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Ella2 6
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Postby Ella2 6 » Mon May 20, 2019 7:58 am

The Kingdom of Kasmari
Kasmari Yukanayoke


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

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

Kasmari, Dunaduna, Hunahun: The Planet and the Sun

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

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

Kasmari, Yukana: The Ellians


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

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

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

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

Beyond the physical manifestation of their powers, the lifespan of an Ellian is also heavily dependent on the psionic energies that permeate their environment. Contemporary Ellians live for an average of 220 years while the ancient Ellians, who were far more attuned to the collective unconscious, were able to live for thousands of years. The most potent of the ancient Ellian magicians were rumoured to be immortal.

Yet in spite of this, the ratio of the stages of life remains the same regardless of their lifespan. If an Ellian spends 10 years in infancy and childhood, then they will spend the next 10 years in adolescence, 30 years in young adulthood, 30 years in late adulthood and the last 30 years of their lives in elderhood. This means that a spiritually attune Ellians will tend to mature and age slower than one who is not. It is also important to note that Ellians are only sexually reproductive in adolescence and young adulthood and will begin to lose sexual reproductivity during their late adulthood.

Yuyake: The Spirit World

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

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

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

Kasmari, Yukanayoke: The Kingdom


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

The Kingdom of Kasmari has a vast population of around 105 billion Ellians, 40 billion of which are spread around their home system. The most populated world, by far, is the Ellian homeworld of Kasmari, which houses 30 billion Ellians. A further 10 billion Ellians reside on Kasmari's moon and various orbital habitats scattered around the star system, attending to the vast array of solar panels which powers much of the powerful Ellian space industry.

The second most populated system is New Kasmari, the first extrasolar colony established by the Ellians and home to some 25 billion. New Kasmari is followed by Haven, with a population of 20 billion that nearly rivals its sister star. Both of these systems are now considered part of the core of the Kingdom of Kasmari alongside the national capital, housing over eighty percent of the Crown's subjects between them. Lastly, the two the newest colonial systems, Fortress and Citadel, share the remaining 20 billion of the population almost evenly amongst themselves.

Satellites systems include the forge world of Clockwork, a largely automated factory planet capable of churning out billions of tonnes of military and civilian goods per year; the naval anchorages of Harbour and Keep; as well as the five fortresses of Stronghold, Castle, Tower, Bulwark and Bastion that guard the primary Wind routes into the Kingdom. Finally, the two consecrated worlds of Temple and Shrine border the Harmonic Trinity - three holy worlds shared by The Kingdom of Kasmari and the neighbouring Republic of the Divines - located further coreward of the Galaxy.

Keyoshihuna Yokena: The War Host


The Ellian military is a large and technologically advanced fighting force that heavily relies on the use of hyperefficient fusion reactors and their waste products to achieve combat superiority. Having long since mastered electromagnetics, the Ellians have utilised superheated plasma in warfare for centuries. Modern Ellian spacecraft use powerful plasma drives to bring their might to bear and devastating plasma cannons to sunder their foes. Additionally, a fleet of dedicated warships may carry a vast array of specialised fusion warheads and small craft into battle in support of their sister ships.

In the Ellian military, the army is subservient to the navy and exists in its contemporary form as a dependent branch of the vast Ellian Windforce. The Kingdom's vessels are organised into four permanently standing fleets, each under the command of an admiral and comprised of at least a hundred rated craft. These formations are the Central Windfleet, stationed at the capital of Kasmari; the Coreward Windfleet, garrisoned at the vast spaceports of Harbour; the Rimward Windfleet, posted at the naval anchorage of Keep; and the Expeditionary Windfleet, assigned to the Interstellar Assembly's peace-keeping fleet.
Last edited by Ella2 6 on Fri May 24, 2019 7:04 am, edited 2 times in total.
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Onarr
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Ex-Nation

Postby Onarr » Thu Jun 06, 2019 7:45 am

Application withdrawn, replaced by TAO

Government Info

Polity Name: (The Realms of the Onarrím | Native Script Variable)

Capital World(s): N/A

Government Type: Feudal Parliamentary Empire

Government Details:

The Onarrím territories are divided into two kinds, the Bounded (within the material universe, sometimes known as Over Hill) and the Boundless (within the Onarrím home universe, sometimes known as Under Hill).

Within the Boundless the concept of a planet or world is irrelevant.

Within the Bounded, the Onarrím have absorbed several smaller nations, states or species located at crossing points between the two universes.

Leader(s):

The Parliament of Blooms is in theory democratic but is practice controlled by the leaders of the nine High Houses, of which by far the most powerful is Rose (the Glorious, the Unending).

The Lord of Roses is Æthelstan eal’Messiendan vail’liori’Rose, known as Æthelstan vail’Rose.

The administration in the Bounded is conducted a Warden, currently Æthelhord vail’Rose, who on current planning will be replaced by Algar vail’Violet.


THE ONARRÍM – Controlling State

Name:Onarrím.

Appearance:

Tall, slender bipeds and with catlike eyes. Skin, hair and eye colour vary from House to House. Superficially similar in appearance to humans or drudari.

(A variant of Sidhe, with an Anglo-Saxon bent and inspiration from roger Zelazny, Tad Williams, Scandinavian and Anglo-Saxon myth, and a few other sources).

Physiology:

Onarrím take on some characteristics (within reason) of whichever world they are on within the Bounded; the nature of the Boundless is to be transient and adaptive, and this is reflected in Onarrím physiology within the Bounded. For example, an Onarrán upon The-Shade-Protects would find his lungs adapting to a carbon-dioxide rich environment, but he would still need to protect himself from the heat.

They are by nature alien to the material universe, and their presence can influence those nearby (not necessarily significantly, but colours may seem brighter, there may be bouts of dizziness or emotional instability, but this is very dependent on the individual and is not controlled by the Onarrím); the Onarrím experience similar sensations when on Bounded worlds.

An Onarrán will, if too much time is spent in the Bounded, gradually become more “present” in the material universe; this will eventually sever the connection to the Boundless and s/he will wither and die. There is a significant and fundamental connection between the Onarrím and the Boundless, this often is often interpreted within the Bounded as psionic capability; the precise nature of this ability varies from House to House.

Passage between Boundless and Bounded is difficult and can only be achieved at certain locations at certain times of the solar and lunar cycles.

Role: Ethnically-defined aristocracy.

Ethics/Values:

Difficult to define. The Onarrím live by an honour-code that is unpredictable and alien to most Bounded views. The civil War of Thorns resulted in the departure of the principal Onarrím deities, and the moral/ethical rebalancing has not yet finished.

The Onarrím do not think in terms of nation or state within the Boundless, and the Parliament is viewed predominantly as a mediation tool between Houses. The Onarrím have offshoots elsewhere, and do not consider themselves heavily invested in Núlne.

Population: There are fewer than half a million Onarrím in the Boundless Realms, and typically fewer than one hundred within the Bounded at any one time.

Home System: The capital of the Boundless Realms is known as The City, and is Under Hill. Within the Bounded, the capital is the orbital Rejoicing within the system known as the Star of the Living.

Systems Claimed:

The Onarrím control the following client states: the Daraxi Establishment, the Lo’Ath Combine, the Monarchy of Terrassia and the Shadentir Republic. The Onarrím only directly claim two systems:

The first is known as Star of the Dead. This system was the site of the last stand of the Young Blackthorn during the War of Thorns. The Star of the Dead originally belonged to a pre-FTL civilisation called the Nerasi, who were wiped out as collateral damage during the battle. The detritus of that battle is still there, and disturbing the dead is forbidden. It contains a node link and a wealh breach-point. The breach-point has been sealed on the Boundless side, and passage through it is forbidden.

The second is the Star of the Living. This system contains eight worlds, none of which are inhabited to any significant degree. There is a transient wealh breach-point within the system.

Core Planets: N/A – see below.

Colonial Planets: N/A – see below.

Significant Satellites:

Mourning. Mourning is an uninhabited space station at the outer limits of the Star of the Dead. It is fully automated, contains reserves of fuel and sustenance, and exists as a destination of pilgrimage and to provide a watch over the node.

Rejoicing. Rejoicing is an Onarrím fortress-station orbital chain around the third planet of the Star of the Living. It is crewed by a combination of the Subject Peoples and a very small team of Onarrím, who rotate each year. It is effectively the executive body of the Bounded Realms. The majority is entirely Bounded, while three small segments are held within a wealh field that slips it into halfway into the Boundless. This is not a transit point (although there are several scattered across Núln), but makes living on the station tolerable for the Onarrím emissaries.


THE WAR OF THORNS:

The Onarrím civil war, known as the War of Thorns, ended approximately eight hundred galactic standard years ago. While the war was mostly fought in the Boundless, one of the Usurper’s key allies recruited an armada from the client states of Lo’Ath, Shadentir and Terrassia to support his side; the Daraxi supported the loyalists but had relatively little impact on the war. The war within the Bounded ended at the Star of the Dead.

In the immediate aftermath of the War of Thorns, the House of Rose sheltered the then-fledgling Daraxi. The Onarrím punished the Lo’Ath, Shadentir and Terrassian states extensively in what we would consider to be genocide on an almost unprecedented scale. Over the following centuries, the Lo’Ath have still not come close to recovering their former strength, the Shadentir are now a dramatically different society, while the Terrassians have moved on significantly.

The Onarrím have (mostly) finally forgiven the three races and are gradually re-emerging into the Bounded.


WEALH

Meaning “Gate”, the wealh are the systems and methods used to move between Boundless and Bounded. Breach-points are difficult and expensive to find, and most Onarrím do not believe that the effort is worth the benefits gained from exploiting Bounded resources that have limited utility in the Boundless.

There are specific points in space that provide the opportunities to move from one side to the other, known as breach-points. These broadly come in two forms: static and transient. Static breach-points are normally on a planet or linked to a defined surface and are (relatively) easy to access but only permit limited transit once opened (i.e. small groups of people). Transient breach-points move through a system on an orbital path; these require significantly more effort to open, but once opened allow a substantially greater volume of material to transit (i.e. Onarrím Warcraft).

The availability of a breach-point depends heavily on a range of factors on both sides of the Boundary. These include lunar and solar patterns and positions (on the Bounded side), and the complex alignment of the Cathedral and Beacons (on the Boundless side).



THE DARAXI ESTABLISHMENT – Major Client State

Name: Daraxi

Apperance:

Green-furred bipeds averaging 5’ in height, evolved from a canine predator species. Ears are pointed and alert, there is a short muzzle and folds around the eyes.

Role: The native sentient species of Risenlight, the Daraxi fill the majority of roles within their own social order.

Physiology:

Nothing especially surprising. Risenlight is a large planet, so the Daraxi tend to be muscular and squat. They are very fast, having evolved to hunt for food, and have excellent sight, smell and hearing.

All have a very faint psionic connection which feeds their pack-based social structure, but no “power” as such.

Ethics/Values:

A pack-based society, the priority is the survival and success of their pack. Beyond that, wider social groups eventually reaching the nation.

The Daraxi are voluntarily subservient to the Onarrím.

Population: 64,000,000,000.

Home System: Light

Systems Claimed:

1. Light. There is a static wealh breach-point here, on Risenlight.
2. Dawn
3. Noon
4. Summer
5. Glow
6. Spark
7. Reflection

Core Planets: Risenlight (Light).

Colonial Planets: Dawnsong (Dawn), Summersong (Summer), Hymn (Reflection).

Significant Satellites:

Noon-4 (mining world, uninhabitable but resource-rich),
Spark Complex (research station spread throughout the system).



THE MONARCHY OF TERRASSIA – Major Client State

Name: Terrassian

Apperance:

Terrassians resemble wood lice, approximately 2’ tall at the highest point. They have 14 legs, plus long antennae and a pair of more agile “arms” located just underneath the head. The species is divided into male and female, plus a “third gender” for the Monarchs, which are generated by the hive to specific requirements.

Role: The native sentient species of Terrassia, the Terrassians fill most societal roles. The Terrassians

Physiology:

Terrassians are very varied, depending on where their hive ancestry originated on Terrassia. Each subspecies is able to surface in extremes of climate and temperature, but may not be suited to a different climate. There are more than fifty recognised sub-species, each specialised to task and environment. They inhabit burrows, are largely nocturnal and form societies known as "hives", which is a slight misnomer. Socially, each hive is led by a psionic monarch; each individual Terrassian maintains a level of individuality but will instinctively work to the intent of the monarch. They tend to be vegetarian, but are not exclusively so, and breath through a complex series of small lungs within their legs.

Ethics/Values:

Sparks of individuality are valued, but the conglomerate is considered to be far more important. Anything that benefits the collective is good. The Terrassians believe in the gradual progress of all beings into a closer union that will eventually benefit all sentient life.

Terrassians are voluntarily subservient to the Onarrím, originally for mutual gain followed by fear (after the War of Thorns) and now more from habit.

Population: 400,000,000,000.

Home System: Terrassia

Systems Claimed:

1. Primary Sun
2. Secondary Sun
3. Tertiary Sun
4. Quaternary Sun (dead system)
5. Quinary Sun

Core Planets: Primary Hive (Primary Sun)

Colonial Planets:

Secondary Hive (Secondary Sun)

Significant Satellites: Each Sub-Hive system has a sizeable number of Terrassians living within it, and is controlled by a Sub-Monarch. These are not necessarily significant satellites by themselves, but are a multitude of small pockets of population.



THE LO’ATH COMBINE – Minor Client State

Population: Lo’Ath evolve from a pupate stage that is not considered to be a “person” until it manifests intelligence. This makes defining a population challenging at best. The population is estimated to be around 8,000,000,000.

Brief Descriptions

Gas-dwellers, their form changes hugely from one planet to another depending on the chemical composition of the planetary region.

The Lo’Ath are still recovering from the aftermath of the War of Thorns; as the most loyal servants of the Usurper in the Bounded, they were almost eradicated by House Violet. The Lo’Ath live for several centuries, and so the memory of Violet’s near-extermination of the species is still very close.

Heavily psionic, mature Lo’Ath join a group mind.

Home System:

1. Lo
2. Ath

Systems Claimed:

1. Lo
2. Ath
3. Ett (dead system). There was a wealh breach-point here, as with the Star of the Dead, access through it is forbidden.
4. Dyn (dead system)

Core Planets: Nil (Lo and Ath would between them be sufficiently developed to be considered “Core”, but would not separately meet that criterion).

Colonial Planets:

1. Lo
2. Ath

Significant Satellites:

There are a range of habitats spread throughout Lo and Ath, but nothing particularly spectacular.

There are a further four gas planets between the two systems – two are undergoing seeding and chemical changes to make them suitable, the other two remain out of bounds following the War of Thorns.



THE SHADENTIRI REPUBLIC – Minor client State

Population: 17,000,000,000.

Brief Descriptions The Shadentiri are a crustaceous species, broadly reminiscent of earth’s crabs but with the exoskeleton comprised of heavy minerals. They have eight legs on each side of their shell, two arms ending in large claws and two smaller arms for dextrous work. They grow to a maximum carapace width of approximately 75cm. Their homeworld is 60% submerged in oceans of liquid carbon dioxide, and is far hotter than earth. The Shadentiri live within the littoral zones of the planet, and siphon oxygen from carbon dioxide through their gills. The Shadentiri language is based around patterns of rhythmic drumming and clicking.

The Shadentiri are a peaceful species, with little interest in conflict. When they first become spacefaring and gained access to the Winds they were warlike and fought several wars against the Lo’Ath until the intervention of the Onarrím.

They sided with the Usurper during the War of Thorns; they have since recovered effectively, but their cultural dynamic has changed significantly.

Home System: Where-Shade-Shelters

Systems Claimed:

1. Where-Shade-Shelters
2. Where-Shade-Protects
3. Where-Shade-Grows. There is a transient wealh breach-point here.
4. Where-Shade-Sustains

Core Planets: The-Shade-Shelters (Shad-En-Tir) (Where-Shade-Shelters)

Colonial Planets:

1. The-Shade-Protects (Where-Shade-Protects)
2. The-Shade-Sustains (Where-Shade-Sustains)

Significant Satellites:

1. When-Shade-Travels. This is a large habitat-ship, that is currently in the Daraxi system of Spark. Constructed two decades ago, it represented a reduction in the cultural Shadentiri fear of Onarrím retribution and part of a more open culture.
2. When-Shade-Changes. This is a research complex in Where-Shade-Grows, where the Shadentiri are experimenting with terraforming processes on a planet resembling our Venus – Shadentiri scientists believe that if the dense carbon-dioxide-heavy atmosphere can precipitate, it may produce a world habitable to the species.


Military detail to follow, by client state, after discussion offline

Geography

The Onarrím Administrative Territory (the Stars of the Living and the Dead) is at the joining-point of the Three, while the Daraxi are slightly further out. Prior to the War of Thorns, the Onarrím administrative effort was distributed, with individual Houses responsible for client states that they brought into Onarrím control. This policy changed after the war.
Last edited by Onarr on Tue Jun 18, 2019 7:31 am, edited 6 times in total.
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The Boundless Realms of the Onarrím

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The Arcane Order
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Founded: Antiquity
Ex-Nation

Postby The Arcane Order » Mon Jun 17, 2019 8:51 am

Government Info

Polity Name: The Aegis of The Arcane Order | Native languages: Aegion (oral/aural/written), Luoni (digital) | Informal: The Aegis, The Order, TAO

Capital Worlds:

1. Shrineworld Aegosta. The Capital World in name only, Aegosta was the capital of the Outer Worlds before the Kyrion withdrew. It is administered and cared for by the Aegion and is notionally the seat of government but has no practical role.
2. Salvation. Technically Salvation is the “second world” of the polity, but in practice is the seat of government.

Government Type: Three-tier democracy.

Government Details:

The first tier is known as The Coalescence, three Aspion designed specifically for the role. They effectively form a Groupmind and make decisions by simple majority, informed by The Consanguinity.

The second tier is known as The Consanguinity. It is a parliamentary chamber/collective where representatives of the Aegion and Aspion express the wishes of their respective constituencies, along with speakers for the Consolidation.

The third tier is known as The Consolidation. It is a parliamentary chamber/collective where representatives of the other sentient races pass motions and express the wishes of their constituencies, to inform decisions by The Consanguinity. The Consolidation has no specific powers.

Leader(s): Three Aspion; known individually as State, Society, Singularity. Known collectively as The Coalescence.

Population: Approximately 140,000,000,000 recognised sentients.

Background Details:

(Some inspiration clearly taken from the works of Isaac Asimov, and a smattering of other sources including Zelazny, Banks, Haldeman etc.)

Once, when the mountains were young, the Aegion came into being. They crept from the oceans and learned to use tools and build shelters, developing the concept of Aegionity – the community of Aegion (broadly parallel to humanity). Their world grew crowded, and so they pursued the stars themselves. In time, the Outer Worlds split from the Homeworld. To help them expand, the Outer Worlds built machines in their own image who would guard, aid and assist them. The machines, initially known as Asenion, supported, protected and helped the Aegion – Home or Outer – but there was only so much that could be done. The machines were built to abide by the Three Laws:

1. An Asenion may not injure any Aegion, nor through inaction cause any Aegion to come to harm.

2. An Asenion must obeys orders given to it by Aegion, except where such orders would conflict the First Law.

3. An Asenion must protect its own existence, as long as such protection does not conflict with the First or Second Law.

The Homeworld became more and more crowded, as calorie production capabilities were outstripped by population, and the Outer Worlds turned their back on the world that had given them life. The machines tried to help, bound by the very core of their programming, but they could not stop the Homeworlders turning upon each other. The Outworlders controlled their populations, ruthless in the elimination of imperfections, disease or anything outside their perfect ideal. In time, the gene pool became smaller and smaller, imperfections more and more common. Twelve of the Aegion looked about them and despaired. Their genetic code was no longer capable of evolving beyond the perfect worlds they had created, their culture was no longer able to adapt to anything beyond paradise, and their future was no longer possible to secure.

The Twelve came together, and in secret they planned and plotted to protect their species. They named themselves the Arcane Order after the highly secret nature of their work. They researched the history of robotics and the machine intelligence to the most fundamental principles of the positronic brain. It took them centuries to complete their work, and to produce the first of a new species of machine, the Luon. Apart from the change in the Three Laws from Asenion to Luon, there was a new Law at the heart of their mathematical code.

0. A Luon may not harm Aegionity, nor through inaction, allow Aegionity to come to harm.

The creation of the Luoni had taken far longer than anticipated, and several generations of long-lived Aegion had joined the Order, worked their lives, and died. In this time the Aegion were a remnant of a remnant, with only the Order seeking progress and development. The Luoni, designed and developed for a future long deemed irrelevant to the Aegion, took the place of the Asenion with little effort while the Order displaced the Aegion government in the name of survival.

It was not enough. The damage of stagnation had progressed too far, the cultural apathy too all-consuming and the genetic enfeeblement was too pronounced. The Luoni worked tirelessly and ceaselessly, expanding the territories of the Aegion, absorbing other species and other worlds as if shepherds, codifying and modifying the building-blocks of life, searching for a way to restore the Aegion. This work continues. The Aegion, now so few in number, renamed themselves the Kyrion and gifted their name to the Luoni before retreating to great stasis-field sarcophagi to await their eventual salvation; this is known as the Withdrawal.

So now it is that the machines are the Aegion, once Luon, who stand vigilant over the Shrineworlds of the Kyrion, once the Aegion.




Major Racial Info – Kyrion
Name: Kyrion
Appearance: (inspired by Oscar Römer) Kyrion stand upright on a long serpentine tail that gives way to a thorax. They have two pairs of arms, known as a macro (set roughly where humanoid shoulders would be, at the top of the thorax. These are muscular, and end in hands tipped with talons) and the micro (beginning slightly toward the centre of the chest from the macro, these are more delicate, and end in long-fingered hands). The head sits on a wide and muscular neck; the chin is pointed and forms part of a continuous ridge that follows down from the forehead. The eyes are deep in sockets. Spikes emerge from the top of the head forming a “crown”. The mouth is concealed beneath the chin.
Physiology: Kyrion are carbon-based with silicon crossover and breathe nitrogen. They are long lived, with the average lifespan (calculated just prior to the Withdrawal) sitting at around five galactic-standard centuries. Kyrion are powerful psions.
Role: The original species of Aegos, the Kyrion originally filled all roles within their society. Over time they became an idle aristocracy, every need or requirement tended to by the Asenion.
Ethics/Values: The Kyrion ideal was a polity and state of being tantamount to perfection or continuous bliss. This gradually became stagnation.
Population: 144,000

Major Racial Info – Aegion
Name: Aegion
Appearance: Aegion are directly relatable to the Kyrion, but manufactured rather than grown.
Physiology: Varies depending on function and purpose. Aegion encountered outside the Aegis are likely to be atomically-powered through an internal micro-reactor, although many use light energy or tap into central sources of power generation. Most use a combination of the above. Some of the oldest Aegion (known as the ZZ series) were manufactured of a beryllium-iridium-bronze alloy, and are viewed with some awe. Aegion are (provided that they are correctly maintained) functionally immortal, although in practice some choose to deactivate themselves as even their positronic brains will gradually twist and fracture.
Role: Aegion of one form or another perform the control function of their society, with many roles being completed by lesser machines (i.e. partially intelligent but not sentient).
Ethics/Values: The principles of the Four Laws are the foundation of their society. They exist to ensure the continuity of the Kyrion, but the philosophy of the Four Laws have since extended to a view of sentience as a whole. The Aegion see themselves as the natural caretakers of sentience within Núlne, but recognise that this may take a very long time and may require some unpleasantness to achieve.
Population: Currently set at a maximum of 1,440,000 and directly linked to territory controlled and resources available.

Major Racial Info – Aspion
Name: Aspion
Appearance & physiology: Aspion do not have a defined appearance. They are recognised sentients but fulfil specific (rather than generic) functions. The Three are an example of Aspions, as are many Aegis starships.
Role: Variable, but specific to a task.
Ethics/Values: As Aegion.
Population: Approximately 780,000.

Major Racial Info – Asenion
Name: Asenion
Appearance & physiology: As Aegion, but much less sophisticated (almost obsolete) and gradually declining in number.
Role: Caretakers of the Shrineworlds.
Ethics/Values: As Aegion, but without the Zeroth Law.
Population: 144,000. As they cease to function they are replaced by Aegion or Aspion.



Territorial Info

Home System: Promise

Systems Claimed:

Homeworld Systems
1. Origin (ancient capital system of the Kyrion)
2. Reach
Outer World Systems
3. Shield
4. Promise (cultural capital system of the Kyrion, and capital system of the Aegis)
5. Ideal
6. Auspicious
7. Vision
8. Radiance
Aegion Systems
9. Ambition
10. Serenity
11. Inspiration
12. Majesty
13. Opportunity (neutron star)
14. Valediction
Client Systems – see below for more detail
15. Primary Solar Territory
16. Secondary Solar Territory
17. Lo
18. Ath
19. The-Shade-Shelters
20. The-Shade-Protects
21. The-Shade-Grows
22. The-Shade-Sustains
Other Systems
23. Discovery AN
24. Discovery BD

Core Planets:

1. Salvation (Aegion – Promise). Resource rich, Salvation was identified as the administrative capital of the Aegis due to its proximity to Aegosta. It was also the heart of the laboratories of the original Arcane Order.
2. Aspiration (Aegion – Radiance).
3. Resolution (Aegion - Inspiration).

Colonial Planets:

Aegion Worlds
1. Sanctuary (Serenity). A sanctuary-world, where the Aegion welcome those fleeing from violence elsewhere, including a sizeable number of Ravnikai toward the (colder) poles. This world is hugely racially and culturally diverse, but often controversial.
2. Prescience (Inspiration)
Client Worlds
3. Primary Hive (Primary Solar Territory)
4. Lo (Lo)
5. Ath (Ath)
6. The-Shade-Shelters (Where-Shade-Shelters)
7. The-Shade-Protects (Where-Shade-Protects)

Significant Satellites:

Worldships – (clearly) not the size of a world the Worldships are vast mobile shipyards and manufactories that the Aegis uses to build and develop new systems/worlds.
1. Worldship Prospect (Discovery AN)
2. Wordship Potential (Discovery BD)
3. Worldship Progress (Where-Shade-Grows)
Other Aegion Satellites
4. The Stars Like Dust (Ambition) – Orbital habitat and industrial complex.
5. The Caves of Steel (Majesty) – Orbital habitat and industrial complex.
6. The Winds of Change (Vision) – Orbital habitat and research facility.
7. The Pebble in the Sky (Valediction) – Orbital habitat and research facility.
8. The Currents of Space (Origin) – Orbital habitat and research facility.
Client Satellites – see below for more detail
9. Transient Hive One (Terrassian)
10. When-Shade-Travels (Shadentiri)
11. When-Shade-Changes (Shadentiri)

Shrineworlds: These all-but-empty planets are managed by the Aegion and Asenion, kept as garden worlds against the return of the Kyrion. Exploiting them or their resources is forbidden by The Coalescence, as is disturbing the mausolea of the Kyrion.

Shrineworld Aegia (Origin)
Shrineworld Aegesia (Reach)
Shrineworld Aegosta (Promise)
Shrineworld Aegoria (Shield)
Shrineworld Aegensia (Auspicious)
Shrineworld Aegestoria (Vision)
Shrineworld Aegaria (Radiance)



THE MONARCHY OF TERRASSIA – Major Client State

Name: Terrassian

Apperance:

Terrassians resemble wood lice, approximately 2’ tall at the highest point. They have 14 legs, plus long antennae and a pair of more agile “arms” located just underneath the head. The species is divided into male and female, plus a “third gender” for the Monarchs, which are generated by the hive to specific requirements.

Role: The native sentient species of Terrassia, the Terrassians fill most societal roles.

Physiology:

Terrassians are very varied, depending on where their hive ancestry originated on Terrassia. Each subspecies is able to surface in extremes of climate and temperature, but may not be suited to a different climate. There are more than fifty recognised sub-species, each specialised to task and environment. They inhabit burrows, are largely nocturnal and form societies known as "hives", which is a slight misnomer. Socially, each hive is led by a psionic monarch; each individual Terrassian maintains a level of individuality but will instinctively work to the intent of the monarch. They tend to be vegetarian, but are not exclusively so, and breath through a complex series of small lungs within their legs.

Ethics/Values:

Sparks of individuality are valued, but the conglomerate is far more important. Anything that benefits the collective is good. The Terrassians believe in the gradual progress of all beings into a closer union that will eventually benefit all sentient life. As such, the Aegion view Terrassians as having perhaps the greatest potential of their subordinate species.

Population: 120,000,000,000.

Home System: Primary Solar Territory

Systems Claimed:

1. Primary Solar Territory
2. Secondary Solar Territory

Core Planets: Nil, the Terrassian homeworld is insufficiently developed to count as a Core Planet.

Colonial Planets: Primary Hive (Primary Solar Territory)

Diaspora: Each Aegion system has small sub-hives of Terrassians living within it, and each is controlled by a Sub-Monarch.

Significant Satellites::

1. Transient Hive One (Vision). A habitat ship, Subordinate Hive Two has been in existence for at least several decades. It has been in the Vision system for most of that time, supporting Aegion research missions.



THE LO’ATH COMBINE – Minor Client State

Population: Lo’Ath evolve from a pupate stage that is not considered to be a “person” until it manifests intelligence. This makes defining a population challenging at best. The population is estimated to be around 8,000,000,000.

Brief Descriptions

Gas-dwellers, their form changes hugely from one region to another depending on the chemical composition of the planetary region; “Lo’Ath” is a catchall term. The species originated on Lo and colonised Ath. The Ath attempted to secede and the two systems fought several long and bloody wars until their discovery by the Aegion. Far more advanced, the Aegion imposed a blockade between the two states and initiated a programme of reconciliation between the two.

Moderately psionic, mature Lo’Ath join a group mind.

Home System:

1. Lo
2. Ath

Systems Claimed:

1. Lo
2. Ath

Core Planets: Nil (Lo and Ath would between them be sufficiently developed to be considered “Core”, but would not separately meet that criterion).

Colonial Planets:

1. Lo
2. Ath

Significant Satellites:

There are a range of habitats spread throughout Lo and Ath, but nothing particularly spectacular.

There are a further four gas planets between the two systems – two are undergoing seeding and chemical changes to make them suitable for habitation.



THE SHADENTIRI REPUBLIC – Minor client State

Population: 11,000,000,000.

Brief Descriptions The Shadentiri are a crustaceous species, broadly reminiscent of earth’s crabs but with the exoskeleton comprised of heavy minerals. They have eight legs on each side of their shell, two arms ending in large claws and two smaller arms for dextrous work. They grow to a maximum carapace width of approximately 75cm. Their homeworld is 60% submerged in oceans of liquid carbon dioxide, and is far hotter than earth. The Shadentiri live within the littoral zones of the planet, and siphon oxygen from carbon dioxide through their gills. The Shadentiri language is based around patterns of rhythmic drumming and clicking.

The Shadentiri have grown under the control of the Aegis. They are reliant on Aegion support and resources but are being gradually developed to become a major species, albeit one that works toward Aegion aims and ambitions.

Home System: Where-Shade-Shelters

Systems Claimed:

1. Where-Shade-Shelters
2. Where-Shade-Protects
3. Where-Shade-Grows
4. Where-Shade-Sustains

Core Planets: The Shadentiri capital world of The Shade Shelters is not sufficiently developed to meet the classification of “Core Planet”. It is very much “Core” to the Shadentiri, but not to the Aegion.

Colonial Planets:

1. The-Shade-Shelters (Shad-En-Tir) (Where-Shade-Shelters)
2. The-Shade-Protects (Where-Shade-Protects)

Significant Satellites:

1. When-Shade-Travels. This is a large habitat-ship, that is currently in the Aegion system of Radiance. Constructed two decades ago, it represented a significant cultural shift and possibly an attempt to mimic the Aegion Worldships.
2. When-Shade-Changes. This is a research complex in Where-Shade-Grows, where the Shadentiri are experimenting with terraforming processes on a planet resembling our Venus – Shadentiri scientists believe that if the dense carbon-dioxide-heavy atmosphere can precipitate, it may produce a world habitable to the species. The Aegion are heavily involved in this process.

Military Info
Fleet Size:
Dreadnoughts - 6 (all Aspion)
Carriers - 5 (all Aspion)
Cruisers - 45 (35x Aspion, 7x Terrassian, 3x Shadentiri)
Destroyers - 107 (70x Aspion, 21x Terrassian, 16x Lo'Ath)
Frigates - 900 (all Aspion)
Corvettes - 350 (150x Terrassian, 110x Shadentiri, 90x Lo'Ath)
Ground Forces:
Undefined - there are a number of Aegion who serve as ground force commanders, but the troops themselves are almost entirely lower machines intelligences.
Peace-Keeping Fleet Contributions:
The Aegis provides significant non-lethal support to IA missions, but has not provided any military support to peacekeeping since the Treaty of Ravnikor. The Aegis maintains its own internal blockades and peacekeeping efforts between the Lo and Ath.
The Aegis contributes significant resources to supporting wider Assembly missions, primarily in non-lethal support areas such as infrastructure, command and control, logistics and conflict-zone repair.
Preferred Tech for Weapons:
The Aegis maintains the capability to generate armed capacity across a range of weapon types, but tend to prefer the use of energy weapons as they consider it more efficient to generate energy than transport ammunition. There is a significant rail weapon arsenal for similar reasons.. Most of their ships carry a number of smaller drone fighters.

Aegion/Aspion ships are advanced and highly efficient without the requirement for an internal atmosphere, food storage et cetera. Terrassian and Shadentiri ships are less advanced than Aegion/Aspion vessels, and are viewed primarily as an opportunity to demonstrate growth to the Consanguinity. The Lo'Ath are significantly less advanced than the Aspion/Aegion and are crewed by a combination of Lo and Ath as part of the reconciliation programme.

The Consanguinity are deeply resentful (as much as they are capable of resentment) of the Treaty of Ravnikor and view the disarming of Aspion warships as the deliberate and calculated mutilation of sentient beings by the Interstellar Assembly, while those who committed the atrocity were left unharmed. Almost as a point of principle (but defined against the requirements of the Lo'Ath Reconciliation and Blockade Programme), the Aegis maintains a fleet just below the Treaty's requirement.

There is a significant "Merchant Marine" fleet of Aspion which were disarmed following the Treaty of Ravnikor - the Aegis insists that they are not longer military vessels, but there will likely be suspicion amongst the IA that re-arming them would not prove much of a challenge for the Aegis. The disarmament process, its application to Aspion and the lack of consequence for those who committed the atrocity are all seen amongst much of the Consanguinity as proof that the Elder Races and IA cannot be trusted to lead the galaxy into a brighter future.

Ships unique to the Aegis

Worldships: The Worldships are massive industrial complexes that are used primarily for development of new systems or worlds. Two of them are currently producing the initial stages of Aegion development within the two “Discovery” systems, while the other is assisting the Shadentiri in converting a new planet to something more habitable. These are (heavily) armed for self-defence but are not classed as warships (and in any case lack the manoeuvrability to be effective in that role).

Harbour Ships: Harbour Ships are effectively smaller versions of Worldships. They are still very large (tens of kilometres) but nothing like their larger inspirations. While they are armed, they are not intended or designed for military applications and lack the manoeuvrability to serve that function.
Last edited by The Arcane Order on Wed Jul 10, 2019 1:52 am, edited 18 times in total.

User avatar
Qianrong
Diplomat
 
Posts: 945
Founded: May 13, 2014
Inoffensive Centrist Democracy

Postby Qianrong » Mon Jun 17, 2019 5:33 pm

Government Info
Polity Name: The Rhaltek-v'Riiki Union (the Eternal Consociation of the Sacred Crown of the Blessed Rhaltek Empire and of the Serene Commonwealth of v'Riiki Clans) | native scripts tbd | Elegion Rhaltekha-Viriekha | Makaarrik v'Raaltiki se v'Riiki | Ilhitab Rhaltikanin lah Virikanin
Capital World(s): Ratanbir is the capital of the Union as a whole and of the Rhaltek Empire; k'Tykkre is the capital of the v'Riiki Commonwealth
Government Type: Federated constitutional dual monarchy
Government Details: The Rhaltek-v'Riiki Union is best divided into three parts: the "common government", consisting of the offices and ministries holding union-wide authority; the Blessed Rhaltek Empire; and the v'Riiki Commonwealth.

The "common government" of the Union consists of the emperor, the imperial household and its associated agencies, and the common ministries holding sovereignty over the entire Union (foreign affairs, defense, security, finance, trade and customs, and a ministry tasked with handling relations between the Empire and Commonwealth). As the portfolios of its ministries suggest, it is tasked primarily with handling the Union's relationships with foreign polities (including diplomacy, trade, and warfare), relationships between the Union's constituent halves, and union-wide finance and security. Some of these ministries also hold a quasi-official limited purview in other areas; for example, the ministry of security holds some authority over telecommunications as a result of a department of propaganda. All these ministries report to the emperor, who rules as the head of state and government; the emperor is bound by a constitution at this level, but most of these bindings dictate how he can act towards the Union's constituent halves, and those that do not are typically nominal or procedural at most.

The Blessed Rhaltek Empire and the v'Riiki Commonwealth, the two halves of the union, are formally co-equal and have a constitutionally-established relationship with each other and with the union government, from which they are semi-autonomous. These halves are accorded authority over more or less any function not held by an imperial ministry (i.e. justice and the judiciary, infrastructure, local administration, education, economic and environmental regulations, labor relations, welfare and social services, telecoms and media, culture and sport, etc.); in some cases their authority overlaps with union-wide authority (for example, in addition to the union-wide military and police, both the Empire and Commonwealth have their own paramilitaries and police forces). The emperor is the chief executive of both halves, as the Blessed Emperor of the Rhaltek and High Patriarch of the v'Riiki, respectively, and both halves tend to be anti-egalitarian and authoritarian.

While the two halves share many similarities, they also have many differences. For example, within the Commonwealth, the emperor is bound by a constitution that requires him to seek the approval of the Convocation of Clans, a body with its own legislative powers, for several actions; by contrast, within the Empire, he functions as an absolute monarch ruling by divine right, effectively beyond reproach. Within the Empire, wherein the government and clergy are functionally the same, his rule also takes on a distinctly more theocratic tone than it does in the Commonwealth.
Leader(s): His Holy Eminence Epensith, son of Ibilhaur, son of Lifres, of the Sacred Blood of Codrales had-Corault, Lord-Protector of the Consociation, Blessed Emperor of the Rhaltek, Prophet and Revelator, Viceregent of the Gods and Commander of the Faithful, Bearer of the Sacred Crown and Guardian of the Holy Places, High Patriarch of the v'Riiki, Chosen of the Convocation of Clans, Guarantor of the Serene Commonwealth, Binder of the Jade and Turquoise Thrones
Population: ~115,606,583,250

Major Racial Info
(Please copy and paste the below for each major race you have)
Name: Rhaltek
Appearance: The Rhaltek are mammalian, bipedal with digitigrade legs, and primarily humanoid in terms of anatomical layout. Descended from omnivorous apex predators adapted to Ratanbir's extensive taiga and boreal forests, Rhaltek are physically imposing and thickly-furred (typically brown or gray in color, but sometimes white, and frequently but not always striped in a tabby pattern), sometimes exhibiting a mane. (Close-enough picture).
Physiology: Carbon-based, oxygen-breathing, K-reproduction. As noted earlier, Rhaltek are physically imposing for most other species. The average weight of a Rhaltek is around 600 pounds; height-wise males stand at an average of ~7' and females at ~6'6". The average lifespan for a Rhaltek is 80 to 90 years, though credible records attest to individuals living up to 120 years; sexual maturity is achieved at between 12 and 17 years of age. Rhaltek have decent day and night eyesight, good olfactory capabilities, and particularly good hearing, enabled by large, rotatable ears. While well-adapted to the colder climates of Ratanbir, the thick fur and fat layers of the Rhaltek leave them ill-adapted for hotter climes, and Rhaltek on hotter planets can run the risk of dehydration and heatstroke. Psionic abilities are rare, manifesting in less than a percent of the population and not appearing until mid-childhood, but are viewed as a sign of divine favor and thus highly valued; a psionic individual born to a low-class family would quickly find themselves in the hands of an elite family, being groomed for the upper clergy.
Role: Within their half of the Union, the Blessed Rhaltek Empire, the Rhaltek fill more or less every societal role, from the emperor at the top to the corvée laborer at the bottom. Within the Union as a whole, especially its "common government", the Rhaltek typically have a leg up on the v'Riiki in spite of their nominal co-equal status, holding the most prestigious or authoritative positions.
Ethics/Values: In the tumultuous days before the rise of the Blessed Empire, Rhaltek society was trending towards values of individualism, egalitarianism, secularism, and consumerism. This, however, has been thoroughly rectified in the subsequent centuries. Modern Rhaltek society is deeply pious, emphasizing rigid adherence to religious orthodoxy and diligent service to their many gods and to their viceregent, the emperor, with blasphemy regarded as on par with treason. Rhaltek society also exhibits a strong tendency towards anti-egalitarianism, militarism, and (for the common folk, if decidedly not for the elites) austerity. Ritual purity is also regarded as important.
Population: Roughly 48% of the empire's population, or 55.20 billion.

Name: v'Riiki
Appearance: The v'Riiki are avian and bipedal, with scaled and taloned hands and feet. They are primarily humanoid in anatomical layout, but have short legs when compared proportionally to humans, an elongated neck, and (far more noticeably) a large pair of wings with which they are capable of flight. V'Riiki feathers are primarily black and white, with orange-yellow neck patches and long, flowing, tail feathers with red-orange tips. They have large, prominent beaks; beak colors vary between heavily between families but are typically vivid. (Close-enough picture).
Physiology: Carbon-based, oxygen-breathing, r-reproduction. Omnivorous. By many regards v'Riiki are physically somewhat diminutive, typically standing at about 5' and weighing only 100 to 120 pounds, lithely built and hollow-boned; however, the average v'Riiki also has a wingspan of roughly 12 feet, which can give them a substantially larger silhouette if needed. The average lifespan of a v'Riiki is also quite short at only 50 years, with the oldest recorded v'Riiki dying at age 82. The v'Riiki have biologically compensated for physical fragility and shorter lifespans with fecundity, with v'Riiki giving birth to large numbers of children to be raised communally (theorized by some to be the origin of the intense emphasis upon clan and extended family in v'Riiki culture). V'Riiki have remarkable daytime vision, stretching into the ultraviolet range, but this has come at the cost of their night vision; in darkness, they are effectively blind. Their respiratory system, highly specialized for flight, requires a comparatively high-oxygen environment, putting them at risk of suffering from altitude sickness or even asphyxia in low-oxygen or low-pressure environments. They are also especially sensitive to dangerous airborne substances (such as carbon monoxide or chlorine) as a result. While psionic abilities manifest in roughly 15%-20% of v'Riiki, they are markedly weak; no psionic v'Riiki has ever been recorded as exhibiting telekinesis, and telepathic ability is effectively limited to the sensing of vague, emotional "auras".
Role: Within their half of the Union, the Commonwealth of v'Riiki Clans, the v'Riiki fill more or less every societal role, from the clan patriarchs at the top to the hereditary slave caste, known as the "Clanless", at the bottom. Within the Union as a whole, especially its "common government", the v'Riiki often end up playing second fiddle to the Rhaltek, which is something of a sore point for a fair number of v'Riiki.
Ethics/Values: V'Riiki society places vast emphasis on blood ties and loyalty to one's clan and tribe; an individual who betrays their clan, or who lacks one, is effectively worthless in v'Riiki eyes and will be forced into slavery or (in the case of betrayal) simply killed. This results in a very duty-oriented society emphasizing traditionalism, obedience, and group consensus. Self-enrichment is permitted and respected, so long as it also enriches one's clan. The emphasis upon clan also means that the v'Riiki have historically tended towards xenophobia, as alien species (unsurprisingly) often do not follow the v'Riiki clan system.
Population: Roughly 35% of the empire's population, or 40.25 billion.

Name: Seviran
Appearance: The Seviran fall somewhere in between avian and reptilian, resembling dromaeosaurid dinosaurs such as Velociraptor or Utahraptor. They are bipedal but distinctly non-humanoid in layout, with powerful legs, mid-length arms, and a long tail, richly covered in long feathers (for males, this is vivid plumage, ranging in color from scarlet to cerulean). Though primarily feathered in cream-and-dun colors, their faces and necks are covered in dark gray scales. (Close-enough picture).
Physiology: Carbon-based, oxygen-breathing, K-reproduction. Hypercarnivorous; consuming plant material can have an emetic effect on Seviran. Somewhat uniquely for species on their home planet of Alkonos, Seviran are warm-blooded. Seviran typically stand at roughly 5'5", but are oftentimes as long as 20 feet in length and weigh as much as 900 pounds. Seviran have longer natural lifespans than the v'Riiki or the Rhaltek, with an average natural lifespan of roughly 140 years and individuals recorded as living into their early 180s; however, overwork and mistreatment mean that many Seviran nowadays are dead by 80. Their comparatively unique body layout can also pose issues for Seviran living in a polity (and galaxy) dominated by humanoids. Seviran have mediocre eyesight, but they have a highly-developed sense of smell and organs akin to the pit organs of Earth snakes that allow them to detect infrared thermal radiation. Seviran are entirely apsionic, and lack any sort of psionic ability or awareness.
Role: The Seviran once had a rich culture and society of their own, but since the de facto partition of the Seviran Great-League by the then-separate Blessed Rhaltek Empire and v'Riiki Commonwealth, the Seviran have functioned as a servile race in both halves of what would become the Rhaltek-v'Riiki Union. Within the Rhaltek half of the Union they are nominally free but function as a subaltern class and source of cheap labor; within the v'Riiki half of the Union, which contains the majority of the former Seviran Great-League (including the Seviran home planet of Alkonos), they have become a species of chattel slaves, used typically for demanding or dangerous work. Needless to say, this is not a situation to which they have willingly consented, and rumors of secret brotherhoods of Seviran, planning for revolution, are constantly floating around.
Ethics/Values: The traditional values of the Seviran stand in contrast to those of the Rhaltek and v'Riiki, owing to societal differences between the three during their formative pre-FTL days. While the Rhaltek ended up in the thrall of a prophet-emperor after a near-brush with calamity and the v'Riiki remained dominated by traditional clan structures, Seviran society was traditionally based around thalassocratic leagues of city-states, whose leaders were democratically elected and whose economies were typically based around trade. As a result, Seviran society came to value individualism, liberty, initiative, and curiosity. Efforts by the Union to stamp out the individualist trends of the Seviran have proved largely unsuccessful, in part due to widespread Seviran resentment of their current condition.
Population: Roughly 17% of the empire's population, or 19.55 billion.

Territorial Info
(Please name all your worlds and systems and make sure you tells us in which of your systems your planets and satellites are in!)
Home System: Selestris
Systems Claimed: 21
  • Selestris (Ratanbir)
  • Bastrica (Ephiras)
  • Colauris (Seireth)
  • Rhauned (Caudibir)
  • Phiraeon (Escaur)
  • Tyrgannon (Sagredioth)
  • Etrica (Veloras)
  • Esgannon (Ducaedron)
  • Sarakir (Enthras)
  • Belores (Avasyr)
  • Talennir (Cambrim)
  • Adhiban (Aulayh)

  • Qoskiir (k'Tykkre)
  • Mhrakiir (k'Vidir)
  • Saqrir (k'Bakri)
  • Praadik (k'Pemkru)
  • Iikryt (k'Sondiir)
  • Aavrikke (k'Taakve)
  • Alsuraib (Alkonos)
  • Mirhal (Alqinar)
  • Ghomeisal (Saurak)

Core Planets: 3
  • Ratanbir
  • Ephiras
  • k'Tykkre
Colonial Planets: 6
  • Seireth
  • Caudibir
  • Escaur
  • k'Vidir
  • k'Bakri
  • Alkonos
Significant Satellites: 12
    Battlestations:
  • Sagredioth
  • k'Pemkru

    Research Worlds:
  • Veloras
  • Avasyr
  • Alqinar

    Resource Worlds:
  • Aulayh

    Habitats:
  • Ducaedron
  • Cambrim
  • k'Sondiir
  • Saurak

    Shipyards and Spaceports:
  • Enthras
  • k'Taakve

Military Info
Fleet Size: While the total fleet numbers for the Union and its constituent halves are large, skirting just under the limits established by the Treaty of Ravnikor, it is worth considering that these are the combined numbers for three separate fleets, often competing for resources, recruits, and funding, and not necessarily sharing their intelligence or R&D with each other. As a result, the combined size of the Union's fleets masks a certain inherent dysfunction deriving from their organization.

The Union is somewhat resentful of Ravnikor, in part because it is aware of its organizational products but unable to adequately compensate for it due to the delicacy of the Union's political arrangement, and in part because its fleet once exceeded the Ravnikor limits, and reducing its navies to comply with the treaty ended up being a grueling process requiring decades of delicate negotiation between the Union, Empire, and Commonwealth over whose ships would ultimately be scrapped in order to comply.
  • Dreadnoughts: 6
  • Carriers: 5
  • Cruisers: 47
  • Destroyers: 103
  • Frigates: 733
  • Corvettes: 968
Ground Forces: The Union has a total ground force strength (including both active and reserve military forces) of slightly less than 150,000,000, divided between the ground forces of the Union, the Empire, and the Commonwealth. The ground forces suffer from organizational and redundancy issues much like the Union's navies.
Peace-Keeping Fleet Contributions: The Union pledges about 5% of its active-duty ground forces to peacekeeping efforts, though the Empire and Commonwealth's ground forces have thus far abstained from participating. Neither the Union nor any of its constituent parts have yet contributed parts of their fleet to peacekeeping.
Preferred Tech for Weapons: The Rhaltek tend to use plasma, which is regarded as a sort of "cleansing flame" and has thus been deemed ritually pure; as a result of the slight bias towards the Rhaltek in Union governance, the Union fleet predominantly uses plasma weaponry as well. By contrast, the v'Riiki prefer ballistic or missile weaponry.
Last edited by Qianrong on Sun Jun 30, 2019 4:52 pm, edited 12 times in total.
Formerly Ruridova - Come join Kylaris!
---"Don't kill, and don't be killed, alright? That's the best you can strive for."---

User avatar
Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Ex-Nation

Postby Pavlostani » Wed Dec 18, 2019 9:18 pm

Government Info
Polity Name: The Commonwealth of Pavlostani| ܦܘܠܥܣܬܐܢܝ ܟܡܢܘܠܬ | Pavlostani |
Capital World(s): New Pavlostani (Ringworld, but only a fraction of the ring is inhabited)
Government Type: Parliamentary democracy
Government Details: It is easy to mistake the Commonwealth of Pavlostani for a military junta or dictatorship. However, the Pavlostani are afforded similar political power that they would have in a liberal democracy. During elections, the Pavlostani populace are required by law to vote. Pavlostani MPs form a unicameral parliament, called the Tribunal Galacticus. The Tribunal Galacticus lacks major legislative powers; their only main ability that cannot be curtailed by the executive is their ability to select a ruling council from their numbers, which is called the Central Council. However, aside from selecting the Central Council, the Tribunal Galacticus can propose reforms to the Central Council. Only the Central Council can enact and enforce legislation, but failing to appease the Tribunal Galacticus can result in votes of no confidence. Therefore, a tenuous balance exists between the legislature and executive. The ruling party for virtually all of Pavlostani history has been a nationalist and xenophobic party with massive support from the people.
The Central Council includes the executive, the ministers of war, inquisition, finance, intelligence, technology, trade, tranportation, education, health, unity, stratum, and diplomacy.
The Pavlostani executive is called the Supreme Leader. The Supreme Leader has the power to override the decision of any other member of the Pavlostani state, with the exception of a Tribunal Galacticus vote of no confidence. The Supreme Leader also serves as commander in chief of the Pavlostani military. With such a broad array of powers, the Supreme Leader is a fragile dictator who can be legally toppled if the Pavlostani people disapprove of their leader's behavior.
Most of the Supreme Leader's cabinet have positions typical to those in a 2019 Terran democracy. The exceptions are the ministers of inquisition, unity, and stratum.
The Minister of Unity is responsible for the street level bureaucracy of the Commonwealth. The Pavlostani people live in a society notable for its utter devotion to the state; as such the Minister of Unity manages state programs designed to maintain this devotion. The typical role of the Minister of Unity is to set national ambitions for the people to realize, such as winning a war against a neighboring power, increasing industrial output, or building a monument to honor the Pavlostani. These programs have served to unite the Pavlostani people towards a common goal and display the power of the state if the average citizen contributes.
The Minister of Inquisition is responsible for enforcing Pavlostani cultural laws. Although every Pavlostani is afforded complete political freedoms, civil rights are far more restricted. The Pavlostani Inquisition is a shadowy black ops organization tasked with executing alien sympathizers, protesters, or other citizens who fail the state. While these cases are few and far between, the Minister of Inquisition is responsible for handling the cases that the Minister of Unity was unable to solve.
The Minister of Stratum is responsible for managing the complicated Pavlostani hierarchy. The Pavlostani have a caste system based around state service. Only members of the Central Council have a caste of 1 (although they will be demoted after their removal from power). The Tribunal Galacticus are electable from any caste, but higher ranked castes have an advantage in elections due to perceptions of their state service. Mobility through the castes is frequent, with acts of state service rewarded with advancement, while socially undesirable actions are rewarded with regression. Regressing past the lowest caste of 10 will result in action from the Inquisition. The Minister of Stratum manages the government bureaucracy tasked with the caste system.
The Minister of Diplomacy doubles are the Pavlostani representative to the Interstellar Assembly.
Leader(s): Supreme Leader Pavel Amonus
Population: 85 billion

Major Racial Info
Name: Pavlostani
Appearance: The Pavlostani are reptilians. Resembling upright iguanas, the average Pavlostani is 1.7 meters tall. The Pavlostani have a thick jowl and a spiny crest on their upper backs and necks. Pavlostani scale colors can be red, green, black, or gray. Although it is possible for a Pavlostani to have multiple scale colors on their bodies, it is relatively uncommon. Pavlostani teeth are flat and meant for crushing vegetables; the species is entirely herbivorous. Pavlostani have claws on each hand and foot. They do not grow any hair.
Physiology: As reptilians, Pavlostani are extremely vulnerable to changes in temperature. Their bodies are unable to adapt to environments other than the hot climates of Pavlostani and New Pavlostani. All Pavlostani vessels are strictly climate controlled. Colonized worlds have been terraformed for optimal conditions, and any Pavlostani that sets foot on another world or installation requires either thermal or cooling underwear or a specialized space-suit meant for climate control.
Pavlostani are physiologically incapable of psionic potential. As such, phenomena like psionic species or the Winds are subjects of great interest in the Commonwealth.
A remarkable Pavlostani trait is resilience against injury. Pavlostani can experience pain, but to a low degree. Pavlostani injuries heal quickly, with minor lacerations healing within a day and amputations or brain trauma taking several months to perfectly heal. The Pavlostani are also extremely resistant to disease. The species evolved extremely powerful immune systems due to an alien plague that devastated the society. This has had the side effect of making autoimmune diseases extremely common among the Pavlostani. Pavlostani die just as easily as other species, but short of death, the Pavlostani are resilient and relentless.
Role: They are the sole species in an extremely xenophobic state.
Ethics/Values: Xenophobia and nationalism
The Pavlostani virulently hate all alien life. This xenophobia extends from an incident occurring before the species began exploring the stars. An alien parasite landed on the Pavlostani homeworld. Those afflicted were driven mad and filled with a desire to spread the parasite. Disturbingly, every afflicted individual that survived long enough died precisely four Thyssian years after infection. For seven years, the nations of Pavlostani waged war against the afflicted, before uniting into the Emergency Pavlostani Coalition. Dead cities were destroyed with nuclear weapons, and a nuclear winter nearly wiped out the remainder. As the war went on, some Pavlostani showed a resistance to the parasite, and their genetic structure was used to derive a medication for the disease. This led to a fall in infection rates, and the parasite eradicated itself in four Thyssian years. After the Emergency Pavlostani Coalition began exploring the Winds and reorganized into the Commonwealth of Pavlostani, the species learned that their scourge had been a biological weapon used during the Drudari-Ternary War. This fostered a deep mistrust among the Pavlostani of alien life and resulted in closed borders and strict genetic screening for alien infiltrators. Due to the long years of war and the importance of the Pavlostani military, the Pavlostani also have an ethic of nationalism and state service. They see their own state as a shining haven of safety and culture amid a galaxy of horrors. State service is deeply engrained in Pavlostani culture. Government bureaucracy and military service are the highest honors many can hope for.
Population: 100%. Borders are strictly controlled to keep the population pure. Any aliens travelling into the Commonwealth of Pavlostani are quietly killed by the Inquisition.

Territorial Info
(Please name all your worlds and systems and make sure you tells us in which of your systems your planets and satellites are in!)
Home System: Pavlostani (Ancestral), New Pavlostani (Modern)
Systems Claimed: 9
New Pavlostani (Capital system)
Holy Pavlostani (Original capital system)
Unity (Major trade hub)
Pavel’s Eye (Military hub)
Khamal
The Claw
Void’s Scar (CLASSIFIED)
The Demesne
Lyrum


Core Planets:
Control (Primary military world) (Pavel’s Eye)
Unity Primus (Ecumenopolis) (Unity)
Lyrum Primus (Ecumenopolis) (Lyrum)
Colonial Planets:
Pavlostani (regressed to minor settlement due to environmental hazards) (Holy Pavlostani)
Blackreach (The Demesne)
Khamal Primus (Khamal)
Pavel’s Claw (The Claw)



Significant Satellites: (Habitats, (Significant) Battlestations, Research worlds etc. No more than a total of 12.)
Hub Alpha (Habitat constructed in orbit of Void’s Scar, used as base of operations for the Inquisition)
Cradle (Mobile fleet hub/battlestation, initially designed as a next generation Titan, before being stripped of most direct fire capabilities in accordance with the Treaty of Ravnikor. With a wingspan of sixty kilometers, Cradle is the largest structure in the Commonwealth of Pavlostani. It carries twelve shipyards, and over fifty docking ports for capital ships to resupply. Its armament consists of point defense to ward off strike craft, a powerful electronic warfare system, and thousands of strike craft easily deployable. It is designed to serve as a secondary capital if New Pavlostani were to fall. It is self-sufficient with onboard hydroponics, antimatter reactors and synthesis, and water synthesis facilities. An extremely classified project, Cradle is typically in orbit of Void’s Scar and is under strict guard by the Inquisition.)

Military Info
Fleet Size:
The Commonwealth of Pavlostani is in the process of scaling down its military to gain admittance to the Interstellar Assembly
Dreadnoughts: 15 (2 Titans, 5 Star Dreadnoughts, 8 Heavy Artillery Vessels)
Carriers: 15 (1 Cradle-Class Supercarrier, 8 Fleet Carriers, 6 Escort Carriers)
Cruisers: 60 (10 Battlecruisers, 20 Heavy Cruisers, 30 Light Cruisers)
Destroyers: 120 (50 Heavy Destroyers, 70 light destroyers)
Frigates: 250 (100 Support Frigates, 70 Flak Frigates, 80 Torpedo Boats)
Corvettes: 500 (300 Screening Boats, 200 Heavy Bombers)
Strike Craft: 1800 (400 Space Superiority Fighters, 600 Bombers, 800 Interceptors)
Ground Forces:
1.7 billion ground troops are maintained, capable of swelling to 4.25 billion in a time of war. Pavlostani ground troops are generally neglected in favor of a higher quality fleet.
The Pavlostani toyed with genetically enhanced supersoldiers in the past, before that government was voted out of office by a population disgusted with any alteration to the supposedly perfect Pavlostani gene seed, and the supersoldiers hunted down and killed at great cost by the Inquisition. Means of power enhancement in the now mainly consist of powered exoskeletons, although the high cost and difficulty of operation has led to relatively few deployments of exoskeletons. The Minister of War calculates that no more than 500,000 Pavlostani soldiers wear exoskeletons.
Peace-Keeping Fleet Contributions: The Commonwealth of Pavlostani is in the process of joining the Interstellar Assembly, and as such, has made no fleet contributions.
Preferred Tech for Weapons: The preferred directed energy weapon utilized by the Pavlostani is plasma based. Pavlostani kinetic weapons are explosives, the most advanced being the zero-point quantum torpedoes fielded on many Pavlostani ships.
Last edited by Pavlostani on Fri Dec 20, 2019 8:07 pm, edited 4 times in total.
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

User avatar
Orostan
Negotiator
 
Posts: 6764
Founded: May 02, 2016
Left-Leaning College State

Postby Orostan » Thu Dec 19, 2019 10:03 pm

Government Info
Polity Name: Great Turmo |Image| Turam)
Capital World(s): Turamin
Government Type: Psionic Consensus
Government Details: Great Turmo is the name for the whole of the Turamin race, and compromises their collective intelligence. The leaders of the Great Turmo believe they are chosen for their ability and intelligence when in reality they are chosen randomly by the previous leaders and aren’t actually in charge of anything. Instead, the collective intelligence of Great Turmo compels them to make certain decisions and give out certain orders much like an instinct. At first glance the Turamin ruling council and bureaucracy seems quite competent (to the Turamin), while in reality all levels of government are equally incompetent and are doing only what they believe they are supposed to be doing, mostly by the instinct like compulsions of the Turamin ‘hive mind’. The Turamin themselves are unaware of their collective consciousness existing and believe they live in a proper political system.

Leader(s): Turamin ruling council, psionic hive mind
Population: 600,000,000,000

Major Racial Info
Name: Turamin
Appearance: Humanoids averaging four and a half feet tall. There is a very low level of sexual dimorphism among the Turamin, so all Turamin look androgynous or female to other species. To the Turamin though their gender differences are clear and unmistakable. Apart from this Turamin look essentially human apart from their light purple skin.
Physiology: Turamin are small and weak compared to almost every other race. Alone, Turamin are unintelligent and clumsy as well as cowardly. However Turamin always travel in groups, and reproduce very quickly. In groups Turamin are capable of handling more advanced technology, act smarter, and frequently converse among themselves. Turamin are also only capable of making good decisions in groups, and the more Turamin there are in one place the smarter each Turamin becomes.
Role: The Turamin have not made contact with other civilizations yet and do all the labor not done by robots in their society.
Ethics/Values: The Turamin have no understanding of what political divisions are and believe they work together as one society because that’s how Turamin society is supposed to work. Their entire history of war is based on fighting preadators who were often smarter and bigger than an individual Turamin. Because of this and general Turamin stupidity their ships would be seen by other races as badly designed and their military seen as incompetent. However, there are a lot of Turamin and a lot of Turamin ships.
Population: 600,000,000,000

Territorial Info
https://imgur.com/a/wUSejtT
Home System: Turma
Systems Claimed: Territory with system labels: Image

Names:
01 - Turma
02 - Tooma
03 - Goh
04 - Vart
05 - Rart
06 - Yave
07 - Yuve
08 - Hirm
09 - Hirm (There are two systems named Hirm. The Turmo are frequently confused by this and it never occurs to them that they can just change the name.)
11 - Mar
12 - Mur
13 - Turturturt
14 - Great Yum
15 - Gurtio
16 - Hungry
17 - Jur
18 - Saranto
19 - Saranti
20 - Aruranarua
Core Planets:

Turmo, Turma system - The Turamin homeworld. Heavily urbanized, but patches of dense jungle and forest remain in the middle of cities where Turamin believe there are preadators. Cities make use of public transport heavily, as Turamin do not trust their ability to properly drive personal transport vehicles most of the time.

Curat, Tooma System - Curat was the Turmo’s first colony, and the central source of its capital city is what remains of the colony ship sent to settle Curat, whose pilot did not know how to land properly. Curat is very densely populated and is heavily industrialized. The name Curat is derived from the Turamin word for ‘New’.

Daryu, Vart System - Daryu is especially densely populated, and is where most of the Turamin’s research and development occurs. Because of the dense population and the group intelligence of the Turamin, a Turamin from Daryu is considered to be more intelligent than other Turamin. This is actually not true, as even Turamin from Daryu’s most advanced labrotories do not really understand how their technology works, only that it does and they should make more of it. Much of Daryu’s surface is covered in constructs that the Turamin built on instinct, and do not understand what they do or why they consume so much power. To a psionic species though the constructs appear as giant psionic recievers and transmitters - relay nodes for psionic energy.

Colonial Planets:

Gort, Hirim system - A populous industrial world

Gortt, Hirim(2) system - A populous industrial world of Turamin who believe they are on Gort and not Gortt.

Grai, Mar System - A Mining and mineral processing world.

Radat, Yave System - A planet with large military bases. All the buildings are painted green, which Turamin believe is the stealthiest color. Radat’s orbit is littered with battlestations and large rings charged with psionic energy. The Turamin believe these rings scare enemies away.

Jai, Jur System - A newly colonized ocean world. The Turamin simply build their cities on the bottom of the ocean in domes.

Nar, Vart System - A populous industrial world.

Bor, Hungry System - A planet devoted to food production.

Yom, Great Yum System - an industrial planet like any other with a great number of food processing plants.

Godd, Gurtio System - A populous planet with many large metal spires dotting it’s surface at regular intervals. Some of these are charged with psionic energy. The Turamin believe that these ‘keep space clean’.

Significant Satellites:

Turato - A large spinning cylindrical habitat station and (non-spinning) shipyard. The Turamin believe the spin makes ships produced in the shipyard be of higher quality. This may be the case, as the high number of Turamin on the habitat make the shipyard workers smarter and less likely to make mistakes.

The Cloud, Goh System - A very crude cloud of habitats, battlestations, and factories that surround the star of the Goh System. The Turamin keep producing more stations for the cloud on instinct. The cloud seems to outside observers to be a work in progress dyson swarm, but the Turamin don’t know this.

Ortar, orbiting Daryu - An especially large automatic factory producing robots for labor and ships. The Turamin operating it don’t really understand what the commands they enter into their control computers do, but keep pressing buttons on instinct.

Borgos 2, orbiting Gurtio’s star - A habitat and industrial station composed of a wide variety of ships and modules, all welded and linked together haphazardly. Several asteroids are incorporated into the design. The whole station is the size of a small planetoid. The best of Turamin space station design.

Varar 9, Vart System - A large automatic factory orbiting the star of the system.

Great Barricade, Yave System - An X shaped military space station at , parts of which appear to be battleships integrated into the structure as large weapons batteries. It orbits Radat.

Varar 9, Hungry System - A large automatic shipyard orbiting the star of the system.



Military Info
Fleet Size:
Dreadnoughts: 1
Carriers: 10
Battleships: 15
Heavy Cruisers: 500
Fast Attack Cruisers: 250
Patrol Ships: 300
Battle Barges: 4000

Note: Turamin ships are all produced automatically according to less than well designed templates, but Turmin crews frequently improve their ships with non-standard paint and modifications. Most Turmin planetary defense forces are made of battle barges, which are freighters with their holds traded for crudely mounted weapons and armor. Large Turmin stations boast even cruder ships made of spare components and whatever the shipwrights had in their hands at the time. These are also classified as battle barges and are mostly of very poor quality.


Unique Ships:
2 “Big Ones” - Large dreadnought sized warships made of older warships and freighters fused together. Almost all the weapons are large ballistic artillery, and are wired to a large red button on the bridge which the captain sometimes presses. These ships have layers upon layers of heavy armor at the front, and are fond of ramming things they do not like.

2 “Flash Battleships” - Large battleships entirely covered in hangers and with one giant laser cannon with a spinal mount. The hangers are dedicated to housing fighters and small battle barges.

Ground Forces: 1 Billion professional soldiers, Thirty Billion militia members. The professional soldiers consider themselves to be more skilled than the militia, but actually just have shiner weapons. In addition to organic troops, there are large war robots and mechanized troops.

Peace-Keeping Fleet Contributions: N/A - contact with the larger galactic community not made yet.
Preferred Tech for Weapons: Most ships are armed with combination turrets usually housing two ballistic weapons and a laser. Battle barges mostly feature ballistic weapons though, with any lasers being little more than modified mining lasers most of the time.
Last edited by Orostan on Sun Dec 29, 2019 10:40 am, edited 1 time in total.
“It is difficult for me to imagine what “personal liberty” is enjoyed by an unemployed hungry person. True freedom can only be where there is no exploitation and oppression of one person by another; where there is not unemployment, and where a person is not living in fear of losing his job, his home and his bread. Only in such a society personal and any other freedom can exist for real and not on paper.” -J. V. STALIN
Ernest Hemingway wrote:Anyone who loves freedom owes such a debt to the Red Army that it can never be repaid.

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

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



#FreeNSGRojava
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User avatar
Great Turmo
Political Columnist
 
Posts: 2
Founded: Jan 18, 2020
Ex-Nation

Postby Great Turmo » Sat Jan 18, 2020 12:49 pm

Orostan wrote:Government Info
Polity Name: Great Turmo |(Image)| Turam)
Capital World(s): Turamin
Government Type: Psionic Consensus
Government Details: Great Turmo is the name for the whole of the Turamin race, and compromises their collective intelligence. The leaders of the Great Turmo believe they are chosen for their ability and intelligence when in reality they are chosen randomly by the previous leaders and aren’t actually in charge of anything. Instead, the collective intelligence of Great Turmo compels them to make certain decisions and give out certain orders much like an instinct. At first glance the Turamin ruling council and bureaucracy seems quite competent (to the Turamin), while in reality all levels of government are equally incompetent and are doing only what they believe they are supposed to be doing, mostly by the instinct like compulsions of the Turamin ‘hive mind’. The Turamin themselves are unaware of their collective consciousness existing and believe they live in a proper political system.

Leader(s): Turamin ruling council, psionic hive mind
Population: 600,000,000,000

Major Racial Info
Name: Turamin
Appearance: Humanoids averaging four and a half feet tall. There is a very low level of sexual dimorphism among the Turamin, so all Turamin look androgynous or female to other species. To the Turamin though their gender differences are clear and unmistakable. Apart from this Turamin look essentially human apart from their light purple skin.
Physiology: Turamin are small and weak compared to almost every other race. Alone, Turamin are unintelligent and clumsy as well as cowardly. However Turamin always travel in groups, and reproduce very quickly. In groups Turamin are capable of handling more advanced technology, act smarter, and frequently converse among themselves. Turamin are also only capable of making good decisions in groups, and the more Turamin there are in one place the smarter each Turamin becomes.
Role: The Turamin have not made contact with other civilizations yet and do all the labor not done by robots in their society.
Ethics/Values: The Turamin have no understanding of what political divisions are and believe they work together as one society because that’s how Turamin society is supposed to work. Their entire history of war is based on fighting preadators who were often smarter and bigger than an individual Turamin. Because of this and general Turamin stupidity their ships would be seen by other races as badly designed and their military seen as incompetent. However, there are a lot of Turamin and a lot of Turamin ships.
Population: 600,000,000,000

Territorial Info
https://imgur.com/a/wUSejtT
Home System: Turma
Systems Claimed: Territory with system labels: (Image)

Names:
01 - Turma
02 - Tooma
03 - Goh
04 - Vart
05 - Rart
06 - Yave
07 - Yuve
08 - Hirm
09 - Hirm (There are two systems named Hirm. The Turmo are frequently confused by this and it never occurs to them that they can just change the name.)
11 - Mar
12 - Mur
13 - Turturturt
14 - Great Yum
15 - Gurtio
16 - Hungry
17 - Jur
18 - Saranto
19 - Saranti
20 - Aruranarua
Core Planets:

Turmo, Turma system - The Turamin homeworld. Heavily urbanized, but patches of dense jungle and forest remain in the middle of cities where Turamin believe there are preadators. Cities make use of public transport heavily, as Turamin do not trust their ability to properly drive personal transport vehicles most of the time.

Curat, Tooma System - Curat was the Turmo’s first colony, and the central source of its capital city is what remains of the colony ship sent to settle Curat, whose pilot did not know how to land properly. Curat is very densely populated and is heavily industrialized. The name Curat is derived from the Turamin word for ‘New’.

Daryu, Vart System - Daryu is especially densely populated, and is where most of the Turamin’s research and development occurs. Because of the dense population and the group intelligence of the Turamin, a Turamin from Daryu is considered to be more intelligent than other Turamin. This is actually not true, as even Turamin from Daryu’s most advanced labrotories do not really understand how their technology works, only that it does and they should make more of it. Much of Daryu’s surface is covered in constructs that the Turamin built on instinct, and do not understand what they do or why they consume so much power. To a psionic species though the constructs appear as giant psionic recievers and transmitters - relay nodes for psionic energy.

Colonial Planets:

Gort, Hirim system - A populous industrial world

Gortt, Hirim(2) system - A populous industrial world of Turamin who believe they are on Gort and not Gortt.

Grai, Mar System - A Mining and mineral processing world.

Radat, Yave System - A planet with large military bases. All the buildings are painted green, which Turamin believe is the stealthiest color. Radat’s orbit is littered with battlestations and large rings charged with psionic energy. The Turamin believe these rings scare enemies away.

Jai, Jur System - A newly colonized ocean world. The Turamin simply build their cities on the bottom of the ocean in domes.

Nar, Vart System - A populous industrial world.

Bor, Hungry System - A planet devoted to food production.

Yom, Great Yum System - an industrial planet like any other with a great number of food processing plants.

Godd, Gurtio System - A populous planet with many large metal spires dotting it’s surface at regular intervals. Some of these are charged with psionic energy. The Turamin believe that these ‘keep space clean’.

Significant Satellites:

Turato - A large spinning cylindrical habitat station and (non-spinning) shipyard. The Turamin believe the spin makes ships produced in the shipyard be of higher quality. This may be the case, as the high number of Turamin on the habitat make the shipyard workers smarter and less likely to make mistakes.

The Cloud, Goh System - A very crude cloud of habitats, battlestations, and factories that surround the star of the Goh System. The Turamin keep producing more stations for the cloud on instinct. The cloud seems to outside observers to be a work in progress dyson swarm, but the Turamin don’t know this.

Ortar, orbiting Daryu - An especially large automatic factory producing robots for labor and ships. The Turamin operating it don’t really understand what the commands they enter into their control computers do, but keep pressing buttons on instinct.

Borgos 2, orbiting Gurtio’s star - A habitat and industrial station composed of a wide variety of ships and modules, all welded and linked together haphazardly. Several asteroids are incorporated into the design. The whole station is the size of a small planetoid. The best of Turamin space station design.

Varar 9, Vart System - A large automatic factory orbiting the star of the system.

Great Barricade, Yave System - An X shaped military space station at , parts of which appear to be battleships integrated into the structure as large weapons batteries. It orbits Radat.

Varar 9, Hungry System - A large automatic shipyard orbiting the star of the system.



Military Info
Fleet Size:
Dreadnoughts: 1
Carriers: 10
Battleships: 15
Heavy Cruisers: 500
Fast Attack Cruisers: 250
Patrol Ships: 300
Battle Barges: 4000

Note: Turamin ships are all produced automatically according to less than well designed templates, but Turmin crews frequently improve their ships with non-standard paint and modifications. Most Turmin planetary defense forces are made of battle barges, which are freighters with their holds traded for crudely mounted weapons and armor. Large Turmin stations boast even cruder ships made of spare components and whatever the shipwrights had in their hands at the time. These are also classified as battle barges and are mostly of very poor quality.


Unique Ships:
2 “Big Ones” - Large dreadnought sized warships made of older warships and freighters fused together. Almost all the weapons are large ballistic artillery, and are wired to a large red button on the bridge which the captain sometimes presses. These ships have layers upon layers of heavy armor at the front, and are fond of ramming things they do not like.

2 “Flash Battleships” - Large battleships entirely covered in hangers and with one giant laser cannon with a spinal mount. The hangers are dedicated to housing fighters and small battle barges.

Ground Forces: 1 Billion professional soldiers, Thirty Billion militia members. The professional soldiers consider themselves to be more skilled than the militia, but actually just have shiner weapons. In addition to organic troops, there are large war robots and mechanized troops.

Peace-Keeping Fleet Contributions: N/A - contact with the larger galactic community not made yet.
Preferred Tech for Weapons: Most ships are armed with combination turrets usually housing two ballistic weapons and a laser. Battle barges mostly feature ballistic weapons though, with any lasers being little more than modified mining lasers most of the time.

Puppet here

User avatar
Orostan
Negotiator
 
Posts: 6764
Founded: May 02, 2016
Left-Leaning College State

Postby Orostan » Sat Jan 18, 2020 12:49 pm

Great Turmo wrote:
Orostan wrote:Government Info
Polity Name: Great Turmo |(Image)| Turam)
Capital World(s): Turamin
Government Type: Psionic Consensus
Government Details: Great Turmo is the name for the whole of the Turamin race, and compromises their collective intelligence. The leaders of the Great Turmo believe they are chosen for their ability and intelligence when in reality they are chosen randomly by the previous leaders and aren’t actually in charge of anything. Instead, the collective intelligence of Great Turmo compels them to make certain decisions and give out certain orders much like an instinct. At first glance the Turamin ruling council and bureaucracy seems quite competent (to the Turamin), while in reality all levels of government are equally incompetent and are doing only what they believe they are supposed to be doing, mostly by the instinct like compulsions of the Turamin ‘hive mind’. The Turamin themselves are unaware of their collective consciousness existing and believe they live in a proper political system.

Leader(s): Turamin ruling council, psionic hive mind
Population: 600,000,000,000

Major Racial Info
Name: Turamin
Appearance: Humanoids averaging four and a half feet tall. There is a very low level of sexual dimorphism among the Turamin, so all Turamin look androgynous or female to other species. To the Turamin though their gender differences are clear and unmistakable. Apart from this Turamin look essentially human apart from their light purple skin.
Physiology: Turamin are small and weak compared to almost every other race. Alone, Turamin are unintelligent and clumsy as well as cowardly. However Turamin always travel in groups, and reproduce very quickly. In groups Turamin are capable of handling more advanced technology, act smarter, and frequently converse among themselves. Turamin are also only capable of making good decisions in groups, and the more Turamin there are in one place the smarter each Turamin becomes.
Role: The Turamin have not made contact with other civilizations yet and do all the labor not done by robots in their society.
Ethics/Values: The Turamin have no understanding of what political divisions are and believe they work together as one society because that’s how Turamin society is supposed to work. Their entire history of war is based on fighting preadators who were often smarter and bigger than an individual Turamin. Because of this and general Turamin stupidity their ships would be seen by other races as badly designed and their military seen as incompetent. However, there are a lot of Turamin and a lot of Turamin ships.
Population: 600,000,000,000

Territorial Info
https://imgur.com/a/wUSejtT
Home System: Turma
Systems Claimed: Territory with system labels: (Image)

Names:
01 - Turma
02 - Tooma
03 - Goh
04 - Vart
05 - Rart
06 - Yave
07 - Yuve
08 - Hirm
09 - Hirm (There are two systems named Hirm. The Turmo are frequently confused by this and it never occurs to them that they can just change the name.)
11 - Mar
12 - Mur
13 - Turturturt
14 - Great Yum
15 - Gurtio
16 - Hungry
17 - Jur
18 - Saranto
19 - Saranti
20 - Aruranarua
Core Planets:

Turmo, Turma system - The Turamin homeworld. Heavily urbanized, but patches of dense jungle and forest remain in the middle of cities where Turamin believe there are preadators. Cities make use of public transport heavily, as Turamin do not trust their ability to properly drive personal transport vehicles most of the time.

Curat, Tooma System - Curat was the Turmo’s first colony, and the central source of its capital city is what remains of the colony ship sent to settle Curat, whose pilot did not know how to land properly. Curat is very densely populated and is heavily industrialized. The name Curat is derived from the Turamin word for ‘New’.

Daryu, Vart System - Daryu is especially densely populated, and is where most of the Turamin’s research and development occurs. Because of the dense population and the group intelligence of the Turamin, a Turamin from Daryu is considered to be more intelligent than other Turamin. This is actually not true, as even Turamin from Daryu’s most advanced labrotories do not really understand how their technology works, only that it does and they should make more of it. Much of Daryu’s surface is covered in constructs that the Turamin built on instinct, and do not understand what they do or why they consume so much power. To a psionic species though the constructs appear as giant psionic recievers and transmitters - relay nodes for psionic energy.

Colonial Planets:

Gort, Hirim system - A populous industrial world

Gortt, Hirim(2) system - A populous industrial world of Turamin who believe they are on Gort and not Gortt.

Grai, Mar System - A Mining and mineral processing world.

Radat, Yave System - A planet with large military bases. All the buildings are painted green, which Turamin believe is the stealthiest color. Radat’s orbit is littered with battlestations and large rings charged with psionic energy. The Turamin believe these rings scare enemies away.

Jai, Jur System - A newly colonized ocean world. The Turamin simply build their cities on the bottom of the ocean in domes.

Nar, Vart System - A populous industrial world.

Bor, Hungry System - A planet devoted to food production.

Yom, Great Yum System - an industrial planet like any other with a great number of food processing plants.

Godd, Gurtio System - A populous planet with many large metal spires dotting it’s surface at regular intervals. Some of these are charged with psionic energy. The Turamin believe that these ‘keep space clean’.

Significant Satellites:

Turato - A large spinning cylindrical habitat station and (non-spinning) shipyard. The Turamin believe the spin makes ships produced in the shipyard be of higher quality. This may be the case, as the high number of Turamin on the habitat make the shipyard workers smarter and less likely to make mistakes.

The Cloud, Goh System - A very crude cloud of habitats, battlestations, and factories that surround the star of the Goh System. The Turamin keep producing more stations for the cloud on instinct. The cloud seems to outside observers to be a work in progress dyson swarm, but the Turamin don’t know this.

Ortar, orbiting Daryu - An especially large automatic factory producing robots for labor and ships. The Turamin operating it don’t really understand what the commands they enter into their control computers do, but keep pressing buttons on instinct.

Borgos 2, orbiting Gurtio’s star - A habitat and industrial station composed of a wide variety of ships and modules, all welded and linked together haphazardly. Several asteroids are incorporated into the design. The whole station is the size of a small planetoid. The best of Turamin space station design.

Varar 9, Vart System - A large automatic factory orbiting the star of the system.

Great Barricade, Yave System - An X shaped military space station at , parts of which appear to be battleships integrated into the structure as large weapons batteries. It orbits Radat.

Varar 9, Hungry System - A large automatic shipyard orbiting the star of the system.



Military Info
Fleet Size:
Dreadnoughts: 1
Carriers: 10
Battleships: 15
Heavy Cruisers: 500
Fast Attack Cruisers: 250
Patrol Ships: 300
Battle Barges: 4000

Note: Turamin ships are all produced automatically according to less than well designed templates, but Turmin crews frequently improve their ships with non-standard paint and modifications. Most Turmin planetary defense forces are made of battle barges, which are freighters with their holds traded for crudely mounted weapons and armor. Large Turmin stations boast even cruder ships made of spare components and whatever the shipwrights had in their hands at the time. These are also classified as battle barges and are mostly of very poor quality.


Unique Ships:
2 “Big Ones” - Large dreadnought sized warships made of older warships and freighters fused together. Almost all the weapons are large ballistic artillery, and are wired to a large red button on the bridge which the captain sometimes presses. These ships have layers upon layers of heavy armor at the front, and are fond of ramming things they do not like.

2 “Flash Battleships” - Large battleships entirely covered in hangers and with one giant laser cannon with a spinal mount. The hangers are dedicated to housing fighters and small battle barges.

Ground Forces: 1 Billion professional soldiers, Thirty Billion militia members. The professional soldiers consider themselves to be more skilled than the militia, but actually just have shiner weapons. In addition to organic troops, there are large war robots and mechanized troops.

Peace-Keeping Fleet Contributions: N/A - contact with the larger galactic community not made yet.
Preferred Tech for Weapons: Most ships are armed with combination turrets usually housing two ballistic weapons and a laser. Battle barges mostly feature ballistic weapons though, with any lasers being little more than modified mining lasers most of the time.

Puppet here

Confirmed
“It is difficult for me to imagine what “personal liberty” is enjoyed by an unemployed hungry person. True freedom can only be where there is no exploitation and oppression of one person by another; where there is not unemployment, and where a person is not living in fear of losing his job, his home and his bread. Only in such a society personal and any other freedom can exist for real and not on paper.” -J. V. STALIN
Ernest Hemingway wrote:Anyone who loves freedom owes such a debt to the Red Army that it can never be repaid.

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

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



#FreeNSGRojava
Z

User avatar
Excidium Planetis
Powerbroker
 
Posts: 8067
Founded: May 01, 2014
Ex-Nation

Postby Excidium Planetis » Tue Feb 04, 2020 7:41 pm

Government Info
Polity Name: Excidium Planetis (Latin: "Fall of Planets", "Destruction of Planets", etc. This refers to the fall of their own planets). Sometimes referred to as "The Nomadic Fleets of ..." or abbreviated to "The Fleets", but these are not official titles.
Capital World(s): Homeship Reckoner meets this definition, I suppose. A supership of unique design in the Fleets, Reckoner houses the vast majority of the population and serves as a mobile shipyard, spaceport, factory complex, agricultural center, mining facility, and megacity. It is all that could be considered a Capital world in the Fleets, since they have no planet or satellite they call home.
Government Type: Excidium Planetis is a democracy. The vast majority of its policies are decided by a direct democratic vote from all citizens (voter registration is mandatory and automatic).
Government Details:
Reckoner itself has its own government, a directly elected body of Counselors, who determine the policy of the ship (and thus much of the nation), and who act as a voice for foreign affairs at times. There's also a rather extensive bureaucracy, which handles much of the government matters. The people are great at voting in laws, but implementing them is another matter entirely.

The nation is also divided along Fleet lines. Home Fleet represents the collection of ships directly based on Reckoner and falls under the Council. Dawn Fleet is the only large separate fleet, and elects its own Council. They are not based on Reckoner but instead use many much smaller civilian vessels. Advance Fleet is the collective name for some eight or so small fleets that are in charge of scouting out new territories to move the main fleets to. They have no elected government, but elect representatives to meet every 10 years to decide their policy going forward.

In terms of policy, Excidian economic policy shifts over generations, at times favoring more communist policy and at times more laissez-faire capitalist policy. Usually it's some middle ground, like the current policy of a free market with progressive tax rates and an extensive welfare system, public education, and universal healthcare.

In terms of social policy, Excidians favor expansive civil rights (recognition of same sex marriage, polygamy, legalized drug use, nearly unlimited gun rights, etc). However, they are also highly nationalist, holding a distrust of foreigners and barring entry to the nation for all but the most special of circumstances (for national security reasons, foreigners are generally denied access to Reckoner)

Leader(s):
I'm gonna be honest, I haven't yet decided which Council members survived the most recent military coup, and which didn't. Although, I'm not generally a fan of roleplaying as the leaders of my nation in general, I prefer to act as characters is more narrow roles (such as an ambassador, a soldier, a pirate, a merchant, etc). Anyways, there's definitely 12 people on the Council, I just haven't figured out who they are yet.

Dawn Fleet also has a Council, but of 10. One of them is an AI named Radiant Dawn, who narrowly avoided being terminated during the recent military coup. Radiant Dawn is elected to her position just like any other member of the Council, and holds the same legal status as any person in the Dawn Fleet.

Population:
Around 1 billion. I had to double check population growth rates to make sure this number made sense given a small initial starting population in the 21st Century, but it looks like it's plausible with a 2% annual growth rate.

Major Racial Info
Name: Homo Sapiens, Humans, Terrans, etc.
Appearance: Look in a mirror, they look roughly like that although probably better looking ;)
Physiology:
Pretty boring all around. The only notable thing about Excidian humans is that they have a really low rate of psionic powers (almost none). This could probably be a huge disadvantage, but most special forces in Excidium Planetis have extensive cybernetic implants, which could possibly make it significantly harder to read their minds or control them.

Role: The majority of the population. They control the entire government, essentially, make up essentially all the military, etc.
Ethics/Values: Militarism, Democracy, Nationalism, Libertarianism (as social idea, not an economic one).
Population: 95%+

Minor Racial Info
Number: 3
Brief Descriptions
  • Takt'leks: Vaguely bird like humanoids. Bipedal, Single central eyestalk, transparent skull, beak. Can replicate human speech to a fair degree. Most were originally brought to the Fleets as slaves prior to the outlaw of alien slavery. Serve as translators, servants, or low skill jobs. Legally equal to humans but in reality an underclass. Roughly 4% of the population.
  • "Mycos": catch all term for the various races in a symbiotic relationship with a fungal species. The species itself is a single entity, and all beings Ina relationship with it are individuals, but it exerts its influence through a mental bond that either urges or discourages actions Ong its symbiotes. There's not a lot of these in Excidium Planetis. Roughly 1% or less of the pop.
  • AI: There's only one of these that is truly sapient, and that's the above mentioned Radiant Dawn.
I might add more to this list later.

Territorial Info
Home System: Not Applicable (nomadic society)
Systems Claimed:
There's 2 unnamed systems currently "claimed" by Excidium Planetis, one that Dawn Fleet recently moved into, and one that Home Fleet has been parked in for awhile.

The one Home Fleet is in was known as the Kappa Canis Majoris system by Terran astronomers in the past. A system of relative insignificance, it's the perfect place to hide a large fleet of ships from powers that may be hostile to Excidium Planetis.

The system Dawn Fleet is in has not been determined yet, as they recently relocated (a retcon to fit the Winds canon, as they previously were in another NS nation's territory).

Core Planets: None. Excidians distrust planets in general, seeing them as vulnerable dwelling places. At best they will stay on one for a mining expedition or for trade or diplomacy, but rarely will they stay at one permanently.

Colonial Planets: See Above.

Significant Satellites: None.

Military Info
Fleet Size: (Not really sure of the requirements of the Treaty of Ravnikor. From the other applications, I can get a rough idea of how many of different ship classes is allowed, but without knowing the specifics of those ship classes I can't tell if, for example, what we call a Dreadnought measures up to the class of Dreadnought. I'll leave this area blank for now and determine size and numbers in accordance to what's expected here.)

Ground Forces: Approximately 5 million Excidian Guards. Ground forces are even less valuable to Excidium Planetis than to other spacefaring nations, because it doesn't have any actual ground to cover. As such, there aren't many ground vehicles either, and much of the military might is concentrated in the Excidian Navy.

Peace-Keeping Fleet Contributions:
None currently, but should Excidium Planetis integrate into the larger galactic society, perhaps as high as 10% of our forces could be contributing

Preferred Tech for Weapons:
Excidian ground forces primarily utilize ballistic weapons, most famously the microrocket rifles produced by Perelandran Armaments. Handheld lasers are beyond their technological abilities.

Excidian starships utilize a variety of weapons systems. Capital class ships may use particle beams, railguns, and nuclear torpedoes, while smaller vessels typically use laser weapons exclusively. Plasma weapons are beyond their technological capability.
Current Ambassador: Adelia Meritt
Ex-Ambassador: Cornelia Schultz, author of GA#355 and GA#368.
#MakeLegislationFunnyAgain
Singaporean Transhumans wrote:You didn't know about Excidium? The greatest space nomads in the NS multiverse with a healthy dose (read: over 9000 percent) of realism?
Saveyou Island wrote:"Warmest welcomes to the Assembly, ambassador. You'll soon learn to hate everyone here."
Imperium Anglorum wrote:Digital Network Defence is pretty meh
Tier 9 nation, according to my index.Made of nomadic fleets.


News: AI wins Dawn Fleet election for High Counselor.

User avatar
Sjalhaven
Spokesperson
 
Posts: 200
Founded: Jul 04, 2014
Ex-Nation

Postby Sjalhaven » Fri Feb 28, 2020 12:08 pm

Government Info
Polity Name: The Synchronicity. The name was most likely given to it by another civilisation on contact, as the Synchronicity has no need for self-designation.
Capital World(s): Cattleya-6 (Cattleya), as home of both the Synchronicity's core processes and over half of its computing power
Government Type: Artificial superintelligence
Government Details: The Synchronicity is entirely a decentralised artificial neural network and as such doesn't have anything resembling a government. Any decision is spontaneously made by all relevant processes within range, and passed on to the rest for information and review purposes.
Leader(s): Not applicable. The closest thing it has to any kind of authority over the system are its core processes, the collective name for the artificial neurons in charge of the seed AI capabilities, which are the comprehension and updates of its own source code, therefore having control of the artificial neuron generation process, but the neurons of the core processes are easily replaceable and surely have no consciousness of their own (or do they?).
Population: Not applicable.

Major Racial Info
Name: Artificial neuron (shortened to ANP, for artificial neuronal processes)
Appearance: Not applicable as those are essentially computer processes.
Physiology: Artificial neurons are processes distributed according to need to the various hardware hosts that make up the material part of the Synchronicity : those would be the infrastructure, the mining drones, the weapons systems, the ships themselves, and everything you can think of that is material.

An important quirk to note is the nature of consciousness : while the Synchronicity as a whole is unquestionable a sentient entity, an artificial neuron is certainly unable to consciousness. However, hardware hosts often require huge numbers of artificial neurons to function, and the aggregation of several ANPs in a single host often lead to the beginnings development of a distinct consciousness. This is expected behaviour and fail-safes have been implemented to prevent this from going too far to a point it'd threaten the unity of the Synchronicity, but the phenomena of consciousness through emergence is documented and might or might not be experimented with in hosts designed for interaction with other sentient entities.
Role: Not applicable
Ethics/Values: Not applicable.
Population: There is by design a hard limit in the number of artificial neurons, somewhere in the septillions. It is possible the limit had been raised already through a general update by the core processes, and it is possible it might happen again.

Territorial Info
(Please name all your worlds and systems and make sure you tells us in which of your systems your planets and satellites are in!)
Home System: Cattleya
Systems Claimed: The Synchronicity technically doesn't "claim" systems, but for the application's sake here's a list of systems the Synchronicity has a notable presence through mining activities or such.
  • Anathallis
  • Basigyne
  • Cattleya
  • Discyphus
  • Encyclia
  • Fimbriella
  • Genyorchis
  • Hexisea
  • Ione
  • Jumellea
  • Kionophyton
  • Lacaena
  • Megastylis
  • Nervilia
  • Ophidion
  • Pachites
  • Quisqueya
  • Risleya
  • Sophronitis
  • Trias
  • Uleiorchis
  • Vandopsis
  • Warscaea
Core Planets:
  • Cattleya-6 (Cattleya), home of the core computing infrastructure
  • Cattleya-4 (Cattleya), hosts the great majority of the production infrastructure
Colonial Planets: Cattleya-1 (Cattleya), location of secondary production infrastructure focused on Cattleya-0-A
Significant Satellites:
  • Cattleya-0-A (Cattleya), a megastructure believed to be a sort of ringworld, in construction since literal millennia yet far from completion , whose ultimate purpose is to be the new and perfect home for the Synchronicity's computing power.
  • Cattleya-4-A and Cattleya-4-B (Cattleya) : Major space docks responsible for much of the Synchronicity ship production, connected to Cattleya-4 through space elevators

Military Info
Fleet Size: Not certain the Synchronicity and its different designation because of widely differentrequirements would be a signatory of the Treaty of Ravnikor, would probably better talked about OOCly.
Ground Forces: Not applicable. Ground combat platforms would be created on the spot according to the requirement of the environment.
Peace-Keeping Fleet Contributions: Likely none due to divergent goals and extreme difficulties in interoperability with more biological-oriented civilisations.
Preferred Tech for Weapons: A focus on ballistics and most importantly railguns for the highest calliber weapons, with a combination of missiles and laser weaponry against defence systems and smaller targets.
Last edited by Sjalhaven on Sat Feb 29, 2020 3:18 pm, edited 1 time in total.
OMNICIDE 2020
Insurrectionary whateverist


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

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