Meh. Void's brainslugs won't make it very far. At least in the Council they won't.
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by The Republic of Atria » Sun Jun 26, 2016 9:39 am

by The Greater Gambia » Sun Jun 26, 2016 9:41 am

by Plzen » Sun Jun 26, 2016 10:00 am

by Plzen » Sun Jun 26, 2016 10:05 am

by Spindle » Sun Jun 26, 2016 10:09 am
Plzen wrote:You guys should run through that with your economic figures and ship sizes and see what kind of number you get. It would be interesting.

by Plzen » Sun Jun 26, 2016 10:10 am
Spindle wrote:Plzen wrote:You guys should run through that with your economic figures and ship sizes and see what kind of number you get. It would be interesting.
We're not actually bottlenecked by cost, as such. The problem is that we just don't have the manpower/construction slips to make all the ships we theoretically can, not to mention that the Spindlean Navy has no intention of taking up missions which would require so many more ships. That's probably going to change once it really dawns how big everyone is, but for now we're in a state of being dumb and happy.
A robot economy is awesome.
by Spindle » Sun Jun 26, 2016 10:15 am
Plzen wrote:Spindle wrote:We're not actually bottlenecked by cost, as such. The problem is that we just don't have the manpower/construction slips to make all the ships we theoretically can, not to mention that the Spindlean Navy has no intention of taking up missions which would require so many more ships. That's probably going to change once it really dawns how big everyone is, but for now we're in a state of being dumb and happy.
Manpower is... absolutely no problem at all for the UNS.A robot economy is awesome.
I think I'll keep playing around with my numbers until I get something I'm satisfied with.

by Maljaratas » Sun Jun 26, 2016 10:22 am
Plzen wrote:You guys should run through that with your economic figures and ship sizes and see what kind of number you get. It would be interesting.


by Spindle » Sun Jun 26, 2016 10:22 am
Species Name: Traxis
Appearance: Being a caste-based species, the Traxis have a great degree of physical variation, but all follow the same basic pattern. A Traxis is instantly recognisable, usually being a six-foot-ten to four-foot-three, insectoid creature sheathed in a smooth carapace which can range in colour from deep crimson to sky blue. They stand on six, multi-jointed legs which splay out with bilateral symmetry, three on each side, from a central hub. Above the hub rises the Traxis' main body, which is unsegmented, and from this sprout a pair of arms which end in manipulators, although the exact form varies, and a triangular head from which the Traxis looks upon the world from two clusters of black, soulless eyes which sit just above a constantly moving set of delicate mandibles.
These are for communication, not eating, however. Between the two foremost legs of a Traxis sprout a pair of mantis-like limbs on either side of an orifice which resembles the speech-mouth, except with several sets of far larger mandibles, including one pair which are almost half a foot long each. The mouth can be closed with a beak-like covering which can retract somewhat into the body to allow the mouth to access the food as best it can. Behind the rearmost legs lies another beak, which covers the anus and urethra of the Traxis. These combine into a single tube which can be extruded up to a foot outside of the body in order to excrete.
This is not the Traxis proper, however. What any outsider will see is the symbiote which a Traxis will spend its entire adult life with, the Strasis. Although the basic structure is the same, Traxis itself looks far more humanoid, without an exoskeleton or the mandibles. Their skin is soft and is generally pale to cream, with few going any darker than that. The feeding mouth is gummed similarly to a Human baby's, and the speech mouth is non-existent. The six legs end in clubs instead of the sharp points of a Strasis and are not segmented, both of which change once a Traxis bonds. The eyes are still clustered on a triangular head, but they are joined by two slits which are the primary form of scent detection until the Traxis bonds with a Strasis.
Biology/Anatomy: The Traxis are a caste-based species, with caste being decided at around the age of twelve. Until then all Traxis are the same, but at around twelve they start to hit what is effectively puberty. Because of the hormones running through their system, they react to a Queen's pheromones and make their way to the Queen's chambers. Pheromones they excrete allow them to make it past the guards without having to fight or explain and they eventually end up in a vast room filled with Strasis eggs. The eggs are also sensitive to pheromones, both those produced by the Hive as a whole and those produced by an adolescent Traxis and based on this, one of the eggs will hatch and bond with the Traxis. Exactly which Strasis hatches determines a Traxis' caste in later life.
There are dozens of castes, each one performing specific tasks for the Hive, but they can be broken down into three essential categories: Worker, Soldier and Breeder. The Workers make up well over ninety percent of the Hives and are the average citizen. They work for the Hive and ensure that everything is running as it should be. Soldiers fight and die for the hive, both on the offensive and defensive. Each soldier is linked into the Hive Mind far more deeply than Workers and will lay down their lives without a second thought in defence of the Hive. Breeders consist mainly of the Kings, which exist in their adult form for around two months during which they fly from Hive to Hive having sex with as many Queens as possible, and Queens, who direct the overall activities of the Hive and lay Strasis eggs.
The Traxis themselves are conceived by Workers. The male has a pair of glands along his feeding-arms which produce sperm and he rubs these into a slit between the female's mouth and anus, which can broadly be called a vagina, in order to inseminate her. When a pair of sex-pheromone producing Traxis come into proximity they will immediately have sex, irrespective of location or previous attachments, but until they meet they will function perfectly normally. Every Traxis will go into 'heat' somewhere between once every month and once every year, depending of the state of the Hive. Around three weeks after a female is inseminated, she will be pheromonally drawn to an Incubator, a Breeder which carries babies, which inserts a specialised organ, essentially a penis in reverse, into the female and extracts the egg. It will then carry the baby for the next seven months before giving birth to the hand-sized Traxis and moving along.
Baby Traxis are looked after in enormous nurseries, where Mothers prepare them for life in the Hive and ensure that they are learning correctly from the Hive Mind. At this stage in a Traxis' development, they suckle from the Mothers until they bond with a Traxis and, because of this, the Mothers consume copious amounts of meat every day. This produces a very high-protein milk which allows them to grow to their full size within nine years. The remaining three years are all about the internal organs reconfiguring the body from growth to bonding with a Strasis.
When the Strasis first bonds with a Traxis, it is barely large enough to wrap around the central hub of a Traxis. As soon as it has done this, it sheds its legs which the Traxis then consumes. The Traxis is then considered to be an adult, although it will not be allowed out of the Hive for another five years as its Strasis grows to full maturity. The Strasis first creates the abdominal carapace, followed by the head carapace. This takes about a year and a half, followed by another two years' worth of waiting as the Strasis bonds internally, becoming as much a part of the Traxis as the Traxis' limbs. The final year and a half of external growth is heralded by the Traxis' club-ends falling off, the Strasis having fine-tuned the Traxis' balance sufficiently that it can balance on point-ends. The carapace then finishes covering the legs and arms and the arms, and the Traxis is considered fully adult.
As a Traxis matures further, the pheromones secreted by the entirety of the Hive continues to change it. As a Traxis ages, its position in the hierarchy of the Hive improves. This makes it easier for the Traxis in question to command respect from other Traxis, although does not give unconditional command until a Traxis reaches around eighty and even then, that only works on the newly-adult or younger. Situation may accelerate or stifle a Traxis' advancement, most noticeably attention from a Queen. If a Traxis attracts a Queens' favour, they will find their advancement rapidly accelerated, and the opposite is true. Many a Traxis has looked on as younger Traxis outstrip them due to their own mediocrity and the younger one's ability.
Although the Traxis have a Hive Mind, they are still very much individuals. The Hive Mind consists of pheromones and sub-sonic communications which ensure that each individual within the Hive functions to the betterment of the Hive as a totality. This done through a plethora of methods which have been refined by Queens over the centuries. These range from simple pleasure-pain incentives to subtle informational exchange through Hive-wide, subsonic messages which the Traxis rarely, if ever notice. The latter method is also used on a smaller-scale in the Nurseries to teach juvenile Traxis whatever the Queen (or, more usually, the Matron) wants the juveniles to learn. Since the Hive Mind is dependant on a large number of Traxis and, usually, a Queen in the same space, they only tend to form in Hives. In addition, any influx of new Traxis into an already-established Hive, either from a spree of births or an influx from other Hives, can upset the balance of a Hive Mind.
Once every few decades, a Hive births a Queen. Once this Queen has matured, they either kill the old Queen and take over the Hive or swarm and take one-third of the Hive with them to build a new Hive. Traditionally, this would be just very far away from the parent Hive, but nowadays this tends to be extrasolar. Hives are made from a resin all Workers and some Soldiers can excrete, around a framework provided by whatever materials are handy. An extensive network of tunnels permeates the ground underneath the Hive, extending outwards for miles and connecting with the surface at several points. A Hive is almost always under construction for the first few decades of its existence, during which it does not produce any new Queens.
In any Hive, the Queen shapes a large portion of the Hive Mind. All Hives have a series of ventilation shafts leading into and out of the Queen's chambers, from which the Queen can accurately gauge the state of the Hive, with help from her Court, and mediate the Hive's response. With the advent of modern technology, the Queen has access to far more detailed and nuanced data when making decisions and has a far wider array of method with which to coordinate her Hive smoothly and efficiently.
One of the effects of the Hive Mind is that the Traxis have a diminished sense of self when compared to a Human. Although each Traxis is distinctly individual, they also have the knowledge that they are a part of something greater than themselves and this makes them natural team players. Thanks to their combination of communicative methods, Traxis can exchange complex ideas quickly and succinctly and can rapidly fall into well-organised teams even if they've never met each other before. This extends to every level, from a Brood of Soldiers cooperating to overwhelm an enemy position to thousands of Workers building a new Hive to a gathering of Queens meeting to coordinate industrial output.
Natural Abilities: None.
Unnatural Abilities: None
Breathable Gas: Nitrogen/carbon dioxide mix (1.5-5%/86-97%)
=========================================================
Life Span: Around one hundred and eighty for a Queen, half for most other Castes. A Traxis remains vital until roughly ten years before its death, when its Strasis begins to fail and the immunal backlash starts to kill the Traxis itself.
Reproduction: See biology.
Intelligence Level: Intelligent enough on their own, but evolved to network and solve much more complex problems by cooperation.
Species Type: Uhh...N/A? They don't really fit here. They're mammalian-ish, but the Strasis is more like a Crustacean. They're just alien.
=========================================================
Population Percentage: 100%
Notable Individuals: None (yet)
=========================================================
Brief Description of Species: A race of insectoid-ish aliens which have a hive mind-ish and don't want to kill/eat/infect everything else in the universe. Imagine that.
#Species-TOTG - Do Not Remove, as this is to track all Applications

by The Fallen Jedi » Sun Jun 26, 2016 11:06 am
Spindle wrote:Species Name: Traxis
Appearance: Being a caste-based species, the Traxis have a great degree of physical variation, but all follow the same basic pattern. A Traxis is instantly recognisable, usually being a six-foot-ten to four-foot-three, insectoid creature sheathed in a smooth carapace which can range in colour from deep crimson to sky blue. They stand on six, multi-jointed legs which splay out with bilateral symmetry, three on each side, from a central hub. Above the hub rises the Traxis' main body, which is unsegmented, and from this sprout a pair of arms which end in manipulators, although the exact form varies, and a triangular head from which the Traxis looks upon the world from two clusters of black, soulless eyes which sit just above a constantly moving set of delicate mandibles.
These are for communication, not eating, however. Between the two foremost legs of a Traxis sprout a pair of mantis-like limbs on either side of an orifice which resembles the speech-mouth, except with several sets of far larger mandibles, including one pair which are almost half a foot long each. The mouth can be closed with a beak-like covering which can retract somewhat into the body to allow the mouth to access the food as best it can. Behind the rearmost legs lies another beak, which covers the anus and urethra of the Traxis. These combine into a single tube which can be extruded up to a foot outside of the body in order to excrete.
This is not the Traxis proper, however. What any outsider will see is the symbiote which a Traxis will spend its entire adult life with, the Strasis. Although the basic structure is the same, Traxis itself looks far more humanoid, without an exoskeleton or the mandibles. Their skin is soft and is generally pale to cream, with few going any darker than that. The feeding mouth is gummed similarly to a Human baby's, and the speech mouth is non-existent. The six legs end in clubs instead of the sharp points of a Strasis and are not segmented, both of which change once a Traxis bonds. The eyes are still clustered on a triangular head, but they are joined by two slits which are the primary form of scent detection until the Traxis bonds with a Strasis.
Biology/Anatomy: The Traxis are a caste-based species, with caste being decided at around the age of twelve. Until then all Traxis are the same, but at around twelve they start to hit what is effectively puberty. Because of the hormones running through their system, they react to a Queen's pheromones and make their way to the Queen's chambers. Pheromones they excrete allow them to make it past the guards without having to fight or explain and they eventually end up in a vast room filled with Strasis eggs. The eggs are also sensitive to pheromones, both those produced by the Hive as a whole and those produced by an adolescent Traxis and based on this, one of the eggs will hatch and bond with the Traxis. Exactly which Strasis hatches determines a Traxis' caste in later life.
There are dozens of castes, each one performing specific tasks for the Hive, but they can be broken down into three essential categories: Worker, Soldier and Breeder. The Workers make up well over ninety percent of the Hives and are the average citizen. They work for the Hive and ensure that everything is running as it should be. Soldiers fight and die for the hive, both on the offensive and defensive. Each soldier is linked into the Hive Mind far more deeply than Workers and will lay down their lives without a second thought in defence of the Hive. Breeders consist mainly of the Kings, which exist in their adult form for around two months during which they fly from Hive to Hive having sex with as many Queens as possible, and Queens, who direct the overall activities of the Hive and lay Strasis eggs.
The Traxis themselves are conceived by Workers. The male has a pair of glands along his feeding-arms which produce sperm and he rubs these into a slit between the female's mouth and anus, which can broadly be called a vagina, in order to inseminate her. When a pair of sex-pheromone producing Traxis come into proximity they will immediately have sex, irrespective of location or previous attachments, but until they meet they will function perfectly normally. Every Traxis will go into 'heat' somewhere between once every month and once every year, depending of the state of the Hive. Around three weeks after a female is inseminated, she will be pheromonally drawn to an Incubator, a Breeder which carries babies, which inserts a specialised organ, essentially a penis in reverse, into the female and extracts the egg. It will then carry the baby for the next seven months before giving birth to the hand-sized Traxis and moving along.
Baby Traxis are looked after in enormous nurseries, where Mothers prepare them for life in the Hive and ensure that they are learning correctly from the Hive Mind. At this stage in a Traxis' development, they suckle from the Mothers until they bond with a Traxis and, because of this, the Mothers consume copious amounts of meat every day. This produces a very high-protein milk which allows them to grow to their full size within nine years. The remaining three years are all about the internal organs reconfiguring the body from growth to bonding with a Strasis.
When the Strasis first bonds with a Traxis, it is barely large enough to wrap around the central hub of a Traxis. As soon as it has done this, it sheds its legs which the Traxis then consumes. The Traxis is then considered to be an adult, although it will not be allowed out of the Hive for another five years as its Strasis grows to full maturity. The Strasis first creates the abdominal carapace, followed by the head carapace. This takes about a year and a half, followed by another two years' worth of waiting as the Strasis bonds internally, becoming as much a part of the Traxis as the Traxis' limbs. The final year and a half of external growth is heralded by the Traxis' club-ends falling off, the Strasis having fine-tuned the Traxis' balance sufficiently that it can balance on point-ends. The carapace then finishes covering the legs and arms and the arms, and the Traxis is considered fully adult.
As a Traxis matures further, the pheromones secreted by the entirety of the Hive continues to change it. As a Traxis ages, its position in the hierarchy of the Hive improves. This makes it easier for the Traxis in question to command respect from other Traxis, although does not give unconditional command until a Traxis reaches around eighty and even then, that only works on the newly-adult or younger. Situation may accelerate or stifle a Traxis' advancement, most noticeably attention from a Queen. If a Traxis attracts a Queens' favour, they will find their advancement rapidly accelerated, and the opposite is true. Many a Traxis has looked on as younger Traxis outstrip them due to their own mediocrity and the younger one's ability.
Although the Traxis have a Hive Mind, they are still very much individuals. The Hive Mind consists of pheromones and sub-sonic communications which ensure that each individual within the Hive functions to the betterment of the Hive as a totality. This done through a plethora of methods which have been refined by Queens over the centuries. These range from simple pleasure-pain incentives to subtle informational exchange through Hive-wide, subsonic messages which the Traxis rarely, if ever notice. The latter method is also used on a smaller-scale in the Nurseries to teach juvenile Traxis whatever the Queen (or, more usually, the Matron) wants the juveniles to learn. Since the Hive Mind is dependant on a large number of Traxis and, usually, a Queen in the same space, they only tend to form in Hives. In addition, any influx of new Traxis into an already-established Hive, either from a spree of births or an influx from other Hives, can upset the balance of a Hive Mind.
Once every few decades, a Hive births a Queen. Once this Queen has matured, they either kill the old Queen and take over the Hive or swarm and take one-third of the Hive with them to build a new Hive. Traditionally, this would be just very far away from the parent Hive, but nowadays this tends to be extrasolar. Hives are made from a resin all Workers and some Soldiers can excrete, around a framework provided by whatever materials are handy. An extensive network of tunnels permeates the ground underneath the Hive, extending outwards for miles and connecting with the surface at several points. A Hive is almost always under construction for the first few decades of its existence, during which it does not produce any new Queens.
In any Hive, the Queen shapes a large portion of the Hive Mind. All Hives have a series of ventilation shafts leading into and out of the Queen's chambers, from which the Queen can accurately gauge the state of the Hive, with help from her Court, and mediate the Hive's response. With the advent of modern technology, the Queen has access to far more detailed and nuanced data when making decisions and has a far wider array of method with which to coordinate her Hive smoothly and efficiently.
One of the effects of the Hive Mind is that the Traxis have a diminished sense of self when compared to a Human. Although each Traxis is distinctly individual, they also have the knowledge that they are a part of something greater than themselves and this makes them natural team players. Thanks to their combination of communicative methods, Traxis can exchange complex ideas quickly and succinctly and can rapidly fall into well-organised teams even if they've never met each other before. This extends to every level, from a Brood of Soldiers cooperating to overwhelm an enemy position to thousands of Workers building a new Hive to a gathering of Queens meeting to coordinate industrial output.
Natural Abilities: None.
Unnatural Abilities: None
Breathable Gas: Nitrogen/carbon dioxide mix (1.5-5%/86-97%)
=========================================================
Life Span: Around one hundred and eighty for a Queen, half for most other Castes. A Traxis remains vital until roughly ten years before its death, when its Strasis begins to fail and the immunal backlash starts to kill the Traxis itself.
Reproduction: See biology.
Intelligence Level: Intelligent enough on their own, but evolved to network and solve much more complex problems by cooperation.
Species Type: Uhh...N/A? They don't really fit here. They're mammalian-ish, but the Strasis is more like a Crustacean. They're just alien.
=========================================================
Population Percentage: 100%
Notable Individuals: None (yet)
=========================================================
Brief Description of Species: A race of insectoid-ish aliens which have a hive mind-ish and don't want to kill/eat/infect everything else in the universe. Imagine that.
#Species-TOTG - Do Not Remove, as this is to track all Applications

by The Empire of Pretantia » Sun Jun 26, 2016 11:07 am
The Fallen Jedi wrote:Wow, y'all love having Hive Minds now, accepted.


by The Empire of Pretantia » Sun Jun 26, 2016 11:09 am
The Fallen Jedi wrote:I really need to appoint another Co-Op...

by The Fallen Jedi » Sun Jun 26, 2016 11:11 am


by The Empire of Pretantia » Sun Jun 26, 2016 11:12 am

by The Orson Empire » Sun Jun 26, 2016 11:13 am
The Greater Gambia wrote:Free Empire of the Low Isles wrote:
You means laws?
And don't worry, I don't think you'll even get an invitation.
More like a war declaration.
See how corrupt this Galactic Council is? When someone decides not to follow blindly like a sheep, they are threatened with war. You will all fear the sound of Federation boots marching down your streets.

by The Republic of Pretantia » Sun Jun 26, 2016 11:13 am
The Empire of Pretantia wrote:The Fallen Jedi wrote:
I need someone to make the map.
Well just being Co-Op simply includes enforcing the rules of this Rp, accepting applications, and simply keeping the peace
I can do that. And if everybody could give me their desired location I could try painting a picture.
Just include #Kodiakssuck in your post.

by The Empire of Pretantia » Sun Jun 26, 2016 11:15 am

by Spindle » Sun Jun 26, 2016 11:19 am
The Fallen Jedi wrote:Wow, y'all love having Hive Minds now, accepted.

by The Orson Empire » Sun Jun 26, 2016 11:21 am
The Fallen Jedi wrote:I really need to appoint another Co-Op...

by The Greater Gambia » Sun Jun 26, 2016 11:22 am
The Fallen Jedi wrote:Wow, y'all love having Hive Minds now, accepted.

by The Fallen Jedi » Sun Jun 26, 2016 11:29 am

by The Empire of Pretantia » Sun Jun 26, 2016 12:06 pm
-Base Information-
=========================================================
[INSERT FLAG HERE]
Nation Name: The Chromesthesian Republic
Government Type: Republic
National Leader(s): The Synesthesis
Population: 200 billion
Star Systems: 10,000
History Of Your Nation: Chromesthesia first got its name when human colonists discovered the large caverns filled with psychedelic Miasma flowing through them. For a few centuries the colonies of Chromesthesia grew into full-blown cities and the planet became in an independent establishment. However, below their feet Miasma was building up at a dangerous rate, and it soon spilled out the caverns and onto the surface. The entire world was engulfed in a thick red haze that destroyed the ecosystem and completely altered the biosphere. At first colonists attempted to combat the Miasma, but soon enough they embraced it, letting it flow through them and getting them in a stupor. They grew used to it with time and genetics, and soon enough became dependent on it as a species.
Since they could no longer live without it, the Chromesthesians had to bring Miasma with them when they began colonizing other worlds. They plucked the troglobites from Chromesthesia and cultivated them on other worlds, using them to terraform worlds so that Chromesthesians wouldn't need to carry Miasma with them everywhere. Soon Aaaaaaaaaaaaaaaaaaaah I can't think of anything more. Look, they're a nation of addicts, what's not to love?
=========================================================
-Military Information-
=========================================================
Military Information: Considering the unreliability of Chromesthesian soldiers, the majority of the Chromesthesian military is automated. The warmachine is a classification of automated weaponry that encompasses everything from standard infantry platforms to superheavy tank-bots. Chromesthesians that are in the military are primarily commanders, NCOs, engineers, mechanics, and other certain specialists.
Like the ground forces, Chromesthesian vessels are mostly automated, the only crew on some of them being mechanics and captains. The main exceptions are civilian and pirate vessels, and the class of psionic-attuned warships called psychovessels, which are customed designed expressly to enhanced the power of a single psion a hundredfold. Unlike other vessels, which are all small cruisers that swarm the enemy, psychovessels are unique and tuned to a single user. Thus while they are powerful, their construction is a massive investment that must be made ahead of time, and the military often has to put the captain in stasis for the duration of their construction.
Military Population: 8 billion warmachines, 1 billion Chromesthesians, 500,000 vessels, 800 psychovessels, 4,000 registered privateers
Military Branches: The Chromesthesian Fleet, the main branch of the Republic, encompasses both naval and ground forces.
The Homeworld Defense Force, a branch that operates exclusively on Chromesthesia.
Military Strengths: High morale, potent chemical warfare, automation, psychovessels
Military Weaknesses: inconsistent sanity, high turnover
=========================================================
-Diplomatic/Economic Information-
=========================================================
Languages: Chromesthesian, Lingua Orso
Foreign Policy: Psst, want some miasma?
Number Of Species: 1
Economic Strengths: I DON'T LIKE THE DRUGS BUT THE DRUGS LIKE ME, far-reaching black market, alternative beauty industry, healthcare
Economic Weaknesses: I DON'T LIKE THE DRUGS BUT THE DRUGS LIKE ME, many exports are banned in other nations
=========================================================
-Other-
=========================================================
Technological Bases: The Black Angels (I HEAR COLORS)
Activity on NS: (Something that everyone can use so that they know when to reply to your Posts and such)
RP Example: (You can either link a past post or even create an Example for the Op and Co-Ops to refer to)
Supporting Factions within your Nation: (Some Nations also have factions that support your nation, Optional)
#Nation-TOTG - Do Not Remove, as this is to track all Applications
Species Name: Chromesthesian
Appearance: Chrsomesthesians are just like people with gray skin, except they're an entire race of druggies.
Biology/Anatomy: A key part of Chromesthesian biology is their genetic addiction to the psychedelic substance called miasma, produced by the troglobites within their homeworld's vast caverns. Miasma induces hallucinations and alters the mind in a variety of ways, such as causing mood swings, forgetfulness, insensitivity to pain, Chromesthesia, schizophrenia, and other unfortunate side-effects. As a Chromesthesian grows older the miasma ravages their body even more by shutting down organs, requiring cloned or donated organ transplants, especially of the lungs and heart. Miasma is such a lethal aspect of Chromesthesians that their government had to provide free healthcare to the entire population.
Natural Abilities: Psionic individuals
Unnatural abilities: crippling dependence upon miasma, incredibly high drug tolerance
Breathable Gas: oxygen laced with miasma
=========================================================
Life Span: 30-50 years
Reproduction: sexually
Intelligence Level: Varies based on Miasma's effects and definition of intelligence.
Species Type: Ozzy Osbourne
=========================================================
Population Percentage: 99%
Notable Individuals: (If Any)
=========================================================
Brief Description of Species: An entire race of drug addicts. Fun.
#Species-TOTG - Do Not Remove, as this is to track all Applications
Species Name: Arakan
Appearance: Standard anatomy is a head, a segmented scorpion-like body, with eight limbs in any combination of arms and legs depending on Arakan species and caste. Usually there are wings, though their level of development also depends on species and caste, with most Arakan having vestigial wings at best. Unlike most arthropods, the Arakan have mammalian eyes as opposed to compound.
Biology/Anatomy: Individually feral and ineffectual, the strength of the Arakan is derived from the psychic entities that rule their race. The Arakan are divided into hives, each ruled by a single Hive-Mind. Hive-Minds are sentient psychic entities that provide all higher cognitive functions for their hive.
A Hive-Mind's power and field of influence is determined by the number of subjects the Hive-Mind holds to their name, a number that grows with the hive's ability to support its population. If a subject leaves the domain of a Hive-Mind, it becomes feral unless it is a Liaison or Breeder; in which case it is independent from the original Hive-Mind and capable of developing a unique personality should it be separate for long enough. All Arakan are biologically tied to a particular Hive-Mind; a subject who enters another Hive-Mind's domain could not possibly change loyalties.
Each Arakan hive is its own city, responsible for maintaining its own population, upkeep, and infrastructure. To complete its various tasks, hives consist of many castes that fulfill different roles within the hive.
The bulk of a hive consists of workers, simple peons that perform menial labor. The average hive's worker is a four-foot creature with two shovel-like front arms for digging and two grasping middle-front arms for manipulation.
As Hive-Minds lack corporeal bodies, they need a dedicated caste for communication. Liaisons are receptive-transmissive telepaths (That is, they can both read minds and send signals) used for inter-hive and interracial communications.
A dedicated breeding class, the breeder, is used for reproduction. Fertilized by sires from other hives or even species, breeders are the irreplaceable core of a hive, although some species' workers are capable of laying a single egg.
Soldiers are seven-foot giants born solely to fight. Essentially an armor-clad worker with blades instead of shovels, soldiers form the backbone of ground forces.
The Arakan are not a single species; rather, they are an entire family of species collectively referred as a single race for all intents and purposes. Each of the thousands of species of the Arakan Family are ruled by a multitude of Hive-Minds, given different roles within the empire as anything from foot soldier to shipbuilder.
The most common species is the Raraman, with over half of all Arakan coming from this species.
As a species that evolved solely for war, the Olamar have a disproportionally large amount of soldiers in their hives. In addition, there are four soldier castes not found in other species in the Olamar ranks.
The Waloman are the predominant sailors. The elongated bodies and smaller stature of their workers makes them perfect for crewing ships.
The Ikamar evolved to hunt other Arakan. Their bodies are so elongated that they need to stand on six limbs at all times , and their soldiers' tails end in powerful pincers. As opposed to slashing blades, their front arms are pointed stabbing implements.
Meramar soldiers are stout, upright, and heavily armored compared to other species.
Each Arakan hive is its own city, responsible for maintaining its own population, upkeep, and infrastructure. To complete its various tasks, hives consist of many castes that fulfill different roles within the hive.
The bulk of a hive consists of workers, simple peons that perform menial labor. The average hive's worker is a four-foot creature with two shovel-like front arms for digging and two grasping middle arms for manipulation.
As Hive-Minds lack corporeal bodies, they need a dedicated caste for communication. Liaisons are receptive-transmissive telepaths used for inter-hive and interracial communications.
A dedicated breeding class, the breeder, is used for reproduction. Fertilized by sires from other hives or even species, breeders are the irreplaceable core of a hive, although some species' workers are capable of laying a single egg.
Soldiers are seven-foot giants born solely to fight. Essentially an armor-clad worker with blades instead of shovels, soldiers form the backbone of ground forces.
Natural Abilities: Psionics, hive mind
Unnatural abilities:
Breathable Gas: oxygen
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Life Span: 1-1000
Reproduction: sexually
Intelligence Level: 3
Species Type: arthropod
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Population Percentage: ?% No idea how many Arakan are anywhere in the galaxy. It is for certain that there are some half a billion in Chromesthesian space.
Notable Individuals: Hive of Black Leaves
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Brief Description of Species: Fuck you, other hive minds. Arakan are everywhere, like ants!
Seriously, they're like ants. They have hives everywhere in the galaxy, hidden in desolate worlds and large asteroids, mining and foraging to expand their hives. Interestingly, the Arakan don't "grow" their ships as is the stereotype for insectoid races; they build them, like everybody else. In fact, besides their ant-like sociology, they have little in the way of biotechnology.
#Species-TOTG - Do Not Remove, as this is to track all Applications

by Spindle » Sun Jun 26, 2016 12:20 pm
The Empire of Pretantia wrote:This will be the last nation to complete Astra Orso. Anybody can use the Arakan if you want.-Base Information-
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[INSERT FLAG HERE]
Nation Name: The Chromesthesian Republic
Government Type: Republic
National Leader(s): The Synesthesis
Population: 200 billion
Star Systems: 10,000
History Of Your Nation: Chromesthesia first got its name when human colonists discovered the large caverns filled with psychedelic Miasma flowing through them. For a few centuries the colonies of Chromesthesia grew into full-blown cities and the planet became in an independent establishment. However, below their feet Miasma was building up at a dangerous rate, and it soon spilled out the caverns and onto the surface. The entire world was engulfed in a thick red haze that destroyed the ecosystem and completely altered the biosphere. At first colonists attempted to combat the Miasma, but soon enough they embraced it, letting it flow through them and getting them in a stupor. They grew used to it with time and genetics, and soon enough became dependent on it as a species.
Since they could no longer live without it, the Chromesthesians had to bring Miasma with them when they began colonizing other worlds. They plucked the troglobites from Chromesthesia and cultivated them on other worlds, using them to terraform worlds so that Chromesthesians wouldn't need to carry Miasma with them everywhere. Soon Aaaaaaaaaaaaaaaaaaaah I can't think of anything more. Look, they're a nation of addicts, what's not to love?
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-Military Information-
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Military Information: Considering the unreliability of Chromesthesian soldiers, the majority of the Chromesthesian military is automated. The warmachine is a classification of automated weaponry that encompasses everything from standard infantry platforms to superheavy tank-bots. Chromesthesians that are in the military are primarily commanders, NCOs, engineers, mechanics, and other certain specialists.
Like the ground forces, Chromesthesian vessels are mostly automated, the only crew on some of them being mechanics and captains. The main exceptions are civilian and pirate vessels, and the class of psionic-attuned warships called psychovessels, which are customed designed expressly to enhanced the power of a single psion a hundredfold. Unlike other vessels, which are all small cruisers that swarm the enemy, psychovessels are unique and tuned to a single user. Thus while they are powerful, their construction is a massive investment that must be made ahead of time, and the military often has to put the captain in stasis for the duration of their construction.
Military Population: 8 billion warmachines, 1 billion Chromesthesians, 500,000 vessels, 800 psychovessels, 4,000 registered privateers
Military Branches: The Chromesthesian Fleet, the main branch of the Republic, encompasses both naval and ground forces.
The Homeworld Defense Force, a branch that operates exclusively on Chromesthesia.
Military Strengths: High morale, potent chemical warfare, automation, psychovessels
Military Weaknesses: inconsistent sanity, high turnover
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-Diplomatic/Economic Information-
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Languages: Chromesthesian, Lingua Orso
Foreign Policy: Psst, want some miasma?
Number Of Species: 1
Economic Strengths: I DON'T LIKE THE DRUGS BUT THE DRUGS LIKE ME, far-reaching black market, alternative beauty industry, healthcare
Economic Weaknesses: I DON'T LIKE THE DRUGS BUT THE DRUGS LIKE ME, many exports are banned in other nations
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-Other-
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Technological Bases: The Black Angels (I HEAR COLORS)
Activity on NS: (Something that everyone can use so that they know when to reply to your Posts and such)
RP Example: (You can either link a past post or even create an Example for the Op and Co-Ops to refer to)
Supporting Factions within your Nation: (Some Nations also have factions that support your nation, Optional)
#Nation-TOTG - Do Not Remove, as this is to track all ApplicationsSpecies Name: Chromesthesian
Appearance: Chrsomesthesians are just like people with gray skin, except they're an entire race of druggies.
Biology/Anatomy: A key part of Chromesthesian biology is their genetic addiction to the psychedelic substance called miasma, produced by the troglobites within their homeworld's vast caverns. Miasma induces hallucinations and alters the mind in a variety of ways, such as causing mood swings, forgetfulness, insensitivity to pain, Chromesthesia, schizophrenia, and other unfortunate side-effects. As a Chromesthesian grows older the miasma ravages their body even more by shutting down organs, requiring cloned or donated organ transplants, especially of the lungs and heart. Miasma is such a lethal aspect of Chromesthesians that their government had to provide free healthcare to the entire population.
Natural Abilities: Psionic individuals
Unnatural abilities: crippling dependence upon miasma, incredibly high drug tolerance
Breathable Gas: oxygen laced with miasma
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Life Span: 30-50 years
Reproduction: sexually
Intelligence Level: Varies based on Miasma's effects and definition of intelligence.
Species Type: Ozzy Osbourne
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Population Percentage: 99%
Notable Individuals: (If Any)
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Brief Description of Species: An entire race of drug addicts. Fun.
#Species-TOTG - Do Not Remove, as this is to track all ApplicationsSpecies Name: Arakan
Appearance: Standard anatomy is a head, a segmented scorpion-like body, with eight limbs in any combination of arms and legs depending on Arakan species and caste. Usually there are wings, though their level of development also depends on species and caste, with most Arakan having vestigial wings at best. Unlike most arthropods, the Arakan have mammalian eyes as opposed to compound.
Biology/Anatomy: Individually feral and ineffectual, the strength of the Arakan is derived from the psychic entities that rule their race. The Arakan are divided into hives, each ruled by a single Hive-Mind. Hive-Minds are sentient psychic entities that provide all higher cognitive functions for their hive.
A Hive-Mind's power and field of influence is determined by the number of subjects the Hive-Mind holds to their name, a number that grows with the hive's ability to support its population. If a subject leaves the domain of a Hive-Mind, it becomes feral unless it is a Liaison or Breeder; in which case it is independent from the original Hive-Mind and capable of developing a unique personality should it be separate for long enough. All Arakan are biologically tied to a particular Hive-Mind; a subject who enters another Hive-Mind's domain could not possibly change loyalties.
Each Arakan hive is its own city, responsible for maintaining its own population, upkeep, and infrastructure. To complete its various tasks, hives consist of many castes that fulfill different roles within the hive.
The bulk of a hive consists of workers, simple peons that perform menial labor. The average hive's worker is a four-foot creature with two shovel-like front arms for digging and two grasping middle-front arms for manipulation.
As Hive-Minds lack corporeal bodies, they need a dedicated caste for communication. Liaisons are receptive-transmissive telepaths (That is, they can both read minds and send signals) used for inter-hive and interracial communications.
A dedicated breeding class, the breeder, is used for reproduction. Fertilized by sires from other hives or even species, breeders are the irreplaceable core of a hive, although some species' workers are capable of laying a single egg.
Soldiers are seven-foot giants born solely to fight. Essentially an armor-clad worker with blades instead of shovels, soldiers form the backbone of ground forces.
The Arakan are not a single species; rather, they are an entire family of species collectively referred as a single race for all intents and purposes. Each of the thousands of species of the Arakan Family are ruled by a multitude of Hive-Minds, given different roles within the empire as anything from foot soldier to shipbuilder.
The most common species is the Raraman, with over half of all Arakan coming from this species.
As a species that evolved solely for war, the Olamar have a disproportionally large amount of soldiers in their hives. In addition, there are four soldier castes not found in other species in the Olamar ranks.
The Waloman are the predominant sailors. The elongated bodies and smaller stature of their workers makes them perfect for crewing ships.
The Ikamar evolved to hunt other Arakan. Their bodies are so elongated that they need to stand on six limbs at all times , and their soldiers' tails end in powerful pincers. As opposed to slashing blades, their front arms are pointed stabbing implements.
Meramar soldiers are stout, upright, and heavily armored compared to other species.
Each Arakan hive is its own city, responsible for maintaining its own population, upkeep, and infrastructure. To complete its various tasks, hives consist of many castes that fulfill different roles within the hive.
The bulk of a hive consists of workers, simple peons that perform menial labor. The average hive's worker is a four-foot creature with two shovel-like front arms for digging and two grasping middle arms for manipulation.
As Hive-Minds lack corporeal bodies, they need a dedicated caste for communication. Liaisons are receptive-transmissive telepaths used for inter-hive and interracial communications.
A dedicated breeding class, the breeder, is used for reproduction. Fertilized by sires from other hives or even species, breeders are the irreplaceable core of a hive, although some species' workers are capable of laying a single egg.
Soldiers are seven-foot giants born solely to fight. Essentially an armor-clad worker with blades instead of shovels, soldiers form the backbone of ground forces.
Natural Abilities: Psionics, hive mind
Unnatural abilities:
Breathable Gas: oxygen
=========================================================
Life Span: 1-1000
Reproduction: sexually
Intelligence Level: 3
Species Type: arthropod
=========================================================
Population Percentage: ?% No idea how many Arakan are anywhere in the galaxy. It is for certain that there are some half a billion in Chromesthesian space.
Notable Individuals: Hive of Black Leaves
=========================================================
Brief Description of Species: Fuck you, other hive minds. Arakan are everywhere, like ants!
Seriously, they're like ants. They have hives everywhere in the galaxy, hidden in desolate worlds and large asteroids, mining and foraging to expand their hives. Interestingly, the Arakan don't "grow" their ships as is the stereotype for insectoid races; they build them, like everybody else. In fact, besides their ant-like sociology, they have little in the way of biotechnology.
#Species-TOTG - Do Not Remove, as this is to track all Applications
THE ONLY GOOD BUG IS A DRUGGED BUG.

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