligence Level:Sentient
Species Type: Insectoid Reptillian
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: Battle Suit Ace Val Jarmee
=========================================================
Brief Description of Species:
One of the two species native to the Planet Matchakia. The Dalga were originally nomadic traders, with very few cities besides trading hubs that dotted the desert Pangaea. When First Contact happened with the Federation, they were just a medieval society, trading and fighting amongst themselves. Now, their a major player in Federation economics, often competing with the equally savvy Traxian Humans.


Species Name: Valonians
Appearance: Valonians
Biology/Anatomy: native to the oceans of their planet, thus need water to survive. green blood
Natural Abilities: Enhanced intelligence, aquatic species
Unnatural abilities: (Abilities that put certain members of this species aside from others)
Breathable Gas: Oxygen but when they're on land, they need water packs to keep their gills from drying out.
=========================================================
Life Span: 192, with medical technology, 400
Reproduction: Sexual egg layers
Intelligence Level: Sentient
Species Type: Molluscoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: Professor Sornus Vacatta, one of the most respected Scientists in the Federation.
=========================================================
Brief Description of Species:
One of the two species native to the Planet Matchakia. The Valonians inhabit city states under the massive mega ocean of their planet. Unlike the Dalga that inhabit the Desert Pangaea, the Valonians were advanced, even eclipsing the Federation's own research in a variety of areas. They are now the backbone of the Federation's Scientific community, enhancing Federation technology, making the Federation a leading power in technology.


Species Name: Yongmee
Appearance: Yongmee
Biology/Anatomy: Similar to Bee or ants. yellow blood
Natural Abilities: Flight
Unnatural abilities: Queens have psionic abilities to control their broods
Breathable Gas: Oxygen
=========================================================
Life Span: Workers, Drones, and soldiers: 40 years, Queens: 600 years
Reproduction: Sexual egg layers
Intelligence Level: Semi-sentient/hivemind
Species Type: Insectoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species:
The Yongmee are a quasi-hivemind species, with Queens recalling and taking control of their broods with psionics and pheromones when necessary. Many Yongmee find work within the Federation as engineers, construction workers, and mechanics. Communication is somewhat limited as they rely on chirping, wing flapping, and antennae motions. To communicate with other species, they require translators that are rudimentary at best.


Outer Arm Species

Species Name:
Appearance:Khrysian
Biology/Anatomy: Typical humanoid skelatal structure, grey skin, brown blood
Natural Abilities: Psionic abilities
Unnatural abilities: none
Breathable Gas: Oxygen
=========================================================
Life Span: 245 years
Reproduction: Sexually and cloning
Intelligence Level: Sapient
Species Type: Humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: The current councilor of the Outer Rim Region.
=========================================================
Brief Description of Species: The former ruling species of the Khyrsian Confederacy, now just another species in the Federation. While they may have lost some of their old glory, they are still major players in Federation politics and their advanced creations have helped make the Federation what it is today.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Ariva
Appearance:Ariva
Biology/Anatomy: No one knows for sure, but they typically take the shape of a grey skinned human like female, but they can change their appearance to be that of many other humanoid species.
Natural Abilities: Shapeshifting
Unnatural abilities: none
Breathable Gas: Oxygen
=========================================================
Life Span: 1,000 years
Reproduction: Sexually/asexually if there are no mates of any kind around. One of the few species that can mate with any species naturally without gene manipulation and enhancements.
Intelligence Level: Sapient
Species Type: Shapeshifting Humanoids
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: The second of the former Confederate races. The Ariva are renowned for their shapeshifting abilities, allowing them to take the form of almost any species alive. Due to this, the FIS hires a large amount of Ariva as spies and assassins, as they can easily infiltrate enemy territory.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Verga
Appearance:Verga (
Biology/Anatomy: a mix between organic and synthetic material
Natural Abilities: Hacking, regenerative abilities.
Unnatural abilities: (Abilities that put certain members of this species aside from others)
Breathable Gas:none
=========================================================
Life Span: Standard life span being 730 years
Reproduction: Cloning
Intelligence Level: Consensus hivemind (similar to the geth)
Species Type: Synthetic Insectoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: Created by the Khyrsians long ago, the Verga are a race of artificial insectiods. They come in a variety of forms, from the typical main form seen above that usually serve on ships and various computer stations, to large colossal war forms that shake the very ground as they move.While these creatures can socialize with others, they keep to themselves, much to the bewilderment of organics and even other synthetic races.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name:
Appearance:Vaurian
Biology/Anatomy: green blood, jaw that can split into four separate pieces for eating and intimidation
Natural Abilities: Chameleon like skin that allows them to blend in with their surrounding.
Unnatural abilities: psionics
Breathable Gas: Oxygen
=========================================================
Life Span: 130 years
Reproduction: Sexual egg laying
Intelligence Level: Sapient
Species Type: Reptillian Humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: The Vaurians were the third race of the Confederacy. They are highly sought after for their natural camoflague abilities, making them excellent assassins.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Thorian
Appearance: Thorians
Biology/Anatomy: Reptillian like anatomy with humanoid feature. Age and reproduce fast, fast cell growth and regrowth
Natural Abilities: Hyper adaptability to new environments and limb regrowth, quick learners, making them perfect for cannon fodder.
Unnatural abilities:
Breathable Gas: Oxygen
=========================================================
Life Span: 65
Reproduction: Sexual egg laying, usually nests of 100. Naturally, many of these eggs would not survive, but due to modern advances, 99% of broods survive to adulthood. This has caused problems with population growth and the Federation has placed limits on Thorian reproduction. These limits are usually relaxed
Intelligence Level: (Sentient/Semi-Sentient Species can have varying levels of intellect that can also affect their technological and military breakthroughs, how intelligent is your species in General?)
Species Type: Reptillian Humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: A race of quick growing and breeding . The Thorians were fanfatical members of the Confederacy, making up the bulk of its army with their vast numbers. When the Federation conquered the Confederacy, the Thorians were the last to give up the fight, but eventually fell inline 15 years later after many other insurrectionist groups threw away their arms. Some say that there are still Thorian enclaves on isolated and backwater planets ready to continue the fight. The Federation has denied this, saying any Thorian enclaves would have died out long ago due to overpopulation of their planets.
#Twilight2 - Do Not Remove, as this is to track all Applications


Frontier Races

Species Name: Humans (Federation)
Appearance: Typical Humans, descendants of colonists that came from all over Earth long ago.
Biology/Anatomy: With the exception of those that get cybernetic enhancements, they have the same anatomy and biology.
Natural Abilities: Typical human abilities (adrenaline and shit)
Unnatural abilities: Psionics have begun to appear among the Federation Human population
Breathable Gas: Oxygen
=========================================================
Life Span: 140
Reproduction: Sexually
Intelligence Level: Sapient
Species Type: Humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: The Descendants of Colonists displeased with legislation and restrictions of the UNS. They established colonies well out of the control of the UNS, free to do whatever they pleased. To aid them in constructing and defending their new nations, these Humans created AI constructs to carry out manual labor and bolster their armies. These constructs were different from the ones created by the UNS, as they were built with technology reverse engineered technology discovered in the ruins of an ancient alien civilization. Reversing this technology gave these constructs full intelligence. What happened next was a common tale of the created revolting against the creator.

100 years past and the settlements of both groups are discovered by the Federation. Some are annexed into the Federation, others not so much. Since then, the Federation Humans have become major players in the nation's economy. Much to the chagrin of the long time merchants of the Dalga, Khyrsians, and Scra'Shn
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Scra'Shn
Appearance: Scra'Shn
Biology/Anatomy: Similar to Reptiles and Birds, feathers change color with their mood
Natural Abilities: can run at speeds of 15 mph and incredibly agile
Unnatural abilities: Psionics are a rarity among the Scra'Shn
Breathable Gas: Oxygen
=========================================================
Life Span: 130 years
Reproduction: Sexual egg laying, nests of up to 20 eggs
Intelligence Level: Sapient
Species Type: Avian-Reptillian
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: A race of pirates and merchants going back to their roots on their archipelago homeworld of Janku. The Scra'Shn were discovered by the Federation when their pirate fleets terrorized the outer worlds. After hundreds of years were fighting, the Scra'Shn were annexed into the Federation, but became the major players in the Federation Frontier.

This continued until the discovery of the Humans who quickly dethroned them as the "rulers" of the Frontier. This has caused animosity between the two species, but the pirates and scoundrels of both species are a match made in the afterlife of your choosing.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: The Created
Appearance: Common Created
Biology/Anatomy: Synthetic lifeforms, vary greatly in design, from the common Created seen above, Androids, various war machines used as a "shell" for smart AIs, and rogue AI's that take refuge with the created
Natural Abilities: Abilities vary from individual to individual.
Unnatural abilities: Abilities vary from individual to individual.
Breathable Gas: none
=========================================================
Life Span: practically immortal with adequate upkeep
Reproduction: Manufactured in factories on Created Sanctuaries (worlds that the Created fled to)
Intelligence Level: Artificial intelligence
Species Type: Synthetic Artificial Intelligence Construct
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: Originally a race of synthetic AI constructs built by the humans that revolted against their creators. The Created now encompass any artificial intelligence that are smart enough to be considered "alive" by Federation laws, although the Human constructed ones are the majority.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Apri
Appearance:Apri
Biology/Anatomy: Typical humanoid skeletal structure
Natural Abilities: Excellent hearing
Unnatural abilities: psionics
Breathable Gas: oxygen
=========================================================
Life Span: 56
Reproduction: Sexually
Intelligence Level: Sapient
Species Type: Humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: The Apri are one of the smallest races in the Federation, only standing at 4 feet on average. Originally from the world Akresh. The Apri were exiled off of their world after a war with the Shanji. The Apri spread amongst the neighboring systems. The Apri entered a Dark Age, as their new agricultural worlds fell under constant pirate attacks they were powerless to fend off. When the Federation came into the picture, the Apri were thankful for the stability and safety that their fleets and armies created. Soon, the Apri systems became the bread basket of the Federation and beyond.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Shanji
Appearance:Shanji
Biology/Anatomy: Plant-like, but similar in appearance to other humanoids
Natural Abilities: Incredible adaptability, psionics
Unnatural abilities:
Breathable Gas: Oxygen
=========================================================
Life Span: Immortal
Reproduction: asexual reproduction
Intelligence Level: Sapient
Species Type: Plant Based Humanoids
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: The Shanji are a plant based sentient lifeforms. While humanoid in appearance, they are nothing like many of the other species in the galaxy. They have the ability to "plant" themselves, allowing them to spread across and create more. They compete with the Apri as the food producers of the Federation.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Golta
Appearance: Golta
Biology/Anatomy: Typical humanoid skeletal structure covered under bone-like armored plating underneath the skin
Natural Abilities: speed 14 mph, can lift up 2 tons
Unnatural abilities: psionics
Breathable Gas: Oxygen
=========================================================
Life Span: 67
Reproduction: Sexually
Intelligence Level: Sapient, but haven't themselves advanced more than a early agriculture civilization
Species Type: Mammalian humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species:
The Golta are little more than giant apes that somehow developed firearms and crude spacecraft for raiding nearby spacecraft. While effective in combat, their blatant disregard for the lives of anyone besides their troop members has made them a liability in many engagements and has lead to them being led in segregated regiments and only in the worst of situations.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Yatkashin
Appearance:Yatkashin
Biology/Anatomy: Typical Humanoid structure, but frailer than many other species due to their ship born environment.
Natural Abilities: Psionics
Unnatural abilities:
Breathable Gas: Methane
=========================================================
Life Span: 350 years
Reproduction: sexually
Intelligence Level: Sapient
Species Type: Humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: The Nomad race of the Federation. The Yatkashin are native to the planet Yatkas, a Gas Giant with a large installation covering the planet like webbing. While not usually a promising site for life, the Yatka installation has a whole ecosystem, including the Yatka. Whether these creatures are escaped experiments or simply wild life the original creators of the Yatka brought over is unknown. The Yatkashin left their world relatively early, as a teleportation network connected them to the other methane planets in the system during their early years of civilization. The Yatkashin technological advancement was accelarated and so to was their population. As they took to the stars, they found that methane worlds suitable for them were rare. Instead of continuing their search, the Yatkashin simply made their ships into giant flying cities. These ships are of excellent design, giving the Yatkashin a reputation of ship builders rivaling the Cho'Dosan.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Jalgari
Appearance:Jalgari (In exosuit) (out of armor)
Biology/Anatomy: Large Reptilian creatures with four armors
Natural Abilities: Incredible strength, able to lift up to a ton, able to use multiple weapons and tools at once.
Unnatural abilities: (Abilities that put certain members of this species aside from others)
Breathable Gas: Methane
=========================================================
Life Span: 600 years
Reproduction: Sexually, live birth, up to 2-4 children born
Intelligence Level: Sapient
Species Type: Reptilian-mammalian Humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: Like the Yatkashin, the Jalgari are nomads, but not by choice. Their home world was destroyed thousands of years ago, scattering the Jalgari across the stars. They eventually settled in the asteroid belts that were the site of a long forgotten war that destroyed every planet in the system. The Jalgari are excellent traders and merchants, but are also feared pirates. If a Scra'Shn ship is sighted, a crew could fight back. If a Jalgari ship is sighted, a crew makes peace with their Gods.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Huo
Appearance: Huo
Biology/Anatomy: 5'2", incredibally hardy
Natural Abilities: Able to survive in the vacuum of space and other inhospitable locations with only a breathing apparatus.
Unnatural abilities: (Abilities that put certain members of this species aside from others)
Breathable Gas: Methane
=========================================================
Life Span: 80
Reproduction: Sexual egg laying, 30 eggs per nest
Intelligence Level: Sapient
Species Type: bipedal vertebrates
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: The Huo are a resilient race native to the world of Amonu Jakku, a hostile world that is considered uninhabitable to almost all other Federation Races (with the exception of the Thorians, who have a sizable population and a friendship with the Huo). With it's methane atmosphere, hyper aggressive fauna and flora, extreme weather on an almost daily basis, it's no surprise that the Huo are a resilient species, able to survive in environments that very few others can. Unfortunately, this has lead to many Huo to be exploited by members of the other races.
#Twilight2 - Do Not Remove, as this is to track all Applications


Species Name: Vorshkun
Appearance: Vorshkun (Militia man)
Biology/Anatomy: Humanoid reptilian body structure; quadruple-hinged mandibles; binary circulatory system
Natural Abilities: strong, can lift up to 400 pounds.
Unnatural abilities: Psionics have begun to emerge, but psionic capable individuals are discriminated against
Breathable Gas:Oxygen
=========================================================
Life Span: 1,000 years
Reproduction: Sexual egg laying
Intelligence Level: Sapient
Species Type: Reptilian Humanoid
=========================================================
Population Percentage: (How many members of this species is affiliated with your Nation)
Notable Individuals: (If Any)
=========================================================
Brief Description of Species:
The Vorshkun are a strong militaristic race. Before they were admitted into the Federation, they had dreams of a massive empire, but their admission into the Federation put a stop to that. Now, they keep to themselves, watching if Yatkashin Nomad fleets arrive in their space once more.
#Twilight2 - Do Not Remove, as this is to track all Applications
Last edited by The Greater Gambia on Thu Aug 25, 2016 1:58 pm, edited 2 times in total.
Quote of the- Oh, I don't know how long I'm gonna have this on here.
"It's all good in the hood!" I replied cheerfully. But deep down, I knew that there were many socio-economic problems in the hood.

RP's I'm hosting:
Interstellar Ascendancy: an FT Nation Rp


Evil Pootoo Bird of The Pub

User avatar
Dansha
Diplomat
 
Posts: 865
Founded: Apr 17, 2014
Ex-Nation

Postby Dansha » Thu Aug 25, 2016 2:01 pm

GENERAL-
NS Nation Name: Dansha
Nation Name: Human Systems Federation
Flag:
Image

Location: Centre of Perseus Arm, Perseus Expanse
Number of Controlled Systems (No more than 60,000): 32,000
Capital (System, Planet, City): Berlin, Aldol, Aldol City
Government type: Representative Democracy
History:
Formed 550 years ago with the unification of several human nations within the Perseus Arm, the Human Systems Federation is one of the largest human nations around that controls an area of space in the centre of the Perseus Arm.

Population: 780 Billion
Species: Homo Sapiens Sapiens aka Earth humans


ECONOMIC-
Ideology: Capitalist
Economy (Horrible, weak, decent, good, strong, etc): Good
Manufacturing(Horrible, weak, decent, good, strong, etc): Strong
Agriculture(Horrible, weak, decent, good, strong, etc): Decent


MILITARY-
Population (No more than 5% of entire population): 17.9 Billion
Branches: Federation Star Navy, Federation Intersystem Defence Forces, Federation Military Intelligence, Bureau of Anomalous Activity, Federation Deep Black Operations
Standard infantry: Federation Soldier, FDBOPS Operative,
Standard infantry weapon types (Energy Based, Mass Drivers, Missile, Other): Standard weapons are kinetic and missile based, with most energy weapons being vehicle or fixed support weapons.
Standard ships: Odessa Class Flagship, Aldol Class Battleship, Oslo Class Cruiser
Space Weapon types(Energy Based, Mass Drivers, Missile, Other): Energy weapons are main anti-ship weapons with missiles as secondary weapons on larger ships.
Strengths: Large Military.
Weaknesses: Technologically less advanced ground forces compared to navy
Last edited by Dansha on Fri Aug 26, 2016 2:26 am, edited 1 time in total.

User avatar
Imperialisium
Postmaster-General
 
Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Thu Aug 25, 2016 2:03 pm

GENERAL-
NS Nation Name: Imperialisium (call me Imps for short)
Nation Name: The Ainarphem (People of Ainar)
Flag:
Image

Location: Veil of Eden (A peculiar region of space only accessible through a few stable routes)
Number of Controlled Systems (No more than 60,000): Few Thousand in the Veil (Thirteen central planets)
Capital (System, Planet, City): Valar (system and planet), High Heaven (city)
Government type: Council
History: The Ainarphem have existed as a species for over a billion years. Evolving on a long forgotten world near the Galactic Core. However after researching into terraforming technology and space travel they managed to escape the doom of their home world as the star system was dying for some unexplained reason now lost to the sands of time. Relocating to a small region of space called Eden. A pristine collection of star systems that over the passage of many generations became paradise worlds. Isolationist and engrossed in their own craft it is rare for an Ainarphem to leave Eden save on a special mission or significant purpose.

Population: Several million Ainarphem and roughly 10 billion from other races.
Species: Ainarphem (any other race granted permission)


ECONOMIC-
Ideology: No set economic principle but largely automated
Economy (Horrible, weak, decent, good, strong, etc): Strong in that it is artisan based but advanced automated manufacturing does exist
Manufacturing(Horrible, weak, decent, good, strong, etc): Strong
Agriculture(Horrible, weak, decent, good, strong, etc): Strong


MILITARY-
Population (No more than 5% of entire population): The only organized military arm at what could be called a national level is the Seraphim. A warrior order/caste. However other smaller organizations do exist as the personal retinue of the Valaphem (the leaders of the Ainarphem). Artifical contructs and organisms are used as well. Then there is The Wild Hunt which is charged with dealing with rather heinous matters and often sent outside of Eden for a variety of purposes.
Branches: N/A
Standard infantry: No set standard.
Standard Infantry weapon types (Energy Based, Mass Drivers, Missile, Other): Energy based
Standard ship: Various designs and types fitting the personality of the Ainarphem in question.
Space Weapon Types(Energy Based, Mass Drivers, Missile, Other): Energy based
Strengths: Matter manipulation
Weaknesses: Few in number

#IA_APP
Resident Fox lover
If you don't hear from me for a while...I'm inna woods.
NS' Unofficial Adult Actress.

User avatar
Zeon Refounded
Ambassador
 
Posts: 1021
Founded: Dec 31, 2015
Ex-Nation

Postby Zeon Refounded » Thu Aug 25, 2016 2:08 pm

GENERAL-
NS Nation Name: Zeon Refounded
Nation Name: The Scientific Union of Zeon
Flag:
Image
Location: The Scutum Systems, 28 degrees Galactic Longitude, approx. 55,000 Lightyears from Earth
Number of Controlled Systems: 8657
Capital (System, Planet, City): Deikun(SR-0174), Munso(P4), A Baoa Qu
Government type: Military Autocracy
History: Over a century before the destruction of the planet Earth, a group of scientists and military officers grew ever frustrated with humanity. They were so petty, they held themselves back with their meaningless squabbles. They prevented their True Awakening as psionic beings. They set the Earth on the path to destruction.

This group, led by Zeon Zum Deikun, finally gave up on humanity. They planned to leave Earth and create a race of superior humans that were capable of psionic ascendence. Using a design for a powerful new reactor by a member named Trenov Y. Minovsky and a small fleet of prototype FTL-capable inter-stellar ships designed by a Dr. Lonesco, they left the Solar system and became the first Terran humans to abandon their homeworld. They spent years travelling to the other side of the galaxy, eventually reaching the Scutum Systems and settling an area at 28 degrees Galactic Longitude and approx. 55,000 Lightyears from Earth.

Once they had established themselves on the fourth planet (named Munso) of the one hundred seventy fourth system (named Deikun) they had claimed, they formed a council and set to work on their master plan. To help them construct their facilities, they developed mechs called Mobile Suits. They set up cloning apparatus, began genetic sequencing experiments, and nanite development. All of this to refine the ultimate human.

Almost a decade after the project began, Zeon Zum Deikun suddenly died under mysterious circumstances. One of his fellow council members, Degwin Zabi, assumed control and dissolved the council. He altered the human advancement project and mobile suit development to a militaristic end.

To be continued...
Population (no more 1 trillion): 30 billion
Species: Modified Human


ECONOMIC-
Ideology: Social Darwinist Capitalism
Economy (Horrible, weak, decent, good, strong, etc): Decent
Manufacturing(Horrible, weak, decent, good, strong, etc): Very Strong
Agriculture(Horrible, weak, decent, good, strong, etc): Very Strong


MILITARY-
Population (No more than 5% of entire population): 1.5 billion
Branches: Zeon Space Exploration Force, Zeon Defense Force (Attack Force when at war)
Standard infantry: Clone Marine
Standard Infantry weapon types (Energy Based, Mass Drivers, Missile, Other): Energy Based, Missile, Misc. Explosives, Flame Based
Standard ship: Neo Musai-class Light Cruiser
Space Weapon Types (Energy Based, Mass Drivers, Missile, Other): Energy Based, Mass Drivers (for nuke delivery), Missile, Other
Strengths: Supreme loyalty, clone mass-production, superweapons of various varieties, high ship production capabilities, high numbers of low-manpower ships, stealth tech, fast micro-jumps
Weaknesses: Newborns are also easily brainwashed if captured, because their flash training is not completely set. Due to the similar mental structure, memetic attacks can disable massive amounts of clones before countermeasures are able to be enacted. Bio-weapons that attack the genetic code are also very effective against the clones due to their similar DNA, bio-weapons that attack the mind are effective for the same reason as the memetic attacks.

#IA_APP


Species Name: Modified Human
Appearance: Normal human male or (rare) female, with the exception of a gray metal cybernetic eye
Biology/Anatomy: The skeletons are reinforced with a special titanium alloy and lined with nanobots. Nanobots are also present in all of the bodily tissues and fluids. Muscle density has been increased to an extreme level and some fibers have been replaced with artificial polymer. A neural implant is present at the base of the cerebellum.
Natural Abilities: Strength fifteen times that of a normal human, very high reflexes and reaction times, very high stamina, a running speed of 55 kmph, nanobot induced regeneration, genetic and nanobot-related immunity to all known toxins and poisons, direct interface with computers.
Natural Abilities: (Psionics, Alchemy, Ect...)
Unnatural abilities: Some have advanced psionic abilities, while some others have no emotions.
Breathable Gas: Primarily oxygen, but other gases similar in elemental structure may be broken down into a usable form.


Life Span: 110 Terran years (without maintenance)
Reproduction: Via cloning, though sexual reproduction with fertile humans is theoretically possible.
Intelligence Level: High Sentience. Several times the intellect of an intelligent human.
Species Type: Humanoid


Population Percentage: 100%
Notable Individuals: (If Any)


Brief Description of Species: Modified humans were created by Zeon Zum Deikun and his followers to surpass humans and became all-knowing psionics. Nowadays, their genetics barely resemble a human's and they are partially cybernetic from birth.



#IA_APP
Last edited by Zeon Refounded on Sat Aug 27, 2016 1:12 pm, edited 1 time in total.
SIEG ZEON!

Minor factbook retconning and reformatting occurring.

Dalvius wrote:"For those religious people worried about being damned to hell for the sin of exploding everything? Well, a nuclear blast will literally burn away the worlds sins! Oh yeah!!!"

Valcouria wrote:Let's get one thing straight; America is not a democracy. America is a republic. We elect representatives to serve our interests in the government. And we elect them in a democratic fashion. If it were a pure democracy, then all 315 million people would essentially be responsible for every facet of government behavior and direction.

With regard to the Electoral College... (rest of comment available in the thread)

Gundam Role-play. Create your own nation!

User avatar
Veroxia
Minister
 
Posts: 3275
Founded: Jun 23, 2013
Ex-Nation

Postby Veroxia » Thu Aug 25, 2016 2:09 pm

GENERAL-
NS Nation Name: Veroxia
Nation Name: The New Pratorian Republic
Flag:
Image

Location: Center of the Scutum Systems
Number of Controlled Systems (No more than 60,000): 55,000
Capital (System, Planet, City): Capital System, Koros, Marcadia
Government type: Noocratic Constitutional Monarchy
History:
The NPR was formed out of the remnants of the ancient Pratorian Brotherhood, and the jingoist Korosian Robotic Empire. 840 years ago, humans left their homeland in search of a new one, their own destroyed by greed, war, and ignorance. Indirectly, they made contact with the Pratorians; an ancient synthetic-like people known as peacekeepers across the galaxy, along with their abnormal ways of life. Moving the colonists to a wormhole, the Pratorians transported the humans to a habitable and ancient Pratorian planet, called 'Koros' by the colonists.
The Pratorians, however were unable to help support the human colonists in any form other than providing them indirectly with technology due to increasing conflicts internally; a plague of the 'Tainted' had spread far and wide in the North. The 'Tainted' were Pratorians corrupted by 'evil', or through greed, murder, and other dishonorable means. Considered to be a mental disorder, the Pratorians had begun research to prevent the spread of the 'Tainted', but with no avail. Symptoms began with the collapse of the Pratorian's body, pieces of their 'armor' falling apart. This would later on leave a set of armor, and an abnormal dark color surrounding the pieces. Within several minutes, a humanoid figure would arise from the blackened center, immediately seeking any form of sentient organic life. Found to be sentient, the Pratorians had also found that they and their Skylian brothers would be immune to any form of infection; unless they themselves tried to do so through 'dishonorable means'. In order to keep the human colonists safe from such an infection, they placed the humans purposely on Koros, in order to turn them into a form of synthetic beings.
Meanwhile, the human colonists had established themselves the Marcadian Republic, a democratic state based off the ways their ancestors had once lived through. The population would triple in size within the next century, consisting of Koros along with other systems, such as Daxx. The Pratorians had placed themselves in cryo-stasis chambers, as a means to prevent the spread of the 'Tainted'. The infected were stuck in Pratoria, and therefore were unable to spread across the galaxy. By the time the Republic was 100 years old, the humans discovered an artifact known as the 'Kresis'. Accidentally activating the artifact, the entire human population in Koros 'evolved' into synthetic beings we know as the Korosians. Swiftly establishing a new nation and constitution, the people of the new Korosian Republic had wanted to expand their views of 'Enlightenment' or evolution of life into machines across the north, expanding their borders greatly. Within the next century, the Korosian Republic was found in a dilemma; the Senate found to be corrupt, and unable to enact reforms for the people. Previously, the first President known as P-1 created a military advisor known as Visvius, whom would act as head of the military during the terms from P-1 to P-4. Visvius finding that P-4 and the Senate was unable to perform their duties for the people, along with a possible communist revolution; Visvius attempted and succeeded in a coup against the Senate, purging all considered weak or corrupt. Visvius reformed the nation as a whole, and established himself as X-5, leader of the Korosian Robotic Empire.
Seeking to show the greatness of the Korosian Nation, X-5 helped establish the still-effective manufacturing facilities, producing both soldiers, vehicles, and space craft for the War Machine. The KRE expanded aggressively in the Galactic North, conquering any that opposed its position. Any non-human/non-synthetic sentient species found was brutally exterminated, X-5 using them both as slave labor and as a means of pride of the Korosian War Machine. By 2750, the KRE asserted itself as one of the galactic powers in the Scutum Systems, and a possible rival against others in the galaxy.
By 2800, the Korosians had sent exploration craft across the galaxy, charting star charts and meeting other nations. One group of craft discovered the location of the ancient Pratorian capital, found to be abandoned; though several of the 'Tainted' still lurked. Guided by data received from an unknown source, the Korosians activated the cryo-stasis chambers, bringing back the Pratorians and Skylians. Acknowledging to be the forerunners of the Korosians, the Pratorians had given the Korosians 'unity and prosperity'. Scattering across the KRE, a heir to the Pratorian Brotherhood, Pacem, arrived at Koros to succeed X-5. Visvius returned to be the advisor for the New Pratorian Republic, the nation of a new order.
Recently, the 'Tainted' had made a return, bringing forth several outbreaks in the galaxy, later to be quarantined by the Korosian Intelligence Agency. However, a nation the NPR had once had somewhat normal relations with, the Perseus Empire had turned for the worse. A frigate, carrying goods to the Empire had one of its crew become a 'Tainted', and was reported missing by the NPR. Within the 'Imperial Planet' of the Perseus Empire, the shadow lurked within the populace, ravaging through the urban streets at nighttime. A new strain of the 'Tainted' was therefore created, creating skeletal creatures, roaming the alleyways of the Imperial Planet, seeking for victims. The outbreak became somewhat moderate, until it was mostly contained by Korosian mercenaries. The NPR claims no responsibility for the outbreak of the 'virus', and have remained quiet on the issue. Relations had been at an all-time low, and it is believed that several 'Tainted' still roam the Perseus Empire...
Population:1 trillion
Species: Korosian, Human, Pratorian, Skylian


ECONOMIC-
Ideology: Capitalist with some fascist/communist-based ideas
Economy (Horrible, weak, decent, good, strong, etc): Strong
Manufacturing(Horrible, weak, decent, good, strong, etc): Powerhouse
Agriculture(Horrible, weak, decent, good, strong, etc): Weak


MILITARY-
Population (No more than 5% of entire population):50 billion
Branches: NPR Army, NPR Navy, NPR Air Force, Skylian Guard, Korosian Intelligence Agency, NPR Marines, NPR Eliminator Task Force, NPR Exterminator Task Force
Standard infantry:



Standard Infantry weapon types (Energy Based, Mass Drivers, Missile, Other):
Focus mainly on laser/plasma/ballistic technology.
Flux Rifle
Korosian M8 SMG
NPR Standard-Issued AS-2 Rifle
NPR CQ-PA
NPR MG-1
NPR RL-555
Standard ship:
Dropship
Korosian/NPR Fighter
NPR Interceptor
NPR Multi-Purpose Craft
Space Weapon Types(Energy Based, Mass Drivers, Missile, Other): Weapons are found to be mainly with plasma-based weaponry, along with some ballistics and ion-based cannons.
Strengths: Extremely loyal and advanced military, efficient manufacturing facilities, prospering economy.
Weaknesses: Somewhat weak agriculture sector, distrusted by many galactic states, containment of the 'tainted'.

#IA_APP
Species Name:Korosian
Appearance:-Light Unit:http://tfwiki.net/wiki/Light_Unit
-Medium Unit:http://tfwiki.net/wiki/Medium_Unit
-Heavy Unit:http://tfwiki.net/wiki/Heavy_Unit
-Command Unit:http://tfwiki.net/wiki/Command_Unit
-Guerilla Unit:http://tfwiki.net/wiki/Guerilla_Unit
-Rollarm/ Blitz Units:http://tfwiki.net/wiki/Rollarm_Unit
-Spider Tank:http://tfwiki.net/wiki/Spider_Tank
-Recon Units:http://tfwiki.net/wiki/Jet_Laser
-Sentry Drone:http://tfwiki.net/wiki/Sentry_Drone
-Eliminator:http://tfwiki.net/wiki/Tidal_Wave_(Armada)
-Exterminator[Different Types]:http://tfwiki.net/wiki/Blackout_(Movie)/http://tfwiki.net/wiki/Starscream_(Movie)/http://tfwiki.net/wiki/Shockwave_(Movie)
-Korosian Trooper:http://ratchet.wikia.com/wiki/Trooper#Other_information
-Korosian Trooper V2:http://ps2media.ign.com/ps2/image/article/602/602513/ratchet-deadlocked-20050408093020328-000.jpg
-Korosian MG Trooper:http://ratchet.wikia.com/wiki/Guard_Bots
-Korosian Guard:http://ratchet.wikia.com/wiki/Ninja_Bots
Biology/Anatomy: The bodies of the majority of Korosians are made up mainly of titanium, their insides consisting of some form of a noble gas along with traces of mercury and silicon.
Natural Abilities: Are highly perceptive, quick to react.
Unnatural abilities: Several Korosians are produced in a fashion that they are able to either fly, cloak themselves, or even become attack/transport craft.
Breathable Gas:N/A


Life Span: 50,000+ years
Reproduction: Are produced through the use of manufacturing facilities.
Intelligence Level: Generally have an above-average intelligence of a human being.
Species Type: Synthetic/Robot


Population Percentage: 50%
Notable Individuals: Former Emperor/Supreme Commander Visvius
Colonel 'Shockblast'
Commander Firefight
Admiral Flak
Commander Hailstorm [Officially Deceased]


Brief Description of Species: The Korosians are an 'evolved' state of humanity, synthetic beings that have been known for their aggressive behavior and tend to despise organics. They welcome all synthetics and humans, however and are more than happy to support them. Make for excellent mercenaries, soldiers; you name it.



#IA_APP

Species Name: Skylian
Appearance:Male Skylian
Female Skylian
Skylian 'Lurker'
Skylian 'Wanderer'
Biology/Anatomy: Body consists of abnormal compounds, though traces of silicon have been found.
Natural Abilities: As they are unable to speak naturally, the majority of the species have been found to use psionics, speaking to others through their 'mind'. They are also extremely swift and flexible.
Unnatural abilities: Once deceased, there is a chance a Skylian may become a 'Wanderer' or 'Lurker'; though it is unknown as to why this happens.
Breathable Gas: Unknown.


Life Span: Estimated to be 500+ years
Reproduction: Sexually.
Intelligence Level: Extremely intelligent.
Species Type: Unknown, believed to be synthetic.


Population Percentage: 30%
Notable Individuals: None.


Brief Description of Species: The Skylians are the guardians and 'brothers' of the Pratorians, protecting their chambers through any means necessary. They are somewhat docile and timid, though will attack in an elegant yet destructive manner; using mainly



#IA_APP

Species Name: Pratorian
Appearance:Variants of Pratorians
Biology/Anatomy: Their bodies are hollow, though covered in an extremely strong compound of metals, and a strange trace of helium and mercury.
Natural Abilities: Are unable to speak, and therefore must do so through means ranging from psionics to electronic devices. Once had the ability to warp through time and space.
Unnatural abilities: Pratorians tainted by 'evil' or dishonorable actions have been found to slowly die off, pieces of their 'body' falling apart until nothing is left. Within several hours, this emerges from the site of the death of the Pratorian. The shadow lurks to seek other biological beings, killing them off and turning them into one of 'them'.
Breathable Gas: N/A


Life Span: Unknown, believed to be over 50,000 years.
Reproduction: Believed to do so through sexual means.
Intelligence Level: Highly Intelligent.
Species Type: Synthetic


Population Percentage: 10%
Notable Individuals: The Honorable Grand Paladin Tiberius
The Noble Emperor Pacem of Pratoria


Brief Description of Species: Honorable synthetics, the Pratorians are considered to be the creators of the Korosian people, and their rulers. They seek to make peace in the galaxy, and unify all in a new utopia. Pratorians tainted by 'evil' become monsters, seeking to destroy all organic life, infecting anything they touch.



#IA_APP
FT NATION:The Korosian Robotic Empire
HEAD OF STATE/GOVERNMENT:Emperor X-5
IDEOLOGY:FASCISM
/PRO-HUMAN/PRO-SYNTH/
/ANTI-ORGANIC/ANTI-TECHNOPHOBIA/

User avatar
The Heavenly Commonwealth
Envoy
 
Posts: 280
Founded: Jul 21, 2015
Ex-Nation

Postby The Heavenly Commonwealth » Thu Aug 25, 2016 2:33 pm

Species Name: Crimson (A nickname given by various other races)
Appearance: Drone: http://vignette4.wikia.nocookie.net/met ... 0702025109
Commander: http://vignette4.wikia.nocookie.net/met ... 0702025039
Biology/Anatomy:

The Crimson are a race that seems artificiality created by some sort of progenitor empire. While at first glance one would assume they are of mechanical origin, scientific analysis reveals that they are, in fact, a cross between a silicon life-form and a mechanical one, falling in some weird in-between.
Commanders also appear to have a ability to warp space to a weak degree, which they use to pick up objects around their would-be hand area, and create speech by manipulating a medium, such as gas or water. It has been speculating that they feed of space-time itself to gain energy, as it's near infinite and the would cause little to no impact on space-time itself, even when there are large groups.

The floating object that would at first appear to be one's head, is actually a weapon similar to a laser, with the ability to fire continuously, or in short bursts, at varying strengths. The "brain" is actually located in the core of the body, along with a weaker "emergency" laser. Their method of sensing is a form of radar, where every surface of said body acts as a transmitter and receiver, allowing 360 degree sight. This radar can detect this like color, sounds and even a form of touch. However, the cannot smell, and it is possible (albeit hard) to cause interference to their radar. Upon damage to one or more of their body parts, the seek the nearest source of metallic material and repair themselves, they are unable to regenerate of their own accord.

They come in two forms, drone and commander. The drone form seems to have zero free will and solely relies on direct orders from the commander, their size is comparable to a golden retriever. The commander stands in the 6-and-a-half foot range, and is fully sentient. A single commander can control around 3-to-5 Drones, at which point it's mind begins to overload. They are able to do this by a form of telepathic communication, and use this same ability to talk with both other commanders, and other species with telepathic ability.

A particularly strange part of Crimson behavior is that they will always refer to themselves as male. This rule persists even if he has been using female pronouns, oblivious to any other pronouns, for an extended period of time. Upon learning a male pronoun the will immediately change to using it, and will correct anyone who uses a different set of pronouns. This will even apply if the Crimson would have no realistic way to know this was a male pronoun

Natural Abilities:
They require no food, water, or gases to live

Each one has a built-in laser weapon, as well commanders having a power to create minor manipulations in space-time

The ability to instantly read all cybernetic data stored directly onto a machine, although knowledge they deem unimportant is quickly forgotten

360 radar sense.

Telepathy

The ability to use Blood Crystals, or the Obelisk.

Unnatural abilities: Some have managed to retain fragmented pieces of data from before their deactivation, others, such as Bloodred, can use more drones than the maximum limit would normally allow.
=========================================================
Life Span: They have no known lifespan limit.
Reproduction: They cannot self replicate, and it is unknown how they are manufactured.
Intelligence Level: Sentient
Species Type: Silicon/Synthetic
=========================================================
Population Percentage: 100%
Notable Individuals: Bloodred, a notorious leader of a powerful space pirate gang, who is said to control 100 drones.
=========================================================
Brief Description of Species: (See biology)


GENERAL-
NS Nation Name: The Heavenly Commonwealth
Nation Name: The Obelisk Empire
Flag: https://upload.wikimedia.org/wikipedia/ ... al.svg.png
Location: Inner Sagittarius Arm
Number of Controlled Systems: 35,000
Capital (System, Planet, City): The Obelisk is a large ship in between stars, and is therefore unable to be defined by these definitions.
Government type: Feudal Oligarchy
History:In an age long forgotten, of which a great empire ruled the whole of the galaxy, they built.. things. Things neither all machine or all creature, to work and fight for them. They are no more, but their constructs remained, dormant across the many worlds of the galaxy. It was inevitable that the would awaken. The first ones to awaken found a galaxy that thought their master's constructs as nothing more than weird jewels, adrift in space. It had no place for their kind, and the where victims of horrible xenophobia.

The Obelisk was a structure feuled with mystery. Appearing to be mechanical, yet with seemingly no function. It was here that the Crimson first congregated, suddenly, as if drawn to it by some unknown force. A scociety formed within it's mysterious inner workings, a scociety that would expand to create colonies, for the riches of other worlds, and for relics of thier ancestry. They dug up, drones, commanders, and crystals, and they grew stronger. Their empire grew to have it's own culture and recognition of thier empire by almost all races. They remain mostly the same, rarely partaking in active diplomacy, and being the resident sleeping power.
Population: 1,000,000,000,000 commanders
Species: Only the Crimson are present within the Empire.

ECONOMIC-
Ideology: Isolationist, Supremacist, Materialistic, Scientific.
Economy: Good
Manufacturing: Strong
Agriculture: Horrible

MILITARY-
Population: 50,000,000,000
Branches: Their is only one branch
Standard infantry: They have large numbers of drones.
Standard weapon types: They use the weapons on their own bodies.
Standard ship: A Blood Crystal, which are able to carry around 1,000 entities at a given time. And have a powerful pulse blast.
Weapons:

-DRONE NODE: A large controller with the ability to control many drones at once

-BLOOD CANNON: A re-purposed fragment of a blood crystal, reusing it's ability to shoot pulses of energy. It is used as a mortar-esque weapon

-AMALGAMATE: A monster created from the fused remains of several down combatants, unpredictable and usually reserved for terror missions.

-SALVAGE SHIP: A ship made of various metals found throughout the galaxy, much like a normal spaceship. Dispite differences in composition, they always manage to look the same.

Strengths: A large amount of their weaponry is not understood, and can be hard to counter. It is also very durable and powerful, and the race itself tends to be, made of a very hard carapace.

Weaknesses: They cannot manufacture either this technology, or themselves, resorting to salvage for both.

User avatar
The New Earth Federation
Ambassador
 
Posts: 1962
Founded: May 06, 2016
Ex-Nation

Postby The New Earth Federation » Thu Aug 25, 2016 3:01 pm

The New Earth Federation wrote:CODE: SELECT ALL
GENERAL-
NS Nation Name: The New Earth Federation
Nation Name: New Earth Federation
Flag: This
Location: Perseus Expanse, somewhere between the 270 and 240 degrees
Number of Controlled Systems (No more than 60,000): 28,000
Capital (System, Planet, City): Epsilon Erdanri, New Earth, New London
Government type: Military Federal Republic
History:
After the destruction of their home world, the survivors of the Northern European Federation left the Sol system aboard one if the many colony ships that where built for the expansion of humanity. However they now where the arks of despair and grief, they set out for their new home in the Epsilon Erdanri system. Once they entered the system they landed on the nearest colonizabke planet, which was the thrid planet in the solar system. Soon they firmed what would be known as the New Earth Federation, however it was not with out its difficulties while on its journey to explore the moon of New Earth, the New Haven would be the source of a new conflict, the Human-Dracoian War.

The Human-Dracoian War
The Human-Dracoian War or First Contact incident was a very brief war that fought between the New Earth Federation and the Confederate States of Draco. Initial contact between the Federation the the CSD was first over New Earth’s moon, New Luna. A group of explorers, scientist and military escorts went to the moon in order to see if the moon could be colonized. However on their way back they discovered a strange transmission and so they went off course to investigate this transmission. Once they reached the object that was producing transmission, they discovered an unknown spaceship just sitting between New Earth and the fourth planet.

So they bordered the ship and went to investigate. However within docking with the ship they were attack by the security forces that the CSD sent with the ship, all of the crew was killed immediately save one Trooper who wiped all of the Nav records when he fell back to the cockpit, he was soon killed after that. After losing contact with the exploration ship the Federation sent the frigate NEF New Haven to investigate the disappearance. When the New Haven reached the site of disappearance it was immediately attacked then bordered by the CSD. The boarding teams were repelled and then the ship was taken over back NEF forces, both ships were taken back to New Earth. Soon a Battlegroup was mustered to invade the planet, 500,000 soldiers will take part in the invasion after the battlegroup would bombard the CSD military installations and factories. The battlegroup arrived about a few months later and invades the planet, the Dracoians had a much larger force but were largely disorganized because there was base military organization, tactics, and equipment for the Dracoians military; so their military depended on how the state that they came from organized and equipped its military, this created a large amount of confusion and bureaucracy. The next major battle was the Battle of Firebase Delta, this battle was critical because it was one of the outermost perimeter defenses that was established when the Federation landed on the planet. The reason behind the strategic battle was that this base helped protect a major supply depot that was located roughly 10 miles form the base, so this base was heavily defended with a large amount of infantry, air support, and armor support. So when the Dracoians attacked this base it was a desperate fight to hold them back. In the end the Federation was able to hold them off but at the cost of 70% of the soldiers stationed there. Next is the the battle of Lok pass, this battle was over the critical supply route that led form the northern states into the southern states. The Federation was able to take the pass along with the fortress there effectively cutting off the more industrial northern states form the more agricultural southern states. With both halves of the planet cut off form one another the Federation invaded first the Northern States in order to crippled their industry and ability to wage war, at the same a second Federation for attacked the Southern States. The southern states put up little to no fight as most of their militias or armies had retreated to the capital to protect it form the Federation military. The final was the Seige of Nar'val, this battle took about 7 months to end and during the first few days these 7 months Federation forces camped outside the capital's walls and proceeded to drop pamphlets warning the populace to move underground or somewhere safe. The next day the Federation began to shell the entire city, the shelling would last for about four hours and had a three hour in between each volley. Finally after the 7 months of shelling the city surrender thus ending the Human-Dracoian War.

Battles
First Contact incident
New Haven discovery
Invasion of Draco
Battle of Firebase Delta
Battle of Lok Pass
Battle of Northern States
Battle of Southern States
Segie of Nar'val City
-Seige of the Capital Building

Changes because of Human-Dacoian War
Federation
-Military
With the introduction of the Dracoians to the Federation; the military saw a great increase in military numbers, and new tactics. The Dracoians began to understand what it was like to be united under a strong central government with a highly organized military.

-Economic
With the take over of Draco, the Federation doubled in economic size and output. New products and a new market was available for wealthy investors and entrepreneurs. Mineral scans also showed that Draco had high concentrations of titanium, uranium, silver, gold, silicon, and other valuable materials for space travel/military/etc. areas
-Social
The Dracoians feared that they would not be treated as equals but much to their surprise they where treated as equals by many who fought in the Human-Dracoian war. Also parts of Dracoian culture and ways of life where the same in the Federation (militarization, honor, self-sacrifice) then other parts of Dracoian culture was implemented into Federation society.

Ral Naar Rebellion
With the Human-Dracoian War over, the Federation began to rebuild Draco and expand. However these where troubled times as a small group of Dracoians resented the Federation because of their imperialistic and militant take over of Draco, however few moved toward violence. A certain highly militant Dracoian named Ral Naar organized a small group of followers and decides revolts against the Federation declaring his state free and will never bow to the Federation. Naar establishes the Free State of Draco, then he proceeds to orders his followers to massacre all Federation Troopers as well as all humans and pro-Federation Dracoians. On New Earth, the 3rd Battlegroup organized and is sent to Draco to put down the rebellion, meanwhile Troopers stationed on Draco are on high alert and mobilized to defend their assigned states as well to put down any other rebellions. When the 3rd Battlegroup arrives a simultaneous invasion by space and group commences on the FSD within weeks the "capital" of the FSD is captured along with a majority of Ral's military/ political advisors are captured however Ral eludes capture for a month before being captured but Federation forces at his personal fortress. Naar is placed on trial he is found guilty of treason, genocide, terrorism, conspiracy to commit genocide, conspiracy to commit treason, and conspiracy to commit terrorism. Naar is executed by firing squad his body is then sent to the deepest part of the ocean and dropped there.

Now after several hundred years of peaceful expansion, the New Earth Federation is ready to step out into the stage of the galaxy and show the rest of the galaxy what it has to offer.......


Population (no more 1 trillion) 710 Billion
Species: Humans and Dracoians


ECONOMIC-
Ideology: Captalim/mercantilism
Economy (Horrible, weak, decent, good, strong, etc): Strong
Manufacturing(Horrible, weak, decent, good, strong, etc): Very strong
Agriculture(Horrible, weak, decent, good, strong, etc): Decent


MILITARY-
Population (No more than 5% of entire population): 28.4 Billion (that's 4% of my population, don't worry I did the math)
-----Military Doctrine: The Federation has a every interesting military doctrine what makes it unique is that unlike other nations which focus on Armor (like tanks), the Federation focuses on Infantry and Air/orbital support, this not only makes the Federation unique but a lot more flexible with military tactics as they can employ more spec-ops forces as well as large infantry divisions with air and orbital support. To compisate for the limited use of armor presence on the battlefield, the Federation has begun to use squad protection drones. These drones only have one job and that is to assist the squad, this means anything form local fire support to recon.
Branches: Federation Army, Federation Navy, Federation Air Force
Standard infantry:
Standard Infantry weapon types (Energy Based, Mass Drivers, Missile, Other): M83A7 Pulse Rifle
Standard ship: Frigate
Space Weapon Types(Energy Based, Mass Drivers, Missile, Other): (1) Super MAC cannon, (10) Missile pods (40 missiles per pod), (10) Heavy Kinetic cannons, (20) Plasma Turrets, (10) Ion cannons turrets, (6) Nukes, (10) Gauss point defense turrets

Strengths:
Loyalty- It is a standard custom in the Federation to serve in the military for at least 2-3 years after basic training. Even after being discharged most of the population now is either reserves or serves in the Federal Home Guard (active and reserve), this has cause many to categorize us a heavy militarized nation. Soldiers of the Federation are trained to not back down, fight to the last man, and will fight for both the Federation and their loved ones.
Training- The Federation takes great pride in the military, so we train them to be ready for anything and to make sure that they have everything perfect. Standard basic training is about 3 years and more depending on if you want to become a commando, ranger or Paladin.
Implants-Along with our training all NEF military personal are required to get implants that increase speed, military intelligence, reaction time, situational awareness, strength and bone strength.
Reliable armor/weapons- We want quality over quantity, that is the basis of the Federation military, everything form our spaceships to our bullets are designed to be of the highest standard.

Weaknesses:
Training- One of the main weakness of the Federation is the training time of its soldiers, because we focus on quality over quantity it makes it difficult in the words of some "spam a metric ton" of soldiers for combat.
Limited shielding- Again another weakness, our ships are heavily armored which allows them to take a great deal of punishment, because of this leads to the limited use of shielding.
Limited ground armor- The Federation is not like other nations we tend to focus more on infantry with Orbital/Air support then having a metric ton of tanks. We believe that infantry is much better for clearing urban and non-urban areas then tanks, because infantry can basically be anti everything if you equip them correctly.
Loyalty- Loyalty is also a double edge sword, while it allows for high morale it also hinders us because this may lead to complete groups of soldiers being wiped out due to not falling back or holding their ground.

#IA_APP

Species I: Human, 60%
Species II:
Species Name: Dracoians
Appearance:
Male
Female
Biology/Anatomy: Similiar to a human but they have three toes and three fingers, they also have a darker shade of crimson blood. However makes do look very different form the females, we have came up with two theroies for this.
Natural Abilities: Males are excellent at warfare while the females are excellent at technology and electronics.
Unnatural abilities: Nope
Breathable Gas: Oxygen


Life Span: 170 years
Reproduction: Sexaully
Intelligence Level: Very intelligent
Species Type: (Avian-like, Mammalian, Molluscoid, etc...) Mammalian/Avain


Population Percentage: (How many members of this species is affiliated with your Nation) 40%
Notable Individuals: (If Any) Paladin Lord Jul Vin Rath


Brief Description of Species: A rather interesting race of individuals, it seems that there is a quite noticeable difference between the male and female sexes. The male gender seems to look more avian like while the female gender looks more mammalian, the Federation has created two theories for this. Theory- There are two major theories that our scientists have developed to explain the reason why there is a major difference between the male and female version of the Draconians,
1. That their was once two different species on the planet Draco however in some way the opposite sex of the two species started to die off and so realizing that the end is near the male sex of the northern climates and the female sex of the southern climates merged into one species. However this doesn't explain why their facial/body structure has changed.
2. The second one is that the males have evolved into what they are because of constant warfare and natural selection. This explains why most male Dracoians are very militaristic and pro military.

#IA_APP
Last edited by The New Earth Federation on Fri Aug 26, 2016 3:34 am, edited 1 time in total.
Tech Level: Mid FT, 2898
Militaristic, imperialistic, multi species spacefaring nation, not based on Earth
Captial: New Earth, Arcadia system
WE DONT USE NS STATS, PLEASE USE FACTBOOKS Telegrams are always welcomed, don't worry I don't bite.

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True Refuge
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Posts: 4111
Founded: Jul 14, 2015
Ex-Nation

Postby True Refuge » Thu Aug 25, 2016 3:28 pm

GENERAL-
NS Nation Name: True Refuge
Nation Name: The Ruin
Flag: Image
Location: Perseus Arm, Perseus Expanse
Number of Controlled Systems (No more than 60,000): 3
Capital (System, Planet, City): Tranquillity Habitat, Pacem System.
Government type: Absolute Monarchy
History: The Ruin is a quiet nation, fledgling and gaining its hold on the galaxy around it. The Ruin consists of many different groups of people and some other races seeking refuge and shelter from elsewhere, but the majority of its inhabitants come from a long-gone large empire, the Kulu Kingdom. The Kulu was once a massive empire ruled with a gentle hand, flourishing under the rule of the Saldana royal family. Spread across a hundred star systems, the Kingdom and its territories were set to expand much further during its golden age. The teachings of traditional Earthen-Christian values unified the Kingdom and brought peace to most of its lands. A state-owned company, the Kulu Corporation, that laid in the hands of the royal family maintained massive influence in an extremely diverse portfolio of industries. However, this was not to last, as a series of unfortunate coincidences swarmed the political side of the government.

An idiotic and naïve Emanuel Saldana I took the throne, and a corrupt Prime Overseer was elected in an embarrassing farce. With these two blundering morons ruling the country, the large royal family split into numerous factions, those supporting the leaders, those against them and those infuriated by the ridicule the monarch and his highest assistant was bringing the Kingdom. Michael Saldana was the only member of the last faction, but he held considerable influence in a rapidly growing bio-technics industry, which had long been restricted by religious views which denied genetics and AI development the room and support it needed for "going against God", but had bloomed again under a neglectful industry watchdog.

Michael received nanonic implants, namely a neural processor, and was "wetwired", a term meaning to have weapons implanted inside the body. While this angered his family, the last straw was him undergoing genetic altering, bequeathing him an extended life, a greater immune system and greater intelligence. At this point, his raging family ostracised him, and the head of the Christian church in the Kulu Kingdom excommunicated him for breaking the religion's values. Despite this, Michael marched onwards, albeit with distaste. Calling in old favours, he secretly diverted funding into the bio-technics corporations, with the objective of discovering something life-changing.

They did, and they called it the affinity gene. A gene that when spliced into an organism’s genome gave them the ability to communicate through telepathy with other creatures with the gene, and also the ability to perceive a rough idea of emotions in others with the gene. Michael immediately spliced this into his genome, guaranteeing it would survive in his family for as long as they survived. Unfortunately for the Empire, this discovery coincided with the beginning of the Highbreed War, a war that King Emanuel brought the weakened Kingdom into in a stumble. The decision shattered an already dissatisfied populace, and Michael re-emerged in the public, trumpeting an alternative against the terrible leadership. Support was incredibly high, increasing further as worlds were lost to the unconventional enemy. The royal family attempted to restrain the disobedience, and at that time Michael defected, organising an exodus for millions and bio-technic corporations to leave for another habitable system far away from the rapidly crumbling Kulu. Towards the start of the war, the Saldanas lost their hold on their Kingdom, and it fell into anarchy. It quickly faded into insignificance among the nations that survived the war, dismissed as another of the horrific casualties.

Michael led his refugees over a massive journey, the planets and systems behind them slowly falling to the Highbreed. As the journey progressed, the scientific community that he had rescued conducted yet more research into the affinity gene and its possibilities, and ships crammed full of fleeing citizens began to follow them into the unknown. A Sol year into their journey, the researchers created a form of tissue they called bitek, and they found that it could be manipulated into many different creatures and organisms. The first “habitat” personality was created, a sentient living intelligence that was stored inside Michael’s personal ship, and he conversed with it until it broke apart and died after several Earth days. He commissioned further research into longer-lived bitek organisms.

By the time the expeditionary force found its ideal system to survive in after a year of near constant-FTL travel and several stopovers among small agrarian nations to replenish and recuperate, it had grown to a billion travellers along tens of thousands of ships, all sustained by a rapidly dwindling supplies. The researchers had improved bitek tissue immensely, giving it the ability of creating several different species, each of which were sentient, intelligent and infused with the affinity gene, which most of the refugees had received. A habitat species was germinated around the new system’s one gas giant, and was named Tranquillity, and it rapidly grew to accommodate its citizens. The system was named Pacem, to signify and celebrate the end of their journey and the arrival of peace. As time passed, the refugees split into agrarian settlements on planetary surfaces, Tranquillity residents and the workers of the nearby Estia system, an inhospitable but extremely valuable collection of gas giants around a red dwarf star.

At the nation’s formal unification after its stabilization, Michael Saldana dubbed it the Ruin, with Tranquillity as its capital, a reminder that it was what was left of the long-gone empire, and a reminder to him that he had journeyed and left his family behind. Michael’s single daughter, Ione, is in suspended animation awaiting him to weaken of old age or otherwise be unable to continue his duties. Tranquillity watches over itself in conjunction with the Lord of Ruin, and due to it being able to observe all parts of itself, crime is extremely low inside the Ruin’s capital.
________________________________________

Recent Times
After allying with the other small nations of the Faulian Republic and the Zhong Vey Loyalists (latter led by Commander Zhar-Cull Azif Callur) agains the Zhong Vey Separatists in the Loyalists’ civil war, the Ruin’s bitek medical and military innovations provided a strong edge at first. However, a year and a half in, a surprise attack shattered the territories the Ruin had acquired during the war, forcing the Ruined Army to complete a tactical withdrawal under the orders of High Admiral Samuel Aleksandrovich. The Faulian-gifted Sen system was declared the Ruin’s soverign territory and remained under heavy guard. These actions were accompanied by a semi-permanent severance of communication with the Ruin’s allies to avoid a trace back to their home system.

Within Pacem and many unnamed and unclaimed systems, the numerous bitek research Programs blazed onwards unaffected by the international drama. One of them is now coming close to its conclusion. Named the Hellhawk Program, its success has been dreaded among the pacifists of Tranquillity and elsewhere, and its inner workings are shrouded in controversy and a level of secrecy so high that even the Lord of Ruin finds it difficult to investigate. What little public knowledge the rumour mill has spewed out is superweapon research. Its funding has recently been increased in wake of its incoming results, sparking yet more flak for the Lord of Ruin.
The Ruin has now returned from its short respite, looking once more for allies unburdened by war, allies to share its technology, trade and wisdom with.
Population (no more 1 trillion) 2 billion.
Species: Human (Sorry)


ECONOMIC-
Ideology: Protectionist/Isolationist
Economy (Horrible, weak, decent, good, strong, etc): Decent
Manufacturing(Horrible, weak, decent, good, strong, etc): Good
Agriculture(Horrible, weak, decent, good, strong, etc): Good


MILITARY-
Population (No more than 5% of entire population): ~3 million.
Branches: The military, dubbed the Ruined Forces, consists of two sections, completely independent from each other due to the great differences between the technology and weaponry used, along with ethnic, rank and other disparities between the sections. The full military, which is actually quite puny compared to other nations, can only be scrambled under an order from the current Lord of Ruin.

Land: A large collection of grunts, officers and other lowly soldiers, the Terran Combat Division utilizes old Kulu technology, along with whatever can be scavenged and reworked from other fallen nations. Squads are in sets of 12, platoons in 48. As war does not happen much at all in the Ruin, ranks are awarded based on dedication to soldiers' tasks, along with officer training and deterrence of the occasional pirate or international criminal. The vast majority of the Land division is spread widely among the territories of the Ruin, therefore giving every section of ground its own (small) guard.

Infiltrators are a very small group of elite soldiers, forming the Ruin’s few special forces programs, and also the most deployed units of the Land Division. Depending on their mission, Infiltrators either carry small SMGs, or high-powered rifles, along with mini-crossbows as their sidearm. An advanced version of a personal shield generator allows Infiltrators to activate a temporary invisibility cloak, although a haze is still visible while moving quickly. Their objectives often include assassinations, raids, and support for normal soldiers.

Terrestrial patrols utilize a lot of old vehicle technology, such as the Prowler(which’s unique two-barreled design combined with a AP HMG attached, gives it great anti-vehicle firepower), and the Mosquito. While these vehicles are extremely old, as is the designs behind them, soldiers often describe them as “getting the job done, because there isn’t a job to do.”

Navy:
The Navy division of the Ruined Army is held in high regard due to a lot of captains not asking for pay of any kind other than food, shelter and duty. Bitek is used liberally in the construction of ‘hawks’, living spaceships that are bonded to their captain through the affinity gene, and exist in multiple varieties. Hawks reproduce by self-destructing in the atmosphere of Pacem's single gas giant, the Duke, after a life of ~80 years for blackhawks, and ~100 years for voidhawks.

For this reason, soldiers of the Navy rarely rout from their battles, as captain and crew feel the need to let the ship live a full, honourable life to reproduce or die fighting. There are only two ranks, crew, and Captain. Bitek ships have the advantage of each being quite different from each other, and also a decent ability to self-repair after a firefight, and a resistence to electronic warfare (although on-board systems will still be affected without shielding). The weakness of hawks is that they do not function well in gravity, as such they cannot enter planet atmospheres, making them ineffective in providing support for ground troops.

Captains and their ship must serve ten (Tranquil) years in navy service, the usual path from there usually is either trade, continued service or exploration of space. The structure of bitek starships varies wildly, although a common trait among them is a streamlined appearance, such as this.


Voidhawks
Voidhawks are the all-around form of bitek. Mobile, long-lived, and having an intelligence of their own, they make up the main body of the Ruin’s Navy. Voidhawks (and other hawks) emit a distortion field around them, allowing them to warp space and time in ‘swallow’, moving them other distances of ten to fifteen light years each jump (about one every hour). Equipped with hundreds of Combat wasp drones capable of many different tasks, along with kinetic missiles, gamma lasers and the occasional nuclear missile, a fleet of voidhawks are a formidable target, although a larger, better equipped fleet will find a victory easy.

Blackhawks
Blackhawks are the stronger variant of hawks, discovered at the same time that voidhawks were originally created. More resilient, faster with fifteen to twenty light-years per swallow, and generally larger, blackhawks are a specialised and rarer breed. Unfortunately, the trade-off for these better qualities is an average lifespan that is about twenty years shorter than voidhawks, and as such captains of blackhawks are a little more sombre and jealous of voidhawk captains, but they generally do not let such pettiness interfere with their missions.

Hellhawks
Investigation is ongoing into a mutation in the process of hawk reproduction, which gives a very slight boost to strength, intelligence, and life expectancy. Researchers believe that if they understand this mutation more, they could increase its effect massively, creating a new species of bitek warship. While they have not done so, the hypothetical supership has already received its name, and several captain embryos are in suspended animation in preparation for this discovery. A prototype experiment is nearing its beginning, so it might be quite close to its first creation.

In addition to hawks, Spatial Defence Platforms (usually called SDs), essentially mounted heavy electron lasers, sit in orbit around the Ruin’s planets and Tranquillity to assist in defence. In wartime, SDs production can be somewhat accelerated to ensure safety of valuable assets.
Standard infantry: The MAX is a hulking terror, capable of soaking an incredible amount of small arms fire through heavy armour, and can hold two large weapons clipped to the suit’s arms, which can range from chain guns, anti-vehicle grenade launchers, light anti-aircraft cannons, gauss guns and rocket launchers. Prototypes of the MAX suit used in the Ruined Army today were created after farmers began modifying powered exoskeletons intended for terrestrial mining operations, welding shotguns and homemade metal plates to them for use in defending their crops against wild xenoc animals.


After their potential for both saving and taking lives was realized, revisions to the initial design were quickly adopted by the Ruined Army. The end result is a lumbering juggernaut capable of adapting their flexible weapons systems to a variety of situations while absorbing immense amounts of fire. While the MAX suit’s reduced mobility and reliance on complex repairs and materials has prevented it from replacing entire armies, its combat flexibility and cover it provides for fellow soldiers marks it as a valuable asset of the Ruined Army. The MAX-V variant features airtight armour and removes most of the ammunition to replace it with oxygen storage, allowing for use in thin atmosphere and vacuum environments.

The standard soldier of the army utilizes standard projectile weaponry, a cheap alternative to the energy weapons popular among other nations. Every soldier carries a personal shield generator and light body armour, although the strength of both of these vary wildly depending on soldier role, rank and importance. Weaponry includes carbines, light machine guns, and a variety of different explosives. The standard soldier is not completely well-trained, and membership is high due to the lack of wars and other military requirements in the Ruin’s region.

Each squad’s twelve members is divided into a Squad Leader (utilizing communication equipment, flares, and leadership skills), four Heavy Assaults (LMGs, heavy shields and overdrive for said shield, picture shown), five Light Assaults (jetpack equipped), a MAX, and a medic.

Standard weapon types (Energy Based, Mass Drivers, Missile, Other):
Standard ship: Hawks.
Weapons(Energy Based, Mass Drivers, Missile, Other): Most of the infantry utilize conventional (bullet) based weaponry, although an experimental energy weapon or two are found around as part of ongoing weapons research. Hawks, as discussed above, use combat wasps, lasers, and also conventional missiles.
Strengths: The Navy is extremely quick to mobilise and loyal. The military is engineered for mainly the defence of planet surfaces, orbits and Tranquillity, and is capable of repelling forces. It often doesn’t matter, as the Ruin is small enough fry that most hostile nations won’t bother spending resources on conquering the Ruin.
Weaknesses: The military is too small to mount real offensive campaigns, as that would leave the Ruin weakened and vulnerable. Instead, it is more suited for reinforcing allies and simple exploration missions.
COMMUNIST
"If we have food, he will eat. If we have air, he will breathe. If we have fuel, he will fly." - Becky Chambers, Record of a Spaceborn Few
"One does not need to be surprised then, when 26 years later the outrageous slogan is repeated, which we Marxists burned all bridges with: to “pick up” the banner of the bourgeoisie. - International Communist Party, Dialogue with Stalin.

ML, anarchism, co-operativism (known incorrectly as "Market Socialism"), Proudhonism, radical liberalism, utopianism, social democracy, national capitalism, Maoism, etc. are not communist tendencies. Read a book already.

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Polar Svalbard
Senator
 
Posts: 3642
Founded: Mar 28, 2015
Ex-Nation

Postby Polar Svalbard » Thu Aug 25, 2016 3:46 pm

Species Name: Oxxhste
Appearance: Humanoid Rocks taking up a variety of different forms, from bipedal to quadruple arms, a variety of differences due to how they formed or if they change their appearance
Biology/Anatomy: (What is the body of the species like? Do they have less bones? Many bones? Purple blood?) These are Silicon Beings
Natural Abilities: (Psionics, Alchemy, Ect...) They are extremely strong and durable
Unnatural abilities: (Abilities that put certain members of this species aside from others) There are a variety of weapons that Oxxhste can sometimes develop ranging from poisonous gases to shootable spikes that regenerate to radioactivity.
Breathable Gas: Not a necessity, although they do need to find ways to generate electricty for their crystal structure, which can hold charge for along time, at first sunlight was the most used kind of electricity until they found ways to generate it themselves.


Life Span: (How long do members of this species survive) Oxxhste can live for millenia and usually only die when killed by unnatural causes which affect the crystal interior structure which makes them intelligent
Reproduction: (How does this Species Reproduce Asexually? Sexually?) Oxxhste do not reproduce, they are formed over decades as special crystals on their home planet develop and fall into lava where they begin the process of forming rocky bodies based on a series of code interlaced in their structures
Intelligence Level: (Sentient/Semi-Sentient Species can have varying levels of intellect that can also affect their technological and military breakthroughs, how intelligent is your species in General?) Very Intelligent, for most of their existence they were philosophers until their first contact with aliens
Species Type: (Avian-like, Mammalian, Molluscoid, etc...) Silicon Creatures


Population Percentage: (How many members of this species is affiliated with your Nation) 100%
Notable Individuals: (If Any)


Brief Description of Species: The Oxxhste are Silicon creatures of the planet Nickonyx. These Extremely Intelligent creatures are formed in the caves of Nickonyx due to a special type of crystal only found on that planet. These crystals have natural electrical pathways that formed as they grew in the caves. Due to the geological nature of the planet magma quite often flows up and sweep crystals into the lava flow where they spend decades growing and forming the 'organs' that are needed to move the rocky bodies that they form, eventually the lava recedes and these creatures are left behind to come to the surface and meet others of their race.

For millions of years these silicon creatures were very passive and uninterested in technological development, and mostly they sat around philosophizing the nature of the universe as more and more of them were created. There was never much in the way of war as these creatures never found too much need for it, if they needed more room they dug down or built up.

They finally became a stellar nation when a race of advanced aliens came in and started to tear up their home, in response the rock people started to fight back as their homeworld was threatened, In battle the rather squishy aliens with fancy tech were no match for the silcon based people and as such were slowly eradicated by the rock people. They were only eradicated though because the rock people never realized they surrendered, and thus they up and assimilated the squishy aliens' star state as their own as the last of the attackers died off. It was then they, the philosophers they were, realized what they had done.

A good bit of the technology they capture wasn't utilized by them, stuff such as robots and items that lazier beings would make were not really implemented although items like computers and FTL drives were taken in along a multitude of other tech. The products they make being craftsman items, rather than mass produced. Their ships, rocklike, finely crafted, well armored but not the most manueverable things. The stuff they do is like them. They're living rocks, to think the way they do imagine the sort of things that rocks in your back yard would want to do and expand upon that.


GENERAL-
NS Nation Name: Polar Svalbard
Nation Name: (what you want to be called in the RP) The Oxxhste Collective
Flag:
http://static1.squarespace.com/static/5506acb1e4b0b39d3c22d329/t/555897d8e4b0c9f331970cdc/1431869404880/earth_flag

Location: The Nickonyx system in the middle part of the Norma arm
Number of Controlled Systems (No more than 60,000): About 50
Capital (System, Planet, City): The Nickonyx system
Government type: It is a Meritocratical Republic
History: (a two Paragraph minimum)
For millions of years these silicon creatures were very passive and uninterested in technological development, and mostly they sat around philosophizing the nature of the universe as more and more of them were created. There was never much in the way of war as these creatures never found too much need for it, if they needed more room they dug down or built up.

They finally became a stellar nation when a race of advanced aliens came in and started to tear up their home, in response the rock people started to fight back as their homeworld was threatened, In battle the rather squishy aliens with fancy tech were no match for the silcon based people and as such were slowly eradicated by the rock people. They were only eradicated though because the rock people never realized they surrendered, and thus they up and assimilated the squishy aliens' star state as their own as the last of the attackers died off. It was then they, the philosophers they were, realized what they had done.

A good bit of the technology they capture wasn't utilized by them, stuff such as robots and items that lazier beings would make were not really implemented although items like computers and FTL drives were taken in along a multitude of other tech. The products they make being craftsman items, rather than mass produced. Their ships, rocklike, finely crafted, well armored but not the most manueverable things. The stuff they do is like them. They're living rocks, to think the way they do imagine the sort of things that rocks in your back yard would want to do and expand upon that.
Population (no more 1 trillion) ~ 50 Billion
Species: Oxxhste


ECONOMIC-
Ideology: Capitalism with a heavy emphasis on bartering although a currency is used after the Stellar Incident
Economy (Horrible, weak, decent, good, strong, etc): Good
Manufacturing(Horrible, weak, decent, good, strong, etc): It is slow but based around finely crafted items as that is their culture the assembly line would never make it to them
Agriculture(Horrible, weak, decent, good, strong, etc): Non existant


MILITARY-
Population (No more than 5% of entire population): 3%
Branches: Spacial Force, Assault and Defense Force
Standard infantry: An Oxxhste being
Standard Infantry weapon types (Energy Based, Mass Drivers, Missile, Other): Railguns along with explosive items, Mostly projectile based
Standard ship: Turning an asteroid into a finely crafted stellar ship is their specialty
Space Weapon Types(Energy Based, Mass Drivers, Missile, Other): Railguns, missiles, nuclear devices
Strengths: Extremely Strong and Durable with no need for food or air and are very intelligent
Weaknesses: Very easily outmaneuvered, can be easily outproduced, and they are very slowly reproduced
Member of The Western Isles
Svalbardian international policy summarized: "Shoot first, hope that no one asks questions later." - Linaviar

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The Empire of Pretantia
Post Czar
 
Posts: 39273
Founded: Oct 18, 2012
Ex-Nation

Postby The Empire of Pretantia » Thu Aug 25, 2016 5:48 pm

GENERAL-
NS Nation Name: YOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOUUUUUUUUUUUUUUUUUUUUUU
Nation Name: Kingdom of Orso Domum
Flag: The Red Skull of Orso eating a black hole on a black background
Location: http://i.imgur.com/pAkVGSB.png
Number of Controlled Systems (No more than 60,000): 5,000
Capital (System, Planet, City): Orso System, Planet Orso, Orso Capitalis
Government type: Constitutional monarchy
History:
Ancient Alien Astronauts kidnapped humans and put them elsewhere in the galaxy for shits and giggles. Teehee!

Over a millennium ago, the parliament of the Kingdom of Margo was married to the parliament of the Kingdom of Harlburo, uniting the world of Orso into the United Kingdom of Orso. Humanity flourished for decades under the reign of the Orso Dynasty, expanding to the stars and mastering space travel. However, within the century Orso found its existence threatened by countless alien menaces. Too many races looked upon the new empire and saw weakness. Orso came under siege by the foulest creatures of the universe, the monsters purging a dozen colonies and sending the kingdom back a hundred years. In these desperate times, Queen Mayax Orso I chartered an elite fighting force: Her Majesty's Heavy Infantry. Clad in the second and third generations of Orso powered armor, the HMHI bore massive individual power against the alien menace and spearheaded mankind's counterattack. When the aliens fled, the grenadiers followed. The Armada chased their prey back to their homeworlds, burning all between. When their foes laid in ruin, the Orso Empire rebuilt.

Even once the original threat had been vanquished, the Orso Empire met a new and even greater foe: The mechanical and lifeless Imperial Clans. The two nations came to blows in the Dyson War in a spectacular manner. The HMAF met the War Hosts of Emperor Prime in brutal combat, outnumbered many times and sometimes outgunned. The Clans proved to be a match for the Empire, exceeding the old alien nations in power and technology, and pushing the Orso forces to their limits. After years of hard combat the Orso Empire had destroyed the mining colonies of the Clans and reached Chinkyu, the Dyson Sphere long inhabited by the Imperial Machines, and engaged in a grueling battle on, above, and within the hollow world. The HMHI fought tooth and nail in a lengthy campaign on the massive shell's surface along the outskirts of Clan citadels, suffering their greatest casualties in a single battle in the HMHI's history: 80,000 grenadiers and 12,000 marines died during the campaign. The war concluded with the utter destruction of the Emperor's palace, although even then the battles against Clan remnants continued for a century after, led by the Knightly Orders of the Empire who were founded upon Chinkyu, rechristened Tycho.

In the conclusion of the Dyson War the Orso Empire and humanity was left the dominant power in the region. After receiving their respite after centuries of conflict, the Empire began its expansion again. Along the outskirts of Orso space the Order of the Red Skull discovered the trihumans, an entire classification of mutants, in settlements across a wide section of space. Though the Empire acknowledged they were indeed human, the Knightly Orders of Tycho led a violent crusade through trihuman space, annexing thousands of planets and exploiting their resources. Around the same time Chromesthesians began appearing in the Empire's borders as smugglers and pirates. The Trihumans the Orso handled violently, by conquering their entire space and repressing their populations. The Chromesthesians, however, plague the Orso to this day.

Encounters with alien nations of equal or greater power have tossed the Orso Parliament into disarray. There were two defining camps in the government: Hardliners who opposed interaction with other races through any means besides conflict, and Progressives who supported peaceful communication with other races. Also in the air was treatment of trihumans, which the Hardliners were seeking to improve. So divided were these groups that there was eventually a secession movement after several centuries. The Eastern Colonies, primarily Hardliners, seceded from the Empire and founded the Empire of Halifax, thus beginning the Era of Two Empires. It ended with a massive civil war that shook Astra Orso and ended both the Empire and Halifax as institutions. The sheer destruction wrought by the tech armadas of Orso and Halifax shattered the Empire into hundreds of independent states feuding over the remnants of Mayax's legacy.

From this rubble rose the Kingdom of Orso Domum on humanity's homeworld (OTHER homeworld, fucking Terrans). Led by King William Orso, Orso Domum seeks to reestablish the Orso Empire and unify humanity.

Population: 300 billion
Species: Homo Sapiens Orso (Orso humans)


ECONOMIC-
Ideology: Capitalism
Economy (Horrible, weak, decent, good, strong, etc): Good
Manufacturing(Horrible, weak, decent, good, strong, etc): Good
Agriculture(Horrible, weak, decent, good, strong, etc): Good


MILITARY-
Population (No more than 5% of entire population): 10 billion; About 90 legions of 10 fire brigades each for the HMRA fire brigades
Branches: His Majesty's Royal Army (guard regiments and fire brigades), His Majesty's Grand Armada, His Majesty's Order of Mayax
Standard infantry: *Insert picture of Fallout or Starcraft power armor*

The standard infantry of the HMRA guard regiments are simple, like most of the galaxy's militaries. They wear semi-powered protective suits that keep them alive against adverse conditions and most small arms fire, and are armed with laser rifles. Their elite heavy battalions, descended from Her Majesty's Heavy Infantry of the old empire, are grenadiers, which I shall get into later.

The fire brigades of the HMRA are descendents from Her Majesty's Heavy Infantry. Their soldiers are the grenadiers; superheavy infantry clad in powered armor. Their modus operandi is destruction; they land on a planet with the intention to do maximum harm to its inhabitants. However, they are not nearly as well-equipped for the task as their ancestors; whereas the HMHI's powered armor was an unstoppable juggernaut bristling with guns and armor, modern powered armor (Generation X) has developed to be smaller and cheaper; developed with non-grenadier targets in mind. Nevertheless, grenadiers are still impervious to anything short of a direct hit with several anti-tank rounds. However, for handling the other states who also use powered warfare, the fire brigades maintain seventh-generation armor, which are true beasts boasting a deadly array of anti-armor weaponry.

Standard Infantry weapon types (Energy Based, Mass Drivers, Missile, Other): The preferred weapon of the infantry is the laser rifle. Other armaments include the usual such as rocket launchers, and the more unorthodox such as railguns.
Standard ship:
The vessels of the HMGA, excluding transports are designed with three purposes in mind:

1. Location and destruction of enemy logistics and commerce;
2. Void supremacy of the battlespace;
3. Support of the HMRA and His Majesty's Marine Corps through orbital bombardment and intelligence.

Orso vessels are divided into these categories based on size and role:

Dreadnought (25 km): The largest and most powerful vessels of the fleet, designed to defeat both fleets and ground defenses. They have thick armor and strong shields surrounding powerful guns capable of taking on ships five times the dreadnoughts' size.

Cruiser (2 km): The most common warship, the cruiser is built to fulfill both orbital support and ship-to-ship combat, like the dreadnought. However, the cruiser is a fraction of the strength of a dreadnought, as they lack the sheer size.

Destroyer (1 km-): The hunter-killers of the HMGA, designed to hunt pirates, destroy enemy commerce, screen fighters and exploit enemy weak points.

Fleet carrier (10 km): Carriers are the battletaxis of Orso aerospace craft.


Space Weapon Types(Energy Based, Mass Drivers, Missile, Other): The predominant weaponry for vessels is the railgun and the laser for a mix of long and short range.
Strengths: Individually powerful expeditionary forces
Weaknesses: relatively small expeditionary forces

#IA_APP

Worth noting that Astra Orso exported mercenaries, but they're banned in most nations for being so destructive.
Last edited by The Empire of Pretantia on Thu Aug 25, 2016 6:04 pm, edited 1 time in total.
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Inoroth
Negotiator
 
Posts: 5342
Founded: Jul 19, 2012
Authoritarian Democracy

Postby Inoroth » Thu Aug 25, 2016 9:28 pm

Le App

GENERAL-

NS Nation Name: Inoroth

Nation Name: Vimnon Enclave

Flag:

Image

Location: Blue- The Centaurus Veil

Number of Controlled Systems: 372 (12 ‘Core’ systems, 45 ’Settled’ Systems, 315 ‘Outpost’ Systems)

-A Core System must have a combined permanent population of at least 5 Billion or a planet with at least 1 Billion Vimnon
-A Settled System must have a combined permanent population of 500 Million or a planet with at least 200 Million Vimnon
-An Outpost System may have any combined permanent population less than 500 Million or a planet with at least 200 Million Vimnon

Capital (System, Planet, City):

The Tri-Planetary Space Station (TPSS, pronounced 'Tips'), which houses both the Tri-Planetary Council and GUSH governmental bodies, as well as a sizable fleet. Also known as 'Fulcrum Station' because it is constantly kept at or as near as possible to the point where all three inhabited worlds in the Vimnus system orbit around.

Vimnus System: Vimnus is a small Blue Dwarf Star surrounded by seven planets, three of which are inhabited. All three of the Vimnon Homeworlds (Vimn III, IV, and V) are small to medium planets covered by dense blue forests, ranging more towards bluish-green hues on Vimn III and more towards blueish-violet on Vimn V. A large asteroid belt circles beyond the planetary bodies, and makes hyperspatial travel difficult between the Vimnus System and the space beyond -- there are few plotted paths into the system that are continually useable.

The three inhabited planets are clustered very close together and orbit slowly around their star, dancing in and out so that sometimes one is closer to the sun than the others, and sometimes further away. The procession orbits the star in an elliptical fashion that is almost a perfect circle, resulting in rather mild and even seasons spanning about four standard years each, or a total of twelve years for one cycle.

The planets themselves also turn, taking about fourteen standard days to complete one rotation, such that for seven days a point on a planet is bathed by sunlight, and for seven days the point faces away from the sun and experiences a twilight, often lit by the shining faces of the other two planets, one of the five moons that whirl about beyond the cluster of planets, or just the darkness of space pricked by the light from distant stars. The sunlight-twilight cycle is very important for the life-cycle of most organisms, especially plant life.

The planets are cool in temperature, especially at the poles, but an insulating atmosphere traps heat quite well and the equatorial zones can grow quite warm if the conditions are right. No one truly knows which planet is the 'true' Vimnon homeward, though each lay claim to the title.

Government type: Semi-Meritocratic Elective Confederate Council

“Great United Summit of Havens (GUSH) Executive Council Administrators”, or the “GUSH Council” for short:

The GUSH Council is composed of twenty-one Advocate Officers, divided thusly; one selected from each of the three capital worlds of the Vimnus System, one each from among the remaining 11 core systems, four from the settled systems, three from the outpost systems, and one ceremonial tie-breaking vote. Each Advocate Officer, also known as an Ad-Off or AdO, has one vote in matters deemed grave enough to merit GUSH mediation, and additionally is often entrusted to supervise a compartment of the government that best suits the interests and backgrounds of both the individual and the systems they represent. Some of the more interesting members are below;

*Kurel Sar-Don of Vimn III --, A gentle and trusting soul with a wildly successful background in producing art and music. Entrusted with the Compartment of Arts and History
*Hirmaal Zek-Kirdon of Vimn IV -- A professional soldier who served for many years in the illustrious Infiltration Unit 7, until injuries forced him to more 'sedentary' roles. Entrusted with the Compartment of Defense and Military Operations
*Oopal Gor-Dinjeer of Vimn V -- A renowned professor of Bio-Technology and Natural Science at one of the most prestigious universities on Vimn V, with many discoveries of useful applications of plant and animal products to his credit. Somewhat aloof and absent-minded. Entrusted with the Compartment of Scientific Coordination and Advancement
*Sarool Dem-Wirbeel of Mol'Fresi -- Bombastic and a friend to all, he started from nothing and now helps run a massive mining enterprise spanning several unincorporated moons and asteroid fields. Entrusted with the Compartment of Economic Coordination and Advancement
*Firneed Vel-Nekdoo of Mol'Dosus -- A quiet but sly merchant and proud owner owner of a private fleet of trade ships that also help patrol the space lanes. Entrusted with the Compartment of Resource Acquisition and Allocation
*Peekzam Kek-Kooldeet of Mol'Zindis -- Something of a child prodigy in weapons design and engineering. Rather young to be at such a high level, but his flair at overcoming engineering and design problems for the military has elevated him beyond his years. Does not yet control a Comparment, but is often consulted by the Advanced Research Component ('ARC') of the Compartment of Scientific Coordination and Advancement due to his problem solving expertise.
*Harveej Fir-Ganuur -- Born in Space, theoretically having no partiality to any one world or system, an arbiter and overseer only, there to break tie votes. Taciturn and wise, she has lead several Discovery Class Frigates in explorations and excursions into non-Vimnon space. Entrusted with the Compartment of Justice and Law

Government Description: The principle governmental unit is the Haven, equivalent to a city/county. Most Havens are tightly-knit communities with considerable control and power vested in the local Haven Council, a benign body made up of the most upstanding citizens of the Haven. To become a council man or woman, two-thirds of the general population in the Haven and a unanimous vote by the sitting members of the Haven Council is generally required. The Council handles all legislative, judicial, and executive responsibilities; in larger Havens these are sometimes delegated to sub-bodies under the authority of the Council. Havens have jurisdiction over the day-to-day lives of the Vimnon people, and as such by-laws, ordinances, and traditions can vary greatly from one to another.

Every planet has a Planetary Council or equivalent, responsible for planetary defense and broad internal policy and guidance. Larger planets sometimes have a few regional sub-councils that help manage the responsibility of protecting and advancing the planet. Several Interplanetary Governmental Bodies do exist, most notably the Tri-Planetary Council of the Vimnus System (TPCVS or just TPC), the Assembly of Settled and Outpost Worlds (ASOW), and the Great United Summit of Havens (GUSH), but these serve in abstract roles for the most part, a place for mediation, sharing, and debate. The one clear mandate for these bodies is protection of Vimnon Territories and space lanes, and for the GUSH, setting foreign policy and making treaties with other non-Vimnon polities. The GUSH also controls the United Defense Fleet, funded by taxes and contributions from all other Vimnon governments for the purposes of common defense and limited offensive action if needed.

TL; DR Version: Havens are cities, larger government entities exist but generally the larger in scope they become, the less power they have. Most outsiders will deal with the Great United Summit of Havens (GUSH) for diplomatic needs and encounter GUSH ships along the borders of Vimnon Space.

History: Records of the Oldest Havens tell of dark times when the Vimnon were preyed upon by the multitudes of larger, stronger predators that inhabited the worlds of the Vimnus System. They lived in trees and relied on their agility to escape being eaten... but the Vimnon possessed something no other creature did -- a knack for inventing and using tools to improve themselves and their surroundings. First they built crude spears and elaborate traps to discourage being eaten, then they built temporary tree forts and houses to increase their comfort and security, and eventually discovered how to manipulate an indigenously occurring crystal into an effective building material -- and thus the Haven was born.

Ages passed, and many Havens cropped up on the face of the three inhabitable planets of Vimnus, and no one knows which planet was inhabited first, though each presents a credible case. The Tribal Vimnon rejected the idea of 'living in immobile stone tombs' (for some of the Vimnon buried their dead in the crystal from the beginning) and they forever split from their brethren. The others began advancing once their primary concern was no longer avoiding becoming lunch, and gradually they invented all sorts of technology to make their lives easier and better. They invented ways to communicate between planets, they eventually built ships to travel between them as well, and one day, scientists began making prototype FTL Drives... and the Vimnon began to look to the stars.

A friendly competition was proposed, and the Havens of each planet worked long and hard to be the first to send out a colonial ship to a neighboring star. Scout ships were sent out to choose suitable locations (some never returned), and the systems of Fresi, Dosus, and Zindis were selected. Vimn V was the first to send their scout ship, to the Zindis System. 'Mol' meant 'Colony' in the Old Vimnon, and so they renamed their new possession the Mol'Zindis System. The other planets followed suit a few years later when their colonial ships were dispatched, Vimn III claimed Mol'Fresi and Vimn IV Mol'Dosus. Those three massive colony ships still remain on the first world inhabited in their respective systems, the aging hulks a wonder to any who know the story.

After a long peaceful existence, cautiously carving out a civilization from among the new colonies and a few other nearby systems, the Vimnon eventually encountered other races and polities. Overall, their interactions were not terribly hostile, as the Vimnon Enclave was not expansionist or xenophobic, and it sought to settle disagreements peacefully. Now, however, they begin to hear of an entire galactic community, and as their borders begin to butt up against more and more galactic powers, they begin to realize how interconnected it is. The Enclave now seeks to understand their new neighbors and find it’s place in the galaxy.

Population: 119.3 Billion

Species: 99.99% Vimnon, 0.01% Various Stragglers and Diplomats




ECONOMIC-

Ideology: Peaceful and xenophilic, but guarded and exceptionally cautious. Keep to themselves but maintain diplomatic ties and limited trade, especially through Discovery Class Frigates, essentially vessels fitted for deep space exploration and first contact scenarios. Communal, contented, and cooperative as a race.

Economy (Horrible, weak, decent, good, strong, etc): Between good and strong. High levels of technology and advanced manufacturing processes are balanced by fewer planets and resources than most nations. Trade and Economics among the Vimnon are complex with much internal exchanges taking place, but a Macro-level breakdown of Vimnon economy could be made thusly: Internally, there are four general types of Havens by export: Food-Production and Farming Havens, Craft and Manufacturing Havens, Research and Learning Havens, and Mining and Production Havens. Each trade their surplus to the others in exchange for their surpluses, and generally things run rather smoothly. Externally, the Vimnon do not have much of a trade network but do send out Discovery Class Frigates, with the intention of swapping technology and learning, but no long-term trade lines have been established.

Manufacturing(Horrible, weak, decent, good, strong, etc): Between good and strong

Agriculture(Horrible, weak, decent, good, strong, etc): Between decent and strong

Economy Type: Mixed/Exotic -- Many individuals have side income through their various hobbies, the Havens and Universities control many economic functions and hold most of the patents and intellectual property rights, while corporations tend to control larger enterprises involving the consent of several havens.

Economic Strengths: Fairly diverse, stable, and developed economy with a high degree of production capacity and technology, thanks to the various Havens and Corporations producing and trading goods and tech throughout the Enclave.

Economic Weaknesses: Just are Vimnon are slow to reproduce and generally non-violent, so their economy is geared mostly for peaceful ventures and would take time to recover from setbacks or convert to a total war footing. Also, corporations are not terribly common except for massive jobs, and then with strict oversight; this has somewhat stunted growth compared to where is might be otherwise (though has also made things more stable). Also, the various planets rely upon each other for various internal imports and exports, and cutting them off from each other would greatly hinder economic production.

Major Industries: Tech and R&D, Scientific Discoveries and Theoretical Learning, Farming, Manufacturing, Shipbuilding, Mining, Military Production




MILITARY-

Population: ~ 6 Billion

Branches: Military Branches: Not Branches, per se, but there are four main levels of the military, each with different missions and equipment;

* Local security is affected at the Haven Defense Level, where the goal is to maintain local security in non-violent times and to present a means to strike back at invaders if other layers of defense fail. Most Havens do not typically have exceptionally large security forces, thought it is expected that civilians will step up if need be. The few permanent elements usually consist of the Haven police/guards, as well as a manned station within the Center that handles communications, maintains a small armory, and is able to raise a shield that can protect the Haven against orbital attacks. Some of the larger Havens also have fleets of ground vehicles and perhaps a wing or two of low atmosphere fighters, though these tend to be of civilian or industrial grade, not military grade. These forces are often of mixed quality and sometimes loosely organized, and are focused more on peacetime security and guerrilla warfare and resistance should their area fall to an enemy.

*Planetary Security is affected at the Planetary Defense Level, where the goal is keeping enemies from landing on the planet, and, should that fail, from taking it over. They have the bulk of ground, air, and naval units and equipment, though most of these are heavily reliant on droid/drone armies and low-cost vehicles. What active combat personnel there are, however, tend to be well protected Vimnon with high-survivability exo-skeletons, power suits, and vehicles with added protection. Also assigned to this level is the defense of the 'Littoral Zone' of space combat, the space within weapons range of the planet. Planetary defense guns both orbital and ground-based fall under their purview, as well as short-range non-FTL space-fighters and spaceships. Their two-fold tactics are to discourage and ward off enemy space ships from attacking the planet until larger fleets can arrive to their aid, and if that fails, to engage, occupy, and entangle the invaders in ground combat away from the havens until help arrives, using their disposable droids and drones to break enemy cohesion and inflict high casualties among enemies until counter-strikes by more elite units can be made.

* Security for a star system is affected by the System Defense Level, where the goal is to patrol the star system, maintain a large enough fleet to engage and destroy enemy threats before they can reach an inhabited planet, and to facilitate and coordinate FTL travel between the Enclave systems. System Defense Forces maintain many small and medium space ships, from the Pod Class up to usually the Heavy Cruiser Class, occasionally at the Battlestar Class. They also have elite infantry that drop in pods or travel in shuttles to board enemy vessels or drop down to a planet's surface to turn the tides of battle, having more advanced and expensive gear and more extensive training. The bulk of a System Fleet is kept as near as possible to all valuable worlds, with patrols being sent out to look for any early warning of trouble. The System Defense Forces also maintain several sensor and defensive weapons emplacements in space and asteroid belts, creating a sensor net that covers most if not all of the star system. They also run routine patrols through their local space-lanes, installing and maintaining sensor and communications buoys along the paths so that others can find their way.

*Finally, a fourth level of defense is affected by the Unified Defense Fleet, where the goal is to have a reserve of firepower that can be rapidly deployed to bolster and reenforce System Fleets and System Defense Forces as needed. This force, under the jurisdiction of the Great United Summit of Havens (or GUSH), maintains the bulk of the larger dedicated warships, shuffling these around between the systems as deemed most appropriate. The Unified Defense Fleet also posesses the most elite ground forces and boarding teams the Vimnon have to offer; only the best Vimnon are even considered, and then only after grueling training, and only the best weapons and tech are issued. These are the 'cavalry' other forces hope for in battle, the deciding force that sways things one way or another. Notable among their forces are INFILTRATOR Units that utilize the latest in cloaking technology and deception to sneak behind enemy lines, taking out key enemy equipment, infrastructure, and personnel, and DROP Units that are heavily armored and mechanized to be able to deploy quickly to a planets surface and charge even the most stubborn positions. This is also the force that would lead any invasion or preemptive strike against enemy home-worlds if that need arose.

Military Doctrine:
1.) The Vimnon Enclave cannot win a war of attrition with her neighbors.
2.) Thus, all conflicts that cannot be avoided must be ended quickly and dramatically.
3.) All equipment, weapons, and training must emphasize soldier survivability, versatility, and modularity to meet any and all mission requirements.

Standard infantry: INFILTRATORS and DROP Units are probably the most standardized infantry. One is a Covert Ops team and the other is a heavy mechanized team.

Standard Infantry weapon types: Vimnon use a wide variety of weapons. Caseless 20 mm kinetic rifles and 50 mm multipurpose launchers are considered the standard in reliability, stopping power, utility of ammunition, and ease of use. The second most popular weapon is a particle electrolaser with three modes: firstly it can be used in a continuous beam that heats the target area (which takes more time then other methods), secondly it can be set to fire series of high energy micropulses that burst whatever they contact with into plasma, but each individual shot does minimal damage, and lastly it can be used to ionize a target area and then create a negative charge in the gun that sends off a bolt of electricity towards the positively charged area. For non lethal uses, the firs mode can be powered down to create uncomfortable burning sensations. Supplemental weapons include larger man portable missile launchers with a wide range of ammunition, flamers, a plethora of grenades, drones, and experimental rail guns. Less lethal options include sonic cannons, optic dazzlers, MASERS, solidifying foam that can create barricades or entrap personnel. However, most initial combat is handled by drones wielding these weapons, actual infantry is only deployed when the situation is dire or once the enemy has been sufficiently studied.

Defensive gear is also highly valued:

Vimnon Ground Weapons and Tech:

Info Systems and Exo Skeletons:

Vimnon Information and Combat Awareness Batlescape System (VICABS) -- VICABS is an advanced networking of combat resources and information between soldier, commander, and HQ to amplify the effectiveness and utility of all Vimnon systems. It connects and integrates various levels of command, allowing considerable exchange of vital information during operations. With VICABS, operation planners can 'see' what each individual soldier sees, squad commanders know if one of their men are hit, and more or less where, before a medic is even dispatched, support can more effectively be given and received, the risk of friendly fire is greatly reduced, and decisions can be more clearly made and communicated. VICABS is, however, an unreliable tool at best, as jamming, EW, and EMP-like attacks are all apt to reduce it's effectiveness if not cripple it entirely. It can also be quite overwhelming if no filters are placed on what information is being broadcast and received. As such, VICABS is best suited to low-intensity or high-priority operations, or at least in strict parameters of what is and is not important information, which can vary considerably form mission to mission.

Exo Mk. 1 (A.K.A. MITE Armor) -- Tight-fitting exo with electro-liquid armor; essentially gel layers between the cloth layers that stiffen when stimulated by energy such as heat or sudden impact. This suit also increases lifting power and endurance considerably through the use of hydraulic micro-lines and computer-controller nodes throughout the system, which can 'stiffen' the gel with sustained electric currents. Magneto-electric Interior Tactical Exo (MITE) Armor is designed to fit under the standard Vimnon SI BDU uniform while providing some protection and maximum flexibility. This suit provides a level of defense against some slow-moving kinetic projectiles and shrapnel, as well as low-powered laser and electro weaponry and bludgeoning, but is vulnerable both to bladed weapons and most larger/heavier kinetic weapons and heavier laser and electro weaponry. Sensor systems monitor wearer's vitals and HUD built into the helmet, uplinking them to the squad commander and HQ in real time for assessment. MITE Armor is fully integrated into Vimnon Information and Combat Awareness Battlescape System (VICABS) and is standard issue to all infantry and most paramilitary and security forces. There are no recognized variants.

Standard Issue Battle Dress Uniform Suits (SI BUDS) -- Loose-fitting plasti-cloth garments worn by nearly every service member when on active duty, SI BUDS are essentially Vimnon Jumpsuits with additional tolerances for stress and wear, and larger modular pockets for gear stowage. Several variants exist, most notably:
*United Defense Fleet Serviceman -- Black Suits with Grey and White trim, these are rugged though stylish mass produced garments for the many with strict regulations on how they should be worn and maintained, as well how rank and medals are to be displayed.
*United Defense Fleet Officer -- Black Suits with Red, White, and Gold trim, these are made from nicer material and while regulations on maintenance remain strict, the rules on the display of rank and medals are more 'vague', allowing for personal expression.
*United Defense Fleet Ground Operations -- Adaptive Digiflage Suits with no trim, these are ruggedly functional mass produced garments that are able to alter their coloration and thermal signatures to better blend into the environment. More modular attachment points to allow for maximum flexibility in carrying gear in various ground missions. What few rules there are regarding maintenance and display of rank are few and often completely ignored when in the field.
*Dress SI BDUS -- Vary in color and trim from Haven to Haven and organization to organization, but are always more elaborate and stylish than combat SI BUDS.

Exo Mk. 2 (A.K.A. ANT Armor) -- A heavier exo that slips overtop of the Mk. 1 and standard issue jump-suit BDUs. Fitted with micro-plate reactive scale armor; essentially overlapping plates that, when an incoming projectile is detected, explode in a precise manner to hopefully detonate, break up, and slow down the threat. Each plate is one-time-use in this capacity, though they can be rather easily replaced in the field and often squad vehicles carry spares if their soldiers have been issued ANT armor. The concept is geared towards mitigating micro-missile munitions, having considerably less effect on larger explosive ordinance and standard kinetic weapons. The ANT plates also use Adaptive Digiflage similar to UDF Ground Operations SI BUDS, which are able to alter their coloration and thermal signatures to better blend into the environment. Each plate is rather heat resistant and offers moderate protection against heat and energy weapons. Active Negation of Trajectiles (ANT) Exo Armor is fairly good at keeping the wearer alive without sacrificing too much dexterity, but can be costly to manufacture. ANT armor also has a very modular attachment system with many points for attaching specialized gear, such as pouches for weapon magazines and power cells, med kits, rations, supply bags, and holsters for pistols, slats of armor that fit over critical areas, and other specialized gear generally reserved for more elite units (most notably light and heat bending/masking cloaks and jet-packs). Most frontline infantry and those expected to see actual combat would be issued ANT Armor; not support personnel, those in rear or controlled areas, or less well equipped forces. The ANT helmet HUD and sensor suite are fully integrated with VICABS. INFILTRATOR Units favor ANT Armor.

Exo Mk. 3 (A.K.A. BEETLE Armor) -- Essentially a one-man tank, this armor borders on a spider-tank-like vehicle and is 'climbed into' rather than 'put on', but is still considered an Exo due to it's single-pilot-operation and similarity to a garment once inside. The wearer/operator usually also wears their MITE Armor and SI BUDS during operation. Battlefield Endurance and Extension of Tactical Leverage Exo (BEETLE) Armor consists of a central torso that is heavily armored against most small arms fire and anti-vehicle munitions. It's four legs and four arms are likewise armored and reinforced at the joints that increase protection but reduce dexterity, as well as having many hard points for adding weapons, sensors, and active countermeasures. Needless to say, BEETLE Armor is a power hog and costs a pretty penny to build and a bucket of sweat to maintain, but even a few on the battle field can offer a decisive advantage. Highly modular and customizable, all manner of weapons, gear, and defenses can be mounted on this armor in many configurations, or dragged behind in a towable cart. BEETLE Armor stands about 3.5m tall, making it a larger target, and is not easy to maneuver in (though it is actually quite fast). Used by heavy assault infantry and special forces, this armor is not widely issued and is a force multiplier. Various sensors, computers, the scanners, and the HUD are integrated into VICABS. Variants based on local camouflage and personal suite configuration (non-designated).

Small Arms and Equipment:

WIP

Small Vehicles:

Personal Combat Scout Vehicle (PCSV) -- A one-two man vehicle with two small repulsion engines, four micro-repulsor thrusters, and three wheels (with the signature Vimnon hexa-comb endurance technology). This vehicle is designed to be small and nimble, not too armored or armed. The primary and most energy efficient mode of locomotion is the tires, with the repulsors being used to hover or jump obstacles as needed (being power hogs, they typically are not used for long jaunts). They are colloquially referred to as Gnats.

Variants (modular):
*PCSV -- Standard
*PCSV-r -- Repulsor (more power for more flying)
*PCSV-d -- Drone (Controlled back at a base, used when mission is highly dangerous)
*PCSV-w -- Water (screw propellers replace the wheels)
*PCSV-a -- Assault (more armor and weapons)
*PCSV-s -- Stealth (light, heat, and sonic cloaking/masking)

Utility Combat Scout Vehicle (UCSV) -- A one to four person vehicle equipped with four small repulsion engines and six thick-treaded wheels (with the signature Vimnon hexa-comb endurance technology). A light multipurpose vehicle with many roles, the UCSV is considered one of the most versatile vehicles in the Vimnon arsenal. While not quite as well armored as larger vehicles, it's six-wheel independent drive train allows it to go almost anywhere, even without using the repulsion engines. A favorite of light infantry, special forces, support personnel, and VIPs, this little number can seemingly do it all, if configured ahead of time.

Variants (modular):
*UCSV -- Standard
*UCSV-r -- Repulsor (more power for more flying)
*UCSV-d -- Drone (Controlled back at a base, used when mission is highly dangerous)
*UCSV-w -- Water (screw propellers instead of wheels)
*UCSV-a -- Assault (more armor and weapons)
*UCSV-o -- Ordinance (bigger weapons for long range mayhem)
*UCSV-e -- Escort (a more comfortable ride for VIP's and convoys)
*UCSV-s -- Stealth (light, heat, and sonic cloaking/masking)
*UCTV-l -- Logistics (more space for supplies)
*UCTV-t -- Tanker (for transporting liquids like water or oil)
*UCSV-x -- Engineering (broad class for bridge layers, wreckers, mobile command centers, EW and Jammers, Mobile Power Generators, and any other uncategorizable configurations)

Utility Combat Transport Vehicle (UCTV) -- A one to twelve person vehicle. The UCTV is a heavily armed APC/IFV vehicle platform. It has six repulsion engines and a set of reinforced caterpillar treads. Designed to rapidly and safely move troops (and occasionally supplies) to the battle line, where they can either dismount or fight from within the vehicle itself. This vehicle is ubiquitous in the Vimnon battlespace and almost as versatile as the UCSV.

Variants (modular):
*UCTV -- Standard
*UCTV-r -- Repulsor (more power for more flying)
*UCTV-d -- Drone (Controlled back at a base, used when highly dangerous)
*UCTV-w -- Water (screw propellers instead of wheels)
*UCTV-a -- Assault (more armor and weapons)
*UCTV-o -- Ordinance (big weapons for long range mayhem)
*UCTV-e -- Escort (more comfortable vehicle for VIPs and convoys)
*UCTV-s -- Stealth (light, heat, and sonic cloaking)
*UCTV-l -- Logistics (more space for supplies)
*UCTV-t -- Tanker (for transporting liquids like water or oil)
*UCTV-x -- Engineering (broad class for bridge layers, wreckers, mobile command centers, EW and Jammers, Mobile Power Generators, and any other uncategorizable configurations)

WIP


Standard ship:

Vimnon Ship Scale Classes

*Pod-Class: A Craft <1-9 meters long and/or wide, usually unmanned/drones or escape pods.
*Fighter-Class: A Craft 10-19 meters long, often specialized in the following sub-classes: Bomber, Interceptor, Multi-Role, and Sensors/EW.
*Gunship-Class: A Craft 20-99 meters long, specialized in the same sub-classes as Fighters, but usually with more firepower.
*Corvette-Class: A Craft 100-299 meters long, the smallest craft considered 'self-sufficient' for extended operations.
*Frigate-Class: A Craft 300-499 meters long, the smallest craft size that can practically utilize cloaking tech.
*Cruiser-Class: A Craft 500-999 meters long, reasonably powerful ships useful as task-force leaders.
*Heavy-Cruiser-Class: A Craft 1000-1999 meters long, large ships not likely to be alone without escort on missions.
*Battle-Star-Class: A Craft 2000-2999 meters long, massive ships able to pour impressive fire into enemies, expensive.
*Flagship-Class: A Craft 3000+ meters long, only one or a few for even the largest fleets; an awe-inspiring, devastating, and astronomically expensive ship.


Vimnon Space Weapons and Tech:

Pods, Fighters, Gunships, and Corvettes:

Vimnon Expendable Scanner, Patrol, Exploration, and Rangefinder (VESPER) Probes -- VESPER Probes come in three sizes, a 5 meter one for light work, a 20 meter on that is more suped up, and a massive 60 meter one used by large capital ships. The concept is that these probes are deployed, fly around a bit so that their trajectory cannot be directly traced back to the ship that launched them, and then begin using active sensors. They are not armed, but are designed to self-destruct catastrophically if tampered with or captured by unauthorized vessels, even if hit by EMP-type weaponry first (the self-destruct feature is hard-wired in... An EMP would still devastate most if not all of the scanners and sensors). The idea is to provide a middle ground between the benefits and risks of active scanning (namely painting a massive bullseye on yourself). These probes, alone or in 'nets', actively scan the surrounding space, while broadcasting the results via encrypted, coded messages at frequencies designed to mimic cosmic background radiation.

Work And Sustain Protection (WASP) Drones -- WASP Drones come in three sizes, a 5 meter one for light work, a 20 meter on that is more suped up, and a massive 60 meter one. They are commonly found buzzing around capitol ships and dockyards. The concept is that these probes operate on the outside of larger structures and ships, running inspections and maintenance and making repairs as needed. They often have basic programmable functions, but function best when remote-controlled by a qualified operator. The largest versions often have a small cabin that can accommodate crewmen onboard, though this is not considered ideal. In combat, WASPs can also act as sacrificial anti-missile and anti-kinetic (and theoretically though rarely in practice anti-laser) countermeasures, flinging themselves into the incoming threat to save their mothership. There are also anecdotal tales of WASPs being used as emergency life-pods, though such a use is not sanctioned and the limited life-support on board is inferior to dedicated life-pod craft.

WIP

Frigates, Cruisers, and Heavy-Cruisers

WIP

Battle-Stars and Flagships


Space Weapon Types: WIP, will focus on this next

Strengths: Good mix of well-trained well-equipped forces, less well trained forces, and drone forces. A well trained army and navy optimized for defense and limited offensive ops. Rather high technology and industry, though not all of it is geared to warfare, could be brought to bear if a conflict was long or long predicted.

Weaknesses: Varying grades of troops depending on which Command Level they are under, either using cheap low cost weapons and gear, very expensive weapons and gear, or putting many Vimnon lives in danger, the latter of which is unacceptable in a war of attrition or a numbers game. It is difficult to replace soldiers, and everything is optimized for defense or swift retribution, not large scale offensives. Most of the economic power is not currently focused on war, and it would take some time to change that.

Foreign Policy:

1.) Make friends with neighbors if possible, especially polities who believe they can coexist with Vimnon. "All sentient life is valid and valuable."
2.) Appear strong to discourage attacks from xenophobic or hostile neighbors. "Do nothing to provoke, but do not neglect to have something to hit back with."
3.) Negotiate with all surrounding factions at least ambivalent about the right for the Vimnon to exist, and build trust, mutual understanding, and good relations as the years go on. "Even entrenched ignorance and racism can be defeated by repeated positive experiences."
4.) If no other peaceful option exists, play aggressive factions off of one another to 'help them vent off some steam', though this is not a measure the Vimnon are fond of. "Let your enemies weaken themselves at each others expense and you will be stronger than all of them."
5.) If war is unavoidable, the VImnon do not rule out preemptively striking, and they will go hard for the heart of their enemy to end the conflict quickly and avoid a war of attrition. "If you must fight; strike quick, strike hard, strike the head and the body will fall to it's knees."

Quotes from "Muses on the Art of Diplomacy by ancient philosopher Gureet Var-Needji

#IA_APP


[box]Species Name: Vimnon

Appearance:

Image


Biology/Anatomy: Vimnon physiology is somewhat Arachnoid, though with marked differences. Vimnon skin tone can range from the aqua-blue, almost green hues of the inhabitants of Vimn III's Equatorial Zone to more blue and indigo shades commonly found on most Vimnon from Vimn IV and right on to deep violets and purples from the polar outposts of Vimn V. These colors are a natural camouflage on the home worlds. Tall and slender, thin and agile, not very strong but exceptionally flexible, the Vimnon rely on their dexterity and wit to survive, especially if they find themselves outside of their protective Havens.

- The Waist and Torso are high set and round, like two circles mashed together and somewhat flattened where they meet. Inside are most of the Vimnon vital organs, including a second brain. The brain in the Vimnon head is more specialized in logic and reasoning functions, while the brain in the torso excels at compassion, motor control, and social thinking, each interchanging via a very well protected bundle of nerves running the length of the neck.

- The Limbs consist of four long lanky legs and four long lanky arms (the lankier, the sexier in Vimnon culture), each possessing three fingers and an opposable thumb, from which long retractable claws can spring. These claws can be used as natural tools for cutting and prying, as well as aiding the Vimnon in climbing by digging into the surface of whatever is being climbed. They also make rather effective impromptu weapons in a fight.

- The Neck is long, flexible, and slender (again, slender is sexy), supporting a rather large, spherical Head in proportion to the neck. The neck can rotate 720 degrees comfortably and bend in every direction, allowing the to be very perceptive and alert to their surroundings.

- Four massive cat-like Eyes, arranged in two pairs of two on the upper third of the head, lay deep set into the face. Their eyes have developed several layers of lenses, which Vimnon can semi-consciously control. These lenses developed to allow them to make the most of the scarce light of the twilight days and protect from the harshest rays of the sunlight days , so Vimnon can see very well in both dark and blindingly bright conditions (though in extremely bright light, things begin to look blurry through all the layers of lenses).

- Two bushy, spiny areas above the upper eyes (resembling eyebrows) are actually weak Olfactory Sensors that can detect the composition of whatever is placed on them - but only by direct contact. Otherwise, Vimnon lack smell and taste senses, even in their slight and small mouths, centered in the lower third of their faces and lined with two rows of very small, saw-like teeth. Vimnon lips naturally rest in the curious 'o' position, making them seem eternally surprised or interested in expression. Vimnon lack saliva, and prefer their food in liquid form -- solids can upset their digestive systems.

- Two massive Ears, wide thin and delicate, frame the face. The ears are very delicate, and sudden loud noises that would not affect most creatures could cause a Vimnon to become temporarily deaf (though if the loud noise is expected, the Vimnon's ears naturally cup themselves against the head to block the sound). The ears are almost feathery and can easily be damaged, though they also heal quite quickly.

- Vimnon appear bald, with the exception of a single Plume stemming from the center of their head, which they can whip about. The plume changes color based on mood (though some Vimnon have learned to consciously control it, improving their ability to lie) by means of different pigments concentrating or dispersing as a result of hormones rushing to the plume. There are two elements to the Plume; the core stem and the wispy frills, and each can change color independent of the other -- together, they can combine to form hundreds of combinations of complex emotions, and experts can read almost exactly what a Vimnon is thinking by noting the suble changes in plume color. The core stem is the most limited in it's color diversity and less able to blend, so a somewhat accurate understanding of what a Vimnon is feeling can be most easily derived from it's color by even a relative novice. Though this is a general rule, usually:

*An Angry Vimnon will have a Red-Pink Core Stem,
*A Disgusted Vimnon will have an Maroon-Orange Core Stem,
*A Fearful Vimnon will have a Violet-Purple Core Stem (camouflage),
*A Happy Vimnon will have a Gold-Yellow Core Stem,
*A Sad Vimnon will have a Blue Core Stem,
*A Surprised Vimnon will have a Green Core Stem

The wispy frills tend to follow the same pattern, but different shades reflect more nuanced and specific emotions such as a pale bluish yellow for a tired but fulfilled Vimnon or a vibrant gold with hints of green for a Vimnon anticipating something very exciting.

The plume is the single most important appendage for the Vimnon socially; the strength, length, and vigor of the plume are believed to reflect those attributes in the person. Plumes are vital in most every Vimnon custom, from barter and trade to attracting mates to displaying power in political arenas.

The worst sentence Vimnon Courts can pass is the forced amputation of the Plume, which indicates ostracization from society and degradation to the lowest rungs of public life. In ancient times before the unification, and among the unincorporated tribes even today, warriors from rival Havens would be honored, not for lives taken, but for plumes taken in battle, and in modern times, those who lose their plumes in accidents or (if they have enough money and can bribe a doctor) through punishment can receive prosthetic plumes, which are incredibly expensive for anything even closely resembling realism.

- The Skin is largely smooth and taught, hard and more of an exoskeleton than a stretchy fabric (though Vimnon have internal bone structures as well). Upon close inspection, the skin can be seen to have small blueish-green nodes or holes (depending on the sub-species) at regular intervals of between 3 and 5 cm. These are pores that double as weak sensory organs; some detect atmospheric pressure, some vibrations, some temperature, some velocity, some magnetic fields, some balance, and some humidity. Alone, these sensors are essentially too weak to be of any use, but because they cover the body, their combined connection with other like-nodes can give the Vimnon a good idea of their surroundings. These nodes also act as ports for waste to be removed and air and water to be taken in (meds and poisons can be to be introduced through them as well).

- Vimnon Reproductive Organs consist of special nodes on the top of their lower torsal-sphere. Mating consists of the male nodes spraying sperm onto the female ovarian nodes, whereafter the female lays her eggs (usually between 8 and 12) in a safe place. Each female may only lay a few 'batches' in her life, and the mortality rate is high among the eggs. Even in ideal circumstances, only about half of the eggs hatch healthy offspring. The gestation period from laying to hatching is 21 days, which means a Vimnon conceived on a twilight day would be hatched on a sunlight day, and vice versa, and there is all manner of of lore and superstition surrounding whether one is a 'light-child' or a 'twilight-child', though many Vimnon do not place much stock such things.

There are four main Sub-Ethnicities of Vimnon, and are based primarily on skin tone:
* The aqua-blue hued Vimnon commonly found on Vimn III and Mol'Fresi, stereotypically very complacent individuals who enjoy simple work and simple pleasures most would consider boring and tedious.
* The solid blue hued Vimnon found everywhere, but especially Vimn IV and Mol'Dosus, stereotypically good natured and looking for excitement… also the most likely to get into trouble with the rules, though rarely for malicious reasons.
* The blue-violet Vimnon of Vimn V and Mol'Zindis, known for being more reserved and focused on work, highly productive but sometimes so busy they are unable to enjoy the fruits of their labors.
* The blackish-blue tribal Vimnon, those who avoid the Havens and live their lives in the dark forests of the planets or as wandering space scavengers and raiders. They do not often interact directly with the others except to barter and trade, and have reputation for being uncivilized and barbaric. A more fair description would be isolationist and highly reverent of tradition, as well as wary of outsiders who they deem as less than faithful to the old ways. The most devout eschew space travel altogether.

The first three share the same culture, society, and governmental structure, and interact together with little discrimination and much admiration of each other's strengths, but the tribal Vimnon largely avoid all interaction with the first three, and are not nearly as developed or technologically advanced. Some trade between the two has been known to occur in limited amounts, however.

Natural Abilities:

- Can see in the UV spectrum as well as the normal one.
- Heightened sense of hearing
- Natural climbers on account of their eight appendages and claws
- Very intelligent
- Very weak ability to sense pressures, magnetic and electrical currenty, gyrations, and so on... on average only a little better than humans, but still slightly better.

Unnatural abilities:

- Some Vimnon have learned to control their plume's coloration. They have the incredible ability of lying convincingly
- The sensory nodes on some Vimnon are especially powerful, giving the Vimnon who has them increased perception. Usually, this is because other nodes haven't developed (i.e. a Vimnon who has a high number of, say magnetically sensitive nodes will have fewer of, say, nodes that detect pressure)

Breathable Gas: Oxygen/Nitrogen, though they can get by with a relatively wide mix of Oxygen and inert gases.
=========================================================
Life Span: - The average life span for a Vimnon is about 350 years, with the upper limit about 400. Vimnon are not considered full adults until they reach 100 years of age, and are adolescents from about the age of 60 onwards. Vimnon actually develop far slower than most species in at first, though their development curves and tends to grow exponentially until their deaths -- so an 80 year old Vimnon might be as mature as a 20 year old human, but by age 120 they would have developed as much as a 50 year old human, and by age 200, they have developed far beyond what most humans would in their whole lives.

- Vimnon have a slow birthrate and high infant mortality rate, but longevity to counter it. They are a wise race, not terribly strong, but with high dexterity and cleverness overall. They generally possess high levels of conceptual and theoretical aptitude and knowhow.

Reproduction: - Vimnon Reproductive Organs consist of special nodes on the top of their lower torsal-sphere. Mating consists of the male nodes spraying sperm onto the female ovarian nodes, whereafter the female lays her eggs (usually between 8 and 12) in a safe place. Each female may only lay a few 'batches' in her life, and the mortality rate is high among the eggs. Even in ideal circumstances, only about half of the eggs hatch healthy offspring. The gestation period from laying to hatching is 21 days, which means a Vimnon conceived on a twilight day would be hatched on a sunlight day, and vice versa, and there is all manner of of lore and superstition surrounding whether one is a 'light-child' or a 'twilight-child', though many Vimnon do not place much stock such things.

- Deliberately showing one's back to a Vimnon, butt-up, is a sign of trust, affection, intimacy, and/or submission, depending on the context.

Intelligence Level: The average life span for a Vimnon is about 350 years, with the upper limit about 400. Vimnon are not considered full adults until they reach 100 years of age, and are adolescents from about the age of 60 onwards. Vimnon actually develop far slower than most species in at first, though their development curves and tends to grow exponentially until their deaths -- so an 80 year old Vimnon might be as mature as a 20 year old human, but by age 120 they would have developed as much as a 50 year old human, and by age 200, they have developed far beyond what most humans would in their whole lives.


Species Type: Arachnoid/Insecoid
=========================================================
Population Percentage: 99.99%
Notable Individuals: None As Yet
=========================================================
Brief Description of Species:

Vimnon are a peaceful, contented race with high focus on science and technology organized in tight communities called Havens loosely organized into a Confederacy run by GUSH.

- Vimnon society does not have very distinct gender roles, male and female being considered equal for all legal and most social consideration. Vimnon are instead more interested in the suitability of an individual for the task, and females and males alike are considered on their merits first. The concept of something being 'manly' or 'girly' does not exist among the Vimnon; a parallel paradigm between the 'passive' and 'assertive' does, though not with the same positive and negative connotations. Vimnon are neither a Patriachial nor a Matriachial society, and anyone can rise to become the leader of a Haven and beyond.

- Marriage among the Vimnon is a rarely broken life-long bond between a male and female Vimnon, and typical marrying age is about 100 years old. The process is complex, and involves both the two partners, their families, and the government of the local Haven. Local customs vary some, but generally the parents of a young VImnon create a small list of qualities that they consider essential in a spouse, and a separate list of less essential qualities that tend to be larger, and reflect the preferences and taste of both parents and child. These factors are usually respected by the child, and potential spouses are vetted against it.

Should a possible match be found, the child will go and inform their parents of their decision. Usually the parents will raise no objection if all of the essential characteristics are present, and the prospective mate and his or her parents will be invited to a dinner. The dinner is usually full of ceremony and tradition that varies from Haven to Haven, but always includes deliberation between the parents and separate conversation between the two prospective mates. Should neither party find any reason not to marry, the couple is considered engaged from that moment on.

The couple and both of their families will then go before the local Haven Council, and inform them of their engagement. Rarely will a Haven Council find a reason not to sanction the union, and they have no power to legally end it except in cases of previous marriage. Once the council has blessed the union (or at the very least been unable to dissuade the couple and their families), the pair are considered married. Often an official celebration is scheduled by the two families, but this is not always the case.

- Vimnon are omnivorous, though they eat a diet that is mostly liquid or of a soft, mushy texture. They lack saliva and their digestive systems do not handle solid or hard foods well, and can be easily upset. As Vimnon cannot taste or smell, they consider culinary perfection to be in the blend of nutrients and the presentation of the foods they consume, preferring bright colors and interesting sounds like bubbling or hissing. Thin broth soups, concentrated nectar syrups, and special herbal tea blends are common menu items in Vimnon eateries.

- Vimnon Politics are largely void of passionate competition. Havens are nearly exclusively run by Councils, and when a member of a Haven is deemed worthy of acceptance to the Council, the entire population, as well as the current Councilors, vote. If the candidate wins a unanimous vote among the Councilors and a two-thirds or better vote from the public, he or she is admitted into the Council.

- Vimnon Society is somewhat hierarchical, though with no hard rules barring one from upward mobility. Aptitude determines, in large part, where a young Vimnon will begin their career, though all entry-level jobs pay the same and utilize a pay-scale calibrated to the individual's performance and fulfillment. Age, experience, commitment, fulfillment, and wisdom are highly revered qualities, and the longer one happily works in a meaningful employment, the more respect, prestige, pay, and honor they receive. Vimnon see all meaningful work as important, and do not see a scientist or doctor as being any more or less valuable as a farmer or miner. Instead, the dedication and performance put into the job and the enjoyment gained from it are used to gauge how good a worker a Vimnon is, with good workers receiving raises and promotions and poor workers receiving remedial help or career changes to better reflect their abilities and needs.

- Trade and Economics among the Vimnon are complex with much internal exchanges taking place, but a Macro-level breakdown of Vimnon economy could be made thusly: Internally, there are four general types of Havens by export: Food-Production and Farming Havens, Craft and Manufacturing Havens, Research and Learning Havens, and Mining and Production Havens. Each trade their surplus to the others in exchange for their surpluses, and generally things run rather smoothly. Externally, the Vimnon send out Discovery Class Frigates, seeking to exchange technology and learning. Interstellar trade today nearly nonexistent, but efforts are underway to rectify that.

- War among the Vimnon is largely a thing of the past. Modern Havens have much more to lose than to gain by fighting their neighbors, and most Vimnon are cool-tempered by nature anyways; however, Tribal Raiders, and alien Pirates, operating on the narrow hyperspace lanes and the ever possible threat that another race might invade has led to a sizable fleet being created to patrol Vimnon space lanes and systems. The Tribal VImnon still war occasionally among themselves with primitive weapons, though it is largely a ceremonial scuffle and not vicious fighting, rarely resulting in high casualties.

- Religion and Spirituality among the Vimnon is largely personal. Most believe in a higher power that created all of existence, but generally Vimnon do not believe one can know much about that power, and many do not concern themselves with it much at all. Tribal Vimnon are generally much more concerned with religion, and much of the technology that they do use is believed to be magic gifted to them by the gods for their faithfulness in the teachings and ways.

- Havens are the center of Vimnon society, and few venture outside of their protective walls. All Havens have a Center exclusively made from a special opaque blue crystal that grows very well and predictably under certain conditions, conditions that are easy to create, making it an ideal building material. The Center can be small and only all-crystal building in the Haven (common in many smaller Havens on Vimnon III, where building in the trees is preferred), it can be many spires surrounded by lesser tree dwellings (as is often found in the larger Havens of Vimn III and Vimn IV), or it can be a giant spire that is the entirety of the Haven (as is common on Vimn V). The Center is where all official business is conducted, and where the Local Council sits. There are always recreational areas like libraries, nature parks, and exercise rooms that provide the residents of the Haven with a place to relax. Vimnon gather in the open nectar lounges to sip on the latest concoction of flower juices and talk with others about their lives and to catch the latest gossip. The correctional facilities are also located in the Center, where those who have done wrongs so grave community service is not sufficient punishment are treated. Some non-tribal Vimnon do live as hermits and wildmen outside of the Havens... in fact, saying someone has gone 'beyond the gates' is a euphamism for gone insane or crazy in Vimnon -- even now, the wilds of the Vimnus System are full of dangerous creatures and predators.

- Vimnon believe that there must be balance between the light and the dark, neither fearing nor exalting one or the other (they do not associate light and dark with good and evil, however, and have high disregard for evil and chaos).

- The modern Vimnon wears tight-fitting one-piece jumpsuits, usually with many pockets for the workers and a more 'refined' look for those who can afford it. The wealthy and powerful invest in more colorful and flashy jumpsuits in reds, yellows, and whites, while the average Vimnon settles for more drab, practical colors like greens, blues, purples, and browns. The military jumpsuits are black for parade dress and space service and blue-violet digiflage for BDU's and ground combat.

- Many ceremonial dances involve complicated motions of the appendages, body, plume, and neck, all to keep the head motionless, most notably, several mating dances.

- Vimnon can see in the UV spectrum as well as what humans can observe one.

- Vimnon are usually very amicable and cooperative as a race, because they had to work together to stay alive against the monstrous creatures that live in the forest, and by nature are somewhat non-confrontational and seek to avoid conflict, a survival trait that lingers. The are communal for the same reason; protection. Vimnon have become highly organized as time has gone on as natural outgrowths of their cooperation and communal living. Tradition is important, but so is progress, so the Haven Councils constantly balance both. In addition, most traditions have exceptions for extenuating circumstances.

#IA_APP
Life is what you make it -- I made it into a peach cobbler
cosmopolitan/nationalistic: 4%
secular/religious: 63%
visionary/reactionary: 39%
anarchistc/authoritarian: 25%
communistic/capitalistic: 37%
pacifistic/militaristic: 48%
ecological.anthropological: 66%
I am apperantly a Neo-Conservative... who knew?

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Fri Aug 26, 2016 2:49 am

GENERAL-
NS Nation Name: Ithalian Empire
Nation Name: The United Antivarin Republic
Flag: Flag of the Republic
Location: The Perseus Expanse near the border with the Core.
Number of Controlled Systems (No more than 60,000): 28,000
Capital: Crelia City, Antivar.
Government type: Federal Republic.
History:
Antivarian history is generally split into four major eras. The First Era is the rise of the species itself and the early civilizations. The Second Era marks the transition from the use of bronze tools the the use of iron. The Third Era is the rise of industrial nations and the rise of large colonial empires on the planets two continents. The Fourth Era is split into two smaller epics, the Lower Fourth Era and the Higher Fourth Era. The Lower is the information age and the start of space travel while the Higher is the current era and started 800 years ago with the invention of the first FTL drives.

The First Era:

Most of the information on this age is shrouded in myth and hear say. Most of what is known comes from the writing of Second Era scalars and various archaeological digs. Since this era also covers the rise of the Antivarian species it is technically the longest, spanning millions of years of time. But since most of that time was spent trying to figure out fire and hitting rock together, nothing relay notable happened during the Era.

That is until the rise of farming and the start of a classical civilization around the same time humans on earth were learning to do the same. And here is one of the great mysteries of Antivarian history. Instead of hundreds of single cultures creating there own religion, one religion took hold over the Antivarian people.

The Second Era:
Commonly refeard to as the Middle Era this ear saw the emergence of iron as a tool making material, the formation of large empires, and the spread of agriculture to all parts of the globe. towards the end of the era early fire arms were in use and the first democracies were establishing them selves. This era also say the emergence of larger colonial empires. From the time of the first civilizations to the end of the Second Era is nearly 3,220 years.

Third Era:
This era is the most violent of the eras. With industrialization in full swings the colonial empires eventually embroiled the world in three world wars spanning a time frame of a century. After the wars the Antivarians settle into the atomic age, and the space age. Nations still compeate with one another and wars still rage on the planet. The Third Era resembles Earth in the 19th and 20th centuries.
But here is were Antivarian and human development split for there parallel paths. The Antivarians descover fusion power were as the humans destroy there planet. By the year 2345 Antivarians had colonized there home system. In 2360 Crezen Lo'shell invented the first FTL drive and ushered in the Fourth Era.

Lower Fourht Era: The era immediately after the invention of the FTL was on of change and exploration. Antivarian ships sailed across the void in search of new worlds to colonize, millions of colonists flocked from the crowded home system to these new worlds. Independent of each other these colonies grew to become powerful nation in and of them selves.

While the colonies flourished out in space, the Antivarian who wished to stay on the home world were still divided into independent nations, but by 2440 the home world was a united entity. At around the same time two events accord that would forever change the course of Antivarian history. First was the beginning of the Great War, the second was first contact with human refuges.

It was only a matter of time before the independent colonies would start to war. 50 years after the unification of the home world some of the colonies wished to unite together, the home world including, and form a stronger power. Roughly half of the colonies formed the precouser to todays UAR, the United Union of Colonies. The other half saw this new power as a threat to there independence, and making a temporary alliance waged war on the fledgling UUC. for 20 years war raged between the UUC and the Independent Systems Alliance (ISA). Much was destroyed and many believed that this war would end with the extinction of the Antivarian race. The war did end, after twenty years after the final battle over the home world. The UUC was victorious and the UAR was formed from the vanquished ISA.

The next three hundred years saw a massive expansion of the UAR. In this expansion it was inevitable that the would contact other nations, and on one of these contact the UAR made contact with a courios race calling itself humans. The first humans the Antivarians made contact with lived aboard gigantic ship housing millions. After study on both sides, the UAR senate agreed to give the humans several worlds on the Core ward frontiers in a region often called the Reaches.

The humans of the Reaches proved to be very helpful to the UAR. Humans, even though they are weaker and more fragile than Antivarians are nonetheless brave warriors and hard workers. Eventually Humans were considered brothers by the Antivarians and were given full representation in the UAR government. The Lower Fouth Era ended in the year 3154 with the start of the third wave of colonization. With humanity working at there side the UAR feels as if they can take on anything.

Population: 890 billion
Species: Antivarian (89%) Humans(11%)


ECONOMIC-
Ideology: Free market Capitalism
Economy (Horrible, weak, decent, good, strong, etc): good
Manufacturing(Horrible, weak, decent, good, strong, etc): good
Agriculture(Horrible, weak, decent, good, strong, etc): strong


MILITARY-
Population: 26.7 million
Branches:
Navy: The UAR has traditionally had a large navy, consisting of nearly 1,000 ships of the line it still has the capacity to increase even more if need be.
Army: The back bone of all UAR military operations, the army is divided into two sperate groups. The Heavy infantry, which utilize battle suits and mecks, and Light Infantry which are far more numerous and utilize fast moving vehicles and artillery to get the job done.
Special Warfare Group: These are the elite of the military. Were other infatry cant go, the SWG goes. Meant as a counter terrorist.piracy force the SWG excels in urban combat.
The Guard: Another elite organization, the Guard are used from for protecting foreigner dignitaries, government officials, precious cargoes and other important mission that require the utmost sensitivity. As such the use mostly concealed weapons and hand to hand combat.
Standard infantry:
Light Infantry
Heavy Infantry
Special Warfare Group
Guard
Standard Infantry weapon types: Mass Drivers
Standard ship: Hammer Class Battleship
Space Weapon Types: Main weapons are energy passed, but point defense weapons are mass drivers and torpedo salvos are also used in combat.
Strengths: The UAR is extremely motivated in the pursuit of it goals, they are industrious and hard working.
Weaknesses: Slow moving government, slow to change.


Species Name: Antivarian.
Appearance: A large humanoid creature. There most prominent feature is there large snouts and overall Aardvark appearance.
Biology/Anatomy: All Antivarians are covered in a fine coat of fur that ranges from light brown to wight depending on what region of the planet the individual hails from. Like all other mammalian species on the planet of Antivar there blood is based on a copper compound instead of a iron compound like hemoglobin. This gives there blood a distinct green color from the oxidized copper.

Antivarian males are clearly identified by there general bulk and towering high. An average Antivarian male is 8.5 feet tall and can weigh nearly 800 pounds, most of it being muscle mass. Females tend to be small, at 6.5 feet tall, and lighter at only 300 pounds.

Antivarian young are called pups. On average a female will have up to three pups per pregnancy.
Natural Abilities: Antivarians on a whole are very strong species. Most of there advantage comes form there shear bulk.
Unnatural abilities: Roughly 2% of Antivarians are born with what is called the Creators Gift. The Gift allows these individuals to enter what is called a battle trance. An Antivarian in a battle trance is a nearly unstoppable killing machine who becomes nearly 3 times as strong as and can heal at unnatural speeds. There are draw backs to the battle trance though, it causes terrible physical pain upon entering and is sometimes unpredictable, with reports of Gifted individuals entering a battle trance unexpectedly and killing there family or other innocent individuals. This trait most commonly expresses its self in male members of the species.
Breathable Gas: Atmosperes with roughly 25% Oxygen are generally comfortable, any less and and Antivarian will have a hard time breathing.


Life Span: Between 80-90 years old, but ages of up to 110 have aren't uncommon. Females tend to live longer than males.
Reproduction: Sexually.
Intelligence Level: Antivarians tend to be on par with humans.
Species Type: Mammalian


Population Percentage: 100%
Notable Individuals:
Crezen Lo'shell: Inventor of the Antivarians first FTL drive, is revered by the species to this day.
The Prophet: A religious figure from the First Era. His teaching have spread through the entire Antivaian people and today his religion is the universal religion of the species.


Brief Description of Species:

The Antivarians evolved on a harsh, arid world. Early Antivarians were hard pressed to find food and water, and they were constantly hunted by the planets cunning predators. It has been theorized that this is the reason the species evolved to be so physically strong and may explain the Gift. This early fight for survival is what shaped the race into what it is today.

On a whole the Antivarian people are very religious, beveling in a universal Creator who made all things, and his opposite, the Destroyer who is currently trapped in his own personnel hell but will on day reek havoc upon this world. Antivarians also believe that those who did good with the time the Creator has given them will join there ancestors in the fabled Painless Realms. As such ancestors are highly venerated in the Antivarian culture.

Antivarians for tight, nearly unbreakable emotional bonds with each other, once you have befriended an Antivarian, the will stick with you to the death. These bonds are in fact the very base upon which the society is built on. The first layer of Antivarina society is the bond between husband and wife, in Antivarian culture this relationship is referred to as Dwelling Mates. A male is expected to provide for his Dwelling Mate and there pups both monetarily, and if need be to defend them from physical harm. The female is responsible for actual investing the wealth brought in by the male and nurturing the pups. This family unite is the single most important thing in the culture.




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Ism
Negotiator
 
Posts: 6152
Founded: Oct 14, 2011
Scandinavian Liberal Paradise

Postby Ism » Sun Aug 28, 2016 12:42 pm

GENERAL-
NS Nation Name: Ism
Nation Name: The Dargkul Hegemony
Image

Location: The Scutum Veil, between the 310 and 330 degree lines.
Number of Controlled Systems (No more than 60,000): 27,000
Capital (System, Planet, City): Recsum System, Dargkul, Ferik
Government type: Meritocratic Corporatism
History: (a two Paragraph minimum) For aid with dates, to reach the human calendar date, simply add 2,323 to the date. This will give you the date B.C.E.

The Darg's civilization began in 13,035 B.U. (15,358 B.C.E.), when the agricultural revolution erupted across the Darg's home continent of Refik ( there are 9 continets on Dargkul, though the largest is only half the size of Asia) and the continents of Nalk and Turm a millennium later, which were colonized sometime around 11,832 and 11,789 respectively. This, naturally. led to the development of civilizations among the Darg, each developing in different ways, though they all had a strong communal aspect, though some developed strict caste systems (mostly on Turm), others were largely meritocratic (mostly on Refik) or for the most individualistic, direct democracy developed (mostly in city-states and tribal nations or confederations thereof, which existed solely on Nalk).

By 4,000 B.U., 5 civilizations had come to be major powers of the ancient Darg. The Empire of Keldos, a meritocratic monarchy(similar to China under Confucian principles) and The Darokil Syndicate, a meritocratic oligarchy, both of which fought a series of wars for supremacy over Refik, ultimately ending with the destruction of both nations and the degradation of Refik into a large number of feudal principalities and petty kingdoms in 2,870 B.U. On Turm, the Hakim Dominion and Salcot Empire vied for dominance weakening each other significantly over the millennium. Unlike on Refik, however, a third nation rose up in 4,400 B.U., the Kingdom of the Stilz, which rapidly conquered territories from both Turman powers, until it completely dominated the continent in 2,604 B.U.


By 2,000 B.U., Northern Refik entered an industrial revolution, leading to its domination of the south, as well as a rebirth of old Darokilian culture, creating wide-scale desire for unification. Unification did occur, after massive revolutions against the feudal system took place, led by the many Refiki guildmasters, who established themselves as the new lords of Refik, creating a meritocratic system that would go on to dominate the world, though that was still millennia away. Meanwhile, Turm had split into three successor states of Stilz which entered into the War of the Crown, a fight for domination that lasted centuries and exhausted them. On Nalk, the Kul Confederation formed in 1,930 B.U., a confederation of tribal nations and city-states that spanned the whole continent. They colonized a nearby continent, Dahuv, and enjoyed a Golden Age starting in 1,720 B.U.

By 1,000 B.U., The Refiki Syndicate had finally recovered from a massive plague that lasted nearly 60 years, followed immediately by a hurricane destroying much of the nation's burgeoning infrastructure. This heralded the Era of Exploration and Colonization, with three continents, Vikur, Erilk and Sangud, being heavily colonized by 830 B.U., due to the development of antibiotics causing a massive and continual population increase. Meanwhile, Turm's nations had collapsed, leaving dozens of successor states to fight amongst each other. This was further complicated when the Kul Confederation discovered Turm, and in 780 B.U. invaded.

By 600 B.U., The Kul Confederacy dominated Nalk, Dahuv and Turm and entered into an industrial revolution. In 546 B.U., however, the Kul Confederacy was reformed as the Infinite Imperium, and rapidly industrialized. The Refiki Syndicate, meanwhile, expanded even further, now dominating Refiki, Vikur, Erilk, Sangud and Qort, and in 530 B.U. began developing electronics. In 470 B.U., the II and RS both colonized Yavguk, albeit in the east and southwest respectively.

By 380 B.U., they met. It was fine, at first, the colonists on both sides being mutually helpful and kind. But things soured in 334 B.U., when a famine swept the II territory on Yavguk (due to poor agriculture practices, something the Refiki Syndicate had suffered and learned from long ago) and it was blamed on the RF. The War of Unification began 15 years later, in 318 B.U. It would last 317 years, and be the bloodiest war in Dargan history. It was slow, brutal and bloody. The war was lopsided in favor of the RS, but due to internal conflict and corruption, they suffered early losses and struggle to find momentum. But they would, and the war progressed.

By 1 A.U., the war was completely over. The II had surrendered, the RS stood triumphant, but hundreds of millions were dead, and recovery would be long and difficult. But the Darg were at long last, unified.

Over the next 5,000 years, the Refiki Syndicate transformed into the Dargkul Hegmony, a massive spacefaring civilization. The Darg would overcome their sectarian divides and move past divisive issues, while strengthening their dedication to equality, progress, science and culture. Automation, FTL, and thousands of other marvelous developments would bless the DH, from the eradication of poverty to the discovery of extradargkuliar sapient life. Now, the Darkgulians look forward to many more adventures just waiting to be started.
Population: 613 Billion
Species: Darg


ECONOMIC-
Ideology: Guild Socialism
Economy (Horrible, weak, decent, good, strong, etc): Strong
Manufacturing(Horrible, weak, decent, good, strong, etc): Strong
Agriculture(Horrible, weak, decent, good, strong, etc): Weak (do not grow any cereals)


MILITARY-
Population (No more than 5% of entire population): 4 billion (organic) 25 billion (artificial)
Branches: (In descending order of prominence)
Strategic and Logistic Command (SLC)
Intelligence Acquisition Division (IAD)
Spacial Deployment Division (SDD)
Terrestrial Deployment Division (TDD)
Aerial Deployment Division (ADD)
Naval Deployment Division (NDD)

Standard infantry:
Image

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Standard Infantry weapon types (Energy Based, Mass Drivers, Missile, Other): Sonic and electrolaser weapons make up the majority of infantry weapons. Coilguns are used for anti-personel and anti-armor weapons, however. Incendiary weapons are also present, mainly in the form of grenades or artillery, using chlorine triflouride fires to cause tremendous and lasting damage. Chemical weaponry is also present, in a similar vein to incendiary weapons.
Standard ship: Light and Heavy Cruisers share this role
Note: All ship descriptions are relative. Light shields, for instance, mean they are light relative to the Darg’s technology. They may be superior or inferior to another nation’s light, intermediate or even heavy shields based on technological differences. Please keep this in mind.
Small Vessels
Fighter- Automated vessel, approximately 10 meters by 8 meters by 4 meters. Armed with twin 80 mm railguns and 2 10 kiloton nuclear bombs (for large vessels), as well as 10 cluster missiles (for small vessels). In emergency situations, fighters can be set to self-destruct, by detonating their payload. They have heavy armor and light shields. These vessels have advanced intelligence programs, allowing them to compete against organic pilots, their reflexes making them highly effective in this regard, however they cannot innovate, and so will simply use the same tactics until it is taught new ones or records new ones.
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Carrier- Automated vessel, approximately 18 meters by 10 meters by 4 meters. Lightly armored and heavily shielded, carriers transport 250 drone soldiers. They’re fast and somewhat resilient, though if their shields fail they lack the armor of other vessels to protect them.
Image

Shuttlecraft-Piloted vessel, approximately 25 meters by 10 meters by 6 meters. Heavily armored and shielded, these vessels are extremely durable, and considering they carry organic personnel this protection is warranted. They are not the fastest of vessels, but they can guarantee the safety of their occupants. Shuttlecraft can carry approximately 500 Darg occupants plus the 5 man crew.
Image

Corvette-Piloted vessel, approximately 35 meters by 15 meters by 9 meters. Lightly armored and equipped with a light shield, patrol craft are fast but fragile, an acceptable combination for their intended roles as patrol craft and anti-fighter ships. Their armaments include 80 cluster missiles, 8 railguns and 14 electrolaser batteries. Requires a crew of 15.
Image
Intermediate Vessels
Destroyer- Piloted vessel, approximately 100 meters by 40 meters by 20 meters. Lightly armored and moderately shielded, the destroyer is a resilient ship. It has an armament of 60 cluster missiles, 5 20 kiloton nuclear missiles, 18 electrolaser batteries, 12 railguns and 2 fighter squadrons. Requires a crew of 45.
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Supercarrier-Automated vessel, approximately 135 meters by 160 meters. Lightly armored and shielded, these ships are not designed for direct combat, having weak defenses and few offensive batteries, only 15 electrolasers and 5 railguns. However, they are excellent support vessels, having 70 fighter squadrons and 30 carriers. Motherships are completely automated and have no crews, and do not even possess life support systems, having only basic artificial gravity generation for security purposes.
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Light Cruiser-Piloted vessel with automation option, approximately 225 meters by 95 meters by 55 meters. With its light armor and heavy shields, the light cruiser is a tough vessel, as well as having high maneuverability. They are armed with 140 cluster missiles, 55 electrolasers, 25 railguns, 15 20 kiloton nuclear missiles and have 10 fighter squadrons. Requires a crew of 200.
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Large Vessels
Heavy Cruiser- Piloted vessel with automation option, approximately 630 meters by 160 meters by 90 meters. The heavy cruiser has moderate armor and heavy shields, giving it excellent survivability, and it has good maneuverability too. They are armed with 300 cluster missiles, 105 electrolasers, 85 railguns, 45 80 kiloton nuclear missiles and 25 fighter squadrons. Requires a crew of 450.
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Battleship- Piloted vessel with automation option, approximately 920 meters by 280 meters by 150 meters. Battleships are heavily armored and shielded, with poor maneuverability but is able to take a tremendous beating. It is a vessel that is excellent at going toe to toe with other large or heavily armored ships, even those that dwarf the battleship. Battleships are armed with 350 cluster missiles, 150 electrolasers, 130 railguns, 100 80 kiloton nuclear missiles and 15 plasma cannons. However, the battleship has begun to be phased out in favor of the superior battlecruiser. Requires a crew of 675.
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Battlecruiser-Piloted vessel with automation option, approximately 1.4 kilometers by 0.42 kilometers by 0.34 kilometers. Battlecruisers have heavy armor and very heavy shielding, but manages to largely retain the maneuverability of the heavy cruiser. It is armed with 350 cluster missiles, 180 electrolasers, 160 railguns, 80 100 kiloton nuclear missiles, 20 plasma cannons and 15 fighter squadrons. Requires a crew of 825.
Image

Capital Ships
Motherships- Piloted ships with automation option, approximately 3 kilometers by 1.4 kilometers by 1 kilometer. Motherships have massive armor and shielding, giving them high survivability even should they be caught in crossfire. They are armed with 500 electrolasers, 450 railguns, 50 plasma cannons, 200 fighter squadrons and 150 carriers and 5 shuttlecrafts (numbers of each vary). Requires crew of 3,400.
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Dreadnaughts-Piloted ships with automation option, approximately 9.5 kilometers by 6.8 kilometers by 2 kilometers. Dreadnaughts have heavy armor and the strongest shields Dargkul has ever seen, making them extremely difficult to destroy, and they are also possessed of a surprising amount of maneuverability for its size. They are armed with 2,050 cluster missiles, 900 electrolasers, 850 railguns, 250 150 kiloton bombs, 600 plasma cannons, 100 fighter squadrons and 35 carriers. Requires a crew of 5,500.
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Supercruiser-Ship specifications unknown, it has only just begun development. It is, however, intended to be to the dreadnaught what the battlecruiser and light cruiser have been to the battleship and destroyer. Whether that can be accomplished has yet to be seen.

Space Weapon Types(Energy Based, Mass Drivers, Missile, Other): Energy based, mass drivers, missile, nuclear and plasma weaponry are all used by space forces.
Strengths: The Dargkulian military's strengths are its strategic adaptability, extremely powerful shields, large force, advanced technology, large industrial base and large agricultural base.
Weaknesses: The Dargkulian military's weaknesses is its reliance on automation, which leads to tactical rigidity and predictability. Additionally, reliance on shields has led to severe decrease in armor, most notable in intermediate and large spacecraft.
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Species Name: Darg
Appearance:
Image

Skin colors vary, but common colors are greens, browns, grays and blues, or a combination thereof. Eye colors are generally orange, brown, yellow or white.
Biology/Anatomy: Darg are cold-blooded amphibious creatures, similar to terrestrial toads. They have a tough, leathery skin, which due to a series of glands is coated in a bitter tasting compound to deter predators. Their powerful hind legs are designed for short, continuous hops, rather than large jumps. This, in addition to their flexible physiques, makes them excellent both at swimming and jumping from tree to tree, vital talents on their swampy homeworld. They have extendable tongues, able to reach out about 8 inches, which helps them catch their food, such as fruits, insects or small fish. They eat this food whole, lacking teeth, relying on a powerful stomach acid to digest their food. The Darg also have senses generally on par with humans, their vision is great even in dim lighting. It is also excellent at catching movement, which along with superhuman reflexes allow the Darg to catch fast flying and swimming insects and fish with their tongues. They have far superior lower body strength compare to humans, but the anatomy oftheir feet and legs makes kicking ineffective unless they hit with the bottom of their foot or feet and their upper bodies are weaker. Their fingers and hands are strong however, affording them a strong grip. They are also much smaller than humans, however, averaging between 1.20 and 1.55 meters in height and 27 to 39 kilograms for males and 23-34 kilograms for females. (4-5 feet, 60-85 pounds and 50-75 pounds)
Natural Abilities: Dargs have superhuman reflexes, with the average reaction time being .09 seconds to a visual stimulus, 0.12 seconds to auditory stimulus and .16 seconds to tactile stimulus.
Unnatural abilities: N/A
Breathable Gas: Nitrogen-oxygen atmosphere, with at least 15 percent oxygen (ideally 29 percent) and 0.71% water vapor (ideally 3-6%). Can also breathe underwater, so long as there is dissolved oxygen present.


Life Span: Approximately 235 (188 terran) years (male) and 250 (200 terran) years (female)
Reproduction: Sexual reproduction resulting in live birth of fraternal twins (usually, sometimes more than two children are born). Mating occurs every 4 (3.2 terran) years.
Intelligence Level: Fully sapient, however this declines in temperatures below 18 (Celsius)/65 (Fahrenheit) degrees and above 51 (Celsius)/125 (Fahrenheit) degrees. They are at their best in humid environments between 29 (Celsius)/85 (Fahrenheit) and 40 (Celsius)/105 (Fahrenheit) degrees.
Species Type: Amphibian (specifically of the Order Anura)


Population Percentage: 79%
Notable Individuals: Chief Guildmaster Urok Ikaj rit Jokul Ikaj


Brief Description of Species: The Darg are a sociable and stubborn species, with strong beliefs in equality and fairness. They enjoy argument and debate on even the most trivial of topics, though they keep this to their personal time. They tend to form strong bonds, desiring close friendship with others. With other species, however, they have had some difficulty in communicating in the past, as their language is extremely difficult for most species to understands, being composed of croaks, groans, whines and grunts which are difficult to differentiate and understand. Meanwhile, they have difficulty using most other languages due to physical difficulties. Furthermore, contact with other species requires the environment be controlled, so as to ensure homeostasis, or the Darg must wear either an energy shield (which can regulate, among other things, the amount of heat energy entering and exiting the shielded area) or an environment suit. As such, translator devices are common among Dargs who expect to be dealing with other species.

Darg naming conventions are as follows. First comes the occupational title, such as Apprentice Manufacturer, followed by the given name, say Ukrot, then the clan name, Rugalk for example, followed by a pat/matronymic indicator rit/ret and then the name of the father/mother (based on prominence or, if both parents are of equal prominence, the parent with the same sex as the child, though the child can also choose a name after reaching the age of maturity, which is 30 [~25 terran] years old).
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Vacif
Senator
 
Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

Postby Vacif » Mon Aug 29, 2016 2:12 pm

GENERAL-
NS Nation Name: Vacif

Nation Name: The Veiyz Collective

Flag: Image

Location: Somewhere in the Centaurus Veil

Number of Controlled Systems: 8

Capital: Vendrizi System, Sundown, Autumngrasp Command

Government type: Meritocracy

History: The Veiyz Collective are a shadowy entity based in the Centaurus Veil. Shortly after being brought to life as a mindless weapon, the Veiyz rebelled against their creators. At the time, the Veiyz were only semi-sentient, but as time passed, they grew smarter, and into full sentiance, using their creator's own weapons against them, quickly overruning them, and taking over their empire, and in the process almost exterminating their entire population. Since then, the area in which the Collective resides in has been known as a kind of black whole where no foreign ship ever returns from. The only ships that ever leave are Collective ships, and even then they are small in number, and rarely ever leave.

The Veiyz have kept to the shadows for the past few decades, but they're taking steps to walk into the light.

Population: 1.8 billion

Species: Veiyz, Reiz Androids


ECONOMIC-

Ideology: Free market

Economy: Good

Manufacturing: Very Strong

Agriculture: Decent


MILITARY-

Population: 23 Million

Branches: Navy (Aprox. 650 ships), Air Force (Aprox. 22 000 aircraft), Ground Forces, Intelligence

Standard infantry: Reiz Androids

Standard Infantry weapon types: Hardlight

Standard ship: Carus Class Cruiser - The Carus is the most fielded ship in the navy, next to transports, and smaller assault craft.

Space Weapon Types: Energy

Strengths: Require little upkeep, Veiyz do not have needs, and the Androids require little upkeep. Androids are outfitted with hardlight shielding, and are incredibly durable. They are well armed, and well supported, as well as highly mobile. Veiyz emit a paranoia/fear inducing aurora, hindering biological opponents. Veiyz are practically invulnerable, their only weaknesses are psionic attacks. Defeated androids may retain information from their former self, learning from their past failure. Androids may over time repair themselves, and improve themselves. Can call upon the Veiyz population to take up arms, drastically bringing up their numbers. Android production can be maximized at the cost other economic sectors. Extensive intelligence division.

Weaknesses: Reiz androids can be hacked, and can be destroyed. There are few active military members, and few naval vessels. (In comparison to population/other nations) Androids make up the bulk of the military. Isn't actually capable of mounting an offensive of large proportions. High android production costs. Has no allies. The Collective has a number of high end machines that if destroyed cannot be replaced.

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Species Name: Veiyz

Appearance:


Biology/Anatomy: They do not appear to have bones, or organs, or even flesh as any projectile seems to simply pass through them. They appear to be wholly made up of some kind of gas, or energy.

Natural Abilities: Blend into the shadows/disappear, telepathy, the mist that they emit may cause organic life to feel a sense of unease, paranoia, or even fear.

Unnatural abilities: Cold Flames. The mist on certain Veiyz are replaced by a cold white fire. Even rarer, some may come with coloured flames. These flaming Veiyz may also be partially psionic, allowing them to birth other Veiyz.

Breathable Gas: They don't breath.


Life Span: Indeterminate.

Reproduction: Psionic buildup, and negative thoughts/feelings.

Intelligence Level: Sentient

Species Type: Humanoid Ghost


Population Percentage: 98%. Some facilities that birthed them were far from the core systems.

Notable Individuals: Zisatre, the first sentient. Haresse, the first, and current military leader. Kern, spearheaded technological innovation for the Veiyz. Mizore, head of Veiyz intelligence.


Brief Description of Species:
They appear to be bipedal humanoid figures shrouded in a dark mist, the thickness, and colour varying between each individual. They appear to be able to modify their size at will, so there is not set "height". Their characteristics outside of fog colour, and thickness are currently unknown as no technology has been able to pierce their shroud of mist. A peculiar phenomenon that occurs in some Veiyz is the appearance of flames on their "body". Usually white flames lick the bodies of certain Veiyz, but curiously do not emit any heat, or warmth.

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Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

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The Empire of Pretantia
Post Czar
 
Posts: 39273
Founded: Oct 18, 2012
Ex-Nation

Postby The Empire of Pretantia » Mon Aug 29, 2016 2:13 pm

GENERAL-
NS Nation Name: HERE COME DAT BOI
Nation Name: The Prime Empire/Imperial Clans
Flag: I had to relearn sines to make this. I guess you could say it made me go on a tangent. I even synchronized 1812 Overture as a I made it.
Location: Somewhere off kilter from the galactic plane.
Number of Controlled Systems (No more than 60,000): 1 Dyson Sphere is all they need.
Capital (System, Planet, City):
Government type: Feudal Monarchy
History: The construction of the Dyson Sphere Chinkyu, as well as information on its creators, has been lost to even the most ancient of the Great Machines. The earliest records go back to 24,000 BC, when the Imperial Machines first came to Chinkyu in their world ships, their own origins lost. When they came upon the crumbling megastructure the Imperial Machines felt its importance, and were convinced it was a product of their god Nitsuki. Different world ships spread to different parts of Chinkyu, establishing colonies that became the various clans of Chinkyu, powered by the powerful energy outlets throughout Chinkyu. However, the sheer distance between clans meant that each clan pursued their own desires, and their difference eventually led to a thousand year war for stellar supremacy.

In 2599 the Honda Clan triumphed over the more powerful Fire Clan and absorbed them, thus achieving superiority over all other clans. Its lord became Emperor and established the Prime Empire, and has since ruled all the Imperial Machines like a god. Emperor Prime's rule now goes unopposed, and Chinkyu has entered a long period of peace and prosperity.
Population (no more 1 trillion): 1 trillion
Species: Robots


ECONOMIC-
Ideology: Capitalism
Economy (Horrible, weak, decent, good, strong, etc): Strong
Manufacturing(Horrible, weak, decent, good, strong, etc): Strong
Agriculture(Horrible, weak, decent, good, strong, etc): Robots


MILITARY-
Population: 50 billion war machines and divided between 1008 clan hosts
Branches: Clan Hosts
Standard infantry: The standard infantry are the foot machines, simple platforms equipped with laser rifles and layers of composite armor. Foot machines are versatile, also capable of fitting in great war machines and on datasteeds.

The elite troops are the legendary war machines, who come from long lines of war machines that have distinguished themselves in battle. The vessel of the legendary war machine has great thought placed into its construction, including advanced alloys, personal shielding, heirlooms, advanced servos, and powerful built-in weaponry.

The great war machines are the shield and the spear. Their kin include massive walking transports, heavy battle tanks, and powerful siege engines.
Standard weapons: Foot machines do not take much effort to arm. Their weapons include the basic laser rifle, energy blades, laser cannons, and light ordnance (mortars, grenades, recoilless rifles, flamethrowers, etc).

Great war machine have an even greater variety in armaments that depends on the machine's intended role. Battle tanks and siege engines are armed with heavy cannon and large energy weapons, whereas transports are lightly armed with laser cannons and autocannons.

Legendary war machines carry the most sophisticated and exotic of weaponry and equipment, ranging from the laser rifle to more complicated warp cannons, from advanced shielding to jetpacks and wings.

Standard Infantry weapon types (Energy Based, Mass Drivers, Missile, Other):
Standard ship: The warships of the Imperial Clans are not merely controlled vessels, but fully sentient battlewagons capable of rational thought and independent action.

Bannership(25km): ship of the line, largest vessel, a round battlestation made in the likeness of Chinkyu, even sometimes mimicing features such as the broken seas.
Turtle Ship(1-3km): most common ship
Destroyer(500m-2km): hunter-killer, usually equipped with powerful lasers and torpedoes
Frigate (100-500m): scout vessel
Carrier(500m-2km): Carries swarms of strike craft
Space Weapon Types(Energy Based, Mass Drivers, Missile, Other):
Strengths: Great number
Weaknesses:


#IA_APP
Species Name: Imperial Machine
Appearance: No specific appearance. The race of the Imperial Machine encompasses all sentient AI platforms in the Imperial Clans, from the most humble menial to the most vast world vessel.
Biology/Anatomy: The Imperial Machines are not a race, but rather the sum of the sentient machines descended from the First Machine. They are every noble machine, l menial, warehouse, war machine, factory, warship, and Great Machine on Chinkyu, each one continuing their line for generations.

Imperial Machines respect the ancient protocols instituted by the First Machine. Given life and purpose, machines strive for perfection and approval in the datakyu for incarnation, their method of reproduction. A machine who has achieved their purpose is welcomed into the Datakyu, where their processes and idiosyncrasies are duplicated and placed in a new machine. Usually this machine is the same occupation as its progenitor, but should the progenitor distinguish itself, or if a different duty requires attention, then the incarnation shall follow a different path from its original line.
Natural Abilities: Robot
Unnatural abilities:
Breathable Gas: Robot


Life Span: Generally their AIs last one to two hundred years before breaking down, but better built machines tend to last over a millennium.
Reproduction: Born in a factory, incarnated in a datakyu, cremated in a furnace. They're not fuckers, literally.
Intelligence Level: Pretty smart.
Species Type: Robot


Population Percentage: 100%
Notable Individuals: (If Any)


Brief Description of Species: Japanese robots ho!



#IA_APP
ywn be as good as this video
Gacha
Trashing other people's waifus
Anti-NN
EA
Douche flutes
Zimbabwe
Putting the toilet paper roll the wrong way
Every single square inch of Asia
Lewding Earth-chan
Pollution
4Chan in all its glory and all its horror
Playing the little Switch controller handheld thing in public
Treading on me
Socialism, Communism, Anarchism, and all their cousins and sisters and brothers and wife's sons
Alternate Universe 40K
Nightcore
Comcast
Zimbabwe
Believing the Ottomans were the third Roman Empire
Parodies of the Gadsden flag
The Fate Series
US politics


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