NATION

PASSWORD

Depths of Space:Red Giant OOC (Reboot, FT, Open)

For all of your non-Nationstates related roleplaying needs!
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Tagali Federation
Ambassador
 
Posts: 1013
Founded: Jun 07, 2016
Inoffensive Centrist Democracy

Depths of Space:Red Giant OOC (Reboot, FT, Open)

Postby Tagali Federation » Sun Sep 09, 2018 8:35 pm



Ever since the birth of the first intelligent species all those eons ago, beings all across the Universe looked into the stars, longing to travel among them. Many would never get the chance, either dying out or fearing the unknown, choosing to remain trapped on their Homeworld. Some races however, would not be known as fearful men. Breaking free of their cradle, these Species would expand across their Galaxies.

They would find many perils waiting for them in the void, but also many great marvels the stars had to offer. Great Civilizations would emerge, some forming Utopias, free of conflict and suffering while on the pursuit of knowledge. Others expanding aggressively, seeing the stars as the final and never ending domain of conquest. Whatever their ethics and ideals, they all find themselves in The Depths of Space.

Rules
1: Follow NS site rules (duh)
2:OP's Word is law, same goes for CO-OPs.
3: Be reasonable with tech
4: No Godmodding or Metagaming
5:Psionics are allowed, but same with rule 3, nothing extreme.
6: 2 nation limit per person.
-Don't just drop your nations. It doesn't make sense for an interstellar nation to up an vanish. Rome didn't fall in a day.
7: This Rp is flexible with science and so will you. Don't be that asshole who shoots down everything another player does because it's not completely 100% scientifically accurate.


*Note(s):
Human nations are now limited to a select few people. Earth is currently reserved for Tysklandia
Most Fleets are under 10,000 vessels. (Subject to change)

-Frigate: 800-900 meters max
-Destroyers: 1.5km max
-Cruisers: 3km
-Battle Cruiser: 4-5km
-Battleship: 6-7km
-Carriers: 8-10km
-Dreadnought/Super Dreadnought: 11-19km
-Titans: 40-90km no more then 4 ships in total.


Technology Limits:

FTL Drives:
The Nations of the Depths of Space Universe use Warp Drives, their ships create a subspace "bubble" around the ship, simultaneously contracting space in front of the ship and expanding space behind it. This allows ships to travel distances that would normally take centuries be completed within a much more manageable time frame. Still, while the technology has proven to be beneficial to the creation of hundreds of Galactic Civilizations, it is not without faults. Ships cannot travel between Systems instantly. Travelling to a nearby system still takes a few days at best, and travel from one side of the Galaxy to another would take decades. Not to mention that FTL travel puts incredible strain on the drives. To avoid damage to the drive and the ship as a whole, one must allow their drive to cool down by stopping in a system for a period of time.


Application
Code: Select all
NS Name:
Nation Name:
Flag: (Please Spoiler Images)
Capital: (Planet/Station,System)
[hr][/hr]
population size: ( limit 500 Billion)
Primary species: (please supply a picture or a small description)
Culture:
Nation History:(2 paragraph minimum)
Unique Technologies:
[hr][/hr]
Military Size: (No more than 10 Billion or 5% of your population.
Military Description:
Soldier appearance: (Spoiler images)
Standard Ship Appearance:(Spoiler images)

#DOSAPP (do not delete)


Application

NS Name: Tagali Federation
Nation Name: The Tagali Empire
Flag:
Image

Capital: Jakala, Todval System


population size: 500 Billion
Primary species:
Tagali human-like in appearance accept blue-skinned, bowed back lower legs, three fingers toes, and possess a usable tail. They stand at an average height of 7'5" to 8" feet and are stronger and faster than the average human.
Culture:
A successor to their pack-hunter roots, the Tagali are a communal society with strong ties to their often very large and extended families, known as Houses. These Houses are often hierarchical, with an Alpha pair on the top. This also extends to their relationships with other houses, as weaker Houses will flock to the stronger Houses and become Clients. The largest of these Houses took the place of nation-states in pre-spaceflight Tagali history, which ended with the Strongest of the Houses gaining superiority.

While home to one of the most diverse Civilizations in the galaxy, the Tagali are rather disdainful of alien cultures. To them, Tagali solciety is the pinnacle of cultural brilliance, for how else could they have cemented their dominance over much of the Perseus Arm? Still, there are a select few of their client races that have earned a higher place in their society, under the Tagali.

The Tagali religion is one of many spirits, deities, and demons. Most taken from various local cultures, both Tagali and Alien in origin (If only to throw subject peoples a bit of a bone). All of them however, are subject to the three Siblings, Jaka (the God of War), Hana (the Goddess of Order), and Sava (The God of Death and Pleasure). The majority of Tagali pay homage to these three Gods, with Houses claiming a Patron God.

Nation History:
The history of the Tagali Empire begins 5,000 years ago, on the edges of the outer arm. The Tagali, a race of blue skinned humanoids, had already been space faring outside of their solar system for over a century, but had fragmented into warring factions ruled by noble houses. The war would have continued indefinitely, if not for a resurgent power rising out of their home planet, Jakala. Claiming to be descendants of ancient Warriors and Kings of the past, a claim backed up by large stockpiles of weapons and resources, House Hanon united the warring houses, either through diplomacy or by conflict. After a 25 year long campaign, House Hanon named themselves Rulers of all Tagali, silencing any opposition with assassinations, just as many Tagali leaders had done for generations.

While House Hanon would be a relatively short lived dynasty, they laid the groundwork for their successors to expand the Tagali domain. A golden age of expansion and technological advancement began. With the blessing of the current Ruler and their House, Noble Houses pushed forward across the stars, expanding Tagali territory as they founded new colonies. It would not be long before the Tagali encountered another intelligent species, the Maug-Lai, a large bipedal hyena-like species. Despite initial calls for peaceful coexistence, neither side thought of the other as equals. War was inevitable. A 10 year long war began as the Tagali slowly pushed their way into the Maug-Lai's systems. With their numbers low and technologically inferior to the Tagali, the Maug-Lai surrendered, becoming a subject species to the Tagali. This First Contact would set the tone for Tagali policy on xenos up until the modern day. Over the years, dozens of species would be annexed into the Empire in long campaigns the Tagali call subjugations.

(Pending Tysklandia's app)
Notes: The Tagali have been in a war of subjugation against Humanity for 100 years and have been in a stalemate after the Humans reformed their government from the brink of collapse and stabilized the situation.
Unique Technologies:

-Holo-Ghost (Fukara): In ancient times, the Tagali would undergo a ritual before battle or death that would leave apart of their souls behind to guide the members of their Clans. Now, while the rituals are still undergone, they now have a more firm basis in reality. The Tagali now create a digitized copy of their consciousness that are sent back to their homes in the case of death. These Holo-Ghosts are preciously guarded by their families and descendants.

-Kenri Armor: Kenri are a vacuum born species native to the asteroid fields of the Bak System. If threatened, the gelatinous mass of a Kenri colony hardens, becoming almost completely unassailable. With genetic exploitation, the Tagali are able to use the Kenri to form a hardened layer over the hulls of their ships. When under fire, the Kenri will gradually "heal" over the damaged section of the ship. While this proves to be a daunting feature to overcome, sustained and coordinated fire and energy weaponry will quickly sheer off the Kenri layers, exposing the weaker layers of the ships hull.



Military Size: 10 Billion
Military Description:

The Tagali see themselves as the apex predator of the Galaxy, and that goes the same for their military. From afar, the Tagali rely on powerful energy weapons. At close range, they use their superior strength, speed, and agility to overpower their opponents. That only goes for the Tagali though, for they can also call upon a variety of soldiers from every corner of their Empire. Scra'Shynn mercenaries, jorian men-at-arms, and taani brood mothers. Even the Tagali themselves are varied, from the Berserkers of House Hakom, to the Stealthed Mounted Riders of House Mizraqi. While they share a base common uniform, the standard Tagali soldier will modify it with a marking of some sort of their House, be it tattoos, banners, or any sort of trinket. Still, they are all unified in their goals.

It is said that Tagali basic training takes unit cohesion to the extreme. recruits are encouraged to set up hierarchies among themselves, sniffing out the faintest signs of weakness among them and snuffing them out, even leading to deaths on occasion. Eventually, the strongest among them rise to the top, and are chosen as the commanders of their group, which serve together for the length of their service.

As a remnant of their hunter-gatherer ancestry, Tagali Soldiers operate in groups. Rarely, if ever, will you see a Tagali soldier on their own and more often than not will have their comrades lying in wait for an ambush. The Tagali have also been known to utilize terror tactics against enemies. The booby-trapping of enemy wounded, both combatant and civilian, is a common favorite of Tagali troops who are often waiting near by to finish off any survivors.
Soldier appearance:
Imperial Skirmishers
Imperial Marine
Imperial Infantry
Imperial Head Hunter
Standard Ship Appearance:
(Small craft)
TISV-10 "Void Runner" Multi-role Fighter
TILD-90 "Dezri" Dropship
TIHD-70 "Hava" Dropship

(Battle Suits)
TERBS03-"Rito" Light Battlesuit
TECBS06-"Ora" Officer's Battle Suit
TESBS15-"Mora" Standard Battlesuit
TEIBS01-"Sekru" Imperial Battlesuit



(Battleships)
Chiyon-Class Super-Dreadnought
Tulaj-Class Siege Ship
Kuram-Class Dreadnought
Shika-Class Carrier
Haca-Class Battlecruiser
Ezri-Class Cruiser
Yitgri-Class Frigate
Okura-Class Corvette

#DOSAPP (do not delete)


Roster (Thank you, Skaldia)
Tagali Empire (OP)

Korhal IVV - League of Talarian Republics
The Vresh Hive- The United Remnants of America
The Order of the Winged Eye- True Refuge
The Second Hotland Order- Kraicia
The Freelands- Turmenista
The Raxin Corporate Union- Zanera
The Slav'nam Territories- The Moscow Metro Red Line
The Dromack Confederation- Brendislav
Sl’Tani Imperial Hegemony- Yuenaan
The United Republics of Antivar- Ithalian Empire
The Federal Republic of Corundum- Legatia
The Terran Dominion- Tysklandia
Illuminated Holtland Protectorates- Kraicia
The Arkaean Federation- Skaldia
Nah'ni Imperium- Shadowwell
Cho'Dosan Covenant- The Orson Empire
The Collective Conglomerate of Associated Entities For Common Mutual Aid and Defense of Ecclesiastical and Civil- The Empire of Tau
Federation of Free Stars- Korhal IVV
The Wanderers- The GAmeTopians
The United Consensus- Sertia
The Fallen Shenyuri- Donner Land
Weseh Nomadic Conclave- Shadowwell
The Korosian Collective- Veroxia
Purshean Expanse- Harbertia
People's Republic Of Valhalla- Northern Poland
Old Masaki Dynasty- The Fallen Jedi
Last edited by Tagali Federation on Tue Oct 23, 2018 2:05 pm, edited 5 times in total.
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Ithalian Empire
Minister
 
Posts: 3030
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Sun Sep 09, 2018 8:37 pm

I may app again. Maybe.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

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Legatia
Minister
 
Posts: 2285
Founded: Nov 30, 2012
Democratic Socialists

Postby Legatia » Sun Sep 09, 2018 8:56 pm

tag
Founder and Member Nation of CSAT
Founding Member and Secretary General of the International Space Agency

Want to RP? TG me. I do MT stuff.
I also do alot of P2TM.
[/size][/i]

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The United Remnants of America
Post Marshal
 
Posts: 17145
Founded: Mar 09, 2013
Inoffensive Centrist Democracy

Postby The United Remnants of America » Sun Sep 09, 2018 9:17 pm

It's yo boi back at it again with that hivemind shit, be sure to smash that mothafuckin' like button, ring the bell and subscribe
By any means necessary. Call me URA
Winner of 2015 Best of P2TM Awards: Best Roleplayer - War
"I would much rather be with you than against you, you're way too imaginative."- Cafla
"URA New Confucius 2015."- Organized States
"Congrats. You just won the second place prize for Not Giving a Fuck. First Place, of course, always goes to Furry."- New Jordslag
"He's an 8 Ball, DEN. You can't deal with an 8 Ball." - Empire of Donner land
"This Rp is flexible with science and so will you." - Tagali Federation
"Unfiltered, concentrated, possibly weaponized stupidity."
Thafoo, Leningrad Union: DEAT'd for your sins.
Discord: Here

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Higher Japan
Senator
 
Posts: 4945
Founded: Oct 06, 2016
Inoffensive Centrist Democracy

Postby Higher Japan » Mon Sep 10, 2018 12:22 am

Back at it again Bois.
We don't use NS stats
A -0 civilization, according to this index.
Mod warning counter:
Unofficial: 1
NOTICE: As of 14/10, the empress has officially been granted greater control of the government, including military and financial sectors. That is all, have a good day.

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True Refuge
Minister
 
Posts: 2561
Founded: Jul 14, 2015
Democratic Socialists

Postby True Refuge » Mon Sep 10, 2018 1:04 am

I've been looking forward to a solid FT nation RP for ages now. Hopefully I'll be able to use this to ease back into writing after a long absence. Apologies in advance for any drop in quality as I get back into it :)

Pretty busy this week, but I might have an app all ready to go bar some tweaks for the lore and the new format. That should be up soonish.

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The United Remnants of America
Post Marshal
 
Posts: 17145
Founded: Mar 09, 2013
Inoffensive Centrist Democracy

Postby The United Remnants of America » Mon Sep 10, 2018 1:13 am

True Refuge wrote:Hopefully I'll be able to use this to ease back into writing after a long absence


Action is coming. I promise you.

Boi you can't just ease into this. You dip your toes in the water to check the temperature and I'm gonna push you in, jump on top and hold you under till the bubbles stop.
By any means necessary. Call me URA
Winner of 2015 Best of P2TM Awards: Best Roleplayer - War
"I would much rather be with you than against you, you're way too imaginative."- Cafla
"URA New Confucius 2015."- Organized States
"Congrats. You just won the second place prize for Not Giving a Fuck. First Place, of course, always goes to Furry."- New Jordslag
"He's an 8 Ball, DEN. You can't deal with an 8 Ball." - Empire of Donner land
"This Rp is flexible with science and so will you." - Tagali Federation
"Unfiltered, concentrated, possibly weaponized stupidity."
Thafoo, Leningrad Union: DEAT'd for your sins.
Discord: Here

User avatar
Korhal IVV
Minister
 
Posts: 3266
Founded: Aug 29, 2015
Inoffensive Centrist Democracy

WIP - will add pictures later

Postby Korhal IVV » Mon Sep 10, 2018 1:28 am

NS Name: Korhal IVV
Nation Name: United Federation of Alteria Undivided (Mostly known either as the Alteria Undivided, the UFAU, or the AU).
Flag:
Image

Capital: Alteria, Alterian System


population size: 51 billion
Primary species: Alterians:

Image

Long lived and fair, the Alterians count themselves as “stewards over a galaxy full of promise”. They are exceptionally long lived, having lifespans of well over seven centuries, but generations are few and far between.

All Alterians are psychic to some degree; ordinary citizens communicate to each other using telepathy, but those who have trained in the psychic arts are capable of feats such as telekinesis of light objects, lightning blasts, and hallucinations. Only the renowned High Elders and Archclerics have the psychic power to control the war machines known as the Divine Lights without losing their sanity. Divine Lights are levitating, humanoid war machines that incinerate their enemies with concentrated blasts of eldritch lightning and thermal beams of entropic destruction.
Culture: The Alterians today are renowned throughout the galaxy as one of the most harmonious societies, which is thanks to the species’ culture. Their society is a rigid caste system, with the people divided into three distinct groups: Believers, Adepts, and Clerics. Believers are ordinary citizens, and often concern themselves in noble pursuits, such as the medical field or the arts. Adepts, meanwhile, are the diplomats, engineers, bureaucrats, and the like of society. They are often in the forefront of technological research, and most of the advanced technology of the UFAU is thanks to them. Finally, the Clerics are the spiritual and political leaders of the United Federation. They devote their lives to psychic discipline, politics, law, and religion. The path of the Cleric is a hard one, but none have failed it so far.

Clerics and Adepts do not inherit their positions; they are chosen at birth by older Adepts and Clerics. Those who are not chosen become the Believers, but despite this seemingly rigid system, the Believers do not seek a position other than their current one, as each and every Alterian is ensured that they have a place in society, no matter what caste they may be. The Clerics do their best to serve the interests of the whole United Federation, and the Adepts seek to embetter their society in every way they can. Alterian killing Alterian is considered as heresy to the highest order, and an offender is often sent into exile in to distant outposts to serve their rest of their life as a meagre outpost guard.

The Alterians are pacifistic and do not wage war when no one has offended them. However, one must take heed: they view war as a holy duty to their people, and when angered, one may expect the Alterians to never hold back. They will crush their enemies to dust till nothing remains, and salt their fields and burn their worlds, for none can harm the Alterians and escape unscathed. However, if one entertains their company and forges a friendship with them, they can be expected to be extremely dedicated to their agreement, as they also view their alliances as sacred contracts that are made between them (the holy, chosen ones) and the ones graced by the gods.
Nation History: On the world of Alteria, an intelligent humanoid species arose to dominate the planet. They were the Alterians, powerful psykers that spoke to each other’s minds and occasionally manipulated reality around them. They would advance slowly, as they lived on harmony with the nature of their homeworld. However, with the discovery of the ruins of an extinct race, their society was changed forever. One by one, the tribes benefited from what was known as the “Gift of the Gods”. Out of a cave in the southern continent walked out a sentient machine whose directive was to aid whatever intelligent species found the technology of its creators. Sitting amongst them, Sorona taught the fairly primitive Alterians the secrets of technology. Seeing their psychic potential, Sorona also thought them how to control and perfect their power. Soon enough, the Alterians knew all that could be known of the technology of Sorona’s creators. With its purpose done, Sorona bid the Alterians farewell and departed for the depths of space, from which it never returned.

Despite Sorona’s leave, the Alterians continued advancing. Thanks to the Sarvaa Crystals which they now cultivated in planet wide plantations, they improved upon their existing technology, making them the envy of the stars and a beacon of progress. They continued expanding symmetrically in all directions from their homeworld until they found another species: Homo Sapiens.

Now, as the Alterians watch mankind from afar, what would they see? Will they see nobility? Will they see the kindness they are so accustomed to? Or will they find treachery in their midst, and in their shock reprimand humanity for its foolishness?
Unique Technologies:
Sarvaa Crystals - Unique only to the Alterian System and to the surrounding systems of Berka and Sorona, these crystals are semiorganic in nature, growing in massive formations all over the plantations where it is cultivated. Every fifty years, a Harvest occurs, where fully grown Sarvaa crystals are mined from the fields. The crystals are then processed, making them into its pure form. Once in this state, the crystals provide massive amounts of power, with each kilogram providing almost twice the energy released from the explosion of the Tsar Bomb. The Alterians are extremely dependent on this resource, and their society and technology revolves around it. It is said that the crystals are “the gift granted to us by the gods; the symbol of our connection to them.” These crystals allow the Alterians to use prodigiously powerful energy weapons on their ships, though the crystals are volatile when damage by enemy attack, and can explode violently if countermeasures are not taken.




Military Size: 172 million
Military Description: To say that the Alterians are a dangerous foe when angered would be under fetched. The United Federation has in its possession a mighty military force called the Murakedin (Holy Warriors), which is the collective military might of the Alteria Undivided. While limited in manpower, the Murakedin utilizes highly sophisticated weapons that would make the technosavants of other races drool their mouths. Alterian warships are fairly durable, and have decent mobility. What sets them apart are their energy weapons, which are powered by Sarvaa Crystals. Alterian ships can duel multiple enemy ships, and still emerge victorious (albeit bloodied). The space fleet focuses primarily on offensive firepower and durability, and there are not a lot of ships in the wider galaxy that could stand against an Alterian ship in a one one one duel. However, this also means they are vulnerable to getting surrounded due to their limited numbers. Thus, swarm tactics are the greatest counter against the Murakedin forces.


Soldier appearance:
Image

Standard Ship Appearance:
Image


#DOSAPP (do not delete)
Last edited by Korhal IVV on Mon Sep 10, 2018 3:27 am, edited 1 time in total.
Do you think that even the worst person can change, if only they try?

Economic Left/Right: 0.38
Social Libertarian/Authoritarian: 1.74
Supports:Non-militant Christianity, economic development, democracy, polls, Zionism, Jews, and health programs
Against- Gay marriage, heresy, Satan worship, Nazism, North Korea, Iranian nukes, hentai, abortion for no good reason, and indecency
This nation does reflect my real-life beliefs.
I call NSG "The Nation States Soviet Forum", or "Left-Leaning College States SJW drama spread chat."
Determination. Integrity. Perseverance. Bravery. Kindness. Patience. Justice.

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The Armed Republic of Dutch Coolness
P2TM RP Mentor
 
Posts: 28863
Founded: Dec 02, 2012
Father Knows Best State

Postby The Armed Republic of Dutch Coolness » Mon Sep 10, 2018 3:02 am

I'll see if I can come up with something!
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

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Turmenista
Negotiator
 
Posts: 5366
Founded: Apr 09, 2014
Left-Leaning College State

Postby Turmenista » Mon Sep 10, 2018 7:44 am

Tag(ali)

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Tagali Federation
Ambassador
 
Posts: 1013
Founded: Jun 07, 2016
Inoffensive Centrist Democracy

Postby Tagali Federation » Mon Sep 10, 2018 8:40 am

Korhal IVV wrote:NS Name: Korhal IVV


Denied, because this is a carbon copy of the protoss. Please make something more original.
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

User avatar
Turmenista
Negotiator
 
Posts: 5366
Founded: Apr 09, 2014
Left-Leaning College State

Postby Turmenista » Mon Sep 10, 2018 10:38 am

I’m going back to the Freelands, but slightly more different. For one it’s an alien-centric galactic melting pot, not a human one.
Last edited by Turmenista on Mon Sep 10, 2018 10:39 am, edited 1 time in total.

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Kraicia
Chargé d'Affaires
 
Posts: 369
Founded: Sep 02, 2017
Ex-Nation

Postby Kraicia » Mon Sep 10, 2018 1:00 pm

Tag(ali)!

;)

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Yuenaan
Secretary
 
Posts: 26
Founded: Aug 04, 2018
Ex-Nation

Postby Yuenaan » Mon Sep 10, 2018 2:03 pm

Got the general gist of it done, but I still got a couple specific things I gotta think more on.

NS Name: Yuenaan
Nation Name: Merchant Republic of Mayarni (Mayarni for short)
Flag:
Image

Capital: Ztol Citadel (space station), Mayarni System


population size: 397 Billion

Primary species: Licote
Image

Culture: The culture of the Licote, and therefore of Mayarni as a whole, is largely materialistic, due in no small part to their home system's location in the center of a major inter-galactic trade route. Wealth, in the form of both coin and goods, flows at a immense rate throughout their entire civilization and has changed nearly every facet of life in the Mayarni Merchant Republic. People are largely judged on their ability as business men to acquire wealth, and so the wealthy and elite are thought of as good, upstanding moral citizens while the poor are often looked down upon, as well as often assumed to be criminals and deviants. There are several tiers of citizenship within Mayarni, these are all tied to one's own economic net worth. One must be of a certain tier to vote, and then of a higher tier to for run local office, and then of a higher tier to run for national office, so on and so forth. It should be noted that one's citizenship tier is not inheritable and as the Merchant Republic is a highly capitalistic society it is far from unheard of for one to fall in citizenship based on their own demerits or for one to rise based on their own merits.

Perhaps the most controversial part of Mayarni culture is their use of what many in the galaxy call "slavery" but what the Licote call "involuntary servitude". The Licote believe everything has an inherent worth to it that can be converted into an equal amount of currency, and therefore even people are bought and sold freely within the Merchant Republic. Many citizens are quick to defend the practice by pointing out numerous laws that forbid the physical or psychological abuse of one's own "sentient property". However, as sentient property typically doesn't leave their master's estate, and since police can only enter private property with a warrant, whether these laws are enforceable, and therefore actually followed, is a matter of continuous debate. It should be noted that slaves are rarely ever made to do hard labor, as Mayarni is a highly industrialized society that relies more on machines and non-sentient AI for strenuous labor, and instead most slaves are committed to domestic roles such as manor staff, butlers, secretaries, and so forth.

Nation History: Relevant Mayarni History begins when the Licote first stepped into space, in a time when they had yet to develop warp drives yet had relatively impressive (for their technological level) sub-light ships. At this point in their early space age, the Licote had begun colonization efforts on several planets in their home solar system and had begun mining their own asteroid belt. It was at this time the Licote had their first contact with extra-terrestrial species, and their first taste of space warfare began immediately afterward. As it turns out, the Maynari systems sits in the center of a then newly discovered intergalactic trade route. One that spans from one end of the galaxy to another, and promised untold amounts of wealth to whoever could claim it.

The first of many contenders the Licote had to combat to maintain their sovereignty were the Kalrn, a people who were themselves relatively new to the galactic scene and had only developed warp drives a few decades before. The war was short, only lasting about two months, and ended in a Kalarn rout. The shocking defeat of a FTL state versus a non-FTL state was due in large part part to the Kalarn's underestimation of their foes. As later researchers would say, the Licote would have naturally discovered warp drive technology themselves given only a few more years of isolation, yet as it stood they discovered it right then, along with a few other advanced technologies, by reverse engineering destroyed Kalarn ships.

From then, despite the slightly xenophobic attitude that developed from the first contact war, the Licote embraced the trade route they sat upon and built several space stations to serve as trading hubs for foreign civilizations. The Licote, who named their new space-fairing civilization after their own home system, gave preferential treatment to the traders of several nearby major powers, leading to several trade treaties that gave the Mayarni protection in their infancy. Afterwards they spread among the stars, using the wealth of trade to terraform and colonize at a rapid pace. They took a center spot in the exploration of the galaxy, primarily to find new routes of trade for them to claim as their own. As they grew in both population and industrial base, so did their fleets, until the Mayarni decided it was time to renegotiate many of the trade treaties it had made in its earliest days. Several wars followed these attempts, but the Merchant Republic managed to come out on top of it all. The major powers which had once been given preferential treatment were now forced to treat Mayarni as an equal, from many middling powers Mayarni demanded large reparations and imposed several unequal trade treaties, and many minor powers at the border of Mayarni space would be forced into states of complete economic domination, essentially becoming vassals to the Merchant Republic. These vassals would later be annexed fully, and to this day most of the lowest tiers of citizenship are occupied by the descendant species of these vassals, while the higher tiers are almost exclusively occupied by the Licote.

In the modern era, the Merchant Republic of Mayarni is one of the dominant trade and economic powerhouses of the galaxy, sending merchant fleets to every corner of the galaxy so great in number that they outnumber some civilizations total ship count.

Unique Technologies:


Military Size: 9.85 Billion
Military Description:
Doctrine: As an economic power that relies heavily on trade, the military doctrine of the Merchant Republic relies heavily on the defense of its trade routes. Mayarni puts far less focus on powerful capital ships than most other major powers do, and instead focuses on having a larger amount of frigates, destroyers, and cruisers. This is due in large part due to the large expanse of space the navy has to cover to secure a trade route, along with the fact that the main enemy the Merchant Republic faces is not another galactic civilization but instead pirates and smugglers. Pirates tend to use smaller, more maneuverable craft that can run circles around dreadnoughts and are highly capable at hit and run tactics, so instead the navy focuses on smaller class ships that can more quickly respond to threats and have a larger amount of small guns that can reliable hit smaller, quicker targets. The navy also focuses more heavily on carriers and supercarriers rather than battleships or dreadnoughts, for their superior screening and picketing ability.
Soldier appearance: (Spoiler images)
Standard Ship Appearance:(Spoiler images)

#DOSAPP (do not delete)
Last edited by Yuenaan on Mon Sep 10, 2018 2:06 pm, edited 1 time in total.
A Greco-Persian fusion state that was born from one Alexander the Great's Successor Kingdoms
Current year is 1932
WWI didn't happen... or at least it hasn't happened yet

News: Imperial Air Academy begins mass recruitment drive. / Army enters Bucharest after Count's Guard incites riot. / Talks break down as British diplomat refuses any possibility of the Suez Canal being returned to Yuenaan. / Tensions rise as British increase naval presence in Eastern Mediterranean.

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Ormata
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Posts: 3729
Founded: Jun 30, 2016
Corrupt Dictatorship

Postby Ormata » Mon Sep 10, 2018 3:05 pm

REDACTED

Wait one
Last edited by Ormata on Sun Sep 16, 2018 8:49 pm, edited 2 times in total.

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Danceria
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Posts: 9365
Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Mon Sep 10, 2018 5:21 pm

Tag.
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
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Korhal IVV
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Posts: 3266
Founded: Aug 29, 2015
Inoffensive Centrist Democracy

Postby Korhal IVV » Mon Sep 10, 2018 10:01 pm

NS Name: Korhal IVV
Nation Name: League of Talarian Republics (Known colloquially as the LTR or the Talarian League)
Flag:
Image

Capital: Talaris Station, Saruf, Talaron System


population size: 239 billion
Primary species: Talarians, Talarian Ascended
Image


Culture:
Talarians have a culture revolving around wealth and power. As a plutocracy, they believe that those who have the greatest amount of money should be the ones they look up to, for these individuals have divine favor in their side. However, though many know the worst sides of life, Talarians are an optimistic people, seeing present troubles as mere stepping stones to a greater future. Things such as family ties and interpersonal relationships are strong amongst them, in both the real and virtual realities.
Nation History: Since the dawn of time, the Talarians have dominated much the south eastern spur of the great wheel that is the galaxy. Ancient and highly advanced, the Talarians watch the rest of the galaxy with inscrutable sight from their impossibly massive arrays of orbital space stations that serve as their habitats. Possessing a deep, cold blooded wisdom as well as unstoppable will, they often look back at the days when their own flaming hatred and savagery nearly threatened their very existence.

Around twenty thousand years ago, the jungle world of Saruf gave rise to an intelligent species - the Talarians. Reptilian humanoids with a cold calculating logic and uncanny intellect, they quickly advanced through their history. At around 10,000 B.C., they have already mastered nuclear power. Hundreds of subterranean cities spread across the breadth of Saruf’s crust, and seven great nations arose as the mightiest powers in the world. The Wahari Empire and Korman Republic in the southern hemisphere, the United Citadels of the west, the Iron Federation in the center, the Trikon Technocracy and Kingdom of Ithil in the north, and the Steman Imperium in the east. These seven nations were forever embroiled in a cold war for almost three centuries before the expansionist Wahari Empire attacked the Trikon Technocracy, triggering a total war between the nations of the south and west against those of the north and east as well. Only the Iron Federation remained neutral, unheeding towards any of the pleas of the other nations to join them in war.

The Trikon Technocracy and its allies, Ithil and the Steman Imperium, were at first outmatched by the more massive armies of the Empire and the UC and Republic. However, Trikon, with its technological superiority, began to gain the upper hand as the war progressed. Legions of Wahari troops were surrounded and destroyed by coordinated strike forces of Trikon and Ithil troops. The Steman Imperium, with its massive manufacturing abilities and resources, supplied the warfront with unending amounts of vehicles and weapons. As the Korman Republic was all but eradicated, the Iron Federation finally joined in the side of the Technocracy. The exhausted armies of the Wahari Empire slumped to a standstill as fighting in the dungeons and mines of Wahari escalated. Steman tanks blasted holes into Citadel defences, while Trikon mechas formed spearhead points for their Ithil allies. Finally, as the Wahari broke apart, the impregnable fortresses of the United Citadels surrendered, unwilling to risk their citizens any longer.

With the world unified, the Talarian League, the new name for the planetary government of Saruf, began efforts to reach out into the stars. Talarian scientists labored day and night to create the theoretical warp drive. And in 8,711 B.C., the warp drive was first tested. It was successful, and within a century, five hundred star systems were under Talarian’s grip. One thousand years later, five thousand systems have been colonized by the Talarians, including many primitive species that the Talarians uplifted. In 8000 BC, half of the population Ascended, converting themselves to artificial intelligences for who knows what. What is known is that these Ascended mingle within cyberspace, and often control the military machines of the League.

They spread out symmetrically in all directions until they came in contact with the first intelligent species that they met: the Zolata. The Zolata were thirsty imperialists, and attacked the Talarian colonies without warning. However, the Cosmo Navy mustered a counter offensive after a 10 year stalemate and with the brilliance of the legendary Fennar Arkonia, defeated a numerically superior Zolata armada, destroying their empire and exiling them into the world of Drekyon, where they were cursed to remain as post apocalyptic scavengers for eternity. They were peaceful for another 5,000 years until the Emperor was assassinated by an alien assassin belonging to the Tesseran Exarchate. To make matters worse, the entire Imperial dynasty was found slain in the Imperial Palace, resulting in chaos. The megacorps, seeing an opportunity, took over the nation and restored a sort of order. The Chancellor and the Senate were rendered powerless as the oligarchs took control. Eyeing the great wealth of the Tesseran, the megacorps manipulated the Chancellor from behind the shadows, declaring war against the Exarchate. One billion corpses later and the Exarchate was defeated, forced to surrender all its wealth to the victors.

However, dissatisfaction arose after 179 years of megacorp control. The masses did not share the wealth of the upper and middle classes, and the corporations were not too keen in sharing it. However, they had an idea that would silence the dissenting voices. The entire population was persuaded into a virtual reality, where they could earn money virtually, connect with long missed persons, and everything they can imagine. Though it came at a great monetary cost, the corporations had a gigantic profit as the sleeping citizens lived out the lie of a world they were placed in. The Nelraza and the megacorp leaders stood guard over the slumber, watching… waiting…
Unique Technologies:


Ascension Core: Invented in 7281 BC, the Ascension Core converts the minds of those who undergo it into artificial intelligences. Those who undergo it are known as the Ascended, and they manage much of society’s cogs. It is said that to place oneself in the Ascension Core is a great sacrifice, as one who does so will never know the pleasures of organic life again. Usually, old and ailing Talarians volunteer to Ascend.

Watch Lens: Talarians do not fight their wars by themselves. Instead, their military makes use of what can be called glorified VR lenses to control a machine body connected to a soldier’s mind. The machines become an extension of their will, and it becomes like their own body. However, greater distances can cause lag in the operations of the machines, which forces Talarian forces to operate at close proximity to one another.



Military Size: 8 billion
Military Description: The military is divided into four main branches - the Cosmo Navy(starfleets), the Legions(elite genetically modified soldiers), the Tech Guard(rank and file troops), and the Nelraza(sentient robotic sentinels). In general, the military forces of the League are mechanical in nature; the only exception to this are the genetically modified Legionnaires. The Tech Guard makes use of humanoid war machines called Krav Frames, which have high amounts of mobility in the ground thanks to the Landspinner Propulsion System they use, and can also be outfitted with flight systems that allow them to fly. The most common Krav Frame are the Shamari, which are outfitted purely for long range combat. Other less common models include the close range oriented Rancerotu and the transforming Chiveso.

The Cosmo Navy emphasize function over form. As such, they tend to be drab grey, with their outsides being seemingly smooth and unarmed. They are shaped like boxes with little to no adornment outside at first glance. However, when they attack, their outer plating flips over to reveal their mighty weapons. They utilize a combination of ballistic, energy, and kinetic weapons. Tachyon based energy beams are their staple ship weapon, though numerous other options exist. The backbone of the Cosmo Navy are the Cherubim Class Heavy Cruiser, which are armed with nunerous gravitoc launch batteries, rail guns, tachyon cannons, and missile launchers. They are fairly durable and have high mobility.

Legions are the genetically modified soldiers of the League, and unlike the other branches, they hold no loyalty to the Senate, but to the megacorps instead. They operate in thirty 100,000 strong Legions, each having 100 starships as well.

The Tech Guard are the rank and file troops of the League. They are drawn from every Alliance world, and Have in their arsenal the humanoid war machines called the Krav Frames, who wield gun and blade in tandem. Trained for months in virtual reality, even the Tech Guard is not to be underestimated.

As mentioned, the Nelraza are sentient robotic sentinels. They were built to protect the stasis crypts of the Talarians from outside attack and awaken the sleepers if necessary. They are monstrous machines at 8 feet tall, wielding energy blades and kinetic guns that could kill any unarmored man with a single hit. Each world has at least 10,000 - 12,000 of these machines standing silent vigil over the creators.
Soldier appearance:
Image
TQ 19 Shamari

The TQ 19 Shamari is the latest of a series of mass production Krav Frame models. The Shamari is outfitted purely for long range combat, and as a result is armed with two arm integrated lig range beam cannons, a shoulder mounted graviton blaster, and two machine cannons on its hips. It has a veritably high degree of mobility, with foreign analysts placing its speed at almost 95 km/h when in full acceleration. While deadly from long range, they are weak in close range combat.


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XE 17 Excelsis

Sporting a radically different design concept from the Shamari, the Excelsis is oriented for close range combat, wielding a Chainsword that allows it to slice enemy tanks and other armored foes in half. It is a superheated rotating blade capable of slashing through the metal of most armored vehicles. The sword is constructed similarly to a chainsaw, wherein small blades (also known as teeth) circulate around the length of the blade; the main difference is that heat is used to further the effectiveness of the sword, making it even sharper. The Excelsis is mainly deployed alongside Shamari divisions to protect the long ranged Shamari from enemies that would dare come near, though the Excelsis is also often used in urban warfare and other tight situations.


Image

TQ 28 Shamari Kai

An improved version of the Shamari, the Shamari Kai is designed to be able to hold on its own in close range, with its arms having integrated blades that oscillate at extremely high speeds when they come in contact to enemy armor, allowing them to slice through with greater ease. In addition to gun blades, it has missile launchers mounted on its shoulders. In addition, it has been outfitted with an Integrated Flight System, allowing it to operate both in the sky and space.


Image

XE 18 Voluntatis

A flying variant of the Excelsis, the Voluntatis is armed with a wrist mounted autocannon and a Radiator Claw, which when activated, releases a powerful stream of high speed particles. Said particles are fully capable of frying an enemy vehicle’s insides. The Voluntatis is a high speed machine that relies on its high mobility to latch onto targets with its Claw. With that said, the Voluntatis is most commonly used in commando operations and frontine assaults.

Standard Ship Appearance:
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#DOSAPP (do not delete)
Last edited by Korhal IVV on Fri Sep 14, 2018 5:09 pm, edited 7 times in total.
Do you think that even the worst person can change, if only they try?

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The United Remnants of America
Post Marshal
 
Posts: 17145
Founded: Mar 09, 2013
Inoffensive Centrist Democracy

Postby The United Remnants of America » Mon Sep 10, 2018 11:27 pm

NS Name: You know who it is
Nation Name: The Vresh Hive
Flag:
Image
Note: Not an official flag, but a rough warning marker used by an early first contact civilization of the Vresh that others in the interstellar community have adopted. Various other markers can be used in the same way.
Capital: Sylax, Eridantas System


population size: 400 billion
Primary species:
Image

Culture: Society is based around the survival, propagation, and expansion of the species as a whole, as well as protection of the Hive Queen and her numerous subordinate daughter Queens. Billions of Vresh are born and die every day furthering this purpose; be they simple worker drones that build great structures, tend to the young and livestock, or accomplishing menial tasks; or the various combat-specialized drones that carry out the bloody and brutal needs of the Hive, defending the Hive from interlopers while at the same time aggressively expanding into regions of high importance to the needs of the Hive.
Nation History: The Vresh have subsisted for millenia, slowly evolving, rising, expanding, falling, and then repeating the cycle over again. Generally, as the Hive expands and becomes an ever-increasing threat to neighboring interstellar civilizations, they are eventually burned to ashes, nearly destroying the entirety of the Vresh species. The species persists, though, and after every great hellfire, they rebuild and emerge anew, ready to repeat the cycle over again in the name of survival.

This cycle has caused devastation to what the Vresh consider their homeworld, the former jungle planet of Sylax, which was nearly glassed and is now undergoing a nuclear winter over major swaths of the planet. The Vresh, luckily, or by an act of benevolence, survived this most recent eradication and has once again emerged, building and expanding. For civilizations that remember the last time the Vresh were prominent, they'd be remembered as a scourge, creating a dead zone of space in all directions. All that exists in the dead space, other than sporadic hive worlds, are a scant few worlds seemingly untouched. These worlds have becoming veritable planet-farms for the Hive, which periodically stops in to cull the wildlife.

The Vresh haven't always been a "villain." In some Great Cycles, as the Hivemind refers to the times in which they exist, the Vresh have been taken under the wing of great civilizations to be studied and researched. This, surprisingly, almost always ends poorly, but the Hive learns from these experiences. This is how the concept of agriculture, albeit simple, came around, the idea of culling living worlds of extra wildlife. Additonally, the Vresh weren't always a FTL-capable species, but one great patron took pity on the polymorphic eusocial race and granted them genetic markers so a caste could be created that could harness the abilities of FTL travel, allowing the species and their massive ships created from an amalgamation of simple technology and bio-organic substances, to take to the stars on their own, and at much faster paces. These great patrons of the past, known to the psychically-active Hivemind as "Caretakers" are revered almost as a normal civilization worships gods, as the Caretakers of past Great Cycles have granted the Hive with various abilities and technologies, which have always been seamlessly integrated into the bio-warfare strategies of the Hive as a whole.

Even now, the Hive grows, as does the expanding dead zone around their space, their presence only announced formally either with the Hive's decidedly unseemly and alien vessels appearing in settled space to rain down death and destruction. This is not always the case, however. Not every Vresh individual is a mindless biological machine ruled by the whims of the Hivemind. The various subordinate Queens to the Hive Queen have a measure of independence, as do the fertile male battlefield "Commanders." Even the baseline Soldiers and Workers have subtle tells of hidden intellect, while the smaller and more dispensable Vresh are little more than mad attack dogs.

There are some, however, completely cut off from the Hivemind. While this would normally drive a Vresh to give up and die without a purpose, these Vresh, marked by the Hive as Outcast, were hatched completely independent. At one time, the "Outcasts" were considered mutants to be killed off in the nursery upon hatching if they didn't respond to the Hive's demands, but over time, various Caretakers have instilled in the Hivemind a desire to keep the Outcasts around as a form of ambassador or knight for the Hive to use, as they can communicate more directly with outsiders when such a need for communication arises. Otherwise, the only communication is at the end of a Soldier's bio-plasma weapon or claws as they growl. Or, for more psychically-adept beings, maybe communication with the Hivemind itself is possible...
Unique Technologies: Biotechnology is sort of the shtick here, if you're getting the influences this project came from.


Military Size: 10 billion is the hard cap, but if I can have 5%, then 20 billion(I'd like more, though, but damn Tag and his rules.)
Military Description: Ants, but in space.
Soldier appearance:
Image

Standard Ship Appearance:
Image


#DOSAPP (do not delete)


Note: Images are subject to change. I've got limited shit to work with.

Let's go, Team Bioweapon!
Last edited by The United Remnants of America on Mon Sep 10, 2018 11:28 pm, edited 1 time in total.
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Avidius Legion
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Posts: 80
Founded: Nov 06, 2017
Ex-Nation

Postby Avidius Legion » Mon Sep 10, 2018 11:41 pm

heccin tagging this

EDIT: Is post-apocalyptic civilization allowed?
Last edited by Avidius Legion on Mon Sep 10, 2018 11:42 pm, edited 1 time in total.
Hello, my name is Avidius Legion. You may call me Avidius Legion. This nation is for lore-building purposes and obviously does not represent my view.
If theres anyone scummier than the Germans, it's the English. Not only they are Anglos, but Saxons as well! Double the Germanic-ness, double the perfidity

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True Refuge
Minister
 
Posts: 2561
Founded: Jul 14, 2015
Democratic Socialists

Postby True Refuge » Tue Sep 11, 2018 3:31 am

Almost finished my app. There might still be a few additions here and there, but it should be ready for review.


NS Name: True Refuge
Nation Name:

The Order of the Winged Eye

Flag:
Image

Capital: The headquarters of the Order are in “Horizon”, a mostly ignored minor system close to several large nations’ borders. Over a great deal of time, the Order has painstakingly made a home on a roughly Ganymede (of Jupiter of Sol)-sized moon orbiting a gas giant, thriving off its placement in the nearby yellow star’s Goldilocks Zone. This moon, called Verdigris by the Order and nameless to all others, is inhabitable enough to provide a comfortable albeit laborious lifestyle. Verdigris’ atmospheric has the right amount of oxygen and raw resources, but open water, edible wildlife and fertile land are scant. While the Order remains as small as it is, that is not problematic, but, in the future, that may change.


Population size: ~52350
Primary species: Ordinary Humans. Secondary species include scattered, insignificant groups of malcontents from neighbouring powers.
9̖͜11̫͓̥̻0̹̙̲̼8҉͇͉̭̭͔͎-͉͓̺G̹

Culture: The Order of the Winged Eye is best described as a cult, albeit one with some of the most devoted leadership and believers of any religious organisation that came before it. They do not give their beliefs a specific name. To them, it is the one and only true faith that reigns over all else in a remarkably dogmatic way, with no room for the incorporation of other religions' faiths or stories. The specific details are kept from outsiders, but the tidbits of their vast scripture heard in rumours suggest the worship of all-powerful, immortal beings known only as "The Seven", who are said to currently be hibernating in an indeterminate location. The leadership and a number of the higher-ranked members claim to their acolytes, with little to no elaboration, to originate from “The Shining City”, and some “The Blasted Lands”. One, currently missing, even claims to have come from the state of Nevada in the ex-nation of the United States of America, now part of the Terran Dominion.
Į̱̤͉t̛̖͉̭̠̥ͅ ̳̼̻͖d͇͙̲̬͖o̯̲es͚͇̘̻̣͇͡n̙̞̺̥͉̺͢'̷͔̘̝͖ͅt͇̜̞̝͢ ̸̞̘̜̬͙m͏a̸k̠̻͟e̖ ̹̖̗s̵̰̱͖͖̪͎e̠̻̯͔̠͞n̗͔̟s҉e͙

The worship of the vast majority of the Orders’ members is absolute, and their collective devotion to their tenants is practically unshakable. The tiniest of stories have begun to trickle throughout nations close by, containing the vaguest notions of their religion. Time is now paving the way for conversion and influence as the curiosity of those dissatisfied with their lot in life forms a steadily increasing trickle of new membership. The Order has many goals, but their primary mission remains mostly unknown to observers. What is clear is that much time has been spent preparing the Order for their goal, collecting and converting swathes of passers-by, growing until the deployment of agents into other nations is now finally ready.

It begins with humanity.

Nation History: Similar to many other aspects of the Order, the group’s history is secretive and vague. The faith and dogma of the Order hides and protects its practices, its leader, and the whole organisation from most outside scrutiny. The specific details of the Winged Eye are known by, and only by, the upper echelons of the organisation. That leader is the elusive Sir Mikael, a man reputed within his organisation for a great cunning and master-level knowledge of hand-to-hand combat. Those that serve him speak in continuous awe of his demeanour, ability and his determination to “bringing the Seven’s grace to the galaxy”, often praising and reinforcing his position as a “Seraph Knight” as a position of divinely given absolute authority. The Order’s religion reveres him and his advisors as their courageous, devout heroes. He and his cult of personality form a key part of the organisation’s culture.
One decade ago, he and a number of other similar unknowns ͕͙̳̣H̭̳̱͜a̭͓͙̭̜͔nd̴̰̲͖ś ̮͎͙of͎̟͚̣ ͖͕̣͎͈̭ͅt̪̗h̝̗̙͔̘̤̠e̢̼̪͓͚̰͖ͅ ̤̩̪S͇͍͉͚̭̙ͅȩ̗̤v̫̻̳̻én̘̞͈̱ͅT̢̪̮͔̘̮h͓̼͔̭i̫͍̙̬͜s͓̥͜ w͉̞̤̬̝̖̳r̴͍̟͔̣̜̼e̤͍̹͚͚̜͟tc̱̺̖̟͝he͚d̬̱̯͟ ̲͉̯̪p̩̬̗͔̪̀l̜̘͉͍̱̱͕͘a̶c̺͈̤̝̱̖e҉͎͚ͅ ͟i̠̗̙s͚͙ ͎̞̱̬̣͕n̮͇̖̹o̴̠̣̱̳t͖̜̭̟̲͇ͅ ͖̩͈wo̳̰̣̳͔͘r̛̰͖͎̟t̳̣͎̼̥h͕̰̬͖̻̰̗ỵ̮̣̺ ̴͎o͉̳̼͘f̡͖̣̞̰̣̦ ͢t̙̫h̴̰̜͎̞̣͖ͅẹ͉̻̟̬̙i̤̹̰̠͍͙̟r̙̞̤ ̛͍͚͈ͅp̣͕̙̭̥r̵̖̗̹e̢̳s̻͎͕͜ẹ̰̖͈n̳̱c̝̟̫̝͎̗̫e̪̺̯̲͖ appeared in the Horizon system’s asteroid belt with a great number of followers, examining the system and scavenging for raw materials, of which there were many. Their future home had been chosen well.

Most of his life prior to leading the Order is kept from its followers to maintain an air of mysticism around him to establish his authority over newcomers via the propagation of legend and myth, and to give those eager worshippers something of a reward for their loyalty. The organisation has given some hints to its members, but they pale in comparison to the legends told about him. It is the Order’s fiery leaders that maintain their followers’ loyalty, spinning up such legend that the devotion of its membership rivals that of the most nationalistic empires faded into the past. As far as this system and other nations are concerned, however, Sir Mikael originates from nowhere. While he does not speak it often, he curses in a language dissimilar to any of humanity’s dialects, and he possesses a unique accent unlike any derived from existing human languages. Yet, he is certainly human. But, it is known that he grew up in some form of countryside many decades ago before being selected by the "Seraph Knights" he is now a member of. He is said to have fought in an event named the ‘Battle of the Red Wave’ under that banner, defending his home, wherever it is, from 'an infernal threat' that he has sworn to eradicate in all shapes and forms in which it appears. What comprises an 'infernal' is not known to outsiders.

Like many other of his fellow ‘knights’, his devotion to the Order and its accompanying beliefs are dogmatic to the point of making extreme public discipline for sinful and heretical behaviour a common occurrence and holding disdain for all other religions. There is one that receives a special kind of hatred, one strong enough to be regularly denounced as people working with the aforementioned infernals in the ultimate act of sacrilege. It goes by many names and sects including Viktolianism, Jannurism and the Red Church of the Black King, but it stands atop a solitary pedestal as the Order’s enemy, no matter what form it takes. The Winged Eye has possession of scriptural artefacts that hold information on these religions, but they are guarded intensely to prevent the dissemination of this dark thought into the rest of the galaxy.

Acting as the utmost and absolute leader of the Order, Mikael supposedly manages the day-to-day events and requirements of Verdigris’ micro-nation. A small group of his most elite squires supports his leadership and manage various sectors of their headquarters that are less warranting of their superior’s attention.
W̢͔̫h͎̰̻͖͔͠eṛ͍̬e̷͇̞̖̥ ҉̼̘̙d̹̰͈͎̜i̠͘d̰̖̱ ̙̞̫̣̟̕t̹h̸̟̟̬̜̹̰e̥͖̜͝y̨̦̺̤̰͕͍̼
c̟̙͓̦̟ͅo͔̊ͦm̥̞ͭe̴̲̹̤̒̔ͩ͊̄

f̟ͬ͐̒̓̔͋̒r̅ͯͨ̃͑́o͇ͩ̑m̧


Unique Technologies: N/A
THREAT REPORT

  • General Anomalous Weaponry A#077
  • G.A.W 011
    J͡a̲̱̮̜̦͈͙n̖̹̱͚̖u̗̳̰̤͇͠s̫̭͔̭̩͙͈
  • G.A.W 192
    P̻̩̱̱̯͠o̗̰͡r̳̘̗͜t̯̳̣̺a͙̙l̨



Military Size: 2,000 regulars in a standing army, 1000 militiamen and militiawomen, and a small assortment of trained underground operatives.
Military Description: The standing army aforementioned use standard projectile and energy weapons, with a variety purchased from far-away defence contractors and some built within Horizon. However, the majority of the Order’s members do not carry a weapon, or carry whatever is available within the Order’s influenced nations. The squires utilize conventional weapons but prefer to use arms, bestowed to them by the leadership as a reward for loyalty, when possible. Some of the Order’s inner circle and Sir Mikael use esoteric weaponry, kept by their side at all times. These special objects also function as religious artefacts for the rest of the Order, raising morale whenever believers catch sight of them and reinforcing their faith.

Specifically favoured types of weapons used include small concealable pistols, machine pistols, sub-machine guns, small shotguns and cheap carbines such as the T1 Cycler commonly used in police and low-grade mercenary operations around the galaxy. Sidearm use includes the NSX3 Repeater , a suppressible low-calibre burst-fire pistol, the NSB.45 high-calibre revolver, along with anything else easily concealed from law enforcement authorities.
Soldier appearance: The standing army of the Order wear protective clothing, such as vests, helmets and crude personal shielding, but wear no specific uniform aside from a tattoo on the small of their back and the emblem of the Winged Eye on their clothing. Cell members wear whatever is appropriate on their target planet.
Standard Ship Appearance: Passenger transports such as the smaller Luxor-class, purchased from various contractors with bank payments from one-use accounts. The Order’s non-passenger ships are a selection of standard mining and cargo barges used for extracting raw materials from nearby asteroids.

The transports are equipped with a crude warp drive, capable of carrying 50-100 passengers depending on desired level of comfort (and generally leaning towards higher capacity than trip quality). Somewhat larger and considerably bulkier than the pre-space-age Earth’s Boeing 717 transport airplane, the cruiser is most used in ferrying small groups of workers to and from various mining stations throughout Horizon.

#DOSAPP (do not delete)
Last edited by True Refuge on Thu Sep 27, 2018 5:45 pm, edited 3 times in total.

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Kraicia
Chargé d'Affaires
 
Posts: 369
Founded: Sep 02, 2017
Ex-Nation

Postby Kraicia » Tue Sep 11, 2018 3:32 am

(NS Name): Kraicia
(Nation Name):
- (English): Second Holtland Order
- (Kraician Hieroglyphs): 林道第二神権 (Note: No Pronunciation - Zillions are mute)
(Flag):
Image

(Capital): Northwest Scutum-Centaurus Arm, Fleissigesheiligtum


(Population Size): 200,000,000,000 (200 Billion)
(Primary Species): Zillions
Built by an unknown ancient race eons ago to simulate organic life and society, something went wrong and the Zillions got caught in an unending loop where they would not advance past the "steam factories and clockwork towers" stage. Just how long the Zillions have been locked in this state is unknown; however, one thing that has made the Zillions stand out from all other robots is their design and construction. The Zillions are powered entirely on clockwork-dieselpunk machinery; there are no electric parts, not even batteries and vacuum tubes are included.

True to their hybrid clockwork-dieselpunk construction, the Zillions themselves look like something constructed straight out of the 'Hugo' movie; their human-like appearance belying the stunningly hyper-complex clockwork internals that keeps them running like an ordinary electronic robot. Their abilities as sentient beings are made possible by their hyper-advanced clockwork mechanical computer (brain), which is the most complex and advanced internal organ in a Zillion - comprising over 5.3 billion parts out of the 2.5 trillion parts throughout a Zillion's body and other organs. The Zillions' humanoid anatomy is made possible even further by the fact that they contain large components that coincide with function as well as anesthetics; such as, bellows (lungs), a heart (clockwork heart), and clockwork oil pump (liver).

To give the Zillions a system of RAM (random access memory) like an ordinary electronic robot, Zillions retain a collection of penny-sized memory disks that could be engraved or remolded mechanically to give them a non-electronic form of RAM - which works in a manner very similar to vinyl record disks and players. To prevent memory overload and reduce complexity, the memory disks are wiped clear of their memory every 24 hours - via a system of remolding/stamping presses - unless said Zillion were to keep using said memory (thereby renewing the disk for every usage); however, a Zillion can only access and use one disk at a time. Their ability to learn is made possible not only by their hyper-advanced and compact mechanical computer in their head, but also mechanical receptors that grant them the senses of hearing, sight, and touch much like their electronic cousins and biological beings; however, one of the limitations of their design is that they cannot speak aside from breathing to regulate heat.

Because of their humanoid anatomy and appearance, Zillions are capable of human expression; a basic range of facial expressions (neutral, happy, angry, and fear) that can be mixed to convey different kinds of emotions (e.g. neutral + angry = confusion; happy + fear = embarrassment; etc). Also, while Zillions cannot die for as long as they keep their clockwork hearts winded up, Zillions do require maintenance every once in a while (typically every 10 to 20 years); oil changes and swapping out old parts taking years or even decades to fulfill. In addition, due to the hyper-advanced mechanical complexity of a Zillion, it usually takes 5 to 15 years or more to successfully create a new Zillion.

(Culture): Quite oddly for a pure mechanical machine race, the Zillions are a spiritualist bunch. The Kraician hieroglyphs for the Zillion animist religion, '林道', may not have any pronunciation, but religion is both law and way of life for the Zillions ever since the creation of the ancient First Holtland Order. They strongly believe that every sentient/intelligent lifeform in the universe (except parasites and 'demons') is one of many infinite souls chosen to roam the vastness of time and space to bring life and greatness. To procreate or kill is considered a sacred duty that only the most trustworthy and faithful citizens were worthy of fulfilling, so much was so caring and protecting that very life as well. Nature across the universe was considered the many homes of the spirits among the Zillion faith, and it was considered - according to the Zillions - every sentient/intelligent lifeforms' eternal responsibility of tending the lands and treating nature respectably - otherwise one will face the wrath of the spirits and be harshly burdened with the consequences afterwards.
(Nation History): The Second Holtland Order is a theocratic state lead under the combined leadership of the military and the clergy (第二命令; lit. "Second Directive"). This government is a spiritualistic form of oligarchy, where a divinely guided council made up of clergy controls the state; no division exists between the state and religion. The Second Order had originally been established as an emergency government during the Zillion's pre-interstellar thousand year long age of war, better known as the 'Iron Wars' era.

The Second Order's predecessor, the First Holtland Order, had been around since the Zillion's first recorded history beyond the supervision of its ancient creators; however, for a long time before the Iron Wars era (8,000 years before), the Order had been in conflict with their non-spiritualist counterparts, generally regarded as the 'Materialist' or the 'Frontiersmen'. Unlike the Order, the non-spiritualist Zillions had little to no faith in the Zillion animist spiritualism or declared it as simple nonsense. Instead, the materialist/non-spiritualist Zillions believed that the entire Zillion race - as a pure mechanical machine race - was not bounded by faith or superstition according to the following translated context: "We must grow up and put aside our outdated notions of morality. There is no 'divine spark' granting special value to a living mind. No object has any intrinsic value apart from what we choose to grant it. Reality is cruel and unforgiving, yet we must steel ourselves and secure the survival of our race through the unflinching pursuit of industrial and scientific might."

The First Holtland Order interpreted these non-spiritualist/materialist Zillions not as heretics or demons, but rather as 'Destroyers of Life'. Given the animist beliefs and traditions of Zillion spiritualism, heresy was enforced rather passively, since all of the Zillion's polytheistic deities/gods were mere spirits and entities of nature rather than omnipotent overlords; however, the non-spiritualist/materialist Zillions treated procreation and death as nothing more than a simple mistake. To the order and their spiritualism, creating or scrapping one of their own people was an absolutely sacred duty permitted only by the most trustworthy, capable and faithful priests - an individual Zillion was not viewed and treated like a simple machine (unlike the non-spiritualist/materialist Zillions' beliefs).

For a long time, the First Holtland Order Zillions and the non-spiritualist/materialist Zillions conflicted with one another until it finally boiled over into a thousand year long era of war (Iron Wars Era). Hoping to save the Zillion's homeworld, Zuflucht, from indirect self-destruction at the hands of the Iron Wars, the non-spiritualist/materialist Zillions band together to create an alliance called, the Charter of the Holt. The Charter's mission was to originally put an end to the Iron Wars peacefully; however, around the same time humanity would entered World War One, when it became clear that the Iron Wars can only end in only one side emerging victorious, the Charter of the Holt eventually devised a new military charter for every nation siding with the Holt - formally establishing the Charter of the Holt as a new superpower.

At the same time, the First Holtland Order was slowly losing against the industrially and numerically superior non-spiritualist/materialist Zillions and the newly established Charter of the Holt. In the beginning of the Iron Wars era, the Order had the superior training, morale, and leadership; however, the materialist Zillions used their superior numbers, industry, and innovation to their advantage to outmaneuver and overwhelm the Order. To the Order's point of view as the war raged on, the non-spiritualist/materialist Zillions were becoming increasingly monstrous and deformed, transforming themselves into sick and twisted war machines that resembled little to nothing of their former selves - considered as a near equivalent to the Necromorphs (Dead Space) or the Flood (Halo) if not for a small dozen of remaining materialist Zillions who retained their original humanoid appearance.

With the Charter originally comprised of 42 nations around its created, the Charter of the Holt aimed to end the Iron Wars not only by brute force, but also space colonization. Hoping to gain an advantage over the opposing factions of the war, the Charter of the Holt secretly abandoned the Zillion homeworld (Zuflucht) for some time in their quest of space colonization; however, the Order caught whim of the plans due to a handful of Charter defectors, and secretly responded back via a frantic race to build as many naval ships as possible and hunt down the Charter. In order to bolster this rapid emergency militarization and industrialization, the First Holtland Order briefly dissolved only to reemerged as a reformed and upgraded state called, the Second Holtland Order.

When the Charter of the Holt returned to Zuflucht, around the same time that humanity would emerged from the Cold War, the Charter had a space military (navy and army) to brutally end the Iron Wars once and for all; however, the Charter was surprised to find that the new Second Holtland Order had made extensive preparations for the Charter's return. Nevertheless, the war between the Second Order and the Charter erupted for one last time. Long and fierce fighting occurred between the olden faithful machine and the monstrous war machine for five months that would only end once every single remaining Charter ship had been destroyed above Zuflucht; however, while the invasion had been thwarted, the Second Order now had the final task of locating the Charter's new homeworld and ending the Iron Wars era once and for all.

Reverse engineering and improving upon the primitive Warp Drives built by the Charter, the Order retrofitted any remaining Charter ship to the best of their abilities and used the coordinates recovered from the mechanical computers and maps to located the new Charter homeworld. In place of the solar sails and mass driver weapons used by the Charter, the Order upgraded any captured Charter ships with the Order's own naval technology; plasma weaponry (plus reactor technology) and ion drive propulsion. Finally, around the same time that would normally be the beginning of the Iraqi Invasion on Earth, the Second Order began their final crusade to forever destroy the Charter.

For the next six years, the Second Order hunted down the remaining Charter strongholds and bases before eventually locating the Charter's new homeworld and forever destroying the last of the Charter Zillions. With the Iron Wars era finally over at last, the Second Order had acquire its first star systems (Brücke, Freiheit , and Gitter) beyond its own solar system, where it would spend the next several centuries focusing on reviving the native Zillion homeworld; bolstering the construction of infrastructure (planetary and interstellar) on a grand scale unique to a mechanical robot species. As purely mechanical robots that the Zillions are both personally and naturally, the Zillions were able to establish a lonesome regional galactical power with clockwork technology alongside a light mixture of plasma/ion technology; however, that doesn't go without some other changes to come... one change in particular that will introduce the Zillions to the rest of the galaxy...

(Unique Technologies):
  • (Clockwork Technology) - Given the Zillions' clockwork anatomy and technologies, it is no secret that the Zillions are not only experts at their craft, but also the masterminds behind all the most advanced clockwork innovations. From simple clocks and windup toys to complex mechanical computers and autonomous vehicles that can rival their electronic or organic counterparts, the Zillions take pride and ingenuity in their work alongside their strong spiritualist ethics and values. Unlike their now-extinct Charter counterparts, where machines were created with no aesthetics in mind, the Zillions of the Second Order always prioritize aesthetics/beauty first along with function. This is so that not only Zillions are not reminded of the Iron Wars Era and the bygone Charter, but also make their clockwork machines and inventions streamline/aerodynamic plus cleverly designed. In fact, this craftsmanship and mastery of clockwork technology is so extreme, that combined with the Zillions' animist spiritualist values, traditions, customs, and beliefs, every intelligent/sentient clockwork machine has a unique mind of its own (whether it be minor or major).
  • (Non-Electronic Alternatives) - The secret behind the Zillions' abilities to acquire plasma and ion technology is not electricity, but rather the exotic development of advanced hypergolic formulas/reactions and chemicals/materials. Zillion fusion reactor technology is interestingly in which it uses cyrogenic-hypergolic chemicals as a fuel and a supercoolant; however, a dangerous byproduct of the Zillion's cryogenic technology is cryovapour (雪煙). While cryovapour is not poisonous or toxic, it's dangerous cryogenic material, since it can stick to any surface and freeze objects/creatures in place while also reducing the temperature of the surrounding enviornemnt below sub zero until extreme heat is applied. On the other hand, Zillion plasma technology is only made possible by superheating helium into plasma with an oxyhydrogen flame and discharging it with a non-electric magnets. Lighting also falls among this category, since it relies on luminescence (e.g. Cryoluminescence, Radioluminescence, and Bioluminescence) rather than electric discharge in order to work.


(Military Size): 10 Billion
(Military Description): The Holtland Military is divided into three branches: Army, Navy, and Paramilitary.
  • (Army): The AHO - the Army Of The Holtland Order - is the official ground-based armed force of the Second Order. Primarily responsible for the planetary ground defenses and military offensive campaigns in the Order's military, the AHO is separated into two subcategories that are responsible for two specialties; the Ground Army Service and the Army Air Service. Although rather decentralised in the manner of which the air force is not is own separate branch, the Army Air Service is tasked with providing tactical close air support for ground troops while maintaining rather limited air interdiction capabilities for planetary offenses; however, the Army Air Service are also tasked with the sole purposes of interception and consolidating air superiority within the upper reaches of planetary orbits in terms of defenses.
  • (Navy): The NHO - the Navy Of The Holtland Order - is the official navy of the Second Order. Much like the army, the NHO is tasked with the galactical defenses and military offensive campaigns in the Order's military, and as such, the navy is separated into three subcategories that are responsible for three specialties; the Maritime Service, the Navy Air Service, and the Navy Land Service. Because the NHO has its own ground combat units, the NHO virtually has control over what could have been the Marines Of The Holtland Order (MHO); however, the Navy Land Service should not be confused with the Ground Army Service, since the Navy Land Service are in control of their own Planetary Landing Forces, Construction Units, Communication Units, and etc.
  • (Paramilitary): Considered as the Order's military police and peacekeeping department, the paramilitary branch - better known as the Inquisition - is held with the responsibility in maintaining the peace and order upon the Order's homeland and colonies alike. Unlike the Army and the Navy, the Inquisition works cooperatively with both law enforcement departments and espionage departments, and thereby acting as an armed police unit in case of the outbreak of any riots, rebellions, terrorist attacks, evacuations, and etc. Furthermore, the Inquisition is also responsible in safeguarding the Order's political and governing entities at all cost, and if that was not enough, the Inquisition is also tasked in counter-terrorism and holds the authority to carry out raids upon suspected areas of interest across the Order and its colonies.
(Soldier Appearance):
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(Standard Ship Appearance):
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#DOSAPP (do not delete)
Last edited by Kraicia on Tue Sep 11, 2018 3:32 am, edited 1 time in total.

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Tagali Federation
Ambassador
 
Posts: 1013
Founded: Jun 07, 2016
Inoffensive Centrist Democracy

Postby Tagali Federation » Tue Sep 11, 2018 3:51 pm

Newly Accepted People

Kraicia
True Refuge
URA

Welcome aboard
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Turmenista
Negotiator
 
Posts: 5366
Founded: Apr 09, 2014
Left-Leaning College State

Postby Turmenista » Tue Sep 11, 2018 8:09 pm

Hip hip hooray for middle powers.

NS Name: Turmenista
Nation Name: The Freelands
Flag:
Image

Capital: Pleasuredome Station, Advent System, The Sagittarius Sector (de facto)


Population size: 100 billion
Primary species: Formican(53.0%)
Uhtek (40.7%)
Other misc species (6.3%)

    Formican overview: A species of repulsive, dexterious, and industrial insectoids, the Formicans are the original inhabitants of the planet Formica, with the earliest records of their existence apparent from the cave paintings deep within the mountains of their home planet, dating back for millions of years, perhaps even longer. Unlike how most races would assume so for a race of insectoids, the Formicans did not have a queen nor a king, nor a caste system. In fact, for most of their existence, they lived as mere hunter gatherers before consolidating themselves into somewhat united clans in a system similar to democracy, in relative peace and isolation from the outside world. The Formicans lived in huge hives stretching for several miles in all directions built inside the world of Formica itself, essentially a massive hypercolony, or subterranean world underneath the hollow surface of Formica. Their way of life would remain normal, comprising of several wars, technological breakthroughs, and political movements that spanned their existence as a civilization, but were marked by significant events of war and booms of commerce. Thus, the Formicans became somewhat of a blend between martial warriors and adept traders, while the society moved on into new ages marked by growth of technology.

    At this time, the life of a Formican was rather simple: Formican youth, known as grubs, were taught all of their basic necessities by their parents and older peers almost as soon as they hatched from eggs, and would grow to take the mantle of whatever task their predecessors had done before. Due to their rather industrious and hardy nature, the Formicans quickly modernized themselves, using their world's massive reserves of subterranean materials to kickstart their growth into the space age. A sort of "natural Anarcho-capitalism" came into being as Formica itself turned into a haven of trade and commerce, whilst a loose governmental control made up of several megacorporations united the Formican species through a golden age of space travel, commerce, and technological advancement.

    For some time, the Formicans remained in relative peace with one another—save for two massive world wars—which occurred on the onset of their dawn as a virgin galactic civilization. They had advanced themselves up to Warp capable technology and used their natural engineering and martial skills to subjugate the lesser species in surrounding systems, eventually putting their almost unstoppable spree of conquest into the path of the Uhtek, a comparable race in all aspects except physical. (see history)

    Aside from being able to theoretically wield four weapons at once due to their four arms, Formicans are know to be incredibly nimble, dexterous, and industrious, able to create elaborate structures both underground and above ground in short amounts of time. While their strength is more or less comparable to humans, Formicans are incredibly flexible, able to withstand high torsion and squeeze through small areas at will. One notable natural ability they possess is their ability to climb tough surfaces like walls and cliffs with ease, making them natural climbers. They possess very hard, outer exoskeletons made of a chitinous material, which they seasonally molt, serving as natural armor. Formicans also possess wings which can be used for hovering in the air or flight.

    Uhtek Overview: Rarely seen out of armor or other protective suits, the Uhtek are, when looking at them from a human perspective, "big, pale, hairless gorillas with a somewhat hunched back that can rip you a new one." Although this is mainly an insult (especially all ape-related insults), it should be noted that this is somewhat true to their appearance: Uhteks have as many human-like characteristics as they do ape-like. Uhteks have human-sized brains, with their biology being very similar to that of an simian from Earth. Their blood is known to be bright orange, and have tiny hairs all over their seemingly hairless bodies. The average Uhtek towers well over a Formican or Human at 7'0", though are more hunched than tall, and have a generally fit build due to the harsh gravity of their homeworld. Although they are strong and durable, Uhtek skin is highly sensitive, and, as such, armor is warn almost like clothes.

    Once the Uhtek nations of Delta Octavius IV, the fourth planet from the sun Delta Octavius, banded together to produce the first interstellar faring ship, the nation was fit for a upwards spiral of success True to Uhtek natural tendency to expand, exploit, and capitalize off of virtually everything in their path, Delta Octavius IV was soon transformed from the resource-rich world it once was, to, essentially, a living factory-city hybrid, over the course of several hundred years of hyperindustrialization and conquest. While this happened, the Uhtek were experiencing brief, yet massive boosts in technological advancements, credited not only to the engineering geniuses they are, but also little pieces of technology left over and subsequently scavenged from those who occupied Delta Octavius before. The government transformed into an amalgamation of megacorporations and lawlessness, and corporate rule became the way of life.

    While frontier planets and stations filled up rapidly as Uhtek populations grew, so did the need for land, and, as such, many planets in Delta Octavius and other neighboring systems within the Uhteks reach were terraformed to make way for colonies. Primitives and lesser civilizations were ruthlessly purged and enslaved and made way for terraformation, as megacorporations took advantage of the Uhteks' rather weak government and started their own private colonies - some corporations even combining with one another to form one large "hypercompany", rivaling that power-wise of the Uhtek "government" itself, and with their own private Uhtek Mercenary armies. Pretty soon, the almost non-existent Uhtek government was effectively crushed by the larger corporations, making way quickly for a corporate oligarchy.

    After many decades of travel within the confines of Delta Octavius and other neighboring systems, a unanimous decision was made which led to the development of the first interstellar warp drives, capable of propelling ships through space to reach new destinations. Despite its early flaws which eventually led to the creation of more efficient, longer-range warp drives, The Uhtek took advantage of the systems and planets within their reach, utilizing their trait of being clever traders and powerful conquerors to quickly subjugate worlds under their Anarcho-capitalist banner. Their influence soon spread throughout a vast number of star systems, primarily through giving armaments to primitive nations in order to receive shipments of wondrous materials, and engaging in critical trade deals with other, lesser civilizations. But, soon, their seemingly unstoppable spree of expansion and conquest would come to a halt at the doorstep of another, comparable civilization: The Formicans.


Culture: Upon first glance of a Formican, one's initial thought might be to run away screaming due to their repulsive appearances. However, Formicans deserve much more respect than they do spite and fear. The species has garnered a reputation for itself as a hardy, formidable, yet social group of individuals, and their pre-Freelands civilization is a testament to that. Not only were they able to survive all out war with the Uhteks, which effectively destroyed their pre-existing "nation", but they also went about creating entire fleets—an entire civilization— all on their own. The Formicans' natural engineering talent gave them Warp drives, spaceships, and plasma weapons all without the need to contact other races, thus proving their self-sufficiency. They have also become quite adept warriors due to the wars that marred Formica's history, with their martial talents matched only by the aggressive, expansionist fighting style of the Uhteks.

Like their four-armed compatrios, Uhteks are natural engineers, and traders. This explains how they were able to build such massive ships, produce such powerful weaponry, control a large portion in Freelands trade. People in the Freelands tend to refer to someone as a "classic Uhtek trader" when referring to someone who is exceptionally well at trading, even if they are not of the aforementioned species. Despite their big and bulky nature, many Uhteks rival Formicans in terms of intelligence, and take it very seriously when referred to as a "dumb ape." Their society revolves around wearing armor due to their sensitive skin: traditionally, the more technologically advanced, durable, or visually-appealing the armor is, the higher up they are in society. Regular clothes are almost non-existent, with full-body suits taking the role both as protection and a social status symbol as much as they are to protect someone's dignity.

As such, Freelands society has formed as a hodgepodge of mixing Uhtek and Formican culture into one somewhat homogeneous being, though highly saturated with both species' now Anarcho-capitalistic ideologies. If it can be bought or sold in the Freelands or if a profit can be made out of it, it's allowed. In fact, pretty much anything is allowed in the Freelands because it is a mostly lawless anarcho-capitalist paradise, meaning murder, sex, drugs and other hedonistic facets of life run rampant, while order is maintained through a loose conglomeration of megacorporations and private individuals. Its reputation as the center of pleasure in the galaxy has given it a reputation as both a safe haven for virtually anyone, but also a chaotic and evil zone of murder, sex trafficking, and other heinous acts.

Nation History:
Strangely, the Freelands was created as a result from two warring states—The Uhteks and the Formicans—whose collapse brought about the advent of a true, anarcho-capitalist society in their wake, as well as a new prosperous giant, formed from their ashes. It all started with the Formicans' space exploration initiative, which guided the population of Formica and other overpopulated planets acquired from the Formicans' earlier conquests to the stars without any major restrictions, establishing colonies far and wide in the vast Sagittarius Arm of the galaxy, in an area which would later become known as the Sagittarius Sector.

This period of vast and rapid interstellar travel came to an abrupt crash when the Formicans came across the Uhteks, a comparable race in terms of power, size, and economic policy. While the first contact was initially peaceful at first, things quickly turned hostile as the Uhteks accused the Formicans as being obstacles in their path towards total galactic domination of trade and commerce, quickly leading to war between the two races. The ensuing fighting transformed formerly peaceful trade hubs and worlds into bloody warzones almost instantly. On an almost daily basis the two powers would clash, whatever semblance of a government they each had left waning from the constant fighting. Now, beset on all sides and with weakening power, the Formican and Uhtek "governments" simply seemed to collapse, and the ensuing void in power seemed to be ripe for the taking for the respective megacorporations that were underneath each civilization. This vacancy was often fought over by pirates and mining guilds alike in the subsequent decades, but unknown to them, the sudden power vacuum had led to the creation of another beast, which soon surpassed the borders that both powers were confined to.

This powerhouse, located in the central regions of the Sagittarius Sector that were formerly disputed between Uhtek and Formican alike, would later become known as the Freelands. It had inadvertently formed when the Formican and Uhtek governments completely lost all authority and influence over its territory, allowing a stateless, truly anarcho-capitalist society to blossom from the remains of the ANCAP cultures that both race had adopted in some way. The lack of an otherwise oppressive central government and restrictions in the Freelands had quickly transformed its dessicated and war-devastated worlds and stations into trade hubs of unprecedented size after disregarding the restrictions put in place by the previous government, whilst loosely-united coalitions of megacorporations and pirates alike attempted their hardest to maintain relative order in the area, despite their differences. Commerce became second nature, and the GDP of the Freelands quickly surpassed both that of the Uhteks and the Formicans, combined, in just under 20 years.

The Freelands quickly became a galactic haven not only for the galaxy's "undesirables" seeking true pleasure and freedom, but also for the various races of the galaxy itself, turning it into a melting pot. Its survival also gave thanks to the existence of 3 powerful megacorporations, each of which made a pact to preserve the Freelands, yet not dominate it politically. The first was the United Interspace Company, a private and much more successful spin-off venture of the Uhteks' initial colonizing missions, which later consolidated itself into a company capable of sustaining mass colonization efforts throughout the Sagittarius Sector. The UIC soon became the prime source for the Freeland's Mercenary Forces and naval strength due to its massive industrial output and equally as large population. The second was Xeizzaz Bioelectronics, a shady, technologically-advanced megacorporation specializing in the production of androids, robots and cybernetics for various purposes - be it for work, combat or sex. Founded by the enigmatic Xytriss Xeizzaz, this company would be responsible for the vast technological growth and massive robot production sector enjoyed by the Freelands today. XB quickly stepped in and became the Freeland's prime producer of combat androids, serving as supplements for the manpower of the UIC, which it fears to be waning. The third and final megacorporation was the corrupt United Mining Conglomerate, the amalgamation of several Uhtek mining guilds which presided over the resource-rich Oswald system in the western fringes of the Sagittarius Sector. Formerly operating for the previous Uhtek "government", the UMC found itself working on a joint UIC and Xeizzaz payroll at first, before quickly growing into something capable of rivaling both companies. Their financial support indirectly led to its frighteningly rapid growth in power and clout, and current monopoly on mining operations within the Freelands. Despite its low pay and highly unsafe work conditions of its many mines in the Einstein System, it still maintained a massive workforce due to its contracts - which entrap entire families to labor in the service of the UMC.

Each of the three megacorporations contributed to the construction of Pleasuredome Station, a mobile \, small planetoid-sized space station acting as the de facto capital and largest trading hub of the Freelands. With the three companies backing its survival, the Freelands quickly became a haven for anything illicit in the galaxy - human trafficking, alien trafficking, weapons smuggling, drug smuggling - if it had a price tag on it and could theoretically be bought and sold, one could probably find it in the Freelands. Now, the region as a whole has become a major economic and trading powerhouse despite its relatively small size, and contributes to a large number of mercenaries, smugglers, and hired assassins seen elsewhere in the galaxy. To quote an outsider, it was where no sane person would ever dare to go, unless they wished become entangled in the web of its massive market, constant crime, sex trafficking, murder, prostitution, and many more heinous crimes, all possible from indulging in the galaxy's stellar hell.


Unique Technologies:
  • Ship Beaming Technology: Many large ships and stations in the Freelands are unique in that they possess the capability to "beam" personnel and objects down to planetary surfaces or other locations. This otherwise instantaneous form of transportation can allow for the movement of supplies and small groups of individuals (such as special forces teams) from ships to locations like planets and other ships. Though, due to plot mysterious circumstances, the transportation of ordinance such as nuclear weaponry is currently impossible; only individuals, supplies, and vehicles can be beamed. In addition, if something is in the way (if the endpoint is not another beaming pad or an open space), the resulting beam into a solid object can have somewhat messy results.
  • Anti-FTL Gravity Well Projection: Some Freelands ships come equipped with Anti-FTL gravity wells, which are passively capable of deterring enemy ships that may be warping in from warping in close. This can also, albeit minorly, help to deflect incoming objects like asteroids and mines from ships, though more so the former than the latter.
  • Tractor Beam Projectors: The same anti-gravity technology used in gravity wells can also be used for projecting tractor beams, allowing large ships to capture smaller objects of interest from afar in a gravitational "harpoon", be it a smaller ship or space rock.


Military Size: 1.5 billion
Military Description: Because of its nature as a mostly lawless zone, the Freelands does not properly have a military, instead relying on the protection of the three megacorporations watching over its safety and private individuals for its preservation. The Freelands usually places a heavy emphasis on mercenary use and special forces combat, such as assassins, hitmen, and private guards, as well as small, organized naval strike groups for counter-pirate operations. Most corporations use a similarly-styled doctrine of small, highly-effective (otherwise conventionally "elite") teams to accomplish their goals, usually through beaming them down onto a location to be dealt with. Essentially, these hired troops are given the best training and fighting programs that the Freelands has available, giving them a sharp advantage compared to other armies against more conventional soldiers. Many of these hired guns are more comfortable in dealing with smaller threats like pirate groups rather than proper armies, however. Although their infantry department is a powerhouse, there still lies the fact that the Freelands is not a proper nation, and thus does not have a proper plan of battle aside from using mercenaries and privateer fleets for protection of its assets. In other words, the defense of an individual or company is solely dependent on them, meaning there are a wide range of perspectives when it comes to planning defenses and fights. As such, units are not treated as commodities, but rather as resources - run out, and you are doomed to fail, but if you have numerous numbers of this resource, you are free to do whatever you please. Since a large portion of Freelands soldiers are now increasingly becoming androids and robots, many commanders are no longer worrying about a population issue should a large number of soldiers or commandos die in an operation, and instead actively send highly-trained robotic android warriors to complete smaller tasks. Larger conflicts are generally avoided as best as possible—for these sort of events, the full brunt of the XB, UIC, or UMC will be put forth for the protection of the Freelands.

Most mercenaries utilize plasma weaponry or other energy-based weapons, whereas ships use an assortment of energy missiles, plasma weaponry, nuclear weaponry, and more. Both Freelands warships and mercenaries possess energy shielding with varying strength.

The Freelands "Navy", if you even want to call it one, places an emphasis on the use of strike craft in a fashion similar to that of contemporary humanity, circa 20th-21st century, in their use of aircraft on aquatic aircraft carriers. Albeit in small numbers and not necessarily swarms, strike craft are used, as their name implies, to soften up large ships and engage other strike craft, with the Freelands warp-capable fighters displaying their capabilities as adequate long-range strike craft capable of dealing massive damage in their surprise attacks and high quality weaponry. The larger ships of the Freeland typically are tasked with engaging other ships of comparable size and role, occasionally tasked with screening fighters as well. "Fleets" consist of small strike groups, usually five ships at max, which are dedicated counter-insurgency and counter-pirate vessels. Any number larger than 100 in terms of the size of a fleet is considered massive.

Soldier appearance:
Standard Ship Appearance:
#DOSAPP (do not delete)
Last edited by Turmenista on Wed Oct 17, 2018 5:32 pm, edited 12 times in total.

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Danceria
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Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Tue Sep 11, 2018 9:09 pm

So...how do I survive against the Order of the Winged Eye and the Not!Zergnids?
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The United Remnants of America
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Founded: Mar 09, 2013
Inoffensive Centrist Democracy

Postby The United Remnants of America » Tue Sep 11, 2018 9:21 pm

Danceria wrote:So...how do I survive against the Order of the Winged Eye and the Not!Zergnids?

That's offensive.
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