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Kreanolthan Fact-Book now with FAQ

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Kreanoltha
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Kreanolthan Fact-Book now with FAQ

Postby Kreanoltha » Fri Jun 04, 2010 3:24 pm

Please contain all comments and such to the FAQ page. TG me directly with any major concerns. Thank you.

1. Table of Contents and Overview

2. National History

3. Kreanolthans

4. Vampires

5. Culture

6. Politics.

7. Galaxies, Stars, and Cities

8. The Navy

9. Fighters and The Air Force

10. The Marine Corp. and The Army

11. The Technological Advancement Scale

National Size and Overview

Kreanolthans are the citizens of the Intergalactic Imperial Republic of Kreanoltha, which comprises the Charybdis/Agalthinus Binary Galactic Microcluster. Of these eight galaxies, the Scylla dwarf irregular galaxy is considered to be the center of Kreanolthan culture and is also home to the nation's capital, Helion. There are about 5.45 quintillion Kreanolthans spread over billions of worlds and enormous, majestic cityships in deep space. According to the Kreanolthan calender the current year is 6573 AD.

In Kreanoltha years are based on the orbital period of Tractus, the former capital planet of the Republic during the first age. It had forty eight hour days, and seven hundred and thirty two day years.

Kreanolthans are not humans but species of posthumans, elves, and the occasional vampire. The nations is very libertarian and is well over a thousand years old.
Last edited by Kreanoltha on Sun Aug 05, 2012 7:47 am, edited 77 times in total.
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National Origins and Canon

In 1906 the Allied States of Kreanoltha were founded on the planet Earth in the Sol system in the Typhon star cluster in the Crux arm of the Milky Way by a mixture of ex-pats from various nation, including the US, New Zealand, Greece, Israel, Scotland, Ireland, and India, all united by a common ideological goal: to create a prefect laissez-faire state. A nation which would be founded upon their ideals of amorality, shun censorship, forgo welfare, and stay out of the market. After travailing from nation to nation for years they found a small no-man's land in South-East Europe to settle. They formed it quickly, even nature and the biosphere to their will. Latin was agreed upon as the lingua-franca. Without an oppressive, abusive government to stifle their innovation their scientists quickly sprung out ahead of their neighbors' in every way. Their technology was light years ahead of any nearby nation and the citizens had far more rights than any other nation within three days their boarders. At this point, the nation was still introverted, paying little attention to external conflicts.

Dark Ages

In 1987 the Allied States of Kreanoltha emerged onto the world stage. It was often compared to the awakening of a wrathful dragon. Their technology had become reliant on several rare elements to strengthen and enhance their materials, imbuing them with special properties such as the ability to repel gravitons or other particles or making the material nigh indestructible such as the alloy that was known as titanium-A crystalline. After almost a decade of searching they had found rich veins of one of them, telemtetolthium which gave nickle the ability to create repulsive waves when a current was passed through it, in a nearby nation. They tried to negotiate the rights to it for millions of dollars worth of their tech or even just plain currency, but the backwards nation wouldn't budge citing some patriotic reason. During the negotiations the prices on the element had risen by a factor of five threatening an economic crisis. They made an aggressive move and treated invasion if they were not sold the mining rights. In return the nation, France, threaten to turn the negotiations into an international incident. Upon this proclamation, the Kreanolthans struck first. Within three hours of the first missile the French military was crippled. Within a day, the prime minister had formally surrendered to the Kreanolthan general leading the invasion force. Not content to have only tripped their size and population the Kreanolthans took Germany, Spain, and Italy. Within thee years of the incident Kreanoltha was the reigning superpower. Four years after that the USSR fell after being economically crippled by the actions of Kreanolthan corporations. Many of the western former republics willingly joined the Allied States.

Over the next hundred years a crude form of interstellar flight was developed and atomic fusion was perfected. Tensions also brewed between Kreanoltha and the rest of the worlds nations who contended that the Allied States were overpowered and that no one nation should be so powerful. The Kreanolthans responded that so long as they were left alone the other nations had nothing to fear. During this time The allied states also annexed the moon and Mars. Over the next hundred years those two worlds were heavily colonized.

The international tension between the Allied States and the rest of the world finally erupted into the Campaign of Planetary Expulsion in 2144 A.D. The opening shots were fired by the vestigial United States of America. They claimed self defense, and it seems that their concerns were not without merit as some interplanetary communications technology the Kreanolthans were using at the time disrupted the United States comparatively primitive radio-wave communications. Regardless of the cause, the results were simple but tragic. The Kreanolthans were far in advance of the rest of the world's inhabitants and quickly crushed them. The Unified Saharan Empire was completely annihilated along with the Imperious Republic of China. Most of the North American continent was rendered uninhabitable. Australia and all landmasses near it such as New Zealand and Papua New Guinea were wiped from the map in a literal since. In the end, aside from Kreanoltha of course, the only survivors of the war, who all called it World War III, were the United States of America, The Republics of Great Britain, Wales, Scotland, and Ireland, the Imperial Republic of Russia, and the New Japanese Empire. They only managed to escape because they had developed translight drives from Kreanolthan products. The other nations had been obliterated. In the aftermath the Earth, Terra to the Kreanolthans, was rendered a nearly uninhabitable backwater by the war. The center of what was then known as the Allied Worlds of Kreanoltha became Mars.

Middle Ages

In 2139 the first Laconian Warrior was created in anticipation of the our break of war. The company that made it, Helix Bio Corp, quickly began to sell the genes to private customers who wanted to become more intelligent, attractive, taller, or even more observant. Within fifty years humans became extinct in Kreanolthan space, replaced by a race of post humans that called themselves Homo Provectus in their language: The Advanced Man in English. A year later the first Homo Fabulus emerged. It has since been determined that they are the result of a genetic mutation that blends in the right way with the genetic modification that caused them to become a species other then the desired one. The members of that species, however, consider themselves to be quite fortunate. These new species however, had dietary requirements that, while not radically different in most regards, required several times the amount of protein and calories that humans required. The most radical diversion is that they required titanium-A crystalline to support bone growth. As a result the ecosystems that Kreanolthans inhabited were rebuilt to meet their needs.

In 2205 Kreanolthans outgrew Sol. They settled the Alpha Gorgos system eighty light-years away using translight drives that, while extraterritoriality primitive and dangerously crude by today's standards, were cutting edge at the time and able to reach almost four light-years a day. The Kreanolthans renamed their nation the Interstellar Republic of Kreanoltha. The Kreanolthans had not abandoned Sol, but Terra remained only as a museum of times past and a solemn reminder of what Kreanolthans had become capable of. Mars quickly lost its power as the mineral-rich Tractus became the center of Kreanolthan business.

The Intergalactic Age

From there, the Republic grew. It is generally agreed upon that the Intergalactic Age began in 2704. At the beginning intergalactic exploration was slow and risky. Travelers had to be placed in cryosuspension, and speeds were limited to a little more than five thousand light-years per hour. At the onset of this age, Kreanoltha had swallowed up much of the Crux arm and run up against opposition. There were a few boarder wars before the Kreanolthans drew up solid boarders for their Milky Way territory. These incidents are agreed to be the impetus for intergalactic exploration. The Republic expand beyond the galaxy, into the Pegasus Dwarf Galaxy and Andromeda Galaxy. When they entered the Pegasus Dwarf Galaxy they renamed themselves again to reflect their new status: the Intergalactic Republic of Kreanoltha. In early 2906 they joined the Realm of Unrestricted Science breaking their longstanding tradition of isolationism. This move was largely fueled by the desires of corporations to find new markets and still use protected trade routes. Eventually, at the refusal of the military to provide protection, the trade companies bought warships themselves and used them to protect their caravans. Eventually these traders came in contact with a nation known as New Amerik. This lead to the nation finally joining the Realm of Unrestricted Science.

Two hundred and fifty years later, in 3156, the Kreanolthans were attacked by the cosmic horror known as the Ta'Nar after a weapons auction broke down to hostilities. The Kreanolthans were pushed back to the Pegasus galaxy and eventually forced to flee even that after twenty four years of war. In order to keep the Ta'Nar from tracking them they used a device known as the Bifrost to accelerate their already fast ships even to an even greater speed. At that time ships could travel at over 110,000 light-years per hour. The Bifrost accelerated the ships on a random vector to speeds in excess of 600,000 light-years per hour. Sadly, a fleet had to be left behind to protect the Bifrost while the ships were in transit as the ships would be destroyed if the Bifrost shut down before transit was complete. Supreme Admiral Tegalthus and his fleet of volunteer warships, lead by his flagship the Columna Dolor, fended the Ta'Nar off for five hours before the Bifrost shutdown and self-destructed to prevent the Ta'Nar from using data from the device to track them. At the end of the battle only the Ta'Nar flagship and the Colomna Dolor remained. Supreme Admiral Tegalthus jettisoned the Colomna Dolor's translight drive and detonated the ship's reactors and nuclear and chemical payload within a thousand miles of the Ta'Nar flagship. Using radiation from the explosion the jettisoned drive sucked the mass of twisted metal into a nearby star to ensure that nothing survived.

Recent History

The exiled Kreanolthans survived and made it to the Scylla galaxy in 3181. From that point the Kreanolthans found the center of that group of eight galaxies: the Charybdis galaxy. After that they spread into the entire galactic cluster over the next thousand years, now known officially as the Charybdis/Agalthinus Binary Galactic Microcluster eventually taking all eight galaxies. During that time the Kreanolthans rebuilt their culture and society. Around two hundred years after their arrival in 3380, a new species emerged. They were called Sanguinis Vampiris and preferred to call themselves Vampires in homage to the mythic species they were so similar to. After an initial war, known as the Vampiric War, the vampires went underground to protect the Sire. After some time, they emerged back into general society as, generally, upper class socialites. vampires were at first persecuted again before it came to light that vampires were cloning blood to feed themselves as opposed to hunting. Furthermore, it seems, from what a few intrepid reporters have brought to light, that vampires are imposing a Masquerade on themselves to protect themselves from reprisal from families of vampire victims and law enforcement.
Last edited by Kreanoltha on Thu Jul 05, 2012 12:54 am, edited 3 times in total.
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Kreanolthans

Provecti

Kreanolthans are not human. At one point they were very similar to humans, but they were altered by the Laconian Supersoldier project. It was originally a project contracted by the military to create very powerful super-soldiers, but the company, HelixBio Corp, saw the potential for massive profit in selling the modifications to the general public in part or in whole. Parts of the sequences could be used to make someone taller, more handsome, stronger, faster, more observant, or smarter. This caused the costumers of the corporation to become an entirely new species given enough time and mixing with the general poulation. At first there were conflicts between the new race, who called themselves Homo Provectus, or Provecti in casual speech, and the remaining humans, but eventually the remaining humans either left Kreanoltha or died out for lack of viable mates. At present they compose at around 50% of the sapient population. They are generally pale in appearance though they may have Mediterranean skin tones. Men are on average 6' 7" tall and weight about 1,453lb while women are closer to 6' 0" and 1,295 lb. The extra weight comes from their massively dense muscles, which allow them to lift upwards ten tons, and bones composed of a titanium-carbide with a quarter-inch titanium sheath around the bones which are characteristic of their species. Their neural density has also been increased to allow both faster reflexes and greatly increased intelligence. Many other similar tweaks have given them incredibly sharp eyesight, super sensitive hearing, and better olfactory senses than a bloodhound. They have also been give a greatly increased healing rate. They can recover from close rang plasma blast to the stomach in a couple of seconds making them ridiculously hard to kill. In military circles they are sometimes known as walking tanks. They are also immune to deceases as their bodies no longer have symbiotic relationships with bacteria doing away with the concept of good bacteria. This means that their immune system is able to be ruthless in dealing with infections. Bacterial infections are all but gone because of this. In fact, their skin is usually free from bacteria due to their toxins that their skin excretes. They also have triple helix DNA which prevents most viruses from infecting them. Those that are usually purged from the system as the immune system destroys not only viral capsules but also any cells infected by the viral DNA. Unfortunately, as they would all agree, they have an incredibly high tolerance for alcohol and other intoxicants. They also have astounding regenerative capabilities, and have been noted to grow back minor appendages such as fingers. The most common hair colors are black and red (ranging from tones natural to humans like auburn and dull reds to vibrant tones such as crimson that never occur in humans), but purple, green, yellow, and blue are also known to occur. Eyes are generally black, purple, red, blue, and gray. If the eyes are black then they are commonly flecked with silver, blue, purple, and red. An interesting fixture of the species is that aside from the beard, provecti have no body hair. They still have eyelashes and eyebrows, but they lack arm hair, leg hair, and all other forms of body hair.

Elves

There is also another species which developed from unforeseen iterations of the gene therapy in people with a specific genetic mutation. They developed into an elven people who have named their species Homo Fabulosa, the Mythic Man, though they would rather be known as elves, and they account for the about 40% of the population. They are taller -- men average at 7'3"; women at 6'10", fairer, paler, wiser, possess psychic abilities, and are immortal. They're about five hundred pounds lighter as well. Their psychic abilities can be honed to make them extremely powerful. Of course they also possess slightly pointed ears much to the chagrin of some members of the species. To make matters worse, they are also weaker, only able to life about six tons, lack even beards in the male elves, and lack the titanium-sheathed bones of Homo Provectus which makes them so durable. However, elves are extraordinarily fast in all ways. They can perceive reality at several dozen times of most other species, they can run at over two hundred miles an hour. They are protect at this speed via an aura that their muscles produce when moving at such speeds. They can also react to any event that triggers a reaction nearly instantaneously. Their speed is occasionally mistaken for some form of teleportation. Elves only been widely observed to have black hair and either blue or gray eyes. Rarely they may also have purple eyes along with a purple, blue, or red shade of hair. They are considered to be equal to Homo Provectus, but they generally avoid military service as they are less suited to combat. However those that do enter the service often progress through the ranks very quickly and become central commanders as they have extremely strategic minds. They are often thought as being physically weak where the Provecti are mentally weak. However, the elves are still quite durable. Their bodies regenerate very quickly and can grow limbs back in only a few minutes. Their ability to heal from a wound far outstrips the Provecti. Their bodies are somehow able to remember the state that their brains were in and can regrow part or even all of their brains with their memories and personality intact. However, separation of the head and body, if the head is not reattached before decay sets in, they will be killed.

A general profile

In general, Kreanolthans are personally conservative. They dislike public displays of overt affection such as making out in public. They also prefer clothing that is generally non-relieving. Modest would be the wrong way to describe their style of dress however. They can be very extravagant. This style of dress should not be mistaken for an aversion to nudity. Generally being seen naked in public is not something most Kreanolthans would find embarrassing. It would be considered distasteful, but it would generally not be something that would ever come up again in conversion. Kreanolthans also generally don't care about a person's sexuality. It is simply a non-issue to them. However, regardless of what you like, they would never be caught performing sexual acts in public or without first locking the door to whatever place they are.

Politically however they are almost polar opposites. The best way to describe them would be as Minarchists, who are a radical subset of Libertarians. They hate people to have authority over them. They would abolish the government if they did not value law-and-order. They have instated a very loose government that allows about everything under the many, many sun of Kreanoltha, and has almost no power to regulate anything in the economy. Ironically crime (except for organized crime) is almost nonexistent; likely due to the fact that most criminals are killed by their would-be-victims before the police arrive. Most would-be-criminals find that to be a powerful deterrent. However, organized crime is rather powerful. It usually concerns itself with running racketeering scams.

As a general stereotype any Kreanolthan you meet who is worth conversing with will be very well dressed, eloquently spoken, penetratingly intelligent, very polite, noble, honorable, and ever mindful of his surroundings. The converse to that is that he is also well armed, looking after his own interest first, very cynical, and every eloquently worded sentence that he speaks could be a well crafted lie if it serves his purpose. Also if he is speaking to you in English or Spanish he thinks you are an imbecile and not worth talking to even though he has taken the time to learn the language.

Interestingly, elves have a very ritualized set of funeral rights. Due to their immortality, the death of a friend or loved one is an extremely tragic event to them. They spend three days in morning before the body is burned while those who still wish to participate in the tragic ceremony celebrate the deceased's life in whatever way they can.
Last edited by Kreanoltha on Thu Jul 05, 2012 1:00 am, edited 9 times in total.
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Postby Kreanoltha » Wed Nov 24, 2010 10:04 pm

Sanguinis Vampiris

Sanguinis Vampiris is the binomial for a humanoid immortal vampiric species native to the Scylla galaxy. This species has also spread to the rest of the Charybdis/Agalthinus Binary Galactic Microcluster. They need to feed on any form of blood to survive. However they detest animal blood. They prefer the blood of fellow, intelligent humanoids which they view as little more than livestock. However, it seems that their views are evolving since the Masquerade they've imposed on themselves dictates the use of cloned blood. When deprived of blood they weaken and age quickly. If they abstain for over a month they will laps into a coma and their bodies will hibernate in a state known as torpor. Eldars and Sires can use torpor indefinitely, but lower casts can not. They can be awakened by injecting them with fresh blood.

Vampires are extraordinary intelligent and can learn faster than either provectis or elves. In social situations they behave very sophisticated, suave, and worldly. They are also usually the best dressed individual in any given event. However, as of late, many have entered some form of armed force. Vampires are granted unmatched speed and strength: able to seemingly disappear from the unawares. They also have the ability to heal rapidly. This ability is, however, directly tied to the amount of time that has passed since they last feed. Physically, they are hard to tell from elves. They do, however, lack pointed ears. To cover this up they tend to wear their hair long. They're brain chemistry is also unaffected by drugs and other mind altering substances. However, they do have a form of drug known as Blood Wine which is made from fermented blood mixed with other drugs such as LSD or heroin.

There are two physical states that vampires can take at their own discretion. The humanitas state is the state vampires use when they are out amongst the general population. Aside from the rounded ears they appear almost exactly like elves. The ferinae state is the true state of Sanguine Vampiris. In this state they have gray skin, completely black eyes, long, black, claw-like finger nails, and fangs in place of their upper lateral teeth. It is possible for vampires to accidentally enter the ferinae state if they are exceptionally hunger, severely injured, or if they are enraged. Some elder vampires believe it to be the beast inside surfacing, however most dismiss these claims as superstitious nonsense. Vampires are also able to partially enter the ferinae state such as growing fangs or claws without the other effects.

Vampires have several distinct classes. The Eldar vampires are Eldelros Venarus, known as the Lord Sire, and his Chider (pronounced:kIHder, singular is Chid, pronounced kIHd): the vampires he sired. They are the most powerful, and can exert a certain amount of their power on the physical world using a form of telekinesis known as the Potestas. They can also exert a great amount of power over all life forms. They can create elaborate illusions, torment beings both physically and mentally, and even kill other vampires using only their minds. They have the ability to dematerialize themselves into a mist or ash capable of passing through solid object, energy barriers, and space unharmed. While sires can also dissociate themselves only the elders can effect the physical world while in this state. While in this state, elders can alter physical objects at the molecular level. Elders can also manipulate the the time stream by speeding up their ability to perceive time to whatever level they wish. They could stop the passage of time entirely allowing them to alter whatever details of a situation they wish before restarting the flow of time. These powers are exclusive to the Eldar, and some consider them to be gods though, again, most people dismiss these claims as superstitious nonsense.

The Sires are any full blooded vampire. They have equal power, and can exert a great amount of mental influence over non-vampiric humanoids in the form of the "thral" ability: the ability to charm an individual into a delirious, extremely pliable mental state. The individual can be made a thral permanently by feeding them a mixture of their blood and the vampire's blood. This also makes them completely dependent on their sire for blood. Sires are the lowest class of vampire able to sire other vampires. In order to sire a vampire the sire must feed on the victim, and then feed the exsanguinated victim his own blood directly from his veins before the victim expires. The sire could give him only a sip of his blood, or he could give him a long drink. The amount of blood determines the strength of Chid. If he is fully drained of blood and allowed to drink only a small amount of his Sire's blood, the Chid will be a full-blooded vampire, known as a Sangarus, but will not be a Sire. He will have the same powers as a Sire, but will be less powerful. In order to create a Sire the victim must be completely drained of blood before being fed a large dose of his sire's blood. This is dangerous for both the Sire and the Chid. It is best that they have a thral near by to feed them both after the process is complete.

The lowers casts are the bestia, goulhs, and thrals. The thrals, as discussed, are not even true vampires. They are hybrids, that lack the power of the vampires, are dependent on blood, and completely controlled by their masters. If their master dies they do as well. Goulhs are the lowest of the true vampires, and are formed by leaving a part of the victim's own blood in them during the siring process. They lack most vampiric abilities, but they are strong and fast. They have minds of their own, but they have an intrinsic obedience to their sires. They are used as slaves and soldiers by their Sires.

Bestia are the most physically powerful of all vampires aside from the Eldar. They also posses powerful psychic attacks which are used as their main weapons and care capable of breaking most mental and technological attacks. However, they have little to no mind of their own. They are psychically directed by their Sires who control them from the rear lines. A bestia is formed when the Sire does not drain his victim's blood at all when siring. These vampires are unable to enter the humanitas state, and as a consequence are hidden in their sire's homes as body guards and personal armies. If their sire is killed they go into a frenzied state forgetting most of what they know. They go into torpor after a few weeks as they forget how to feed. They usually die after a month in torpor.

Chid become less powerful as they descend in the bloodlines. An Eldar may sire a Chid that is nearly as powerful as he, but a Sire who is separated from the Eldar by, say, twenty Sires (twenty generations), would be comparatively very weak. This is why twenty fifth generation vampires are forbidden from sireing. Their chider will be nearly impotent.

Vampires are not immortal in the same way that elves are. Elves are referred to as being biologically immortal. They could live to the heat death of the universe if they are not killed. Vampires, however, are functionally immortal. They are nearly impossible to kill. Their bodies will instantaneously recover from any attack. Their bodies can be vaporized, and they will put themselves back together at nearly the same time. The only way known to kill them is to drop them into a star or a black hole. Even then, it is not known if this kills them or if it only traps them in the gravity well of the star. To complicate things further, vampires are able to kill each other via exsangunation. However, vampires may not kill vampires higher in the bloodline then them.

One last trick of the vampires is that they can obtain memories from blood that they drink. This also allows Sires to transfer memories to their Chid. All vampires have the memories from Eldelros Venarus as well as their sire and his "ancestors" (that is what they call their lineage of sires). If they are interrogating a mortal, as they call nonvampiric species even elves, they usually just drink their blood bypassing the interrogation.
Last edited by Kreanoltha on Tue Jul 10, 2012 11:23 am, edited 14 times in total.
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Postby Kreanoltha » Wed Nov 24, 2010 10:05 pm

Culture

Legality and Acceptability

For the most part, the government itself is highly permissive. It bars euthanasia. Gay marriage is legal, but it is refereed to as a domestic union as it does not meet the standard definition of marriage as defined by connotation in general speech. This is not any sort of discrimination as homosexuals to agree. On the other hand the government only sees marriage as a legal contract between two people and cares not for the members in it rendering this somewhat of a moot point as no one ever cared in the first place.

Several topics are also considered inappropriate for polite conversation. Sex, for example, is considered taboo for polite conversation. Pornographic material is also not shown on prime time television (although it can be found later at night), not because of government regulations but for fear of loosing viewers. However, in private Kreanolthans are known for their debaucherous tendencies. Couple, friends, and other private gatherings typically eschew polite conventions and can be incredibly raunchy.

There are somethings that, while legal, are shunned completely. Drug use, for example, is legal, but drug abusers are treated as being rather stupid. That is of course not to say that drugs aren't used commonly. Most people have a stash somewhere in their home that they break out on weekends with their friends or late at night after a rough day or just for fun at night. The goal is to remain functional and not to slip into drug-addled territory.

Religion

Most Kreanolthans, eighty percent, are Messianic Jews. Because of this most Judaic feast days are national holidays, and synagogues are a common fixture of cities. Practitioners of other faiths, however, will have a hard time finding a place to worship. It should be noted however that there is no national religion, and of those eighty percent only about ten percent are devout. The rest are loosely adherent at best, and most combine their faith with some deist principles.

Cultural Fixtures and Oddities

The culture itself is a blend of nineteen twenties America, without the racism and sexism and classical Greece and Rome all wrapped in nineteen twenties American architecture with influences of the Babylonian and Indian. Foods of many different origins are popular. Some favorites include German, Mediterranean, Middle Eastern, Indian, and French. The nation also has three different languages. They are as follows and in order of their precedence: Latin (classical), English (American and Galactic Standard), Greek (classical). Also, while not an official language, Hebrew is spoken fluently by the majority of Kreanolthans.

As far as standards of beauty go, Kreanolthans emphasis the dimorphism of their species. Women are preferred to be slender and not have a great amount of muscle definition while men are preferred to be bulky with a large degree of muscle definition. For both sexes black hair, blue eyes, and pale skin are preferred. Aside from this rather loose definition, very little can be agree upon.
Last edited by Kreanoltha on Thu Jul 05, 2012 1:39 am, edited 5 times in total.
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Postby Kreanoltha » Wed Nov 24, 2010 10:06 pm

Politics

Government Structure

Kreanoltha is ruled efficiently by a leveled council system. It was first conceived of in the late eighteen hundreds as a possible new government for France to replace their unstable government. However it was not well received and quickly collapsed there. The creator of the system escaped before the second French revolution set in and made it to the newly formed state of Kreanoltha. It consists of a tricameral legislative branch, an executive branch, and a judiciary branch.

The Council is the legislative branch and is broken up into three levels.

The Low Council is made up of twelve-hundred popularly elected representatives. They deal with low level stuff and never anything too important.

The Middle Council is the next step up and is made up of six-hundred popularly elected representatives. They deal with anything too important for the Lower Council.

If the Lower Council disagrees with anything the Middle Council does or vice-versa then it gets sent to the High Council, which is a body of three-hundred and fifty representatives elected by the governors of the states they represent. The governors themselves are popularly elected.

The Grand Councilor is the head of the executive branch. Like the High Council he is not popularly elected. Candidates for the office are nominated by the Low Council. Those nominees are examined by the Middle Council who then pick their three favorite. After this approval process the candidates are passed up to the High Council. There the final three are voted on.

There is also a Supreme Court. It is the highest authority for all judicial rulings in the nation. It also examines the legality of laws past by the councils. Its members are nominated by the Grand Councilor and affirmed by the High Council.

States no longer fit their original definition as you might know them. Instead a state is defined as a star cluster. This is done purely to keep the size of the Councils manageable. Currently we have three-hundred and fifty states. This number is expected to stay the same for some time as new territory is simply added to existing states. For that matter, new territory has not been added to the nation in some time. The population has quite enough territory to expand into considering the size of the Charybdis/Agalthinus Binary Galactic Microcluster.

Domestic Politics

Domestically the government does little. Current policies are based off of the Minarchist ideology of minimal government interference. There are no laws restricting weapons ownership; even the ownership of warships such as the Zeus class battleship. As mentioned before drug use is also unrestricted even for powerful substances like designer drugs. An average citizen could go about his life and forget that there is a government.

The economy is also largely unregulated. The only law that could be agreed upon was the Anti-Trust act which outlawed monopoly. Due to this the economy has grown steadily for a thousand years. The current economy is very lean and efficient. It's major sectors are titanium mining, starship production, entertainment, and weapons manufacturing. While there is always a supplier to meet a demand there is an amount of instability built into the system. Companies regularly rise and fall as there are no trusts that form economic empires. While there may be a company that stands the test of time, they are the exception. Usually, a company will fall after two hundred years or so to be replaced by a more efficient one. While this may be jarring for visitors to hear, for Kreanolthans it is considered to be a natural part of market dynamics.

A major factor in domestic policy is mistrust of the government. Perhaps it is an effect of some sort of genetic memory, or maybe it is because it's been ingrained into the culture, but for whatever reason Kreanolthans have no trust for the government. Because of this there almost no government services outside of the military and intelligence agencies, which fall under military command. As a consequence most domestic investigative agencies are privately owned and operated. They contract their service to the government.

Foreign Policy

Kreanoltha was originally very non-aggressive in her foreign policy, preferring to stay out if it as much as possible. However, as the republic expanded from Terra, and in later years, Tractus, it became more aggressive; taking what it needed by force if need-be. It did however still try to avoid armed conflict. However, during this period, it would not attack or condemn another nation because of it's stance on something like drug use or slavery. In fact it have often engaged in profitable trade relations with such nations due to the financial-mindedness of Kreanolthans, and the extremely negative light in which Kreanolthans view infringement on sovereignty.

Kreanoltha is also extremely loyal to her allies and will join battle with them as soon as aid is requested. We even go as far as to offer aid unrequested.
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Galaxies

The Republic has existed in many galaxies. It began in the Milky Way's Crux arm in the Typhon starcluster. It has also been present in the Andromeda galaxy, and, most prominently, in the Pegasus Dwarf Spheroidal galaxy.

During the war with the Ta'Nar, The Republic was driven out of the Andromeda galaxy and most of the Milky Way galaxy shrinking it back to the Pegasus galaxy. To escape from extinction the Kreanolthans eventually evacuated to the Charybdis spiral bar galaxy and the Scylla Dwarf spiral galaxy. From this starting point it absorbed the Charybdis/Agalthinus Binary Galactic Microcluster. The microcluster has only eight galaxies in it. These eight galaxies are: the Charybdis barred spiral galaxy, the Agalthinus spiral galaxy, the Scylla dwarf irregular galaxy, the Pinealethus dwarf irregular galaxy, the Ein Genthoralus dwarf spiral galaxy, the Kindulus dwarf irregular galaxy, the Tingarain dwarf elliptical galaxy, and the Endur Tynari dwarf elliptical galaxy. The Scylla galaxy is the most densely populated and considered to be the center of Kreanolthan culture, fashion, society, and government.

Stars

The first starsystem that the Kreanolthans inhabited was named Sol. As previously mentioned it was in the Typhon starcluster in the Crux arm, but it is a mirror image of another Sol in the Local Cluster of the Orion arm where humans also developed. As Kreanoltha grew its people picked similar stars favoring the colder stars to the hotter ones as they preferred climates in the -10-65OF. They settled in starsystems that had large amounts of titanium and other rare elements that they used in their technology. That tendency slowed their exploration at fist as the systems with titanium were often also uninhabitable. Eventually they developed terrafroming technology which allowed them to settle systems that were previously off limits to them. Eventually they would terraform worlds that were even just a little off to make them into Edens for themselves.

Cities

There are three types of cities in Kreanoltha: submerged, terrestrial, and city-ships. Regardless of where they are they are powered by powerful atomic fusion reactors and kept clean by drones controlled by the city's superintendent A.I. There are never surveillance cameras in these cities as they are considered blatant violations of privacy. Kreanolthan architecture, like everything else in Kreanoltha, was heavily influenced by the art-deco style of the twenties. There will typically be a large amount of statues glorifying the achievements of the Kreanolthans and idealizing the ability of Kreanolthans to conquer all aspects of their existance.

The Submerged type are used to settle ocean planets that are rich in natural resources. They're molded after the terrestrial types of cities but constructed underwater and made to handle the imminence pressure of being on an ocean floor. While they are beautiful, they are also generally inhabited only by the workers at those mines. However, some people do move to them for the privacy and isolation of living beneath the oceans.

Terrestrial cities have fallen out of favor for general residency since the development of city-ships. While terrestrial cities are still necessary for things such as farming and mining, Kreanolthans prefer to be off world, not trapped on some ball of mud orbiting a boiling orb of gas.

The final type is the city-ship. These ships are massive vessels that range from ten thousand kilometers wide and three thousand tall to fifty thousand wide and ten thousand tall. Their spires hold thousands of shops, homes, and utilities. They quickly became the most popular form of residence after their introduction in the 2500s. There are also military versions of these ship that are even bigger, heavily armed, and can carry thousands and thousands of capital ships. Because of this they're also used as repair and refit stations, staging centers, and mobile command and control centers. Another use for this ship is as a colony ship. It can land in an ocean near the coast and be used as a base for colonial development.

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Notable Cities

Helion: The Capital City


Helion is the capital city of the Intergalactic Republic of Kreanoltha. The ship usually drifts in deep space in the Tartarus nebula near the core of the Scylla galaxy. The original Helion is usually considered to be the inspiration for the modern city-ship. In 2368, the United States returned, attacking Tractus, and destroying the capital city. While the Americans were quickly driven off and bombed back to the iron age, it did cause Kreanolthans to reconsider the concept of land-bound cities. As an experiment, the Helion was built on the ocean. It's ability to move made it difficult to track and helped it to stay safe during wars. The move to space was made in 2532 A.D. Since then many ships have born the name Helion, and the ships are updated about every three hundred and fifty years with retrofits made every fifty years. The current ship was built in 4306 by the Tau Ceti Shipyard, the same company that builds the mighty Zeus Class Battleship, and was designed by Hilithnas Minulthus. They share the same art deco architecture as the rest of the Republic. The city can hold 60,000,000,000 and is 40,000 killometers wide. The government meets at the top of the central spire, informally known as Castelli Asteris, The Tower of the Stars. The chamber that it meets in is the Templi Counsilii, the Sanctum of the Council. The Castelli Asteris can hold 2000 people. The chamber that the Grand Councilor meets the speakers, ministers, and advisers can hold 20 and is simply an anteroom. Do not be fooled by the majestic appearance of the city. It is also a powerful battlestation armed thousands of the most powerful energy shield and weapons constructed in the history of the nation, and it hides a fleet of powerful warships. It has never been successfully attacked.
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The Navy

The Kreanolthan Republican Navy is the heart of the Kreanolthan military. It employs a vast amount of vessels. Some armed, others not. Armed ships, super-capital, capital, carriers, sub-capital, and light scout, support, and strike ships, are the core of the KRN, but they are not the only part of it. Supply ships are every bit as vital to any successful war effort. Ships are categorized into three classes. They are: Fleet-Class, Light-Armed, and Supply.

Note that the maximum sub-light speeds of these ships are not absolute effective. They can travel faster, however, they will loose the majority of their maneuverability and combat effectiveness. Unless noted otherwise, fleet-class and supply ships are capable of reaching sub-light speeds of .7c and FTL speeds of four million light-years per hour while light-armed ships are able to reach .9c and seven million light-years per hour. Also, unless otherwise noticed, fleet-class ships carry three thousand regular marines and one thousand laconians while supply and light armed ships carry none.

Fleet-Class ships:

Sub-capital:

The Hephaestus-class Frigate:

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The Hephaestus-class frigate is a light sub-capital ship that makes up the bulk of our fleets. It is the successor to the iconic Perseus-class frigate that was replaced after eight hundred years of service. These ship carries ten meters of titanium-A crystalline battleplate, a light energy shield, one light mass-acceleration cannon, three light energy protectors, four plasma lances, four batteries of plasma torpedoes, and twelve arrays of point-defense lasers. This class uses two repulsor type sublight engines and is one thousand five hundred meters long. It carries a single squadron of fighters and a standard complement of six hundred standard marines and two hundred laconians. In fleet-deployment frigates will scout ahead of the fleet and, in combat situations, will form packs and hunt down slower ships, wearing their defenses down to allow capital and super-capital ships to pick them off with their long-range weapons. Individually, these ships run patrols in area's not under direct threat during war and in low risk areas during peace time. Currently fifty thousand ships of this class are deployed with another one hundred thousand drydocked in reserve.

The Ares-class Destroyer:

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The Ares-class destroyer is an ultra-heavy sub-capital ships with defenses much more powerful than those of frigates. They carry five hundred meters of titanium-A crystalline battleplate, a heavy energy shield, two heavy mass-acceleration cannons, six energy projectors, twelve plasma lances, twenty batteries of plasma torpedoes, and thirty arrays of point-defense lasers. In order to propel its bulk it requires four repulsor engines modules. Despite being roughly four times the mass of the Hephestus-class frigates it is only three thousand seven hundred and fifty meters long and does not carry any fighters. The mass comes from the additional armor and weapons. This class carries no soldiers. The primary role of the Ares-class is to screen the less-maneuverable capital ships from fire and to eliminate fighters, missiles, and other direct, interceptable threats before they reach the fleet. They generally run point for the fleet as they are the only sub-capital ships strong enough to destroy capital-ships on their own. Individually these ships run patrols in high-risk areas both in peace time and at war. Currently, forty thousand of these ships are deployed with another eighty thousand drydocked in reserve.

Capital:

The Agamemnon-class Cruiser:

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The Agamemnon-class cruiser is the lightest Capital-ship in terms of both tonnage and defensive capabilities; in the latter it is actually lighter than the Hephaestus-class destroyer. This class carries two hundred meters of titanium-A crystalline battleplate, a mid-grade energy shield, ten mid-power mass acceleration cannons, twelve energy projectors, thirty plasma lances, fifty batteries of plasma torpedoes, and fifty arrays of lasers. This class of ship is eight thousand meters long. It has six repulsor engine modules. These ships carry three squadrons of fighters. In fleets, these ships provide the majority of close-range firepower, steaming past the destroyer barrier to attack the opposing fleet's barrier and divert their defenses to allow the heavy ships to enemy fleet's core. In peace time the Agamemnon-class is dispatched as a strike vessel if a patrol runs up against something that it is unprepared to deal with. The KRN currently deploys twenty thousand of these ships with an additional forty thousand in the drydocks.

The Charon-class Heavy Battlecruiser:

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The Charon-class heavy battlecruiser is the main capital ship of the KRN and is at the core of every battle group. Ships of this class have one thousand meters of titanium-A crystalline battleplate, a honey-combed internal bracing structure that runs throughout the ship and a heavy energy shield. These ships carry twenty heavy mass acceleration cannons, thirty energy projectors, fifty plasma lances, eighty batteries of plasma torpedoes, and one hundred and twenty arrays of lasers. This class of ship is eighteen thousand meters long and have twelve repulsor engine modules. It also carries ten fighter squadrons. It's primary role is to stay in in the center of a fleet with the Zeus-class and provide heavy, long-range, accurate fire against the core of the enemy fleet. Fifteen thousand of these ships are deployed with another thirty thousand held in reserve.

The Zeus-class Battleship:

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The Zeus-class battleship is the most powerful ship the KRN and is usually reserved as the flagship of an Admiral or Commodore. This class as been retrofired several times through out its service history; most notably during the disaster that was the Ta'Nar war. That retrofit tripled the combat effectiveness of the class. It has four kilometers of titanium-A crystalline battleplate, a honey-combed internal bracing structure that comprises the entire interior of the ship, and an ultra-heavy energy shield. This makes the Zeus-class extraordinary durable. One Zeus class limped back to a C&C station with the first five miles of ship burned off, and all of its armor blasted away. 80% of its remaining weapons worked and life support was functioning at 75%. While this ship was by no means considered battle-worthy, it was nonetheless impressive that the ship was able to make it back through slipspace without breaking apart. These ships are armed with fifty heave mass acceleration cannons, seventy energy projectors, one hundred plasma lances, one hundred and fifty batteries of plasma torpedoes, and two hundred arrays of lasers. With it's massive armaments and long service record, it also has the largest kill record of the entire KRN. It is forty five thousand meters in length, carries twenty repulsor type sublight engines, and fifteen fighter squadrons. Along with the Charon-class the Zeus-class stays behind the destroyer line and provides long-range fire. These ships heavy armaments means that even one of them is enough to turn the tide of a battle. The KRN deploys ten thousand Zeus class ships and holds another twenty thousand in reserve.

Carrier:

The Menelaus-class Carrier:

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The Menelaus-class carrier is a lightly armed, heavily armored carrier. They had three hundred meters of titanium-A crystalline battleplate a heavy energy shield, six light energy projectors, ten plasma lances, fifteen batteries of plasma torpedoes, and ten arrays of heavy lasers. This class uses ten repulsor engine modules. It is twenty five thousand meters long and carries one thousand fighter wings and a complement of nine thousand standard marines and three thousand laconians. The Menelaus class is often buried in the middle of a battle group to protect it while it provides figher screens and marine support. The navy deploys twenty thousand of these carriers and has another forty thousand in reserve

The Atlas-class Super-Carrier:

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The Atlas-class super-carrier is a massive ship that carries and services hundreds of thousands of fighters. It has five hundred meters of titanium-A crystalline battleplate a heavy energy shield, ten heavy energy projectors, twenty plasma lances, thirty banks of heavy lasers, and thirty batteries of plasma torpedoes. It is seventy thousand meters long and carries three thousand fighter wings and a complement of twelve thousand standard marines and four thousand laconians. It is often buried in the middle of a battle group to protect it and its function is essentially identical to the Menelaus-class, but it is much larger and efficient. The navy deploys ten thousand of these ships and has a reserve of twenty thousand more.

Super-Capital

The Ithaca-class Orbital Battle-Station

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The Ithaca-class is an orbital battle-station used to protect planets and planetary assets. This class is comparatively immobile and has only maneuvering thrusters. They are positioned using tug-boats as they are unable to move great distances or enter slipspace on their own. This class of battle-station carries one hundred ultra-heavy mass-acceleration cannons, one hundred and fifty energy projectors, and three hundred plasma lances. For defense they carry five hundred batteries of plasma torpedoes and five hundred arrays of lasers as well as three miles of titanium-A crystalline battleplate and an ultra-heavy energy shield. About one hundred of these two hundred thousand meter long behemoths are used to protect an Earth-sized planet. These ships use a one light-second radius interdiction unit that is able to take ships out of FTL travel that use known forms of FTL drives. This is usually harmless to ships that use hyperspace and slipspace drives, but it is extremely dangerous to ships that use warp dives and other things that accelerate the ship past light-speed while still in real space as it destabilizes the warp-field and forces the ship out of the field while still traveling at its current warp-factor. While this is an impressive technology, it has been defeated several times. Despite this, they are still considered to be important assets in siege situations as during protracted war there is time to analyze the enemy's FTL drives and calibrate the interdictors to their specific drives.

Lacedaemonia-class Mobile Command and Control Center

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Lacademonia-Class mobile command and control station does not carry any heavy weapons designed for ship to ship combat. Rather it carries heavy defenses and is able to provide the fleet or fleets that it is coordinating with auxiliary power via wireless power transmission. It is protected with one thousand batteries of plasma torpedoes and one thousand arrays of lasers as well as three miles of titanium-A crystalline battleplate and an ultra-heavy energy shield. These command and control centers carry amazingly powerful A.I. that aid the grand admiral commanding the station in coordinating the forces under his command by analyzing the enemy's weaknesses and keeping the grand admiral appraised of the fleet's status and strengths. The A.I's circuitry makes up the majority of the five hundred thousand meter diameter ship's interior. This class is also able to to serve as a refit and repair center with dry docks large enough to accommodate enter fleets. Unsurprisingly these ships also serve as garrisons.

Tartarus-class Mindworld

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Only a few of these artificial planetoids have ever been built. They are unarmed and largely undefended. However, they spend the majority of their time suspended in slipspace using a special anchoring system that resists the currents of slipspace. This makes them virtually untouchable. Within the mindworlds dozens of A.I.s are hosted and dozens of the top military analysts, strategists, tacticians, and admirals. From there, they can pool their efforts to direct and coordinate strikes and war efforts across multiple galaxies. In addition to being isolated in slipspace time within a mindworld travels more quickly than it does outside. While the level of time dilation can be adjusted to the needs of the inhabitants, they are usually set at a factor of thirty meaning that in a single day outside the mindworld a month has past outside. The allows the inhabitants to analyze the situation for as long is required before hading down orders. Even one mindworld is a massive asset that allows admirals to consider all aspects of a war and anticipate changes before they occur giving the admirals a massive advantage in any situation. An admiral once described it as the closest thing to omniscience as a lifeform could experience.

Warship technology and terminology

Repulsor Drives

All Kreanolthan fighters and warships utilize repulsor drives. They are a set of plates of exotic alloys sandwiched together. When an oscillating current is run through them they produce waves of force with alternating charges. They press against each other and push against the ship's stern. This propels the ship forwards. To accelerate the period of the oscillation is decreased and the magnitude is increased. To decelerate a smaller set of drives in the bow of the ship are activated. Maneuvering is accomplished with small repulsion drives studded throughout the hull. Contrary to the belief of more primitive societies, these drives are only used to bring the ship up to speed. After the ship reaches its cruising speed, usually around 0.5c, the drives are deactivated and the ship simply coasts occasionally firing its maneuvering thrusters to maintain its course and speed.

Translight Drives

Kreanolthan FTL drives are referred to as translight drives. These drives allow the ships to which they are attached to enter a region known as slipspace. This region of space is infinitesimally compressed while the points within it still correspond to points in realspace. This method of travel does not allow ships to travel faster than the speed of light. Instead this drive allows the ship to bypass the light-speed limit. In slipspace ships require a field of realspace that is projected around the ship to protect them from the compression differentials of slipspace. Should the field ever collapse the ship will be atomized. In slipspace the ship is not propelled via its sublight drives but via currents in slipspace. The directions of the current is determined by the ships entrance vector. The speed of the ship is determined by the size of the ship's realspace field. The smaller the field is the fast the ship will go. However, the smaller the field, the greater the chance that the field will be breached by variation or eddies in the slipspace current. As technology progresses, the field dampeners become more able to compensate for variation and eddies without increasing field width. It is theorized that ships would be able to reach any point in the universe instantaneously if the field could be reduced sufficiently.

The Ship Seed

Kreanolthan ships are not usually built. Rather they are grown from a ship seed. The seed is a piece of technology that puts the ship together from a solution of its constituent elements. The seed is simply immersed in solution, and, over the next two weeks, the ship grows in the solution. After that point all that is left is to install the ship's A.I, fuel, and stock it.

A.I.

A.I. are extremely powerful entities that allow ships to be increasingly automated. They also assist the bridge crew in aiming weapons, modulating shields, and navigation.

Shipscale weapons

Lasers
When the first shipscale laser weapon was created it was thought that it would revolutionize war. However, as ship defenses increased lasers proved to be ineffective at handling these increased defensive measures. Eventually lasers were relegated to a point defense role, replacing railguns. They are effective at destroying missiles and EM field encapsulated plasma weapons. Lasers are grouped in arrays of twenty independently targeting emitters.

Plasma Torpedoes
The plasma torpedo is an EM field encapsulated weapon. They vary in size depending on ship size, power output, and time spent charging the weapon. They are effective as anti-fighter weapons and, in sufficient quantity, are effective as anti-ship weapons. Plasma torpedoes are generated from plasma emitters that fill an EM field. The field is then pinched off from the emitters and
guided to their targets at speeds of up to .99c

Plasma Lances

Plasma lances fire a stream of hyper-compressed plasma. The plasma in compressed in a powerful EM field and the resulting mass of near-solid plasma is guided to its target with the same EM field. These weapons are effective as anti-ship weapons, especially against smaller ships.

Energy Projectors
Energy projectors are a high-powered particle-beam weapon. These weapons, while found on all ships, are more effective when deployed on smaller ships. Their power varies with the size of the ship they are mounted on, but when affixed to capital-ships they are near 60% as effective as MACs.

Mass-acceleration-cannons
Mass-acceleration-cannons are usually abbreviated MAC pronounced, “mac.” These weapons are coil-guns that accelerate large pieces of metal to .99c. The rounds and barrel-width vary based on the tonnage of the ship using the cannon. Light cannons fire ten thousand ton rounds. Mid-grade cannons fire thirty thousand ton rounds. Heavy cannons fire one hundred thousand ton rounds. Ultra-heavy fire two hundred thousand ton rounds. These weapons are the single most effective weapons in the Kreanolthan arsenal, and they only have a recharge time of about ten seconds. While energy weapons are more effective at small scale, they do not scale up effectively. Therefore kinetics are more effective at shipscale.

The Matua Mora

While this weapon is a superweapon it is only effective when in range of a star and is more of a weapon of deterrence than a weapon of war. When fired at a star it annihilates some of the gasses in the core of the sun causing the star to supernova.

The Slipspace weapon

This weapon is also a superweapon. Unlike the matua mora it's practical use is undeniable. This weapon is elegant in its simplicity. By only opening a small slipspace rupture and not entering it it allows enemy ships, weapons, and many other enemy assets to be removed from the battlefield and dropped into stars, blackholes, or any other hostile space anomaly. Modifications to slipspace drives allow two-way slipspace travel. This allows the slipspace weapon to suck chunks of star through slipspace and fire them at enemy ships. In one case an entire star was used to annihilate an enemy armada.
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Postby Kreanoltha » Wed Nov 24, 2010 10:08 pm

Fighter craft

The Kreanolthan Republican Navy and Marine Corp both utilize fighters. The role of the fighter craft has been scaled back since the development of the light-armed ship. They are larger than fighters, usually 200-700 meters in length and able to carry large weapons. Fighters, however, are still small enough to be crammed into fleet-class ships and carried into battle. In light of this only one class of fighter is deployed in the Kreanolthan military.

The EAF/B-78 Harpy (Extra-Atmospheric Fighter/Bomber)

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This fighter is armed with a high-powered energy projector as its primary weapon. It also carries twenty four high-powered rapid fire plasma cannons arrayed across the front and rear of the fuselage. In this configuration the fighter is able to protect itself from rear threats. This configuration also makes dog-fighting obsolete. Instead fighter-battles are more like jousting matches as the fighters race down on each other trying to take out as many enemy fighters as possible before breaking off to attack weak points on the enemy ships before breaking off to jam up enemy sensors as the fleet-class ships engage.

The Marine Corp uses the Harpy-class for fire support. The energy projector is fired in short quick bursts to clear the battlefield. Of course the Harpy is also a powerful air-superiority fighter. It nullifies the concept of dog fighting in atmosphere as it is capable of making its kills beyond visual range.
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Postby Kreanoltha » Wed Nov 24, 2010 10:08 pm

The Marines

Regulars
The Kreanoltha Republican Marine Corp. (KRMC) is the Kreanoltha Armed Forces ground assault force. Several thousand marines are usually attached to capital ships should they be in a situation where they need to repel boarders. Carrying infantry also simplifies the logistical situation of capturing or recapturing planets as the marines come with the ships what will be establishing orbital superiority and can be deployed as soon as superiority is established. They can be deployed in dropships or though single passenger atmospheric reentry vehicles. Their original role was as storm and shock troopers, but it has expanded significantly to the point that the Marine Corp has absorbed the Kreanolthan Republican Army entirely. The main body of their force is made of unmodified soldiers. They wear a non-power type of assault armor which is equipped with an energy shield and is capable of stopping a shoulder launched rocket. The armor plate itself is capable of stopping few bursts of projectile fire or a couple of plasma bolts. It is also vacuum hardened and hold three hours of air.

A standard KRMC Corporal.

The Laconians

The Laconians are the elite of the Kreanolthan Republican Marine Corp. There are many of them, though not as many as the standard marines. As of late a three to one ratio has settled out. They undergo several genetic tweaks and modification that place them on a level above the common soldier. Only vampires may enter the the Laconians without receiving the genetic modifications that the rest of the soldiers will go through. All applicants will have their bones sheathed in solid battleplating to give them extra strength and resilience except for provecti who have this trait naturally. They wear a fully powered type of assault armor, complete with heavy personal energy shielding which is capable of withstanding dozens of minutes of plasma rifle fire before failing. The three inches of battleplate that the majority of the armor's surface is covered in can withstand another three minutes of direct fire. The armor also magnifies their strength 100 times, allowing them to lift around five hundred tons. Wearers can also run about four times as fast, so the wearer can run at eighty miles an hour. As noted above the majority of the armor's surface is covered in three inches of battleplate. Specifically, these parts would be the front and back of the legs, the front and back of the chest, the helm, the back of the hands, the sides of the arms, and the top of the boots. The areas near the joints narrow to allow of full articulation. The joints themselves are protected by a flexible rubber armor that, while able to stop the same amount of force as the battleplate, can not stop as many shots. The joints are protected via loose hanging scales over the joints that, while flexible, are still very though. This keeps the joints protected while maintaining a full range of motion.

It is worth noting that upon reaching the rank of Major a Laconian is granted the use of an extremely powerful point-defense energy shield, which is a detachable energy shield emitter that attaches to the users arm and can be activated when needed. It projects a Hoplon-shaped energy shield when activated. It can be both defensive and offensive in skilled hands. They're also given an energy spear and a short energy sword. The mechanism for projection is the same as the shield's. The spear is about three yards long and molded after the Spartan Dory. The energy sword is about two feet long and modeled after the Spartan Xiphos. These three are ceremonial, but many Laconians become more dangerous with them than with ranged weapons.
Image

On uniforms

The standard uniforms are similar to the full dress uniforms of the US marines during the World War Two era.
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Postby Kreanoltha » Thu Jul 05, 2012 6:51 am

Kreanolthan Technological Advancement Scale

As a note we understand that this scale is not perfect, but we feel that it is usable. We rank ourselves as a Class VIII race.

Class I: Preindustrial

Class I is one of the most common and stable states, with limited weaponry and environmental threats. Societies tend to be small and scattered, driven by subsistence farming, foraging, or hunter-gathering needs. Technology is limited to simple tools, weapons, or agrarian implements and methods, but a basic understanding of planetary and solar mechanics is not uncommon. This class has three sub-classes:

Sub-class I: Stone

Population densities rise above one family group per 10 sq km(or whatever limit), development of basic (stone) tools, art, spoken languages develop, ends with agriculture and/or domestication of animals leading to city states.

Sub-class: Iron
States have expanded to tens/hundred of kilometers, first armies, written languages are spelled out, tools see first major production(ie one can't/doesn't always build their own tools), formation of the upper classes such as priests, politicians, artists, et al.

Sub-class III: Reason

Kinetic weapon using explosives as propellant see wide scale usage. Wide scale development of centered schools of learning, career scientists developed that utilize experiments to test hypothesis/observations. Men increasingly fight ideals than a single central authority figure. Cross Oceanic travel is common.


Class II: Industrial Age

Class II is often the pinnacle for a civilization and is the most pivotal point in a society's development. Agrarian societies can remain stable in the preindustrial stage, but Class II population strain and mechanized food production invariably create political and economic pressures few can balance. Therefore a society must advance past this stage or return to the preindutrial stage. Some societies improve medical understanding concurrently with mechanical and transport advancement; those that do not are frequently doomed.

Class III: Atomic Age

Class III species usually become space-farers, focusing on more efficient energy production. Atomic energy is usually discovered in weapon form. This occasionally results in extinction, but if the energy is harnessed it can promise rapid development for that species. In-atmosphere craft are a hallmark, often leading to spaceflight.

Class IV: Space Age

Class IV is often the final resting place for species intelligent enough to break free from their cradle's surface only flounder in the surrounding gulf as internal politics hamper their escape into the cosmos. Their comfort-focused technology can include medical advances. 21st century Humanity stands at this level.

Class V: Stellar

The point where races begin to explore nearby systems, spreading their colonies to uninhabitable regions nearby if they are not inhabited by other races (although invading the planet if it does is not unheard of). This age sees that the race begins to focus on more space focused weapons. Some develop energy weapons while others focus on refining kinetic weapons. Most of the majority of the race’s population will be close to the system where they originate. Some races develop the forerunner technology seen in galactic and interstellar races. Primitive and pseudo AI, genetic manipulation, and cloning are also seen within these societies.
Example: 22nd UFP, Pre-Covenant War UNSC

Class VI: Interstellar

Most of these races can travel from system to system in a relatively short time, and hold a nice chunk of space (although some only hold a few systems, or even just a planet). They have often developed transporters, energy weapons, advanced energy shielding, impressive sensor methods, and have weapons that can devastate life on a planet in anything from a few days, to a few hours. They may also have advanced AI, robotics technology, genetic manipulation, and cloning.
Example: 23rd UFP, 24th Century UFP, The Convention, Empire of Man, The Culture, Post-Covenant War UNSC

Class VII: Galactic

A race of this level can travel from either side of a galaxy in a relatively short amount of time, often considered to be a year or less. This race often has an advanced network of communications in order to keep in touch with ships and other planets. These races often have very disturbing levels of genetic manipulation, and have exceptionally advanced AI.
Examples: 29th UFP, The Borg, Galactic Empire

Class VIII: Intergalactic

Races of class VIII are capable of traversing galaxies in less than a day, occasionally in less then an hour. Often personal vehicles are have FTL drives that can travel between galaxies, and all starships can. They usually have teleportation technology and are capable of producing levels of energy that border on the absurd. They may build their own worlds or make cityships that at least some of their people inhabit instead of planets. Often, military constructs will be made from hard light and can be manipulated as quickly as changing a setting in the ship's master program.
Examples: The Lanteans, The Asgard, The Old Republic, The Precursors, The Forerunners

Class IX: Temporal

A race of this level has often moved to the point of gaining advanced measures in temporal technology, often able to move through time as one does through space. People of these races are considered gods by some lesser races, and they can at times appear to be as such. The ability to travel forwards and backwards through time with such efficiency often allows these races to easily destroy lesser ones. These races often have temporal based sensors, weapons, and shields (which can protect from changes in the time-line).
Examples: 31st UFP, The Time Lords, The Dalek Empire, Sphere Builders

Class X: Demi-god

This civilization has evolved to the point that they have become god-like, most often becoming energy beings of a sort. They can easily perform what even the greatest level of technology cannot. Sometimes they may have or use technology, or may manifest their abilities as such
Examples: The Ori, Q, The Ancients
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