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Interstellar Winds | Sign-Up & Interest Thread [FT]

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Interstellar Winds Admin
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Founded: Apr 09, 2019
Ex-Nation

Interstellar Winds | Sign-Up & Interest Thread [FT]

Postby Interstellar Winds Admin » Tue Apr 09, 2019 5:54 pm

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A Region and Roleplay of the Cosmos






The Interstellar Winds

We're striving to be a self-contained Future Tech RP region, focused on a combination of political science, character-driven, military and generally world-defying concepts in the beautiful setting and medium of space. As a result of the mixed nature of the RPs we want members to participate in, there will be a central 'News Thread', which will allow people to write one-off stories and pieces about their nation in whatever format they desire -- space twitter, transcripts of video broadcasts, or even news that seems shockingly similar in style to that produced by the Solar Commune..... There will also be a number of individual RPs that will cover specific arcs or nations depending on members' preference, which will be more transient but no less important. Please feel free to talk to an OP if you have questions about setting up a RP or writing a post for one, and we'll be happy to assist you!

The region aims to form a vibrant community of lore within iiWiki -- and its use is strongly recommended. The Discord is also a useful place for building lore and quickly discussing items with relevant individuals, but it should not be the only place where that occurs.

The Map linked above contains both the borders of the various nations and polities that are present in canon currently, as well as the extent of the currently-mapped/known node system of the ethereal Interstellar Winds.

Please consult the FAQ section below for answers to many of your questions, broken out by various categories. Feel free to ask follow-up questions, or a question that hasn't yet been answered!

One Small Step

As a yet to be newly founded region, we're in this just from the beginning as you are. Those of you likely to be here first will have been heavily active in our Discord over the recent days. We're not quite open to the entirety of you galactic citizens just yet, but we might be soon enough. If you are interested, or you've been in the discord but living under a rock, you'll definitely need to give this a read!

FAQ

    • What are psionics?
      To put it simply, psionics are a realization of a cosmic connection to energies that are pretty much unknowable. There is no consistent pattern or system to how or why psionics emerge, and only a few fundamental truths that hold true for each psion. What a psion is will depend heavily on what it can do, and how your species behaves in relation to it.

      Some species are entirely psionic. Some species only have a few psions. Some will punish psions, others will revere them. The amount of power and influence a psion can wield will vary based on the circumstances of their life and your race.

      Many have tried to invent explanations for why psions exist, arguing that there must be some sort of cosmic destiny or fate for these individuals. Others have tried to come up with reliable predictors for psionic behavior, in an effort to reliably call upon the powers available to these gifted individuals. Some have succeeded in predicting psionic powers or identifying their source within specific species, but most researchers remain mired amidst confounding variables and a dizzying array of uncontrollable factors. All systems have failed when attempting to extrapolate to another species.

    • Am I a Jedi?

      These are not the answers you're looking for, because no, you're not. Psions are, at their base level, able to wield powers of telekinesis and telepathy in realspace. Beyond that, their power levels fluctuate wildly from species to species or individual to individual. History is littered with individuals claiming vast powers - the ability to fire psionic charges from their fingertips, or manipulate people's minds. We have dismissed most of these as myths.

      Their fundamental abilities are what set them apart from most individuals, as well as their innate connection to the Winds, the ethereal energies that rage within the nodes. Psions feel the Winds in their mind, but each psion reacts differently. Most view the experience positively, giving them a lasting sensation of heady euphoria, leading many to compare it to drugs or an addiction. Some psions and species claim to feel a deep connection to specific aspects of the Winds, claiming that that they can feel their ancestors or gods or various supernatural entitites within. There is no confirmation of this, however.

      As a psion, you wield powers beyond that of an average individual within your society, but you are not immortal or unkillable. You cannot propel yourself, or move entire planets, or -- generally speaking -- do much more than the basic tele-powers on a small, local scale.

      If you happen to manifest powers beyond that described within the above paragraphs, please contact your local representative of the Elder Council for further questioning.

    • How do I get psionics?

      Generally speaking, if you weren't born with it, you're out of luck. The vast majority of species gain psionic connections at birth, although it may take some time to realize it, especially if one has not traveled through the Winds.

      Some very few species have mechanisms or methods to grant psionic powers, but these are generally steeped in great ritual, are concealed from outsiders, and usually don't work on outsiders anyway. They're often not consistent nor well-understood by the culture in question, according to the few researchers who have witnessed such things.

    • What do they do?

      Telekinesis and telepathy, really. You can move things you can see, and you can sense people's strong thoughts and emotions. You can't control their thoughts, nor dominate their mind, or anything else so insidious or evil. Why would you want to do that, anyway?

      Again, some individuals claim to have greater powers beyond this. Consult the archives of the Elder Council for further information.

      The primary purpose for psions is in navigating the Winds. As they are innately connected to the psionic energies within the node system, psionic navigators find their ships responding more adroitly to stray currents, and the Winds propelling them seem to move a smidgen faster than nearby ships. The more psions on a ship, the stronger the response from the Winds, and the faster the ship is propelled. Most psions receive lucrative offers of employment from trade companies and businesses. Some unfortunate fellows find themselves compelled to serve their species as a navigator on a warship, however.

    • Are there downsides?

      Yes. Psions are more prone to various mental psychoses and issues, syndromes, etc. This is not immediate, but a larger trend within the community of psions over time. Species with a higher proportion of psions (or entirely psionic) face this limitation overall. Something about exerting unknown forces in realspace has a toll on the mind. This is not true for all individuals, however, and many psions live long and happy lives -- it's simply a general note for that group overall.

      Similarly, their connection to that unknowable power leads to unusual responses from their community, sometimes. Some species revere psionic individuals, others drive them out. Some cultures enslave their psions on ships, while others let them live freely as they'd like. This will vary from state to state, depending on the needs of the species in question.

    • Can they be identified?

      They can, but it can be difficult from time to time. If they're a member of a majority or all-psionic species, then of course they're likely to be psionic. If they're not, however, then many species have invented tests to determine psionic tendencies. For some species, in-vitro checks are sufficient. For others, psionic tendencies don't manifest until much later in life.

      For some, psionic powers will or cannot emerge until they are exposed to the Winds or another traumatic event. They may have simply been a normal or very empathetic person prior to that point, after which they will be likely transformed -- if not from their powers, then from the experience of the trauma that triggered it. For many species, exposure to the Winds is the most reliable method of detecting psions: all psions have a reaction to the Winds, and only a few are capable of concealing it, especially if it's their first time experiencing it. This reaction can vary from full psychotic breakdown to heavy euphoric bliss.

    • Can AI use psionics?

      No. For whatever reason, psionic powers have never been found in any AI's subroutines or processes. Similarly, psionic powers tend to be lost when a mind is uploaded to a digital processing unit. Many suspect that sufficiently advanced models of a sentient brain - capable of replicating and predicting thoughts and emotions and other such things with exact fidelity to the original person - could demonstrate this. For now, it remains in the realm of theory. Others theorize that psionic powers are a property of an innate spiritual nature, and argue that AI do not demonstrate the properties of an ensouled being, and therefore cannot ever become psions. That remains in the realm of philosophy.

    • Can a psionic community become a groupmind or a hive mind?

      Yes and no, respectively. Communities of psions have been shown to link together in groupminds, sharing thoughts and emotions throughout the community. Psionic races, such as the Xyn, demonstrate this to great effect.

      Groupminds can only occasionally cross psionic barriers between species. Each time, it is an immense struggle, with the groupmind feeling the psionic connection only during times of great trauma and stress - such as the Xyn at the Destruction of Ravnikor. Most psions are able to connect with each other one-on-one via telepathy; maintaining a connection between various groupminds is far more difficult.

      Groupminds are often mistakenly equated to hiveminds. This is not accurate. Within groupminds, each individual is very distinct and separate, sharing their thoughts, emotions, or experience with the community. They maintain their sense of self throughout. Hiveminds have no sense of individuality within each drone, instead forming a collective, gestalt, consciousness. For some reason, the sense of individuality and free will -- no matter how subdued on a cultural level -- remain an obstacle to groupminds becoming a hivemind. Similarly, hiveminds cannot degenerate into groupminds or individual entities within singular bodies. The schisming of a hivemind is possible, but the new mind becomes its own entity, separated from the original mind and occupying its own set of bodies.


    • How does FTL work in this?

      The FTL system is known as 'the Winds', and is a fixed network of nodes that connect a few thousand solar systems together. Most solar systems do not have a node, and are inaccessible from the network.

    • Is FTL psionic-related? Do I have to be psionic to travel?

      Yes, it is, but you don't need to be. The Winds are related to psionic energy in some way that is unknown - but currently studied throughout the galaxy - but it is indisputable that psionic individuals feel a deep connection to a larger energy when entering the Winds network. When it comes to day-to-day operations and travel, though, you don't need any psionic connection to travel through - it's just a teensy bit easier for psions to navigate.

    • Are nodes one way? Are they fixed? Can I create nodes?

      Nodes are not one-way. You can travel between two nodes in either direction, provided they're connected to each other. You cannot travel from one node to an unconnected node.

      So far, no one knows how to create a node, and many have tried. The number of nodes is fixed - no one has seen a node be created or destroyed. Some systems only have one node in or out -- these are known as 'End Nodes' or 'Terminal Nodes'. Some have upwards of three or four nodes, commonly referred to as 'Hub Nodes'.

    • How exactly do I travel through a Node?

      Glad you asked. Entering and exiting through a node requires a lot of energy, since you're tearing a rift through space into another plane of existence (or so people speculate). Your ships provide the initial 'spark' of energy via their drive engines or other apparatus, and that initial input resonates with the energies on the other side of the Node, tearing it open and allowing your ship to pass through.

      Once inside, your ship does the same thing, activating its engine at a precise point to 'exit' the Node, tearing open a rift at its destination and exiting.


    • What if I didn't do that?

      Then your ship stays in the Winds indefinitely. The Winds are full of early probes people launched through to explore the space when they didn't know how to exit it. Most people discover the exit point by leaving their drives on throughout the Winds, discovering exit nodes by accident.

    • Are all nodes within a system linked? Or do I have to travel across the system to another node?

      In many cases, there is one node per system, offering a 'branch' in the Winds. Ships rely on energy impulses from the gates at that node to determine how to navigate, allowing for rudimentary tracking and navigation.

      Many systems have multiple nodes, though (especially 'Hub Nodes'), requiring ships to exit the Winds and cross the system to enter the next node on their route.

    • Can you interact with other ships within the Winds?

      Yes, and no.

      For some reason, speed is limited within the Winds, relative to the speed at which all things are traveling within the system. So even though you yourself are traveling FTL relative to the galaxy, you're unable to travel more than a minute fraction of FTL within the Winds. The Winds themselves are what transport ships to and from the exit nodes based on entry point and other factors.

      Similarly, the Winds don't seem to react well to high-energy emissions that they're exposed to. Such things often lead to an explosive response and severe damage to the ship in question. This combination of factors makes FTL battles within the Winds almost impossible - kinetic weaponry will not function well at all, and laser weaponry has the potential to damage the attacking ship more than the target.

      Most people use low-energy communications lasers to talk within the Winds and receive trade information and such, allowing them to identify ships traveling nearby, but not of sufficient power to attack.

      Similarly, it is technically possible to board nearby ships, but it's very difficult to do - pirates that accomplish such goals immediately achieve near-mythical status for their skill, derring-do, and luck.

    • What are gates?

      Gates are large deep-space structures that accompany most known nodes. They're built by the species that owns the system in question (and thus technology level, style, etc, vary quite a bit), and they're intended to stabilize the Node.

      Travel in and out of a Node is very energetic, and sometimes there's a chance the ship in question can explode or be heavily damaged by the energies being released. The gates act as stabilizers, absorbing excess energy and allowing for much safer, more reliable transport in and out of the Node.

      Most species also turn the gate into their equivalent of a border checkpoint, customs office, immigration office, and other things, allowing them to monitor, track, tax, and assess all ships coming in and out of the system.

    • Is there a size limitation on how big of a ship I can take through a Node/Gate?

      Yes and no. There is no hard limit. However, the more mass going through a node, the more energies released in the process. The more energies released, the more likely that something will go wrong, and the ship will suffer damage in the process. To send truly massive ships through, you'll need to build sufficiently massive gates at the nodes you want to send them to and from.

    • Do gates know when a ship is about to emerge from a node?

      Yes. The energies being built up give the station a few seconds of advance notice. Psionic individuals get a tiny bit more time given their deeper connection to the Winds.

      However, the gate cannot know what type of ship is coming through. At most, it's able to approximately guess how much mass is about to emerge.

    • Can a species shut off the gate mid-transit, no longer stabilizing the node for the exiting ships?

      Probably. It'd damage your gate, likely, given that you'd be interrupting massive energy transfers. If the emerging ship ends up exploding, that may also damage your gate extensively too.

      More importantly, though, it's also a hideous war crime, and banned by almost every known species as part of a general series of treaties governing interstellar travel. Don't do it.

    • How long does it take to travel from one node to another?

      For some reason, probably due to the unknowable and mysterious nature of the Winds, it takes approximately 45 standard hours to travel, regardless of the distances being crossed in 'realspace'. This is consistent across all nodes - two nodes that are 4 LY apart take approximately 45 hours to transit between, and two nodes that are 400 LY apart also take approximately 45 hours.

      For interstellar travel, the route you take matters more than the distance you travel. There are several factors that modify this slightly.

      The first is the nature of your crew and navigators. Psions respond intuitively to the currents within the Winds, and the Winds seemingly respond in kind. Psionic navigators offer a slight boost to transit, shaving an hour or two off of each transit period (approximately 0.97x transit time). Psionic crews offer larger benefits, their collective psionic energy speeding them along a bit faster (approximately 0.9x transit time).

      The second is the administrative nature of the bureaucracy each gate has. Since most species monitor, track, inspect, and tax ships as they come through, that adds time to the transit process. This will vary and depend on the species and government in question.

      The last is the technology of the gate -- how efficient they are at processing and stabilizing the energies necessary to pull ships through the nodes. Most gates will be at the same approximate level, but some backwaters will have inefficient gates. Please reference the Misc. Info table.

      Some homeworld/core worlds with incredibly high levels of traffic might have more cutting edge stuff that shaves a tiny bit of time off the transit, but these will be few and far between.

    • Can you travel or communicate FTL outside of the Winds?

      Yes. Most species have methods of traveling at or just above FTL within their systems. No one has developed methods of traveling at FTL speeds sufficient to replace the Winds network as a reliable method of travel. All FTL systems thus developed rely heavily on the unique gravitational wells that form around stellar (or supermassive) objects, diminishing heavily in efficacy as they leave the gravitational well. It's theorized that one could create a truly interstellar drive based on this system, but the energy and material demands would be incredibly taxing for any empire.

      Similarly, you can communicate with people within your systems at FTL speeds, but not to or from neighboring systems with any reliability. Communication directly through the Winds is not possible. You need to send a courier drone with your message on board. Treat interstellar communications like snail mail, really -- a day or two of delay for your messages to arrive.

Application

Obviously you want to fill out an application for the region to join! Please consider the application below the standard 'guidelines' for what information we want. Do not feel limited by the application, however -- if you have a nonstandard or truly alien system planned for your species, then absolutely feel free to submit an application that contains sufficient information for the OPs to judge your concept. In this application, we're looking for a combination of things - something that demonstrates your species/polity as something other than reskinned humans; an ability to participate in and cause conflict, whether indirectly or not; a well thought out system of governance or otherwise unique concept; dedication to your idea.

We may change the guidelines as needed, depending on input from our members.

Code: Select all
[b][u][size=125]Government Info[/size][/u][/b]
[b]Polity Name:[/b] (English | Native Script ꡕꡣꡛ | Native Language 1 | Native language 2 etc.)
[b]Capital World(s):[/b] (If you have several make sure to note down the differences
[b]Government Type:[/b] (Monarchy, republic, federation, oligarchy, theocracy etc.)
[b]Government Details:[/b] (For further information on your government)
[b]Leader(s):[/b]
[b]Population:[/b]

[b][u][size=125]Major Racial Info[/size][/u][/b]
([i]Please copy and paste the below for each major race you have[/i])
[b]Name:[/b]
[b]Appearance:[/b]
[b]Physiology:[/b] (More akin to strengths and weaknesses, but also elaborate on any quirks that set apart from the ‘norm’ i.e. dextro- or levo-amino acids, methane breathing, lifespans, connection to psionics, etc)
[b]Role:[/b] (Do they play a specialised role within your nation, and is it by choice / determined by skill?)
[b]Ethics/Values:[/b] (A catch-all term for the generalised values espoused by your people: militarism, religion, culture, etc)
[b]Population:[/b] (Can be a percentage of your total pop or rough estimate)

[b][u][size=125]Minor Racial Info[/size][/u][/b]
([i]A minor race should be no more than 5% of your total pop, and should play a background role[/i])
[b]Number:[/b] (How many minor races are a part of your polity)
[b]Brief Descriptions[/b] (Name - A brief one to four line description of them, do this for as many as you have)

[b][u][size=125]Territorial Info[/size][/u][/b]
(Please name all your worlds and systems and make sure you tells us in which of your systems your planets and satellites are in!)
[b]Home System:[/b]
[b]Systems Claimed:[/b] (The range is no more than 24, but this does not mean 24.)
[b]Core Planets:[/b] (No more than 3. These are very well-developed planets)
[b]Colonial Planets:[/b] (No more than 7. These planets are not developed enough to be considered core, though they may range in age)
[b]Significant Satellites:[/b] (Habitats, (Significant) Battlestations, Research worlds etc. No more than a total of 12.)

[b][u][size=125]Military Info[/size][/u][/b]
[b]Fleet Size:[/b] (Please keep the Treaty of Ravnikor in your head, and discuss this OOC with us!)
[b]Ground Forces:[/b] (Even now amidst the stars, boots on the ground are boots on the ground.)
[b]Peace-Keeping Fleet Contributions:[/b] (Do you contribute to the Assembly’s Defence Force? If so, how much? The percentage contributed to the overall Force preferred)
[b]Preferred Tech for Weapons:[/b] (Do your people prefer lasers, weapons, ballistics, plasma?)
Last edited by Interstellar Winds Admin on Tue Jun 04, 2019 7:43 am, edited 13 times in total.

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Liecthenbourg
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Posts: 12642
Founded: Jan 21, 2013
Left-wing Utopia

Postby Liecthenbourg » Tue Apr 09, 2019 6:53 pm

Government Info
Polity Name: The Cosmic Hierophancy | Native Script: Image | Ongihuhma'ting-Anthwa
Capital World(s): Vermindt | Guhchetwek-Ver
Government Type: Directly Democratic Galactic Republic.
Government Details: The Cosmic Hierophancy is often mistaken to be a theocracy of some kind. This is not without cause. However, it is deeply incorrect. The Xyn, being connected to each other as a functioning group mind, share a galactic direct democracy that routinely forwards a citizen -- an unspoken role means this is almost, if not always, one who has undergone intense psionic training, say at Narahanthwa -- to serve as 'First Speaker'. The 'First Speaker' forms a government of their own devices, centred at Vermindt. All legislation is put forward to the populace at large. The Upra protectorate nominally functions more autonomously, but they have a representative delegation within the Xyn direct democracy. Planets are required to conform to the wishes of Vermindt, though their own local consciousnesses function as a government within their own right.

The Speaker does not serve for a fixed time, but Xyn will often continuously put forward the same one if their conduct is seen as good. In the event of 'First Speaker' performing an unpopular action, they can defend their position as necessary for the species with a concept derived from Xyn Law. This is known as the 'Desires of the Wind', in which case the First Speaker will silence themselves from the community for a week.

Military matters are not voted on by the direct democracy.

Matters of the law are delegated to the Hierophancy's 'Tribunal of the Savants', a galactic-wide council of Xyn law-experts who are appointed by the most senior of the lawyers or the first speaker. They have enshrined law for the collective.

It is also worth noting that the Xyn consciousness functions as one would imagine a discord server, for a brief example. Whilst everyone can communicate with each other at the highest 'galactic level', there are sub-consciousnesses: family, friends, work, planet, etc. Planet consciousnesses serve as the government-in-miniature of the worlds.
Leader(s): First Speaker Asteraceae, Herald of the Cosmos
Population: The complex nature of Xyn society has led to 'active' and 'dormant' populations, currently calculated to roughly be at 90bn within Xyn space. The Xyn claim dormant worlds exist outside of their own space, and so they cannot truly say how many Xyn there are.

Major Racial Info
Name: Xyn, but they refer to themselves as 'The Children of the Interstellar Winds.'
Appearance: Xyn are generally tall -- and have a very plantoid/fungoid appearance to them. As an example, a generic Xyn would look like this. Due to the lack of images, etc., I shall likely be using an assortment of fungal/plantoid aliens.
Physiology: Xyn lack mouths. This is one of their most distinguishing features. They do not have a concept, or capability, of verbal communication. Their plantoid form allows them to extend their appendages to certain extents. It is important to additionally note that Xyn are capable of both sexual and asexual reproduction: but there is little physical discrepancy between male and female of the species. The distinctions are not possible to note by mere appearance: Xyn do it by the notion of releasing pheromones. They possess a regenerative capability and are known to be able to regrow lost limbs and 'muscle' tissue.

The other most distinguishing feature of the Xyn race is that it is entirely psionic. The Xyn have evolved this way. This has given them the capabilities of telepathy, telekinesis, etc. Because of the potency and central aspect to their physiology that psionics has played, the Xyn have evolved into the closest concept of 'groupmind' or a Hivemind that one can achieve without sacrificing true individualism. Xyn share thoughts, feelings, emotions, ideals and concepts amidst a giant collective consciousness. This is a cultural phenomena -- to not show emotions is taboo. For matters of national security and the like, Xyn will 'stoicise' themselves. Additionally, important figures undergo specialist training to shield their own minds from other psionics. The leader of the Xyn is always in possession of an artifact known as the 'Scepter of the Mind', now but a small fragment of crystal, that emits out 'psionic white noise' around them. Psionics has also granted them the capability of 'seeing' in psionic; a conscious choice whereby Xyn see in what can only be described as an ethereal view: the human concept of the 'mind's eye'.

This, paired with their incapability of verbal speech, has left the Xyn language as a combination between mental communication and sign-language. This sign language is further augmented by Xyn capabilities at cell pigmentation, which can change in portions across their body at will. However, culturally, Xyn will often stick to 'one colour' to represent themselves. The changes are only done as part of the language: impacting tone, expression, emotion and accents.

Xyn can live for well over 1,000 years, but many will often 'join the winds' at anywhere within the 400 - 600 range due to mental strain brought on by psionics, such as mental rot, mental illnesses (such as schizophrenia, insanity etc). Some Xyn are known to persevere until their true age, but many turn rampant, angry and detach themselves for the consciousness because of this. Only a small proportion of Xyn reach this age functioning, and they are revered as manifestations of the Wind.

They are a levo-amino acid based species. They breathe oxygen. Sexual Reproduction is often described by onlookers as 'pollination with extra-steps', and Xyn take a year to be able to leave their planted soil and are considered sexually, biologically and psionically immature until they are between 35-39 Galactic Standard Years old.
Role: No. As the largest group of beings within the Hierophancy; they fill every role.
Ethics/Values: Spiritualism, Morality and Science are the chief concerns of the Hierophancy. They seek, as a general rule of thumb, to better understand the very wind they are so close to through psionics. Certain events in time immemorial have led the Xyn to currently hold a viewpoint known as 'The Custodianship'; where they view it to be a duty to assist 'younger races': especially those afflicted by disaster.
Population: Definitely 90%+

Minor Racial Info
Number: 1
Brief Descriptions Uprahlurongi, roughly transliterated as 'People of the Water', are a race of water-borne humanoids from the planet Soomerschoon that have a symbiotic relationship with the Xyn. Whilst not psionic, the Uprah access Xyn direct democracy through physical presence and technological adaptions. The Upra, as they are sometimes known, serve a 'caretaker' role for Xyn worlds. A bipedal, quad-armed race of reptilian beings, the Upra are noted for their six digit-hands and 360 degree rotating torsos. They possess the capability to climb on vertical surfaces given the webbing of their limbs and immense grip potential. After the Xyn awoke and re-established themselves as a Galactic Polity, they found the 'Upra' in a newly opened gate near their home-system. A mutual trade-off ensued, whereby the Cosmic Hierophancy traded information, citizenship and investment for Upra labour, expertise and industriousness to help rebuild the awoken worlds. The Uprahlurongi Protectorate is an autonomous part of the Hierophancy, and their elected monarch is a member of the Hierophancy's working government.

Territorial Info
(Please name all your worlds and systems and make sure you tells us in which of your systems your planets and satellites are in!)
Home System: Garden of the Cosmos | Guchetga Anthwa
Home System Location: It is on the map.
Systems Claimed: They are on the map:
  • Garden of the Cosmos [Guchetga Anthwa]
  • Field of Stars [Ksitga]
  • Grotto of Cryl [Crylguet]
  • Fruit of Enlightenment [Oluhpting]
  • Water's Life [Meing'dam-Luhlur]
  • Star of Life [Ksida'Meing]
  • Circle of Produce [Dzoddam Pantshay]
  • Knowledge from Above [Tingshihn]
  • Knowledge from Beneath [Tings'ha]
  • Beautiful Life [Eseliksi]
  • Peace Within [Anthdzod]
  • Winds Around Us [Wagat]
  • To Travel to the Core [Kserydzod]
  • Beauty of Creation [Ksiseli]
  • Path to the Shroud [Fayyonthwa]
  • Learning of Life [Teing]
  • Those Who Came Before [Meingwi'hayki ora]
  • Reverence to Culture [Okehi Bihn]
  • Why Are We Here [Inshayli]
  • Speech In A Whisper [Kabopo]
  • Touching the Sky [Gatdzodlemithwa]
  • Touching the Soul [Gatdzodlemitzod]
  • The Big Picture [Thayint]
  • Scent of Flowers [Zangkakese].
Core Planets:
  • Verwindt (Garden of the Cosmos)
  • Ijurij (Garden of the Cosmos)
  • Olinda (Field of Stars)
Colonial Planets:
  • Coorenaert (Touching the Soul)
  • Lagrandt (Scent of Flowers)
  • Soomerschoon (Water's Life)
Dormant Worlds:
  • Tarlon (Beauty of Creation)
  • Ryckaert (Peace Within)
  • Ljsertsen (Reverence to Culture)
  • Molswijck (Speech In A Whisper)
Significant Satellites:
    Battlestations:
  • Zawen Fayyont (Garden of the Cosmos)
  • Ksipren (Learning of Life)

    Research Stations:
  • Lyaullay (Learning of Life)
  • Tingrayhe (Why Are We Here)
  • Tingksi'huhma (Path to the Shroud)

    Research Worlds:
  • Ting'huhma (Peace Within)

    Habitats:
  • Wuh-meingren (Beauty of Creation)
  • Wuh-meingren'hre (Winds Around Us)

    Temple Worlds
  • Naharanthwa (Garden of the Cosmos)

    Shipyards and Spaceports
  • Ognaytipren (Garden of the Cosmos)
  • Ognaytipren'hre (Field of Stars)
  • Ognaytipren'dosa (Circle of Produce)
Military Info
Fleet Size:
  • Dreadnoughts: 20
  • Carriers: 16
  • Cruisers: 70
  • Destroyers: 146
  • Frigates: 604
  • Corvettes: 1,228
Ground Forces: Hierophancy ground forces are composed as a defensive army, for the most part. Territorially speaking, the Hierophancy has proclaimed it does not seek to undergo expansion through military means.
The Hierophancy maintains a strong contingent of psionic-focused warriors, equivalent to warrior monks, or perhaps biotics, who excel in bringing this to the field. (Not to say that the other Xyn can't, but theirs will be much sloppier -- and thus they're just more likely to shoot you.)
The only offensively minded Xyn forces are its Marines, supplemented with their own numerous armour corps, fighter support, etc.
And important aspect of the Hierophancy's ground forces are its dedicated groups of combat medics and doctors, already famed for their formation of the Purple Sash and their efforts to aid in the xenoitarian efforts of the Drudari-Ternary War.
Peace-Keeping Fleet Contributions: The Hierophancy maintains a rotational system in regards to the Assembly's Defence Force. At all times, roughly 10-15% of the Xyn's ships are in service instead with the ADF. This is done to better facilitate anti-piracy measures, training and the hosting of multi-polity wargames. Every two galactic years, the ships serving with the ADF are swapped out in a rotation system.
Preferred Tech for Weapons: The Xyn prefer a combination of lasers and plasma weaponry, feeling ballistics to be of a by-gone-age. However, several craft have recently begun experimenting with missiles again.
Last edited by Liecthenbourg on Thu May 16, 2019 2:50 pm, edited 26 times in total.
Impeach the Mayor of Lego City Legalise Falling into the River The Rescue Helicopter Needs to be Built! HEY!
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The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic
I thank God for Three Things:
Kylaris, the death of Esquarium and Prem <3

The Transtsabaran Federation
I'm a self-identifying social democrat and a Europhile, with a left-wing economic position based on Marxist and Catholic teaching.
I'm socially confused.

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The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14612
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Tue Apr 09, 2019 7:14 pm

Government Info
Polity Name: (The League| యునైటెడ్ లీగ్)
Capital World(s): The Eternal Roost
Government Type: Confederation
Government Details: The League is considered a confederation of semi-independent nations. There are four types of nations, each equal in rank. Terrestrial colonies of the Old League, the two massive stations Abyssal Eye and Eternal Roost, the semi-nomadic Star Roosts, and the far-flung Caravan Roosts. Each nation sends a representative to the League Congress. The representatives are in office for two galactic years. They must spend a term back in their home roost to acclimate the their roost groupmind before holding office again. They are supported by a vast staff that includes sages who retain the 'feel' of their constituency's mind.The League Congress elects one of each type of representative to an executive body called the League Directorate. The League Congress drafts legislation and sends it to the League Directorate for approval. Legislation must be unanimous in the Directorate. Failure to achieve unanimity results in the law being kicked back to the Congress who in turn must achieve unanimity or it is tabled. The League regulates gate fees, the military, currency, and disputes between dependent nations. The members of the League, the Roosts and colonies, have broad powers over their own trade and domestic policies. Each pays dues to the League. The League is a creature of states, not people. Hence why each state gets a single vote. The smaller roosts and habitats and convoys elect representatives-at-large. This is somewhat unpopular with these states, as it leaves their voices drowned out by the larger roosts. However, they composed a small portion of the population and are ignored for now.
Leader(s): Director Skre'sti
Population:~145,000,000,000

Major Racial Info
Name: Ravnikai
Appearance: Ravnikai are large flightless avians. They resemble penguins, save for a few key differences. First, instead of flipper they have webbed paws akin to an otter. The fourth digit is opposable. Instead of black and white feathers, Ravnikai females have red, orange, and yellow feathers on white while males have purple, blue, and green feathers. They stand roughly five and a half feet tall, weighing over two hundred pounds. Approximately 1 in 200 Ravnikai are born as genderless Ravnikai guardians. These Ravnikai are the only ones capable of violence before the Ravaging. They're roughly 350lbs, less intelligent, but longer lived than their normal counterparts. They have long, razor sharp teeth in their beaks and sharp, poisonous claws in their wings. Their feathers are colored black on white.
Physiology: Ravnikai are all latently psionic. Any collection of Ravnikai larger than six usually spurs the development of a group mind. The group mind connects the general emotions, skills, and knowledge of the collective to the individual. That is not to say that every Ravnikai can perform every task ever learned by any Ravnikai. Rather it functions as a sort of boost towards learning a skill. A young Ravnikai in a group mind with dozens of engineers will learn engineering of say a Interstellar Sail far faster than a youngling educated among administrators. While there is no functional upper limit to how many Ravnikai can be in a group mind, the benefits of a group mind are limited by proximity. The world Krasyaitsa is one of the largest population centers and is the most stable by far. All of its citizens are connected in a massive group mind. However this group mind functions different from the groupmind of a single component nest. A ravnikai can telepathically talk to a member of its Nest but can only vaguely feel the sum emotions of the Roost as a whole. It's access to the group memory is also less than that of the Nest.
Role: N/A
Ethics/Values: Group Consensus is a big part of the culture. Given that they're a group mind, not feuding with others and internal harmony is viewed as paramount for community health. While they were once very xenophilic and pacifistic, the Ravaging has caused a massive change in the species psyche. Now they have turned inwards and embraced a military as essential for the survival of the species. While not xenophobic, Ravnikai no longer welcome foreigners into the depths of their Star Roosts nor the deep of their space. Those transiting Eternal Roost and Abyssal Eye are kindly escorted from gate to gate. After, why should the Xeno come to the League? The League has already come to them, via the dozens of Roosts scattered across the galaxy. One trait that hasn't changed is the barter's heart and love of commerce that all Ravnikai share.
Population: 145 Billion within the League. Almost 30 Billion outside the League.


Relationship between the League and Non-League Ravnikai: The League represents the majority of the Ravnikai in the galaxy. However, a significant portion of Ravnikai are not part of the League. These come in a few varieties. The most common are those that are a part of another nation. For example, the Ecumene counts a few billion Ravnikai among its citizenry. These are akin to Irish-Americans today, culturally Ravnikai but not at all loyal to the League. Other non-League include Ravnikai that are part of Roosts that are fully independent of the League. If a roost is part of the League and in another nation, that population is counted towards the League's, while if it's non-League its part of the host nation. An example of this is Bright Roost in the Seven Bright Ones being part of the League while the Roosts of the Ecumene are not.


Territorial Info
(Please name all your worlds and systems and make sure you tells us in which of your systems your planets and satellites are in!)
Home System: Ravnikorchi (ancestral), Eternal Roost (modern)
Home System Location: On Map
Systems Claimed: 22

Eternal Roost
Wind of the Ancients
Ancestors' Gale
Ishiq's Wheel
Twe'ti's Hatch
Ancestors' Maw
Ravnikorchi
Vetorchi
Tweeyorchi
Astorchi
Kraskorchi
Nov Kraskorchi
Byakorchi
Twaskii
Naskii
Tzeetimskii
Nov Naskii
Kritotiskii
WQDHW-1822183 (Prov. Nov Vetorchi)
WQDHW-3829481 (Prov. Zcreetorchi)
WQDHW-2938104 (Prov. Nov Ravnikorchi)
WDDHW-4918291 (Prov. Cheerpisquawk's Refuge)

Core Settlements

Eternal Roost (League Station) (Eternal Roost System)
Abyssal Eye (League Station) (Ancestors' Maw System)
Krasyaitsa (Old Planet) (Kraskorchi System)

League Planets:

Byaitsa (Byakorchi System)
Nov Nasyest (Nov Naskii System)
Seetnikor (Tzeetimskii System)
Nasyest (Naskii System)

Star Roosts:

Ruby of the Sky (WQDHW-1822183 (Prov. Nov Vetorchi))
Sapphire of the Dark (Tweeyorchi System)
Emerald Egg (Astorchi System)
Star Opal (WQDHW-2938104 (Prov. Nov Ravnikorchi))
Bright Feather (Nov Astorchi System)
Jade Beak (Kritotiskii System)
Ice Claw (WDDHW-4918291 (Prov. Cheerpisquawk's Refuge))
Bone Claw (Vetorchi System)
Silver Beak (WQDHW-3829481 (Prov. Zcreetorchi))

Caravan Roosts:

Bluztato
Izvilistato
Putato
Cheepiztato

Military Info
Fleet Size:

Dreadnoughts: 6 (4 Dreadnoughts, 2 Battleships)
Carriers: 5 (4 Fleet Carriers, 1 Escort Carrier)
Cruisers: 44 (11 Battlecruisers, 11 Heavy Cruisers, 22 Light Cruisers)
Destroyers: 113 ( 35 Heavy Destroyers, 60 Destroyers, 10 EW Destroyers, 5 Stealth Destroyers, 3 PD Destroyers)
Frigates: 307 | 349 (League | League Member Nation)
Corvettes: 681 | 603 (League | League Member Nation)

Unique League Vessels:

Battlestars: 5 (Giant, lightly armored cargo ships converted to carry single-use missile pods into battle. Untested in combat and of dubious legality.
SEWC (Space Early Warning and Control): 40 (Somewhat larger than a frigate, these unarmed ships are loaded for bear for communications, battlefield coordination and control, RADAR, LIDAR, and a whole host of other detection equipment. They serve two roles. First, they picket systems. Second, they can help coordinate battles when part of a larger fleet.)

Ground Forces: The Ravnikai utilize Urqa mercenaries for the majority of their ground engagements. A small core called the League Guard is composed of Ravnikai guardians. A somewhat larger group called the League Marines are composed of regular Ravnikai who utilize air-mobile tactics. Ravnikai are skilled at zero G combat and combat in space stations and ships. Less so on the ground.
Peace-Keeping Fleet Contributions: The Ravnikai League contributes one cruiser, two destroyers, and two dozen frigates to the peace-keeping fleet.
Preferred Tech for Weapons: Energy weapons, missiles, nuclear-pumped lasers, and mass drivers are all used
Last edited by The Holy Dominion of Inesea on Fri Apr 19, 2019 11:22 am, edited 9 times in total.
I'm really tired

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The Ik Ka Ek Akai
Postmaster-General
 
Posts: 13410
Founded: Mar 08, 2013
Scandinavian Liberal Paradise

Postby The Ik Ka Ek Akai » Tue Apr 09, 2019 10:13 pm

Government Info
Polity Name: The Carasi Pact | Image | Carasi Caenth
Capital World(s): Atrenas
Government Type: Ecclesio-stratocracy/Theoligarchy
Government Details: The government is loosely organized around religious and militaristic influences, with neither faction necessarily coming to rule particularly over the other, and on occasion difficult to distinguish. The clergy and Big Man type leaders offer their ritual, political, and practical leadership to groups of people, and this goes pretty much all the way up to the planetary level. The capital planet is recognized primarily as being the first planet from which the modern Pact arose, where it was officiated, and from where the rest of the planets were colonized. For these distinctions, it has earned a position best defined as Primarchy that fluctuates between First-Among-Equals and a situation of absolute Primacy over other planets and systems, depending on the particular issue at hand.
Leader(s): "Primarchousa" Araedis, goes by various titles in translation but "Primarchousa" is one of the more common. More direct military titles like "Admiral" or "Captain" also see some use. More monarchic titles are, likewise, used on occasion. It is, ultimately, contextual and up to the translator which to use.
Population: ~90,000,000,000

Major Racial Info
Name: Caras
Appearance: Significantly shorter than their Drudari cousins, the Caras also tend to have a "pear" or "hourglass" body type, although maintaining the natural lean-ness of their kin. Their skin is generally quite pale, sometimes ranging into blueish tones. Hair color predominantly shades from red to auburn, with some brown and black, and some with blueish, pinkish or purpleish hair colors. Unlike the Drudari race, yellow and white hair is totally absent. Eye colors also take an abnormal tinge, with frequent variations of purple, pink, and red thrown into the mix. Unlike the Drudari, the Caras have distinct irises and pupils, although their eyes tendto be larger and more doe-like. The abnormal coloration is believed to be the result of prolonged exposure to the Arae.
Physiology: The Caras are an entirely psionic race, although the ability only truly develops during puberty. Before this time, only faint traces of psionic prowess are detected. They also have comparatively stronger bottom-halves and legs than their kin, as they are based on a true planet rather than a moon. They also have increased aerobic abilities, this believed to be a mixture of their traditional lifestyle having passed into genetics, the lushness of their homeworld, and exposure to Arae ashlands. They are otherwise highly comparable to the Drudari race.

They, like the Drudari, are capable of both aerobic and nitrate respiration; though on their inhabited worlds it tends to skew more heavily to one or the other, this does not significantly impact those who move from one world to another besides a brief adjustment period that the Caras have dubbed "Atmosphere Sickness". Like the Drudari, their lifespan averages at about 200 years, though this is often brought about by causes other than age such as Psionic Dementia, warfare, or disease. Those who live beyond this time are known as hermits, who dedicate themselves to solitude and isolation to defeat mental decline and degradation and maintain mastery and full control over their psionic nature - after which they may rejoin society periodically. Due to the solitary nature of these hermits, verifying an age or if they have died is near impossible.
Role: The Caras play the dominant role in all walks of life, being the primary, and almost sole, permanent population of their space.
Ethics/Values: Carasi values place high emphasis on tradition, religion, and nature, the three being heavily intertwined and often difficult to distinguish. They offer a more tribalistic take on the Drudari warrior-scholar society that has, at times, been mockingly called "Raider-Shamans" by analogy. They long for personal wealth and glory in battle, and are not known as the most fair or honorable fighters in this regard - often, they might have little or no proper casus belli for their actions. However, in this quest, they never abandon their tradition and faith - which dominates in all spheres of life. While this, as well as some other factors, have contributed to a technological gap between the Caras and the Drudari, the Caras close the gap with what might be termed "biomechanics" utilizing the natural properties of the Arae, and thus tied into their traditions and faith, acting as a crutch to close a disparity where their kin prefer research and scientific advancement. Despite all that may be apparent, however, they take oaths, pacts, and contracts very seriously - and will abandon nearly anything to uphold them. While they maintain many of the same egalitarian institutions as their kin, the Caras actually maintain an enatic bent on the whole.
Population: Pretty much 100% of things that'd be considered sentient.

Minor Racial Info
Number: 1
Brief Descriptions Arae. As of the moment, all of them dormant. Parasitic crystalline beings of incredible antiquity that left behind many megalithic structures and crystal forests. Their parasitism is clear in these sites, where the soil contains no nutrients and no living plant life exists in the vicinity - due to the gray, almost dusty-mud sort of look and consistency, these areas are called "Ashlands". They are also secondarily photosynthetic, and in dormancy rely on this. The Arae, when active, can shapeshift as long as the mass is consistent, can change light as it passes through and around them, are anaerobic, and display highly predatory and seemingly instinctual behavior - not that anyone has seen them active. In dormancy, they appear to act as massive amplifiers of psionic energy, with specialized structures (or, perhaps, colonies) able to transmit information over incredible distances with remarkable clarity. They ultimately band together at the Arae homeworld, which is predominantly Ashland and equally dormant. The Caras use these 'henges' and connections to their advantage, and often utilize the unique properties of the Arae to close a technological gap. Of particular interest in that regard are light amplification and magnification, and rapid mineral growth.

Territorial Info
Home System: Dosala'a
Home System Location: You know ;]
Systems Claimed: 13
Provisional names:
Dosala'a
Sonora
Chicxulub
Texcoco
Titicaca
Atacama
Vinicunca
Hoh
Kinabalu
Kilimanjaro
Gibraltar
Olympus
Fuji
Core Planets: 2: Atrenas (Dosala'a), Araesala'a (Dosala'a)
Colonial Planets: 7
Provisional names:
Yellowstone (Sonora)
Amazon (Texcoco)
Congo (Titicaca)
Aokigahara (Hoh)
Everglades (Gibraltar)
Vitosha (Olympus)
Mojave (Fuji)
Significant Satellites: 10
Provisional names:
Serengeti (Chicxulub)
Sahara (Vinicunca)
Yukon (Vinicunca)
Acadia (Kilimanjaro)
Okefenoke (Atacama)
Shenandoah (Atacama)
Yosemite (Kinabalu)
Uluru (Kinabalu)
Iguazu (Sonora)
Niagara (Fuji)

Military Info
Fleet Size:
Dreadnought: 1
Carrier: 3
Cruiser: 48
Destroyer: 93
Frigate: 402
Corvette: 1287
Ground Forces: While most non-clerical members of society have some knowledge of combat, the military largely consists of volunteer forces gathered from the influence of various communal leaders calling up their followers and communities to send forth members to participate. As they tend to be loyal to their more direct leaders, and their direct leaders loyal to higher-tier influencers, these eventually coalesce into larger armies. However, this institution means that the actual number of active personnel can rapidly fluctuate, with some abandoning the warpath and others joining nearly as fast as transport can come and go. This leads to a constant cycle of a large amount of fresh fighters with high morale, but generally poor discipline, organization, and communication. Technologically, they suffer - though utilizing specialized weaponry and armor makes them difficult to properly counter.
Peace-Keeping Fleet Contributions: In accordance with the generally disorganized state of things, many Carasi warriors volunteer for the Peace Fleet. As their ships tend to be privately owned, these tend to go with them. The Peace Fleet is seen as a place for warriors to hone their skills and collect personal glory and, perhaps, loot - a means to a military lifestyle where there otherwise might be difficulty traveling, too much peace or enforcement thereof in certain regions, or other obstructions to active service.
Preferred Tech for Weapons: The Caras have a relatively primitive technological set, but the enhancements made to their traditional weaponry by the utilization of the Arae has somewhat closed the gap between them and their kin. This ultimately means a combination of laser and what might be considered ballistic or kinetic weapons. Arae crystals are used to amplify the strength of beams for highly effective laser weaponry, while Arae "shards" and "bombs" can be used to puncture hulls. In the latter case,a large chunk is sent adrift at the enemy, and on contact violently ruptures and releases dozens or hundreds of shards at high velocity. In this respect, it is perhaps better classified as a mine.

On the ground, average infantry wield bows and spears, with some using club-like or sword-like weapons. The goal of nearly all of these is to embed Arae fragments in the enemy. Apart from the damage caused by entry, the shards will rapidly mineralize the victim's innards if not removed within a relatively quick timeframe - thus taking enemies out of battle for surgery and recovery. These, alongside more expensive Arae-enhanced handheld laser weapons such as the Light Lance, form the core weaponry of the Caras.

Armor among the Caras is very crude. Some wear little more than particularly rough clothing, or simple rubber suits when atmospheric changes necessitate air-tight environments. Better versions of armor feature thickened or enhanced material utilizing the natural properties of animals native to their planets, such as scales, chitin, or particularly strong and thick weaves of 'silk'. The armor above this tier includes Arae to help diffuse light-based weaponry and provide a hard surface against kinetic blows, but is poor for climate control and endangers the user if direct skin contact is maintained for too long, or if shards break off and injure the user. Arae-based armor is also particularly heavy, and thus is often reserved for berserker-like seasoned veterans of notable stature, strength, wealth, and riskiness, or for those who have a mount to bear the burden.

When it comes to ship-based combat, the Caras prefer lighter ships with an almost swarming tactic. A holdover from their piratical golden age, Carasi ships focus on solidly outmaneuvering enemies at every chance and overwhelming the defenses of opponents who may have superior quality or size. Carasi pilots and crews have become both famous and infamous for their use of such tactics, and some techniques of this style carry the names of the Carasi pilots and pirates who best utilized them - such as the Vercinos Maneuver. Larger ships are extremely limited in number, confined to only the most influential people in the Pact. A single dreadnought lies as the capital ship, and three carriers bearing a great many smaller ships ready to swarm an enemy at any given time often accompany it. It is uncertain just what percentage of ships are owned by the Primarch, but it is most certainly enough to pose a formidable challenge to any who might stand in their way.
Last edited by The Ik Ka Ek Akai on Wed Apr 17, 2019 5:32 am, edited 9 times in total.

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Lunas Legion
Postmaster of the Fleet
 
Posts: 29672
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed Apr 10, 2019 3:30 am

App will be up later.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Caltarania
Postmaster-General
 
Posts: 12842
Founded: Feb 01, 2013
Left-wing Utopia

Postby Caltarania » Wed Apr 10, 2019 5:25 am

Government Info
Image
Polity Name: Drudari Ecumene | Ash Dhal'dhyû Búch'dhôdid
Capital World(s): Dhal'dhyû, the First Realm
Government Type: Imperial Noble Republic with elements of Theocracy and Stratocracy
Government Details: Dating back to the unification of the Six Realms under Niltháre na'Tháara, the government of the Ecumene can be summarised as a noble republic. Prior to his campaign for unification, Niltháre saw the disastrous results of hereditary and absolute rule at the national level exemplified in the bloody War for the Ruby Throne, and sought to introduce a system that would put an end to the needless violence brought about by the ways of old. Looking to ancient history, Niltháre introduced the noble republic; when the succession came, every noble had a vote, and would be able to stand as a candidate for ruler. Every Drudari is, by this point, of noble blood; thus the noble republic effectively acts as a democracy. The highest title in the land, that of High King, is entirely elected; as are the other major positions. Due to the nature of one-person-one-vote, it is rare that a member of one of the Great Houses should ascend to a high office; instead, it is usually those of a Lower House who can attain the necessary name recognition who are usually elected. Alongside the High King is the Tribune, who serves as something of a deputy, assuming the role of head of state until an election can be held should the High King die suddenly. There is also the Senate, to which the noble population elect Senators to represent their interests; from among themselves, the Senators select a Consul to act as their spokesperson. Further, also elected, positions of importance are that of Praetor, an elected representative of the military, and the largely powerless (in secular terms) Pontifex, the elected leader of the Drudari faithful and representative of the faith.
Leader(s): Population: 189,553,319,000

Major Racial Info
Image
Name: Drudari | Ash Dhal'dhyû | "Pale Elves", "Wight Elves" (derogatory)
Appearance: Tall, lean and pale-skinned humanoids, with elongated pinnae that taper to a point at the top. Their eyes are usually stark monochrome white, as they posses a second, thinner eyelid which is capable of covering their irises and pupils, while still allowing limited sight; it is believed that this is a remnant of a long-lost adaption. Long, flowing hair that ranges from white to blue to purple.
Physiology: Drudari are more adept that most at psionics; and indeed, a greater proportion of their population than normal is gifted with psionic ability; just under 30%. Most of those Drudari who rise through the ranks of the Ecumene are, themselves, gifted in psionics. The Drudari are relatively long-lived compared to other species with similar bodyplans; it is not uncommon for most Drudari to live up to 200 years, and there are rumours of elder Drudari living past 900 years of age, usually with help from psionic meditation. Hailing from a moon to a gas giant, the Drudari are capable of both aerobic and nitritic respiration; their homeworld's low gravity has contributed to their tall stature, but has also been a significant stumbling block when it comes to the colonisation of more gravity-heavy worlds. Drudari colonists encountered this issue when they first settled worlds outside of their home system.
Role: Within the Ecumene, Drudari fulfill most roles required by the modern state. In Interstellar politics, Drudari have become known to be great leaders, psions, scholars and navigators.
Ethics/Values: Relatively egalitarian and largely xenophilic, the Drudari have found themselves keenly committed to the maintenance of galactic peace. They are known to be ardent warrior-scholars; known to fight vigorously, and to the death, for causes that they believe to be just, while also maintaining a keen interest in research and psionics. They follow a strict code of war, and refuse to enter battle unless they obtain excessive casus belli beforehand. Drudari religion is largely polytheistic, with a sizable pantheon of Drudari gods under the patronage of the Twin Sisters. Notably, in order for a Drudari to ascend to the afterlife, they must perform a remarkable act of self-sacrifice or achieve a great feet to the benefit of others.
Population: 91%; there is a small but growing immigrant population.

Territorial Info
Home System: Sôr'thes
Home System Location: As is on the map.
Systems Claimed: This map shows the systems, their distribution, and the Great Houses which govern them.
    Inûs'rinése
      Sôr'thes
      Dhomádh
      Ithrot
      Dhoyû
      Árdah
      Îshul
    House Mírdan
      Lúme
      Calad
      Dhusich
      Énadh
      Lachú
      Ishach
    House Érdol
      Thônhil
      Éshay
      Rushôth
      Shéot
    House Tarondil
      Thôlku
      Ilauri
      Nirlúsh
      Ludôch
      Fôdhra
    House Eirine
      Ésha
      Sîdh
      Môldôch
      Áthive
      Nadhá
    House Candorin
      Gosh'gûvith
      Málos
      Dhéoth
      Erudh
      Entôsh
      Sûchon
Core Planets:
    Dhal'dhyû, Sôr'thes
    Ishú, Lúme
    New Candor, Dhéoth
    Shûmur, Dhomádh
    Anúch, Nadhá
    Sûl'aishi, Ludôch
    Dhol Iloc, Sôr'thes
Colonial Planets:
    Karûdh, Dhoyû
    Dhol Rushôth, Rushôth
    Thûldh, Îshul
    Nîhudh, Calad
    Môdron, Sôr'thes
    Thadir, Sôr'thes
    Dúdhon, Sîdh
    Dhol Dhyrod, Sôr'thes
    Millúm, Calad
    Thîa, Thônhil
    Dháth, Fôdhra
    Dhol Thônhil, Thônhil
    Dhol Irrodh, Lúme
    Ánách, Nadhá
    Dhûmos, Nadhá
Significant Satellites:
    Lôshe, Ésha - Research World
    Gweáh, Árdah - Research World
    Dhol Thwúd, Sôr'thes - Research World
    Ceccôgh, Sôr'thes - Research World
    Dalîdh, Árdah - Research World
    Shû'disû, Dhusich - Listening Post
    Atû'várté, Sôr'thes - Listening Post
    Dlinasyest Roost, Îshul - Ravnikai Roost
    Nyebato Roost, Áthive - Ravnikai Roost
    Trinikor Roost, Thôlku - Ravnikai Roost
    Môldôch Station, Môldôch - Spaceport
    Port Nirlúsh, Nirlúsh - Spaceport
    Shéot Shipyards, Shéot - Shipyards
    Port Sûchon, Sûchon - Spaceport
    Ésha Station, Ésha - Asteroid Habitat
    Entôsh Station, Entôsh - Asteroid Habitat
    The Needle, Ithrot - Spaceport
    Ilauri Shipyards, Ilauri - Shipyards
    Málos Shipyards, Málos - Shipyards

Military Info
Fleet Size: As an original signatory to the Treaty of Ravnikor, the Drudari have taken many steps to ensure that the Cabáchûsh'arrûl abides by its terms.
    Dreadnought: 36
    Carrier: 20
    Cruiser: 75
    Destroyer: 180
    Frigate: 600
    Corvette: 1400
Ground Forces: Ground forces are, largely, the responsibility of the Great Houses; that being said, the Inûs'rinése also maintains it's own, professional ground forces. Drudari units largely rely on psionics divisions to maintain superiority.
Peace-Keeping Fleet Contributions: The Ecumene makes significant contributions towards the Peace Fleet. Roughly 10% of Drudari Officer Academy graduates take advantage of the opportunity to instead serve with the Peace Fleet. In terms of ship contributions, roughly 16% of the Ecumene's fleet has been contributed towards the Peace Fleet, making the Ecumene the highest contributor.
Preferred Tech for Weapons: Lasers and melee weapons are the preferred tech, with a further emphasis on psionic weaponry.
Last edited by Caltarania on Tue Apr 16, 2019 10:19 am, edited 12 times in total.
I'M FROM KYLARIS, AND I'M HERE TO HELP!

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The Old Sovereign Colonies
Civil Servant
 
Posts: 6
Founded: Apr 05, 2019
Ex-Nation

Postby The Old Sovereign Colonies » Wed Apr 10, 2019 5:33 am

Where do I discuss OOC Stuff?

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Lunas Legion
Postmaster of the Fleet
 
Posts: 29672
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed Apr 10, 2019 5:50 am

WIP app is WIP.

Government Info
Polity Name: Tetrarchy of the Urqacauq | Tetrarchy Hen Urqacauq
Capital World(s): Eryxaua
Government Type: Tetrarchical Directorial Republic
Government Details:
Leader(s): The Three Hundred and Thirteenth, Three Hundred and Fourtheenth, Three Hundred and Fifteenth and Three Hundred and Seventeenth Tetrarchs
Population:

Major Racial Info
Name: Urqacauq
Appearance:
Physiology: The Urqacauq are one of the species with a more esoteric biology; as a species, they are aluminium oxide-based instead of carbon-based life, they use fluoride in place of oxygen and in place of water they use silicon dioxide, and they are evolved to cope with a highly toxic and radioactive environment. As such, the Urqacauq are forced to wear specialised heatsuits that mimic the environment of their homeworld when on the considerably less hostile planets of others, although these planets are as hostile to them as theirs are to the other species in the Galaxy. No Urqacauq has ever developed psionic abilities, although the reason why is unknown.
Role: The sole race living within the Tetrarchy.
Ethics/Values: The Urqacauq are a collective, socially-darwinistic species; those who do not pull their weight are ostricised from society at increasingly larger levels from their pack upwards, with the intent on forcing them to change their ways through struggle. They are rather xenophobic and insular, owing to their extremely different biology and have an intense dislike of psionics and anything that is 'unearned', firmly believing that one should only get what one deserves based off of one's own merits.
Population:

Territorial Info

Home System:
Home System Location:
Systems Claimed:
Core Planets: 3
Colonial Planets: 7
Significant Satellites:

Military Info
Fleet Size: (Please keep the Treaty of Ravnikor in your head, and discuss this OOC with us!)
Ground Forces: (Even now amidst the stars, boots on the ground are boots on the ground.)
Peace-Keeping Fleet Contributions: None. The Urqacauq, despite having a substantial military presence, refuse to contribute to any peace-keeping missions.
Preferred Tech for Weapons: (Do your people prefer lasers, weapons, ballistics, plasma?)
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Krugmar
Minister
 
Posts: 2014
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Wed Apr 10, 2019 7:59 am

Image


Government Info
Polity Name: United Planets | Image | Bahaki Pejad
Capital World(s): Rholosh | Jiwat Rholosh az-Žajis (The Planet of Rholosh the Sage)
Government Type: Confederal Autocratic Monarchy with Oligarchic Legislature
Government Details: At the core of the United Planets is the pact between three species, the Ternary Alliance. Often mistakenly seen as synonymous, the Ternary Alliance provides the framework for the entire confederation, setting out the supremacy of the three founding species and their homeworlds. Each homeworld is in theory independent and responsible for providing for itself and its colonies within the Ternary Systems.

Following the conclusion of the Drudari-Ternary War and the formation of the Interstellar Assembly, the Pale was formed to provide the central government, more specifically the Conclave, more control over what were at the time deemed 'at risk' systems. This area is still organised by the Conclave. The ad-Jivai region is under the joint jurisdiction of the Slaver's Guild and Folbroker's Assocation, under oversight of the Conclave. The southern region, usually known as Imperial Space, is the personal property of the Imperial Family.

Before the advent of the Imperial System in 22 PA, the Directorate acted as the executive, overseen by the Conclave. Three directors would be in office for three years, with a rotating election every year. In 9 PA the system was reformed to allow for one director to serve for ten years, and in 21 PA it was briefly changed again to declare the current director-for-life. The Directorate was abolished in 22 PA in favour of a hereditary monarch, but was reinstated in its original form in 38 PA as an office subject to the Imperial will, with far fewer powers.
Leader(s): Empress Žaya şe Khul ceş Rhuvudh
Lord Vasaj şe Cecir ceş Khozi, 1st Director
Lord High Commodore Rhave şe Thila, 2nd Director
Prince Vado şe Khul ceş Rhuvudh, 3rd Director
Queen Kaminara Tsujitai, Queen of the Imko
Ancient Trvkolos, Primus of the Hravani
Population: 195 Billion

Major Racial Info
Name: Thyssian
Appearance: Three Thyssians of varying shades
Physiology: Thyssians come in various shades of blue and black, this being largely genetically random, and eyes of various shades of red. Their hair is always a white or a shade of light grey, and they have a humanoid figure, coming at 5'9" for females, and 6'2" for males on average. Their lifespan is around 150 years, though nobles have been known to live up to 220 years with the oldest known Thyssian perishing at 241. They are not a very psionically attuned species, with just less than 1% of newborns displaying psionic powers. For reasons unknown, over two thirds of these proto-psionics will lose their abilities by the age of five.
Role: While the Thyssians make up the majority of the elite, this reflects only a minute part of their population. They fill almost every role in their society, from the lowliest slave to the Empress herself.
Ethics/Values: Proud, martial, bellicose and xenophobic: the Thyssians epitomise the height of savage cruelty and patricianly disdain. The harsh world of Thyss bred into them the need to endure; the words of their Prophet Rholosh taught them the desire to dominate. Those who followed Rholosh's teachings left their homeworld in a great exodus and embraced new ways and teachings while retaining their capricious ways, while those few who remained returned to traditional ways and life, though to an outsider the two groups are near identical.
Population: 0.41% (Biannual Census 84 PA)

Name: Imko
Appearance: A female Imko
Physiology: Towering above most species with an average of 7'3", the Imko are most recognisable by their horns and often their bone plating. Not all Imko have bone plating, with a joint UP-Assembly scientific investigation in 34 PA determining the mutation a result of an ancient virus. They come in shades ranging from pale blue, to a light bronze and pale near-human shades. Their eyes come in a multitude of colours, with a similar plan to humans. Like the Thyssians they are also not very psionically-attuned, with less than 0.5% of their species having the potential for psionics, and their use of it seemingly weaker than others. They usually live up to 120 years, with nobles living slightly longer, and the oldest Imko dying at 145.
Role: (Do they play a specialised role within your nation, and is it by choice / determined by skill?)
Ethics/Values: (A catch-all term for the generalised values espoused by your people: militarism, religion, culture, etc)
Population: (Can be a percentage of your total pop or rough estimate)

Name: Hravani
Appearance: The Three Castes
Physiology: (More akin to strengths and weaknesses, but also elaborate on any quirks that set apart from the ‘norm’ i.e. dextro- or levo-amino acids, methane breathing, lifespans, connection to psionics, etc)
Role: (Do they play a specialised role within your nation, and is it by choice / determined by skill?)
Ethics/Values: (A catch-all term for the generalised values espoused by your people: militarism, religion, culture, etc)
Population: (Can be a percentage of your total pop or rough estimate)

Minor Racial Info
Number: 3 | 5 (three actual races, two other categories to be discussed below)
Brief Descriptions Mah'rani - A fully psionic species, the Mah'rani are of a mysterious origin. They were found by Thyssian merchants inside a fleet of vast damaged ships. Inside their civilisation had devolved to the point where they could no longer operate the ships or remember their history. Considering themselves indebted to the Thyssians after being saved, they are famously utilised as Psion-Hunters, being able to identity and track psionics. The Assembly considers them an 'Indentured Race', though they tend to view their indebtment more positively, with some among them even having achieved noble status.
Alachi - Larval stage
Bulgraka - A large and violent-minded race who were uplifted from the neolithic era by the Thyssians during the colonisation of Moj. Their volatile rage and propensity to become berserk coupled with their strength led the Thyssians to begin a process of chemically changing their most of their young, to be more mentally balanced, with the side effect of leaving them sterile. Unaltered Bulgraka, known as Potents, still exist and form the breeding stock of what the Assembly considers an 'Indentured Race'.
Other - Referring to the multitude of other species inhabiting United Planets space who are not indigenous or exclusive to that area (i.e. player races). 0.006%
Slaves - Enslaved individuals of all races, including those discussed in this app. 0.08%

Territorial Info
Home System: Rholosh
Home System Location: Pretty map
Systems Claimed: (The range is no more than 24, but this does not mean 24.)
Core Planets: (No more than 3. These are very well-developed planets)
Colonial Planets: (No more than 7. These planets are not developed enough to be considered core, though they may range in age)
Significant Satellites: (Habitats, (Significant) Battlestations, Research worlds etc. No more than a total of 12.)

Military Info
Fleet Size: Dreadnought: 35
Carrier: 22
Cruiser: 87
Destroyer: 184
Frigate: 575
Corvette: 1342
Ground Forces: (Even now amidst the stars, boots on the ground are boots on the ground.)
Peace-Keeping Fleet Contributions: (Do you contribute to the Assembly’s Defence Force? If so, how much? The percentage contributed to the overall Force preferred)
Preferred Tech for Weapons: (Do your people prefer lasers, weapons, ballistics, plasma?)
Last edited by Krugmar on Sat Apr 13, 2019 5:12 pm, edited 11 times in total.
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Kisinger
Senator
 
Posts: 3852
Founded: Oct 26, 2014
Father Knows Best State

Postby Kisinger » Wed Apr 10, 2019 11:46 am

Government Info
Polity Name: Nation of the Shiypatsa| Native script currently doesn't exist| Shiypasta Zhisutzh
Capital World(s): Lazhistsa
Government Type: Oligarchy
Government Details: The Government is lead by two 'Leaders of the People' who serve as the executives and are elected by clans with notable psionic abilities or those who possess extreme wealth upon their death or when they are removed/step down from power., while the leaders themselves normally do not possess such abilities. Said clans also form a limited legislative branch with them suggesting proposed legislation to the Leaders of the People who serve with absolute power but are guided by tradition and an unwritten constitution made up of a social code and a variety of legislation forming the basis of their restraints though there is no hard limit. No true judiciary exists with the head of the clan deciding disputes within the clan and with disputes between clan being handled either by a mediator outside the clans or in duels between the two heads, however dueling has quickly fell out of practice and mediators normally solve the issues outright(partially due to martial prowess falling out of style given the rise of a extremely wealthy aristocracy). However when a Leader of the People steps out of line the clans or even the other Leader may take action and dispose of him either through force or through the clans deposing of the ruler by electing a new one.
Leader(s): Utzhpatsa Yītpash-tsa and Utzhpatsa Kuyshiy-tsa
Population: 54,192,078,800

Major Racial Info
Name: Shiypatsa
Appearance: Short and stout, the shiypatsa somewhat resemble Earth gorillas with noticeable differences, most notably their complete lack of fur, and their horned protrusions from their forehead. They are also extremely dark in pigmentation with little variation between individuals except for their horned protrusion.
Physiology: Standing at roughly 1.5 meters, and weighing at roughly 300-440 kilograms with males outweighing females quite significantly, the shiypatsa are quadripedal digitigrades, possessing two elongated arms with four digits each with two somewhat shorter legs having four digits each. They possess extremely strong arms owing to their quadripedal state, and due to them using their knuckles to assist them in walking also known as knuckle walking. They possess a large flat bone protrusion from their forehead extending above their head which was typically used in mating duels within proto-shiypatsa society but have eventually evolved into status symbols and helping them with melee combat when they have the opportunity to charge. They are borane based lifeform drinking ammonia and breathing in methane and breaking it down to get the hydrogen molecules while excreting a mixture of acids and breathing out carbon. Due to this the planet itself is extremely cold ranging from about -40 C to -70 C and shiypatsa typically need environment suits when going off world and attending the Forum of the Cosmos.They were previously a completely psionic race but over the last few thousand years psionic ability has slowly disappeared from the species with their limited number being of high value and leading to individuals being instantly elevated to higher society once their psionic abilities are discovered usually five to six years after birth.
Role: The Shiypatsa fill most roles within their society and with their recent emergence onto the field of Interstellar politics have yet to come to a defining role within the Galaxy as a whole.
Ethics/Values: The Shiypatsa society generally is highly militaristic, and xenophobic with some notable religious influence derived from the disappearance of psionic abilities among the race as a whole.
Population: 99%


Territorial Info
(Please name all your worlds and systems and make sure you tells us in which of your systems your planets and satellites are in!)
Home System: Shiytsa Bazh
Home System Location:in black and blue
Systems Claimed: 17 (Native Names Pending)
Shiytsa Bazh
Bazh 1
Bazh 2
Bazh 3
Bazh 4
Bazh 5
Bazh 6
Bazh 7
Bazh 8
Bazh 9
Bazh 10
Bazh 11
Bazh 12
Bazh 13
Bazh 14
Bazh 15
Bazh 16
Core Planets: 1
Zhisutzh| "Leader's Ground"
Colonial Planets: 4 (Also numbered 1-4 so Zhisutzh [number] )
Zhisutzh 1 is in Bazh 8
Zhistutzh 2 is in Bazh 11
Zhisutzh 3 is in Bazh 12
Zhisutzh 4 is in Bazh 16
Significant Satellites: 5 (Stations also numbered so Zhistsāmuzh [number])

Military Info
Fleet Size: The Navy of the Shiypatsa attempts to maintain the ratio according to the standard provided by the Treaty of Ravnikor
Dreadnoughts: 5
Carriers: 4
Cruisers: 45
Destroyers: 110
Frigates: 345
Corvettes: 1,029
Ground Forces: Around 500,000,000 Total Ground Forces spread among several branches, the Planetary Defence Forces, Shiypatsa Marines, and the Shiypatsa Planetary Air Forces.
Peace-Keeping Fleet Contributions: 10 Destrpyers and 40 Frigates currently serve in the Peace-Keeping Fleet
Preferred Tech for Weapons: Laser and ballistic weapons
Last edited by Kisinger on Sun May 12, 2019 9:37 am, edited 5 times in total.
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Alleniana
Post Czar
 
Posts: 42828
Founded: Dec 23, 2012
Scandinavian Liberal Paradise

Postby Alleniana » Wed Apr 10, 2019 12:28 pm

Government Info
Polity Name: English: Long - Solar Commune | Short - the Sun, the Commune | Demonym - Solar, of the Sun [English is the first language among equals]
Capital World(s): Earth
Government Type: Robocratic democratic republic
Government Details: Plebiscites influence the vast AI that runs the government and post-scarcity economy, see google doc for greater detail
Leader(s): Communal Governmental Artificial Intelligence (CGAI) primarily, a bunch of people called Legislative Draftspeople, who help transform plebiscite results into programming
Population: ~55 billion humans, probably at least some millions more of sentient robots and alien immigrants depending on lore worked out with others (e.g. Col's wolfish race)

Major Racial Info
(Please copy and paste the below for each major race you have)
Name: Human | Humans | Human
Appearance: look in the mirror compared to today, marginally taller and thinner but less muscular on average due to nutrition and lifestyle, and with greater access to flashier body mods (glowing hair or whatever) but otherwise you know, baseline
Physiology: Standard human biology, y'know, in terms of oxygen, water, carbon, chirality, temperatures, size, weight, appendages and so on. Point about increased availability of body modifications applies, though not particularly widely taken up where invasive, so I don't know how relevant it is to physiology; people might use bionic legs as pogo sticks for play, say, but public spaces are designed for the baseline human. Good at endurance exercise, relatively resistant to shock from trauma, K reproductive strategy, kinda squishy. Medical treatments greatly increase lifespan.
Role: Far and away the dominant species by number, electorate, heritage, etc.
Ethics/Values: Fully automated luxury gay space communists; believe in such ideas as the inherent value of life, the righteousness of democracy, freedom to do what you want, equality in broad terms, freedom from violence, detention, etc. That said, this is not the most engaged lot; many tend towards apathy, and these values are more defaulted to from being taught rather than strongly held.
Population: 55 billion

Territorial Info
Home System: Sol
Home System Location: mapped
Systems Claimed: mapped
Core Planets: Earth
Colonial Planets: Ubwisanzure, Venus
Significant Satellites: various
for this whole section much of it see spreadsheet

Military Info
Fleet Size: depends on the size of others in the federation, and probably leaning towards the larger ships; the federation would definitely max out combined, though. local forces tentatively 2 dreadnoughts, 2 carriers, 12 cruisers and 149 frigates
Ground Forces: primarily robotic, around 250 Armies' worth (an Army was around 100,000 strong before full roboticisation)
Peace-Keeping Fleet Contributions: idk, 1%? smallish, because not militarily strong self, but respectable as a citizen of the galaxy
Preferred Tech for Weapons: mixture; lasers, nuclear missiles, mass drivers. nothing terribly out there though

https://www.google.com.au/maps/d/u/0/ed ... 02%2C0&z=3
Last edited by Alleniana on Sun May 19, 2019 6:22 am, edited 7 times in total.

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Etruria2
Spokesperson
 
Posts: 180
Founded: Feb 11, 2017
Corporate Police State

Postby Etruria2 » Wed Apr 10, 2019 12:53 pm

Government Info
Polity Name: State of Holy Tal'Akdar |Image|Dos Tsar Tal'Akdar
Capital World(s): Tal'Akdar | Heavenly Shrine
Government Type: Absolute theocracy
Government Details: The Holy State is an absolute theocracy under the Archon, officially, the "Blessed Archon of All Faithful", who heads the Tal-Turim (Heavenly Hierarchy), the universal and omnipresent church. The government is essentially split into two, between the Diaconate and Cardinalate. The Diaconate is predominately martial in nature, being comprised of leading military figures who simultaneously hold minor clerical positions within the Tal-Turim, while the Cardinalate is comprised entirely of clerics. Nominally the Archon would be drawn from the Cardinalate, with a High Cardinal assuming the position by vote of his peers in the Cardinalate. During times of great strife or necessity in terms of expansion, security and unity, the Archon maybe drawn from the Diaconate. Currently, the office of Archon is held by an Deacon-Superior, one of the highest military ranks attainable.

The Cardinalate holds much of the power and influence of state and is the key source of administrative officials. Each inhabited world, moon or asteroid is governed by either an Archdeacon (a military official) or a Cardinal-Prefect (a senior cleric) depending upon the internal situation. This is then repeated at a district-level that covers entire continents or regions. The authority of the Tal-Turim is unquestionable and unopposed in an official sense, though opposition groups do exist underground.

Leader(s): Archon Saryr II
Population: 87,565,980,937

Major Racial Info
(Please copy and paste the below for each major race you have)
Name: Tal'Akdari
Appearance:A typical Tal'Akdari
Physiology: The Tal'Akdari are a heavily built and tall species, with both males and females averaging at 1.95 meters, they are bipedal digitigrade humanoids with have two long, proportionately thick fingers and an opposable thumb on each hand. They are identifiable by the presence of six nostrils located north of the two-eyes in the forehead region, the presence of six enables the Tal'Akdari to posses strong sense of smell with an estimated range of several miles. Due to the heavier gravity on Tal'Akdar, the Tal'Akdari have heavier bone structures, enabling them greater levels of physical resilience. The crowns of their heads are often described as thick-skin topping enlarged bone formations, the skin of the crown has traces of thulium which offers some protection from solar radiation, owed to their homeworld's weaker magnetic field. All life on Tal'Akdar is carbon-based and oxygen-breathing, however, the Tal'Akdari have been noted to possess higher levels of repair proteins in their cells, which gives the Tal'Akdari resilience to larger exposures to numerous types of radiation. Since Tal'Akdari society has operated a strict hierarchical caste system for millennia, some physical differences have emerged. The most notable cases are the Abar-Surat and Erak-Surat castes, the warrior and laborer caste respectively. Both inhibited greater levels of physical strength, resilience and higher metabolisms compared to the other castes. The Tal'Akdari have not recorded any case of psionic ability throughout their history, efforts to determine why have failed.

Another unique feature is the Tal'Akdari's short gestation period of just five months, though this has been aided by technology developed since the "Joyous Miracle", prior to the discovery, the gestation period averaged at seven months if brought to term. The Tal'Akdari also possess high levels of fertility, with twins being born to parents an estimated 56% of births. Due to the religious nature of Tal'Akdari society, no state-led effort to curtail population growth has been implemented, it is this skyrocketing population growth that has driven expansionism according to some.

The average lifespan of a Tal'Akdari is 80-90 years.

Role: (Do they play a specialised role within your nation, and is it by choice / determined by skill?): The Tal'Akdari constitute the "core" of the State's existence. They are the majority species and dominate every walk of life and profession.
Ethics/Values: The overarching ethic of the Tal'Akdari is religion, which permeates throughout every iota of life, from the family, marriage, business, politics to the music played. However, this was not always the case. Prior to the "Joyous Miracle", religion was on the wane within Tal'Akdari society, yet the "Great Tribulation", which almost brought the race to the brink of collapse, enabled the near universal Faith to emerge as the sole authority capable of uniting a dying race, this was only further reinforced by the "Joyous Miracle" which the Faith promptly seized as a sign of heavenly approval, as such, no Tal'Akdari would declare themselves doubtful or disbelieving in the Faith or the Gods.
Population: number: TBD | percentage: 62.44%

Minor Racial Info
(A minor race should be no more than 5% of your total pop, and should play a background role)
Number: 5
Brief Descriptions (Name - A brief one to four line description of them, do this for as many as you have):
  • Nintan: Humanoid and bi-pedal beings from Tollo, in the Dashayr system. They were "Exorcised" by the Tal'Akdari several decades after the completion of FTL technology. Since recovered from that tragic event, the Nintan have since proved their loyalty and servitude, becoming a major fixture in early colonisation programmes, agriculture, mining and military service - this is owed to their thick-skins and natural anti-coagulant capabilities.
  • Sansu: An insectoid that were "Exorcised" by the Tal'Akdari after they were discovered by a Tal'Akdari mining expedition. Barely possessing any technology, their Exorcism took the form of population management and mass indoctrination. Due to a cultural repulsion to their physical form by Tal'Akari, the Sansu are the truest definition of slave-labour, being confined to mining, extra-solar activities and orbital shipbuilding.
  • Ungar: A humanoid race from Ubtala in the Loyatar system. They were the second race to be encountered and "Exorcised" by the Tal'Akdari in 2087 CE. When discovered, the Ungar possessed FTL technology and inhabited three star systems in a close windway cluster, however, their technology fell short of the Tal'Akdari. Following a series of border skirmishes, the Tal'Akdari waged the First Intyr-Farad or "Righteous Struggle", capturing two of the three systems within two years. For the next eight years the Tal'Akdari besieged the Ungar homeworld, bombarding and raiding the surface, killing over 4.3 billion Ungar. Surrendering, the Ungar were sterilized en-mass as an "Act of Penance." Today, the Ungar are commonly used as menial labour and as cannon-fodder in the military.
  • Tasreen: A humanoid race with white chalky skin from the volcanic world of Tasren. They were discovered during their iron-age and were swiftly "Baptised" by the Tal'Akdari and elevated. Widely accepted as the most subservient and loyal minor race of the Holy State, they remain the only race to achieve positions of relative influence and power within the Diaconate. They're primarily found in the worlds of business, law and commerce.
  • Tai'Shar: Humanoids from the forest moon of Durayn. They were discovered 300 years ago by a Tal'Akdari prospector team and swiftly "Baptised". The hermetic and pacifist race welcomed the Tal'Akdari due to their false offerings of friendship. After several years of often intrusive study, the Tai'Shar swiftly became revered beings within the Holy State, as "gifts from the Gods." Since their baptism, the Tai'Shar are almost exclusively used as psionic navigators aboard Tal'Akdari military vessels and as religious icons. Controversially, due to their "precious status", the Tai'Shar are denied freedom of movement and rarely permitted to leave Durayn.
Territorial Info
(Please name all your worlds and systems and make sure you tells us in which of your systems your planets and satellites are in!)
Home System: Tsryn'Dal, "Blessed Fountain"
Home System Location: Location of star in ochre to galactic east
Systems Claimed: 22
  • Tsryn-Dal
  • Danatar-Suran
  • Danatar-Turayn
  • Danatar-Gastar
  • Dashayr
  • Camala
  • Edhdad
  • Ruahdhar
  • Nintanar
  • Imbatar-Salat
  • Imbatar-Faryn
  • Turayr
  • Hodar-Falah
  • Turayr-Ishan
  • Loyatar
  • Desat-Gir
  • Tir-Loran
  • Tir-Vorshad
  • Tir-Batan
  • Tor-Sorpindar
  • Esyr
  • Asyr
Core Planets:
  • Suran - Danatar-Suran
  • Turayn - Danatar-Turayn
  • Gastar - Danatar-Gastar

Colonial Planets:
  • Dinyr - Dashayr
  • Isfahar - Camala
  • Mimbassar - Turayr
  • Dontassar - Turayr-Ishan
  • Batan - Tir-Batan
  • Vorshad - Tir-Vorshad
Significant Satellites: (Habitats, (Significant) Battlestations, Research worlds etc. No more than a total of 12.)
  • Akdar-Turim - Tsryn'Dal: a semi-barren moon of Tal'Akdar reportedly the home of heavenly spirits charged with protecting the Tal'Akdari, a prominent shrine-world.
  • Saryn - Nintanar: A volcanic world housing a major military research and development facility, also reportedly houses several detention facilities.
  • Ektar - Imabatar-Faryn: A barren moon used for scientific research, primarily into the Winds and Psionics.
  • Resar'Tsaran - Danatar-Turayn: A major battlestation hosting the 3rd Order Fleet.
  • Jaban-Rola - Camala: A barren world that is one of the largest producers of energy for the Tal'Akdari
  • Durayn - Ruadhdar: A forest moon and homeworld of the Tai'Shar people, the Holy State's sole source of psionics
  • Tyryan - Asyr: A major battlestation and node hub, leading site for explorers and scientists in the galactic-east.

Military Info
Fleet Size: (Please keep the Treaty of Ravnikor in your head, and discuss this OOC with us!): Roughly!
  • Dreadnoughts: 5
  • Carriers: 3
  • Cruisers:30
  • Destroyers: 360
  • Frigates: 590
  • Corvettes: 600-800
  • Patrol vessels: 800-1,100
Ground Forces: Split between the Blessed Planetary Forces (army), Blessed Guardians of the Shrine (special/strategic operations) and the Blessed Skyfall Forces (marines). Personnel ~135.5 million active and reserve.
Peace-Keeping Fleet Contributions: Yes, 6 ships, 1.3% of ground forces.
Preferred Tech for Weapons: Plasma and limited kinetic weaponry (missiles mostly).
Last edited by Etruria2 on Tue Apr 16, 2019 4:14 pm, edited 5 times in total.

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The Saruvian Empire
Civil Servant
 
Posts: 9
Founded: Mar 29, 2019
Libertarian Police State

Postby The Saruvian Empire » Wed Apr 10, 2019 1:30 pm

Government Info
Polity Name: The Saruvian Empire / Las Harmonia de Saruvia
Capital World(s): Saruvia, the Temperate homeworld of the Saruvian People
Government Type: Absolute Monarchy
Government Details: In Accordance with the Imperial Charter, written down in S.C 001, The Imperial Monarchy has administered its rule across its domain. In all aspects of Government, the reigning Emperor or Empress has final say over all matters of state, be it from military spending to feuds between lesser Aristocratic Families. From its inception, the Monarchy has been a hereditary post, with the same family holding the titles for centuries. In the past, a Monarch could choose up to five heirs, but the bloodied years of the Upheaval prompted a switch to just one Heir, to become the new Emperor or Empress upon the death of the preceding Monarch. The Government is centralised from the Imperial Capital planet of Saruvia. Advising them, giving them reports from all over Imperial Territory, are a group of major Officials calling themselves The Advisors. Made up of a dozen Important Men and Women from across all Sectors, from Civilian to Military to the Government itself, these individuals are rarely younger than 50; Entry to The Advisors requires at minimum 30 years of unswervingly loyal service to the Imperial Family.
Leader(s): Emperor Wilhelm di Saruvia
Population: 80,187,595,983

Major Racial Info
Name: Saruvian
Appearance: A female member of the Saruvian Species
Physiology: Saruvians are descended from a humanoid omnivore that lived on their home planet of Saruvia. Resembling Humans in a surprising amount of ways, the only real difference is their heightened sense of hearing and their ears. Saruvian ears are extremely sensitive to temperatures when deprived of fur, so Saruvian ears are commonly covered in fur. A Male Saruvian's average height is 5'9" and a female's average height is 5'2".
Role: They comprise the entirety of the Saruvian Population.
Ethics/Values: Saruvians are fairly religious, a trait inherited from their feudalistic era thousands of years previously, during the reign of the Ancient Kings. In the days of the Old Gods, it was said that spirits would appear at springs dotted across Saruvia, to impart wisdom to warriors, reveal secrets to kings, and pass judgement on criminals. Even today, Springs are a sacred ground in Saruvia; their waters said to have healing properties. Saruvians, as regards to their expansionist policies, are avid expansionists. They’re always interested in meeting other species. Survey Teams are usually filled with interested and dedicated Biologists and Researchers from The Imperial Stellar Research Academy, considered very good at surveying new systems. The Imperials have a superior opinion of themselves. The Bloodbaths of the Frontier War and Reclamation Wars left them as the Dominant Power in their area of space, so they have faith in their military and defences.
Population: 80,187,595,983

Territorial Info
(Please name all your worlds and systems and make sure you tells us in which of your systems your planets and satellites are in!)
Home System: Saruvia Altis
Home System Location: Somewhere in the north of the map.
Systems Claimed: 14
Core Planets: 2
Colonial Planets: 6
Significant Satellites: 9

Military Info
Fleet Size: TBD
Ground Forces: The Imperial Army doesn’t get as much funding as the navy, much to their annoyance. Unlike the highly-technical navy, which demands people who can operate the complicated spaceship designs, the Army takes in anyone, from commoners to Nobles. Generally the commoners are the one at the front lines. The Army uses a variety of vehicles, though treaded vehicles are the dominant vehicle type. Size TBD
Peace-Keeping Fleet Contributions: None at the moment. We have not encountered any other species.
Preferred Tech for Weapons: Ballistics for Ground Troops, while the Fleet prefers a mix of Long Range Laser Weaponry and short-range Ballistic Weaponry.

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Lunas Legion
Postmaster of the Fleet
 
Posts: 29672
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sat Apr 13, 2019 8:18 am

Government Info
Polity Name: Tetrarchy of the Urqacauq | Tetrarchy Hen Urqacauq
Capital World(s): Eryxaua
Government Type: Tetrarchical Directorial Republic
Government Details: Urqacauq society is loosely organised into a series of levels, from packs of a few hundred individuals which normally compromises a workplace or something similar, clans which can have anywhere between one and a few hundred packs and tend to cover cities, space stations etc, tribes which tend to cover planets or continents on densely populated planets or entire sparsely populated star systems and the Twenty Confederations that form the main building blocks of governance and society. The Tetrarchs are chosen for life by democratic vote among the Twenty Confederations and the Outer Confederation which represents all Urqacauq not within Urqa space. Voting is from the pack upwards, with each pack sending a single vote to its clan for who the next Tetrarch should be, each clan sending one vote decided by its packs and so on until the Twenty Confederations and the Outer Confederation have their results. Elections are based solely on the qualities demonstrated by the candidates as a person, as the collective nature of leadership and the unpredictable nature of when the next election will be makes policy-driven elections impossible.
Leader(s): The Three Hundred and Thirteenth, Three Hundred and Fourtheenth, Three Hundred and Fifteenth and Three Hundred and Seventeenth Tetrarchs
Population:

Major Racial Info
Name: Urqacauq
Appearance: Without heatsuit With heatsuit.
Physiology: The Urqacauq are one of the species with a more esoteric biology; as a species, they are aluminium oxide-based instead of carbon-based life, they use fluoride in place of oxygen and in place of water they use silicon dioxide, and they are evolved to cope with a highly toxic and radioactive environment. As such, the Urqacauq are forced to wear specialised heatsuits that mimic the environment of their homeworld when on the considerably less hostile planets of others, although these planets are as hostile to them as theirs are to the other species in the Galaxy. No Urqacauq has ever developed psionic abilities, as they lack the psionic gene.
Role: The sole race living within the Tetrarchy.
Ethics/Values: The Urqacauq are a collective, socially-darwinistic species; those who do not pull their weight are ostricised from society at increasingly larger levels from their pack upwards, with the intent on forcing them to change their ways through struggle. They are rather xenophobic and insular, owing to their extremely different biology and have an intense dislike of psionics and anything that is 'unearned', firmly believing that one should only get what one deserves based off of one's own merits. Have an intensely strong sense of honour and debts, both towards other Urqacauq and other species.
Population: 97,000,000,000

Territorial Info

Home System: Eryax
Home System Location: See map.
Systems Claimed: 22
  • Eryax (Home)
  • Hunah
  • Tonzur
  • Chias
  • Tizni
  • Tinza
  • Tizoya
  • Tizila
  • Zipax
  • Chinyxax
  • Ubix
  • Huksi
  • Xbal
  • Vucu
  • Caqu
  • Bavuh
  • Baimin
  • Piyaxazac
  • Kululaxi
  • Xmulaq
  • Ixchaqac


Core Planets: 3
  • Hunah
  • Tonzur
  • Chias


Colonial Planets: 7
  • Tizni
  • Tizoya
  • Tizila
  • Chinyxax
  • Zipax
  • Ubix
  • Tinza


Significant Satellites: 10
  • Huksi
  • Xbal
  • Vucu
  • Caqu
  • Bavuh
  • Baimin
  • Piyaxazac
  • Kululaxi
  • Xmulaq
  • Ixchaqac

Military Info
Fleet Size: 5 Dreadnoughts, 4 Carriers, 40 Cruisers, 100 Destroyers, 509 Frigates, 855 Corvettes. Note that this only includes 'active' ships in service with the Tetrarchical Fleet which is an independent tribe directly subordinated to the Tetrarchs who don't vote for them, and ships in service of the confederational navies, not ships that are under construction as replacements by the Tetrarchical Navy or confederational fleets.
Ground Forces: The ground forces of the Urqacauq are organised on a Confederation by Confederation basis, normally with one entire Tribe being composed of the military and another Tribe being composed of those responsible for military industries. Makes heavy use of vehicles, especially heavier variants of heatsuits which straddle the fine line between mechs and power armour.
Peace-Keeping Fleet Contributions: None. The Urqacauq, despite having a substantial military presence, refuse to contribute to any peace-keeping missions.
Preferred Tech for Weapons: The Urqacauq primarily use a mixture of missiles and railgun-based ballistic weaponry on ships and on their war heatsuits, while armoured heatsuited infantry mostly uses plasma weaponry.
Last edited by Lunas Legion on Sat Apr 13, 2019 5:29 pm, edited 4 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Valentir
Postmaster-General
 
Posts: 12864
Founded: Oct 23, 2012
Scandinavian Liberal Paradise

Postby Valentir » Sun Apr 14, 2019 4:02 pm

Government Info
Polity Name: Federation of Velutarian Systems | The Federation | Resucejis iv Velutari Visata
Capital World(s): Velutaria Prime
Government Type: De jure Federal parliamentary constitutional republic | De facto Psionic Magocracy
Government Details: The Federation is a nominally a parliamentary republic founded upon the ideals of liberty and democracy as laid out by the Doctrine of Veriban and enshrined in the constitution. Individual planets and species send senators to the Federal Senate on Sutharia who then elect a Chancellor from amongst themselves. The Chancellor functions as both the head of state and government, overseeing the governance of the Federation and representing it as the supreme diplomatic authority in galactic affairs. The Senate is comprised of several political groups formed by like-minded Senators. The chief political parties are the traditionalist Federalist Association and the reformist Radical League of Veriban. On the surface the Federation is just one of many democratic entities within the galaxy. Behind the scenes darker forces are at work. A small cabal of Psionic Velutarians have slowly but surely seized control of the apparatus of the state. Possessing significant influence and political power, The Federation is effectively a Psionic Magocracy. The democratic process that occupies nearly all aspects of public life is merely a front that masks the complex web of conspiracies that truly govern the Federation.
Leader(s): De jure Chancellor Chaskar Ragnos (FA | Sutharia) | De facto Senator Maraad Fel (RLV | Veriban)
Population: 98,453,392,012

Major Racial Info
Name: Velutarian
Appearance: Male Velutarian | Female Velutarian
Physiology: Velutarians are a tall and lean species of crimson-skinned humanoids with sharp, predatory features. The average height of a male Velutarian is 1.95 meters and 1.90 meters for female Velutarians. Velutarians are commonly identified by their crimson skin, remarkable pair of cheek tendrils that hand down from their cheekbones, and glowing yellow eyes. The cheek tendrils on the jowls of Velutarians that descended from their cheekbones displayed different expressions amongst their species through twitching and other movements. Most Velutarians had three clawed digits on each hand, and three on each foot; two forward facing and one backward facing. However, some Velutarians had five digits on their hands and feet, such as Maraad Fel. The average lifespan of a Velutarian is 113 years. Velutarians are a Psionic attuned species with about 0.6% of the population being confirmed Psionics.
Role: The Velutarians serve as the chief species within the Federation, itself being a product of their creation. They, for the most part, fill most of the prominent roles found within the Federation.
Ethics/Values: Velutarians are generally a militaristic and xenophilic species, accompanied by rampant materialism, pragmatism, and ruthlessness.
Population: 77,123,932,395

Minor Racial Info
(A minor race should be no more than 5% of your total pop, and should play a background role)
Number: 5
Brief Descriptions
  • Male Akkami & Female Akkami | Akkami - The Akkami are a sentient species of mostly hairless mammals from the planet Mardum. They are humanoid in form, with two legs and two arms. They tend to eat cultivated molds, fungi, and rycrit meat. Their distinctive features included colorful skin, which varied in pigment from individual to individual, and a pair of shapely prehensile tentacles that grew from the base of their skulls. The tentacles, called "brain-tails", "lekku", "tchun-tchin", or "head-tails" were advanced organs used for communication and cognitive functions. Akkami possessed a fairly standard humanoid vocal structure and were capable of learning most alien languages; however, they usually preferred their native language of Akkami, which incorporated subtle movement of the lekku. When they wished, they could even communicate in complete secrecy using their versatile brain-tails. Akkami females were often used as slaves or dancers because of their beauty. Population - 4,922,669,600
  • Male Marzansha & Female Marzansha | Marzansha - The Marzansha are a carnivorous humanoid species from the planet Mardum. The species exhibits head-tails which were similar to those of the Akkami. Unlike Akkami, a TMarzansha's lekku run parallel to the head as opposed to behind, making it appear as though they were wearing a headdress. Marzansha are also distinguished by montrals, large hollow horn-like projections from the top of their heads, that gave the species a form of passive echolocation. In order to protect themselves from dangerous predators, and to hunt their own prey, Marzansha band together in tribes and rely on their natural pigmentation to disrupt and confuse slow-witted beasts. Marzansha work well in large groups, and individualism is seen as abnormal within their culture, although it is also a necessary quality in leaders. Population - 3,445,868,720
  • Male Etrammi & Female Etrammi | Etrammi - The Etrammi are a sentient, amphibious humanoid race native to the terrestrial planet known as Veriban. Prior to the colonization of Veriban the Etrammi were a largely isolationist society. They were able to combine machinery with biology. They lived in large bubble-like domes under water. Etrammi have strong leg muscles for swimming and are aided by their long fin-like ears. Their somewhat lanky arms ended in four-fingered hands, and their feet have three stubby toes each. Females tend to be slightly smaller with sleeker faces. They often tie their long ears back. Population - 1,673,707,664
Territorial Info
Home System: Suth-Kasa
Systems Claimed: 19
  • Suth-Kasa
  • Zaniah
  • Aggramar
  • Targon
  • Kazan
  • Arrakis
  • Dagon
  • Norgannon
  • Jarus
  • Cen'Gar
  • Karkora
  • Nathreza
  • Tarratus
  • Xerrath
  • Shar'gel
  • Niskara
  • Argus
  • Sargeras
  • Khaz'goroth
Core Planets:
  • Velutaria Prime (Suth-Kasa)
  • Veriban (Zaniah)
  • Mardum (Aggramar)
Colonial Planets:
  • Nathka (Targon)
  • Kornas (Kazan)
  • Makora (Arrakis)
  • Rathyr (Dagon)
  • Tannag (Norgannon)
  • Xandros (Jarus)
  • Erathon (Cen'Gar)
Significant Satellites: 11
    Shipyards and Spaceports:
  • Mardum Drive Yards Station (Aggramar)
  • Rathyr Systems Station (Dagon)

    Research Stations:
  • Ministry of Science & Technology Station (Targon)
  • Veriban Engineering Corporation Station (Jarus)
  • University Station (Shar'gel)

    Hidden Stations:
  • Oblivion - Black Hand Hideout (Khaz'Goroth)

    Habitats:
  • Garden of Preservation (Suth-Kasa)

    Prisons:
  • The Aeonar (Xerrath)

    Miscellaneous:
  • High Charity Station(Zaniah)
  • Project Kamino Station (Norgannon)
  • The Ark Station(Khaz'goroth)

Military Info
Fleet Size: 3 Dreadnoughts, 7 Carriers, 41 Cruisers, 91 Destroyers, 221 Frigates, 772 Corvettes
Ground Forces: 150,000,000
Peace-Keeping Fleet Contributions: 5%
Preferred Tech for Weapons: Laser and plasma weaponry
Last edited by Valentir on Wed May 01, 2019 4:45 pm, edited 5 times in total.

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Caltarania
Postmaster-General
 
Posts: 12842
Founded: Feb 01, 2013
Left-wing Utopia

Postby Caltarania » Mon Apr 15, 2019 5:13 pm

Kisinger wrote:Government Info
Polity Name: Nation of the Shiypatsa| Native script currently doesn't exist| Shiypasta Zhisutzh
Capital World(s): Lazhistsa
Government Type: Oligarchy


Accepted!

Lunas Legion wrote:Government Info
Polity Name: Tetrarchy of the Urqacauq | Tetrarchy Hen Urqacauq
Capital World(s): Eryxaua
Government Type: Tetrarchical Directorial Republic


Accepted!
I'M FROM KYLARIS, AND I'M HERE TO HELP!

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SCP Institution
Attaché
 
Posts: 80
Founded: Feb 24, 2019
Ex-Nation

Postby SCP Institution » Mon Apr 15, 2019 9:28 pm

Look kinda interesting :p
Last edited by SCP Institution on Mon Apr 15, 2019 10:14 pm, edited 2 times in total.

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Caltarania
Postmaster-General
 
Posts: 12842
Founded: Feb 01, 2013
Left-wing Utopia

Postby Caltarania » Fri Apr 19, 2019 9:38 am

The Ik Ka Ek Akai wrote:[spoiler=app]Government Info
Polity Name: The Carasi Pact | (Image) | Carasi Caenth
Capital World(s): Atrenas
Government Type: Ecclesio-stratocracy/Theoligarchy
Government Details: The government is loosely organized around religious and militaristic influences, with neither faction necessarily coming to rule particularly over the other, and on occasion difficult to distinguish. The clergy and Big Man type leaders offer their ritual, political, and practical leadership to groups of people, and this goes pretty much all the way up to the planetary level. The capital planet is recognized primarily as being the first planet from which the modern Pact arose, where it was officiated, and from where the rest of the planets were colonized. For these distinctions, it has earned a position best defined as Primarchy that fluctuates between First-Among-Equals and a situation of absolute Primacy over other planets and systems, depending on the particular issue at hand.
Leader(s): "Primarchousa" Araedis, goes by various titles in translation but "Primarchousa" is one of the more common. More direct military titles like "Admiral" or "Captain" also see some use. More monarchic titles are, likewise, used on occasion. It is, ultimately, contextual and up to the translator which to use.
Population: ~90,000,000,000


Accepted!

Liecthenbourg wrote:Government Info
Polity Name: The Cosmic Hierophancy | Native Script: (Image) | Ongihuhma'ting-Anthwa
Capital World(s): Vermindt | Guhchetwek-Ver
Government Type: Directly Democratic Galactic Republic.
Government Details: The Cosmic Hierophancy is often mistaken to be a theocracy of some kind. This is not without cause. However, it is deeply incorrect. The Xyn, being connected to each other as a functioning group mind, share a galactic direct democracy that routinely forwards a citizen -- an unspoken role means this is almost, if not always, one who has undergone intense psionic training, say at Narahanthwa -- to serve as 'First Speaker'. The 'First Speaker' forms a government of their own devices, centred at Vermindt. All legislation is put forward to the populace at large. The Upra protectorate nominally functions more autonomously, but they have a representative delegation within the Xyn direct democracy. Planets are required to conform to the wishes of Vermindt, though their own local consciousnesses function as a government within their own right.

The Speaker does not serve for a fixed time, but Xyn will often continuously put forward the same one if their conduct is seen as good. In the event of 'First Speaker' performing an unpopular action, they can defend their position as necessary for the species with a concept derived from Xyn Law. This is known as the 'Desires of the Wind', in which case the First Speaker will silence themselves from the community for a week.

Military matters are not voted on by the direct democracy.

Matters of the law are delegated to the Hierophancy's 'Tribunal of the Savants', a galactic-wide council of Xyn law-experts who are appointed by the most senior of the lawyers or the first speaker. They have enshrined law for the collective.

It is also worth noting that the Xyn consciousness functions as one would imagine a discord server, for a brief example. Whilst everyone can communicate with each other at the highest 'galactic level', there are sub-consciousnesses: family, friends, work, planet, etc. Planet consciousnesses serve as the government-in-miniature of the worlds.
Leader(s): First Speaker Asteraceae, Herald of the Cosmos
Population: The complex nature of Xyn society has led to 'active' and 'dormant' populations, currently calculated to roughly be at 90bn within Xyn space. The Xyn claim dormant worlds exist outside of their own space, and so they cannot truly say how many Xyn there are.


Accepted!

Etruria2 wrote:Government Info
Polity Name: State of Holy Tal'Akdar |(Image)|Dos Tsar Tal'Akdar
Capital World(s): Tal'Akdar | Heavenly Shrine
Government Type: Absolute theocracy
Government Details: The Holy State is an absolute theocracy under the Archon, officially, the "Blessed Archon of All Faithful", who heads the Tal-Turim (Heavenly Hierarchy), the universal and omnipresent church. The government is essentially split into two, between the Diaconate and Cardinalate. The Diaconate is predominately martial in nature, being comprised of leading military figures who simultaneously hold minor clerical positions within the Tal-Turim, while the Cardinalate is comprised entirely of clerics. Nominally the Archon would be drawn from the Cardinalate, with a High Cardinal assuming the position by vote of his peers in the Cardinalate. During times of great strife or necessity in terms of expansion, security and unity, the Archon maybe drawn from the Diaconate. Currently, the office of Archon is held by an Deacon-Superior, one of the highest military ranks attainable.

The Cardinalate holds much of the power and influence of state and is the key source of administrative officials. Each inhabited world, moon or asteroid is governed by either an Archdeacon (a military official) or a Cardinal-Prefect (a senior cleric) depending upon the internal situation. This is then repeated at a district-level that covers entire continents or regions. The authority of the Tal-Turim is unquestionable and unopposed in an official sense, though opposition groups do exist underground.

Leader(s): Archon Saryr II
Population: 87,565,980,937


Accepted!

And I also accept my own app ; ' ).
I'M FROM KYLARIS, AND I'M HERE TO HELP!

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Yasuragi
Diplomat
 
Posts: 704
Founded: Jun 24, 2013
Capitalist Paradise

Postby Yasuragi » Fri Apr 19, 2019 1:40 pm

Government Info
Polity Name: The Seven; Seven Bright Ones; No native script.
Capital World(s): No capital world; instead have 'Kernel', a large space station that holds representatives of the Seven as they 'talk' to each other. Kernel is an approximation of the Seven's name for it. The station hosts approximately ten million units, mostly devoted to data input and sustaining systems. The system 'backs up' data input and communication with broadcasts to each Seven world on a weekly basis as well as broadcasts to the bases on the barren planet below constantly. 'Kernel' is the capital in the sense that it is where the Seven maintain all embassies and ambassadors, and it is the only location where one can talk to all Seven at once.
Government Type: Direct democracy.
Government Details: No chairman or chairwoman; agendas are set by debate. All laws are decided via debate. All foreign policy goals and actions are decided by debate. All disputes involve a debate by the Seven. Debate rules are set by debate. Each debate results in a vote. A simply majority results in action, although a member of the Seven can re-open debate at any time. At any given time, the Seven are hosting debates on innumerable topics from asteroid mining rights to the exact phrasing of tariff agreements to the garbage collection automation on Kernel.
Leader(s): There is no leader. The Seven decide everything by vote.
Population: Seven people.

Major Racial Info
Name: Chirrin (to outsiders); 'Units' to the Seven.
Appearance: Insectoid species, primarily quadruped but easily capable of bipedal movement when needed. Mottled green-brown chitin, stands approximately 1 meter tall. Two sets of broad, strong appendages with four units on each, primarily used for mobility, movement, and grasping. Middle set of appendages hangs around mid-thorax for each unit, capable of finer movement and precise actions, not used for strength. Incapable of speech, but can - and do vocalize greatly and constantly. All Seven worlds are incredibly loud.
Physiology: Hivemind species. Psionic in the sense that they communicate via psionics for their units, but incapable of psionic communication with groupminds or individuals. Communication done via sub-autonomous unit processes or electronic communication. Technology is not organic, but technical. Requires heavily oxygen-rich environment. Omnivorous but incapable of consuming non-Seven-based organics. Incapable of incorporating other species into hivemind.
Role: Every role.
Ethics/Values: Varies from Seven to Seven. Overall dictated by a desire for self-preservation and a general longing for something unknowable - many xenosociologists describe it as 'wanting a good chat' after much study. Individual units do not have the sapience necessary for anything remotely resembling ethics.
Population: Seven people; 340 billion units.

Minor Racial Info
Name: Sub-autonomous unit processes
Number: Several hundred thousand
Brief Descriptions The Seven do not consciously manage all aspects of their polity or themselves. That would be foolish. Large swathes of planets are managed by sub-autonomous unit processes, or groups of Chirrin/units that have collective intelligence on par with a normal or average humanoid (or above depending on the size of the process). Due to delays with the Winds, all mining colonies outside inhabited systems are sub-autonomous processes. Delegations are autonomous systems. The Seven's representatives on Kernel are autonomous processes. You get the idea.

Some sub-autonomous processes are intelligent enough to gain sapience and a desire for self-preservation, although this is largely regarded as a major defect and flaw by the Seven. Such flawed processes will often resort to subterfuge to protect themselves or attempt to flee or harm other processes within the Seven. The Seven therefore actively patrol and manage these subroutines, purging and replacing their units on a very regular basis. A unit that 'splinters' will be deleted immediately, unless the splintering was done intentionally by the Seven.

Territorial Info
Home System: Kernel is the capital system. The homeworld of the Seven is known as Easy Come, Easy Go.
Systems Claimed: Twenty-three (23)
Excluding the six named below (as those bear the same names as the planets)
  • WS-1
  • WS-2
  • WS-3
  • WS-4
  • WS-5
  • Joy Into Ashes
  • WS-6
  • WS-7
  • WS-8
  • Kernel
  • WS-9
  • WS-10
  • WS-11
  • WS-12
  • WS-13
  • Warning
  • What Lies Within
Core Planets: Six (6)

  • Easy Come, Easy Go
  • Thy Burdens Lift, Relief Comes
  • Scar-Torn Visage, Bloodied Units
  • Harmonic Savagery
  • Ochre Fractal
  • Me
Colonial Planets: None (0)
Significant Satellites: Each of the Six maintain a major battlestation by the gates to their systems. Kernel has another major battlestation.

Military Info
Fleet Size: 24 dreads; 16 carriers; 70 cruisers; 147 destroyers; 350 frigates; 750 corvettes, officially. The Seven are very scrupulous about submitting their 'official' fleet for Assembly inspection. The Seven however, firmly believe and argue that the ships accompanying their official fleet are for biomass purposes, as the Seventh requires them for advanced computation and balance among the Seven. Many of these ships maintain weaponry of their own - nowhere on the scale of actual military ships, but enough that it's very clear the Seven are technically in violation of the Treaty of Ravnikor.
Ground Forces: The Seven used to have units used for defense and offense. With the utter dominance of their homeworld, most were re-purposed for other uses. Only the Seventh preserves a few million, supposedly.
Peace-Keeping Fleet Contributions: The Seven offer the Seventh as a reserve fleet for the Assembly, totaling approximately 50% of their military power
Preferred Tech for Weapons: Ballistics preferred. The Seventh prefers quantity over quality. Most others of the Seven concur. Some use lasers.

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Sveltlana
Minister
 
Posts: 2906
Founded: Mar 01, 2014
Ex-Nation

Postby Sveltlana » Fri Apr 19, 2019 11:10 pm

Government Info
Polity Name: Second Llorean Society | Native Script forthcoming | Llorevas, formally Lloen-Llorevas.
Capital World(s): Llore
Government Type: Unitary Constitutional Direct Democracy
Government Details: There are no parties or parliamentary bodies in Llorevas. The body politic (any person over the age of 35 and under the age of 185) elects the Executive Board, who then appoint individuals to head the various departments of the four ministries. These appointments are democratically-confirmed by the body politic. The directly-democratic model oversees the passage of legislation, the drafting of new laws, and many other functions that elected representatives would otherwise assume.
The Prime Minister possesses a staff that supports all of his or her endeavors. The Prime Minister primarily supervises the other Ministers. In addition, he oversees the Department of Treasury and Department of Defence.
The Minister of Foreign Affairs presides over the Department of Commerce, Department of Migration, Department of Diplomatic Relations, and Department of the Interstellar Assembly.
The Minister of Internal Affairs presides over the Department of Education, Department of Health, Department of Order (police), Department of Justice, and other smaller departments.
The Minister of Technological Inquiry presides over the Department of the Capital Ordinance and the Department of Research.

Leader(s): The Executive Board of the New Society:
  • Prime Minister: Hellore Mall-Allsellen. Tasked with ensuring the proper and efficient administration of the government.
  • Minister of External Affairs: Gildaire Hillidere. Tasked with ensuring that friendly relations with other interstellar polities, and the IA, are maintained.
  • Minister of Internal Affairs: Avallore Sollden. Tasked with ensuring the efficient administration of the New Society's internal bureaucracy.
  • Minister of Technological Inquiry: Thaile Kllegenden. Tasked with ensuring the proper and efficient execution of the Cardinal Ordinance, and with spearheading further inquiries into physics and the universe.
Population: 27.82 billion

Major Racial Info
Name: Llorians
Appearance: The Llorians are a tall and humanoid race. They generally possess blue to gray skin in lighter hues, ranging from nearly-white to a dull grey. Their eyes range in colour through the entire spectrum.
Physiology: The Llorians are, on average, one of the most intelligent species of the galaxy, but they are considered to be physically weaker than average. Although long-lived (200-250 years), they are prone to a host of neurological diseases at the later stages of their lives. Although psionically-favoured, the most psionic Llorians are almost completely plagued by various forms of mental illness, and almost unequivocably descend into madness. For this reason, the most psionically-inclined individuals are included in a special registry and are periodically subjected to therapeutical procedures.
Role: The Llorian society coordinates the lives of its members from birth to demise. From childhood, the more intelligent or psionically-inclined are given alternative (not to be confused with preferential) treatment. These individuals are encouraged to head into the fields of the Cardinal Ordinance and technological innovation; the average and substandard are encouraged to work in the sectors of resource production and extraction, energy, and other such fields. However, an individual's right to choose a profession is ultimately respected, regardless of the favorability of their characteristics.
A secret effort in genetic engineering and selective breeding, known as the Accelerated Evolution project, collects reproductive materials of specimens of interest and produces new Llorians in vitro. Specimens are selected in terms of their psionic tendencies, intelligence, mental stability, longevity, and other characteristics that the project sees as 'desirable'. The project is executed under extreme secrecy, although still not as much as human experiments such as the Simulation project or the Definitive project.

Ethics/Values:
A few concepts of QM must be addressed in order to best understand Llorian society. Assuming QM and relativistic physics, and analogous new branches of physics along similar lines (especially gravitational wave theories) hold in this future, the following argumentation is followed by the New Society:
  • A: The wavefunction is the basic physical entity of the universe. It is not just symbolic mathematic mumbo-jumbo.
  • B: The wavefunction is the only thing about the universe we can conclusively and deterministically speak about. Everything else arises directly from the wavefunction.
  • C: Our quantum mechanics model, being local and non-dynamic, is compatible with SR. We would like to maintain this compatibility. Thus, we reject wavefunction collapse theories. [They introduce indeterminacy and, more importantly, nonlocality into our dynamics.] Likewise, we reject hidden-variables theories as, by Bell's theorem, they must be expressly non-local.
  • D: Thus, we conclude that we must interpret our QM models (which have by now been all but proven experimentally) literally. The universe can best be described as a superposition of an uncountably large number of different states, each present in several branching iterations of the universe. This is known as the Everett interpretation (EQM), or the Many-Worlds interpretation.
  • E: How to address psionics and winds? I will flesh this out further once we have a conversation about this OOCly. For now, I will assert that Llorian society interprets that even psionics and winds arise directly from the universal wavefunction that governs the universe. EQM and SR are preserved.
Llorian society as a whole has adopted a fundamentally different perspective of the universe than many of the other realms that populate the galaxy. In particular, modern scientific understanding has given rise to a very peculiar interpretation of the nature and character of 'what is'.

Llorian society, guided by its philosophers of science, has integrally adopted something similar to the Everett interpretation of QM -- the wavefunction is the fundamental physical entity of the universe and, although residing in a high-dimensional Hilbert space, directly gives rise to everything there is, including conscious experience. By the branching and evolution of a multi-quantum state universal superposition of psi's, ('multiverse') resulting from the absence of wavefunction collapse (we instead assert entanglement properties and quantum decoherence as being responsible, which preserve the locality of our dynamics), every possible outcome of any event can and does occur -- albeit in a different 'world'. This interpretation has been generally adopted throughout Llorian society.

This has led to several important conclusions. Most importantly, material goods, as well as any concept of clout, power, or status, are utterly meaningless (in a universe in which, in one state, Llorians have already conquered the entire universe, or, in other state, have faded out of existence entirely). Instead, the only valuable and transcendent thing that Llorians perceive to exist is sapience, consciousness, rationality. How and why does the universal wavefunction give rise to conscious experience? Is it merely flashes of electricity in a brain? And what do we even have conscious experience for? Discovering the answers to these kinds of physical and metaphysical inquiries represents the central goal of Llorian society. This has led to a proclamation, the "Cardinal Ordinance," that forms the first clause (other than the prelude) of the Llorian constitution.

The Cardinal Ordinance: The people and government of Lloenn-Llorevas recognize that the primary goals of individuals and society are to uncover the answers to all characteristics believed to be equally present in any arbitrary state of the universe.
The people of Lloenn-Llorevas recognise that territorial expansion for its own sake is utterly meaningless and intranscendent. Notions of 'power', 'glory', 'status', and 'wealth' are, given EQM, so superficial and pointless that they should never be the ends to anything at all. This includes Territorial (or planetary) expansion. The systems and planets presently held by Lloenn-Llorevas suffice to guarantee the (nominally) perpetual (until the demise of the local stars, but that's a ways off) sustainability of the state and its current population levels, as well as its resiliency in the face of disastrous scenarios (including revolt, rebellion, and invasion). Given that the present resources of the New Society are sufficient to guarantee that it can continue to pursue the Cardinal Ordinance for millions of years to come, Lloenn-Llorevas is extremely unlikely to desire further conquest or expansion.
The military of the New Society is designed under two guiding axioms. (i) It should be capable of defending the realm, at any cost, even in situations in which it may face superior numbers or armaments. To this end, it counts on massive, though immobile, firepower: Namely, an enormous array of battle stations stationed at nodes of strategic importance. (ii) It should be able to offer generous support to the military and peacekeeping operations of the AI, for which reason an interstellar expeditionary task force is to be maintained and supported at all times.
Perhaps the most secret experiment in the galaxy, the Simulation Project (codename: Project #42) is an experiment that currently maintains primacy over any other within the deepest circles of the Llorian intelligentsia. In the project, specimens of sapient races are collected and immersed in a 'simulation' that resembles an ordinary existence. This includes members of many races across the universe, who have been captured or abducted by the Llorian military or police forces (and marked as MIA or KIA). Likewise, this also includes many Llorians (who are marked as disappeared).

The Simulation Project represents an attempt -- perhaps the most controversial attempt -- to understand the scientific basis behind consciousness, rationality, and psionics. The Llorians understand that, should the program be made public, there would be great outrage -- not in Llore, of course, where the ends (the Cardinal Ordinance) justify the means -- across the galaxy, as experiments like these are banned by the IA. Nevertheless, the immorality of the Simulation Project is internally justified under the Cardinal Ordinance (which, however, every other polity in the Galaxy would indubitably reject).
After millennia of striving to find the Theory of (why) Everything, and always meeting failure, a small yet influential collective of Llorians have secretly begun planning what they refer to as the Definitive Project. The project proposes to collect Llorian specimens and subject them to a 'quantum death' experiment (think Schrödinger's cat from the perspective of the cat). A nefarious 'spin' on the Quantum suicide thought experiment, the project proposes that it is the only way to conclusively determine whether the present Llorian interpretation of physics in the universe is correct, as it would either prove or disprove Quantum Immortality in at least one of the resulting branching iterations of the universe, which would, in turn, allow at least one of these branches of the universe to uncover whether the present interpretation of physics is correct. The Definitive Project stipulates that performing this experiment as many times as possible would yield optimal results, as it would increase the definite number of branches that discover the validity of the interpretation. The order of magnitude of subjects required for the experiment ranges from the billions to the trillions.
AI and computers are extensively used for many purposes throughout the New Society. Physical labor is almost completely out of the window.
Population: ca. 99.4%.

Minor Racial Info
Number: 3 (comprise less than 0.3% of the population).
Brief Descriptions --
  • Gellians: The Gellians are a mammalian race that developed in the Ben-Rellore planet. The Gellians were easily forced into submission centuries ago. Although their primitive society (if it can be called that) has been allowed to persist, two activities continue to (in great secrecy) take place. For one, the Llorians have ensured, through various methods, the stagnation of the Gellians. Secondly, many Gellian specimens are captured and utilized as subjects in the Simulation Project.
  • Gllanedi: The Gllanedi are a mammalian race also native to Ben-Rellore. They are still more primitive than the Gellians, but are nonetheless fully sapient. The two surreptitious activities described above also apply to the Gllanedi.
  • Ristrians: The Ristrians are a reptilian race native to Ben-Allavore who are currently undergoing a transition to sapience. This has been met with great excitement by Llorian scientists, and, although not ready to enter the Simulation Project, they have been placed under close scientific scrutiny.

Territorial Info
Home System: Lloretheraime
Systems Claimed: 4
Core Planets: Illdore, Pallore, Vallore.
Colonial Planets: Ben-Rellore, Ben-Allthore, Dellevore, Allore, Ben-Allavore.
Significant Satellites: The most significant satellites are 12 powerful battle-stations located near the nodes that connect Lloen-Llorevas to the broader galaxy. There is a host of smaller and less significant battlestations.

Military Info
Fleet Size: 1 dreadnought (the Glory of Transcendence, the proud flagship of the Llorian navy), 3 battleships (the Voice of the Cosmos, the Triumph of Knowledge, the Light of Reason), 13 cruisers, 37 destroyers, 78 frigates. Numerous smaller craft.
Ground Forces: The ground forces of the New Society are primarily used for interstellar peacekeeping and relief efforts. They number about 30 million men and women, including support personnel (approximately 0.11% of the population).
Peace-Keeping Fleet Contributions: The Llorians are eager to maintain positive relations with the IA (in order to evade any suspicion that may lead to further inquiry into Llorian internal affairs). To that end, a task force, comprised of the Glory and the Voice, 2 cruisers, 10 destroyers, and 30 frigates, as well as support craft, has been offered to the IA. Similarly, a large number of the Llorian infantry and ground forces have been pledged to the IA.
Preferred Tech for Weapons: Plasma is the weapon of choice of the Llorian navy.
Last edited by Sveltlana on Fri Apr 19, 2019 11:18 pm, edited 2 times in total.
ASTURIAS STRONK

Now, mortal, you have made the mistake of opening Pandora's Box. What evils have you unleashed upon the Earth?

Me, Svet lol good one svet
Me, Svet
: ikr svet it was pretty good

-- Politics --
Fuck that.

Senka: [about me] "You are a deplorable reactionary fascist cockroach with no hope of redemption who should be condemned to burn with the rest of the plutocratic imperialist stooges in the cleansing atomic fire of the righteous."



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Sjalhaven
Spokesperson
 
Posts: 194
Founded: Jul 04, 2014
Corrupt Dictatorship

Postby Sjalhaven » Sat Apr 20, 2019 4:00 pm

Government Info
Polity Name: Svoboda Consortium | Консорциум «Свобода» | Konsortsium "Svoboda"
Capital World(s): Korolev
Government Type: Confederal directorial republic
Government Details: True to to its avowed corporate origins, the Consortium's governmental structure is in many ways similar to a corporation, with some arrangements in regard to its status as a recognised - and ostensibly democratic - sovereign polity. The confederal government, colloqualiy referred to as the Centre, is led by the Board of Directors (the Sovdir), itself supervised by the Board of Controllers (the Sovkon). Both are elected by the shareholders of the Consortium, comprising not only every single one of its citizen but also a number of corporations and other organisations, whose overwhelming voting power make them the greatest force within the Consortium by a large margin. Not that the situation is fair among them either, as the system has an obvious bias towards the founding members of the Consortium, and neither them nor the newcomers are united in their interests and goals.

When it comes to the states, the situation is much more eclectic: with the Centre having no interest in legislating beyond matters other that defence, order, foreign policy, and internal relations unless really necesssary, the constituent polities of the Consortium have unparalled freedom in the way they organise themselves and in their policies, a right they choose to exercise to its fullest extent. Ranging from utopian socialist communities to libertarian states, with everything else in between and then some oddities, they are nonetheless united through a pervaside belief in individual freedoms best exemplified by the country's transhumanists ideals, although interpretrations of those vary a lot. Nonetheless, the great majority are willing to set aside their differences and work both in cooperation and in competition, in the spirit typical of the great Svobodan experiment. Or so everyone would like to think.
Leader(s): Chief Executive Radiy Alekhin
Population: 12 billion

Major Racial Info
Name: Humans (shared with other members of the Common League, so information here only apply to the typical humans found within the Consortium)
Appearance: Baseline overwhelmingly similar to anatomically modern humans, with a large range of possible differences at the individual level - beyond usual human variability - thanks to the widespread availability and acceptance of advanced body modification and human enhancement technologies.
Physiology: Comparable to improved anatomically modern humans with slight improvements in many fields due to average germline modification. The importance of human enhancement technologies is especially important here, considering that even limited enhancement has become essentially necessary to remain competitive in the Consortium, and it is also regularly taken to its extremes and then more by some individuals.
Role: Dominant and only notable species, with a preponderance of highly-augmented individuals in the higher spheres of power to be noted.
Ethics/Values: In general, humans of the Consortium are materialists (in both senses of the term) and individualists heavily attached to their liberties, but are also frequently described as ruthless and arrogant, especially in regards to other humans.
Population: Like almost all of the population minus a few aliens that came here.

Territorial Info
Home System: Gagarin
Systems Claimed: 8 systems
  • 1: Hermaszewski
  • 2: Gagarin
  • 3: Tamayo
  • 4: Jähn
  • 5: Faris
  • 6: Tuân
  • 7: Chrétien
  • 8: Sharma
Core Planets: Korolev (Gagarin)
Colonial Planets: Tsiolkovsky (Gagarin), Tereshkova (Chrétien), Chelomey (Faris), Leonov (Hermaszewski)
Significant Satellites:

Military Info
Fleet Size: Depending on other League members but tentatively 1 dreadnought, 12 cruisers, 24 destroyers, 96 frigates
Ground Forces: Minor, a few units for defence purposes, but mostly directed at ground operations in the Troika's Gambit
Peace-Keeping Fleet Contributions: To be checked with the rest of the Common League
Preferred Tech for Weapons: Ballistics, missiles, laser, in that order.
Last edited by Sjalhaven on Sat Jun 15, 2019 10:03 am, edited 9 times in total.
OMNICIDE 2020
Insurrectionary whateverist


<QianRuri> Sjal for god emperor of mankind
<Zieg> I'm pretty sure you're Dugin
<Koyro> Sjalhaven is actually Lex Luthor only French
<Gibbs> sjal is your real name khan noonien singh
<Koyro> Sjal for Master of Mankind

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Liecthenbourg
Postmaster-General
 
Posts: 12642
Founded: Jan 21, 2013
Left-wing Utopia

Postby Liecthenbourg » Thu May 02, 2019 5:18 am

Valentir wrote:-snip-

Accepted! :)
Impeach the Mayor of Lego City Legalise Falling into the River The Rescue Helicopter Needs to be Built! HEY!
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic
I thank God for Three Things:
Kylaris, the death of Esquarium and Prem <3

The Transtsabaran Federation
I'm a self-identifying social democrat and a Europhile, with a left-wing economic position based on Marxist and Catholic teaching.
I'm socially confused.

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Ella2 6
Diplomat
 
Posts: 799
Founded: May 16, 2016
Democratic Socialists

Postby Ella2 6 » Sat May 04, 2019 5:50 am

Greetings! I've read through as much as you've had to offer, but I'm still uncertain about a lot of details. Some items on the application such as military and territory are just as dependent on myself as my potential neighbours on the map. So keeping this in mind, here's a very rough draft. I'll mainly be focusing on the race here as that can be fairly easily tailored to this region.



The Kingdom of Kasmari
Kasmari Yukanayoke


'Kasmari,' sometimes written and pronounced as 'Kashimari,' is the name the Ellian people gave themselves. Historically, it was the name used by the first ancient Ellian tribe. In modern times, it has come to be understood that all of Elliankind originated from the Kasmari tribe and are thus all related by blood to their ancient ancestors. 'Yukana' means people (in general) in Ellian and the suffix '-yoke' denotes a collective, community or group. 'Yukanayoke' therefore means a community of people; a civilisation.

'Kasmari Yukanayoke' thus translates as "the Ellian civilisation." However as the Ellian word for civilisation does not account for the form of government (as it is assumed that all governments are monarchies, as all nations in Ellian history were monarchies), most species refer to the civilisation as the Kingdom of Kasmari or the Queendom of Kasmari, depending on the sex of the present ruler. Occasionally, the Empire of Kasmari may also be used.

Kasmari, Dunaduna, Hunahun: The Planet and the Sun

Confusingly, the Ellian people use the word 'Kasmari' to describe not only their people but their planet and their star as well. This is in spite of their existing words for planets (in general) and stars (in general), which are 'Dunaduna' and 'Hunahun,' respectively. Foreign scholars often call the Ellian homeworld "Kasmari Dunadun," or "the Ellian planet," and the Ellian home star system "Kasmari Hunahun," or "the Ellian star," to differentiate them from the Ellian people. The Ellian people, however, generally do not follow this approach.

A single day on Kasmari is approximately 13.31 hours long and a full revolution around their star takes approximately 1331 Ellian days or 2 Earth years to complete. The Ellians divide their days into 22 hours and their years into 11 months. Of these 11 months, about 4 of them are spent weathering the frigid snowfalls of winter. Prior to the establishment of a continental economy (which permitted the transportation of food from the warmer hemisphere to the colder one), the Ellian people waited out the winter months by spending greater portions of the day sleeping. This continues to occur in modern times, albeit less pronounced.

Yukanayoke: The Kingdom

The Kingdom of Kasmari is a large, religious and technologically sophisticated unitary parliamentary constitutional monarchy. The constitution merely defines sapient rights and does very little to restrict the authority of the monarch. Yet in spite of this, a democratically elected parliament administers to most civil affairs while the reigning monarch, King Hunayuku of the Hunayuki Dynasty, has consigned himself to attend exclusively to martial matters and foreign relations.

The Kingdom of Kasmari has a vast population of around 130 billion Ellians, 100 billion of which are spread around their home system. The most populated world, by far, is the Ellian homeworld of Kasmari, which houses almost half of the total Ellian population. A further 10 billion Ellians reside on Kasmari's moon. The majority of the remaining 40 billion live in various orbital habitats scattered around the star system, attending to the vast array of solar panels which powers much of the powerful Ellian space industry.

Kasmari, Yukana: The Ellians


The Kasmari tribe emerged some 200 million years ago on the Ellian homeworld. They had a transcendent connection to nature, enabling them to use extremely potent psionics. These early Ellians were able to forge incredibly large intercontinental societies using their powers, quickly spreading across the globe. However, the use of psionics gradually declined over time as technology saw increased development until psions faced near extinction in the Ellian species.

The Ellians (taxonomically, Homo ellise) are the only surviving modern descendants of the Kasmari in existence. They maintain largely human appearances but can be differentiated by their vast range of hair and eye colours which span the entirety of the visible spectrum. A close study may reveal differences in the shape of their skulls, limbs and joints and their internal organs. Ellians possess the cognitive ability two times greater than that of a human and thus perceive time twice as fast.

In addition to their angular features and technicolour countenance, Ellians experience much larger variations in height than humans do, though their average body weights remain relatively similar in comparison. They are also slightly stronger and faster than the average human, owing to the heightened metabolic rates required to sustain their powerful brains. The Ellians owe much of their greater physical capability to the energy dense crops native to their world. However, solely their daily food consumption could not sustain their body's demands.

Instead, the Ellians evolved with a small gland located in their brain which taps psionic energy to supplement their food intake and power their psionic abilities. It is speculated that the ancient Ellians initially had a much larger gland which allowed them to use advanced psionics. The theory claims that the gland must have shrunk over time as agriculture produced greater yields and farmers bred crops with higher energy densities. However, regardless of the cause, only a fraction of modern Ellians, numbering in the low hundreds, can perform high-level psionics today.

Yuyake: The Spirit World

The Ellians believe that all plants and animals possess a soul of varying complexity. While simple lifeforms may have simpler souls, the soul grows in complexity with increased knowledge and wisdom. The soul carries two fundamental pieces of information about the being it represents: Identity, that is the personality of the being, and memory, the being's knowledge and life experiences. ​Upon death, unless some other force intervenes, the spirit returns to the spirit world where it may rest and recover for a period of time before it is reincarnated into the mortal world.

During reincarnation, the memory and identity of the soul is erased so that the spirit becomes a clean slate that may be birthed into the cycle again. However, if a being suffered from an intensely traumatic experience in their past life, it is possible that the damage done to their spiritual self ​is so profound that the Cycle cannot erase the memory of that event completely. These memories will then manifest themselves as reoccurring nightmares, plaguing the soul until they are erased in a second, or sometimes even a third, reincarnation. Such lingering horror, pain and fear is particularly damaging to the mind and will create an unstable unconscious until that memory is cleared.

Due to this belief, the Ellians are a gentle, idyllic race that wishes to respect the sanctity of all life in the universe, never to subject anyone to the horror and suffering of intense trauma. But as with all races growing up in the void, the Ellians are intimate familiarity with the trials and tribulations of warfare. The Ellian religion of birth, death and rebirth governs their martial philosophies, creating a code of honour which outlaws, among other things, orbital bombardment, genocide, slavery and torture.



As mentioned previously, the second half of this application is still a rough draft. Please let me know of what you think of these figures and I'll adjust them accordingly.

Territorial Info
Home System: Kasmari
Systems Claimed: Kasmari is the only system connected to a node. The Ellians have colonised approximately a dozen neighbouring systems via primitive FTL, but the vast majority of them have since seceded from the Kingdom of Kasmari. Only three other star systems remain loyal to the Crown.
Core Planets: Kasmari
Colonial Planets: Colonial worlds are generally named in Standard in addition to having Ellian names because they were colonised after the Ellians have made contact with other races and Standard became the auxiliary language used in official documents. There are three of them:

New Kasmari
Haven
Clockwork

Significant Satellites: Collectively, the Kasmari habitat swarm and solar arrays form a proto-Dyson sphere which can tap an embarrassingly low amount (0.0000001%) of the star's total energy output. Similar but much smaller swarms exist in the colonial systems too.

Military Info
Fleet Size: Look, I have absolutely no clue. Winds FTL is just so much more efficient than Ellian FTL that it throws all my calculations off by three orders of magnitude. I think Winds is something like a thousand times more space efficient and like a dozen times faster than the current Ellian FTL system I use in general NS FT, and these Ellians are using something far more primitive. Added to that fact is that Ellian plasma drives don't work in the Winds, so they'll need a brand new Winds-dedicated propulsion system.
Ground Forces: 1.3 billion peacetime active and reserve personnel.
Peace-Keeping Fleet Contributions: No clue. Basically depends entirely on how long I've been in the Interstellar Assembly, but I think something like 10% would be acceptable.
Preferred Tech for Weapons: Plasma

Your thoughts on this so far? I look forward to hearing back from you!
The Fifth Quadrant,
a science fiction
group/setting/region
founded by yours truly.
All players are welcome!
The Crossroads Discord,
an OOC chat/chill channel
to facilitate communication
between NS role players.
All tech tiers are welcome!


A writer of magic, fantasy & science fiction.

User avatar
Ella2 6
Diplomat
 
Posts: 799
Founded: May 16, 2016
Democratic Socialists

Postby Ella2 6 » Sat May 04, 2019 7:56 pm

So I know there's a Discord for this group. Would it too much to ask for an invite of some description? I look forward to speaking with you all!
The Fifth Quadrant,
a science fiction
group/setting/region
founded by yours truly.
All players are welcome!
The Crossroads Discord,
an OOC chat/chill channel
to facilitate communication
between NS role players.
All tech tiers are welcome!


A writer of magic, fantasy & science fiction.

User avatar
Interstellar Winds Admin
Lobbyist
 
Posts: 18
Founded: Apr 09, 2019
Ex-Nation

Postby Interstellar Winds Admin » Sun May 05, 2019 7:11 am

Ella2 6 wrote:So I know there's a Discord for this group. Would it too much to ask for an invite of some description? I look forward to speaking with you all!

Yup. Just check the Opening Post. :)

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