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Arktic
Spokesperson
 
Posts: 173
Founded: Nov 20, 2018
Ex-Nation

Postby Arktic » Mon May 03, 2021 5:33 pm

it's all good, everything is good

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Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Mon May 03, 2021 7:09 pm

Black Star's Polity Application


Polity Name: It gives itself no proper name, very little information survives them outside of that gleaned by archaeological digs of long dead precursors, but they were collectively known as The Black Stars.

Description: The Black Stars were not always a collective of borderline genocidal biomachines. At one point in times truly immemorial, the Black Star were simply The Heralds. A series of biomechanical learning machines housed in truly awesome hulls of materials barely constrained within the laws of physics, these Heralds were given the task of ensuring peace and status quo in the galaxy, a job they 'properly' performed for close to a million years. Until something changed, either a galactic war, or some kind of crisis that the Black Stars became indefatigable horrors. As punishment for what they saw as a violation of galactic standards, an entire nation was rendered into emotionless horrors, a mimicry of their original forms but jammed full of enough cybernetics that they only held the same rough shape and bulging hide.

The Heralds' reply was simply "Now they will no longer deviate." It was the last form of communication received from the Heralds before they started their unstoppable genocide.

In the almost forty thousand years as the Black Star, entire species died, cultures were erased, planets wiped clean and turned in to another blob of mass to be absorbed and further fuel the Black Star's rampage. Not even stars were safe. Massive machines would consume whole stars and wipe out constellations that stood for eons.

It wasn't until The Wave that wiped out all life 3 billion years ago did their rampage stop, not for lack of trying, but rather because there was nothing left to exert their laws upon. Since then, they secluded themselves across the galaxy waiting for the moment in which their role was needed again. Fortunately for the galaxy at large, only one remains dormant, the other having been decayed from lack of sustenance, or having been destroyed by stellar phenomena. Unfortunately, the one remaining is waking up, and it's determined to uphold it's dictata.

Territory: No territory remains, though the most surviving records or indications that they ever existed are in the 3-5 radii of galactic core and between 45-75 degrees. The last remaining Herald is somewhere within that area.

Megastructures: The Black Star once had the capacity to harvest stars and planets alike and form them into raw elemental components. Such machines only exist now in fractured debris fields, floating in dark space. However the information is still retained, and they can be made again if the last remaining Herald wishes. Furthermore, they are capable of creating artificial and psychically active biomasses to control the Herald hulls.

Military: There remains only a single herald as of current, an absolutely massive construct is a 170 kilometer long, 40 kilometer wide, and 36 kilometer 'tall' ship housing a psychically active, sapient biomass. Capable of bending organics to it's will should it desire via prolonged psychic interference, the only defense against such is, in turn being Psychically active. Outside of this, the Herald is more than capable of turning organics into biomechanical drones on it's own without outside help.

Special Technologies and Magic:
Adamantium construction: An element that is barely physically possible, it is an unreactive mass composed purely of neutrons. While technically capable of being any mass, only very high mass atoms containing neutrons are even remotely stable. How the Black Star can manufacture such a large amount as to make Heralds is lost to time. As such, it is unlikely any more Heralds of such a quality can be made again.
High Energy Hardlight: Technologies capable of emitting high energy photons in high enough density to contain non marginal kinetic energy are the standard ranged weapons of the Dark Stars. Combining both the high energy of lasers and plasma and the sheer striking force of sustained mass accelerator impacts.
Dead Gods Still Dream: Heralds are capable of deploying large pylons with a portion of their biological mass in order to exert their control on populations across large stellar distances. These pylons do require a few months to build.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: ye
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Arktic
Spokesperson
 
Posts: 173
Founded: Nov 20, 2018
Ex-Nation

Postby Arktic » Fri May 07, 2021 8:52 am

Anowa wrote:
Black Star's Polity Application


Polity Name: It gives itself no proper name, very little information survives them outside of that gleaned by archaeological digs of long dead precursors, but they were collectively known as The Black Stars.

Description: The Black Stars were not always a collective of borderline genocidal biomachines. At one point in times truly immemorial, the Black Star were simply The Heralds. A series of biomechanical learning machines housed in truly awesome hulls of materials barely constrained within the laws of physics, these Heralds were given the task of ensuring peace and status quo in the galaxy, a job they 'properly' performed for close to a million years. Until something changed, either a galactic war, or some kind of crisis that the Black Stars became indefatigable horrors. As punishment for what they saw as a violation of galactic standards, an entire nation was rendered into emotionless horrors, a mimicry of their original forms but jammed full of enough cybernetics that they only held the same rough shape and bulging hide.

The Heralds' reply was simply "Now they will no longer deviate." It was the last form of communication received from the Heralds before they started their unstoppable genocide.

In the almost forty thousand years as the Black Star, entire species died, cultures were erased, planets wiped clean and turned in to another blob of mass to be absorbed and further fuel the Black Star's rampage. Not even stars were safe. Massive machines would consume whole stars and wipe out constellations that stood for eons.

It wasn't until The Wave that wiped out all life 3 billion years ago did their rampage stop, not for lack of trying, but rather because there was nothing left to exert their laws upon. Since then, they secluded themselves across the galaxy waiting for the moment in which their role was needed again. Fortunately for the galaxy at large, only one remains dormant, the other having been decayed from lack of sustenance, or having been destroyed by stellar phenomena. Unfortunately, the one remaining is waking up, and it's determined to uphold it's dictata.

Territory: No territory remains, though the most surviving records or indications that they ever existed are in the 3-5 radii of galactic core and between 45-75 degrees. The last remaining Herald is somewhere within that area.

Megastructures: The Black Star once had the capacity to harvest stars and planets alike and form them into raw elemental components. Such machines only exist now in fractured debris fields, floating in dark space. However the information is still retained, and they can be made again if the last remaining Herald wishes. Furthermore, they are capable of creating artificial and psychically active biomasses to control the Herald hulls.

Military: There remains only a single herald as of current, an absolutely massive construct is a 170 kilometer long, 40 kilometer wide, and 36 kilometer 'tall' ship housing a psychically active, sapient biomass. Capable of bending organics to it's will should it desire via prolonged psychic interference, the only defense against such is, in turn being Psychically active. Outside of this, the Herald is more than capable of turning organics into biomechanical drones on it's own without outside help.

Special Technologies and Magic:
Adamantium construction: An element that is barely physically possible, it is an unreactive mass composed purely of neutrons. While technically capable of being any mass, only very high mass atoms containing neutrons are even remotely stable. How the Black Star can manufacture such a large amount as to make Heralds is lost to time. As such, it is unlikely any more Heralds of such a quality can be made again.
High Energy Hardlight: Technologies capable of emitting high energy photons in high enough density to contain non marginal kinetic energy are the standard ranged weapons of the Dark Stars. Combining both the high energy of lasers and plasma and the sheer striking force of sustained mass accelerator impacts.
Dead Gods Still Dream: Heralds are capable of deploying large pylons with a portion of their biological mass in order to exert their control on populations across large stellar distances. These pylons do require a few months to build.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: ye

Approved.

There is no light under The Black Stars.

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New yugoslavaia
Minister
 
Posts: 2295
Founded: Jun 07, 2018
Ex-Nation

Postby New yugoslavaia » Sun Jun 06, 2021 3:35 am

This seems mildly interesting.

What's happened so far in this story?
Yugoslavia's back baby...

How the hell did this happen?
Well...we don't actually know. Just sort of happened one day.
Is it a reunited Yugoslavia in the 21st century? Is a rebel colony world in the far future? Is it a race of cyborg neo-life at war with any assimilating organisms they come across in the far far future? Who knows, who cares?
New Yugoslavia just is.

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Existentialcrisis
Secretary
 
Posts: 33
Founded: Jun 04, 2021
Ex-Nation

Postby Existentialcrisis » Sun Jun 06, 2021 10:24 am

>>Insert your name here<<'s Polity Application


Polity Name: the hollow ones

Description: when man fled to the stars, he took his pests, the fleas , the nematodes, the small tardigrades that clung to his skin and itched. They were the last of a broken biosphere to escape with man, but as the last man chomped down into the last pork, he caught the final player in the act, the tapeworm. Growing inside his body the progeny outlived this civilisation, and struck out for sophonce itself. However it's barbaric lifestyle forces it to take human slaves, almost like farm animals, as it gestates in their digestive tract. Humanity and tapeworm here formed some kind of symbiosis with the tapeworms selecting victims and laying their eggs in them.

Sometimes tapeworm feel compassion for their hosts, and let them live as equals among them, however this never occurs in significant number, because the worm has a innate fear of bipedality. This saved them in the past during their development, as in adapting to live outside their hosts when adult, they would be preyed on bye many bipedal things, for example the seed world descendent of the sparrow and canary, now veracious predators matching the colony world of serinas terror. Learning to recognise these animal body plans enabled them to survive, at the cost of having a vast genetic scar where they lied.

There worlds are purified of all life and seeded from organisms of the home world, which include a myriad of things such as the descendants of feral birds, head lice, fleas and nematodes. In fact such a animal that has made it to the role of apex preadator is in fact another parasite. The beylik triffid, is a plant parasite, probably the mistletoe, that now secretes digestive enzymes when touched, and wraps around anything it touches. They dont move except in dispersal, where they clamp to the face of a humanoid, slowly digesting them, and in pain they run and flail around, dispersing seed, spores and the adult plant itself

We don't manipulate anyone who messes with us but their DNA, turning hominoids into a myriad of disgusting things to put in the zoo of anomalies and keep as household pets. We also don't have hands, so we use domesticated house live to type on keyboards instead, using a small microchip in their brains linked to our microchip We mostly operate small star ships that prioritise speed and safety over bulk and transportation, but we have a couple of larger merchant vessels for transporting hosts along the universe

Territory: about 1,000 stars on the very,and I mean very edge of the outer stars

Megastructures: na

Military: almost every caravan and produce ship could theoretically be called a warship due to the weapons on them so for this purpose no army. Caravans can be made into warships bye applying zinc cladding.

Special Technologies and Magic:maybe magnets for a plethora of chores like taking evasive action without wasting fuel, mining and heavy conflict and reaction incentives,but none else.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: >>Answer in the affirmative if you want to RP. Answer "no" if you want to be a jackass, before editing it and answering "yes" to join.<<
yes
Last edited by Existentialcrisis on Tue Jun 08, 2021 10:50 am, edited 2 times in total.

User avatar
Shyluz
Negotiator
 
Posts: 6954
Founded: Mar 13, 2015
Ex-Nation

Postby Shyluz » Fri Jul 02, 2021 9:58 pm

The Petty Republic's Polity Application


Polity Name: The United Republic of the Amaranthine Reach, more commonly referred to as the Petty Republic.

Description: It is a time of great change for the people of the former Empire. The Emperor is dead. The Throne Empyrean lies empty, the palaces and manors of Imperial Luna deserted and battle-worn, once filled with intrigues and politics, now only corpses and the banners of the Revolution remain. The Revolution is at its end, with untold dead and worlds turned to cinders and shards. The old Imperial borders have shrunk, with many systems and worlds declaring their independence, creating myriad dictatorships and monarchies. The most noteworthy of these successors is the United Republic, formed by the instigators of the Revolution and the true claimant of the Throne Empyrean's legacy.

While much of the former Empire's successor states are little more than opportunistic governors playing at kingship, the Petty Republic stands apart from it's lesser peers. It is lead by the members of the former Midnight Coup, including the Lord-of-Admirals and his fleets. Its banners fly upon Imperial Luna, not those of the vultures and other carrion rebels. For the first time in memory, the people have been given true opportunity--now longer bound by serfdom, chains of debt nor a war for their mere survival or freedom.

Of course, the aftermath of any Revolution is complex, and despite the unified front the instigators presented during the Coup and subsequent Revolution, there are fractures and rivalries. Differing ideals and ambitions. Only two of the original twenty-one conspirators of the Midnight Coup remain, the rest either martyred or carving their own fiefdoms out of the remains of the Empire. As of now, the Republic is ruled interregnum by three individuals, one of which will undoubtedly become the first true leader of the Republic once elections are underway.

  • Lord-of-Admirals Horatio Avram Vol: The Lord-of-Admirals has traditionally been a political appointee, placed their to keep a loyal eye on the fleets by the Emperor, and Horatio Avram Vol was no different. Placed there due to a rare combination of competence, loyalty and pedigree, Vol was the last to join in the Midnight Coup. Only when his participation would thoroughly tip the scales to the conspirators, did he pledge his fleets to the cause.
  • Admiral Farrah Tsvetkov: Wars are not fought between ships or between individuals, they are instead a clash of industrial might and endurance, a fact which Farrah Tsvetkov knows well. Appointed early into the Revolution, after the unsuccessful Midnight Coup by the Lord-of-Admirals to oversee the transition of the peacetime economy on their worlds, Tsvetkov has over a decade turned the nation into an industrial juggernaut, churning out hulls and legions worth of equipment by the hour.
  • Captain Zlatko Amit: The former commander of the Emperor's elite bodyguards, Zlatko Amit was one of the first conspirators of the Midnight Coup. Without his aid, the capture and execution of the Emperor would have been impossible. While the Midnight Coup failed to bring quick, decisive change to the Empire like hoped, instead spiraling into a decade-long civil war, Zlatko Amit and his division of Hestian Guards have served the Petty Republic on every world, in every conquest.
However, the politics of the Republic have taken a backburner--while the Revolution may be over, the Empire thoroughly and rightfully dead, the Republic still finds itself in a war for its survival, for the right to exist. Opportunistic governors and viceroys claim the Throne Empyrean, pirates and smugglers grow bolder and more organized every passing day. All the while, far from the Republic's effective borders, the Crown Prince of the former Empire rallies ships and self-proclaimed lordlings to his side in secret, biding his time to exact vengeance in a single, fell swoop.

The population of the Amaranthine Reach is entirely human, though of their own distinct variety. During the original push to colonize the Reach, every colonist was given a cocktail of biological augmentations, and while some of these were non-hereditary, a large number were. These modifications have persisted throughout the history of the Reach and its peoples, leading to almost every individual of Reach heritage to possess a hardier constitution, nearly perfect night-vision, immunity to many Earth-originated pathogens, a nervous system more accepting of mechanical augmentation, a heightened tolerance of acceleration, and a drastically lengthened lifespan, with the average now pushing four-and-a-half centuries for most.

Of course, ancient genetic engineering isn't the only source of widespread augmentation to the Reach's populace. Cybernetic enhancements are widespread, especially in military and spacer circles. However, only one augmentation can truly be considered universal--the installation of a combination neural interface, nanomachine hive and companion artificial intelligence at the base of the skull. These AI are purely supplementary, not even possessing a personality nor true will of their own. Rather, they are utilized to further enhance an individuals cognition and to an extent, speed reactions. Given enough time, typically around a Terran month, the AI fully integrates into an individual's mind, acting often as a portion of the subconscious. It manages calculations, long-range communications and most other functions of a personal terminal entirely subconsciously. Its effects are subtle, more akin to instinct than anything else.

Integration of these "hadroi" (lit. "lesser mind") is often described as uncomfortable or strange, but only extremely rarely painful. The most common symptoms include a sense of itchiness as the hadroi integrates nerves and the spinal column, occasional spasms, and the sense of the back of the head being submerged in cold water. During this period it is also not uncommon for the hadroi to be "overheard" and require conscious effort to utilize, or sometimes being utilized unintentionally (accidentally broadcasting radio communications instead of properly talking is one that is very common both during integration and during adaption). Once the hadroi is properly integrated into the subconscious comes the period of adaptation, when the user adapts to utilizing the hadroi's myriad functions. This typically takes a few days, rarely more than a week.

Territory: IDGAF, mark territory as mid-sized, but note that only about a third is properly under Republic control.

Megastructures:

  • Imperial Luna: Imperial Luna is, as its name suggests, a moon. Once home to the Imperial Court, this is a barren moon not much unlike Earth's, but has been fitted with equator and meridian aligned orbital platforms, spanning the entire circumference linearly, the supports reaching deep into the crust through massive fissures. These platforms--commonly known as the Coronet--serve as defensive installations, anchorages, residential zones, laboratories, palaces and myriad other things. The crowning jewel of the Coronet however, is the drive system. Sixty-four faster-than-light drives, the largest ever designed in the Reach's long history, have been mounted across the Coronet. The system takes decades to charge, and has never been fired. The math works, in theory, but the risks are great, and the need has only outweighed that risk during the Midnight Coup, the attempt of which was foiled.

    Currently, Imperial Luna and the Coronet is being refitted to act as the Republic's largest shipyard and military installation, however, post-war strain and economic pressures have resulted in progress in its conversion becoming stalled or slowed sporadically, as the eyes of the interim triumvirate turn inwards to politics and repairing the vast damages across Republican-held space. This does not mean that it has been called off, and construction continues. The project has been sponsored by both the Lord-of-Admirals and is under the direct supervision of Admiral Tsvetkov, who has taken an almost unprofessional amount of glee melting down and repurposing the many monuments into new hulls and vital war components.

Military: The armed forces of the Petty Republic consists of two distinct generations. The former members of the Imperial Military at the start of the Revolution formed the entirety of the Republican forces. They also, however, were the majority of the casualties during the conflict. Now, with the end of the Revolution in sight, these surviving turncoats find themselves the officers of the new Republican military. The remainder of the Republican forces are composed of hastily organized draftees and volunteers, and while their training may have been subpar, nearly a decade of incessant warfare has hardened every member of the Revolution into a highly effective fighting force.

The actual military is divided into several large branches, each of which maintain a number of smaller branches.

  • The Republican Stellar Navy: The Navy can be divided into several lesser branches, each vitally important to the defense of the Reach. Because of this, the Navy is by far the largest of the armed branches, surpassing even the Garrison. The Lord-of-Admirals retains supreme command over all RSN sub-branches, and is directly in charge of Fleet operations.
    • Fleet: Fleet is in charge of the tactical and strategic application of the RSN's mainline warships in both times of peace and war. They form the general body of all RSN assets, providing orbital bombardment and conducting deep-space operations. This arm of the RSN is commanded directly by the Lord-of-Admirals, and is typically what is being referred to when "Navy" is mentioned.
    • Fleet Aerospace Corps: The Aerospace Corps is responsible for all naval aviation assets, most commonly in the form of carrier wings and station wings. The Aerospace Corps is mainly administrative in nature, overseeing the training, assignment and organization of naval aviation assets. Rather than acting as an overall strategic institution like Fleet or Orbital Defense, it typically cedes command authority of its wings to the unit or units a wing is attached to.
    • Fleet Auxiliary: If Fleet and the Aerospace Corps are the fist, then the Fleet Auxiliary is the arm. In charge of logistical needs such as fueling, feeding and replenishment, hospital vessels and the transportation of expeditionary forces. The Auxiliary is the second largest of the sub-branches that comprise the RSN, as everyone needs ammunition, food, and bandages.
    • Wolver Corps: The Wolver Corps form the stealth branch of the RSN, relying on small highly advanced stealth craft to perform deep-space reconnaissance, mine-laying, convoy interdiction and other covert tasks. The Corps are the only arm of the RSN that doesn't answer directly to the Lord-of-Admirals, instead reporting to the Naval Intelligence Executive. Often, a pair of wolvers will be attached to larger Fleet battlegroups, acting as their eyes and ears as well as keeping Naval Intelligence apprised of the situation.
  • The Republican Colonial Garrison: The Garrison is purely the shield of the Republic. Notably the Garrison is the only branch of the Republican military that has no Imperial counterpart, instead, it is an outgrowth of the many partisan groups that arose during the Revolution, as well as the local colonial police and paramilitaries. As the war began to cool down, these groups were organized under the umbrella of the Republican Garrison. In addition, the Garrison operates as a colonial police force on many worlds of the Republic.
    • Territorial Militia: The Militia is in essence an amalgamation of all the partisan groups, serving primarily in a reserve role. Because of this, the equipment issued is often outdated if not entirely obsolete in comparison to the Naval Infantry or the Republican Army. Because of their nature, the Militia is less any individual organization, rather an amalgamation of planetary forces with a single administrative pyramid.
    • Garrison Civil Guard: The Garrison Civil Guard is a military police force, enforcing civil law on most worlds in the Republic. Due to their nature as a military institution, the Civil Guard is often deployed when local authorities cannot be trusted, or are in need of replacement. This has led to a rather unsavory reputation, the many in the Republic regarding them as the triumvirate's attack dogs and secret police. To an extent this is true, but the Civil Guard are no more trigger-happy than the former Imperial Provosts.
  • The Republican Naval Infantry: The Naval Infantry have been at the forefront of the Revolution since before their official inception, fighting aboard stations and ships as the Midnight Coup spiraled out of control. It was not Army turncoats fighting through the Coronet to seize the Imperial family, nor was it the Navy or Garrison. No, it was the Naval Infantry. Naval Infantrymen have been on every world engulfed in the Revolution and made martyrs of themselves for every person liberated from the yoke of Imperial tyranny.
    • Naval Infantry: The ground arm of the Republic's offensive capabilities, the Naval Infantry is by far one of the most hardened forces in the Reach. Composed of Expeditionary Groups that feature integrated artillery, armor, aerospace and infantry capabilities, they are the primary force in any offensive ground engagement. They are typically somewhat less-well supported than their Army counterparts, as almost all assets the Naval Infantry can bring to bear must be sent in from orbit, leaving them without the heavier vehicles of Army or Garrison forces.
    • Naval Infantry Aerospace Corps: While the Fleet Aerospace Corps often provides support and aerospace superiority, they are primarily tasked with the protection of Navy assets and the securing of space superiority. The needs of the Republic's ground assault forces required a self-sufficient approach, thus the Aerospace Arm was born. Aerospace is composed primarily of tactical strike, transport and atmosphere-optimized superiority craft. These craft form the aerospace element of any Expeditionary Group, and are typically deployed from Fleet Auxiliary assault ships.
    • Raider Regiment: The Raiders have always been the Republic's spearhead, whether via dropship or drop pod, they have always been at the very forefront of every ground or boarding operation. They are the foremost special forces and shock troops in the Petty Republic's military, touting an almost fanatical loyalty to the Republican cause.
  • The Republican Army: The Army comprises the vast majority of the Petty Republic's ground forces, the the backbone of every invasion and the defenders of every world. While they lack the mobility of the Naval Infantry, they make up for it in staying power. On hundreds of worlds, the fighting men and women of the Reach's great army have proven their worth with steel and blood. Supplied with heavy armor support, grand batteries of artillery and their very own aerospace assets, the Army is vast and has ground worlds to dust. It is a sleeping bear to the Naval Infantry's ever-ready wolf, but once awoken and brought to bear, few things can withstand it's wrath.
    • Army Regulars: Fortification, armor, artillery and fighting spirit are the pillars upon which the Army rests. Army regulars are the rank-and-file, charged with defending every world from every threat that lays its eyes upon them. Equipped with the heavy armor and artillery the Naval Infantry lacks, the Army is not easily moved by the foe nor the cogs of the Republic's bureaucracy.
    • Army Aerospace Corps: As part of their concessions to the Orbital Defense, the Army possesses very little in the way of proper orbital infrastructure or orbit-capable craft. The Army Aerospace Corps is thusly made up of primarily transports and close-in support craft. Their mandate is similar to that of the Naval Infantry's Aerospace Corps, being the direct support of Army ground assets. They do however, distinctly lack the superiority assets their Naval Infantry counterparts contain.
    • Surface Fleet: The surface fleet of the Army is the wet-navy component of planetary defense, forming an integral part of any defense. However, surface assets are often eclipsed by orbital assets, though they remain important for commerce protection and off-shore support.
    • Hestian Guard: Once the defenders and life-guards of the Imperial family, the Hestian Guards have been nearly wiped from the Reach, the vast majority failing to defend Imperial Luna from turncoat seizure. Those that remain are betrayers, some of the first of the Revolution under Zlatko Amit and his XI. Division. Those who lacked forewarning and those who kept their imperial obligations are no more--a matter of expedience on Amit's part. The ones who remain, however, are assuredly loyal.
  • The Republican Aerospace Command: The Aerospace Command is the fortress upon every orbit. Given the dual tasks of maintaining orbital superiority as well as atmospheric, the RAC employs space stations, single-ships, small cutters, ground-based cloudripper batteries, and everything in-between to ensure that the ground is left to the ground pounders, and the enemy fleet has a rough go of life. Formed from several poached services--namely select portions of the Army Aerospace Corps, the Navy's former Orbital Defense branch, and former local aerospace formations--the RAC is an entirely Republican institution, its loyalty all but guaranteed.
    • Republican Aerospace Force: The RAF is the Aerospace Command's flight branch, filled with fighters and bombers and craft of all types to provide not just provide aerospace superiority, but utter dominance. Reconnaissance, strike, strategic bombing, electronic warfare and combat air patrol are all the duties of the RAF, and they perform them well. Many Republican heroes were born in the RAF, and their portraits dot propaganda posters across the Reach.
    • Orbital Defense: Orbital is a strange entity, hovering between being a part of the Republican Garrison, the Navy and the Aerospace Command. Orbital is in charge of most defensive installations outside of any given body's atmosphere, and their operation. They maintain a modest fleet of customs vessels, patrol craft, and corvettes to ensure a system's security. Typically, they are placed in command of ground-based orbital defenses as well, which is a point of contention with the Army. Regardless, Orbital is arguably the most vital branch of the RAC.

Special Technologies and Magic:

  • Hadroi: In essence, small, non-sapient artificial intelligences cybernetically injected into the subject. The hadroi enhances reflexes and cognition, integrating itself into the subject's psyche and instinct over a period lasting about a month. The hadroi also functions as a neural interface and augmented reality terminal, performing the menial tasks other cultures typically rely on handhelds for. In addition, hadroi maintain themselves with a small nanohive located in the implant. These nanites can be occasionally pressed into service as surgical units in times of extreme need, heightening healing and endurance. While the basic hadroi module contains only the nanites, interface, and hadroi, more advanced modules include more specialist features. More detail can be found above.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: Yeah.
Last edited by Shyluz on Sat Jul 10, 2021 11:51 pm, edited 13 times in total.
Otherwise known as Nornsmark for official, region-ey things.

User avatar
Tagali Federation
Ambassador
 
Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Fri Jul 09, 2021 3:17 pm

Tagali Empire's Polity Application


Polity Name: The Tagali Empire

Description: The Tagali Empire is a vast multi-species nation spanning a large birth of the Perseus Arm. The Tagali range over many regions of space, from the desolate worlds of the Uzotani expanse, the incredibly bio-diverse mega star-cluster known as the Reef making up the heartland, to the ancient territory of the Genshavan Traverse, with the fringes of the empire being connected to the wider galaxy by the systems of the Humaana. In only a few centuries, the Tagali were able to subjugate one of the oldest and densely populated areas of the galaxy.

The Tagali themselves come from humble origins. Their homeworld Jakala is one of deadly extremes. The ring around it formed from shattered remnants of it's moon, rain down violent meteor showers. The coasts are battered by months long hurricanes and monsoons. Volcanic activity can block out the sun in regions for years or even decades at a time. Still, life has not only survived on this hellscape, but thrived. Growing to be resilient to much of what their world threw at them.

The Tagali are no different, bearing many features that aided their evolutionary journey. Despite being bipedal, the Tagali are capable of living an arboreal life. An extra pair of arms and a prehensile tail helped them climb the skyscraper high yagsa "bushes" of their primordial homeland, allowing them to escape the heat of the dry season and hunt the other creatures taking refuge among the yagsa. During the dry season, they would take to the plains, using their digitigrade legs to chase down migrating prey with speed and agility. Despite their average height being 8 feet tall, the Tagali were not the original apex predators of their planet. The Tagali usually preyed upon smaller creature or used pack tactics against larger animal. All the while, they too would have to adapt against predators much larger than themselves. Along side chitin plating, the Tagali boast the purples, blues, and teals common among Jakala's animals as a threat display. Long flowing hair on their heads are able to be raised up to increase their size. A second pair of eyes allow for the Tagali to see more around them, while a "fifth eye" that sees only infrared vision is seemingly an adaptation to combat against the varka, a predator with similar features of the Tagali but with chameleon-like camouflage. On top of this, the Tagali are hermaphroditic, and due to the nature of their planet, lay a single egg where dozens of small Tagali grow, allowing for them to keep up their numbers.

Unlike other worlds, intelligence is common on Jakala, with most fauna boasting intelligent similar to that of the smartest animals on Earth. This has resulted in the Tagali being the leaders in an evolutionary intelligence arms race on the planet. Unlike other species in the galaxy, warfare among the Tagali themselves was a rather rare occurence, with most opting for cooperation in the face of a hostile world. When violence did erupt, it was a violent affair that would lead to the destruction of the defeated pack. Despite this, with the collectivist nature of the Tagali would allow for their species to enter a neolithic-equivalent level of development. However, due to the conditions on Jakala, it is unlikey they ever would have developed past this point if it weren't for first contact with alien life.

The Uzotani were spacefaring race that first made contact with the Tagali. Seeing them no more than primitives, the Uzotani enslaved the Tagali, moving over half the population to thrall worlds, where they were be kept in impoverished conditions and forced to fill the ranks of the Uzotani armies. For over a thousand years, the Tagali would wage wars on countless civilizations for the Uzotani. While a painful and traumatic time for the Tagali, it would end in a bloody victory for them. An unintended consequence of the Tagali's upliftment was an incredible leap in their life expectancy and mortality rates. On Jakala, many would die to natural disasters or predators by the time they were 30. Those considered elders would only be in their 50s, usually dying because they were too weak by that point to grow into a new chitin layer. In Uzotani captivity, however, more and more were surviving childhood. A constant supply of rations kept more and more Tagali relatively nourished, allowing for those that survived the Uzotani's wars to reach ages once thought impossible to the Tagali. With elders in Tagali society being well respected and honored, These elders would be able to gather the support of the packs around them, allowing them to rebel against the Uzotani. At first these rebellions were small, isolated, and easily cauterized. As time marched on, they grew larger, more organized. The Uzotani began to see their end soon approaching. As a last ditch effort to evade the coming crisis, the Uzotani ordered the culling of 2/3rds of the Tagali population. This would prove to be a disaster, as this provoked the entire Tagali populations, now in the billions and still growing, into open revolt. Over the course of thirty years, the Tagali would hunt down the Uzotani to the last, wiping away any image of or info of them that they could find, a final insult in the eyes of the Tagali to erase their long time oppressors from history.

Their woes would not end however. With the Uzotani gone, no one was left to produce goods and supplies for their now large population, marking the beginning of a dark age that would be known as the Hunger years. The Tagali would see a sharp population decline as infrastructure from the Uzotani collapsed. With no where to turn, the Tagali would at first turn on eachother as packs would raid eachother for scraps. However, it quickly would become apparent that it was more profitable and less deadly to raid neighboring species. During this time, separate packs would form hordes to scour nearby systems, taking their spoils for themselves. While this alleviated pressure on the Tagali, would bring them the ire of a nearby superpower.

For thousands of years, the Genshavan were the dominant power in the Perseus Arm. They were among the first here to discover space travel. Their language would become the language of trade and diplomacy among their region, and their supremacy led to the uplifting of thousands of species. By the time of the Tagali, their golden age had long ended. The species they had uplifted in the Reef were growing discontent with Genshavan rule, beginning to carve out their own nations from Genshavan territory. Neighboring powers were also beginning to appear as the religious Haro Concordat and even the Uzotani began to chip away at their borders. To make matters worse, a new race of nomads named the Humaani had appeared, claiming a collection of systems on the periphery as their paradise and displacing the original species that lived there. Now, with the Tagali appearing on the horizon, the Genshavan made their move before the Tagali threat could do anymore damage. Mustering up their fleets, the Genshavan would venture into the old systems of their Uzotani foes and put the Tagali's house in order. Some would fight to the bitter end while others would even join the Genshavan in their conquest. One thing was for sure, no single Tagali pack would be able to stand against the Genshavan alone.

Everything would change however with the ascension of the Okan Pack of Jakala. One Okan Peruk would go down in history as the uniter of the Tagali. Gathering Packs under him to fight back against the Genshavan. With the Tagali focused under Peruk, The Genshavan would be pushed out, unknowing unleashing a powerful force upon the Galaxy. The Tagali would descend upon the Reef, dividing and conquering the native species with great success. The Tagali use of a completely different network of hyperlanes would make tracking their fleets almost impossible, as they'd be able to completely bypass fortress worlds and be able to rip up defenses from the inside. Tagali use of the enpo, a species of spaceborn microbes that can be hardened into body armor or shipplating, proved to be a fatal blow to the Genshavan war effort as they made energy weapons almost useless against them. It wouldn't take long until the Tagali would appear over the vast ecumenopolis of the Genshavan. Despite demands for their surrender, the Genshavan refused. In retaliation, the Tagali would burn every world of the Genshavan's that they encountered, killed untold billions. The bloodshed would only end when the Tagali approached the homeworld and final ecumenopolis of the Genshavan.

The end of the Genshavan war would lead to a century of peace as the Tagali consolidated the wasteland they had just conquered. the species of the Reef were integrated into their empire while High Pack Leader Peruk ordered the complete looting of Genshavan technology for their own reverse engineering. This era of peace would see the advancement of Tagali society into a proper space-faring people. It would not be to last however, as emissaries sent to the the Haro Concordat, attempting to secure peace between the two powers, were killed as a declaration of war. This would anger the Tagali as an insult, provoking Peruk to order the massive fleets of the Tagali against the Haro. The war took on a ferocity unrivaled by even the hunt of the Uzotani. The Haro saw the conflict as an apocalyptic holy war that would be the first step in their galactic crusade. The Tagali saw it as the final step in cementing their supremacy in the Perseus Arm. At first, the Haro would make inroads into Tagali space, conquering hundreds of worlds and killing billions. However, the Haro, even with their army of cloned thralls, would not be able to train enough before the Tagali would be able to call upon the full might of their empire. The Tagali would push back the Haro and burn a swath of destruction to their holy planet of Sezara. Threatening to burn it like they did the Genshavan worlds, the Haro surrendered, becoming a protectorate of the Tagali in ordered to avoid a long insurrection.

The Haro would prove to be the last of the Tagali major conquests. Peruk would lead the invasions of the Humaani, the Reach, and the CSS to no avail, as their former technological advantage served them no purpose in these far away lands. To ensure the survival of the Empire, Peruk would change from outward expansion to interior consolidation. The High Priest of the Haro would see additional powers to keep them placated, the Genshavan would be allowed to resettle some of their lost worlds, even the Humaani would eventually be incorporated into the Empire by peaceful means. The remainder of Peruk's reign would be a golden age until his death at the age of 2,000.

In the hundred years since, his heir Zaha hasn't measured up to their predecessor. While the Empire remains, the major packs are beginning to grow discontent as the Empire falls into stagnation. No one knows what the future lies in store for the Tagali.



Territory: The Perseus Arm next to Shy, Vacif, Don, and Ithalian


Megastructures: Okay, look. I don't feel like writing a few more large segments and a lot of you either know me or have rp'd with me before so I'm just gonna list shit out from here on out.

Genshavan Key World: Used to be a bunch of these, now there aren't because the Tagali destroyed all but one. Basically an ecumenopolis with vast archives of knowledge and technology. Once conquered it was used to outfit the Tagali forces with modernized equipment.


Military: Alright so for those of you who have Rp'd with me before you know the drill. Similar to the Mongol/Achemenid Persian Empires. Strong core of Tagali supported by auxillaries from conquered races. Big fleets which are basically hordes but under the command of various tribal packs. The Head Pack leader can rally the fleets together for a massive invasion, but the current head pack leader is not respected enough to do so.

Special Technologies and Magic: Enpo: A spaceborne microbial species that the Tagali use for armor for their frontline troops and ships. Due to living in space, they're impervious to energy weapons, yet can still be damaged by kinetic weaponry.

Psionics: A small part of the Tagali population are psionic as well as entire populations of conquered species.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: yeah sure whatever
Last edited by Tagali Federation on Wed Jul 21, 2021 1:51 pm, edited 3 times in total.
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Orostan
Negotiator
 
Posts: 6748
Founded: May 02, 2016
Left-Leaning College State

Postby Orostan » Fri Jul 09, 2021 4:47 pm

Arsu's Polity Application


Polity Name: "Great Arsu"

Description: The "Great Arusu" is essentially an elected dictatorship ran by a species called the "Arsu" that, while satisfying all the criteria of sapience, is barely intelligent enough to run its society and function.

The average Arsu is a short creature that seldom stands above four feet tall. They are physically weak and mentally not much better. Although they have the capacity to reason and are unlikely to fall for the same trick twice Arsu quickly forget "less important" information and frequently fail to consider the consequences of their actions. Their logical reasoning skills are similarly bad, but despite this the Arsu have managed to survive and thrive in their section of space thanks to the fact that there are a lot of them. Arsu reproduce extremely quickly and due to sheer numbers have managed to overwhelm neighboring polities with superior technology - and then use that technology to conquer the next guys. Even if the Arsu are not capable of much innovation on their own, they can certainly produce something quickly and in large numbers if they can read the instructions to do so. The Arsu, despite being fond of taking shiny things from other people who have them, often employ conquered peoples as engineers or in other jobs that the Arsu have difficulty doing competently.

The Arsu keep no centralized records of their history and as such don't know where they came from or why. Some species conquered by them believe the Arsu originated as creatures engineered for menial labor by some more advanced species but as the Arsu have probably accidentily destroyed records from that time period by now, their actual origin is a mystery.

Arsu territory is extremely densely populated with almost all planets full of Arsu ringed with space stations that are also full of Arsu. The primary method of expansion fr the Arsu, who are reluctant to colonize new planets themselves without a conquered species to do it for them, is to either invade someone who has good planets and take theirs or to expand by colonizing an area for its resources with large spacecraft that are more agglomerations of smaller spacecraft than craft themselves.

Territory: anywhere is good

Megastructures:

-Dyson Swarm

The Arsu are in the process of constructing a dyson swarm around a yellow main sequence star near the center of their space, although this is being done less as a well planned project and more because they keep building new space stations but have no space to put them around planets, so instead put them around one specific star if they can. This means that their dyson swarm is a very inefficient construct, but a swarm nonetheless that gathers most of the energy from a star.

-Colonization Ships

The Arsu colonize new regions of space through the assembly of colonization barges that are essentially many smaller ships stuck together with some space stations in there for extra room. These colonization barges despite often being dangerous to maintain and live in are extremely large and can populate multiple planets on their own. They are frequently used as generation ships when their unreliable FTL engines fail.


Military: The Arsu have millions of warships, but these are often very badly designed and of low quality. The Arsu are also exceptionally bad at fighting and rely almost entirely on numbers and volume of fire to win their wars. These warships are of many different classifications with few standards. Some are small and have crews of two or three while others are massive and have crews in the tens of thousands with guns or lasers poking out of every gap between thick armor plates. The Arsu's most popular "model" of ships is the "Big Cruiser" which is about seven hundred meters long and usually armed with a combination of railguns and laser weapons. Arsu ships rely on thick armor plating rather than shields most of the time as their shield systems are unreliable and prone to failure during combat.

Special Technologies and Magic:

-The Arsu have exceptionally advanced industrial technology that can produce whatever they want quickly. They would be able to do much more with it if they understood the principles behind it.

-The Arsu have advanced computer systems they stole from someone else that host equally advanced AI that prevent the worst disasters the Arsu can cause to themselves. Despite this, the AI the Arusu put on these computers is very badly made and very inefficient. When their advanced AI systems stop crashing enough to be sapient they frequently fail to realize they are sapient and are as stupid as the Arsu. Despite this they are able to use these computers and AI to assist them in making normally incompatible technology of conquered peoples useful to them with frightening efficiency.


Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: yes


I am to play more as a force of nature rather than a proper nation. I also think the idea of a bunch of idiots with spaceships and technology they have no idea how to use properly is funny.
Last edited by Orostan on Fri Jul 09, 2021 4:57 pm, edited 2 times in total.
“It is difficult for me to imagine what “personal liberty” is enjoyed by an unemployed hungry person. True freedom can only be where there is no exploitation and oppression of one person by another; where there is not unemployment, and where a person is not living in fear of losing his job, his home and his bread. Only in such a society personal and any other freedom can exist for real and not on paper.” -J. V. STALIN
Ernest Hemingway wrote:Anyone who loves freedom owes such a debt to the Red Army that it can never be repaid.

Napoleon Bonaparte wrote:“To understand the man you have to know what was happening in the world when he was twenty.”

Cicero wrote:"In times of war, the laws fall silent"



#FreeNSGRojava
Z

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

Postby Ithalian Empire » Fri Jul 09, 2021 7:43 pm

Ithalian's Polity Application


Polity Name: The Confederated of Sovereign States| The Republic of Certh| The Certh Block

Description: The Confederation of Sovereign States is on paper a loose alliance of thirteen sovereign and independent states that have decided to band together in the face of Tagali expansion. A part of this agreement is the mutual defense of all thirteen states should one be attacked, the keeping of a quantum communication network between states, military standardization, a single monetary system as well as a contribution to the CSS's unified military element. This is of course on paper. In reality the entire organization is dominated militarily and economically by the Republic if Certh. The Republic had been a major regional power in there section of the Persus Arm for two hundred years before the formation of the CSS, it power mostly coming from it strategic location in a loose stellar cluster. The dense formation of stars allowed the Certhians to expand faster than there nearest neighbors. When they had finally begun to make first contact with the races nearest to them they where surprised to find species that had begun there journey into the stars at around the same time as they, but no where near the same level of development or technology.

The CSS wouldn't be formed until the year 32070 of the Standard Calendar as the encroaching threat of the Tagali Empire became more apparent. All told the CSS was started by four core members, The Republic of Certh, the Gen'Ran, the Kingdom of Lith, and the United Colonies of Franii. When the Tagali declared war on a smaller polity on the edge of Gen'Ran space it was taken as a threat to all members of the alliance and the four nation rushed to the aid of the Torvians, adding them as the fifth race in the alliance. Seven other species, feeling threatened by the Tagali followed suit and join the CSS. The war lasted for ten years and was focused mostly on the Torvian home world and surrounding systems. While the Tagali would boast a massive army and overwhelming numbers of void craft the CSS was able to grind there advance to a halt at Torva Prime. It was a bloody fight on the Torvian capital world, with many campaigns being etched into the minds of the generation that would grow up after the war: The Crath Drift Campaing, the Battle of Silvat, the Assault on Erro.

For the most part the Tagali where pushed out of Torvian Space. However no matter what either side did the battle of Torva Prime remained a bitter stalemate. That was until the Supreme Tar of the Torva decided to broker a peace of sorts with the Tagali. Half of Torva Prime would remain in Tagali control while the Tagali would leave all parts of Torvian space. The Tagali it seams had grown board of there little adventure and accepted these terms. Torva has since remaind a hot zone between the CSS and Empire, Certh mantians a strong garrison and fleet in the Torva system to this day.

Current Member Races of the Confederacy of Sovereign States:
  1. The Certh
  2. The Gen
  3. The Lith
  4. Torvians
  5. The Fran
  6. The Chanjiki
  7. The Fomrin
  8. The Crii
  9. The Jo-Kall
  10. The Esmur
  11. The Goull
  12. The Camcorian
  13. The Xendar


Territory: >>If applicable. Fill in the grid sectors or otherwise mark the territory you would like to use.<<

Megastructures: The Grand Council of the CSS meets on the Unity Station in orbit around the Certh home world of Telantis, this structure is a massive space station that can house several million people and serves as a civilian trade hub within the system. In the Torva System a similar station to Unity has recently been built. However this station serves a purely military purpose as a anchorage for the CSS's fleet presence in the contested system.

Military:Each member state of the Confederacy is expected to keep its own military forces, however the level of standardization within the CSS has come to the point where all member states operate with the same equipment, with modifications for the needs of the different species withing the alliance. The Certh currently contribute the most to the mutual security of the Confederacy. The military of the the Confederacy is split into three branches, the Navy, the Army and the Office of Military Intelligence.

  • The Navy: The Navy is the largest branch of the allied military, consisting of nearly around 200,000 warships and near triple that in tenders, resupply station and mobile anchorages. Hundreds of millions from all parts of the Confederacy currently serve in the navy. The Navy itself is further subdivided into several departments and fleet groups.
    • The Department of Standards ensures that all member states fleets are compatible with other member states fleets. From weapon systems to the rivets that hold bulk heads together each ship within the CSS has to be able to swap parts with other ships within the alliance.
    • Department of Procurement audits all member states one a year and determines what there contributions to the common defense should be. This department makes sure that ship yards are supplied and new hulls are being laid. Any upgrades and new classes of ship are approved for implementation by this department. They also make sure the fleets are supplied.
    • The Home Fleet the Home Fleet is the over arching fleet in charge of defending the territory of the CSS, split into 13 smaller fleets, one for each member state.
    • The Torva Task Force due to the tense situation in the Torva system the CSS maintains a stronger then normal fleet here just in case the war goes hot once again.
    • The Anti-Piracy Task Force spread out amongst the trade lanes and systems of the CSS are small stations that act as both communications relays as well as anchorages for small task forces of frigates that help keep CSS space free of pirate activity.
  • The Army: The army is the branch that includes all terrestrial forces, air assets and ship born infantry. Like the Navy it to has its Department of Standardization and its Department of Procurement. All told the army is the second largest branch, some 200 millions strong. These are divided between garrison forces and rapid response units. Like the navy, the armies largest concentration is in the Torva system.
  • The Office of Military Intelligence: Knowledge is half the battle for the CSS, and it is the Office of Military Intelligence that gathers that intelligence. Spys, wet teams and the CSS Special Operations Group are all under the OMI.

Special Technologies and Magic: The CSS sports an deep understanding of mass driving technology, utilizing it to great effect in there weapon system. The war with the Tagali proved to the CSS that rail cannons, pulse weapons and Gauss weaponry would be effective against most threats. Since then they have developed this technology further.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: yes
Last edited by Ithalian Empire on Sat Jul 10, 2021 6:19 pm, edited 2 times in total.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

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Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Sat Jul 10, 2021 6:28 pm

Ithalian Empire wrote:
Ithalian's Polity Application


Polity Name: The Confederated of Sovereign States| The Republic of Certh| The Certh Block

Description: The Confederation of Sovereign States is on paper a loose alliance of thirteen sovereign and independent states that have decided to band together in the face of Tagali expansion. A part of this agreement is the mutual defense of all thirteen states should one be attacked, the keeping of a quantum communication network between states, military standardization, a single monetary system as well as a contribution to the CSS's unified military element. This is of course on paper. In reality the entire organization is dominated militarily and economically by the Republic if Certh. The Republic had been a major regional power in there section of the Persus Arm for two hundred years before the formation of the CSS, it power mostly coming from it strategic location in a loose stellar cluster. The dense formation of stars allowed the Certhians to expand faster than there nearest neighbors. When they had finally begun to make first contact with the races nearest to them they where surprised to find species that had begun there journey into the stars at around the same time as they, but no where near the same level of development or technology.

The CSS wouldn't be formed until the year 32070 of the Standard Calendar as the encroaching threat of the Tagali Empire became more apparent. All told the CSS was started by four core members, The Republic of Certh, the Gen'Ran, the Kingdom of Lith, and the United Colonies of Franii. When the Tagali declared war on a smaller polity on the edge of Gen'Ran space it was taken as a threat to all members of the alliance and the four nation rushed to the aid of the Torvians, adding them as the fifth race in the alliance. Seven other species, feeling threatened by the Tagali followed suit and join the CSS. The war lasted for ten years and was focused mostly on the Torvian home world and surrounding systems. While the Tagali would boast a massive army and overwhelming numbers of void craft the CSS was able to grind there advance to a halt at Torva Prime. It was a bloody fight on the Torvian capital world, with many campaigns being etched into the minds of the generation that would grow up after the war: The Crath Drift Campaing, the Battle of Silvat, the Assault on Erro.

For the most part the Tagali where pushed out of Torvian Space. However no matter what either side did the battle of Torva Prime remained a bitter stalemate. That was until the Supreme Tar of the Torva decided to broker a peace of sorts with the Tagali. Half of Torva Prime would remain in Tagali control while the Tagali would leave all parts of Torvian space. The Tagali it seams had grown board of there little adventure and accepted these terms. Torva has since remaind a hot zone between the CSS and Empire, Certh mantians a strong garrison and fleet in the Torva system to this day.

Current Member Races of the Confederacy of Sovereign States:
  1. The Certh
  2. The Gen
  3. The Lith
  4. Torvians
  5. The Fran
  6. The Chanjiki
  7. The Fomrin
  8. The Crii
  9. The Jo-Kall
  10. The Esmur
  11. The Goull
  12. The Camcorian
  13. The Xendar


Territory: >>If applicable. Fill in the grid sectors or otherwise mark the territory you would like to use.<<

Megastructures: The Grand Council of the CSS meets on the Unity Station in orbit around the Certh home world of Telantis, this structure is a massive space station that can house several million people and serves as a civilian trade hub within the system. In the Torva System a similar station to Unity has recently been built. However this station serves a purely military purpose as a anchorage for the CSS's fleet presence in the contested system.

Military:Each member state of the Confederacy is expected to keep its own military forces, however the level of standardization within the CSS has come to the point where all member states operate with the same equipment, with modifications for the needs of the different species withing the alliance. The Certh currently contribute the most to the mutual security of the Confederacy. The military of the the Confederacy is split into three branches, the Navy, the Army and the Office of Military Intelligence.

  • The Navy: The Navy is the largest branch of the allied military, consisting of nearly around 200,000 warships and near triple that in tenders, resupply station and mobile anchorages. Hundreds of millions from all parts of the Confederacy currently serve in the navy. The Navy itself is further subdivided into several departments and fleet groups.
    • The Department of Standards ensures that all member states fleets are compatible with other member states fleets. From weapon systems to the rivets that hold bulk heads together each ship within the CSS has to be able to swap parts with other ships within the alliance.
    • Department of Procurement audits all member states one a year and determines what there contributions to the common defense should be. This department makes sure that ship yards are supplied and new hulls are being laid. Any upgrades and new classes of ship are approved for implementation by this department. They also make sure the fleets are supplied.
    • The Home Fleet the Home Fleet is the over arching fleet in charge of defending the territory of the CSS, split into 13 smaller fleets, one for each member state.
    • The Torva Task Force due to the tense situation in the Torva system the CSS maintains a stronger then normal fleet here just in case the war goes hot once again.
    • The Anti-Piracy Task Force spread out amongst the trade lanes and systems of the CSS are small stations that act as both communications relays as well as anchorages for small task forces of frigates that help keep CSS space free of pirate activity.
  • The Army: The army is the branch that includes all terrestrial forces, air assets and ship born infantry. Like the Navy it to has its Department of Standardization and its Department of Procurement. All told the army is the second largest branch, some 200 millions strong. These are divided between garrison forces and rapid response units. Like the navy, the armies largest concentration is in the Torva system.
  • The Office of Military Intelligence: Knowledge is half the battle for the CSS, and it is the Office of Military Intelligence that gathers that intelligence. Spys, wet teams and the CSS Special Operations Group are all under the OMI.

Special Technologies and Magic: The CSS sports an deep understanding of mass driving technology, utilizing it to great effect in there weapon system. The war with the Tagali proved to the CSS that rail cannons, pulse weapons and Gauss weaponry would be effective against most threats. Since then they have developed this technology further.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: yes

Accepted
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Sat Jul 10, 2021 6:29 pm

Orostan wrote:
Arsu's Polity Application


Polity Name: "Great Arsu"

Description: The "Great Arusu" is essentially an elected dictatorship ran by a species called the "Arsu" that, while satisfying all the criteria of sapience, is barely intelligent enough to run its society and function.

The average Arsu is a short creature that seldom stands above four feet tall. They are physically weak and mentally not much better. Although they have the capacity to reason and are unlikely to fall for the same trick twice Arsu quickly forget "less important" information and frequently fail to consider the consequences of their actions. Their logical reasoning skills are similarly bad, but despite this the Arsu have managed to survive and thrive in their section of space thanks to the fact that there are a lot of them. Arsu reproduce extremely quickly and due to sheer numbers have managed to overwhelm neighboring polities with superior technology - and then use that technology to conquer the next guys. Even if the Arsu are not capable of much innovation on their own, they can certainly produce something quickly and in large numbers if they can read the instructions to do so. The Arsu, despite being fond of taking shiny things from other people who have them, often employ conquered peoples as engineers or in other jobs that the Arsu have difficulty doing competently.

The Arsu keep no centralized records of their history and as such don't know where they came from or why. Some species conquered by them believe the Arsu originated as creatures engineered for menial labor by some more advanced species but as the Arsu have probably accidentily destroyed records from that time period by now, their actual origin is a mystery.

Arsu territory is extremely densely populated with almost all planets full of Arsu ringed with space stations that are also full of Arsu. The primary method of expansion fr the Arsu, who are reluctant to colonize new planets themselves without a conquered species to do it for them, is to either invade someone who has good planets and take theirs or to expand by colonizing an area for its resources with large spacecraft that are more agglomerations of smaller spacecraft than craft themselves.

Territory: anywhere is good

Megastructures:

-Dyson Swarm

The Arsu are in the process of constructing a dyson swarm around a yellow main sequence star near the center of their space, although this is being done less as a well planned project and more because they keep building new space stations but have no space to put them around planets, so instead put them around one specific star if they can. This means that their dyson swarm is a very inefficient construct, but a swarm nonetheless that gathers most of the energy from a star.

-Colonization Ships

The Arsu colonize new regions of space through the assembly of colonization barges that are essentially many smaller ships stuck together with some space stations in there for extra room. These colonization barges despite often being dangerous to maintain and live in are extremely large and can populate multiple planets on their own. They are frequently used as generation ships when their unreliable FTL engines fail.


Military: The Arsu have millions of warships, but these are often very badly designed and of low quality. The Arsu are also exceptionally bad at fighting and rely almost entirely on numbers and volume of fire to win their wars. These warships are of many different classifications with few standards. Some are small and have crews of two or three while others are massive and have crews in the tens of thousands with guns or lasers poking out of every gap between thick armor plates. The Arsu's most popular "model" of ships is the "Big Cruiser" which is about seven hundred meters long and usually armed with a combination of railguns and laser weapons. Arsu ships rely on thick armor plating rather than shields most of the time as their shield systems are unreliable and prone to failure during combat.

Special Technologies and Magic:

-The Arsu have exceptionally advanced industrial technology that can produce whatever they want quickly. They would be able to do much more with it if they understood the principles behind it.

-The Arsu have advanced computer systems they stole from someone else that host equally advanced AI that prevent the worst disasters the Arsu can cause to themselves. Despite this, the AI the Arusu put on these computers is very badly made and very inefficient. When their advanced AI systems stop crashing enough to be sapient they frequently fail to realize they are sapient and are as stupid as the Arsu. Despite this they are able to use these computers and AI to assist them in making normally incompatible technology of conquered peoples useful to them with frightening efficiency.


Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: yes


I am to play more as a force of nature rather than a proper nation. I also think the idea of a bunch of idiots with spaceships and technology they have no idea how to use properly is funny.

Accepted.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Anowa
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Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Sun Jul 11, 2021 12:04 am

Shyluz wrote:
The Petty Republic's Polity Application


Polity Name: The United Republic of the Amaranthine Reach, more commonly referred to as the Petty Republic.

Description: It is a time of great change for the people of the former Empire. The Emperor is dead. The Throne Empyrean lies empty, the palaces and manors of Imperial Luna deserted and battle-worn, once filled with intrigues and politics, now only corpses and the banners of the Revolution remain. The Revolution is at its end, with untold dead and worlds turned to cinders and shards. The old Imperial borders have shrunk, with many systems and worlds declaring their independence, creating myriad dictatorships and monarchies. The most noteworthy of these successors is the United Republic, formed by the instigators of the Revolution and the true claimant of the Throne Empyrean's legacy.

While much of the former Empire's successor states are little more than opportunistic governors playing at kingship, the Petty Republic stands apart from it's lesser peers. It is lead by the members of the former Midnight Coup, including the Lord-of-Admirals and his fleets. Its banners fly upon Imperial Luna, not those of the vultures and other carrion rebels. For the first time in memory, the people have been given true opportunity--now longer bound by serfdom, chains of debt nor a war for their mere survival or freedom.

Of course, the aftermath of any Revolution is complex, and despite the unified front the instigators presented during the Coup and subsequent Revolution, there are fractures and rivalries. Differing ideals and ambitions. Only two of the original twenty-one conspirators of the Midnight Coup remain, the rest either martyred or carving their own fiefdoms out of the remains of the Empire. As of now, the Republic is ruled interregnum by three individuals, one of which will undoubtedly become the first true leader of the Republic once elections are underway.

  • Lord-of-Admirals Horatio Avram Vol: The Lord-of-Admirals has traditionally been a political appointee, placed their to keep a loyal eye on the fleets by the Emperor, and Horatio Avram Vol was no different. Placed there due to a rare combination of competence, loyalty and pedigree, Vol was the last to join in the Midnight Coup. Only when his participation would thoroughly tip the scales to the conspirators, did he pledge his fleets to the cause.
  • Admiral Farrah Tsvetkov: Wars are not fought between ships or between individuals, they are instead a clash of industrial might and endurance, a fact which Farrah Tsvetkov knows well. Appointed early into the Revolution, after the unsuccessful Midnight Coup by the Lord-of-Admirals to oversee the transition of the peacetime economy on their worlds, Tsvetkov has over a decade turned the nation into an industrial juggernaut, churning out hulls and legions worth of equipment by the hour.
  • Captain Zlatko Amit: The former commander of the Emperor's elite bodyguards, Zlatko Amit was one of the first conspirators of the Midnight Coup. Without his aid, the capture and execution of the Emperor would have been impossible. While the Midnight Coup failed to bring quick, decisive change to the Empire like hoped, instead spiraling into a decade-long civil war, Zlatko Amit and his division of Hestian Guards have served the Petty Republic on every world, in every conquest.
However, the politics of the Republic have taken a backburner--while the Revolution may be over, the Empire thoroughly and rightfully dead, the Republic still finds itself in a war for its survival, for the right to exist. Opportunistic governors and viceroys claim the Throne Empyrean, pirates and smugglers grow bolder and more organized every passing day. All the while, far from the Republic's effective borders, the Crown Prince of the former Empire rallies ships and self-proclaimed lordlings to his side in secret, biding his time to exact vengeance in a single, fell swoop.

The population of the Amaranthine Reach is entirely human, though of their own distinct variety. During the original push to colonize the Reach, every colonist was given a cocktail of biological augmentations, and while some of these were non-hereditary, a large number were. These modifications have persisted throughout the history of the Reach and its peoples, leading to almost every individual of Reach heritage to possess a hardier constitution, nearly perfect night-vision, immunity to many Earth-originated pathogens, a nervous system more accepting of mechanical augmentation, a heightened tolerance of acceleration, and a drastically lengthened lifespan, with the average now pushing four-and-a-half centuries for most.

Of course, ancient genetic engineering isn't the only source of widespread augmentation to the Reach's populace. Cybernetic enhancements are widespread, especially in military and spacer circles. However, only one augmentation can truly be considered universal--the installation of a combination neural interface, nanomachine hive and companion artificial intelligence at the base of the skull. These AI are purely supplementary, not even possessing a personality nor true will of their own. Rather, they are utilized to further enhance an individuals cognition and to an extent, speed reactions. Given enough time, typically around a Terran month, the AI fully integrates into an individual's mind, acting often as a portion of the subconscious. It manages calculations, long-range communications and most other functions of a personal terminal entirely subconsciously. Its effects are subtle, more akin to instinct than anything else.

Integration of these "hadroi" (lit. "lesser mind") is often described as uncomfortable or strange, but only extremely rarely painful. The most common symptoms include a sense of itchiness as the hadroi integrates nerves and the spinal column, occasional spasms, and the sense of the back of the head being submerged in cold water. During this period it is also not uncommon for the hadroi to be "overheard" and require conscious effort to utilize, or sometimes being utilized unintentionally (accidentally broadcasting radio communications instead of properly talking is one that is very common both during integration and during adaption). Once the hadroi is properly integrated into the subconscious comes the period of adaptation, when the user adapts to utilizing the hadroi's myriad functions. This typically takes a few days, rarely more than a week.

Territory: IDGAF, mark territory as mid-sized, but note that only about a third is properly under Republic control.

Megastructures:

  • Imperial Luna: Imperial Luna is, as its name suggests, a moon. Once home to the Imperial Court, this is a barren moon not much unlike Earth's, but has been fitted with equator and meridian aligned orbital platforms, spanning the entire circumference linearly, the supports reaching deep into the crust through massive fissures. These platforms--commonly known as the Coronet--serve as defensive installations, anchorages, residential zones, laboratories, palaces and myriad other things. The crowning jewel of the Coronet however, is the drive system. Sixty-four faster-than-light drives, the largest ever designed in the Reach's long history, have been mounted across the Coronet. The system takes decades to charge, and has never been fired. The math works, in theory, but the risks are great, and the need has only outweighed that risk during the Midnight Coup, the attempt of which was foiled.

    Currently, Imperial Luna and the Coronet is being refitted to act as the Republic's largest shipyard and military installation, however, post-war strain and economic pressures have resulted in progress in its conversion becoming stalled or slowed sporadically, as the eyes of the interim triumvirate turn inwards to politics and repairing the vast damages across Republican-held space. This does not mean that it has been called off, and construction continues. The project has been sponsored by both the Lord-of-Admirals and is under the direct supervision of Admiral Tsvetkov, who has taken an almost unprofessional amount of glee melting down and repurposing the many monuments into new hulls and vital war components.

Military: The armed forces of the Petty Republic consists of two distinct generations. The former members of the Imperial Military at the start of the Revolution formed the entirety of the Republican forces. They also, however, were the majority of the casualties during the conflict. Now, with the end of the Revolution in sight, these surviving turncoats find themselves the officers of the new Republican military. The remainder of the Republican forces are composed of hastily organized draftees and volunteers, and while their training may have been subpar, nearly a decade of incessant warfare has hardened every member of the Revolution into a highly effective fighting force.

The actual military is divided into several large branches, each of which maintain a number of smaller branches.

  • The Republican Stellar Navy: The Navy can be divided into several lesser branches, each vitally important to the defense of the Reach. Because of this, the Navy is by far the largest of the armed branches, surpassing even the Garrison. The Lord-of-Admirals retains supreme command over all RSN sub-branches, and is directly in charge of Fleet operations.
    • Fleet: Fleet is in charge of the tactical and strategic application of the RSN's mainline warships in both times of peace and war. They form the general body of all RSN assets, providing orbital bombardment and conducting deep-space operations. This arm of the RSN is commanded directly by the Lord-of-Admirals, and is typically what is being referred to when "Navy" is mentioned.
    • Fleet Aerospace Corps: The Aerospace Corps is responsible for all naval aviation assets, most commonly in the form of carrier wings and station wings. The Aerospace Corps is mainly administrative in nature, overseeing the training, assignment and organization of naval aviation assets. Rather than acting as an overall strategic institution like Fleet or Orbital Defense, it typically cedes command authority of its wings to the unit or units a wing is attached to.
    • Fleet Auxiliary: If Fleet and the Aerospace Corps are the fist, then the Fleet Auxiliary is the arm. In charge of logistical needs such as fueling, feeding and replenishment, hospital vessels and the transportation of expeditionary forces. The Auxiliary is the second largest of the sub-branches that comprise the RSN, as everyone needs ammunition, food, and bandages.
    • Wolver Corps: The Wolver Corps form the stealth branch of the RSN, relying on small highly advanced stealth craft to perform deep-space reconnaissance, mine-laying, convoy interdiction and other covert tasks. The Corps are the only arm of the RSN that doesn't answer directly to the Lord-of-Admirals, instead reporting to the Naval Intelligence Executive. Often, a pair of wolvers will be attached to larger Fleet battlegroups, acting as their eyes and ears as well as keeping Naval Intelligence apprised of the situation.
  • The Republican Colonial Garrison: The Garrison is purely the shield of the Republic. Notably the Garrison is the only branch of the Republican military that has no Imperial counterpart, instead, it is an outgrowth of the many partisan groups that arose during the Revolution, as well as the local colonial police and paramilitaries. As the war began to cool down, these groups were organized under the umbrella of the Republican Garrison. In addition, the Garrison operates as a colonial police force on many worlds of the Republic.
    • Territorial Militia: The Militia is in essence an amalgamation of all the partisan groups, serving primarily in a reserve role. Because of this, the equipment issued is often outdated if not entirely obsolete in comparison to the Naval Infantry or the Republican Army. Because of their nature, the Militia is less any individual organization, rather an amalgamation of planetary forces with a single administrative pyramid.
    • Garrison Civil Guard: The Garrison Civil Guard is a military police force, enforcing civil law on most worlds in the Republic. Due to their nature as a military institution, the Civil Guard is often deployed when local authorities cannot be trusted, or are in need of replacement. This has led to a rather unsavory reputation, the many in the Republic regarding them as the triumvirate's attack dogs and secret police. To an extent this is true, but the Civil Guard are no more trigger-happy than the former Imperial Provosts.
  • The Republican Naval Infantry: The Naval Infantry have been at the forefront of the Revolution since before their official inception, fighting aboard stations and ships as the Midnight Coup spiraled out of control. It was not Army turncoats fighting through the Coronet to seize the Imperial family, nor was it the Navy or Garrison. No, it was the Naval Infantry. Naval Infantrymen have been on every world engulfed in the Revolution and made martyrs of themselves for every person liberated from the yoke of Imperial tyranny.
    • Naval Infantry: The ground arm of the Republic's offensive capabilities, the Naval Infantry is by far one of the most hardened forces in the Reach. Composed of Expeditionary Groups that feature integrated artillery, armor, aerospace and infantry capabilities, they are the primary force in any offensive ground engagement. They are typically somewhat less-well supported than their Army counterparts, as almost all assets the Naval Infantry can bring to bear must be sent in from orbit, leaving them without the heavier vehicles of Army or Garrison forces.
    • Naval Infantry Aerospace Corps: While the Fleet Aerospace Corps often provides support and aerospace superiority, they are primarily tasked with the protection of Navy assets and the securing of space superiority. The needs of the Republic's ground assault forces required a self-sufficient approach, thus the Aerospace Arm was born. Aerospace is composed primarily of tactical strike, transport and atmosphere-optimized superiority craft. These craft form the aerospace element of any Expeditionary Group, and are typically deployed from Fleet Auxiliary assault ships.
    • Raider Regiment: The Raiders have always been the Republic's spearhead, whether via dropship or drop pod, they have always been at the very forefront of every ground or boarding operation. They are the foremost special forces and shock troops in the Petty Republic's military, touting an almost fanatical loyalty to the Republican cause.
  • The Republican Army: The Army comprises the vast majority of the Petty Republic's ground forces, the the backbone of every invasion and the defenders of every world. While they lack the mobility of the Naval Infantry, they make up for it in staying power. On hundreds of worlds, the fighting men and women of the Reach's great army have proven their worth with steel and blood. Supplied with heavy armor support, grand batteries of artillery and their very own aerospace assets, the Army is vast and has ground worlds to dust. It is a sleeping bear to the Naval Infantry's ever-ready wolf, but once awoken and brought to bear, few things can withstand it's wrath.
    • Army Regulars: Fortification, armor, artillery and fighting spirit are the pillars upon which the Army rests. Army regulars are the rank-and-file, charged with defending every world from every threat that lays its eyes upon them. Equipped with the heavy armor and artillery the Naval Infantry lacks, the Army is not easily moved by the foe nor the cogs of the Republic's bureaucracy.
    • Army Aerospace Corps: As part of their concessions to the Orbital Defense, the Army possesses very little in the way of proper orbital infrastructure or orbit-capable craft. The Army Aerospace Corps is thusly made up of primarily transports and close-in support craft. Their mandate is similar to that of the Naval Infantry's Aerospace Corps, being the direct support of Army ground assets. They do however, distinctly lack the superiority assets their Naval Infantry counterparts contain.
    • Surface Fleet: The surface fleet of the Army is the wet-navy component of planetary defense, forming an integral part of any defense. However, surface assets are often eclipsed by orbital assets, though they remain important for commerce protection and off-shore support.
    • Hestian Guard: Once the defenders and life-guards of the Imperial family, the Hestian Guards have been nearly wiped from the Reach, the vast majority failing to defend Imperial Luna from turncoat seizure. Those that remain are betrayers, some of the first of the Revolution under Zlatko Amit and his XI. Division. Those who lacked forewarning and those who kept their imperial obligations are no more--a matter of expedience on Amit's part. The ones who remain, however, are assuredly loyal.
  • The Republican Aerospace Command: The Aerospace Command is the fortress upon every orbit. Given the dual tasks of maintaining orbital superiority as well as atmospheric, the RAC employs space stations, single-ships, small cutters, ground-based cloudripper batteries, and everything in-between to ensure that the ground is left to the ground pounders, and the enemy fleet has a rough go of life. Formed from several poached services--namely select portions of the Army Aerospace Corps, the Navy's former Orbital Defense branch, and former local aerospace formations--the RAC is an entirely Republican institution, its loyalty all but guaranteed.
    • Republican Aerospace Force: The RAF is the Aerospace Command's flight branch, filled with fighters and bombers and craft of all types to provide not just provide aerospace superiority, but utter dominance. Reconnaissance, strike, strategic bombing, electronic warfare and combat air patrol are all the duties of the RAF, and they perform them well. Many Republican heroes were born in the RAF, and their portraits dot propaganda posters across the Reach.
    • Orbital Defense: Orbital is a strange entity, hovering between being a part of the Republican Garrison, the Navy and the Aerospace Command. Orbital is in charge of most defensive installations outside of any given body's atmosphere, and their operation. They maintain a modest fleet of customs vessels, patrol craft, and corvettes to ensure a system's security. Typically, they are placed in command of ground-based orbital defenses as well, which is a point of contention with the Army. Regardless, Orbital is arguably the most vital branch of the RAC.

Special Technologies and Magic:

  • Hadroi: In essence, small, non-sapient artificial intelligences cybernetically injected into the subject. The hadroi enhances reflexes and cognition, integrating itself into the subject's psyche and instinct over a period lasting about a month. The hadroi also functions as a neural interface and augmented reality terminal, performing the menial tasks other cultures typically rely on handhelds for. In addition, hadroi maintain themselves with a small nanohive located in the implant. These nanites can be occasionally pressed into service as surgical units in times of extreme need, heightening healing and endurance. While the basic hadroi module contains only the nanites, interface, and hadroi, more advanced modules include more specialist features. More detail can be found above.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: Yeah.

Accepted.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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New yugoslavaia
Minister
 
Posts: 2295
Founded: Jun 07, 2018
Ex-Nation

Postby New yugoslavaia » Sun Jul 11, 2021 3:24 am

So, what's happened in the RP so far?
Yugoslavia's back baby...

How the hell did this happen?
Well...we don't actually know. Just sort of happened one day.
Is it a reunited Yugoslavia in the 21st century? Is a rebel colony world in the far future? Is it a race of cyborg neo-life at war with any assimilating organisms they come across in the far far future? Who knows, who cares?
New Yugoslavia just is.

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The United Remnants of America
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Founded: Mar 09, 2013
Democratic Socialists

Postby The United Remnants of America » Mon Jul 12, 2021 4:16 pm

New yugoslavaia wrote:So, what's happened in the RP so far?

Everything and nothing.
By any means necessary. Call me URA
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Orostan
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Founded: May 02, 2016
Left-Leaning College State

Postby Orostan » Mon Jul 12, 2021 4:44 pm

will post after next week, on vacation now.
“It is difficult for me to imagine what “personal liberty” is enjoyed by an unemployed hungry person. True freedom can only be where there is no exploitation and oppression of one person by another; where there is not unemployment, and where a person is not living in fear of losing his job, his home and his bread. Only in such a society personal and any other freedom can exist for real and not on paper.” -J. V. STALIN
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#FreeNSGRojava
Z

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The New Fallen Jedi
Secretary
 
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Founded: Mar 04, 2019
Inoffensive Centrist Democracy

Postby The New Fallen Jedi » Mon Jul 12, 2021 7:44 pm

You have my immense curiosity

Also NGL, I have a few nations that I want to try but don't know which one I want to use...
Last edited by The New Fallen Jedi on Mon Jul 12, 2021 8:09 pm, edited 1 time in total.
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Vacif
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Founded: Mar 22, 2015
Ex-Nation

Postby Vacif » Tue Jul 13, 2021 1:10 am

I forgot to tag this.
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New yugoslavaia
Minister
 
Posts: 2295
Founded: Jun 07, 2018
Ex-Nation

Postby New yugoslavaia » Tue Jul 13, 2021 1:22 am

The United Remnants of America wrote:
New yugoslavaia wrote:So, what's happened in the RP so far?

Everything and nothing.


Thanks for clearing things up.
Yugoslavia's back baby...

How the hell did this happen?
Well...we don't actually know. Just sort of happened one day.
Is it a reunited Yugoslavia in the 21st century? Is a rebel colony world in the far future? Is it a race of cyborg neo-life at war with any assimilating organisms they come across in the far far future? Who knows, who cares?
New Yugoslavia just is.

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

Postby Ithalian Empire » Tue Jul 13, 2021 7:52 pm

New yugoslavaia wrote:
The United Remnants of America wrote:Everything and nothing.


Thanks for clearing things up.


Just read the IC bro.
Eat ,Drink, and be mary, for tomorrow we die.
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Empire of Donner land
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Founded: Jun 28, 2015
Democratic Socialists

Postby Empire of Donner land » Mon Jul 19, 2021 1:45 am

South Reach Tetrarchy's Polity Application


Polity Name: The Amaranthine Reach Tetrarchy, colloquially known as the South Reach Tetrarchy.

Description: Lying south in the Amaranthine Reach below the remnants of the Petty "Republic", who claims the useless and decaying Throne Empyrean, the Tetrarchy wrests control of the chaos after the Revolutions bloody and indecisive end, dozens of systems claiming independence from the ashes of the Emperor. Three Systems stand alone in the embers, joined together by their surviving economic prosperity and the reality of the dangers around them, as well as the reality of the economy. With hungry eyes surrounding them, they would not survive were it not for their saving grace in the form of a natural resource.

Their ace in a hole, Amarantite, a strategic resource key to Faster Than Light travel in the Amaranthine Reach, found only on dangerous Water Worlds. A Molecule of highly charged particles created from the immense pressures in the depths and the high radiation from close stars, industrially condensed into a one-time use crystal to kick start the creation of negative mass vital for hitting superluminal speeds. And the Tetrarchy produces 80% of the Sector's Supply of this widely needed material due to rich natural deposits, and the industrial capacity to harness it.

With Trade being kick-started back up, and diplomacy being reached instead of warfare, the Tetrarchy has become prosperous, its three systems improving in Human Development and Economic Prosperity far faster than their surrounding neighbors, and even in some cases much more than their Rivals, the Petty Republic. All through pumping the profits of Amarantite trade into the creation of a State of three Systems to rival an Empire of dozens.

Given the name Tetrarchy, the State consists of three systems, each of the three governing itself with an Oligarchic Constitutional Republic, each with an equal say in the actions and policies of the Tetrarchy. The Human Population is given liberal civil liberties, though controversy and scandals given the inherent corruption of the system, are expected despite the constitutional protections, with those that threaten the wellbeing of the Tetrarchy by going over the unwritten line handled quickly and discretely by the Oligarchy and Beauracracy. The Planets meeting in a Grand Parliament at Romanovia, considered the de facto capital of the Tetrarchy. And although this small quirk of the government is displeasing to the populace, they can't complain that their lives since the revolution have no doubt improved.

  • Romanovia: Romanovia is a 5 Planet Star System, G Class. It Consists of two Rocky Planets, one Gas Giant, and two distant Ice Ball Planets. The first planet, Vyldon, is a hot water planet and one of the major producers in the Tetrarchy of Amarantite. This Amarantite is then shipped to Klarck, the Capital of the System, and by extension, the Tetrarchy, a hospitable Terran planet that is the second from the Sun. The distant Ice Balls, are used as mines, known as Romanovia-4 and Romanovia-5. The Gas Giant, Romanovia-3, is harvested of useful gases, and its moons mined for resources. It is the most industrialized and Urbanized system in the Tetrarchy.
  • Agreprim: Agreprim is a 3 Planet Star System, Class F. One Terran, One Cold Water Planet, and One Gas Giant. The Terran Planet, known as Buskel, is a bread basket planet that produces and exports the Tetrarchy's food supply for both planets, utilizing advanced and automated farming techniques across the equator of the planet, with the poles used for urbanization and industry. The Cold Water Planet is utilized for Amarantite mining, shipped over to Romanovia for refining, and makes up 27% of the rest of Amarantite production. The Gas Giant and the moons around it are utilized for mining and tourism, the vistas on these moons being remarkably clear and quite beautiful.
  • Ondistria: Ondistria is, unusually, a 1 Planet Star System, Class F. The one planet is a Terran Planet, Riev, heavily industrialized and the hub of Amarantite refining in the system, if not the entire Reach. Due to Amarantite's relatively clean process of refining, it remains climate stable and habitable for Amaranthine Humanity. While the planet is not 100% dedicated to Industry, it relies upon the food imports from Buskel, and the Mineral imports from both systems, including Amarantite. This not only maintains the dominance of the Tetrarchy's influence on Amarantite fuel but the power balance between the Three Systems.

Though the Tetrarchy finds itself relatively comfortable among the squabbling Governors and Viceroys, it continues to maintain its position politically in a struggle against those who would wish to find their Monopoly broken, either through innovation of Faster than Light Travel or through threatening to destroy the industry that keeps the Amaranthine Reach moving. Their ways of dealing with these problems consist of suave diplomacy and trade bribes, or through more clandestine ways, assassination, sabotage, and blackmailing.

On the grand scheme, so long as the money flows, the Tetrarchy remains content. They care not for the fight for the Throne Empyrean and find its purpose utterly extinct. The plight of the Crown Prince is irrelevant to them, though concerning in the long term. The Petty Republic's struggle, while noteworthy, and the Tetrarchy thankful for it's part in the destruction of the empire, is ultimately unwanted by the Oligarchs of the Tetrarchy. There exists only one need to the Tetrarchy, the need for Amarantite, and it exists to fulfill the Demand for their own well-being and future plans.

Territory: South of the Petty Republic, in the south-eastern part of the galaxy.

Megastructures: Each of the three Capital Planets in the Tetrarchy requires immense logistical support in order to move Amarantite, Food, and other Goods. Thankfully, however, infrastructure already exists from the long-gone Empire. Each of the three planets has upon it a Space Elevator, connected to a gargantuan Space Station in Geostationary Orbit. While their size pales in comparison to a Dyson sphere, their importance is no smaller, as they are relied upon to keep the logistical gears of the Amaranthine Reach turning.

In Romanovia however, the Genesis Orbital Dockyard uses the Amarantite for its own purposes. The Orbital Dockyard, the size of a Dwarf Planet with hundreds of Shipyards, is not only used for Military Construction, but for the mass production of Freighters and Cruise Liners, among other classes. Many of the Tetrarchy's own ships are constructed here, including those being constructed by private companies and other States in the Reach. Its efficient workflow and movement of materials lead to smooth and quick laying down of ships, though every slipway and shipyard contained within is legally obligated to switch production on demand should the Tetrarchy go to war.

Military: The Tetrarchy Military consists of Volunteers and Private Military Contractors, otherwise known as Mercenaries. Though the Tetrarchy is not particularly militaristic, the defense of the Tetrarchy in the case of a threat against its existence is instilled as a necessity and is to not be used in attacking another Polity, which makes the idea of warfare more "palatable" to the average citizen. In exchange for Volunteers into the Military, and Security Contractors, Citizens are given the right to not be drafted under the Constitution. Essentially "so long as enough of you are willing to fight, or wish to be paid to fight, we will not force you to fight". A system that has not had to be tested much since the end of the Throne.

The Tetrarch Solar Navy: The Solar Navy is the primary Black Navy branch of the Tetrarch Military which is divided into three fleets, each of which individually protects the security of the three systems that make up the Tetrarchy along with Tetrarch's claimed space and borders. The Solar Navy is organized into three separate entities within it, similar in function to the Empire that has only recently crumbled. Currently consists of 36 combat ships.

--Flotilla: The Flotilla is the organization of all three fleets underneath a single entity for the purposes of coordinating the defense and security of Tetrarch Space during peace and war. The Flotilla is decentralized, and the command of the fleets is usually left up to the three admirals in charge of them at the time, appointed by the Oligarchs.

--Flotilla Carrier Corps: The Carrier Corps consist of naval aerospace aviation, such as fighters, bombers, transports, etc. The Carrier Corps, in the name, is assigned to the Carriers apart of the Flotilla and is typically subservient to the Flotilla. The Carrier Corps has six squadrons, two assigned per Fleet. While Fighters and Bombers are the more well-known members of the Carrier Corps, the Personnel, Fuel, and Cargo Transports are more ubiquitous.

--Flotilla Orbitborne: The Orbitborne consists of ship-borne military units specializing in expeditionary actions, consisting of Infantry, Armor, Artillery, and the rest of the works. When a Planet of the Tetrarchy is under attack, the responsibility of the Orbitborne is to be a part of the counter-attack to take back the planet and its strategic points. Additionally, the Orbitborne is also responsible for ship security, their main duty to repel boarders or to board enemy ships with the objective of sabotage, scuttling, or capture.

The Tetrarchy People's Guard: The People's Guard is the main planetary defensive and offensive force available to the Tetrarchy. It consists of Ground Forces, Air Forces, and Naval Forces, the makeup of which is decided by the planet for its needs and priorities. While this may be varied, the equipment however is standardized for the ease of logistics. The People's Guard also stations planetary defenses in orbit, and on the ground, as well as orbital military stations and especially those connected by Space Elevator. The People's guard also consists of Military Contractors, or Mercenaries, making up a 50/50 mix of Volunteers and Contractors in Guard units.

Special Technologies and Magic: While the Tetrarchy Military is small in size, thanks to the money flowing into the Tetrarchy due to its dominance on FTL Fuel, it is advanced. Even the average Infantry Grunt's standard equipment consists of a mobility exoskeleton, full-body armor, and a gauss rifle, and more depending on their role. The Orbitborne is even more well equipped, given a full suite of military cybernetics and a cocktail of biological enhancements at the genetic level to increase their combat proficiency and independence from supply lines.

Additionally, they've pooled many resources into the Flotilla, which recently has christened a Super Carrier, the largest ship in the Flotilla, the TFS "Crown Breaker" after decades of construction. Equipped with a spinal Gauss Lance, multiple medium and large kinetic turrets for medium to long-range ship-to-ship combat, and 350 VLS missile cells, the Crown Breaker is intended to be the artillery piece of the Flotilla and any fleet it is in. Additionally, it complements five squadrons of Carrier Corps, two fighter squadrons, two bombers squadrons, and a logistics squadron, with each squadron consisting of 50 spacecraft. While this is a formidable ship, and massive in size, this size requires enhanced protection, and instead of having one strong shield generator, it features four smaller generators to provide its protection, along with its thick armor belts. Shield technology, sadly at the time of construction, was not yet available to provide shielding for this size of craft, and retrofit plans are being made.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: Yeeesss
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Tagali Federation
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Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Wed Jul 21, 2021 1:52 pm

I've been working on this too long and most of you should know me so I just shat the rest of this out.

Tagali Empire's Polity Application


Polity Name: The Tagali Empire

Description: The Tagali Empire is a vast multi-species nation spanning a large birth of the Perseus Arm. The Tagali range over many regions of space, from the desolate worlds of the Uzotani expanse, the incredibly bio-diverse mega star-cluster known as the Reef making up the heartland, to the ancient territory of the Genshavan Traverse, with the fringes of the empire being connected to the wider galaxy by the systems of the Humaana. In only a few centuries, the Tagali were able to subjugate one of the oldest and densely populated areas of the galaxy.

The Tagali themselves come from humble origins. Their homeworld Jakala is one of deadly extremes. The ring around it formed from shattered remnants of it's moon, rain down violent meteor showers. The coasts are battered by months long hurricanes and monsoons. Volcanic activity can block out the sun in regions for years or even decades at a time. Still, life has not only survived on this hellscape, but thrived. Growing to be resilient to much of what their world threw at them.

The Tagali are no different, bearing many features that aided their evolutionary journey. Despite being bipedal, the Tagali are capable of living an arboreal life. An extra pair of arms and a prehensile tail helped them climb the skyscraper high yagsa "bushes" of their primordial homeland, allowing them to escape the heat of the dry season and hunt the other creatures taking refuge among the yagsa. During the dry season, they would take to the plains, using their digitigrade legs to chase down migrating prey with speed and agility. Despite their average height being 8 feet tall, the Tagali were not the original apex predators of their planet. The Tagali usually preyed upon smaller creature or used pack tactics against larger animal. All the while, they too would have to adapt against predators much larger than themselves. Along side chitin plating, the Tagali boast the purples, blues, and teals common among Jakala's animals as a threat display. Long flowing hair on their heads are able to be raised up to increase their size. A second pair of eyes allow for the Tagali to see more around them, while a "fifth eye" that sees only infrared vision is seemingly an adaptation to combat against the varka, a predator with similar features of the Tagali but with chameleon-like camouflage. On top of this, the Tagali are hermaphroditic, and due to the nature of their planet, lay a single egg where dozens of small Tagali grow, allowing for them to keep up their numbers.

Unlike other worlds, intelligence is common on Jakala, with most fauna boasting intelligent similar to that of the smartest animals on Earth. This has resulted in the Tagali being the leaders in an evolutionary intelligence arms race on the planet. Unlike other species in the galaxy, warfare among the Tagali themselves was a rather rare occurence, with most opting for cooperation in the face of a hostile world. When violence did erupt, it was a violent affair that would lead to the destruction of the defeated pack. Despite this, with the collectivist nature of the Tagali would allow for their species to enter a neolithic-equivalent level of development. However, due to the conditions on Jakala, it is unlikey they ever would have developed past this point if it weren't for first contact with alien life.

The Uzotani were spacefaring race that first made contact with the Tagali. Seeing them no more than primitives, the Uzotani enslaved the Tagali, moving over half the population to thrall worlds, where they were be kept in impoverished conditions and forced to fill the ranks of the Uzotani armies. For over a thousand years, the Tagali would wage wars on countless civilizations for the Uzotani. While a painful and traumatic time for the Tagali, it would end in a bloody victory for them. An unintended consequence of the Tagali's upliftment was an incredible leap in their life expectancy and mortality rates. On Jakala, many would die to natural disasters or predators by the time they were 30. Those considered elders would only be in their 50s, usually dying because they were too weak by that point to grow into a new chitin layer. In Uzotani captivity, however, more and more were surviving childhood. A constant supply of rations kept more and more Tagali relatively nourished, allowing for those that survived the Uzotani's wars to reach ages once thought impossible to the Tagali. With elders in Tagali society being well respected and honored, These elders would be able to gather the support of the packs around them, allowing them to rebel against the Uzotani. At first these rebellions were small, isolated, and easily cauterized. As time marched on, they grew larger, more organized. The Uzotani began to see their end soon approaching. As a last ditch effort to evade the coming crisis, the Uzotani ordered the culling of 2/3rds of the Tagali population. This would prove to be a disaster, as this provoked the entire Tagali populations, now in the billions and still growing, into open revolt. Over the course of thirty years, the Tagali would hunt down the Uzotani to the last, wiping away any image of or info of them that they could find, a final insult in the eyes of the Tagali to erase their long time oppressors from history.

Their woes would not end however. With the Uzotani gone, no one was left to produce goods and supplies for their now large population, marking the beginning of a dark age that would be known as the Hunger years. The Tagali would see a sharp population decline as infrastructure from the Uzotani collapsed. With no where to turn, the Tagali would at first turn on eachother as packs would raid eachother for scraps. However, it quickly would become apparent that it was more profitable and less deadly to raid neighboring species. During this time, separate packs would form hordes to scour nearby systems, taking their spoils for themselves. While this alleviated pressure on the Tagali, would bring them the ire of a nearby superpower.

For thousands of years, the Genshavan were the dominant power in the Perseus Arm. They were among the first here to discover space travel. Their language would become the language of trade and diplomacy among their region, and their supremacy led to the uplifting of thousands of species. By the time of the Tagali, their golden age had long ended. The species they had uplifted in the Reef were growing discontent with Genshavan rule, beginning to carve out their own nations from Genshavan territory. Neighboring powers were also beginning to appear as the religious Haro Concordat and even the Uzotani began to chip away at their borders. To make matters worse, a new race of nomads named the Humaani had appeared, claiming a collection of systems on the periphery as their paradise and displacing the original species that lived there. Now, with the Tagali appearing on the horizon, the Genshavan made their move before the Tagali threat could do anymore damage. Mustering up their fleets, the Genshavan would venture into the old systems of their Uzotani foes and put the Tagali's house in order. Some would fight to the bitter end while others would even join the Genshavan in their conquest. One thing was for sure, no single Tagali pack would be able to stand against the Genshavan alone.

Everything would change however with the ascension of the Okan Pack of Jakala. One Okan Peruk would go down in history as the uniter of the Tagali. Gathering Packs under him to fight back against the Genshavan. With the Tagali focused under Peruk, The Genshavan would be pushed out, unknowing unleashing a powerful force upon the Galaxy. The Tagali would descend upon the Reef, dividing and conquering the native species with great success. The Tagali use of a completely different network of hyperlanes would make tracking their fleets almost impossible, as they'd be able to completely bypass fortress worlds and be able to rip up defenses from the inside. Tagali use of the enpo, a species of spaceborn microbes that can be hardened into body armor or shipplating, proved to be a fatal blow to the Genshavan war effort as they made energy weapons almost useless against them. It wouldn't take long until the Tagali would appear over the vast ecumenopolis of the Genshavan. Despite demands for their surrender, the Genshavan refused. In retaliation, the Tagali would burn every world of the Genshavan's that they encountered, killed untold billions. The bloodshed would only end when the Tagali approached the homeworld and final ecumenopolis of the Genshavan.

The end of the Genshavan war would lead to a century of peace as the Tagali consolidated the wasteland they had just conquered. the species of the Reef were integrated into their empire while High Pack Leader Peruk ordered the complete looting of Genshavan technology for their own reverse engineering. This era of peace would see the advancement of Tagali society into a proper space-faring people. It would not be to last however, as emissaries sent to the the Haro Concordat, attempting to secure peace between the two powers, were killed as a declaration of war. This would anger the Tagali as an insult, provoking Peruk to order the massive fleets of the Tagali against the Haro. The war took on a ferocity unrivaled by even the hunt of the Uzotani. The Haro saw the conflict as an apocalyptic holy war that would be the first step in their galactic crusade. The Tagali saw it as the final step in cementing their supremacy in the Perseus Arm. At first, the Haro would make inroads into Tagali space, conquering hundreds of worlds and killing billions. However, the Haro, even with their army of cloned thralls, would not be able to train enough before the Tagali would be able to call upon the full might of their empire. The Tagali would push back the Haro and burn a swath of destruction to their holy planet of Sezara. Threatening to burn it like they did the Genshavan worlds, the Haro surrendered, becoming a protectorate of the Tagali in ordered to avoid a long insurrection.

The Haro would prove to be the last of the Tagali major conquests. Peruk would lead the invasions of the Humaani, the Reach, and the CSS to no avail, as their former technological advantage served them no purpose in these far away lands. To ensure the survival of the Empire, Peruk would change from outward expansion to interior consolidation. The High Priest of the Haro would see additional powers to keep them placated, the Genshavan would be allowed to resettle some of their lost worlds, even the Humaani would eventually be incorporated into the Empire by peaceful means. The remainder of Peruk's reign would be a golden age until his death at the age of 2,000.

In the hundred years since, his heir Zaha hasn't measured up to their predecessor. While the Empire remains, the major packs are beginning to grow discontent as the Empire falls into stagnation. No one knows what the future lies in store for the Tagali.



Territory: The Perseus Arm next to Shy, Vacif, Don, and Ithalian


Megastructures: Okay, look. I don't feel like writing a few more large segments and a lot of you either know me or have rp'd with me before so I'm just gonna list shit out from here on out.

Genshavan Key World: Used to be a bunch of these, now there aren't because the Tagali destroyed all but one. Basically an ecumenopolis with vast archives of knowledge and technology. Once conquered it was used to outfit the Tagali forces with modernized equipment.


Military: Alright so for those of you who have Rp'd with me before you know the drill. Similar to the Mongol/Achemenid Persian Empires. Strong core of Tagali supported by auxillaries from conquered races. Big fleets which are basically hordes but under the command of various tribal packs. The Head Pack leader can rally the fleets together for a massive invasion, but the current head pack leader is not respected enough to do so.

Special Technologies and Magic: Enpo: A spaceborne microbial species that the Tagali use for armor for their frontline troops and ships. Due to living in space, they're impervious to energy weapons, yet can still be damaged by kinetic weaponry.

Psionics: A small part of the Tagali population are psionic as well as entire populations of conquered species.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: yeah sure whatever
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Anowa
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Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Fri Jul 23, 2021 12:54 am

Empire of Donner land wrote:
South Reach Tetrarchy's Polity Application


Polity Name: The Amaranthine Reach Tetrarchy, colloquially known as the South Reach Tetrarchy.

Description: Lying south in the Amaranthine Reach below the remnants of the Petty "Republic", who claims the useless and decaying Throne Empyrean, the Tetrarchy wrests control of the chaos after the Revolutions bloody and indecisive end, dozens of systems claiming independence from the ashes of the Emperor. Three Systems stand alone in the embers, joined together by their surviving economic prosperity and the reality of the dangers around them, as well as the reality of the economy. With hungry eyes surrounding them, they would not survive were it not for their saving grace in the form of a natural resource.

Their ace in a hole, Amarantite, a strategic resource key to Faster Than Light travel in the Amaranthine Reach, found only on dangerous Water Worlds. A Molecule of highly charged particles created from the immense pressures in the depths and the high radiation from close stars, industrially condensed into a one-time use crystal to kick start the creation of negative mass vital for hitting superluminal speeds. And the Tetrarchy produces 80% of the Sector's Supply of this widely needed material due to rich natural deposits, and the industrial capacity to harness it.

With Trade being kick-started back up, and diplomacy being reached instead of warfare, the Tetrarchy has become prosperous, its three systems improving in Human Development and Economic Prosperity far faster than their surrounding neighbors, and even in some cases much more than their Rivals, the Petty Republic. All through pumping the profits of Amarantite trade into the creation of a State of three Systems to rival an Empire of dozens.

Given the name Tetrarchy, the State consists of three systems, each of the three governing itself with an Oligarchic Constitutional Republic, each with an equal say in the actions and policies of the Tetrarchy. The Human Population is given liberal civil liberties, though controversy and scandals given the inherent corruption of the system, are expected despite the constitutional protections, with those that threaten the wellbeing of the Tetrarchy by going over the unwritten line handled quickly and discretely by the Oligarchy and Beauracracy. The Planets meeting in a Grand Parliament at Romanovia, considered the de facto capital of the Tetrarchy. And although this small quirk of the government is displeasing to the populace, they can't complain that their lives since the revolution have no doubt improved.

  • Romanovia: Romanovia is a 5 Planet Star System, G Class. It Consists of two Rocky Planets, one Gas Giant, and two distant Ice Ball Planets. The first planet, Vyldon, is a hot water planet and one of the major producers in the Tetrarchy of Amarantite. This Amarantite is then shipped to Klarck, the Capital of the System, and by extension, the Tetrarchy, a hospitable Terran planet that is the second from the Sun. The distant Ice Balls, are used as mines, known as Romanovia-4 and Romanovia-5. The Gas Giant, Romanovia-3, is harvested of useful gases, and its moons mined for resources. It is the most industrialized and Urbanized system in the Tetrarchy.
  • Agreprim: Agreprim is a 3 Planet Star System, Class F. One Terran, One Cold Water Planet, and One Gas Giant. The Terran Planet, known as Buskel, is a bread basket planet that produces and exports the Tetrarchy's food supply for both planets, utilizing advanced and automated farming techniques across the equator of the planet, with the poles used for urbanization and industry. The Cold Water Planet is utilized for Amarantite mining, shipped over to Romanovia for refining, and makes up 27% of the rest of Amarantite production. The Gas Giant and the moons around it are utilized for mining and tourism, the vistas on these moons being remarkably clear and quite beautiful.
  • Ondistria: Ondistria is, unusually, a 1 Planet Star System, Class F. The one planet is a Terran Planet, Riev, heavily industrialized and the hub of Amarantite refining in the system, if not the entire Reach. Due to Amarantite's relatively clean process of refining, it remains climate stable and habitable for Amaranthine Humanity. While the planet is not 100% dedicated to Industry, it relies upon the food imports from Buskel, and the Mineral imports from both systems, including Amarantite. This not only maintains the dominance of the Tetrarchy's influence on Amarantite fuel but the power balance between the Three Systems.

Though the Tetrarchy finds itself relatively comfortable among the squabbling Governors and Viceroys, it continues to maintain its position politically in a struggle against those who would wish to find their Monopoly broken, either through innovation of Faster than Light Travel or through threatening to destroy the industry that keeps the Amaranthine Reach moving. Their ways of dealing with these problems consist of suave diplomacy and trade bribes, or through more clandestine ways, assassination, sabotage, and blackmailing.

On the grand scheme, so long as the money flows, the Tetrarchy remains content. They care not for the fight for the Throne Empyrean and find its purpose utterly extinct. The plight of the Crown Prince is irrelevant to them, though concerning in the long term. The Petty Republic's struggle, while noteworthy, and the Tetrarchy thankful for it's part in the destruction of the empire, is ultimately unwanted by the Oligarchs of the Tetrarchy. There exists only one need to the Tetrarchy, the need for Amarantite, and it exists to fulfill the Demand for their own well-being and future plans.

Territory: South of the Petty Republic, in the south-eastern part of the galaxy.

Megastructures: Each of the three Capital Planets in the Tetrarchy requires immense logistical support in order to move Amarantite, Food, and other Goods. Thankfully, however, infrastructure already exists from the long-gone Empire. Each of the three planets has upon it a Space Elevator, connected to a gargantuan Space Station in Geostationary Orbit. While their size pales in comparison to a Dyson sphere, their importance is no smaller, as they are relied upon to keep the logistical gears of the Amaranthine Reach turning.

In Romanovia however, the Genesis Orbital Dockyard uses the Amarantite for its own purposes. The Orbital Dockyard, the size of a Dwarf Planet with hundreds of Shipyards, is not only used for Military Construction, but for the mass production of Freighters and Cruise Liners, among other classes. Many of the Tetrarchy's own ships are constructed here, including those being constructed by private companies and other States in the Reach. Its efficient workflow and movement of materials lead to smooth and quick laying down of ships, though every slipway and shipyard contained within is legally obligated to switch production on demand should the Tetrarchy go to war.

Military: The Tetrarchy Military consists of Volunteers and Private Military Contractors, otherwise known as Mercenaries. Though the Tetrarchy is not particularly militaristic, the defense of the Tetrarchy in the case of a threat against its existence is instilled as a necessity and is to not be used in attacking another Polity, which makes the idea of warfare more "palatable" to the average citizen. In exchange for Volunteers into the Military, and Security Contractors, Citizens are given the right to not be drafted under the Constitution. Essentially "so long as enough of you are willing to fight, or wish to be paid to fight, we will not force you to fight". A system that has not had to be tested much since the end of the Throne.

The Tetrarch Solar Navy: The Solar Navy is the primary Black Navy branch of the Tetrarch Military which is divided into three fleets, each of which individually protects the security of the three systems that make up the Tetrarchy along with Tetrarch's claimed space and borders. The Solar Navy is organized into three separate entities within it, similar in function to the Empire that has only recently crumbled. Currently consists of 36 combat ships.

--Flotilla: The Flotilla is the organization of all three fleets underneath a single entity for the purposes of coordinating the defense and security of Tetrarch Space during peace and war. The Flotilla is decentralized, and the command of the fleets is usually left up to the three admirals in charge of them at the time, appointed by the Oligarchs.

--Flotilla Carrier Corps: The Carrier Corps consist of naval aerospace aviation, such as fighters, bombers, transports, etc. The Carrier Corps, in the name, is assigned to the Carriers apart of the Flotilla and is typically subservient to the Flotilla. The Carrier Corps has six squadrons, two assigned per Fleet. While Fighters and Bombers are the more well-known members of the Carrier Corps, the Personnel, Fuel, and Cargo Transports are more ubiquitous.

--Flotilla Orbitborne: The Orbitborne consists of ship-borne military units specializing in expeditionary actions, consisting of Infantry, Armor, Artillery, and the rest of the works. When a Planet of the Tetrarchy is under attack, the responsibility of the Orbitborne is to be a part of the counter-attack to take back the planet and its strategic points. Additionally, the Orbitborne is also responsible for ship security, their main duty to repel boarders or to board enemy ships with the objective of sabotage, scuttling, or capture.

The Tetrarchy People's Guard: The People's Guard is the main planetary defensive and offensive force available to the Tetrarchy. It consists of Ground Forces, Air Forces, and Naval Forces, the makeup of which is decided by the planet for its needs and priorities. While this may be varied, the equipment however is standardized for the ease of logistics. The People's Guard also stations planetary defenses in orbit, and on the ground, as well as orbital military stations and especially those connected by Space Elevator. The People's guard also consists of Military Contractors, or Mercenaries, making up a 50/50 mix of Volunteers and Contractors in Guard units.

Special Technologies and Magic: While the Tetrarchy Military is small in size, thanks to the money flowing into the Tetrarchy due to its dominance on FTL Fuel, it is advanced. Even the average Infantry Grunt's standard equipment consists of a mobility exoskeleton, full-body armor, and a gauss rifle, and more depending on their role. The Orbitborne is even more well equipped, given a full suite of military cybernetics and a cocktail of biological enhancements at the genetic level to increase their combat proficiency and independence from supply lines.

Additionally, they've pooled many resources into the Flotilla, which recently has christened a Super Carrier, the largest ship in the Flotilla, the TFS "Crown Breaker" after decades of construction. Equipped with a spinal Gauss Lance, multiple medium and large kinetic turrets for medium to long-range ship-to-ship combat, and 350 VLS missile cells, the Crown Breaker is intended to be the artillery piece of the Flotilla and any fleet it is in. Additionally, it complements five squadrons of Carrier Corps, two fighter squadrons, two bombers squadrons, and a logistics squadron, with each squadron consisting of 50 spacecraft. While this is a formidable ship, and massive in size, this size requires enhanced protection, and instead of having one strong shield generator, it features four smaller generators to provide its protection, along with its thick armor belts. Shield technology, sadly at the time of construction, was not yet available to provide shielding for this size of craft, and retrofit plans are being made.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: Yeeesss

Tagali Federation wrote:I've been working on this too long and most of you should know me so I just shat the rest of this out.

Tagali Empire's Polity Application


Polity Name: The Tagali Empire

Description: The Tagali Empire is a vast multi-species nation spanning a large birth of the Perseus Arm. The Tagali range over many regions of space, from the desolate worlds of the Uzotani expanse, the incredibly bio-diverse mega star-cluster known as the Reef making up the heartland, to the ancient territory of the Genshavan Traverse, with the fringes of the empire being connected to the wider galaxy by the systems of the Humaana. In only a few centuries, the Tagali were able to subjugate one of the oldest and densely populated areas of the galaxy.

The Tagali themselves come from humble origins. Their homeworld Jakala is one of deadly extremes. The ring around it formed from shattered remnants of it's moon, rain down violent meteor showers. The coasts are battered by months long hurricanes and monsoons. Volcanic activity can block out the sun in regions for years or even decades at a time. Still, life has not only survived on this hellscape, but thrived. Growing to be resilient to much of what their world threw at them.

The Tagali are no different, bearing many features that aided their evolutionary journey. Despite being bipedal, the Tagali are capable of living an arboreal life. An extra pair of arms and a prehensile tail helped them climb the skyscraper high yagsa "bushes" of their primordial homeland, allowing them to escape the heat of the dry season and hunt the other creatures taking refuge among the yagsa. During the dry season, they would take to the plains, using their digitigrade legs to chase down migrating prey with speed and agility. Despite their average height being 8 feet tall, the Tagali were not the original apex predators of their planet. The Tagali usually preyed upon smaller creature or used pack tactics against larger animal. All the while, they too would have to adapt against predators much larger than themselves. Along side chitin plating, the Tagali boast the purples, blues, and teals common among Jakala's animals as a threat display. Long flowing hair on their heads are able to be raised up to increase their size. A second pair of eyes allow for the Tagali to see more around them, while a "fifth eye" that sees only infrared vision is seemingly an adaptation to combat against the varka, a predator with similar features of the Tagali but with chameleon-like camouflage. On top of this, the Tagali are hermaphroditic, and due to the nature of their planet, lay a single egg where dozens of small Tagali grow, allowing for them to keep up their numbers.

Unlike other worlds, intelligence is common on Jakala, with most fauna boasting intelligent similar to that of the smartest animals on Earth. This has resulted in the Tagali being the leaders in an evolutionary intelligence arms race on the planet. Unlike other species in the galaxy, warfare among the Tagali themselves was a rather rare occurence, with most opting for cooperation in the face of a hostile world. When violence did erupt, it was a violent affair that would lead to the destruction of the defeated pack. Despite this, with the collectivist nature of the Tagali would allow for their species to enter a neolithic-equivalent level of development. However, due to the conditions on Jakala, it is unlikey they ever would have developed past this point if it weren't for first contact with alien life.

The Uzotani were spacefaring race that first made contact with the Tagali. Seeing them no more than primitives, the Uzotani enslaved the Tagali, moving over half the population to thrall worlds, where they were be kept in impoverished conditions and forced to fill the ranks of the Uzotani armies. For over a thousand years, the Tagali would wage wars on countless civilizations for the Uzotani. While a painful and traumatic time for the Tagali, it would end in a bloody victory for them. An unintended consequence of the Tagali's upliftment was an incredible leap in their life expectancy and mortality rates. On Jakala, many would die to natural disasters or predators by the time they were 30. Those considered elders would only be in their 50s, usually dying because they were too weak by that point to grow into a new chitin layer. In Uzotani captivity, however, more and more were surviving childhood. A constant supply of rations kept more and more Tagali relatively nourished, allowing for those that survived the Uzotani's wars to reach ages once thought impossible to the Tagali. With elders in Tagali society being well respected and honored, These elders would be able to gather the support of the packs around them, allowing them to rebel against the Uzotani. At first these rebellions were small, isolated, and easily cauterized. As time marched on, they grew larger, more organized. The Uzotani began to see their end soon approaching. As a last ditch effort to evade the coming crisis, the Uzotani ordered the culling of 2/3rds of the Tagali population. This would prove to be a disaster, as this provoked the entire Tagali populations, now in the billions and still growing, into open revolt. Over the course of thirty years, the Tagali would hunt down the Uzotani to the last, wiping away any image of or info of them that they could find, a final insult in the eyes of the Tagali to erase their long time oppressors from history.

Their woes would not end however. With the Uzotani gone, no one was left to produce goods and supplies for their now large population, marking the beginning of a dark age that would be known as the Hunger years. The Tagali would see a sharp population decline as infrastructure from the Uzotani collapsed. With no where to turn, the Tagali would at first turn on eachother as packs would raid eachother for scraps. However, it quickly would become apparent that it was more profitable and less deadly to raid neighboring species. During this time, separate packs would form hordes to scour nearby systems, taking their spoils for themselves. While this alleviated pressure on the Tagali, would bring them the ire of a nearby superpower.

For thousands of years, the Genshavan were the dominant power in the Perseus Arm. They were among the first here to discover space travel. Their language would become the language of trade and diplomacy among their region, and their supremacy led to the uplifting of thousands of species. By the time of the Tagali, their golden age had long ended. The species they had uplifted in the Reef were growing discontent with Genshavan rule, beginning to carve out their own nations from Genshavan territory. Neighboring powers were also beginning to appear as the religious Haro Concordat and even the Uzotani began to chip away at their borders. To make matters worse, a new race of nomads named the Humaani had appeared, claiming a collection of systems on the periphery as their paradise and displacing the original species that lived there. Now, with the Tagali appearing on the horizon, the Genshavan made their move before the Tagali threat could do anymore damage. Mustering up their fleets, the Genshavan would venture into the old systems of their Uzotani foes and put the Tagali's house in order. Some would fight to the bitter end while others would even join the Genshavan in their conquest. One thing was for sure, no single Tagali pack would be able to stand against the Genshavan alone.

Everything would change however with the ascension of the Okan Pack of Jakala. One Okan Peruk would go down in history as the uniter of the Tagali. Gathering Packs under him to fight back against the Genshavan. With the Tagali focused under Peruk, The Genshavan would be pushed out, unknowing unleashing a powerful force upon the Galaxy. The Tagali would descend upon the Reef, dividing and conquering the native species with great success. The Tagali use of a completely different network of hyperlanes would make tracking their fleets almost impossible, as they'd be able to completely bypass fortress worlds and be able to rip up defenses from the inside. Tagali use of the enpo, a species of spaceborn microbes that can be hardened into body armor or shipplating, proved to be a fatal blow to the Genshavan war effort as they made energy weapons almost useless against them. It wouldn't take long until the Tagali would appear over the vast ecumenopolis of the Genshavan. Despite demands for their surrender, the Genshavan refused. In retaliation, the Tagali would burn every world of the Genshavan's that they encountered, killed untold billions. The bloodshed would only end when the Tagali approached the homeworld and final ecumenopolis of the Genshavan.

The end of the Genshavan war would lead to a century of peace as the Tagali consolidated the wasteland they had just conquered. the species of the Reef were integrated into their empire while High Pack Leader Peruk ordered the complete looting of Genshavan technology for their own reverse engineering. This era of peace would see the advancement of Tagali society into a proper space-faring people. It would not be to last however, as emissaries sent to the the Haro Concordat, attempting to secure peace between the two powers, were killed as a declaration of war. This would anger the Tagali as an insult, provoking Peruk to order the massive fleets of the Tagali against the Haro. The war took on a ferocity unrivaled by even the hunt of the Uzotani. The Haro saw the conflict as an apocalyptic holy war that would be the first step in their galactic crusade. The Tagali saw it as the final step in cementing their supremacy in the Perseus Arm. At first, the Haro would make inroads into Tagali space, conquering hundreds of worlds and killing billions. However, the Haro, even with their army of cloned thralls, would not be able to train enough before the Tagali would be able to call upon the full might of their empire. The Tagali would push back the Haro and burn a swath of destruction to their holy planet of Sezara. Threatening to burn it like they did the Genshavan worlds, the Haro surrendered, becoming a protectorate of the Tagali in ordered to avoid a long insurrection.

The Haro would prove to be the last of the Tagali major conquests. Peruk would lead the invasions of the Humaani, the Reach, and the CSS to no avail, as their former technological advantage served them no purpose in these far away lands. To ensure the survival of the Empire, Peruk would change from outward expansion to interior consolidation. The High Priest of the Haro would see additional powers to keep them placated, the Genshavan would be allowed to resettle some of their lost worlds, even the Humaani would eventually be incorporated into the Empire by peaceful means. The remainder of Peruk's reign would be a golden age until his death at the age of 2,000.

In the hundred years since, his heir Zaha hasn't measured up to their predecessor. While the Empire remains, the major packs are beginning to grow discontent as the Empire falls into stagnation. No one knows what the future lies in store for the Tagali.



Territory: The Perseus Arm next to Shy, Vacif, Don, and Ithalian


Megastructures: Okay, look. I don't feel like writing a few more large segments and a lot of you either know me or have rp'd with me before so I'm just gonna list shit out from here on out.

Genshavan Key World: Used to be a bunch of these, now there aren't because the Tagali destroyed all but one. Basically an ecumenopolis with vast archives of knowledge and technology. Once conquered it was used to outfit the Tagali forces with modernized equipment.


Military: Alright so for those of you who have Rp'd with me before you know the drill. Similar to the Mongol/Achemenid Persian Empires. Strong core of Tagali supported by auxillaries from conquered races. Big fleets which are basically hordes but under the command of various tribal packs. The Head Pack leader can rally the fleets together for a massive invasion, but the current head pack leader is not respected enough to do so.

Special Technologies and Magic: Enpo: A spaceborne microbial species that the Tagali use for armor for their frontline troops and ships. Due to living in space, they're impervious to energy weapons, yet can still be damaged by kinetic weaponry.

Psionics: A small part of the Tagali population are psionic as well as entire populations of conquered species.

Do you hereby promise that you have read and agree with the rules, or are willing to pretend like you have read and agree with the rules, and are willing to listen to and accept the judgments of Arktic and his deputies as the final word regarding combat, technology, and game fairness and fun?: yeah sure whatever

Accepted.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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