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The Imperium of Vipra's Factbook (FT) (2.0)

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Vipra
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Founded: Jan 04, 2007
Compulsory Consumerist State

The Imperium of Vipra's Factbook (FT) (2.0)

Postby Vipra » Sat Apr 18, 2015 3:59 pm

Last edited by Vipra on Sat Aug 04, 2018 10:57 pm, edited 2 times in total.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

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Vipra
Diplomat
 
Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:01 pm

Name: The Imperium of Vipra
Government Type: Absolute Monarchy
Monarch: Her Imperial Majesty Imperatrix Thanalli Alataryx
Capital: Bathurdul
State Religion: Juntism
Official Languages: Vipran, Basic
Demonym: Vipran and/or Imperial
Currency: Imperial Mark
Colours: Black, ultramarine, and white
National Animal: Crasha
Core Population: 257.5 billion
Inner Fringe Population: 650 billion
Outer Fringe Population: Censuses cannot be effective due to the nature of the Outer Fringe, rough estimates are between 2.6 and 2.9 trillion.
Number of Core Systems: 59


Government:

The Vipran government is a gargantuan organization topped by the Imperatrix who the head of both state and government, her power over the nation not limited by a constitution, assisted by a straightforward appointed Imperial Cabinet. These appointed officials act with the Crown’s de-jure sanction to carry out her will within their departments, interdepartmental communication kept open and clear due to the centralization and authority of the cabinet within the Imperial Palace as well as a clear chain of command with the Imperatrix the final authority. Despite this there are no obvious measures against corruption beyond the clear and present threat of Imperial disfavour and the intelligence reports of the Internal Security Agency that can bring corruption to light. Due to the nature of appointment most positions are taken by atoran and other persons from the core populace of the Imperium, the Imperatrix selecting from people she personally knows or those recommended to her. A degree of favouritism and nepotism is unavoidable.

The ministers and other officials of the Imperial Palace that compose the Imperial Cabinet control the executive and legislative branches of government. They work with their subordinates in their departments to draft new laws, or changes to existing ones, and present them to the Imperatrix for approval before they can be applied. Emergency laws, such as martial law, can be declared in a non-core system without the Imperatrix’s approval but are reviewed after the fact. Small internal changes, such as adjustments to tax rates or the execution of eminent domain, are delegated entirely to their respective ministers and department heads.

Outside the Palace Administration and the Imperial Cabinet the highest ranking official are the governors of the core-systems and the Inner Fringe provinces. Governors exercise limited authority, their powers restricted to an entirely administrative role that defers to the central authority. The exception are military governorates, which are declared by Imperial mandate and have the authority to create and enforce temporary laws as well as suspend rights. Ultimately all governors, apart from military governors, have no military authority apart from paramilitary police forces and are administratively separated from the commanders of the military garrisons and stationed fleets who assume total local authority in the event of invasion. Governors are appointed for five year periods after which their administration is reviewed, most governors being renewed to their post. Military governors are again the exception, retaining their position at the pleasure of the Crown.


Law Enforcement:

Largely paramilitary, the Vipran police are given the task of enforcing Imperial law and keeping the peace within the core systems and Inner Fringe. Law officials are mostly devoted to investigation and criminal detainment, petty crimes are managed entirely by autonomous drones. As such Imperial police tend to be unseen, investigating felony crimes from behind closed doors, and when they are visible are often busting gang operations or arresting violent criminals. Most officers as a result are former military, even the desk jockeys, and tend to be heavily armed while the police organization is hierarchical with a strict chain of command and government appointed superintendents. By design the police force is intended to be a potential military auxiliary in the event of invasion, their organizational structure capable of being absorbed into a military fighting force with little fuss. Despite the militarism, however, use of lethal force is rare outside of raids into known criminal dens, and less-than-lethal armament is commonplace.

Detainment and interrogation are deceptively difficult for the police force. Suspects and other persons in custody enjoy rights before, after, and during detainment to protect them physically as well as psychologically. Similarly property damage is kept to a minimum, the police force having to compensate owners if they damage their property while executing a raid that did not result in evidence being seized, persons being aided, or criminals being detained. Essentially any raid upon innocent persons will see them reimbursed for any damages caused while they were carried out. This leads to cautious application of raids, the police force only busting down the doors when they are sure there is criminal activity occurring. A wide net of cameras, drones, and other passive information collection services aid in ensuring they do not act without foreknowledge unless absolutely necessary. The surveillance web is omnipresent and often unseen, drones no larger than a grapefruit floating through the air while cameras and listening posts blend into the scenery.

Criminals taken into custody face what appears to be a very lenient system, with no death penalty and a focus on rehabilitation. Prison sentences, however, are universally indefinite with only one means of release. Criminals are kept in state operated prisons and rehabilitated until such a time that they are deemed to be socially suitable and are thereafter released. Due to the intense nature of certain crimes and the potential for chemical imbalances or other biologically driven psychosis there are also voluntary psychosurgery programs that can alter brain chemistry and psychology mechanically. Criminal records are kept secret, apart from petty crimes and fineable offenses which are kept on public record, and rehabilitated criminals are allowed to participate in public affairs as any other citizen.


Imperial Security Agency:

Founded in order to manage intelligence threats, the Imperial Security Agency is tasked with managing threats to Imperial security that originate both domestically and from foreign nations. To this end the ISA has two main branches, the Domestic Security Branch and the Foreign Security Branch. Both work in concert through the overarching ISA organization, sharing information and periodically exchanging agents for maximum efficiency. Agents operate in cells that are difficult to directly communicate with, the head of the ISA’s control over them not readily apparent, and they can carry out operations without access to the ISA’s budget or resources. Both branches, however, are overseen after success of operations by the central ISA bureaucracy and its own agents to maintain control of information as well as to maintain agent loyalty.

Deterring, mitigating, or outright resolving any potential information leaks, terrorist cells, and foreign agents within Imperial territory fall to the Domestic Security Branch. They operate within all sectors of the Imperium, monitor citizens and foreign nationals within Imperial borders, and carry out operations to ensure national stability as well as social integrity with minimal public attention. Foreign criminal organizations are treated as though they were spy agencies and are dealt with by the DSA and will employ information taken from customs as well as law enforcement without their knowledge. Agents prefer to detain and secretly interrogate rather than assassinate foreign nationals, psychosurgery being used to extract information if the interrogation is not fruitful or to create sleeper agents. No means are held back from DSB agents in theory but in reality they operate underneath the law only so long as they maintain their secrecy.

The counterpart to the Domestic Security Branch, the Foreign Security Branch works in parallel with it and fills the role of managing intelligence and security operations outside the Imperial borders. FSB agents are primarily employed to infiltrate foreign administrations and technology sectors in order to retrieve state and industrial information, but they will also infiltrate foreign criminal elements in order to gain access to a native black budget from which other FSB operations can be funded without tracing back to the Imperium. Assassinations are relatively uncommon given the attention they garner but are not ruled out in the case of particularly dangerous individuals. In the event of war in an infiltrated nation FSB agents may be directed to carry out sabotage of information, military industry, and civilian infrastructure as well as to assassinate capable leaders.


Imperial Services Agency:

The government organ devoted to collecting taxes, managing government funds, and devising the national budget the Imperial Services Agency is the beating heart of the Imperial government. The ISA bureaucracy is essential to the running of the state, managing how the treasury is filled as well as how it is spent. A Yearly census of the core systems and the Inner Fringe also fall to the ISA, along with national infrastructure and any national trade agreements or tariffs. This is all only managed due to the bevy of bureaucratic AIs made for the ISA specifically, flesh and blood bureaucrats unable to manage the sheer number of documents that require review and submission. The ISA has a deserved reputation as being cold, calculating, and uncaring towards all things, citizen and department alike.


Fringe Affairs Bureau:

Born out of necessity to manage the rapidly growing sprawl of free colonists, conquering mercenaries, and expanding corporations that would become the Fringe, the Fringe Affairs Bureau is the chief oversight of the Inner and Outer Fringe. Their duties are varied and encompass all Fringe activity. Inner Fringe governors give regular reports to the FAB and in turn they are advised by the bureau on the methods to further bring the provinces into the Imperial culture and economy so they can be integrated as core systems. Cultural assimilation is fostered within Outer Fringe systems deemed to be prudent for Imperial annexation while those that are protectorates or military buffers are extracted of taxes and industry or supported with military export contracts respectively. Management of the contracts that bind protectorates and other Outer Fringe states, as well as records of transitions to the Inner Fringe, are kept by the FAB and enforced by the bureau with military backing.

The FAB enforces Imperial law with regards to corporate conduct within the Fringe, logging any criminal activity committed by persons and companies within the Outer Fringe and beyond it. Corporations have their activity tracked by bureau agents who have legal authority to join any exploration venture, resource exploitation program, and all other corporate activities within the Fringe that may harm, displace, or otherwise interact negatively with native sapient populations. Bureau agents have authority to demand a corporation cease its activities immediately, to detain any individual they believe is in the act of breaking or intends to break the regulations imposed by the FAB, and transport them back to the nearest bureau center.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
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Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:06 pm

Description:
At first glance atorans superficially appear as roughly seven and half foot tall and strongly built humans mixed with axolotls. Atorans have a skeletal and facial structure that is nigh identical to the humanoid ‘baseline’, the only difference are vertebrae that make up five external gill stalks and the membranous flaps that can seal over their ear openings in place of an outer ear. Arranged above and slightly behind each earhole in a semicircle over the crown of the head are five gill stalks that flow down the atorans back, terminating somewhere between the bottom of the shoulders and the hips. The underside of the gill stalks are lined with red-pink gill filaments that allow underwater breathing for atorans, a transparent nictitating membrane also allow sight while submerged. Atorans also have skin that ranges in colour green to blue and is coated in a naturally secreted layer of body slime which acts as an insulator and lubricant. Their eyes vary between shades of three colours, violet, blue, and red.

Visual:
Atoran vision is highly similar to homo sapiens sapiens, with a matching number of rods and cones, so they perceive the same colours. Pupils are round and dilate somewhat slowly, light changes causing a longer period of hindered vision. The nictitating membrane all atoran eyes have covers the eye when consciously closed, keeping out dust and other detritus as well as contaminants. The membranes are not fully transparent however and atorans have their sight hampered with a blur while the membranes are closed. Despite this drawback atorans tend to have fewer eye infections from external sources due to the membranes.

Auditory:
Unlike with their sight atoran hearing is altogether worse when compared against humans due to their amphibian nature. The lack of external ear structures does not allow sounds to be directed towards the inner ear and thus the atoran have worse directional awareness when relying on hearing. Due to the biological deficiency their brain also does not devote as much of its mass to processing hearing, leading all atoran to consider what might otherwise be clear and audible sounds to a human as being distant or fuzzy. Their ears are, however, less prone to damage as the outer membranes can seal shut, further reducing the effectiveness of their hearing but protecting the inner ear, along with the mixed blessing that they don’t have good hearing to lose.

Olfactory:
Another sense where atorans are worse off than humans, the atoran sense of smell lacks nuance or the ability to pick up most pheromones. They do not communicate by the olfactory senses, nor pick out partners by smell subconsciously, and do not rely on smell in their everyday life. It takes particularly potent and obvious smells for atoran to pick up on them, such as spices or necrotizing tissues, and subtle scents can go unperceived by atorans entirely unless they are intentionally searching for them. This is also due to atoran brain makeup, olfactory pheromone markers taking little to no part in their lives leading to it being given less brain power so that more is devoted elsewhere. Instead most atoran will breath through their mouth so the air passes over their tongue and they can taste what is in the air.

Gustation:
What atorans may lack in the other senses they make up for with taste, able to consciously detect the presence of many pheromones and hormones. They can pick up chemicals that are in the air as it passes over their taste buds, able to use their gustation to pick up scents rather than their olfactory senses. They are very sensitive and can pick out specific spices that are laid out on a countertop, and the amount thereof, simply by inhaling through their mouth from ten meters away. Underwater they can pick out the presence of trace chemicals from up to one hundred meters away. Due to their sensitivity and the brain power dedicated to it atoran react sharply to pheromones, hormones, and other tastes with emotional as well as physiological responses. Ingested foods and liquids however have much the same effect upon them as on other humanoid species.

Tactile:
Atorans have a slightly better tactile sense than humans, more nerves within their skin in general and concentrations differing, and the presence of many within their gill stalks turning those organs into underwater feelers as well as erogenous zones. The slime that coats their skin does not impede tactile sensation, instead the constant moisture keeps their body soft and more receptive to touch. Generally more conscious of their sense of touch, atoran are not any more susceptible to pain and indeed are better at intentionally blocking or ignoring the sensation. Other tactile responses can similarly be dwelled upon and vividly experienced, such as the feeling of the threads of a cloth so fine it looks as though it was grown as one piece and not woven. Additionally their skin has blood closer to the surface, temperature controlled thanks to the insulation of the body slime, and oxygen transfer occurs through the skin to a small degree when submerged.

Gill-stalks:
Perhaps the most obviously “atoran” part of atoran physiology are their five gill stalks which allow their body to continue oxygen exchange while submerged in an oxygenated fluid. The gill filaments that line the bottom of the fives gills stalks are where the exchange occurs, the thousands of half-inch to inch long filaments filling with blood as blood flow is directed away from the lungs and towards the stalks. Due to the change in blood flow atoran experience a brief period of lightheadedness during the transition to underwater breathing before stabilizing. As blood rushes to them the stalks spread out, rising up and out in a half-star for maximum surface area. If threatened or moving while underwater however the stalks naturally slide back against the back and shoulders to protect them from being harmed or dismembered. In the event a gill stalk is removed the arteries and veins around the base of the stalk on the skull constrict and limit bloodloss to the degree that, if the atoran can surface in time, the blood can coagulate to seal the wound before the atoran dies of blood loss.

Diet:
Omnivores with a primarily carnivorous diet, atoran cannot survive in good health on an exclusively vegetarian or meat-eating diet. Their teeth are sharper than humans, with the edges of their incisors capable of cutting their tongue if they slide their tongue across them strongly, and their canines are slightly larger relatively to jaw size. They do not eat meat raw however and are likely to be sickened or infected with parasites if they do not prepare their meat with cooking, acid treatments, or other methods beforehand. With their sense of taste however they can typically detect with a quick breathing test if something is inedible, host to harmful bacteria and/or parasites, or if it contains poisonous substances. Atorans tend to prefer eating meat due to the higher amount of proteins and lipids, their size and active lifestyles requiring large amounts of energy.

Sexuality:
As a species atorans show a marked gender ratio imbalance, with men at a constant decline in ratio except where violence maintains the ratio or causes it to reverse the trend for a short period of time. This is due to the atoran “Special X” chromosome, hereafter referred to as the X* chromosome . The X* chromosome is hyperdominant and will suppress the typical expression of a Y chromosome, meaning a child X* and Y chromosomes will be female and have female reproductive organs. As an additional quirk all atoran with the X* chromosome will only pass down that chromosome, their other X or Y not present in their sex cells. This leads to an ever broadening gender gap that only social policies such as culturally valuing of men as well as women that can have male children or violence reduce the number of atoran carrying the X* chromosome.

Dimorphism between male and female atoran is mostly physical, with women having breasts with mammary glands, wider hips, and body fat spread more evenly across their body while men may develop it around the waist. The most marked difference is that women are taller and more physically imposing than the men, with female atorans tending towards athletic and sturdy builds while males are usually willowy and thin. Psychologically atoran also differ depending on gender, with female atoran favouring aggression and violent solutions while men are on average calmer. Atorans also trend towards polygynous relationships where a group of women will bring a single male into their union in order to facilitate impregnation, atoran females often casually sharing males while developing romantic relationships with other women.

After impregnation an atoran will begin to show visibly after ten months, with gestation lasting an average of forty-four weeks. Over the course of gestation the mother will undergo physical changes to aid in the birthing process as well as to feed the newborn after. Births are often very easy, relative to other humanoid births, with babies often being smaller comparative to the mother’s bodysize, exceptionally well lubricated, and the tissue of the vagina and womb more elastic. Atoran women recover from birth quickly and can be pregnant again within four weeks. Single births are most common, occurring roughly seventy percent of the time with fraternal twins occurring in another twenty percent and other births, such as identical twins or triplets, taking up the last ten percent.

Development:
Throughout their lives atoran have four distinct phases of development. First is the child phase, which lasts from birth to twelve years of age. After this is puberty from twelve to seventeen. Thirdly an atoran enters the adolescent phase from seventeen to twenty three. Lastly the atoran spends the rest of his life in the post-adolescent or adult phase. During the first three phases the atoran develop physically and psychologically, with hormonally driven development ceasing when an atoran leaves the adolescent phase.

Atoran children are born with sight, hearing, and their other senses but all are underdeveloped. Over the course of several years atoran children learn how to walk, socialize, and identify who are their parents and who else are of their parents’ ethnicities. Children will identify the ethnicity of their father and all the women raising them as their own even if they are obviously different until they can be taught otherwise. During the latter two thirds of their childhood atorans learn rapidly, retaining information and picking up languages quickly while they do not tend to develop social bonds beyond their immediate family. Towards the end of childhood however they begin to phase into puberty, and will become moody, suffer emotional swings, and they begin to bond outside their kingroup.

Pubescent atorans develop their secondary sexual characteristics, with females developing mammaries, hips widening, and more muscle tissue while the masculine atoran experience less dramatic changes. Young atorans will also experience their last growth bursts during this period, reaching their final height by seventeen years old. Additionally they become fertile during puberty and their hormones cause them to seek out sexual gratification. Almost all sexual development has finished by the end of puberty, with the secondary characteristics developing only a little more during the six years of the adolescent period. Atoran also develop strong personal bonds during this period but learn academic educations slower, their mental growth more focused upon interpersonal relationships and their own psychological changes.

After puberty atorans move into adolescence and a ‘second puberty’ begins with hormone and chemical changes within the brain. Psychological changes occur during this phase, learning and knowledge retention heightened as well as social development. During this time the psychosocial sphere of relations broadens and atorans will naturally develop as many relationships as possible, most being simple acquaintances however, and their social group expanding to massive size. Their social groups become and remain cohesive with potentially a thousand or more members that they can maintain stable relationships with. Should an atoran be declined the opportunity to develop new relationships, which need only be casual to have lasting effect, they may become socially stunted in once they have left the adolescent stage. Atorans that have a suitably social adolescent phase will tend to have a much broader and larger social sphere for the rest of their lives, and this will also typically translate to how they view their ethnicity, culture, and other social matters; atorans that develop properly have no trouble identifying with their entire ethnic group and it comes as naturally to them as identifying with a tribe.

Once the first three phases have past, an atoran is finished development fully and won’t have any hormonal changes until reaching roughly two hundred sixty years of age. During the over two hundred and thirty years in between atorans are highly stable and experience little in the way of hormonal imbalances of fluctuations unless they are suffering from a disorder. Fertility lasts until the last years of their life, when an atoran reaches over two hundred sixty years of age their body begins to shut down, decay, and otherwise fail them until they die of organ failure.


Additional Core Races:

An odd combination of animal and plant traits, balu are chery-skinned humanoids with a short and stocky build. Their bodies are bereft any body hair, and blue fluorescent patternss spread across their skin in large birthmarks. Balish skin is soft to the touch and far suppler than a human’s due to the presence of more fluid. Their sclera, or white of their eyes, is instead black, and they have brilliant amber irises. Musculature is hidden under their fluid-plush skin so that even the most physically fit balu appears smooth and without much muscle tone. Sexual dimorphism among balu is of the same as humans, with identical differences in sexual organs and appearance.

The internal biology of balus makes them distinct from other humanoids. Their digestive tract makes use of two stomachs, the first a holding chamber filled with prolific moulds which break down foods before moving them on to the second stomach where acid further digests ingested food. Moulds also fill the balu large intestine, acting like e-coli does in humans and aiding in digestion. Within the dermal layer of Balus stomata replace the pores of mammals, allowing heat exchange. The red chloroplasts in their skin which give them their near-scarlet colour also help them with oxygen exchange while there is sunlight, excess carbon dioxide produced by muscle action moved to the chloroplasts where it is converted back to oxygen. Regardless of their minor photosynthesis, which aids in physically tasking exercises while in sunlight, they have, and require, lungs to survive. Breeding is accomplished like many other species, requiring both a male and female, but balish women only enter a fertile state once every two years, and during that time are exceptionally fertile.


Humans are by and far the most prevalent species within the galaxy, with many Fractal Earths in existence and many an empire formed entirely from human stock. Due to this prevalence humans require no in depth description. They are present within the Imperium through conquest, and are of a wide variety of ethnicities. The most prevalent ethnicities are those of the misri arabic Mamluks, the greek Omegans and Radaitans, and the russogermanic Razonites. Many other ethnicities and varieties of humans as well as panhumans live within the Imperium, but tend to blend into the local human culture as far as the Imperium is concerned.


A human derived race, Talythians were created by design as soldiers between the Interstellar league and a Taledonian led republic. Designed to naturally fall into military paradigms, Talythians have two biological castes that divide them. Soldiers are the most common caste, composing more than ninety-five percent of the population, and live a scant twenty years before natural death. Officer caste Talythians are the minority but live to an average thirty years, half again as long a soldier, and are more mentally capable than their soldier kin. All Talythians, whether officer or soldier, are born with innate martial skills and expertise, such as how to aim a gun, engage in close quarters combat, and stripe a rifle for maintenance. These instincts compliment their natural build, being short and heavily built at four and three quarter feet tall while weighing one hundred forty pounds on average. What they have in martial capability they lack in imagination or artistic skill, however, and most Talythians are uninterested in the arts.


A feline race bemusedly beloved by atoran, alumina have been a focus of affection by the amphibian humanoids ever since they made physical contact. Alumina, being subjects of the Alversian Republic, were a rare sight within the Imperium before and during the TSAR-AXIS cold war and the chilly relations that accompanied it. However the cessation of the cold war and the regularization of relations with the Alversians saw an influx of alumina immigrate to the Vipran Imperium. Roughly two hundred and twenty five million alumina immigrated to the Imperium in the years after the cold war, the vast majority settling within the core systems to take advantage of job opportunities within Vipra as well as to use their unofficial favoured status to live comfortable lives. They bring with them technical skills as well as military veterancy from the Danaversian Wars but find employment in all walks of life.

Special thanks to Alversia for use of his Alumina, other details on them can be found in his factbook here.


After wide ranging genetic therapies and modifications the inhabitants of the Hymns of Ascent have diverged from baseline maekari and become their own distinct subspecies but continue to refer to themselves as maekari, even if the are more correctly referred to as Ascent Maekari or Vipran Maekari. Their phenotype is very similar to baseline with extremely humanoid features, gender dimorphism, salmon pink skin, eyes that range from violet to pink, and anywhere from twenty-four to forty-eight tentacles on their scalp where hair would be on a human. Men still have the chitinous layer of keratin that forms a pseudo-exoskeleton, beginning to grow when they hit puberty and fully grown by the time they are thirty, covering them from head to toe in organic plating and tough membranes. Women are largely similar as well, but their life cycles are dramatically changed.

Where they differ from their kin is in their internal workings. Ascent Maekari are not bound to the same life stages are the original maekari and their lifespans are dramatically longer at roughly one hundred and seventy years for both sexes. A smaller change are new lavender smelling pheromones that exude from both sexes bodily fluids, giving them a permanently pleasant odour as their sweat carries the pheromones in small amounts, and endearing them to aliens as well as each other. Most minorly the height difference between sexes became more distinct, with women average five and a half feet tall and men six feet tall and their body shape, while still being thin and slight, has more variety in bulkiness than the baseline.

Men are the most unchanged with only a few changes and unexpected consequences of the genetic manipulation, that being that they are more pronounced in showing their age such that as they grow older their tentacles stiffen and curl up like nautilus shells tight against their skull. As well they become thinner and their chitinous growths develop some further protrusions and crests. Their muscle tissue bonds close to the chitin to the point where it can serve as a secondary mechanical lever akin to a regular exoskeleton by the time they are fifty. This allows older Vipran maekari who appear as though they should be weaker to actually have significantly more leverage for their weight, allowing them to move much quicker and be more precise in their movements at the same time.

On the other hand women are no longer divided into strict life cycles. With the caretaker stage removed entirely and the Sister stage merged with the Adult, maekari girls become known as maidens once they reach eighteen years of age and they become functionally fertile after years of development throughout puberty. They stay in this stage for thirty to fifty years, slowly transitioning to the mistress stage. First as a consequence of the changes, and then modified with intent to help engineer the species’ survival, Ascent Maekari women exhibit the promiscuousness of the normal Sister life stage throughout their lives, something that only lessens when they become a mistress, and are superfecund. The adrenal glands of the regular adult life stage develop naturally in their mid-twenties, and their aptitude for the arts aren’t lessened even if they are delayed to the mistress stage and thusly take much longer to develop. Additionally their tentacles continue to grow throughout life, eventually reaching the back of their knees.

The most dramatic change, from the maekari perspective, is that when female Ascent Maekari sightjack they also experience the tactile, gustative, and olfactory sensations of the individual. They still require physical contact, and they require practice to manage the overwhelming sensations without suffering overload. Men are the same, still able to sightjack anyone who has come into contact with a maekari in their close vicinity, but taking in other sensations along with sight and hearing. They also still suffer the degradation of their sense the more they use this ability, but it extends to all their sensations and not just their eyesight. Perhaps to combat this or maybe through the interactions of the genetic modifications the Ascent Maekari spontaneously developed significantly heightened tactile sensitivity, first apparent in men and then, very shortly after, the women.


Born amidst the apocalyptic ruins of Ekilion, their world ravaged and raped by an infesting and voracious entity monikered as “The Coalescence”, the Ekonites are the warped successors to the now extinct Ekilionites who preceded them. Found by the Viprans amidst the wracked cities of their world inside warrens carved into the bedrock and lined with quivering flesh, they were reintroduced to the galaxy and left their barren homeworld behind for scavengers to pick through. Now migrants travelling within large living spacecraft organized into large fleets, Ekonites have also immigrated in large numbers to the Imperium and settled in cities throughout the Core and Fringe.

Like their antecedents (the Ekilionites) the Ekonites have mutable physiology, but they differ in that the new species has conscious control over the changes that take place and can guide or even take direct command over their own physiology to the degree of changing themselves on fundamental levels. The easiet way for an Ekonite to change itself is by copying, typically by ingesting organic material with genetic or other forms of intrinsic organic coding, allows an Ekonite to copy the form and composition of the entity it came from or incorporate elements of it into their being. However this is not necessary and an Ekonite can experiment upon itself to create new appearances, organs, and other personal changes independently. This process takes longer however, albeit practice can shorten the time required significantly. The average Ekonite will take many weeks or months to shift their appearance independently, while a trained and skilled expert can alter their body in minutes.

This skill with their own bodies extends outside of it however, and Ekonites possess and preternatural ability to weave flesh and bone. An Ekonite can gestate biological constructs (bioconstructs) and release them in juvenile form, allowing them to spawn numerous subservient organisms. These young bioconstructs then develop rapidly and can themselves create further drones that culminate in vast organic architecture and massive creatures on the scale of starships. Ekonites dislike having to create the initial bioconstructs with their own bodies due to extreme pain and fatigue involved, but when wearing their biosuits, which are discussed below, they can have their suit carry out the process in their stead in a more efficient and painless manner. Effectively, each Ekonite can replicate their favoured ecosystem over a long period of time.

Physically the average Ekonite, if any can be considered that due to their mutable phenotype, is divided into two large categories: The Fleet Ekonites and the Imperial Ekonites. Fleet Ekonites are those born on the Ekonite migrant fleet or first-generation immigrants from it, and are short humanoids with inhumanly pale skin and wispy white hair. Conversely Imperial Ekonites, who are native to the Imperium, are much taller and with heftier builds, skin colours ranging wildly from atoran blues and greens to human browns and even improbable scarlets and neon pinks. Imperial Ekonites also tend to lack hair and instead have head stalks much like the atoran they imitate. Due to their shifting and morphic physiology however they can take almost any form if given the time and organic energy required, no two Ekonites looking alike.

Another intrinsic part of Ekonites and their culture is the suit each owns. Each suit is a work of art created by the maker to suit their personality, Ekonites growing their suits over their skin in a long and slow process that result in them being perfectly acclimatized with their suit. By the time they are done growing, an Ekonite’s suit acts like enclosed mechanical powered armour, with a limited onboard intelligence. Alive in their own right, suits have brain nodules interspersed throughout the suit but primarily behind the neck that allow the suit itself to better assist the wearer. By linking with their suits, connecting their nervous system with them, Ekonites take full advantage of this and gain superior reflexes, senses, and other benefits. Theirs suits do have a common feature however, that being tendrils in one place, usually from the scalp, that allow them to further connect to bioconstructs or other Ekonite designed biology. Aside from this their suits may have built-in weapons systems, extra limbs, dispersed eyes, and other such design choices made during growth.


Fringe Races:

One of the many non-humanoid races of the Outer Fringe the gruukaphalak, called gruuk for short, are centipedal insects with full sapience and the ability to verbally communicate. Their bodies average four feet long, eight wide and three thick, with two thick antennas topping their rear end and a flat face on the front. Their face is utterly flat, with no discernable head, instead their segmented body terminates suddenly and a wide pink gummy mouth is visible surrounded by seventeen beady black eyes. Their eyes do not blink, and eight inch long scything mandibles are hidden inside their mouth to snap out and yank food inside where an internal chewing mandible can grind it down. Along the side of a gruuk’s wide body are limbs, sixteen arms that end in small pinchers on the front third while thirty six stubby legs protrude evenly spaced further along the body. Gruuks hold themselves in a semi-upright position, their body in a trailing S shape, and can move surprisingly fast along any surface their legs and pinchers can find purchase.

Gruuks do propagate by semi-typical means, breeding sexually, but do find no enjoyment in the act. A male penetrates the carapace of a female and injects his sexual cells into the female’s body cavity where it eventually reaches interconnected wombs along her back. Ten to thirty gruuk grow within their mother’s back for thirty four weeks before hatching, the mother’s carapace distending and bulging with her young by the time they are ready to be born. Gruuk use their mandibles to cut through their mother’s skin, and spill out the first opening to be made. The mother will take several months to recover, her exoskeleton taking time to recover, and she feeds her infants with regurgitated crop milk. Gruuk are weaned by six months of age, and are adults at fifteen years of age.

However gruuks are considered odd and off putting for other reasons, mostly their vocal control and their odd fixation upon humanoids. Gruuks have an amazingly well designed diaphragm and vocal cords, able to control their voice to perfectly imitate others or even the sounds of machinery and inanimate objects, gruuks often speaking with humanoid voices. This has a tendency to disturb the people they adore, the centipede-shaped species have a species wide adoration of the humanoid form. Gruuks don’t know why they have this fixation, but don’t question it either. They will watch humanoids sleep, collect their hair or trimmings, and otherwise surround themselves with relics and fetishes dedicated to their favourite humanoids, finding any excuse to physically interact with humanoids.


Arriving from a region known as the Wastes, the Elysians are a race that underwent rapid and widespread mutation into their current state under the influence of the Coalescence. They are a confluence of the various Olacian elven races, Elysians have a life cycle that consists of biological castes and telepathic community within the communal mindscape of Elysium. They live in a instinctually structured society headed by the Nomarch caste, with the remaining four filling out the bulk of their civilization. Blooded are the soldiers, guards, and civil protection while Wayfarers explore the stars as well as develop new theorems. Factotum are the bedrock of the Elysians, the labourers and workers who toil. The last caste are the Painted who hold the social order together by creating cultural works and relieving the stress of other Elysians.

All Elysians are born casteless no matter their parents, small and sexless, weaned and raised by Factotums as they develop physically and travel Elysium in their dreamstate. During their childhood they are hairless and chubby, their skin pallid and eyes with pale blue irises. When they hit puberty their bodies undergo a dramatic shift, gaining sexual characteristics and transforming into one of the five castes. They are transferred to the care of their caste at that point and by the time they reach full maturity they are of their caste’s phenotype and are entirely encultured to their new way of life.

Elysium, the communal dream and mindscape of the Elysians, is a telepathic realm shared by all Elysians. All Elysians aside from Nomarchs only visit Elysium in their sleep, the highest caste able to interact with Elysium and its inhabitants at all times. Despite not being aware of it during their waking hours Elysians are always in contact with the dreamscape and can be influenced through it by the Nomarchs, indeed the Nomarchs maintain control of society through influencing the mindscape of other Elysians actively within Elysium. In addition to this they can cause psychosomatic effects in others through the dreamscape, causing them to heal quicker, helping them resolve personality issues, or even cause them to develop down different paths. Through this Nomarchs are able to heavily influence which caste a young Elysian will grow into and continue to affect their development throughout their lives.

-Nomarch Caste-
By right of their caste the Nomarchs are the leaders of Elysian society and rule over the other castes. Psionically potent and able to act within the dreamrealm of Elysium when fully awake and aware, they guide the lower castes through that communal mindscape and control the fate of the Elysian people. Their influence is not limited just to Elysians and through concentrated effort they can connect outsiders to Elysium, thereafter influencing them as they would an Elysian and even altering them physically. Physically Nomarchs are tall and ivory skinned, the shortest seven feet in height, their long limbed and hairless bodies thin yet exuding a strange grace that the serene expression of their delicate if straight-featured faces compliment. They can be of either sex but are highly androgynous, although both sexes are infertile, and the only obvious difference aside from sexual organs is that women have larger eyes and shorter canines.

-Blooded Caste-
Warriors and soldiers, Blooded are a passionate and violent caste that are entirely female. Perhaps as a means of survival they mimicked one of the varieties of infested that roamed the former Olacian worlds and took on characteristics of women turned to perpetually bleeding and feral cannibals. Mutualistic fungi, bacteria, and multicellular organisms riddle their tissues and aid in processing lactic acids and provide myriad other benefits. Their physiology is highly robust as a result of this in combination with elastic tendons, carbon structures that permeate their skin and bones to make them intensely hard to cut or break, and internal membranes that disperse incoming energy to protect organs from concussive force. Their skin is raven black yet, during times of distress, they bleed through their pores and their bodies are coated in a protective layer of scarlet ooze as the specialized blood and plasma congeals into flexible organic body armour overtop already bullet resistant tissue. Phenotypically they are stout and hardy, with a layer of bodyfat overtop lean if highly developed muscles that gives them a voluptuous form, and they have wild orange hair that often covers their long pointed ears, shrouds their yellow eyes, yet does nothing to veil rows of perpetually growing serrated teeth.

-Wayfarer Caste-
This sexless caste is the shortest and lightest, with hollow bones and other oddities that set it apart from the others immediately. Most noticeable is the fact that Wayfarers have two thumbs on each hand as well as on their feet, which are just as articulated as their hands. Closer inspection reveals their orange and white splotched skin is covered in transparent downy hair that acts as cushioning and insulation in place of bodyfat. Eyes, with proportionately large pupils, dominate their faces above thin noses and small mouth while their enlarged skulls give them a huge amount of encephalization. It is because of all this that they are the most nimble of Elysians and can climb nearly anything and are expert spelunkers, translating well to movement in zero-gravity situations, as well as the most intelligent in regards to mathematics and logic. Within Elysian society Wayfarers are the scientists, academics, crew of starships, and the advisors to Nomarchs.

-Factotum Caste-
Grey skinned and with strong physiques, Factotums are the foundation of Elysian society and the majority caste as they carry out the majority of labours. Their hair is either ashen or onyx, ears shorter than other Elysians but pointed nonetheless, and their eyes tend to be pale blue. Averaging six feet in height and with builds that support intense musculature Factotums have many of the same mutualistic flora as Blooded and can work continuously under hard labour conditions without tiring. Disproportionately the Factotum caste are men, with three fifths of the Factotum population male, and are employed as manual labour. Women often have domestic duties as well as secretarial work, alongside wetnursing and raising Elysian young in creches, but a good half of Factotum women also work in manual labour fields. Although they tend to work menial or tedious jobs, Factotums are not without intelligence or ambition as they match human intellect and will often compete for superior jobs, the attention of other caste members, and better social standing.

-Painted Caste-
Of all the castes the Painted are the most relatable to outsiders, appearing the closest to their Olacian precursors. These typically gorgeous Elysians range in height from five to seven feet tall for both genders and often have athletic or statuesque figures that are accented by flamboyant and bright skin colours that can be, but are not limited to, azure, forest green, amaranth, gold, and even iridescent purple in solids or patterned combinations. Their hair, shining and luxurious, is similarly colourful and always contrasts with their skin. Similarly their eye colour varies widely and they have large irises to show them off. Like all other Elysians they have pointed ears, although theirs are the longest. They differ in that their skin and other tissues are far more elastic and do not tear easily, they have pubic hair and the men have facial hair that develops during puberty, and their pointed tongues can stretch up to a foot from their lips. Additionally they are the most fertile of the castes and the progenitor of most. Mentally the Painted are highly imaginative, almost all being eccentric, and take up several artistic pursuits or devote themselves to mastering a particular art form.


Description:
Anthropomorphic felines, the Vestris are a predatory and powerful species that blend humanoid and feline characteristics. Excepting certain subspecies they stand an average of seven to eight feet tall upon their digitigrade legs and weighing around three hundred pounds, predisposed towards athleticism and both genders naturally well endowed as though designed by a mind with an eye towards the lascivious. Their faces are instantly recognizable as feline, with a whiskered muzzle and eyebrows, conical ears atop their head, and slit-pupiled eyes that are bright yellow, blue or green. Their fingers have retractable curved claws intended to rend, claws on their four-toed feet blunt raking instruments. A thick coat of fur covers their body from head to toe yet they also have full heads of hair that grow quickly, with their hair colour often black and blonde. Vestris fur patterns are highly varied and emulate most all found in Felidae species with subspecies showing preference towards specific patterns, although jet black and the various tabbies are the most common. The species also has a long tail that is an extension of their spine, the appendage moving in manners that match their state of mind. Additionally all vestris are capable of purring as well as roaring.

Visual:
Like typical felines, vestris have forward facing binocular vision, with no sclera readily showing in their large eyes. They have a tapetum lucidum that gives their eyes a characteristic shine, reflecting light back into their eye and giving them exceptional vision in dark and lowlight conditions, although this does give them a slightly reduced visual acuity compared against species that lack the organ. In addition to this their eyes have slit pupils to enhance their lowlight vision further, allow them to quickly adjust to changes in brightness, and give them superior depth of field in their vision while they are in bright conditions. Vestris eyes have additional eyelids, nictitating membranes that block out additional light when they sleep and provide protection if something is coming towards their face, and they can go great lengths without blinking while also having tear ducts that can water irritants from their eyes.

Auditory:
With large conical ears that can effectively catch sound and rotate independently vestris have an immediate advantage in hearing that is only enhanced by sensitive eardrums that can hear higher pitched sounds with ease. With their large ears and independent rotation they can pick out the source of any sound within several yards to within three inches of its source. Their ear sensitivity allows vestris to hear over one and a half octaves above the range of human hearing, meaning they pick out noises that would be biologically ignored by a slew of other species. However this also means that they are susceptible to specialized noisemakers and suffer additional ear trauma around excessively loud noises. While they are picking up new sounds or intentionally seeking them out their ears will swivel and rotate until they discern the source and then they will ‘lock’ onto it, honing their sense of hearing onto the target location and focusing their excellent hearing such that they can hear pins dropping in that direction up to twenty yards even under less than ideal circumstances.

Olfactory:
With a significant number of receptors in their olfactory epithelium, vestris have an excellent sense of smell that is upwards of twenty times more potent than a human’s. In addition to this vestris also have a vomeronasal organ that is used to detect pheromones in greater detail than their regular sense of smell can. By wrinkling their muzzle so their upper lip pulls up and dropping their chin slightly, leaving their mouth agape, and hanging their tongue out a small ways a vestris opens the pathways to their vomeronasal organ and when they inhale through their mouth the air flows to and past it. Through this ‘jacobsoning’ they can pick up on the presence of pheromones even in very small amounts, allowing them to detect the sexual fitness of potential partners as well as the health of those around them among other details.

To that end vestris have exocrine glands that release three distinct batches of pheromones and have divergent scents that can be smelled without pheromone detection. They are located in three areas with slight variance dependent on their sex: Their eyebrows hold territory glands that they use to define their property and when expressed carries the unmistakable smell of fresh orange peel; The friendship glands in the corners of their lips give off calming pheromones that show familiarity and closeness and have a very light lavender odour; And the last are the sex glands located just below the vulva in the case of females and above the phallus in men, carrying a rosy scent. These glands tell those that can pick upon them the social, health, and sexual information of the vestris as well as who they are in relations with by who carries pheromones from other vestris.

Gustation:
Unable to taste sugars as effectively as other species, vestris have a palate preference for meat. They can still detect and taste sugars but they do not have particularly large tastebud regions for them and instead treat sugars like a spice while the majority of their tastebuds are honed towards other taste. As such they can pick out nuances in the flavours of meats, oils, and fatty acids. Dairy products such as eggs and milk products are equally tasteful to them while fruits and vegetables are less so. Other foods and ingestibles vary, with alcohol being disfavoured while certain smoked consumables are broadly enjoyed. Drugs affect them as might be expected, although certain artificial products have limited to no effect, and plants from the nepeta genus are a recreational substance that either make vestris dozy and happy or excited and manic depending on their predisposition.

Tactile:
Vestris have a superior sense of touch in their hands, feet, lips, and erogenous zones but have exceptional tactile sensation through their vibrissae, whiskers. The whiskers on their muzzle and eyebrows are deep and tough, each whisker as thick as three to five fur strands and set deeper in their tissue than any other hair follicle. Through their whiskers they can detect their environment even when all their other senses are incapable, able to independently develop mental images of what their whiskers are touching. In the air their whiskers can pick up subtle changes in wind direction and speed as well as density, they can feel air displacement when objects move near them and tell the general size and velocity of the object if it is within three meters of their face and clarity dropping off rapidly with distance.

Diet:
With large canines and carnassial molars the teeth of vestris are oriented towards meat eating and shearing through tissue. Their upper canines are large and curved so that when they bite they hook in and make escape closer to impossible than unlikely, stabbing like daggers before the curve makes any attempt to escape rend flesh in large gashes. When they chew their carnassial molar, which naturally sharpen, cut through tissue like rows of knives and can fillet meat down into palatable slices and chunks rapidly. Small incisors are between their canines on the top and bottom and assist in chewing what plant matter they eat as well as holding bones while they grind flesh off with their molars. Their throat and gastro-intestinal lining is hardy, with potent acids that break down bone so that even fishbones are not a hazard, and should something become stuck in their throat they can consciously reverse the flow of the muscle action in their throat to regurgitate the obstruction without vomiting. Altogether their dental structure is geared towards a carnivorous diet.

However, vestris are not obligate carnivores. They are instead facultative and regularly ingest plant matter to supplement their diet. A vestris cannot survive without meat despite this and require at least a pound of high-protein tissue or substitute once a week in order to maintain their bodyweight and produce specialized proteins of their own. Eggs and certain milks can provide for this needs but need to be eaten in larger amounts and even then are not as healthy. Vestris that can eat meat regularly are the most healthy, and if they go longer than a week without meat or a viable alternative they will begin to suffer kidney damage that, if left for longer than a few days, can lead to permanent damage and eventually death.

Sexuality:
Female vestris operate on a estrous cycle that incorporates ‘heat’, where they are highly sexually active and exhibit increased erogenous sensitivity, once a year. Although they have a monthly estrus cycle and can become pregnant during estrus, during the summer season the estrus period of their cycle is extended and they enter their heat. During this time they become significantly more active and socially manic, easily aroused, and the sex gland produces markedly more pheromones that have excessive potency and can act as an instant aphrodisiac. Other vestris around a female in heat that jacobson can become immediately aroused as their bodies react to the sex pheromones, females reacting similarly to men and becoming dramatically more sexually active if exposed to the pheromones of e vestris in heat. Vestris that exhibit superfecundity during their heat, able to carry children from more than one father simultaneously.

A pregnant vestris shows physically after five weeks, although anyone that can detect their pheromones can pick up on the change in their health and the presence of hormones changes after two weeks. Gestation lasts thirty nine to forty weeks over the course of which the woman undergoes physiological changes, most readily visible, and has hormone changes that prepare her for childrearing. Lactation begins prior to birth and carries on for months thereafter, only ceasing once the child or children have been weaned. Vestris generally give birth to a single cub unless they were impregnated during heat in which case they will typically carry a litter of three to six cubs. Cubs are far more often female than male, with a four to one ratio on average. After birth vestris take several weeks, sometimes months, to fully recover.

Born helpless, vestris infants come into the world covered in soft and poofy fur of the pattern and colour they will have throughout life. They do not yet have scalp hair upon being born and fur instead covers the crown of their head, being replaced with regular hair by the time of their first birthday. Their sense of hearing becomes viable at two weeks of age and their eyes will open at three weeks, always blue while they are young and developing into yellow or green by their first year of age if that is in their lineage. Their ears remain soft and floppy until two months of age when they straighten and stiffen, and they are slow to learn to walk. A vestris cub survives off its mother’s milk for nine months, after which it can be weaned as its carnassial molars erupt, although mothers will usually keep breastfeeding their cubs for months longer until their full set of baby molars are erupted and they can chew properly.

Sociality:
Vestris naturally organize themselves in a social unit called the pride, which they are predisposed towards forming in a social vacuum. A pride of vestris is generally four females and a single male, mimicking their gender ratio and matching that of the subspecies. Prides take care of their children as a group, the responsibility of rearing primarily that of the biological mother for the first month and then becoming a shared duty among the women. Prides designate one of their own as the pridemaster that makes the large decisions for the pride, although in reality they tend to operate on consensus and debate with the pridemaster being the tiebreaker should one occur. In some prides however, such as among certain subspecies, the pridemaster displays significantly more authority and dominance within the pride unit.

Vestris use their scent glands extensively in their social lives, each vestris’ glands unique and distinct to them so that they can immediately tell what scent belongs to who. The three different kinds of glands hold different meaning understood on a physiological level, as well, and this is important in their social lives. When vestris meet their friends, family, and loved ones they will rub their muzzles together so the corners of their lips touch and their friendship glands are expressed to mark each other in a friend-rub. Using the territory glands on their eyebrows they show ownership and mark property, rubbing someone with their brow denoting dominance and lordship over that individual and showing that the marked individual holds a demeaning position or relationship to the vestris that marked them. The sex gland is used as a sexual identifier, with the scent of one vestris’ sex gland upon another a telltale sign of a sexual relationship, and where that scent is located upon someone can give intimate details about their relationship. Taken together, the scents left behind upon vestris give a roadmap to their social relations and personal relationships.

Subspecies:
The vestris are a collection of seven compatible subspecies. The subspecies are called by their second name, excluding Vestris Vestris who are seen as the ‘baseline’. Each of the other subspecies vary in at least one definitive way that sets them apart from Vestris Vestris. Most of them are minorities, with Vestris Vestris a supermajority of the overarching species, but they are present in enough numbers to be genetically and visibly distinct.

Vestris Vestris
This subspecies is considered the default or primary vestris as they represent over fifty percent of the species, and can be surmised readily from the information presented above.

Vestris Onsia
Averaging seven feet tall and four hundred pounds, the Onsia are broad and powerful compared against the Vestris Vestris. They build muscle mass the easiest of all the subspecies and have thicker bones, Onsia have shorter limbs than other vestris and wider chests that give them endurance to match their builds. They are exceptionally strong and have amazonian builds among the women and muscular for men, their jaws the most powerful of all the vestris and able to crush the bones of draft animals between their molars and separate vertebrae with their canines in a single bite. Further enhancing their natural hunting prowess their claws are more deeply set in their fingers and toes, allowing them to maintain their grip better when climbing or digging into tissue without worrying about pulling their claws out. Their fur is short and dense with a rosette pattern over yellow and white being a common pattern. Onsia have smaller ears than their kin with rounded tips and usually have yellow or green eyes.

Vestris Thele
This vestris subspecies averages seven and a half to eight and a half feet in height, and the Theleo breed are further separated thanks to the fact that their usually tan or peach fur grow shorter than the other subspecies and that they have a tuft of dark fur that grows at the end of their tails. Additionally they have a predisposition towards ‘baldness’ where their hair never grows in and their fur covers their scalp, this trait affecting a large portion of the subspecies, and those who are not affected have mahogany or blonde hair. Theleo have runners frames, with long legs, lean arms, and thinner chests than the average, weighing in at only three hundred twenty pounds despite their additional height. What sets them further apart however is the increased divide in their gender ratio, with nine women to every one male, this trend leading to exceptionally large prides. Such large prides tend to have a central powerful pridemaster that guides and sometimes dominates the younger members, as Thele prides tend to have a large degree of age variance between the younger, newer, pride mates and the older pridemaster who generally feels a need to express her authority directly.

Vestris Gris
Colossal, Gris are fearsome vestris of orange and black banded fur, white down their belly and chin, that stand nine feet tall. Gris are long limbed and tall in the chest, their proportions making them look elegant and dangerous in equal measure. They are naturally athletic and lean, not showing any excess muscularity yet well rounded and fit. Gris are considered exceptionally beautiful and intimidating by most vestris, the yellow eyed and black haired Gris highly sought after by prides seeking prestige and the company of a giant beauty. The subspecies, however, is strange in that it is not naturally inclined toward prides. They have the same gender ratio but psychologically prefer to live solitary lives without pride attachments, raising their children without so much as a father figure and operating an exceptionally tight family unit. This particular subspecies of vestris are the smallest minority, representing less than one percent of the vestris Gris.

Vestris Conco
Coated in thick fur that ranges from tawny to reddish and is lighter on their belly and chest, the Conco subspecies are of a chilly disposition as matched by their icy blue eyes and towheaded hair. Their fur is exceptionally thick and dense between their footpads, which are themselves thicker and more leathery than in others, staving off potential frostbite if they walk barefoot in taiga or tundra lands. Another way they distinguish themselves is with their powerful legs that allow them to do a standing jump of eight feet and a running leap of forty. On top of the thick thighs their strong legs give them Conco tend to have more body fat than the other subspecies, leading to filled out builds that exceed the already voluptuous and buxom frames that pervade the species. They are also, however, the quietest of the vestris and tend to be stoic in personality, keeping to themselves and their prides where they can.

Vestris Wied
The tiniest and smallest of the vestris, the Wied are an outlier among all their peers thanks to their abnormal height. While all their peers in the other subspecies are tall, Wied average three and a half to four and a half feet in height and tend to have issues arising from this. Mostly they suffer from being considered tiny and adorable by other vestris, their thin and elegant builds not helping their case, and their marbled and splotchy black and yellow patterns are one of the few things that get them noticed in a crowd. They are able to make their way through a crowd easily enough however by weaving and hopping through openings that they can spot with their large and generally superior eyes. Wied are particularly adept at climbing with wickedly curved claws and their sight working together to make them naturally proficient at climbing branches and the sides of buildings in equal measure, and also meaning that they can get up and over even a Gris if they really must get to the head of a line.

Vestris Viver
Adapted to water and swimming, the Viver subspecies have a few adaptations that explain their love of lakes, rivers, oceans, and bathing in general. Their fur is naturally oily, giving their spotted and striped fur a shiny sheen that stops water from readily penetrating through, water gliding right off their backs but still soaking their hair. Additionally their toes are fully webbed, something not readily apparent on land but becoming visible if they extend their toes to their fullest extent to show the skin between them that allows them to swim quickly with kicks of their feet that make flippers entirely unnecessary for them. They are slightly shorter than average too, ranging near the seven foot end of the average scale, and are a bit stockier than other vestris. This gives them a slightly thicker figure, with kicking legs and arms that can propel them swiftly through any body of water or see them through a fight. Like all other vestris they require meat in their diet but have a particular affection for fish of all varieties.
Last edited by Vipra on Mon Nov 27, 2017 10:28 pm, edited 7 times in total.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

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Vipra
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Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:07 pm

Territory:

The Imperium is a colossal sprawl, with territory and military holdings in all four quadrants of the galaxy. Imperial territory is divided into three categories, each under varying degrees of direct control and with their own subdivisions. The regions of the core and Inner Fringe are part of the Imperial borders officially, patrolled by Imperial customs and the military. All ships arriving in Imperial space, aside from Imperial military vessels, are required to slave their vessels’ systems to a control station and allow remote control. Those that do not hand over control are considered hostile and are detained or destroyed as is deemed prudent. No foreign territorial presence is allowed within core system or upon worlds administered by Vipran officials. In this way embassies are not considered to be the sovereign territory of another state and must abide by Imperial laws and customs.

The Core Systems: Those systems that were conquered, assimilated, or otherwise made a part of the Imperium during its initial five year expansion into space, the core systems are administered by system governors and are the cultural, as well as economic, hub of the Imperium. They tend to be more heavily populated than most Fringe worlds and have a massive amount of infrastructure as well as industry.

The Inner Fringe: Those colonial, corporate, and protectorate systems that have been annexed into the Imperium after its creation of the Imperial Fringe are organized into Inner Fringe provinces that compose an average of five to twenty systems each. Provincial governors oversee the Inner Fringe territories and aid in the integration into the Core Systems as well as the collection of taxes. Inner Fringe provinces tend to be sparsely populated with each province focused around one to four central systems with high numbers of human, atoran, or alien populations that serve as the focal point and administrative center of the province while the remaining systems are low-density colonies and resource extraction centers.

The Outer Fringe: The frontier of the Imperium, the Outer Fringe is an eclectic, half-anarchic collection of corporate conquests, private colonies, alien protectorates, and warlord states. Any state is considered an Outer Fringe state so long as it has an agreement to pay tithes, taxes, or some other form of payment to the Viprans in return for protection, trade access, and other elements intended to begin their slow integration by the Imperial government. Corporate holdings are de-jure and de-facto Imperial territory of the fringe. The Vipran agency known as the Fringe Affairs Bureau is most present in the Outer Fringe, monitoring mercenaries and corporations for any criminal activity or atrocities and keeping the semi-sovereign states of the Outer Fringe to their agreements with the Imperial government.

Population: The number of sapient beings in the system who are counted as Vipran citizens.
Planets inhabited: The number of planets in the system permanently inhabited by Vipran citizens to a noticeable and permanent degree. Does not include planets inhabited solely for mineral resource extraction.
Moons inhabited: The number of satellites in the system inhabited by Vipran citizens to a noticeable and permanent degree. Does not include moons inhabited solely for mineral resource extraction.
Cities: The number and names of the major population centers in the system.
Governor: The Governor appointed to exert control over the system.
Overview: History, geography, details and miscellaneous facts.

*Template copied with heavy changes from Xiscapia’s excellent factbook
Last edited by Vipra on Mon Oct 26, 2015 10:59 am, edited 2 times in total.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
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Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:11 pm

Core Systems of Alpha

Valethus System, the Imperial Capital:
Population: 16,000,000,000 (85% atoran, 15% other)
Planets inhabited: 3
Moons inhabited: 1
Cities: Bathurdul, Karev, Alarash, Horutöke, Prrutvresta
Governor: Imperatrix Thanalli Alataryx
Overview:

Valethus is a large system, with ten planets and two asteroid fields. Allurus, the only naturally terrestrial world, is the fourth from the sun, the three between Allurus and its yellow star burning husks with the closest to Allurus, Ponti, being the site of scientific colonization. Farther out are three gas giants, the asteroid fields sandwiched between the trio. A single icy world known as Pollöke sits between Allurus and the gas giants and has been made terrestrial by atoran intervention, the final two planets having very long elliptical arcs around the star and thus ranging from being moderately close to exceedingly far away over the thousands of years their slow orbit takes. No orbits intersect, but the outermost world shows evidence of having caught and been buffeted by the moons of the farthest gas giant in the distant past.

Allurus

The main planet of the system is Allurus, the homeworld of the atorans and the capital of the Vipran Imperium, the moon Elek orbiting the world. The planet consists of a single large continent and a number of small islands. Stretching across Allurus’ equator, dipping slightly north or south in places, the continent is a single unbroken circlet around the belt of the planet. Archipelagoes of islands extend far into the northern and southern hemispheres, sometimes touching the thin ice caps at the poles. The world is covered almost unilaterally in jungles and boggy marshes, temperate forests that climb up the sides of mountains breaking the mould, and cities having to fight constant encroachment of mangroves and jungle vines.

Allurus is home to all the oldest atoran-founded cities of the Imperium. Bathurdul, the capital city of Allurus and by extension the Imperium, is the seat of the Imperial government and a megapolis with the rebuilt Imperial Palace set near the center of the city. The old Krachii capital of Karev is as it was before the unification, an industrial hub with a focus upon heavy industry that has been augmented by modernization. Alarash, the southernmost former capital, is another important population center with a reputation of monasticism and many grand temples dedicated to the goddess Elekialli that makes it a pilgrimage site for Juntists. The most heavily modernized and second most populous city on Allurus is Horutöke, a city that has been rebuilt after its territory ceased to be a warzone with the completion of atoran unification, and bears many scars of the atoran ethnic violence and industrial warfare that marked their history before the Imperium.

Elek

Allurus’ moon Elek is nearly a small planetoid of its own with a very thin atmosphere. It lacks much gravity and the atmosphere is by no means breathable, but it spawned numerous atoran ideas to terraform the moon into a terrestrial body. These plans never amounted to much, faster than light travel being developed before any could be carried out, and the discovery of other terrestrial planets crumbled all motive and exploration into the terraforming ventures. Elek is still home to a vast number of colonists and industrial companies, cities burrowing into the moon’s surface and supporting the plethora of shipyards on the moon and above it as well as launching resource packets to Allurus via decades old mass accelerators. The city of Prrutvresta is the central economic and administrative hub of Elek, filling out the entire two-hundred twenty kilometer, in diameter, crater of the same name.

Ponti

A mercurial hellscape of toxic gases, acid rain, and cripplingly high surface pressure, Ponti is the site of limited scientific colonization. Teams of anywhere from fifteen to fifty life within sealed lavatubes beneath the planet surface, studying the planet and the basic forms of life on it using advanced pressure suits and robots. The draw to the world are its methane lakes which hold wildlife that appears to be similar to plasmodial slime molds, single-cellular but weighing up to five pounds under normal gravity. They live in the lakes and digest smaller animals of the same genus as well as digesting microbe rich mud. There are no other people living on the world and it has been designated a protected region, negating any intentions to bring industry and resource extraction to the world.

Pollöke

Despite its cold surface and thin atmosphere, Pollöke is terrestrial due to terraforming plans that were carried out before atoran unification and finished after. The introduction of highly virulent genetically engineered microbes changed the atmosphere, making it breathable over the course of fifty five years. The temperature only mildly increased and the gravity is somewhat heavier than that of Allurus, but with a breathable atmosphere the world was open to general colonization thirty years into the history of the Imperium. Small cities dot its surface, with the land sold by the Crown to colonists and corporations that have established themselves across the surface of the world and are beginning the second phase of terraforming by introducing greenhouse gases, animal life, and vegetation as the terraforming microbes die out.


Arkani System:
Population: 5,000,000,000 (72% Talythian, 13% human, 10% atoran, 5% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Hechus, Yarrono, Vetter
Governor: Velenni Klathiev
Overview:
The first extrasolar body to be visited by Viprans, Arkani was named in honour of the admiral in command of the fleet which found it. The system is small, with four planets and a smattering of asteroids, but one of the worlds is habitable and was colonized by atorans and later other Imperial citizens. It has never been the site of a battle and has the sprawl of cities across it, many built by the Talythians that now live there, and its hardwood forests are harvested for use in furniture manufacturing and other luxury goods. Above the planet its three moons have been largely converted into mineral extraction and processing centers, their output shipped to other systems where they will be assembled into various consumer and industrial goods.

The terrestrial world, Charus, is harsh towards the poles with large ice caps and only a temperate band around the equator the most comfortable part of the world. It was found and annexed into the Imperium with much fuss, celebrated and hailed in history as the first interstellar colony of atorans, but fell through the cracks as violence and politics secured more territory rapidly. Charus is still home to a large population, mostly resettled Talythians who harvest the forests and work in the moon industries. It has seen no warfare but supplies the Imperial warmachine with large amounts of raw material and Talythian recruits.


Farenik System:
Population: 7,000,000,000 (70% atoran, 17% other, 8% human, 5%balu)
Planets inhabited: 1
Moons inhabited: 0
Cities: Tylande, Eerioph, Ulsapha
Governor: Charanni Vektiem
Overview:
The first system with a native population to be absorbed into the Vipran Imperium, Farenik is considered the jewel in the Imperium’s crown. The system was absorbed into the Imperium with no resistance expected, being the second stop after the discovery of Arkani, but the native balu population of Volutiol quickly reacted to the atoran incursion and attempted to violently repel them with primitive pre-bronze weapons. The native population was harshly corralled and placed into residential schools in an experiment to see if they could be atoranized as well as to aid in clearing space for atoran colonists. This discriminatory system was abandoned after only a few years and the natives instead given Imperial citizenship, private ownership over their tribal lands, and encouraged to assimilate after being taught the Vipran language.

Farenik is a binary system with a yellow star and a smaller red dwarf that orbit each other bathing the six planets of the system in mixed light. Volutiol, the world which hosted the evolution of the Balu, is far enough that it is not scorched by the radiation of the twin stars and yet close enough to be made liveable. The other five planets are not so lucky, all closer in than the terrestrial world and a variety of sun-blasted hellscapes. Beyond Volutiol is a collection of asteroids in a large disc. The twin moons of Volutiol, Daius and Taius, provide protection from stray asteroids but have since had their role replaced by technological intervention and have become stopping points for visitors and merchants as well as the suppliers of most of the planet’s processed mineral resources. Numerous space stations and a large customs force are present to service the tourist industry centered around the outermost world

Volutiol itself is composed of three continents that are unilaterally covered in a solid canopy of giant mangrove-like trees, and the world is consistently sunny with a hot and humid atmosphere. On top of the canopy, which forms a second layer over the land, there are lakes caught in the boughs and other plants growing into the bark. Below is a cavernous network of bayous filled with fungus, large insects that can grow to monstrous size, and phosphorescent molds that give a measure of illumination. Cities upon the world tend to be built into both layers with elevators and roads giving easy access to both, residential housing on the canopy while the commuting network is composed of sub-canopy subways. The majority of Volutiol’s economy is based upon tourism and upper class estates.


Solkar System:
Population: 11,000,000,000 (75% human, 24% talythian, 1% Other)
Planets inhabited: 1
Moons inhabited: 1
Cities: Nova Roma, Nova Lucanio
Governor: Tarverri Byusiman
Overview:
A single yellow star sheds light across three rocky lifeless worlds and the cold sphere of Victae, the two gas giants beyond pockmarked by the ravages of asteroids. Gargantuan ship foundries and mines are spread across the surface of Victae’s moon Vituvi, the natural satellite covered in a web of light that can be seen even during the day from the world below as millions of labourers continuously pull away at the moon’s stone flesh. The moon is not alone however, many hundreds of asteroids having been dragged into synchronous orbit with the satellite and themselves being rapidly exploited until nothing remains, a halo of burning coals around the hellish eye that is the Vituvi. An endless slew of ships travel constantly between moon and world to bring sustenance to the workers of Vituvi to ensure their labours are unceasing.

Those upon the world of Victae devote themselves to the taxing task of extracting as much life as possible from infertile soil stricken by ice. Industry aids them. Sky farms built from the black metal of Vituvi tower across the world, monoliths of onyx marring endless fields of white as they surround the thin wires that convey the results of their labour to dull grey stations above. Inside the monliths however man and machine work like ants within an uncaring colony as vats brew slimy algae that is harvested and dried into bricks. Drills bring forth crude oil to be converted into fertilizer for the algae or burnt in massive furnaces to keep warm workers as well as the vats. At the end of their day they return to their homes below the iron fingers that jutt from the earth, living within the hive cities hidden underneath. The former capital of the militaristic Solkar empire is much as it has always been.


Nakotar System:
Population: 4,000,000,000 (60% human, 20% atoran, 15% talythian, 5% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Jaenus, Herculus
Governor: Markalli Brakavya
Overview:
A system of six planets, all the worlds are rich in heavy metals, the chthonic world closest to the sun so much so that it is being meticulously harvested by autonomous mining craft. The only world that is at all inhabitable is the planet Vexarillus, the fifth planet from the sun. It is a world of heavy rain, mud, and large swamps. Despite this it is considered at least somewhat a paradise, with highly fertile land that is made arable with polders. The native population, few in number due to Solkarian ethnic cleansing, were rescued from extinction by Imperial intervention during the violent annexation of Solkar. They now live within cities alongside the rest of the population, their scant few million people settling into the industry of producing cultural arts and crafts to support themselves while agriculture from Vexarillus and industrial output from its moon Kalantae support the majority of the system’s economy.


Nowem System:
Population: 5,000,000,000 (60% human, 20% atoran, 12% talythian, 8% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Effulga, Resdenia, Glodaiheim
Governor: Kyrri Zalakar
Overview:
A rather barren system with a yellow star at the heart of it, Nowem has four worlds and a famished asteroid belt revolving beyond them. The two inner planets are cooked to worthlessness, far too close to the star for colonization. Beyond them is Radaita and Ravil, the former the capital of the conquered Radaitan civilization. Ravil is a cold dwarf planet lacking any atmosphere, which makes it easy to harvest and use as an industrial base as the Imperium has. Numerous small work-stations dot the surface of Ravil and feed the stations overhead while Radaita’s darkside glows with the light of civilization across four continents. Radaita is the home of most Radaitan humans, a minority on their own homeworld, and is highly accommodating to humans and similar races. When the Imperium conquered Radaita they intended initially to exile the Radaitans but due to their unexpectedly small population instead subsumed them almost instantly, with the second wave of immigration making them meld into the other human populations that settled on their homeworld.


Adien System:
Population: 3,000,000,000 (70% human, 15% Talythian, 10% atoran, 5% other)
Planets inhabited: 2
Moons inhabited: 0
Cities: Felmurai, Chandul
Governor: Uanilli Tetiann
Overview:
A system swallowed up during the annexation of Radaita, Adien was colonized rapidly and extensively by the atoran to the point the original culture lives on mostly through place names. Only three planets are present within the system, the mercurial Solieu left to its own devices with the tidally locked Aidania and frozen yet habitable Cecil. Aidania is inhabited along a band where there is eternal twilight and dawn, the population having to live with circadian rhythm in another wise wholly pleasant environment with mostly calm weather and resource extraction occurring on the two extreme sides of the planet. Cecil on the other hand is mostly populated by aquaculture farmers who grow and harvest a native species of whale-sized crustacean for its internal oils and fats.


Cuatour System:
Population: 500,000,000 (90% human, 10% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Cersia
Governor: Darri Caligannia
Overview:
Barren would be the best word to describe Cuatour, that and bleak. The small orange star that grants life-giving light upon the closest world, Septem, does not give anywhere near enough to the only other planet in the system. Alganders sits far out, touched only faintly by the rays of the sun, a cold and mournful red rock left untouched even by prospectors thanks to its lack of anything remotely valuable. An utter lack of asteroids also means that the one used for defence had to be towed in by the Imperium, truly an example of just how barren the system really is, the planet of Septem reflecting this.

Septem is a drought ridden planet, the only sources of water below the surface in underground lakes that have to be drilled in order to slake the thirst of the cities. Outside the cities the world is a rocky waste that flickers with waves of heat, tiny insects and shrubs from a previous era eeking out a measly existence. The only redeeming feature of Septem is the massive quantities of gold and platinum group metals within its mountains and underneath the surface. Extensive mining programs have remove entire geological features from the world and creating many billions of metric tons of gold and other precious metals. The majority is shipped offworld to other systems, but a fair portion remains behind to be worked into elegant jewellery by the master craftsmen of the world.


Dorse System:
Population: 7,000,000,000 (55% human, 30% atoran, 15% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Calivia
Governor: Nunirri Ghannya
Overview:
The system’s prime world of Nuevo is sandwiched between Nina, a small Venus-like world, and a gas giant known as Elwen. An asteroid field lies in a ring just beyond Elwen, and the dual moons of Nuevo can attest to the devastating power of the massive floating asteroids. The star of the system is a large white star, its light beating down upon the distant worlds and powering vast solar arrays. Mining fleets also exploit the asteroid field and Nina whilst harvesting plants sit in Elwen’s storm-wracked clouds and siphon away gasses to fuel the industry of Dorse. This system is another of the Radaitan territories swallowed by the Imperium and assimilated into it.

Nuevo is a gorgeous world of pristine oceans, thick green forests, and golden plains that spread as far as the eye can see, Nuevo is a temperate paradise. The winters that blanket the two continents are light but snowy, and the summers warm but not sweltering. It is a favourable planet with rich soil, mineral heavy mountains, and a winning climate making it a pleasant for daily life and labour. Large cities such as the rural-village come megapolis Calivia erupt from the coastlines and out into the oceans or into lakes, smaller cities built inland to exploit the natural resources of the planet. As it stands Nuevo is more than self sufficient, exporting just about everything imaginable and only importing luxuries.


Dova System:
Population: 6,500,000,000 (70% human, 14% other, 10% atoran, 6% talythian)
Planets inhabited: 1
Moons inhabited: 0
Cities: Troja, Neopitus
Governor: Brakki Memoraya
Overview:
A rather spartan system absorbed during the Radaitan annexation, Dova has a small red dwarf at its center and only two planets. Rika, the only other planet besides Helencia, is a dry and lifeless world whipped by flensing winds and tornadoes that scour mountains away with sand. By providence the asteroids of the system are commonly near demi-worlds in size and are spread throughout the system as they orbit the sun. Many corporations exploit the mineral wealth of the massive asteroids and Helencia’s moon, leaving Rika alone thanks to its adverse environment.

Helencia, named after the legendary Helen of Troy by the Radaitans, is a mostly watery world with a number of large islands and small continents splayed across its surface. Most of the islands enjoy a pleasant Mediterranean climate, their fairly rugged climes perfect for wealthy estates and luxury crops to be grown upon. The population of Helencia used to be disproportionately wealthy but has since equalized with the rest of the typical core system. Many fine goods are made on Helencia, finished products of high quality leaving the planet and sold in other systems along with luxury crops.


Kunlun System:
Population: 5,750,000,000 (45% human, 20% other, 20% atoran, 5% talythian)
Planets inhabited: 1
Moons inhabited: 0
Cities: Refrai, Melotai
Governor: Temalikki Odillam
Overview:
Originally settled due to abundant natural resources, the terraformed world Sonata in the goldilocks zone and allows comfortable living while the other four worlds provided easy access to resources. Adina and Marke, the two planets closer to the White Giant star that is Kunlun’s lifeblood, are host to massive mining complexes that clear out metal deposits. Flau, the resident gas giant of the system, is riddled with harvesting stations and transports that take the condensed gases to the other worlds. A complete lack of asteroids is the explanation for the emphasis on mining planetary bodies.

The habitable world of the system, Sonata, was one of the Radaitan’s greatest projects before they were subsumed into the Imperium. A terraformed world, Sonata had been found to be in the sweet spot in terms of orbit when the Radaitans had stumbled across it and they spent the better part of a century turning it into a liveable planet. The world is varied thanks to the Radaitan efforts, with deserts and jungles sitting alongside near-endless savannah. Transplanted animals fill out the quickly grown ecosystem, the world a lifeless but wet rock before the Radaitans put their minds behind changing it. They never colonized it themselves beyond the two cities that now serve as its largest population centers, the Imperium bringing their own people and that of conquered provinces to the world so quickly that the Radaitans almost disappeared in the mix. Additionally Sonata is home to a now absorbed enclave of the Maekari, the cathedral ship Hymns of Ascent having been allowed to colonize a portion of the world early in the Imperium’s history and being diplomatically annexed years later. As such Sonata has the largest population of Maekari in the Imperium.


Arion System:
Population: 29,000,000,000 (99% talythian)
Planets inhabited: 1
Moons inhabited: 0
Cities: Talyth
Governor: Val Skyrzie
Overview:
The Arion system is home to the ecumenopolis of Talyth, the former capital of the Talythian civilization. The system itself has been stripped almost entirely bare apart from the world of Talyth, and that world is a barren rock covered in blizzards so harsh they can pull flesh from bone. Only a massive number of reinforced orbital elevators and space stations giving any sign that there is life on the world. Underneath the surface the planet of Talyth is a sprawling subterranean megapolis that webs throughout the world with hive hubs housing billions of talythians. The orbital industry is serviced by these citizens, the orbital industry of such a scale that it blocks regular light to the surface of the planet below. Due to the state of resources within the system this industry is fed by processed materials that are imported from the rest of the Imperium in gargantuan amount.

Due to its vital military-industrial importance, at least a third of all Imperial military vessels produced by Talyth or from parts made there, it is perhaps more well defended than even the capital. Thousands of capital ships, two battleplates, and hundreds of millions of soldiers are stationed within the space infrastructure as well as within Talyth itself. Talyth’s large stake in the Imperial military-industrial complex is also of economic importance as arms dealing is an important source of revenue for the Vipran government, and as such financial centers are also present within Talyth. Altogether Talyth is one of the most important worlds in the Imperium, only a half-step behind Allurus and only behind due to the political significance of the capital.


Raknold System:
Population: 1,500,000,000 (99% talythian)
Planets inhabited: 1
Moons inhabited: 0
Cities: Eskanyra
Governor: Anjol Cantor
Overview:
A Talythian colony, the Raknold system is notable only for the world of Askjold which served as an agriworld for the Talythians before their incorporation into the Imperium. The world has an atmosphere that is toxic to talythians as well as most oxygen breathing lifeforms but is favourable to growing one of their grain crops. As such it was, and still is, farmed extensively. Talythians operate and oversee large scale farms that spread across most of the surface in a grid pattern that extends outwards from climate and atmosphere controlled cities. Manpower is still used extensively due to talythian labour being cheaper than robotic automation and easier to replace, with talythians operating mechanized farms to maximize output while limiting expenditure. The moon over the world, in line with Imperial policies, has also become a site of mineral extraction along with the other stellar bodies within the world and send most of their output towards Talyth along with the majority of produce biomass. In return natural waste and chemical fertilizers as well as far agricultural equipment are imported to Askjold in large scale.


Tyet System:
Population: 2,500,000,000 (80% talythian, 20% tyetvarra)
Planets inhabited: 1
Moons inhabited:
Cities: Tyetzen
Governor: Algrol Fleich
Overview:
One of the many Talythian mining and industrial processing systems, Tyet is home to four worlds and fifteen moons all undergoing large scale extraction. The most important world in the system is Tyetvar, most of the system’s orbital industry based overtop the planet, a world whose natives have adapted to the heavy metals present in the atmosphere. Prior to Imperial interference the average lifespan for talythians on the world was fifteen years, but with sealed cities and improved working conditions for talythians their lifespan has returned to only slightly below regular. Talythians from Tyetvar are still barred from entry into the military unless they can pass health checks to confirm they are not suffering minor poisoning from the metals. Tyetvarra are rarely if ever seen off world due to a biological reliance upon the heavy metals in the air.


Lazaro System:
Population: 10,500,000,000 (95% talythian, 5% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Pariaus
Governor: Valkolli Treykiman
Overview:
The first colony of the Talythians, long colonized before the Imperium was even a twinkle among the stars, the planet Jericho in the system is one of the few affably habitable worlds that the Talythians controlled. During their time it was a eden of agricultural production, a good portion of its grain production being shipped to Talyth. Since the Imperial coup and the integration of the Talythian domain it has seen its population migrate to other parts of the Imperium, losing over twenty percent of its population during the talythian exodus to the rest of the Imperium. This dramatic loss of manpower was tempered somewhat by the arrival of other Imperial citizens and the intensive farming has been maintained with further mechanization of agriculture as well as the growth of cash crops as well as grains. It is still one of the most productive worlds in terms of agricultural output, and retains its status as Talyth’s breadbasket.


Yaltar System:
Population: 5,500,000,000 (99% talythian)
Planets inhabited: 1
Moons inhabited: 0
Cities: Riest
Governor: Trabalk Grouz
Overview:
A system that once held native sapient life that had developed upon the world of Neverfen, the colonial talythians saw to the end of that before the Viprans had arrived in interstellar politics. Now the world, swampy and with a toxic atmosphere that requires mechanical scrubbing to be safely breathed, is home only to talythians and minute numbers of atoran. Domed cities cover the world and extend below the ground, farming outside the climate controlled cities occurring even with the poisonous air while coastal waters are dredged and harvested for biological detritus that can be converted into fertilizer. The archeological relics of the extinct saurian species that once lived on the world are also a chief export, Imperial academia having established digs on the world and tourism to the world is a small industry as a result.


Orrus System:
Population: 2,300,000,000 (70% talythian, 30% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Orranic
Governor: Prelarri Vorovie
Overview:
The Orrus system used to be an economic drain on Talyth, and was for years after incorporation into the Imperium. As a result large numbers of talythians living on the primary world of Raillin migirated to other parts of the Imperium. Investments in the system have terminated this trend, but at the cost of Raillin having been made uninhabitable for two decades as the world was terraformed with orbital drops, engineered lifeforms, and atmosphere treatments. As the dust and mud settled Raillin had been made into a viable world with a breathable, if somewhat unpleasant, atmosphere and immediate access to large amounts of metals on its surface. Talythians returned to the world along with citizens from the rest of the Imperium, the Fringe, and abroad to take advantage of the essentially free land that is becoming steadily more amiable with every passing year. Nearly all the old planetside infrastructure was destroyed during the terraforming, but the city of Orranic was recovered and repaired quickly to become the system capital.


Gerrain System:
Population: 10,800,000,000 (99% talythian)
Planets inhabited: 1
Moons inhabited: 1
Cities: Terril
Governor: Koros Terril
Overview:
Seen as the “Second Talyth”, the world of Tavan within Gerrain system has massive orbital industries fed by all twelve worlds and one hundred seventy seven moons in the system that keep it, unlike Talyth, not entirely dependent material imports. Tavan is not without its flaws, or benefits depending on perspective, as it has one point nine times Earth gravity which makes it uninhabitable or at least extremely uncomfortable for most species of the Imperium besides talythians. For the talythians though it breeds them slightly stronger and a touch shorter than their standard kin, and military recruitment is common on Tavan as a result. All the non-talythians with permanent residence in the system live on its moon in small sealed colonies or within the o’niel cylinder built in the system for that purpose. Tavan’s industry is ultimately more important than its recruitment policies, and the non-talythians give little aid to the economy, as the shipyards and vessel components produced there supply the Imperial Navy.


Thierra System:
Population: 2,500,000,000 (95% talythian, 5% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Ayr Riona
Governor: Tenebrri Coloshiem
Overview:
Thierra system was at one time the home of a kingdom based on the world of Rione that had devolved to piracy to sustain itself, the Talythians invading after their shipping had been bothered by Rionian privateers. The system was conquered and Rione colonized, but the planet itself is rather sparse on natural resources and was never settled to a large degree by talythians. This did not stop the native Rionians from rebelling and carrying out guerrilla attacks on colonists and the world was only tangentially important to the Talythian domain. The Imperium, however, set to make an example of the Rionians and dealt with their first acts of rebellion after the integration of Talyth by forcibly migrating the entire native Rionian population to a distant world in the Fringe and bringing in fresh colonists to fill their former homes. The world is still largely unprofitable, investments in native industry and infrastructure breaking even, but microbial treatments of the planet are turning around its fertility while mineral extraction has become common among the forty four moon and give other worlds of the system.


Ersteroch System:
Population: 1,200,000 (60% talythian, 20% human, 10% metaoperant, 10% other)
Planets inhabited: 1
Moons inhabited: 1
Cities: Veyl Station
Governor:
Overview:
A former protectorate of the Talythians, Ersteroch was integrated along with the rest of Talyth but enjoys special treatment. Light’s Peril is an only moderately habitable world and is home to an enclave of metaoperants, panhumans with powers of empathy, telepathy, and psychokinetics. This enclave lives largely untouched by Imperial authority except to pay taxes and be studied by Vipran academics, their planet less important to the Imperium than the moon above it, Light’s Shadow. The moon, and in particular the base Veyl Station built into it, serves as a military refuelling station and stockpile of materiel. Due to this it also serves double duty as a trade station, the military portion harshly segregated from the civilian side. Despite having little more than a million people present across the entire moon, it is more populated than the world below.


Ellevar System:
Population: 5,500,000,000 (99% talythian)
Planets inhabited: 1
Moons inhabited: 1
Cities: Uhlar
Governor: Handrik Perce
Overview:
Another industrial hub of the Talythian domain, Ellevar was assimilated into the Imperium and immediately had its industry reduced. This was not to the benefit of the local talythians as the foundaries and orbital infrastructure over the populated world of Montaro was taken piecemeal and shipped to other parts of the Imperium. This reduced the need to import raw and processed materials while giving other regions more economic output, and talythians followed where their jobs went. After the initial abandonment of Montaro, the planet losing roughly two fifths of its population, it was refilled almost entirely by talythians once more as the space industry filled out again while material extraction within the system expanded to keep pace. Ellevar serves as the ideal talythian-populated world, the undercities and orbital infrastructure independent of interstellar imports to operate.


Illustan System:
Population: 2,800,000,000 (99% talythian)
Planets inhabited: 1
Moons inhabited: 1
Cities: Lanyon’s Landing
Governor: Cybil Derest
Overview:
Boasting a terrestrial with the harshest gravity in the Imperium, Illustan is a major recruitment center for the Imperial Armed Forces and a training ground for Imperial soldiers undergoing high-G field exercises. The planet Lanyon’s World boasts two point six Gs, crippling to most species and nearing the upper limit of talythian capabilities. Knowing its place in the Imperium, the already expansive training schools and military courses have been expanded upon with government investment as well as private sector involvement. Many of the most capable talythian bodyguards and military contractors originate from Lanyon’s World. Talythians seeking to move to Lanyon’s World have their travel costs covered by government agencies seeking to encourage the growth of more soldiers and contractors.


Kempfar System:
Population: 1,800,000,000 (98% talythian, 2% other)
Planets inhabited: 1
Moons inhabited: 1
Cities:
Governor:
Overview:
Previously having been Talyth’s premier supplier of refined neutronium, Kempfar has maintained its importance. The orbital industry around the stripmined world of Panthorra is devoted to the creation of neutronium, a costly but reliable process to create fuel for Vipran starships. Like most neutronium mining or fabrication industries Kempfar is heavily garrisoned with a large Imperial presence. Aside from the rings of industrial plants surrounding Panthorra, there is little of note in the system.


Nekk System:
Population: 3,400,000,000 (99% talythian)
Planets inhabited: 1
Moons inhabited: 0
Cities: Delas
Governor: Shorlavvi Reshnik
Overview:
Another of the feeder colonies to Talyth, Nekk continues on in that same vein under the post-integration Imperial administration. The chief difference is that mechanized resource extraction has been deployed on a large scale, disenfranchising talythian labourers and the world of Ainsle has seen a large drop in population as talythians moved to Vipran colonies in the Inner Fringe and elsewhere. The volume of trade has been expanded upon as the system is set to be stripped bare, even Ainsle being slated for complete extraction due to its lack of atmosphere and any other redeeming qualities. The talythians living within the hive cities burrowed into Ainsle’s crust have the benefit that, while they remain, they can find easy work on the space stations their cities are linked to.


Gordoni System:
Population: 5,400,000,000 (60% talythian, 25% human, 15% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Albretch
Governor: Hano Grimski
Overview:
Formerly a relatively forgotten world that produced food and alcohol, the spirits of quality going to what amounted for the middle and upper classes in Talyth, the world of Wayn in Gordoni system is one of the few worlds of the former Talythian state to see extensive non-talythian migration. The world was also odd in that it supported a pirate population that was ruthlessly and violently removed during integration. Nowadays it still produces agricultural goods and liquor, but grows crops imported from dozens of alien biospheres and has gained a new experimental side to its alcohol refinement. Additionally some of Ellevar system’s industry was relocated to the system and diversified the local economy.


Irul System:
Population: 6,300,000,000 (75% roszulian, 10% human, 10% atoran, 5% other)
Planets inhabited: 1
Moons inhabited: 2
Cities: Alosiria
Governor: Yanalli Gorashinki
Overview:
The more important of the two Roszulian systems annexed by the Imperium following the fragmentation of the lupine race’s state, Irul and its inhabited stellar bodies of were colonized by humans and atorans in large number as roszulians displaced during the annexation had their homes parcelled to more loyal citizens. The planet Garsea was settled more than its moons, An-garu and An-kess, the world covered in temperamental storms that pound the earth with cold rain and stinging hail. However it is a beautiful world in its own right, the mountains serene gray, green, and white while temperate rainforests and taiga cover the remainder in fields of trees and moss. As for the moons, they are inhabited within sealed colonies that grew from ancient scientific missions into industrial centers to support Garsea’s space industry. The economy of the system is mostly reliant upon biological exports from Garsea and the moderate industrial output of its moons.


Irocia System:
Population: 2,700,000,000 (45% talythian, 20% human, 10% atoran, 10% roszulian, 5% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Pai-Garsea
Governor: Bahirri Enkogarva
Overview:
The site of a sting against pirates, Irocia was the place where the Roszulian Empire made first contact with the rest of the Milky Way Galaxy. Its world of Ankoria was also a colony of the Roszulians, one they never managed to fully settle before Irocia was seized by the Viprans in the wake of the instability that tore apart the Roszulian nation. Since its annexation the world has been heavily settled by Imperial colonists, particularly talythians that were sent by government mandate to begin rapid exploitation of the mineral resources in the world’s desert mountain ranges. Humans, atorans, and other races have also settled the world in large number and also inhabit the space stations that are anchored to it. Roszulians are a minority on Ankoria and within Irocia system, a large number being deported to Fringe colonies after a failed partisan uprising.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
Diplomat
 
Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:13 pm

Core Systems of Beta

Chin System:
Population: 9,400,000,000 (65% human, 25% talythian, 5% atoran, 5% other)
Planets inhabited: 1
Moons inhabited: 1
Cities: Bataristka
Governor: Shenanni Halkiman
Overview:
The former capital of the technocratic Dominion of Dbrought, Chin system is a highly populated and industrialized system that was one of the destinations of the talythian exodus. Its terrestrial world Batari is still known for the tech industry it hosted before its annexation into the Imperium, although the scars of the orbital bombardment and mechanized warfare are still visible in the countryside in the form of craters. The memories are dissipating as the cities continue to expand, swelling out to flow over the scars of the world while cities of white metal and smooth metamaterial concrete reach up to the sky. Space fountains at the center of cities tower even amongst the skyscrapers that surround them however, obelisks visible from hundreds of miles away if humidity permits.


Sarai System:
Population: 4,300,000,000 (35% human, 35% talythian, 15% atoran, 5% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Nova Batari
Governor: Chrekappi Vyakaman
Overview:
Host to an agri-world of the Dominion of Dbrought, Sarai system was left largely unexploited until the Imperium arrived in force and began to adjust the economy of the system away from its extreme reliance on farming. The world of Zaro has seen its industry diversified, mineral extraction and a service industry appearing where before the world was almost feudal in its focus upon working the land for grains. However the world is still heavily focused upon agriculture, but luxuries are grown as opposed to just grains. Spirits, cash crops, and other goods are now exported while the local industry of the world is supported by orbital industries and asteroid stripmining.


Edom System:
Population: 11,400,000,000 (65% talythian, 33% human, 2% other)
Planets inhabited: 0
Moons inhabited: 2
Cities: Borom Alpha, Borom Beta
Governor: Cyran Perekla
Overview:
An industrial center of the former technocrats that ruled it, Edom has continued in that role with only moderate adjustment to make it food import independent. The dual moons Borom Alpha and Beta circle the planet they earn their name from, and they are the twinned industrial hearts of the system. Automated mining equipment churns on the barren world below, steadily stripping it down to nothing and sending their payloads to the mass accelerators that fire semi-processed ingots the size of buildings at the moons. Slamming into preordained zones laden with millions of craters, the smoulder payloads are carried away to foundries within the moons minutes after arrival where they can be converted into military components and civilian light industry parts. The people of the moons, largely talythians these days due to their work ethic and few problems with doing monotonous hard labour, are fed by algae farms within the moon. Life within Edom system is bearable however, the hive cities of the moons having modern amenities and services.


Enoch System:
Population: 1,200,000,000 (90% talythian, 8% human, 2% other)
Planets inhabited: 0
Moons inhabited: 1
Cities: Fort Brakimax
Governor: Rocer Brass
Overview:
A slagged and ruined fortress system, Enoch never fully recovered from the Imperial campaign during the annexation. Without many civilians in the system the Vipran fleets threw massive firepower at the world of Amgra to evade a ground assault on the heavily entrenched Dominion armies there. A consistent bombardment over the course of days left the atmosphere radioactive and holes bored into the crust of the world visible from space. The defending soldiers unilaterally killed, the Imperium continued its hold on the system but chose to ignore the now deadly world and instead began to colonize its moon. Amgra’s moon Teteshia was actually habitable, albeit the gravity is low and the atmosphere thinner than Amgra’s had been before the siege, and engineered microbes as well as vegetation were introduced to give the moon a more habitable feel and to sustain its atmosphere. While the system is small, its industry having to be rebuilt from nothing, Teteshia and its largely taiga and steppe environment is becoming a popular colony among Talythians who are willing to venture down and exploit the world below for resources.


Helios System:
Population: 20,000 (Mixed)
Planets inhabited: 0
Moons inhabited: 0
Cities: Helios Research Station Three
Governor: Administrator Skor Dren
Overview:
A system with three stars that revolve around an artificial singularity at its heart, Helios was the first system of the E.P.I.C. to be annexed and nationalized by the Imperium. An additional six planets are in the system and all follow the same orbit, equidistant from each other and circling the singularity. None are habitable due to the radiation from the suns and singularity, but are host to academic and corporate holdings that are continually investigating the ancient structures on them that appear to maintain the singularity and stop it from swallowing the other stellar bodies. The structures are powered by solar power, the six atmosphere-lacking worlds tidally locked and their innerward facing sides covered in meshes of collection sites. Outside of the ring of planets is a dense asteroid field that appears to have formed from two planetoids having collided in the past.


Pandora System:
Population: 800,000,000 (70% human, 20% talythian, 5% atoran, 5% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Denteron
Governor: Eleddi Groszar
Overview:
The highlight of the Pandora system, beyond its industrial capacity in space and the many trade stations throughout it, is the world of the same name and the ruins of an ancient civilization on it. During the annexation the world of Pandora violently resisted the Imperial invasion and occupation, already discontented with their corporate overlords and less than enthusiastic for atoran ones, but was quashed by Imperial air superiority and a two year long ground campaign to root out partisan militias holed up within the ruins. The locals were treated leniently, considered foreign combatants instead of domestic rebels, and were allowed to return to their former way of life exploiting planetary minerals and the ruins for relics. Additionally with the seizure and sale of E.P.I.C. assets on the planet it has seen large investment from corporations restoring and studying the ruins for what secrets they may hold.


Prometheus System:
Population: 15,000,000 (90% human, 10% other)
Planets inhabited: 1
Moons inhabited: 1
Cities: Hanaik
Governor: Alvanni Srevaday
Overview:
Considered the sister-system to Pandora, the Prometheus system has a world with ruins of identical design and architecture as those on Pandora. The planet, Promar, is almost entirely barren of water and hosts only a small population of prospectors. During the campaign to seize corporate assets on the world the prospectors aligned with the Imperial forces and were rewarded with large land grants and reallocated corporate assets. The world has remained a backwater however, only part of the core systems due to the value of the relics brought forth by those delving into ruins and the presence of a military base on Promar’s moon of Kratheus. The existence of the base is the subject of rumours due to the rapidity with which it was built and whispers of there being larger, more intact, ruins on the moon.


Virmire System:
Population: 7,800,000,000 (70% human, 17% other, 8% talythian, 5% atoran)
Planets inhabited: 1
Moons inhabited: 1
Cities: Nova Gaia
Governor: Verikki Holorshai
Overview:
A system with an easily habitable world, one of the “Garden Worlds” as they are called in the Imperium, Virmire System was initially confused as a fractal Earth by the Imperium before and during its pacification of the E.P.I.C. conglomerate present there. The planet of Alamire and its moon Uva were both extensively settled and industrialized before the Imperium arrived with its fleets and armies, and after the initial destruction that ensued as corporate and Vipran forces fought both were left in a state of ruin. Many new citizens, refugees on their own world, were distributed to other systems that could more easily house them as reconstruction was carried out. It was a slow affair despite the orbital industry and asteroid mining that is common in the system due to the battle debris and E.P.I.C. cutting the space elevators to spite Imperial soldiers. After two decades the world and its moon were fully recovered, the debris cleared, and orbital infrastructure restored. Many former inhabitants have returned alongside new faces from across the Imperium, including the talythian workers that made the repairs feasible.


Hydra System:
Population: 800,000 (40% talythian, 25% atoran, 20% human, 15% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Hydra Station
Governor: Zarri Kreshikal
Overview:
A rogue planet, the Hydra “System” is not such a thing despite the label in Imperial record keeping. It is a lightless world of perpetual night, cold apart from geological activity and lifeless across its surface. The planet was the old capital of E.P.I.C. and the sight of a siege as the Imperium waged urban warfare against entrenched and fortified corporate soldiers within the only population center of the world, Hydra Station. Buried underneath the surface of the world and surviving off of geothermal power, the station was captured over the course of a month with Vipran soldiers fighting top down to capture the executive officers of E.P.I.C. and secure what trade secrets, technology, and other information they could from their servers. They succeeded in the first objective but only managed to save a small portion of E.P.I.C.’s intellectual resources as damage to servers and intentional purges by the executives robbed the Imperium of its prize. The world remains under Imperial control since then as a military refuelling center and a POW center, the lower levels of Hydra Station converted into a prison.


Oceanus System:
Population: 200,000,000 (40% atoran, 30% human, 14% talythian, 6% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Leviat
Governor: Grashimmi Torovakya
Overview:
The oddest system the Imperium holds in the Beta quadrant apart from Helios, Oceanus is a system with entirely artificial worlds. The main attraction is a planet of the same name as the system composed entirely of water apart from an ancient device at the core which maintains the gravity and magnetosphere of the world. The other worlds of the system, two rocky balls and a gas giant, do not match each other in chemical composition and appear to all originate from different systems. Due to the strange nature of the system it is not highly populated apart from the adventurous and the scientific community, floating cities holding vacationers while more mobile submarines carry out nomadic aquaculture.


Aquarius System:
Population: 4,700,000,000 (75% atoran, 15% atoran, 10% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Alurrusöke
Governor: Varalli Koroshya
Overview:
The E.P.I.C. system most prized, and colonized, by atoran, Aquarius holds the world of the same name. Formerly the resort-world of E.P.I.C. executives, the tropical and wet world was opened to atoran settlement after its seizure. With over eighty-three percent of the world’s surface water, and the remaining seventeen a single continent with several archipelagos arcing out from it, the majority of the world’s arable surface is devoted to efficient cities and resorts. The cities that were once of utilitarian and simple design have been replaced with Vipran architecture, but the rail system that existed before annexation is still in active use. Aside from tourism and other basic industries aquaculture is highly profitable on Aquarius.


Bifrost System:
Population: 1,250,000,000 (80% talythian, 20% human)
Planets inhabited: 1
Moons inhabited: 0
Cities: Ajyrken
Governor: Brayen Folker
Overview:
Bifrost is an industrial hub, the icy world of Verkford producing large amounts of metals and other mineral resources processed in geothermally powered forges. The system was one of the first targets of the Imperial campaign to secure E.P.I.C.’s territory, the space industry feeding their corporate enemy’s military as it does the Viprans’ now. The initial damage was minimal, the majority of the defense force tied up elsewhere, and the civilians on Verkford’s surface were content not to fight back and instead continue to earn their wages with different employers on the paperwork. They also welcomed the influx of talythians, the expansion to industry on Verkford and within the whole of the system increase the standard of living as more amenities and luxuries were brought to the world due to its increased importance and larger market.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
Diplomat
 
Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:15 pm

Core Systems of Delta

Titus Verge System:
Population: 8,000,000,000 (70% human, 18% atoran, 12% other)
Planets inhabited: 4
Moons inhabited: 0
Cities: New Rome, New Athens
Governor: Archimedes Dyrimon
Overview:
The capital of Magna Omega, the Titus Verge is the epicenter of the Imperium’s Delta quadrant holdings. Home to four colonized, habitable, worlds and four others that are mined or the site of laboratories, the system is densely populated with Omegans as well as citizens from the rest of the Imperium. New Omega is the capital planet of the system and was the heart of the Omegan Federation which led from New Rome, with a lush and vibrant biomes favourable to human and humanoid life. It was also the site of many attacks and invasion before the Imperium was even a state, fending off the Kray invasion and rebounding after the damages then as it has from the ultimately failed Omegan rebellion against Imperial rule.

The worlds of Macedon, Archus, and Olympia are the three other worlds that have been extensively colonized, with the first world a tiny martian planet with a breathable atmosphere while the other two are fully terrestrial and near-earth sized. Macedon is highly industrialized, and home to most of the talythians that migrated to the system on the Imperial dole. Archus and Olympia however have a far more varied population, having only a few million residents each before the annexation of Magna Omega during the fall of the JSA and being colonized from all corners of the Imperium.


Pretor System:
Population: 1,800,000,000 (50% human, 30% atoran, 12% other, 8% talythian)
Planets inhabited: 2
Moons inhabited: 0
Cities: New Delphi, Zeara
Governor: Kamarri Prakish
Overview:
The worlds of New Troy and Helena are the main hubs of the Pretor system, with the former a terrestrial world not unlike New Omega or Earth and the latter a low gravity planet that serves as the main trade hub of the system as well as the largest producer of processed metals. The system at the time of its integration into the Imperium had little more nine million people living within it and has ballooned since. The largest city, New Delphi, is a rival to New Rome in size and is a megapolis while the rest of New Troy is largely rural and tended to by large scale farms. Shipyards and industrial centers overhead are fed both by New Troy’s farms and Helena’s processing plants.


Nectos System:
Population: 850,000,000 (42% human, 34% talythian, 20% atoran, 4% other)
Planets inhabited: 2
Moons inhabited: 0
Cities: Gitina, Hyrak
Governor: Veshirri Vralakya
Overview:
The least populated system of the Omegan Federation, Nectos did not take part in the Omegan rebellion when it started due to the tiny number of Omegans living there. The worlds of Python and Artemis were the site of small colonies of Omegans, fifty-seven thousand people living between them when the Viprans took over and began large scale colonization of the worlds. The third planet, a hot and acidic planet akin to Sol’s Venus, is left to its own devices while the taiga and temperate forests of Python and the freezing oceans of Artemis are exploited by the Viprans that have settled there since the system’s induction.


Herculius System:
Population: 700,000,000 (38% human, 35% talythian, 19% atoran, 8% other)
Planets inhabited: 4
Moons inhabited: 0
Cities: Hexleros, Trident, Dontarel
Governor: Drenni Gasyaniv
Overview:
Herculius has four colonized worlds that were settled by the Omegans and is home to the last vestiges of the reptilian kar’tai species. The planet Achtos serves as the system capital with the administration in the city of Hexleros and is the most populous world, a mirror of New Omega in terms of climate and colonial viability. Poseidon, the second planet in the system, is entirely covered in water with floating cities anchored to basalt continental plates with the metropolis of Trident serving as the center for orbital traffic. The kar’tai species’ homeworld of Kar’ta was a protectorate of the Omegans, but since the system’s induction the old treaties of the Omegans have been revoked and the planet opened up to colonization that has made the twenty million remaining kar’tai a minority on their homeworld. Drexiel, the last colonized world in the system, is home to a large mineral extraction industry centered around the city of Dontarel and holds almost all the talythians that have settled in the system.


Forta Omicron System:
Population: 500,000,000 (38% human, 34% talythian, 28% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Port Kazalis
Governor: Yenimmi Trocaman
Overview:
A largely drab and average system, its habitable world of Nehendria mostly taiga and steppe while the six other worlds are suitable for resources extraction, or in the case of the planet Repulus genetic resources from an otherwise uninhabitable world. Many semi-autonomous mineral extractors and the scientific bases on Repulus all travel through Nehendria and its capital, Port Kazalis and the geosynchronous station above it. The system is also home to several ship-component factories that supplement the production of the Razonite systems, a naval garrison present to protect one of the Imperium’s military industrial complexes in the Delta quadrant.


Pax Vestigium System:
Population: 280,000,000 (58% human, 22% talythian, 10% atoran, 10% other)
Planets inhabited: 2
Moons inhabited: 0
Cities: Serus, Athenia
Governor: Cerberri Golkor
Overview:
Originally colonized by the Omegan vessel O.S.S. Pax, the system of Pax Vestigium was a major criminal and smuggling hub before its integration into the Imperium. During the Omegan rebellion guerrilla elements rose up on the colonized worlds of Seran and Archeria and the Imperial government used this as an excuse to extensively purge criminal elements, appropriate local corporations, and reorganized the system while purging the criminal element. Seran was largely unaffected however, the smaller of the two settled worlds nestled inside an electromagnetic gas cloud called the “Seran Nebula”, the difficulty in reaching the world making it less popular among smugglers who could not evade Imperial customs. Both Seran and Archeria are now mostly Imperial in composition, with native Omegans a minority on both worlds, but Seran retains its reputation of artistry while Archeria is a focal point for trade between the Omegan systems and the Razonite ones.


Terracon System:
Population: 1,800,000,000 (70% talythian, 20% human, 6% other, 4% atoran)
Planets inhabited: 2
Moons inhabited: 0
Cities: Aurelion
Governor: Wenimmi Vorkachyaman
Overview:
There are three important worlds in the system of Terracon: the production center Aurelius; mineral and metal extraction as well as refinement occurring on Voss; and several space stations capturing usable elements from the gas giant Kylati to power both other worlds. Formerly the edge of Omegan territory, Terracon is one of the Viprans’ military hubs with bases on both terrestrial planets and refueling stations around Kylati. Talythians are thus a common sight, especially on Voss, as the Imperium encouraged their migration to the planet to serve as labour as well as a recruitment pool for the armed forces.


Seronis System:
Population: 1,200,000,000 (67% human, 22% talythian, 11% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: New Thebes
Governor: Kyranni Desbrak
Overview:
The site of an ancient empire that drove itself into extinction, named after their sun god, Seronis was made into an Omegan colony and then transformed into an Imperial one that has since become an industrial and technology center. The extinct race known as the Alveraani lend their name to the primary planet of the system, Alveraan, and the planet is covered in thousands years old ruins of temples and cities that attract tourists as well as archeologists. An additional reason for the importance of the system is the presence of a large Alveraani relic called a relay by the Omegans which the Viprans have been aggressively studying. The other seven planets in the system range in category and type, with Seronis Prime being the only other habitable world but relegated to tourism and archeological study due to the vast number or ruins and less than palatable environment.


Razon System:
Population: 14,088,000,000 (97% human, 3% other)
Planets inhabited: 1
Moons inhabited: 3
Cities: Prushenburg
Governor: Gabriel Welcan
Overview:
The most militarily important system of the Imperium in the Delta quadrant, Razon was the capital of the Razonite Empire. Before its incorporation into the Imperium, Razon was a large empire led by a monarch whose powers were only restricted by a limited constitution. Issue arose however when the monarch died without issue at a young age and the succession was left to a collection of pretenders with claims on the Thrones. Among them was the governor of Razon itself, Yano Welcan, who took control of the system as a war for the throne began. The empire fragmented almost instantly, the border colonies splitting from the empire and being swallowed by the Huerdaen Star Empire while the central systems like Razon fell to the princes vying for the throne.

Yano Welcan’s claim to the throne was forced by the Imperium, who he called upon to aid him in defeating the other claimants. The Imperium complied and Yano’s monarchy became a protectorate, then province, of the Imperium before being dissolved after three decades. Razon remains arguably the most important Vipran system in Delta, with a massive military industrial complex, a large population of Razonites eager to regain territory lost to the Huerdaen, and centuries of space infrastructure. The world is largely stripped of nonrenewable resources, the service industry, recruitment, and tech sectors making up the majority of its contribution to the Imperium. The three moons of Razon feed it and the orbital industry, housing each hundreds of millions of Imperial citizens that keep production active.


Aurona System:
Population: 2,320,000,000 (90% human, 7% talythian, 3% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Nova Novgorod
Governor: Michael Welcan
Overview:
Once held by Prince Rischev Ivanien the Aurona system was wrenched from him by the joint forces of the Imperium and Yano’s supporters, the world of Sibersk and the deuterium refinement industry of the system coming to be held by the Imperium. Sibersk is much like the region it takes its namesake from, large and covered in taiga that switches between near unbearable heat, marshy insect-filled wetlands, and frozen icesheets depending on the season. However it is breathable and grows large amounts of specialized crops while mining companies pull up heavy metals from the large veins near the surface of the world’s crust. These materials are used in arms manufacturing, with hundreds of thousands of missile and artillery warheads originating from Sibersk.


Aesano System:
Population: 1,750,000,000 (98% human, 2% other)
Planets inhabited: 0
Moons inhabited: 2
Cities: Kiev-Danzig
Governor: Petrov Svart
Overview:
Another of the brief princely states that vied for the Razonite throne, Aesano holds no habitable worlds but instead has two moons Ruthen Minor and Ruthen Major that have been colonized extensively by the Razonites. One feeds the other, with the subterranean city of Kiev-Danzig within Ruthen Major holding over eighty percent of the system’s total population. While Ruthen Major produces the majority of the industrial exports of the system, Ruthen Minor is a moon of ice and rock whose chemical assets are used to feed and house extensive algae farms, aquaculture tanks, and hydroponic farms that give the works of Ruthen Minor as well as the citizens of Ruthen Major as varied a diet as could be had on a garden world.


Golga System:
Population: 1,890,000,000 (42% human, 36% talythian, 18% atoran, 4% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Krepostia
Governor: Jakki Tvinaman
Overview:
The military backboard from which military operations against the Huerdaen are typically launched from, Golga is massively well defended and loaded to bear with munitions dumps, shipyards, and ammunition factories. Before the Imperium integrated the system along with the rest of Razon it was a small civilian center, the world of Oxania tropical and with one and a half Gs making it uncomfortable for most yet producing sturdier stock. After the assimilation of the system it became a recruitment hub, and then a military staging ground as the border conflict with the Huerdaen took shape. Over two thirds of the population of the system are part of the military or work for the military industrial complex directly with the remainder supporting them.


Sarturus System:
Population: 150,000,000 (80% atoran, 10% human, 6% other, 4% talythian)
Planets inhabited: 1
Moons inhabited: 0
Cities: Chagrael
Governor: Claddi Hivitzyam
Overview:
A holding of the Morningstar Coalition before their sudden departure, the system was snapped up by the Imperium in an attempt to seize as much technology left behind as possible. The system also had an additional boon in the form of Ghassl, a small terrestrial world with low gravity and an oxygenated atmosphere. Atoran, in larger numbers than any other, settled the world and are the only atoran-majority world in the Imperium’s Delta holdings due to the majority of the land being given over to atoran veterans as part of their benefits. The system is still growing and has a small aquaculture and tech-company economy.


Rex Rgis Tractus System:
Population: 12,300,000,000 (70% human, 20% lupine, 10% talythian)
Planets inhabited: 3
Moons inhabited: 0
Cities: Gallia, Nova Bakdad
Governor: Ras Gregor
Overview:
The former capital of the Gallic federation of Centuria, Rex Rgis Tractus has only three worlds yet all are terrestrial with breathable atmospheres and native life. The worlds of Ashur, Cinder, and the renamed Tractus Tertia are all highly populated and heavily industrialized. Ashur and Tractus Tertia were populated almost entirely by Gallic humans prior to the Imperial annexation of the system, while Cinder was inhabited by a native lupine species called, very simply, Lupines by the inhabitants of the other worlds. The annexation was short but brutal, and a large portion of Tractus Tertia was burned in the process as determined gauls attempted to wage war with a scorched earth policy. The damage to the world lead to the name change, from the Gallic name of “Wonderland” to its modern name, the appeal of the world diminished by the burning of its vast forests, poisoning of lakes, and extermination of many species during the brutal invasion of the world.

After they had been occupied and pacified, all three worlds were inducted into the Imperium quickly and their populations given citizenship after two years. They quickly proved themselves, the inhabitants that remained on war-ruined Tractus Tertia joining mercenary companies or the armed forces while the people of the desert world Ashur did much the same. The population of Cinder were the most eager and flocked to the banner, eager to escape previous racial discrimination and to gain veteran benefits such as land on worlds other than their rocky and mountainous homeworld. Imperial colonists have yet to migrate to the planets of Rex Rgis Tractus in large numbers due to the generally unfavourable conditions of the worlds, only talythians moving there in any appreciable numbers.


Iriquois Omega System:
Population: 430,000,000 (97% human, 3% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Nova Antioch
Governor: Brarri Nemetya
Overview:
Once the main hub from which all other Gallic colonies spread, Iriquois Omega was also their main trade hub as a result. After the Vipran conquest the system still serves the old purpose but for new masters, the world of New Judah the capital of the system and home to nearly the entire population. Cities built upon desert plateau, farms covering the lowlands around them and orbital elevators reaching up from their hearts, are the lifeblood of the planet and facilitate its purpose with ease. The Gauls are still the majority population, a small number of Imperial traders establishing themselves on the world but the Imperial presence felt more through the shift in corporate logos.


Klendathu System:
Population: 1,050,000,000 (84% human, 8% talythian, 6% atoran, 2% other)
Planets inhabited: 2
Moons inhabited: 0
Cities: Romanorum
Governor: Qanitti Ionkaliman
Overview:
Home to two habitable world and four that can easily have mineral resources and gasses extracted, Klendathu was the most important colony of Centuria before its integration into the Vipran Imperium. The planets Ilos and Mantacor are two desert worlds, the latter a red rock with a thin atmosphere while the former was made arable by carving canals into the world and feeding them the many freshwater lakes. Romanorum, the capital of the system, rests on Mantacor however. It is a production center, fabricating the tools and machinery that was used to create the irrigation system on Ilos, and for the longest time far more wealthy than the entire output of Ilos. In recent years this hasn’t change to too great a degree, Romanorum spreading over the world with veins of black metal that pull from the world and Ilos still reliant upon the industrial giant for the majority of it farming equipment and irrigation components.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
Diplomat
 
Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:15 pm

Core Systems of Gamma

Cholic System:
Population: 1,001,000,000 (42% human, 41% other, 17% talythian)
Planets inhabited: 1
Moons inhabited: 0
Cities: Nova Cairo
Governor: Enevvi Berkarik
Overview:
A crime and piracy infested hub that could only tangentially be counted as a colony, the system formerly known as “Cholera” was lawless and anarchic before the arrival of the Imperium and its rough treatment of the locals. When the dust had settled after the naval taskforce had purged the last pirate base the Imperium decided to rechirsten the system to make it more palatable to colonists. And it was, the dry world of Bataan seeing an influx of settlers from the Imperium and beyond. Under new Imperial management it changed into a modernized world with a proper industrial base in the space around it, the many mountains and predictable rivers of the world granting it a pleasant and calm environment with cities such as New Cairo built upon river deltas or into the sides of canyons that overlook meandering streams that have cut their ways through the earth.


Csilla System:
Population: 350,000,000 (mixed)
Planets inhabited: 2
Moons inhabited: 0
Cities: Nova Aremoric
Governor:
Overview:
A hotbed of corruption and often the target of pirate attacks, Csilla was a backwater of the Gallic federation and only made do on counterfeiting, smuggling, and piracy of its own. The officials were corrupt and the populace complicit. When the Imperium came to dominate the system it removed the local government of the world of Patuxant and imprisoned them and when the local population rose up in rebellion they were forcibly relocated to worlds in the Imperial Fringe. The pirates were exterminated after a series of stings, their bases purged, and Patuxant empty cities were filled by veterans and settlers from the entirely of Vipran territory and influence. The cold but pleasant world is now up to the standards of the Imperium, with a large middle class and corporate presence both on the world and the other stellar bodies in the system.


Kaze System:
Population: 245,000,000 (45% human, 37% other, 18% talythian)
Planets inhabited: 1
Moons inhabited: 0
Cities: Leuci
Governor:
Overview:
Surrounded by an ionic nebula, Kaze was such a minor system that the Imperium nearly overlooked it during the annexation of Centuria. However the fleeing government-in-exile of the Gauls took refuge there and the Imperial navy followed. A large force of Gallic ships was present, more than anticipated, and the Gallic government nearly escaped for a second time before being trapped on the world of Masaya and bombarded from orbit to ensure their end. Once the dust had settled the Imperium was left with a system and a world that had been used as a secretive staging ground for the Gallic federation, the Imperium using it in the same capacity and beginning the process of terraforming the world of Masaya from a cold tundra into a more comfortable environment. The ice palace of the southern pole is intended to be preserved however, in the ruined state that an orbit-to-surface left it in, as a tourist attraction and museum on the southern edge of the system capital Leuci.


Golan System:
Population: 2,210,000,000 (90% human, 6% atoran, 4% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: Maghreb al-Jadida
Governor: Sana Reej
Overview:
A rebel state of the Talythians that was subdued, and absorbed, by the Viprans, Golan and its balmy world of Levanti were beaten down by a fleet headed by Admiral Daron and transformed into one of the most loyal systems in the Imperium. The native human populace and their kin are known as Mamelukes, an exonym the Imperium labelled them with and that the locals adopted, and have a disproportionate rate of military service. Mamelukes are also the chief enforcers of Imperial will within Gamma and are administrators of Fringe provinces, Outer Fringe states, as well as other core systems within Gamma and Delta. Many of the colonists within Gamma are also Mamelukes, the arabic people not unwilling to leave their world and its mix of mediterranean as well as desert climate for other worlds even if they happen to be worse off. They regularly return to Levanti however to pay pilgrimage in the grand mosques of Maghreb al-Jadida.


Rhydin System:
Population: 265,000,000 (85% human, 10% atoran, 5% other)
Planets inhabited: 1
Moons inhabited: 0
Cities: New Aswan
Governor: Ahmed Zahreed
Overview:
Another system scavenged after the disappearance of the Morningstar Coalition, Rhydin was there they made their initial arrival into the Milky Way Galaxy and was presumed to be of important due to the spatial anomalies that made their arrival possible and the presence of technological relic. It does not carry many cultural relics of the coalition however, the worlds renamed and the population entirely from Imperial stock. Only one world is in the goldilocks zone, named Andalus al-Jadida by the Mamelukes that settled it in large numbers, and the planet was initially a sandy desert with salty seas. Their efforts to tap underground oceans and installations of desalination plants have allowed cities such as New Aswan to be built in the midst of the desert and become oases of green gardens and adobe facades.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
Diplomat
 
Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:17 pm

VIPs

Government Leaders and Personnel:

Imperatrix Thanalli Alataryx
Age: 140
Height: 7’6”
Atoran Ethnicity: Matrilineal Farthii, Patrilineal Horusii
Originally born Thanalli Tarreul, the Imperatrix was born into the Tarreul noble house and reared to take part in corporate espionage. For decades she was groomed to be a spy and infiltrated Turophan United Technical Services specifically. Before she could carry out the subterfuge that would lead to the demise of the corporation and ruin the noble house that owns it, she was married to Imperator Ultoll Alataryx and was forced to break convention and take his name. She ruled behind the scenes, Ultoll a weak man and a worse leader, and orchestrated the creation of Vipra through the throne of Farthia and united the atoran nations through political arrangements and violence. She was effectively the ruler without officially being such until her powers were made official after she gave birth to Anammi and Vaesheer and gained Divine Right according to old Juntist succession laws, deposing Ultoll in a legalistic coup. After that she has ruled the nation directly, effectively divorcing from Ultoll after ensuring the succession with her further daughters Tavanni and Javaelli and her sons Rihtam and Vaesium. She has since married the alumina Nylia Aria d’Tean and had a child, Nemmi, with her and has guided the Vipran Imperium into what is not inaccurately labelled a golden age.

Admiral Daron
Age: 59
Height: 7’4”
Atoran Ethnicity: Farthii
The only male atoran admiral, Prenium Daron was born into Farthi nobility and was thus destined for great things. Instead he abandoned his family ties and forged his own destiny. His family, however, intended for him to be married into another noble family where he would father many children and ensure close ties. Instead Prenium, being gay, had no desire to be hawked off and left his family to join the military as a naval officer. He proved himself during the unification wars and was promoted accordingly, and when the space navy effectively replaced wet navies he was transferred to command of a picket vessel and sent away to cease being a problem for the matriarchal Admiralty. Instead he proved himself by rescuing one hundred alien slaves from death, liberating them into the Imperium, and aiding allies of the Imperium at the same time. After another decade of continued exemplary service he was promoted to admiral on the recommendation of Thanalli, the Imperatrix forcing the Admiralty’s hand, and he was immediately assigned the duty of pacifying Golan. He carried this out with minimal losses and secured the system for the Imperium, later going on to be assigned the “problem operations” that other admirals were not deemed capable enough to handle. He is considered the ideal atoran officer in all but one regard, his gender.


Merchants, Traders and Businessmen:

Alo’aman Deversh
Age: 27
Height: 5’6”
Species: Dahlusian
A member of the far ranging nomadic Dahlusian people, Alo’aman is even more freespirited than is common among his people. He is also, unbeknownst to most, immortal. After a fashion. Early in life he set foot upon the Undying World, the same place that the Undying Legion of Setulanites calls home, and became bound to the world, manifesting on the surface of that world whenever he dies. Which is rather often, having been snuffed several times thus far by jealous lovers, rival treasure hunters, and twitchy security systems. However not all his ventures end in his untimely demise, and one such adventure within the Republic of Setulan resulted in his securing enough wealth to buy his own ship and support two adventuring companions that he has rescued in his travels. The stoic talythian Gran from Lanyon’s World and the flirtatious maekari Valyrri aid him in hopefully not dying more than is necessary and retrieve him from the Undying World whenever he does.
His ship is the Winds of Luck, a large corvette.


Contractors, Criminals and other Vagabonds:

Aidimanni Tefe
Age: 124
Height: 7’9”
Atoran Ethnicity: Horusii
A soldier in the Horusii army and then the Farthii armed forces, Aidimanni suffered physically and psychologically from the atrocities committed during the pre-unification warfare on Allurus. After the world was united under the Imperium she returned to military academy and became a naval officer, attaining the rank of Captain quickly. During her captaincy Aidimanni negotiated for the maekari vessel Hymns of Ascent to become an Imperial enclave while also meeting the kitsune merchant Captain Mitsune and causing a diplomatic incident with the Xiscapians, the Viprans first contact with them. After the incident she was allowed to resign from the navy and joined the landed maekari cathedral ship as Commander of the Guard. She has run a tight ship, keeping it safe from all threat almost overzealously, and failing to woo Speaker Hath. Eventually however she would instead become the lover of Captain Mitsune.

Karri Vememiman
Age: 75
Height: 7’8”
Atoran Ethnicity: Horusii
Being relatively young when Allurus was subsumed into the advent of FTL travel, and having left the navy a scant few years prior to the Unification War due to medical concerns, Karri avoided the bulk of the conflicts that had cost her mother Yizinni her arm. She managed this by signing on with a merchant company and serving in a vital industrial sector that had her overlooked for the short lived draft. After the war she found the company she worked for taking a more keen appreciation of things less watery, and had to take courses on how to serve as crew aboard one of the many new space-freighter ships that were rapidly fabricated. Turned out she was better at it than damn near everyone else in the company, and she got a captaincy out of it. That lasted a few years until she had earned enough through her paycheck and tacking ‘unspoken additions’ onto the cargo she was transporting for numerous less than legal patrons. Her extralegal activities got her the funds to purchase the Vital River though and she left the company for something that gave her the freedom she desired, doing essentially the same thing she had been doing for a couple decades but without having to follow corporate mandates. Albeit everything she did seemed to come with more risk, more reward, and definitely more excitement; smuggling between empires and free trading in the less than secure portions of space isn’t the safest, but it gives you stories to tell.

Vivvi Kakrovna & Titti Kakrovna
Age: 237 / 28
Height: 7’7”/ 7’9”
Atoran Ethnicity: Farthii / Matrilineal Farthii, Patrilineal Horusii
Archeologists, Vivvi and Titti Kakrovna work as a pair. It helps that they are related, Vivvi the direct matrilineal antecedent of Titti going back many generations and thus her Korkaikrat or “Greatest Mother”. Vivvi, being as old as she is, has lived through a lot and is jaded, cynical, and covered in scars that came along with pre-unification archeology on Allurus. Her descendant Titti on the other hand is fresh faced and never felt had the singeing metal of war as it marred her flesh but carries on the family tradition of assisting Vivvi. The role of assistant has a high turnover rate, or used to, due less to the dangers involved and more to do with Vivvi’s caustic personality. Titti, or “Tit” as her Korkaikrat likes to call her, is unbothered by the teasing and abuse, helping her ancestor in every capacity she can and learning from her in turn.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
Diplomat
 
Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:19 pm

Crown Monopolies, Trade, Corporations, and Border Control

Crown Monopolies

The economy of the Imperium of Vipra is a strange system adapted by necessity to rampant automation of the post-labour marketplace. The corporations are leveraged to act as providers of opportunity for the population despite the associated cost, and the government only provides for its own employees beyond basic welfare. This is done through various methods codified within the system of Crown Monopolies that are an extension of the business laws that most atoran nations practiced prior to the Unification as well as the culture of corporate aristocracy that came with it. The two main means are crown monopolies in industry and trade that are assigned to corporate aristocracy alongside a system of political patronage, working in conjunction to facilitate the economic needs of the people and state.

Crown monopolies are the Vipran crown outright endorsing families to the status of corporate aristocracy or empowering existing corporatocrats who are organized into noble houses. How this is exercised is the crown assigns a monopoly on an industry or trade within a region of space to a corporation and its corresponding aristocracy. The precision or breadth of the economic slice they are given, as well as where, varies dramatically. Older and well established corporations might be given the entire span of the Imperium and whole sectors of the economy to control, such as Turophan United Technical Services’ near total control of all space-habitat construction within Vipran space whereas Lanyon’s Trainingyard only has its monopoly on former Talythian systems and certain high gravity worlds outside that expanse.

Competition is not outright banned, but it is harshly penalized as it must occur between monopolized corporations operating in different regions of space. This is counteracted by the terms of the monopolies which are laid out by the crown to ensure cost efficiency for the people but mostly for itself. Some of these are hard limits by the government, such as enforcing that basic foodstuffs must be affordable below the poverty line, but more commonly are softly enforced by the merit of the crown being able to rescind the monopoly at any time if they become displeased with a corporation’s activity. As well, they can create direct competition by granting a rival a monopoly in the same field and area.

Small business continue to exist as well, as individuals and small groups that do not expand beyond the planetary economy scale are allowed to carry out economic activity independent from the crown monopoly system. Should a small-scale venture reach a certain size, determined by their physical scale or income, they are then considered for monopoly status. Often they are granted a local monopoly on the premise that they came that far while competing with monopolized corporations and thus are deserving or they filled a previously undiscovered niche. These upstarts can gain further status by upsetting the balance, gaining broad monopolies from the crown if they outcompeted a larger corporation locally as they would have proven they bring more to the table.

Although the monopolies are the more immediately obvious economic scheme the underpinning that keeps it directly beneficial to the general population is contractual patronage. This relationship is between the corporate nobility and the general population as patrons and clients respectively, although the crown itself patronizes as well. A client is typically employed by their patron directly, e.g. a nurse working for Presokin Medical is very likely to be a client of Presokin Medical patronage, and a soldier in the Vipran Armed Forces is always the client of the Vipran government’s patronage. A client need not be an employee however, large numbers of corporate aristocracy clients being unemployed as a result of the previously mentioned wide-scale automation.

There are expectations, both unspoken and legally binding, placed upon both client and patron in the contractual relationship. The client expects to receive many economic benefits, most commonly their housing being paid for and healthcare covered while they also receive a monthly or yearly stipend. On top of this they will generally expect small tokens or boons doled out by their benefactor such as company products or access to events. What the patron gains is the political backing of their clients, the clients obligated to throw their weight behind their patron’s political moves and activities if they wish to continue the reciprocal relationship. Clients are also typically expected to promote the products or activities of their patron, to encourage others to sign onto their patronage, and may be encouraged to network with other clients of the same patronage in order to create ad-hoc product test groups and think tanks.

This reciprocal relationship disperses income through the Vipran population, ensuring liquidity and that the population can actually afford the products made by the corporations despite the post-labour economy. At the same time this also gives powerful corporate nobility political clout as they can call upon their clients to lobby for them, promote programs that coincide with the corporation’s interests, and in the cases where a vote is held they can call them out to do so on their behalf. This is not to say there is economic equality within the Imperium of Vipra, as the corporate aristocracy themselves live in exceptional luxury and excess. Yet, due in part to this system as well as the continuous pressure from the crown as well as other corporations competing for the political clout of clients, the corporate elite invest enough in their clients to ensure they are spared the anxiety and suffering of low income and poor conditions. Even the most wretched client will have a comfortable living space, fresh food daily, access to media, and healthcare coverage. Those who refuse to become clients, however, must fend for themselves.

Trade Relations:

The Imperium does not carry out trade itself, private companies and interests carrying out all trade. However, the Vipran government does give favourable trade arrangements and make border-crossings easier for trusted nations. Nations that have earned Vipran ire are the subject of tariffs or, very rarely, outright closed borders in an attempt to stifle the rival’s economy. All nations and their citizens private interests are allowed to trade and operate within the Imperium however, but must abide by Imperial laws and customs while doing so.

Favoured States:
All TSAR nations
People’s Republic of Alversia

Disfavoured States:
United Star Empire of Valinon
Imperium of Vernii

Embargoed States:
N/A


Import - Export Index
Index format copied from the [link=http://forum.nationstates.net/viewtopic.php?f=5&t=336110]Future-Tech Market Index[/link]

Colour-codes indicate the levels of import (demand)/export (supply) for a product; such should indicate the demand for importation and the ability to export:
Ignored - This indicates this nation has no interest in import or export of this item.
Surplus - This indicates very high levels of local supply, creating very little local demand. This item is regularly exported.
Stable - This indicates that local supplies are just sufficient for local demand. Imports or exports are minimal, and based on situation.
Consumption - This indicates this item is highly desired. Imports of this item are common, regardless of local supplies.
Deficit - This indicates that local supply is vastly insufficient to meet local demands, creating an urgent need for imports.
Underlined items indicate a product or service which is heavily restricted, requires licensing, or a permit for local use, possession, execution, etc.
Struck items indicate a product or service is banned from imports/exports, and may be illegal in this nation. Illegal or banned items may still have a local demand, but smugglers may face penalties if caught.

Key: Item (color coded) - Notes


Raw Materials
  • Metallic Elements
  • Mineral Elements
  • Rare Earth Elements
  • Gaseous Elements
  • Metallic Compounds
  • Mineral Compounds
  • Rare Earth Compounds
  • Gaseous Compounds
  • Non-Edible Plants
  • Radioactives
  • Gems & Stones
  • Waste Materials
  • Exotic Matter (Monopoles)
  • Exotic Matter (Antimatter)
  • Exotic Matter (Neutronium)
  • Exotic Matter (Dilithium)

Processed Materials
  • Industrial Alloys
  • High-Temperature Alloys
  • Electromagnetic & Magnetic Materials
  • Specialised Crystals
  • Polymers & Plastics
  • Plant-based Fibres & Materials
  • Semiconductors & Superconductors
  • Metamaterials
  • Petrochemicals (Coal, Oil, etc)
  • Fertilisers
  • Scrap Metals
  • Fusion Fuels
  • High-Energy Plasma (Stored)
  • Explosives

Manufactured Goods
  • Electronic Computing Components
  • Optical Computing Components
  • Molecular Computing Components
  • Consumer Devices (Computers, PDAs & Similar)
  • Household Goods
  • Construction Equipment
  • Fabrication Equipment (Replicators)
  • Fabrication Equipment (Nanofabricators)
  • Fabrication Equipment (Industrial Robots)
  • Fabrication Equipment (Hand Tools)
  • Mining Equipment
  • Agricultural Equipment
  • Gravitic Equipment
  • Starship Hulls
  • Starship Drives
  • Starship Powerplants
  • Starship Weapons
  • Starship Defences
  • Misc Starship Components (Hull Plates, Spare Parts, etc)

Consumables
  • Meat-based Foodstuffs
  • Plant-based Foodstuffs
  • Live Animals
  • Water
  • Atmosphere Mixtures (Breathable Air)

Novelties & Luxuries
  • Intoxicants (Booze & Similar)
  • Luxury Food & Drink (Expensive but not rare)
  • Exotic Food & Drink (Rare)
  • Rare Spices
  • Clothing & Fashion
  • Historical Artifacts
  • Religious Artifacts
  • Non-Interactive Entertainment (Movies, Tri-Vids, Holo-vids)
  • Interactive Entertainment (Video Games, Hologames, VR Sims)
  • Creative Art (Sculpture, Paintings, Etc)
  • Recorded Performance Art (Music, Plays, Etc)

Medical & Pharmaceutical
  • Narcotics
  • Basic Medicines (Antibiotics, Antivirals, etc)
  • Medical Supplies (Bandages, Splints, etc)
  • Blood & Plasma (Synthetic & Real)
  • Longevity Treatments
  • Medical Nanotech
  • Medical Equipment (Scanners, Surgical Gear, etc)
  • Cloning Equipment
  • Medical Cloning (Whole Clones)
  • Medical Cloning (Tissues/Organs)
  • Augmentation Equipment
  • Implants & Augmentations (Cyberware & Bionics)
  • Implants & Augmentations (Genetics & Biotech)
  • Implants & Augmentations (Nanomods)

Information
  • Research Data
  • Starcharts
  • Civil Intelligence
  • Military Intelligence
  • Journalism (News Services)
  • Information Services (Trade Periodicals, Scientific Journals, etc)

Services
  • Research & Development
  • Starship Design
  • Starship Construction
  • Mercenary Contracting
  • Augmentation Installation
  • Financial Services (Banking, Loans, etc)
  • Mining Contracts
  • Terraforming
  • Mail Delivery
  • Live Performance Art (Orchestral Music, Live Shows, Etc)
  • Academic Education (Attendance at foreign learning institutions)
  • Academic Education (Hiring of skilled non-indigenous educators)
  • Tourism
  • Prostitution

Labour
  • Paid Workers
  • Indentured Workers
  • Slaves (Sapient)
  • Machines (Droids & Robots)
  • Machines (AI)
  • Clones & Bioroids (Non-Sapient)

Military Goods
  • Melee Weapons
  • Light Arms (Handguns, Rifles, etc)
  • Heavy Arms (Machineguns, RPGs, etc)
  • Artillery (Heavy Cannons, Mortars, etc)
  • Body Armour (Basic Body Armour & Non-Powered Suits)
  • Powered Armour (Individual-scale Armour)
  • Mecha (Large humaniform piloted vehicles)
  • Armoured Vehicles (Tanks, APCs, etc)
  • Munitions (Ammo, Fuel, Explosives, etc)

Vehicles (Manufactured & Assembled)
  • Ground Craft: Consumer (Cars, Bikes, etc)
  • Ground Craft: Industrial (Tractors, Cargo Trucks, etc)
  • Ground Craft: Specialised (Trains, Emergency Vehicles, etc)
  • Water Craft: Consumer & Pleasure
  • Water Craft: Cargo Transport
  • Water Craft: Military
  • Atmospheric-Capable Craft: Personal (Small Planes & Similar)
  • Atmospheric-Capable Craft: Passenger (Airliners)
  • Atmospheric-Capable Craft: Cargo Transport
  • Starships: Smallcraft (Fighters, Shuttles, etc)
  • Starships: Light Transports (Passenger, Small Cargo, etc)
  • Starships: Heavy Transports (Bulk Freighters & Similar)
  • Starships: Light Warships (Corvettes, Frigates, etc)
  • Starships: Medium Warships (Destroyers, Cruisers, etc)
  • Starships: Heavy Warships (Battleships, Carriers, etc)
Last edited by Vipra on Sat Aug 04, 2018 10:57 pm, edited 1 time in total.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
Diplomat
 
Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:20 pm

Corporations

Imperial corporations are mostly descended from pre-unification organizations and companies, and all interstellar scale corporations are active as crown monopolies. Each corporation is owned, and managed, by a single proportionately large noble family in the manners of the Farthi nation which founded Vipra. The families monopolize control over their individual corporations and do not tend to diversify as that may nullify their monopoly status and expose them, only competing with other corporations where their monopolies are not enshrined.

Novalisk Technologies
Operated by the Valich family and headed by chief executive officer Kaesahn of the same house, Novalisk Technologies is the premier research and development firm in the Imperium. It pioneered the fields of powered armour, cybernetics, and spacecraft within the Imperium and was essential in the Farthii unification of Allurus into the Imperium of Vipra. Their technical advancements in military fields were given over to A3 Industries for further practical development and deployment in the wars, and they reaped the benefits. Since unification Novalisk has continued to be at the forefront of Imperial technology, developing the cyberbrain and the basis for full-body prosthetics, and has its fingers in all branches of technology from nanotech, genetics, and metamaterial development to structural engineering, AIs, and practically all other fields. It is vastly wealthy, buying planets and systems in the Outer Fringe as well as having deep space stations made where it can safely create and test weapons of mass destruction.

A3 (Arms, Armour, and Ammunition) Industries
Unique in that it is owned entirely by the royal family and linked at the hip to the government, A3 Industries produces almost all non-civilian grade military weapons, vehicles, and spacecraft. It routinely produces thousands of military spacecraft, of frigate and larger class, and replacement components as well as planetary vehicles and infantry armament. Most of its technological basis is developed by Novalisk Technologies and then made more practical and rugged by A3 designers, creating powerful weapons and even cybernetics that are used by the Imperial Armed Forces and those nations where A3 has business. They have an incredibly monopoly on military arms production but do not meddle in civilian arms, allowing other companies that field, but A3 make a massive profit regardless due to the armed force’s insatiable appetite, sales to other nations, and military contractors seeking heavier firepower than they can find elsewhere.

Turophan United Technical Services
One of the few corporations to be truly diversified, Turophan UTS is regardless mostly concerned with the development of space habitation and infrastructure. Run by the Vapranya noble family, Turophan produces most of the O’niel Cylinders seen within Vipran territory as well as other space stations not of military purpose. The company was founded post-unification by a collection of Yarashii atoran matriarchs, their investment securing the orbital industry around Allurus and being used by other corporations to begin the flourishing of the Imperium’s space economy. Their initial space stations have all been retired from usage over Allurus, removed to other worlds or scrapped, but their replacements were likewise built by Turophan on government contract. Stations aren’t their only venture, civilian arms and pressure suits sold to the people and the government while such necessities as vehicles, mag trains, and other infrastructural necessities are all sold by Turophan UTS with the same sleek designs.

Lanyon’s Trainingyard
The premier training center for private militaries and independent contractors, Lanyon’s Trainingyard was founded by the talythian officer-caste Kal Rorik as a private military school, military academy, and specialized training center for the highly militant population of Lanyon’s World. It served the talythians of its homeworld well, preparing them for service in the Imperial Armed Forces and making a tidy profit from government contracts to give preparatory training to tens of thousands of young talythians. With those profits it expanded to other worlds, all notable for their high gravity, and began to train more than just talythians as well as taking on numerous special forces veterans to train former soldiers and private citizens up to a similar level so they could join the military at an advanced level or go and find work as a military contractors. To that end Lanyon’s Trainingyard also facilitates recruitment for the PMCs willing to pay for the right.

Alpha to Omega Resource Extraction and Refinement
The largest Omegan mining and gas capturing corporation that controlled most of the mining operations within Omegan space before the annexation, Alpha to Omega was bought out by an association of atoran and Omegan humans of the newly founded noble house of Koryik-Talilogos shortly after integration. With the contacts of both portions of the house they were able to seize upon numerous mining contracts within the Delta and Alpha quadrants of the Imperium after the integration of Talyth and the Omegan rebellion. Within Alpha they seized upon cheap asteroid mining to supply the shipyards of Talyth and after the rebellion in Delta the company bought up a large percentage of the minor resource extraction operations there. The company is not the only extraction and refinement company, there being many more, but it is the main supplier of A3 Industries and thus tends to earn the largest contracts. Additional processed resources and metamaterials are sold to other private interests as well as abroad.

Pollöke Climate Engineering Conglomerate
Founded just after the wars that unified the atoran peoples as the various corporations and interests invested in terraforming Pollöke were united under one company by government mandate the PCEC was coalesced to ensure the climate and atmosphere engineering of that world continued and accelerated. It did just that, the combined assets and resources of the conglomerate allowing it to take the extreme measures necessary to make Pollöke habitable. instead of shutting down after the success of their initial venture the PCEC began to take contracts terraforming other worlds and purchasing less than colonizable planets so it could make them habitable and sell it either in whole or pieces to settlers and corporations.

Csarser Shipping and Freight
One of the major transport companies of the Farthii kingdom before the unification of Allurus, Csarser was invested in interplanetary shipping before the unification and the advent of FTL. They sent the third group of colonists to Pollöke, the Farthii settlers and were essential in the industrialization of Elek. They frequently came into conflict with the transport companies of other atoran nations and were thus heavily tied to the military until that marriage of necessity ended post-unification. Since Allurus has been a united polity Csarser has been given favouritest treatment by the Imperium within Valethus system and, from the profits made before the preferential treatment ended, entrenched itself in the systems colonized, conquered, and incorporated into Vipra. The Csarser company is commonly seen within all Imperial systems, Core and Fringe.

Tsertlane Finance and Loans
The major banking service in the Imperium, Tsertlane is one of the few Vipran companies not controlled by a single noble family. Instead it is operated by a collection of three families that united their assets and took control of differing divisions of the bank in order to maximize efficiency and profits. They are also one of the few companies to be under official government oversight. Tsertlane banks are present on all Imperial worlds, Core and otherwise, and it is company policy to aggressively seek footholds in foreign nations for if, or more likely when in the case of the minor nations bordering the Imperium, they need to take out large loans to purchase arms from A3 Industries and other Vipran services. They make a tidy business on this as well as their financing work for the corporations and companies of Vipra.

Presokin Medical
Once a part of Novalisk, Presokin splintered off with the help and blessing of its mother corporation and temporary government subsidies. Purchasing Novalisk’s hospitals, removing the stain of the former owners status as a research and development firm with new management and a new logo, the owners of Presokin are the family of the same name and are closely tied to both the royal family and the house of Valich. They have constant government contracts serving government employees, members of the armed forces, and veterans. Private citizens not engaged in private military contracting have life threatening surgeries and ailments covered by government subsidies at-cost, while any minor, prescription based, or unnecessary procedures come out of their own pocket.

Karkosha Cybernetics and Augments
Closely linked to both Presokin and Novalisk, Karkosha is similar to A3 in that they hire Novalisk to develop prototypes for them and then make them practical as well as profitable. In Karkosha’s case however the technology develops are cybernetic augments and prosthetics, genetic-altering retrovirus augments, and nano-machine augs. Karkosha clinics are typically integrated into or attached to Presokin hospitals so as to be able to immediately serve those in need of emergency prosthetic organs as well as to have medical staff on hand in the unlikely event of an emergency. They do have their own hospitals, few in number, as well as clinics attached to hospitals run by other companies. Their augments and prosthetics are ubiquitous across the Virpan Imperium, particularly the cyberbrain which they continually update and upgrade in cooperation with Novalisk Technologies.

Bathurdul Scholarly Association
Named after the Imperial capital with the special allowance of the monarch the Bathurdul Scholarly Association (BSA) is dedicated to museums, archeology, the collection of ancient and modern knowledge, as well as the preservation of cultural, religious, and historic sites. They turn a profit on their museums as well as the tourist industry of the ruins, restored and otherwise, that they own and operate. Similarly access to their records requires a donation or a subscription, otherwise would-be academics have to spend far more time and effort hunting down specifics and authentic records for free on the internet. The profits are turned around and spent on schools, archeological digs, and the purchasing of more alien ruins where they can perform digs and drum up tourism.

United Allurus Information Network
Formerly the Farthii News Network, the United Allurus Information Network (UAIN) changed its name and used its position as a Farthii corporation to supplant, browbeat, and overpower its competitors in the rest of the post-unification Vipran state. Thus it became the largest non specialized broadcasting service on the world and later the Imperium’s interstellar holdings. They do not attempt to compete or wrangle with independent bloggers and small news companies, knowing themselves incapable of stopping the tide, instead branching out from their domination of ‘official’ news and sponsoring video entertainment as well and distributing it through the internet on a subscription package. UAIN is, however, not as strong in terms of assets when compared against those that deal in material matters as well as Vraykt with its predominance over gaming and the arts aside from video yet retains a high degree of influence due to its media control.

Vraykt Publishing and Entertainment
The chief entertainment, art, and media enterprise within Vipran space, Vraykt has humble origins. It started as a one-woman company in a basement and grew from there after a surprise hit in the early gaming section of the Farthii media industry. After expanding and hiring employees Tetianni Vraykt began to publish for others and began to dominate the gaming industry after developing a much cheaper and more affordable console of her own that replaced the formerly upper-middle class only varieties. By the time of the Unficiation wars Tetianni’s company was also producing movies, publishing books, and sponsoring other artistic ventures. It was, and is, by no means the only publishing or entertainment company but has a large presence and is notable for aggressively pursuing the right to market and sell its products to the AXIS states during the cold war.

Tenebavnya Corporeal Services
Despite how it dresses itself, Tenebavnya Corporeal Services (TCS) operates brothels, pheromone-laden space stations, and “Pleasure Worlds” in the Outer Fringe while producing pleasure-augs, gadgets, and droids designed to cater to individual needs. It is a very powerful corporation due to the services economy of the Imperium and the subjective pricing of its services, able to extract a profit from all classes and worlds with little initial overhead. It’s further products simply add to the margin with metamaterial bodypaints, injectible pleasure-receptor nerve augs, and customizable droids a very small sample selection. They are also a company that rides the line of legality, as might be expected, creating clones that pay off their creation-debt through contractual employment and impressing similar strict and extensive contract on peoples from less fortunate or outright conquered worlds. Their association with various PMCs that aid them in carrying out annexations of worlds with native populations in order to create tourists attractions is not viewed favourably by most Vipran citizens however. Yet they continue to grow.

Wikalaman Textiles and Fashion
The primary proprietor of fashion and the fabrics, textiles, leathers, and metal-thread required to make apparel and accessories, Wikalaman is the source of most all Vipran civilian clothing. Even realms that would normally be considered part of another corporations purview are instead under their thumb as they work with TCS to create lingerie sold in the other company’s store. Their reach extends into nearly all sectors by virtue of cooperation, creating technical pieces of clothing such as the mechanical-counterpressure and climate control undersuits worn by every spacer with a brain and standard issue in the military in collaboration with Turophan and A3 Industries. The main bulk of the corporation’s output however is standard clothing and high fashion organized into various lines that wear their chief designer’s name over the generic Wikalaman brand. The brands vary wildly however due to how Wikalaman grew, absorbing smaller fashion companies and incorporating their houses into its own as semi-independent fashionistas. As such they range from simple and elegant to extravagant and eccentric, or simply neurotic.
Last edited by Vipra on Fri Aug 10, 2018 4:09 pm, edited 1 time in total.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

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Vipra
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Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:20 pm

The Border

Border Control:
Rather twitchy and violent in regards to maintaining its territorial sovereignty, it is hardly surprising that Imperial Customs maintains the border in conjunction with the Imperial Navy. Trade and interstellar travellers are required to arrive only in certain parts of each system and to slave their controls, as well as many other systems, to a control station. Spacecrafts that do not arrive in the ordained areas are swarmed by Imperial customs and naval ships, and if they do not relinquish control they are seized or, more often, destroyed outright. Those vessels that refuse to slave their controls meet an identical fate, just faster. Vessels that comply are treated to intensive inspection by Customs, the degree of time spent depending on their certification. Ships that travel only between core systems have a much easier time at customs while foreign vessels are treated to a full sweep and what amounts to informal interrogations by surly customs officers.

Immigration:
The Vipran government handles potential immigrants on three grounds: Where they are heading, whether it is the Fringe or the Core; their personal skills; and the nation they hail from. Immigrants to the Inner Fringe are given much more lenient treatment while those that seek to immediately settle in the Core Systems are vetted intensively by the government. Personal skills always help as well, country bumpkins finding it almost impossible to immigrate unless practically their entire family is already in the Imperium whole doctors, scientists, publics relations reps, and trained soldiers have a much easier time. Perhaps the most deciding factor however is the nation they are emigrating from, with the Vipran governments relation with that nation deciding how preferential or discriminating they are.

Emigration:
There is little stopping Vipran citizens from emigrating. Officially. Persons of interest are not allowed to leave however, especially if they have information that might be of value to enemies of the state, and tend to be grabbed by intelligence agents and have the relevant information removed via psychosurgery before allowing them to go on their way. Otherwise, there are few stumbling points for citizens seeking to emigrate from the Imperium and they are almost always allowed to retain their Vipran citizenship.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
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Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:22 pm

Private Military Contractors:

Iron Law

Created during the aftermath of the unification of Allurus, Iron Law is a highly specific military company dedicated to occupations, paramilitary policing, and increasing stability. Zaekammi Xanyaloc was a Horusii military police officer decades before the wars and after them applied her skills to found Iron Law in the chaos of Vipra’s foundation. Her first contracts were within the annexed Molokarii jungles, a job that was deemed to be too costly to devote already overreaching military forces to. Her immediate success was that she and her employees did not die horribly at the hands of disgruntled Molokarii, an even greater success following as she managed to enforce Imperial law and maintain the peace within the jungle until the Molokarii were, in all practicality, exiled in almost their entirety from Allurus. Their first contract a major success, Iron Law’s reputation was immediately secured.

They are armed and armoured in modern Vipran equipment and are recruited from former police officers and military police, an understanding of law enforcement important to almost all Iron Law contracts. Less than Lethal weapons are more common than typical firearms given Iron law’s focus and the management’s desire to maintain their reputation. And that reputation has been maintained by being selective in regards to the contracts they take as well as ensuring they have a full understanding of the local laws and customs of the region they are being deployed in. Iron Law is one of the few military contractors to have sensitivity training for their employees.

Horizon Risk Management

Founded after atoran unification by a Farthii-naturalized Molokarii, Xavvi Mippilvae, Horizon Risk Management (HRM) is an infamous military contractor that has found work in the Outer Fringe conquering worlds for corporations, suppressing rebellions for foreign states, and raiding pirate bases to prove where they are on the food chain. They are this way because of Xavvi’s belief that the decimal places on a contract outweigh any morality, her employees agreeing. Without a moral compass and their leadership guided by profit alone, HRM has become perhaps the wealthiest and most powerful military contractor to originate from the Vipran Imperium. Their ships and soldiers can be seen throughout the Fringe as corporate enforcers and as the clenched fist of whatever minor states can afford them. Those that can’t sometimes end up getting crushed themselves, HRM taking worlds that are weak or unstable and parcelling them up to be sold to corporations and other states.

Their armament and ships are supplied mostly by A3 Industries and is one of their largest buyers with several fleets and many armies worth of mercenaries on the official payroll. Many more are not on any paperwork and are funded with a blackbudget created by facilitating the sale of planetary populations to slave traders and the seizure of cultural artifacts during contracts. Their official soldiers have a uniform of powered armour and railguns akin to the Imperial army but many have additional prosthetic limbs attached to their armour controlled by cyberbrain uplink. Vessels large and small, ranging from dreadnoughts to corvettes, can be seen within the HRM naval assets and they are often flanked by vessels appropriated in the course of their contracts. Contractors that are not on the books dress and arm themselves as independents, as they are officially such, and are typically given paralegal contracts and jobs or sent to infiltrate before HRM will officially arrive.

Lanyon’s Legion

Many talythians were initially out of a job after the incorporation of the Dominion of Talyth and the citizens of Lanyon’s World filled that void immediately under the guidance of Breki Clonhar. Breki was an officer caste talythian and a war veteran, after the integration he was left unemployed on Lanyon’s World waiting on the Imperial promise to find employment for or re-recruit the affected talythians. It was supposed to take two to five years, a reasonable time frame for the numbers and logistics involved, but for most talythians that was a good chunk of their lifespan. So Breki took it upon himself to collect his former subordinates and found a mercenary company, making do by working for cheap and making their employers supply transportation. After three years Lanyon’s Legion bought its first ships, mothballed Talythian vessels they were comfortable with, and from there the Legion began to take proper contracts.

Lanyon’s Legion was initially composed entirely of talythians but has recruited broadly since it broke from small contracts and began taking larger scale jobs. The Legion maintains its standards however, with low and high G training a requirement as well as specialized courses at Lanyon’s Trainingyard. Before his death Breki was able to negotiate a long term agreement with the Trainingyard in order to secure cheaper training for the employees of his Legion. Thus their military skill is assured and they have the funds to procure sufficient armament to lay waste planetary garrisons. Their presence is felt largely in Delta and Alpha, securing cheap recruitment from talythian populations and skilled warriors from retired soldiers.

The Laximites

Born from a militant religious order, the Laximites are dedicated to the goddess Laximus and fight in her name. They are far more ancient that the Imperium, at least on paper, but do not represent the original order in any way other than the omnipresence of Laximite dogma and the membership of a handful original Laximites. With the unification promoting the worship of Laximus by the sword and defending the Farthii state became less important and even illegal, leaving the Laximites without purpose. They rediscovered themselves outside the Imperium, fighting for glory in the pursuit of personal perfection. Spreading devotion to Laximus has become a secondary concern to the goal of embodying her ideals. In their pursuit of this perfection they seek ever greater challenges but do not turn down the minor, any victory worthy regardless and the payment of fulfilling contracts letting them maintain their lifestyle.

The Laximites receive many contracts, mostly from Juntists, and from this revenue they have transformed themselves and become a culture unto themselves. Separating themselves from civilians and regular society the Laximites live entirely within battleships and other military craft. Their recruitment is unique among the Imperial PMCs, with none occurring. Instead they use artificial wombs and genetic engineering suites to create new generations of Laximites within their ships using the genetics of their best warriors after improving upon them. Born to a legacy pursuing perfection and a lifestyle of violence, Laximites are some of the best soldiers in Imperial space and arm themselves accordingly. Their refurbished ships are maintained as close to perfect working order as possible and their planetary equipment is purchased from A3 Industries directly.

Criminal Organizations:

Vyenlothi
A Yarashii atoran organization based within the land on Allurus once called their own, the Vyenlothii organization, or Five tongues in basic, are a monastic order. Or at least that is what they are officially, an order of female monks dedicated to Horut. Their devotion to knowledge extends beyond books and meditation however. Spies and information brokering are the true purpose of the Vyenlothii along with a side business in smuggling. Managing and selling information rose naturally from their ancient role as advisors to the Yarashii leadership and later corporate families as those began to establish themselves. Smuggling and other enterprises, however, began after they gained special treatment as a religious order to travel unmolested. From there using their knowledge to solidify themselves, the Vyenlothii were capable of dominating their corner of the underworld while retaining the image of saints.

After unification they carried on strong, stronger than ever in fact. Their information network expanded beyond the former Yarashii state as they gained the confidence of the Juntist population by charitably repairing damaged schools and temples across the world. Recruitment is slow, only taking in orphans below the age of four and raising them in monasteries to be dutiful to Horut as well as their fellow Vyenlothii, but their membership is composed entirely of supremely loyal warrior monks indoctrinated into the order. Vyenlothii have manage to stay off of the government’s shitlist despite their illegal activity by feeding them information as well, working with intelligence agents when the price is right and smuggling for them as well.

Madra Zukaikai

While most Krachii were impoverished after the unification war, having been on the wrong side of it, the daughters of a few former oligarchs rebounded their fortunes by using what they had: A large population of Krachii atoran that weren’t loyal to the new Imperial government. Using the contacts of their mothers, their own popularity among the Krachii, and what wealth had been hidden from the conquering Farthii the new generation of Krachii oligarchs worked together to found Madra Zukaikai. The Dry, as they are known in basic, used the relative instability and overextension of the new Vipran nation post-unification to overtake and dominate the underworld, taking up illegal gun trafficking, organ harvesting, and racketeering. Once interstellar colonies and conquests began and the Imperium bloated Madra Zukaikai expanded its operations to include illegal slaving and neutronium smuggling among multitudinous other illegal and paralegal pursuits.

The leadership of Madra Zukaikai is entirely Krachii, the founders racially selective towards their ethnic kin, while the middle management and muscle are typically of the local flavour. Their haunts blend into the background, using nightclubs and other legitimate businesses as fronts for their operations below. In the Outer Fringe their operations are more brazen, trafficking in sapients and operating brothels worked by them or aggressively pushing designer nanodrugs to enslave men and women to addiction. They protect their territory brutally and expand into their rivals with overwhelming force, keeping alive the executions popular among pre-unification atoran militaries as they make examples of those that won’t bend the knee and join their network.

Terror Groups:

Sons of Sol

Human supremacists that appeared after the first human states were annexed by the Imperium, the Sons of Sol have grown exponentially as the Viprans have incorporated more and more humans into their Imperium. They started initially on Solkar, that vehemently pro-human society a breeding ground for resentment against non-humans. It came as little surprise to the Imperium when the Sons formed, what did surprise them was the speed with which it spread from that dark and cold system. In a matter of half a decade the Sons of Sol had cells operating across the Imperium. However the Sons play it smart and do not openly attack the government or non-humans. Instead they act the charitable organization and have the welfare of poor humans as their stated goal, backing this up by aiding humans in need to find housing and stable employment among many other benevolent acts to better mankind within the Imperium.

Secretly however the Sons of Sol are violently attempting to facilitate a human takeover of the Imperium of Vipra from within. Violence and assassinations, the establishment of short lived criminal organizations to demonize rivals, and pushing their own players into positions of middle bureaucracy are their means of slowly gaining more influence. Sleeper cells are placed throughout the Imperium, with active cells operating in the Fringe to bring human worlds into the Outer Fringe and increase their recruitment pool as well as the presence of humanity within the Imperium. Their ultimate goal isn’t to dissolve the Imperium or destroy it, but instead to supplant the atoran and make mankind the dominant species within the nation, to this end they encourage the dominance of the Imperium abroad and its stability within but are using all means available to infiltrate the administration.

Molokarii Raiders

The Molokarii atoran were exiled from Allurus in all but name, only those willing to adopt the official culture remaining behind while the majority that preferred to remain traditional were given old ships and quietly allowed to leave the core systems so they could be forgotten. The Molokarii, however, don’t much care to fade into the background. They continue their old violent ways with new weapons, raiding and pillaging outside the Imperium to bolster their pride, wealth, and favour in the eyes of the gods. But mostly they raid because they enjoy to see others suffer. Empathy is limited only to other Molokarii, aliens and even atoran of other ethnic groups little more than animals to be skinned then killed. Imperial forces continue the policy of ignoring them so long as they keep their barbaric activity outside of the Imperium and its Fringe, but will engage them ferociously when they become too cocky and endanger those under Vipran Protection.

Their initial ships have become mobile hulks, parts from dozens of technological bases fused together into motley dreadnoughts supported by ragtag frigates, freighters, and corvettes that have been rearmed with overcharged Molokarii custom weapons. Their personal armament are perhaps oddly advanced, the Molokarii entering into agreements with Novalisk to fieldtest their weapons and cybernetics. In exchange for field testing prototypes extensively in realworld scenarios, the Molokarii get to use advanced kit when they pillage and massacre. Albeit their cybernetics have a high frequency of glitches and their guns, occasionally, explode. Molokarii tend not to mind, replacing damaged organs with more cybernetics so they continue to accumulate more scalps and loot for their gruesome holds.

Tzunakahlii

A vast network of partisans from all branches of society the Tzunakahlii are the vilest and most reviled sort, republican revolutionaries. They were practically nonexistent before the unification of Allurus, only one republic existing among the atoran nations, and after unity the majority of atoran were as content as they could be with autocracy and the naturally contentious rallied for other causes. As non-atoran states were absorbed into the Imperium and the specter of existential warfare began to fade the ideal of republicanism spread among the Imperial population. Most brush it aside, stability and prosperity more than enough, but for some personal freedoms were not enough. They demand the creation of a democratic Vipra, for the Imperium to be of the people instead of the Alataryx family and its chosen. The government, very obviously, considers them to be traitors and dissidents.

In return they act the part. Tzunakahlii are true believers, using any means to achieve their goal of a new Vipra and without much consideration of the damage they cause in their attempts. Bombing government buildings is a favourite tactic as is the destruction of constabularies, but their primary actions are to threaten government officials. They are well armed, composed mostly of veterans or those trained by them, and are funded by criminal activity. Kidnappings, extortion, and the trafficking of slaves are all in their portfolio in order to keep their operations going without relying on donations or other avenues that could easily lead to infiltration.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
Diplomat
 
Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:24 pm

Vipran Culture

Contrary to popular belief the Vipran culture is not the culture of all atoran and definitely not the entire Imperium. Instead it is the culture of the Farthii atoran given a name change during the creation of the Imperium of Vipra in an attempt to appeal to the history of all atoran cultures and make it more palatable. Additionally the Vipran culture takes from foreign cultures extensively, such as adopting an Alversian sport and several styles of Terran dress. The Vipran culture however is pushed upon all the core systems and the Fringe in the hope that their social engineering will smother the native cultures and give further stability to the state. This is especially true in regards to non-Farthii atoran, who are the particular target of cultural engineering in an attempt to unite all the atoran races and remove the differences between them. Their success is highly varied, but the Imperium continues to push its agenda of cultural unity regardless. Only the methods change.

Classical:
For the Viprans their classical music involves a large amount of percussion. Military tunes and marching drums, the stuff of war meant to invigorate and kickstart the martial trance. Not that the atoran need help with that, but they enjoy the music regardless. Other cultures tend to describe it as tribal or archaic, the drums violent and powerful while flutes and rattle shakers add to the mix. It all seeks to replicate the tumult and fervor of battle, war chants sung along to the beat by deep voiced choirs. The entirely instrumental songs, of which there are many, also tend to use string instruments such as thrumming harps or even older instruments such as ceramic horns. Almost universally Vipran classical music is martial in nature.

Pop:
A very modern development for the Viprans and an example of cultural diffusion from alien cultures, pop music has become popular among Viprans with several bands appearing. They tend to be of mixed species, with atoran and human mixing together with other races joining as trends and band dynamics require. Notable bands have appeared within the Imperium and earned fame, and notoriety, for their genre. Delta Squad, an Omegan boyband that is highly popular in Razonite systems among teen and young adult women. The talythian pop, or T-pop, band Live For Today is composed entirely of officer caste women in tight blouses and shorter skirts and are popular throughout the Imperium due to odd visuals in their music videos as well as the novelty of talythian girl bands.

Metal:
It is unsurprising that metal is popular within Vipran culture and was already in existence before the cultural influence of non-atoran states came into the mix. Loud, heavy, militant sounds of industrial machinery, recordings of artillery and gunfire, as well as sirens are all common sounds in Vipran metal songs. Their singers are usually atoran women with strong voices singing from the diaphragm, matching their lyrics to the heavy drum beat of their songs and usually singing about violence, war, and other situations that were endemic to atoran society pre-unification. Stage theatrics are important with makeup and costumes omnipresent among metal bands, often painting themselves to appear as the servants of one Juntist god or another. Notable is the band Razkrat, all its members atoran that dress as agents of Ponitmal the god of fire and passion and their songs revolve around the battles of Unification war.


Non-Fiction:
Biographies and textbooks are common in Vipran households, particularly biographies of historical figures such as famous Farthii monarchs or generals. However modern books tend to focus on the histories of foreign nations, particularly the nations that the Viprans have had rocky or outright hostile relations with. It is in the nature of the Viprans, having been at war for so long, to be interested in their enemies and why they think the way they do. The axiom of understanding one’s enemy is held close to heart by many atoran and so biographies on Kitsune emperors, Alversian Premiers, and Huerdean Generals sit on shelves beside books of famous atoran conquerors and the founder of the Alataryx dynasty.

Science Fiction:
Much of Vipran speculative fiction focuses on ascendancy, further development and the potential boons of as well as potential demons within cyberbrain technology, and spatial anomalies. These stories tend to be popular with younger Viprans who like to believe that they will see the technologies and societies that are in the pages within their lifetimes. No matter how wrong or write they are, Vipran writers are prolific in this genre with such books as the cyberpunk dystopia of The Cost of Paradise sitting beside the time-travel space opera epic Dots. They have as many ideas as there are books, some turning out to be accurate and others complete bunk, but they explore ideas nonetheless.

Fantasy:
The Vipran take on the fantastical and magical often takes place within the distant past, back in the days of axe and steel, and often involving gods, creatures of atoran myth, and spiritual beings. They tend to explore the concept of gods among mortals and the implications upon society, often drawing influence from Juntist theology and history in the process. Fantasy is not the most popular genre, being linked closely to religious fiction and historical fiction of a particularly literalist Juntist interpretation of history, but a variety of epics and series continue to be written to the delight of niche fans.

Historical Fiction:
Atoran writers love to take liberties with their own history, and Vipran writers prolifically change details, insert characters, and generally treat the past as a general guideline for their narratives. The most common period for historical drama among the Viprans is the many industrial-scale wars of the Farthii, Horusii, and Krachii. In particular is the novel series Our Fallen Sisters which follows a Horusii woman called Vraebbi Naetyar. The first book starts with her birth and follows the specter of the wars to come as well as the then occurring war with the Farthii. By the second book Vraebbi has been trained in partisan warfare and is on her way home as peace concludes with the Farthii only to find it under attack by the Krachii and the narrative follows her struggle to find and rescue her younger sisters, finishing with her finding her sisters’ bodies as the Farthii army arrives to aid the defenders. Later books in the series focus on her struggles in the Horusii ghettoes of Bathurdul, motherhood, and the death of one of her daughters in a continuation of the war her sisters died fighting. The series concludes with her cremating her daughter and spreading her ashes over the same field as her sisters.


Comedy:
Dark, dark comedies are the norm among Viprans when aimed at adults while films and shows aimed at younger audiences are much the same but without as much violence and more puns that can be enjoyed by children and their parents. The most popular movie, dating back to before the unification, is The Southern Front, a film that takes place during the Farthii attempt to colonize the Molokar region and follows two soldiers as they blunder through the violence through being genre savvy, cynical, and just plain lucky. At least until the end of the film where one slips and sets off a mine the pair were ordered to place at the beginning of the film. Another popular comedy is the series The Gods are Bored which revolves around the Juntist gods interfering in the life of a down-on-her-luck Krachii atoran as she attempts to make it big in the Fringe.

Adventure:
Focussing on the many lost cultures and nations of the Milky Way, Vipran adventure movies have transformed since the advent of FTL. Ancient galaxy-threatening relics and diabolical powers such as in Cycle of Eternity, corporations reviving elder evils in an attempt to gain inviolable power as occurs in Darkness Within, and invasions by extradimensional beings that can only be stopped by activating a macguffin device in time like in Beyond the Stars. They all focus on generally relatable protagonists and tend to have motley crews of various races, albeit the most successful do not have bland everywoman main characters and instead invest in their individuality.

Horror:
Isolation and dread of the unknown is a common theme in Vipran horrors, characters being separated from each other and confronting whatever terror is awaiting them alone or forced to watch as others do so. The film Empty is often considered one of the pioneering films in the genre, focussing on a trade ship that suffers a technical failure during FTL and the artificial wormhole destabilizing to send part of the ship and a solitary crew member adrift in the space between systems. From that point it becomes psychological horror from the perspective of the crew member as she goes mad from the isolation over the course of years, able to survive within what remains of the ship due to redundant systems and, ultimately, killing herself by breaking the oxygen recycler in a fit, causing her to slowly suffocate as the camera pans out to show how truly isolated she was.

Drama:
Viprans, and atorans in general, love soap operas. They become attached and involved with fictional characters easily and can keep easily keep track of a vast number simultaneously, so their television dramas tend to have a plethora of characters in even the most simple show. This isn’t to say they don’t enjoy other dramas, indeed Viprans become invested in dramas of any other genre just as easily. However the highest rated series drama is what appears to most non-atoran viewers as a muddle of characters that come and go at lightning pace, but should an atoran watcher be asked they can likely explain all the happenings within the show and how they relate to every individual character. That series, Under the Surface, follows an atoran family that has risen from poverty to becoming a noble house and corporate moguls only to be thrown to the edge of ruin again, with hundreds of characters and plotlines that span upwards of a dozen seasons.

Romance:
Viprans love to love, and their romance genre doesn’t hold back. They tend to portray affairs that shirk tradition and discrimination, such as a period piece where a Farthii Imperatrix has a love affair with her batwoman that must be kept secret from scheming officials and disapproving nobles. More commonly however they portray relationships that have to surmount national animosities or racial differences. The most dramatic example is the romantic-comedy T and T that follows a relationship between a Huerdaen and a talythian after they become stuck in a trench together while both being too weak to stab each other, talking because there’s nothing else they can do while pinned down by crossfire, and hit it off for the rest of the series as they keep on stumbling into each other on the battlefield.


The atoran culinary palette is based very heavily upon seafood and fruits instead of grains and terrestrial meats. They favour cephalopods and shellfish, with fish and large amphibians also farmed for meat. Sweet and sour fruits are often eaten as well, served with sprinklings of spice or by themselves. The atoran’s heavy reliance upon fruits led them to create differing staple breads and biscuits, their version of what humans would consider a typical loaf of bread far heavier, spongier, and much sweeter. These sweet baked goods, including soft cookies made with fruit syrups, are often consumed as a side to meals. Sauces often use a syrup or blood base depending on if the meal is going to be sweet or not, spices, sugars, and herbs added to taste along with pulverized meat and fruits. For the most part meats are either seared rapidly or cooked inside sauces, with certain shellfish raised inside flavoured waters so they take on different tastes.

Certain signature Vipran dishes are Leymik, a fist sized shellfish raised in water tinged by sweet syrups and braised in a wine-sauce when cooked. Lashi, or cooked heart, used to be a relatively rare dish as it was derived from one of the few furred animal of Allurus, the heart cooked in a stew of sauces before being eaten. The most prominent atoran culinary good however is their wine, Spahka Kakrit. Spahka Kakrit is made from sap that is drawn from mangrove-trees that grow in the marshes of Allurus, a long straining and fermentation process resulting in an orange liquor with a salty and sweet taste as well as varying flavours depending on the waters and mud the trees grow within. A confectionery, Spahka Koru, results as a castoff of the brewing process and is a bright orange salty caramel.


The ‘flesh plants’ of Allurus, mavua includes a broad spectrum of trees, shrubs, seaweeds, and other plants and plant-like organisms that produce either in their tissue or fruits easily digestible carbohydrates such as glycogen, varied proteins, and even lipids. This means that otherwise obligate carnivores can successfully digest mavua fruits or tissues, supplying proteins otherwise found in animal tissue. Additionally these properties lead to the fruits and/or tissues in the mavua group having a universally oily juice and greasy texture. The taste also tends towards sweet and savoury as various sugars and fats are present in all mavua.

Zusa lepesvekt (grey flower)
The pulpy yellow fruit of the zusa lepesvekt shrub grows throughout the large bush, developing from pollinated flowers with the archetypal grey petals of the plant. The shrub itself grows in freshwater bogs and marshes with acidic soil, requiring a constant water supply. Seeds are held in the center of the fruit as drupes, the semi-citric tissue pulpy but solid enough to be sliced, and were intended to attract the attention of large flying reptiles that would eat the fruits whole and deposit the large seeds at other watering holes. The flesh of zusa lepesvekts contain a lot of fluid but dry well, becoming light and a touch rubbery but preserving for years, but is often cooked with or in place of meat in stews and stirfries due to its natural sweetness as well as its retention of shape through cooking.

Kroszitrua (copperberry)
Sprouting from a tiny seed, the monopodial branchless kroszitrua tree grows to be ten meters tall and is crowned by huge broad leaves. Those tiny seeds are nestled inside the berries of the tree that grow at the very top in large bushels. Starting off a shiny brown-orange the berries mature to a pale green, earning them their name as they tarnish like copper over time. Upon reach maturity the berries loosen in their bushels and three small leaves attached to the top of each berries will carry them away during a windstorm to land far away and sprout more trees. If harvested before they can blow away, kroszitruas are bitter if eaten when ripe and intolerably so if unripe. If baked however the bitterness goes away in part and is replaced with a sweet tang, the flesh of the berry cracking opening in a quad and the seed dropping out as the berry sizzles.

Brezkatrua (darkberry)
The brezkatrua tree is a colonial plant that lives on saltwater coasts with pneumatophore roots rising out of the ground to coalesce and create a gestalt organism that can cover miles of coastline. The fruit of the plant are berries the size of a pingpong ball. Nestled in the center is a dense seed and surrounding it a fleshy exterior lighter than water that carries the seed, a black skin coating the berry. The berries are meant to drop from the canopy and into the water where it is carried away, the flesh of the berry either eaten or decaying so that the dense seed is freed and can drop down to take root in the coastal floor. Aside from acting as a buoyancy material as well as attractor for fish, the flesh of brezkatruas are spongy with a light cinnamon flavour.

Yaszakrek (moonfruit)
Their tree growing to one hundred meters tall, discounting the extensive roots, and with a lifespan that extends beyond two millennia the fruit grow in the plant’s high crown under the shade of broad acuminate leaves. A one foot diameter sphere growing from thick fibrous stems that hang from the bottom of branches, yaszakreks are covered in a leathery white shell that gleams in the moonlight to lend them their name. Under the quarter-centimeter thick skin of each fruit and in the fleshy pericarp are hundreds of small indigestible black seeds. The flesh of a yaszakrek is muted yellow, very soft, somewhat gummy with oily juice, and has a mild sweet and savoury taste that can be quickly overridden by introduced flavours through marinating or cooking. If dried the fruit tissue becomes brittle, but if baked in its own or other juices the fruit flesh transforms into a doughy and chewy texture.

Syuva (seaweed)
One of the basic large-scale algaes of Allurus, syuva grows anywhere from two to fifty meters tall and clumps in knots every two feet from which hundreds of leaves grow out from and out of which millions of tiny filaments billow invisibly. The filaments pick up microscopic organisms and pull them into the syuva for digestion and also entangle detritus, waste, and decaying tissue that attracts and fosters colonies of edible microorganisms. Syuva grow fast and produce clusters of pods at the base of the yellow stalk near its roots, the pods containing the proteins, carbohydrates, and lipids akin to mavua fruits. Growing in bundles of dozens, each pod has a rubbery green shell three centimeters in diameter and holds pre-fused gametes in a suspension of thick oils and stringy fats. The taste is nearly identical to that of fish with a lingering buttery aftertaste. Syuva pods are cooked like eggs, thickening when heat is applied, but the shell is also edible if tough and only a source of dietary fibre.

Zeshuntkr (voidtuber)
An exceptionally hardy tuber, the zeshuntkr is so called because it has a deep black skin. This skin is composed of a thin mucus layer produced by the tuber layered over with mutualistic lichens and molds that are an integral part of the zeshuntkr, the tuber actually a colonial organism. The lichen layer assists in bringing in outside nutrition and water and passing it along while being fed processed nutrients by the rest of the collective organism. As a result of this the zeshuntkr is not photosynthetic and does not produce leaves or above ground components, instead growing entirely underground. Nutritionally a zeshuntkr is like other mavua, with high protein and lipid content alongside sugars, and possess a high vitamin content as well which allow it to supply all the nutritional needs of atorans, humans, and many other species. The taste is said to be rather milky in taste, and the tissue is hard unless thoroughly cooked or boil to softness when it can be turned into a mash or paste.

An unforeseen characteristic of the zeshuntkr makes it particularly appealing however, in that it is entirely unaffected by low gravity and even grows better in zero-gravity circumstances as they will then grow colonially in every direction possible if given sufficient nutrients and water. Normally the organism procreates clonally, spreading horizontally and deeper vertically via adventitious roots to create clonal colonies. Thus the zeshuntkr is a ship and station-board staple, requiring only a vat of nutrient-rich mud to grow, and when sufficiently sized they can be fished out, washed off, and eaten while the immature zeshuntkrs continue to develop and spread.


Given atoran have slimy skin and they breath through their body tissues slightly when submerged they prefer fabrics that are non-absorbent and breathable, and also a society that views nudity on the beach as perfectly normal. Silken saris with cholis are common among Vipran women while men wear skirts and loose fitting shirts, both genders usually wearing a sash instead of belts and knotting them on the left with even-lengthed ends trailing a foot or more. Aside from these combat fatigues are common, practical pants and boots taking the place of airy clothing, as well as pressure skinsuits. The latter is omnipresent in space, protecting from decompression as well as having built in environment control, but being very unflattering given skinsuits’ nature of conforming to body shape as closely as possible. They are becoming more common on planet surfaces as well even where unnecessary given the benefits of climate control, but many resist it.

The Imperial government however tends more towards Terran inspired military fashion, particularly of the Raumreich. Pants are worn as well as buttoned jackets overtop of a pressure undersuit that includes boots, sash instead of a belt, and the kepi hat coming back into fashion with a long trailing neckguard to cover atoran gill stalks. Colours depend on military and government branch, with the navy having white with black trim, planetary forces a sap green with gold, and customs scarlet with gold. Government officials wear black with ultramarine, as does the Imperatrix. The Imperatrix, however, wears arobe tied at the waist with a long sash and a golden half-mask covering her face above her upper lip. Outside of the Imperial military and government however such clothing isn’t so popular, corporations favouring traditional styles.


Eleksav: Celebrated upon new years day, Eleksav is related to the goddess Elekialli and focuses upon celebrating family and in particular mothers. During this joyous day families come together around the eldest female relation and celebrate with a feast along with some recreational activities and games. Mostly it is a time to have a family get together, celebrate the dawn of a new year, and catch up with distant relations. Due to the very large size of most atoran families and how many there can be in an extended family the parties often spill out of the household and are held in public spaces, rented halls, and other venues as groups of hundreds to thousands of atoran mingle.

Jarrsav: Upon the 1st of Jarratol the nation holds a military holiday, with parades and marches in honour of the Eternal Guardian. This serves many purposes, showing the people that they are protected by the strong arm of the Imperium, flashing about new military equipment to impress allies, and to cow potential enemies. Ritually, the parade is done to appease and show Jarrol that he can still rely upon the atoran.

Pollsav: The opening day of the month of Pollatol is spent celebrating with romantic interests. As atorans are almost always in group marriages they generally have a party, starting in bars and clubs and moving back to their homes after they’ve had their fun and drinks. Individuals that aren’t in a relationship are encouraged to head out as well and socialize with married groups, getting drawn into revelry and hopefully new relationships a common event. Additionally and as might be expected many marriages are officially made and celebrated on this day as it is believed to bring good fortune to the marriage itself and the marriage group on the whole.

Pontisav: A day of jubilation, the 1st of Pontiatol is dedicated to nigh-frenzied passions and festivities. Parties and parades are common with cities orchestrating elaborate carnivals. Pontisav celebrations center around large fires with choreographed dances around and through the flames, fire-eaters showing off, and fresh meat being cooked by racily dressed priestesses. During this celebration it is common for men and women alike to wear outlandish and showy costumes, dance provocatively, and partake in excessive indulgence. Notably enforcement on public drunkenness and nudity are dramatically reduced, only aggressive acts and outright public indecency drawing the attention of constables, so festival goers can get away with exposed skin, blatant intoxication, and wild ad-hoc parties in public spaces.

Jullsav: The 1st of Jullatol is a day of charity and gift-giving. The Imperial Family and all noble houses donate lavishly to adoption agencies, charitable foundations for the homeless, and refugee aid. The average citizen however might only donate a token sum to charities or donate their time to volunteer work, instead partaking in a more domestic portion of the holiday and purchasing presents for their children and loved ones. The gifts are generally presented in the evening after dinner, capping off the night.

Heltisav: Unlike the other holidays the first day of Heltatol starts as a somber day. Past wars and conflicts are recalled, cities and towns organizing small and solemn dedications to the dead on any beaches they might have, and it is customary for veterans to wear their dress uniforms throughout the day. The stoic tone of the day only last until the early evening, after the last dedications and prayers the participants typically enjoy a revelry. The sacrifice of ancestors and loved ones is celebrated, often resulting in festive beach parties that last through the night and thunderous headaches the day after.

Killisav: The 1st of Killiatol is dedicated to the god of creation and physical art, such as sculptures, art displays, and archeological relics. This is treated as a general holiday by most, but museums take it as an opportunity to advertise and mark the occasion. There is an uptick in visitations to displays, and many artists take the day as an opportunity to present their sculpts and other physical-medium art. For the average citizen however it is a day of leisure, and partaking in the arts is often an excuse to then head out to the pub after or socialize with friends.

Falisav: Much like Killisav, Falisav is dedicated to art and takes place on the first day of the namesake month. The main difference is the medium, with Falisav favouring paintings both upon canvas and skin, eloquent poems, and philosophy. Art exhibitions are often crowded and many works of art sold. Aspiring artists can easily see their career started on Falisav, the uptick in interest that the holiday kicks off enough to get even modest artists digital commissions. Unlike Killisav this holiday is usually far less visible as people opt instead to browse online art galleries and head out with friends and family in the evenings.

Horusav: Quite possibly the only holiday simultaneously loathed and yet loved by children and teenagers, the 1st of Horuatol is dedicated to education and learning. On this day all students are expected to do a mandatory test, but the day after is the beginning of a month long vacation from all such worries. Those not in the education system as students or teachers often spend the day like any other, although scientists and intellectuals often choose to spend the day reading or studying as Horut would want them to.

Hallisav: A day to celebrate life and living, outdoor excursions or picnics are common upon the opening day of Halliatol. Those that celebrate the holiday go on hikes, excursions, or other trips away from urban areas. Often this is the time when citizens take their vacation time and go on a trip abroad, as it both honours the day and they get an extra day off to begin their vacation. For those that either cannot afford such a vacation or simply do not want one, a picnic in one of the many public parks serves well.

Nihsav: The holiday of Nihsav is about giving a disturbing offering to the violent goddess. In particular the day revolves around the evolution of an ancient ritual, the creation and burning of dolls. People will make or purchase a simple textile doll, mark it as their own with some of their blood, keep it with them throughout the day, and at sundown they ritually decapitate their doll. The ancient philosophy behind the ritual was that Nihint would be tricked into seeing the doll that carried a woman’s blood as a newborn and that the destruction of the doll would sate her, thus distracting her attention from real children. In modern times it’s treated as a festivity, although foreigners are sometimes disturbed by the whole affair as they watch atoran women laughing while severing dolls’ heads.

Laxsav: The day dedicated to Laximus is usually spent watching the Laximian Tournament, a nationwide test of martial and physical skill held within the ancient and grand coliseum at Laxerum on the holiday. Warriors and other skilled persons arrive in the city from throughout the entire Imperium to partake as and earn the title of Laximians. Preparations begin many days before Laxsav itself on the 1st of Laxiatol and the tournament continues for many days past Laxsav. At the end the victors of each contest are awarded medals by priestesses of Laximus who act as judges and the victor of the most medals receives a commendation and award from the Impertrix. Those that fail, even those that are second best in each category, receive no award.]
Last edited by Vipra on Wed Dec 12, 2018 2:39 pm, edited 3 times in total.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

User avatar
Vipra
Diplomat
 
Posts: 773
Founded: Jan 04, 2007
Compulsory Consumerist State

Postby Vipra » Sat Apr 18, 2015 4:26 pm

Laws and Customs

All persons within the Imperial borders are expected to follow the law, whether they are domestically born or foreign irrelevant to the matter. Prolific reading and awareness materials are provided for visiting tourists to acquaint them with the laws of Vipra, few and lax as they may be, so they have no excuse should they commit anything more than a minor infraction. It is rare for the laws to be broken however as visitors to the Imperium often find its laws to be few and far inbetween, with most things left to personal judgement. Violence is unilaterally stopped however, aggressive disturbances of the peace not tolerated. This does not mean that criminals from foreign states can expect to wander through Imperial territory without worry, law enforcement taking a dim view of extranational criminals and detaining them with impunity. Aside from laws and their enforcement there are certain cultural customs among the dominant Vipran culture that are expected to be observed or at least respected. Tourists and other visitors are given the benefit of doubt if they stumble through culture and custom but those that go out of their way to understand Vipran ways are welcomed eagerly.

1 - What is the legal drinking age? None.

2 - Driving age? Any citizen can apply for a driving license, but those with a legal guardian must receive the consent of their guardian. For the most part automated driving systems are used within the Core Systems and the Inner Fringe, reducing the necessity and utility of a driving license. If a driver wants to take direct control however they are free to do so, but should they become involved in a traffic collision they are liable.

3 - Age of sexual consent? The age of consent varies across species and coincides with the end of puberty, roughly seventeen to eighteen among atoran, as well consent requires an informed and aware mental state.

4 - Voting age? N/A

5 - At what age would someone become an adult (free from parental control)? Again dependent upon species, with atoran considered legal adults at seventeen but tend to remain living with their parents until their education is complete.

6 - What types of recreational drugs (if any) are legal? -

Tobacco - legal, popular among humans

Alcohol - legal, highly popular

Caffeine - Mostly in certain strains of leaved plants, popular.

Marijuana - legal, unregulated and popular.

Other Drugs - legal, semi-regulated.

7 - Can people have guns? Vipran citizens are allowed to purchase nearly any weapon with the correct licensing, requiring safety training unless they have prior military experience. Corporations can operate private militaries with naval and vehicular assets and civilians can purchase powered armour, it is all a matter of getting the right permits.

8 - Do you have the death penalty? No. Rehabilitation is the policy of the state.

9 - What is the speed limit? The speed limit varies depending upon region, but it is generally accepted that if you need to ask what the limit is you are best allowing the automatic systems in control. In the Outer Fringe the speed limit is what the local governing forces say or, in more anarchic cases, whatever the driver says.

10 - What types of religions would are permitted or restricted? Juntism is the prominent religion of Vipra and the religion of the state, but only religions in violation of Vipran laws are prohibited. Religions that attempt open conversion are viewed in a dim light, aside from Juntism.

Which of the following are legal?

11 - Porn - Legal

12 - Prostitution – Legal

13 - Polygamy - Legal and very common, especially among atorans where the practice is historical and practical.

14 - Homosexuality - Legal, but male homosexuality is stigmatized within atoran cultures.

15 - Stem cell research - Legal

16 - Cloning – Legal but heavily regulated.

17 - Cock Fighting? Legal, animal pit fights are highly popular.

18 - Slavery? Legal but practiced in the form of Imperial vassalage and on the decline.

19 - Hunting? Legal except in the cases of endangered species and government protected biomes.

20 – Fishing - See "Hunting"

21 - Eating meat? Legal and popular.

22 - Littering? Illegal with minor penalties.

23 - Unisex bath/locker rooms – Common and legal.

24 – Suicide - Illegal, individuals attempting suicide are forced into consultation and rehabilitation programs depending on how far gone they are.

25 - Gay marriage - Legal

26 – Abortion - Legal but highly stigmatized within atoran cultures.

27 - What types of sexual activity (if any) are illegal? Rape and pedophilia are criminal.

28 - Is your country's/culture clothing optional or mandatory? Circumstantially optional, see “Clothing”

29 – Are there obscenity laws? No, the old laws protecting the Imperial Family from defammatory remarks have been removed and anyone can be as obscene as they want. They just can’t expect everyone to like it.

30 - What system do you have for taxes?
- Income tax? 0%-50% dependent on income.
-Sales Tax? 10%

31 - What is the criterion for someone to pass to become a citizen? A background check, immigration paperwork, and other bureaucratic necessities come first. Prospective immigrants also undergo personality and cultural assimilation tests to ensure they will join Imperial society as seamlessly as possible. Once the paperwork has been finalize citizenship is rather quick, with a Vipran birth certificate and passport issued to the new citizen.

32 - What types of people do you allow (or not allow) into your country? All are allowed, though those with certain criminal records are turned away or detained.

33 - To what degree is your government allowed to censor or restrict the media? The Imperium holds the right to censor any information on state and private media and is not required to disclose its reasons for doing so.

34 - Do foreign embassies and ambassadors have diplomatic immunity? The Vipran Imperium does not grant diplomatic immunity to any individuals nor does it grant any special rights to foreign embassies within its territory. Foreign embassies are not considered foreign territory and must abide by Imperial law, as must the diplomatic staff. They are guaranteed no special protections and are expected to be culturally aware enough to avoid embarrassing themselves and the nation the represent.

35 - Do citizens have a right to privacy? Yes and no. On their private property citizens can expect a degree of privacy, however anything that could be heard from the outside of the building is considered to be open information and the government free to collect it. Similarly certain information such as banking accounts and private information transfer are considered to be private and the government will only seize that information on the suspicion of illegal activity. Corporations and private entities are not allowed to spy on citizens or other corporations however, and will be targeted by law enforcement should any such activity be discovered.


Swimming:
Being fully amphibious atoran have a special adoration of all things watery. They spend much of their time submerged in pools or hot tubs and will visit the beach often if one is available. In the water Viprans don’t keep up social barriers, only the most stuck up classist sort refusing to skivvy out of their clothes and socialize while swimming. Historically even the royal family would be afforded minimal circumstance when visiting the beach, mingling with their subjects openly. Foreigners that visit the Imperium are expected to abide by the oft unspoken conditions, those that don’t receiving dirty looks from Viprans none too pleased at outsiders that can’t respect their culture enough to learn the basics. Even those that do are often the subject of atoran teasing, the amphibious species capable of remaining submerged indefinitely and taking advantage of this trait.

Cleanliness:
Atoran have an excellent sense of taste, so unlike other species that use smell and sight to tell if they or those around them are dirty the atoran can pick up the flavour of it. Naturally atoran keep themselves impeccably clean by scraping off their body slime with a simple metal or plastic tool that looks like a shallow and smooth hand scythe, leaving their skin as close to sterile as it can get as their slime coating returns. Other tools of cleanliness are bidets, paper being a bad idea with their body slime, and brushes for consistent dental hygiene; an atoran can taste when they have cavities. Those around them are typically pressured into similar levels of cleanliness but have a hard time matching the atoran, sweat needing constant rinsing off and fur requiring scrubbing. Atoran that cohabit with non-atoran for extended periods learn to live with being the least filthy of everyone around them. However those that come to live among atoran are expected to at least do their best to maintain a high standard of cleanliness that extends not just to their body but also to their surroundings. Spilled food, stains, dirty floors, and other spoiled surfaces or open containers can cause atoran much annoyance if they breath through their mouth, and a messy guest in a Vipran household is unlikely to be reinvited.

Marriage:
Atoran marry in groups, typically three or more women and a single man in each group marriage. The atoran gender skew results in this arrangement, quite simply not enough men to go around and women turning to each other for affection without any religious or social pressures not to. Monogamous relationships are essentially unknown among Viprans but they will remain faithful to the consensus of their polyamorous group, typically expanding over time. As a group marriage brings in more women and men it can continue through generations, although these are rare outside of the Noble Houses. Breaking off from a group marriage is a quick thing, unless the custody of children is brought up.

The women and the man, or rarely men, of the group marriage will raise all their children together in a familial creche. The children are treated by all the parents as their own and the children treat all the parents as though they were their direct parents, not usually discriminating against one mother or the other and instead considering them all as their mothers equally. As such children are considered to be the daughters of the whole marriage unit and not just one woman, so a woman leaving the unit and wanting to take her children brings up problems. How will she support her children alone? Can she give them the attention they need? Just two basic questions that often see the children remaining with the marriage group instead of the biological mother, the exception being if she is leaving to join another union.

Vassalage:
Vassals are becoming an uncommon sight in the Imperium and their status is not eminently obvious outside those owned by the upper class. Vassals used to be taken from conquered lands and peoples, but now are usually purchased from foreign or Fringe slave markets. The markets are beginning to shrink but they remain a major import into the Imperium given they serve as status symbols and conservative atoran maintain traditions. Most serve as reliable servants, living with their mistresses as live-in help in tending to household duties and the raising of children. The wealthy retain prestigious or desirable vassals simply as status symbols, dressing them up in expensive regalia and seeing to their well being to ensure they stay fit and presentable. They are becoming used less however as robotic assistants fill their role more and affordable non-atoran nannies become an ultimately cheaper alternative for large atoran families. Similarly the wealthy are dropping the tradition as time goes on, the accumulation of status through vassals becoming less effective due to the sheer variety and number available for those looking to purchase.

As per edicts under the reign of Imperator Ultoll 2nd Alataryx, vassals have regular citizenship and the full legal protection that entails. Their owners must treat them respectfully. Beating a vassal, sexually assaulting one, or otherwise harming a vassal is fully prosecuted and punished; the punishments for harassing or harming a vassal are the same as harming any other regular citizen. Vassals are free to take up claims of abuse with any police officer, and stopping a vassal from speaking out is a punishable offence. These changes ensure fair treatment of vassals and were instituted in order to remove the abuse of vassals while also appeasing the conservative populace of their rights and traditions.

The Allurian Calendar:
The Allurian model is based on a 493 day year, with each day being twenty hours long. The 493 days of the calendar are divided into eleven 41 day months and a single 42 day month. In keeping with hours of the day on Allurus, any Allurian model clocks have noon and midnight on ten hour cycles unlike the twelve hour cycles of sol.

The Allurian Months and Seasons

Spring
1st Elekatol (The 42 day month)
2nd Jarratol
3rd Pollatol

Summer
4th Pontiatol
5th Jullatol
6th Heltatol

Autumn
7th Killiatol
8th Faliatol
9th Horuatol

Winter
10th Halliatol
11th Nihinatol
12th Laxiatol

Crasha:
The first animals domesticated by the atoran, crashas are their companions and pets of choice. They vary widely by breed, millennia of selective breeding engineering various sizes, patterns, and mutations that have become the various pedigrees of this amphibian species. What they all have in common is their general physical structure, with a toad-like frame with a tadpole tail, slightly elongated body, and humped back along with large and powerful back limbs and short front legs that all have five digits each. It is because of the disparate length and strength of their limbs that all crashas move via hopping or a loping waddle. All crashas likewise have a fleshy protrusion that extends from each eyebrow, swept back and often long enough to touch their hips, along their amber eyes set above a wide jaw with a distinctive underbite.

Crashas also all exhibit a voracious appetite, using their sticky front-hinged tongue to snap out and grab their meals when they can’t just scoop them up with their wide maw. Crashas typically eat a meat and algae rich diet, their typical food processed gruel, but will swallow just about anything that they don’t identify as ‘master’ or ‘master-like’ and later regurgitate the undigested matter. Feral crashas devour prey by grabbing it with their powerful tongue and its glue-like secretions and dragging the meal into their maw where they begin the process of swallow it whole, crushing the life from it in the process. A crasha can at most eat roughly one and a half times its body weight in a single meal and will spend days or weeks digesting a large meal in their near-elastic belly, although they will occasionally attempt to devour more than this and may choke themselves or end up vomiting and eating their meal anew.

In terms of personality, crashas vary wildly but apart from feral examples almost always have the utmost obedience to their master. Household crashas are often best described as dopey and happy, typically doing their best to stay close to their master and loping behind them eagerly to sniff at various objects and rub their eyebrow stalks against various objects to mark them. Guard crashas are, as is expected, more prone to violence and awareness and tend to let out a croaking hiss whenever someone new arrives and will lash out with their eyebrow stalks to warn them away before lunging and trying to maul the intruders. Likewise there are other archetypes, and as much variety among crashas as there is among sapients, but in general they tend to follow the household or guard examples.

Among their own kind crashas tend toward pack mentalities and are very social, rubbing their eyebrows against each other and croaking. Playing is common, with crashas tussling with their front limbs and using their tongues to play tug-of-war being prevalent games. Social bonds are formed and developed readily as they play, fight, or otherwise interact and crashas tend to remember each other by the pheromone fingerprint of their eyebrows. If left to their own devices crashas will form large packs, as large as the food supply can support, and will develop a hierarchy based upon physical size. A peculiar phenomenon that occurs in any pack structure is gender-swapping, where should any pack exhibit a gender imbalance the largest members of the pack will internally switch gender until the balance has been restored. In household environments this physiological and psychological quirk is rarely exhibited.

When it comes to breeding all crashas operate on a heat cycle that depends upon their size, with the smallest typically breeding three times a year while the largest have a once-per-year breeding season. Male crashas, when in competition for a mate, will leap at eachother and tackle in the air and the first one to relent is the loser. Among smaller crashes this is typically seen as harmless and cute, but larger crashas competing can become problematic. Once a male has proven his worth the breeding pair mate repeatedly over the course of a few days, almost always resulting in pregnancy. Females carry anywhere from roughly three dozen to two hundred eggs internally, the number often increasing with each pregnancy, and carries them to term over the course of two to three months before giving viviparous birth. If stress is induced, or food unavailable, embryos will often be reabsorbed to sustain the mother, and as such pregnancies in the wild tend to result in twelve to fifty being born while those in captivity have been recorded as having as many as three hundred in the extremes. During the pregnancy and for a short time afterwards the male will attempt to tend to the female, even hunting and regurgitating food to sustain her in the wild.

The most prominent breeds are the Vritap and Vishyarap pedigrees, and also the most divergent from each other. The Vritap crashas range in weight from thirty to forty pounds and are brightly coloured, with patterns of vivid reds, yellows, purple, and green mixed together in stripes, splotches, or ‘quarters’. Vritap also tend to be noisy, with a high pitched squeaky croak, and have large eyes along with a tendency to snap flies out of the air. Vishyarap on the other hand are usually four hundred to five hundred pounds, with some examples as much as a hundred over that, and are deep blue with a pale white underbelly. They tend to be quiet, but when they do croak it is a very bass rumbling sound, and will typically eat anything their master places in front of them along with whatever random objects catch their fancy when they aren’t hissing for a belly rub or eyebrow tickle.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity

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Vipra
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Founded: Jan 04, 2007
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Postby Vipra » Sat Apr 18, 2015 4:29 pm

Juntism, Religion of the Atoran

The Primary religion of the atoran Juntism (Pronounced Huhn-tism) was the only faith across Allurus before the advent of faster than light travel and interaction with alien species. Since then the religion has spread to the other worlds of the Imperium as atoran have colonized and settled throughout Vipran territory. Yet it does not proselytize as much as other religions despite being the de-jure faith of the state, the core stance of Juntism being that non-Juntists that are cajoled or pushed into joining the faith are never as honestly devout as those who seek it out for themselves. Thus converts to Juntism are not sought out but are welcomed eagerly regardless, most often guided to the worship of Elekialli, the mother goddess, and encouraged to take on an atoranized name to finalize their living-rebirth as a Juntist.

Juntist tenets and dogma relate to twelve gods and an initial creator diety. The creator deity, Junt, is principally the most powerful and fundamentally cosmic of the deities but is also not given prayer or devotion like the others. Junt is matter and energy, every wavelength and possible facet of reality composed of the cosmic entity. Thus there is no separation from the creator and all states of being are simply transitions from one form to another within the totality that is Junt. Instead the gods and their attention are the conduits through which an escape from the cycle of corporeal reincarnation can be attained for a time. The deities are considered half mortal, half cosmic and as riding the boundary between the sensical and the impossible, beings from before such things as time, physics, and thermodynamics but their interactions now bound by them. They are meddling gods though, adoring prayer and attention, and are believed to subtly intervene on behalf of their faithful in the mortal world and to reward those who showed devotion in life by pulling them out of reincarnation to exist in their state of being for an indeterminate amount of time.

Creation Myth:
In the beginning Junt sat alone in the center of vast emptiness. For untold time the great god did nothing, a single point of light, matter, energy, and all things compressed down. Life not understandable by physical norms formed upon and within that primordial singularity, the gods of the universe begat from Junt’s body spontaneously. As soon as the gods became aware of each other they went to war, annihilating one another and creating an anarchy of entropy within Junt. Eventually the warring woke the great entity itself. Seeing its budded creation murdering each other within itself, Junt wept. This cleansed and rewrote the essence of the gods, cleansing the remaining divinities of their hate. Junt then once again slept.

Yet six had hidden, surrounding themselves in the flensed fabric of their siblings. They retained their primal, entropic, violence. They burst from their hiding to slaughter their pacified brethren, only six surviving the massacre. Once again Junt awoke, and this time raged upon seeing his remaining spawn about to be destroyed. Such was Junt’s rage that it tore apart its body, matter, energy, and all other things exploding from the center of the universe outwards in flame and light. The accumulated energy of Junt’s destroyed children became the fabric of fundamental laws, forming thermodynamics, gravity, and other forces of nature. At the same time the remaining twelve gods were bombasted with the power of Junt and transformed, retaining their fundamentally impossible natures but a connection to the physical as well. The six butchers were locked away beneath Allurus in the act of creating the universe as it is know and the six remaining cleansed gods watched over them to ensure they never escaped.

Over the course of millions of years the remaining gods kept their siblings imprisoned, preparing in the event that they escaped. Killius and Falius shaped the world, carving the oceans out of Allurus and using the discarded dirt to mould the mountains. Elekialli and Polluti joined in union, all beings pouring forth from them to spread across the world. Horut the Seer locked herself away close to the heart of the world to always keep a close watch on her disgraced siblings. Jarrol entered the oceans created by Falius, wandering the currents to watch the deep places of the world. In turn the betrayers clawed against their tomb, volcanoes bursting onto the world, earthquakes tearing the earth asunder, and tidal waves sweeping away the coast time and time again.

From the life given form by Elekialli and Polluti were the atorans, beings of purity chosen to safeguard the world from the destroyers’ intrusions in the stead of their pacifistic parents. They were blessed with the ability to wander both the depths of the oceans to join Jarrol’s vigil and the surface where they could live in peace. Time was a distant notion in those lost ages, and there is no record of how long the first atorans lived among the gods. Yet they were of the gods and war is as much a part of the divine state as creation. Soon different atoran cities were attacking each other, bent on eradicating the other for perceived slights or insults to honour. Millions died as they fell to the blade of their own blood, a repetition of their parents’ plight. Unlike their creator the gods refused to intervene lest they be forced to banish their cherished children to places of untold darkness. So war played out, atorans fell to cruel earth, and the gods fell silent.

Soon enough the imprisoned gods below learned of the blood being spilt over their heads, and they took delight in the realization that some part of their own being flowed in the atorans. As more and more atorans died and the gods became despondent Jarrol became distracted and Horut was lost in despair. The six destroyers rose out of the earth, sundering a great rip to the core of the world in the depths of the ocean. They crawled out, pushing past their fugued brethren to climb onto the land and watch their kindred spirits spill their life onto the battlefield. They were sorely disappointed to see them battling with petty weaponry, and each sought to improve upon the atorans in their own way.

Pontimal brought with her the very heat of the earth, burning the land with each step, and she taught the atorans how to tame fire and cook their enemies. Nihint gathered a great many atorans around her and stripped mercy from their souls, allowing them to slaughter without care and replace their enemies. Hallias forced the atorans to destroy all before them, stripping the earth barren so as to starve the life from their enemies. Laximus beat the weak to death, forcing the strong to grow stronger, making those that survived fiercer than their enemies. Jullunt welcomed those without a place in the world looking for a new home and told them to carve one out of the flesh of their enemies. Heltimax, the greatest and most warlike of the gods below, organized the atorans into armies and marched them forward in formations to crush their enemies. All spread their blood among the atorans, commingling and miscegenating with them to breed them truer and closer to their godly heritage.

Only after the gods below had corrupted their children did the gods that had created them intervene, finally breaking from their torment. They felt within their breasts the rage that had been washed away from them so long ago and once more battled their siblings. Much of Allurus was shattered in the clash that ensued, with both sides begging the atorans to help them. Elekialli went down to her cherished children and showed them all the tears she had shed for them. Heltimax commanded them to join her in glorious combat, demanding that her bastard children must fight at her side lest she destroy them. The atoran people split down the middle, half joining the banner of their creators and the others joining those that had made them stronger.

The oceans ran red with blood and bodies. The destroyers forced Killius and Falius off of Allurus, forever to wander the stars and work their wonders among other worlds. Pontimal was doused in the oceans and forced to retreat back to the center of the world. Jullunt gathered all his followers and disappeared after whispering in their ears, what he said a mystery. Horut was stabbed in the heart by Laximus, forced to return to her contemplation outside of the destroyers’ cage for eternity. Nihint and Hallias fought against Elekialli and her husband Polluti, the two destroyers banished back to their prison and the gods that spawned the atoran people forced to leave the world and continue to spread life elsewhere. Jarrol, enraged at the loss of her closest family, clamped her jaws around Heltimax and mortally wounded the goddess, forcing her to crawl back down to the depths of the world. Only Laximus stood and Jarrol was weakened from her encounter with Heltimax. Laximus laughed as she stood above Jarrol, deflecting all lunges and bites, ready to bring her mighty blade down upon the serpentine deity.

The corrupted intervened, moved by Jarrol’s suffering and seeing only pain and suffering living under their dark mother. Throwing themselves onto Laximus’ back and forsaking her dark banner, the corrupt redeemed themselves. Shocked at her soldiers’ betrayal, Laximus was struck by Jarrol. Her body wracked and ruined by the vicious bite, her blood flowed over the land and formed the rivers. She fell to the ground, defeated, but proclaimed her pride in the works of the atorans before receding to her dark domain. Atorans thus hold the blood of both the gods below and above, and are cherished by all their godly ancestors. Jarrol, the only creator god to remain, took up his guard again, making the great gateway to the underworld his home and snapping up all that tries to pass through.


Afterlife and Reincarnation:
Whenever someone dies their fundamental being, or souls, leaves the body. During this imperceptible state the fundamental being will naturally find a new body, the memories and everything else that made them who they were before death left behind with the rest of their physical being. For Juntists though they appeal to the gods to yank their soul out of the cycle and into the domain of the deity they held as their patron. If they led a life strictly following their patron’s ideals they are allowed to live with their chosen deity in what they consider bliss, how that is achieved differs depending on the deity, and should they have failed to meet their god’s ideals they are simply not taken to paradise. Souls eventually leave the palaces of the gods however, returning to the cycle after an unknown amount of time to begin again and maintain the limitlessness of Junt. Despite the lack of finality Juntists believe that residing with the gods leads to a mark upon the fundamental being, that it is more likely to align to Juntism and the gods and find its way back to them, and that in time all beings will be naturally devout to the gods and attaining bliss in the afterlife regularly.


Clergy:
The clergy of Juntism is a very open organization that varies depending on the deity being worshipped, the tradition of each church, and just how fundamentalist they are. Most will allow any species to join their ranks, but only women due to tradition remaining an obvious and strong force. The churches and monasteries are clearly not united by any mother church, with many differing traditions existing. Most however are cloistered monasteries that take in orphans and educate them in Juntism, aid the state that harbours them in whatever manner they can, and seek to please the deity they devote themselves to with their piety and action.

Traditional garb and rituals vary from temple to temple, but all involve a degree of bloodletting and robed garb in one fashion or another. Their bloodline connects them to the gods and bloodletting is seen as the most direct way to communicate with the gods, cleanse the self of sin, and to share a personal connection with other Juntists by drinking spilled blood.


The Gods Above:
Elekialli the Mother
The kindest of all the gods, Elekialli cares deeply for all her children and is always watching from afar even as she wanders the stars. She is also seen as the direct ancestor of all living species, including alien life, and is seen as the linking factor between atorans and other species. The Mother is depicted as a mix of animal parts, a massive gestalt entity of untold size whose body constantly shifts with new limbs forming across her body as its surface squirms from squamous to chitin plated, furred, and back again. Her face is depicted as the wide maw of an animal with atoran eyes, a loving smile filled with sharp teeth. All Juntists women adopted the pattern of her name’s last syllable to remain close to their ancestral mother as well as to honour her, all Juntists loving the Mother even if they are devoted to other gods.

Jarrol, Guardian of the Underworld
Ever watchful, vigilance is the creed of Jarrol and her initiates. The serpentine guardian of the deep Jarrol is represented as a segmented snake with hundreds of violently taloned insectile legs, her head a massive jaw with no eyes and fangs like mountains. She is a judgemental goddess, the guardian and protector, patron of those that would see the law carried out. Her symbol is often used by law enforcement and is placed upon the Vipran flag as a sigil to bring safety to the Imperium and its people.

Killius, Forger of Mountains
Wreathed in red tentacles and with a head that is broad and flat, Killius the Red is the moulder of the worlds. He is the patron of all juntists wishing to create sculptures, erect buildings, or mine the earth. Tokens dedicated to him, a coin of bronze dipped in red wax, are traditionally buried underneath the corners of foundations as a building is erected and his name is carved above mine entrances. He is believed to be one of the more caring gods, Juntist history teaching that he taught the atoran how to build walls and work metal when he saw them struggling after their birth. Thus while not as universally beloved as his twin Falius, the mark of Killius is still felt.

Falius, Sculptor of Oceans
Twin sister to Killius even in form, only of opposing gender and blue skinned, Falius the Blue is the fashioner of water, the lifeblood of all terrestrial worlds. She taught the first atoran how to exploit the shellfish of Allurus, working with her brother to create the first aquaculture pillars and urging the atoran to remain beloved of water and all the boons that come from the oceans. Of particular joy to Faliu are artists, painters in particular, the use of water and oil to create portraits abstract and realist another gift of hers to the early atoran.

Horut the Seer
The farseer, the hidden one, the omniscient one: Horut the Seer has many names. She is the pantheon’s advocate of knowledge and science, obsessed with understanding all that can be known as well as that which cannot be. Chemists and astronomers used to regularly pray to Horut to lend them insight into the secrets of the universe, and most ancient scholars accredit their works to the intervention of the horned goddess. Depicted as a three eyed atoran with large horns on the sides of her head seated on a throne of leather, Horut still receives much adoration from the scientific community as well as schools with libraries holding small shrines to the goddess.

Polluti the Father
Dispassionate and disappointed, Polluti disapproves of violence among the atoran and other Juntists. So thoroughly disappointed by his children was the god that he willingly took to the stars with Elekialli after the atoran gave in to divine instinct. Polluti is the only truly pacifistic god in Juntist cosmology and does not tolerate any violence among those who seek his favour but those priestesses of Polluti preach that the Father welcomes the penitent to his realm and his waiting arms. The father of the atoran species, Polluti is as alien and amorphous as Elekialli.


The Gods Below:
Hallias, The Shapeless End
The decay of life, the slow advance of entropy, death overcoming any obstacle to obtain all in the universe, Hallias embodies all of this and more. This god is not given any specific gender, both male and female pronouns used interchangeably, and it is considered unimportant beside Hallias’ role as the god of death and entropy. An edgeless black cloud, Hallias’ followers contemplate death and learn to be unafraid of the inevitable end. Hallias is drawn as a simple black circle, and in the ancient days of Juntism it was common practice to paint the sick and dying with the dreadful mark so that others would know to leave them to their fate. In the Imperium however the symbol is associated with mortuaries, tombs, and warning signs.

Pontimal, Master of Flame
Anger burning eternally, Blood boiling as she waits, Pontimal is the entity that brought fire to the atorans and breathed passion into them. Pontimal is one of the more benevolent of the Gods Below, her focus not being the destruction wrought by fire but rather how rapidly it spreads, the intensity of it, and its unstoppable heat that spreads ceaselessly. Passion, living in the moment, and throwing caution to the wind are all in her portfolio as well as those of her followers. She adores romance and anger, the joy of holding a child and the outright fury that boils to the surface when a loved one is struck. Pontimal, the eternal flame, loves all these things and her small scorch-mark holy symbol can be found any place where passion reigns.

Laximus, Scourge of the Weak
Only the strongest are allowed to worship Laximus, she accepts no less. Iconography of Laximus always shows a powerful atoran woman in steel armour, only her weapon of choice and whether she has a cape changing from depiction to depiction, her stance always one of victory. She is the patron of soldiers and warriors and is thus the most visible goddess aside from Elekialli, the red symbol of two crossed swords, often a simple X, present pretty much anywhere that soldiers and other sorts frequent. Athletes and other physically active sorts similarly tend to dedicate themselves to Laximus, her pursuit of perfection appealing to them, and even Juntists in other fields will take her as their patron for much the same reason.

Nihint, Lord of Slaughter
Genocide, rage, and the glory of slaughter all run hot in Nihint’s blood. Before unification Nihint was a popular god, the believed necessity of genocide facilitating her worship by soldiers hardening themselves for what they were going to do and absolving themselves of what they had done. Since unification the blood-drenched goddess has seen her cult decline dramatically, the Imperial persecution of genocidal states as well as its own fair treatment of conquered atoran peoples irrevocably damaging her standing compared against the other gods. For the most part her worshippers are pirates, Molokarii raiders, or traditionalists that believe the old ways shouldn’t have been abandoned.

Jullunt, King of the Forsaken
The weakest of the six and the only to back down from combat to re-enter the underworld, Jullunt is only given his due thanks to his love of those that have been abandoned. Practically every Juntist that follows Jullunt as their patron grew up an orphan and parents who adopt such youths are beloved by the god of the forsaken. Orphanages are universally dedicated to him, with his symbol of a three-peaked crown above all the entrances, and he is also the patron of perhaps the most kind Juntist holiday. During his holiday gifts are given to children without parents, adoption is encouraged, and in general it is used by Juntists to feel better about themselves by giving to little lost souls.

Heltimax, Marshall of Atorans
The root of war, master of ordered combat, and patron of warlords, Heltimax is one of the most popular gods among Imperial officers and mercenary leaders. She is the great master of war, strategist and mastermind that still schemes from her prison within Allurus. All images of her are of an atoran with a red line painted across her face, over her eyes, holding dice in one hand and a dagger in the other, manic and confident at the same time. The dice represent the element of chance that is within every battle, the odd chance of nature or distant events skewing events, while the dagger is the weapon of assassination and more subtle deaths. She is not the blunt and brutal warrior Laximus is, she plans the long game and uses all the tools at her disposal to her advantage, her followers doing the same but reluctant to use her symbology lest they become a pawn in her plans.



Cilistia Novaren says: Look, I cant read while eating, your posts usually end in my having a strange feeling of dread, nausea, or slight arousal, or all at the same time.

Vipra says: In the Grim-Darkness of my spare time, there is only War... And cat-people boning...
Foxfire Rose says: I am Xiscapia and I approve this message.

Kostemetsia says: The atoran: a walking interplay of sex and violence.

Valinon says: Rule of cool does not equal a defense against wanton stupidity


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