Motto:
Can be anything e.g. In God We Trust, To lead is to serve, Salyut Federatsiya, etc. If no official motto, simply leave blank
Primary Colours:
The colours your empire uses to represent itself
Type of Government:
Leaders:
Faction Homeworld:
State planet name, system, and galactic position
Borders:
How much space your empire controls. Use this template here and then paint and label your borders. You can use Photoshop or Pixlr. Don't make your empire too large. Refer to the in-character intro post for the current political map of the galaxy.
Number of Controlled Planets:
Number depends on your empire's age and power. For instance, a mature nation can have a few thousand, while younger ones can only have a few hundred or so. The limit is 15,000. Note that this number consists of any planet directly administered by your empire, including research outposts with only a few people. Space stations and asteroids don't count.
Notable Planets:
Planets such as major trading ports, fortress worlds, industrial yards, etc.
History:
Primary Language(s):
Can be anything. Most empires (those who aren't completely xenophobic) will typically have universals translators to ease with communication.
Currency:
The form of currency your empire uses
Composite Species:
The kinds of species who live in your empire
Population:
Once again, this number depends on your empire's maturity. The hard limit is 5 trillion, those this can change.
Military:
Describe your military e.g. Marines, Navy, Spec Ops, etc. Post pictures if you like
Mode of FTL:
How your empire's ships achieve interstellar travel e.g. Warp, Slipspace, Hyperspace, etc. Create your own if you wish. This setting doesn't have a standard FTL method like Star Wars.
Strengths [3+]:
What your empire is good at
Weaknesses [3+]:
The cons of your empire
Galactic Relations:
The political relations with other empires. Discuss with the player controlling each empire how you want the relationship to be with their empire
Other:
Bonus stuff like trivia, national songs, etc.
Note that you can refer to the original 2017 RP for a better idea on how to structure your sheet.
Motto: Praeterea et Ultra
(Latin: Further and beyond)
Primary Colours:
Blue, white, gold
Type of Government:
Federation
Leaders:
Federal President of Earth and its Colonies Jeremiah Warner
First Vice President of Earth and its Colonies Conrad Harriet
Second Vice President of Earth and its Colonies Henrietta Rona
Federal Oversight Committee Members
Hundreds of Planetary Governors
Faction Homeworld:
Earth, Sol, Orion Arm
The homeworld of humanity. It functions as the capital of the UEG, and is regarded as humanity's most important planet. It has a current population of more than thirty billion, and is the most defended planet in human-controlled space.
Typical UEG city:
Borders:
Number of Controlled Planets:
7,938
Notable Planets:
The first planet terraformed by humanity in the mid-23rd century, located in the Sol System. It has a population of roughly twelve billion and functions as a major industrial strongpoint.
Major industrial planet located in the Atria System, a system with an especially rich asteroid belt. It has a population of 6.5 billion, and its main industries are tourism, asteroid mining, and shipbuilding.
Another major UEGAF fortress world located in the Lambda Librae System. Population of 4.7 billion. Troops normally come here for training and routine military exercises.
A fringe mining colony located in the Sigma Librae System, notable for its vast natural resources. It has a small population of roughly 400 million. However, it is most notable for being the site of the first planetary battle of the Vaskran War. Scars from that battle still dot the landscape, from mountains split in half from energy weapons to the overgrown wrecks of crashed spacecraft.
History:
Humanity first travelled to space sometime in the mid-20th century in their home system of Sol, located in the Orion Arm of the Milky Way Galaxy, thus becoming a spacefaring race. Yet decades of research and billions of dollars would prove that it would be still to dangerous and expensive to keep sending humans to space on a regular basis, and the dream of space travel would be something people could only dream of. It would be more than a hundred years later that humanity would finally leave their homeworld Earth to colonise the closest planet to Earth, Mars. This would be the first stage of human space travel. Decades more would be spent researching the future of intra solar travel, but humanity would finally achieve this in the mid 22nd century, colonising Earth's moon Luna and Titan, Saturn's moon.
During the final years of the 21st century in the year 2096, a massive scientific breakthrough would be made. A joint project between multiple nations completed the world's first spacecraft with a working faster-than-light drive, the Alcubierre drive, named after the physician who proposed the idea over a century ago. The ship is christened Pioneer, and then sent on its maiden voyage to Alpha Centauri loaded with experimental self-replicating probes.
However, mere moments after its launch, the craft's drive fails, and the Pioneer vanishes. Further efforts to locate it fail, and it is presumed to be lost. The world, distraught, begins to lose hope for interstellar travel.
Nearly a century and a half later, in 2238, scientists on Mars would finally develop a stable method of faster-than-light travel. Though slow, averaging at only a few light years per day, it would nonetheless be a massive scientific achievement. The process would be known as the Relative Interdimensional Field Transit, or RIFT, for the way it worked. It literally cut a hole in the fabric of space, allowing a spacecraft to pass through. Here, it is almost like a wormhole, and the ship would be able to take a shortcut through space, quickly getting transported to another location by tunneling through time and space itself. Researchers continued to tweak and improve the drive to prevent the Pioneer incident from happening again.
Once complete, it was equipped on another probe and then sent to Alpha Centauri. Fortunately, all went according to plan, and the probe reached its destination in mere days. Even more surprising was that alien plant and animal life was discovered on Proxima Centauri b. Although non-intelligent, this was final proof that humanity is not alone in the universe.
With the success of the RIFT, humanity entered the Interstellar Age, with dozens of planets being colonised every year. Notably, multiple colony ships were also presumed to be lost after RIFT During this time, the old governing body of Earth, the United Nations, was reformed into the United Earth Government, and its military wing, the United Earth Government Armed Forces, to oversee colonial operations.
Of course, some people were not happy with this. In the 2291, the First Interstellar War began, spanning across multiple star systems, and would see a rapid doctrine shift to a true interstellar military. The war would also see the first battle between two fleets of interstellar warships/ While the conflict would only last for a mere three months, more wars would follow in the coming years, the most notable being the Colonial Rebellion, a conflict that started in 2461 and lasted until 2857.
By the mid 29th century, humanity had gone on to colonise more than eight thousand planets in hundreds of star systems. Then, in 2843, humanity encountered the alien vaskran Hierarchy, a race of sentient reptilian bipedals. After an independent human mining vessel unknowingly dropped out of a RIFT tunnel at the edge of vaskran space in a resource-rich asteroid belt, it was immediately fired upon by the vaskran ships patrolling the area which had mistaken the human ship for pirates they were hunting.
The mining ship fled to the nearest human colony world: Cascade. The patrol vessels pursued the ship, but were quickly destroyed by human defences. One escaped and retreated back to vaskran space. The vaskrans returned with a full fleet of ships and thousands of soldiers, thus initiating the Battle of Cascade and subsequent Vaskran War.
Thanks to the efforts of the local armed forces and Marines, the invading force was pushed back. This victory would be short lived, however, as colony after colony was attacked. The UEGAF was put on red alert as humanity scrambled to face this new threat. The next few years would see humanity on the defensive, constantly being pushed back by the relentless vaskran war machine.
However, in 2849, the the unstoppable vaskran advance into human territory was finally halted at the Inner Colony world of Fortuna. This marked a significant turning point for humanity, as the UEG, now on the offensive, would now begin a relentless push into vaskran space, with the war now looking to be in humanity’s favour.
In the year 2852, humanity would lead a massive offensive deep into vaskran space, sieging dozens of worlds during the final years of the war. The besieged alien empire would make the decision to surrender just before the human war machine could reach their home planet of Karachet, bringing an end to hostilities and marking the end of the nearly decade-long conflict. Ultimately, the Vaskran War would come to an end less than a week later. The aliens would finally be pushed back, and retreated from all human controlled space, bringing an end to the nine-year war.
The conflict proved to be the most disastrous war in human history, costing the lives of more than twenty-two billion humans and trillions of credits in damages.
Following the end of the war, both sides signed a peace treaty as they begin to rebuild. While humans and vaskrans would still continue to distrust or hate each other for years to come, relations eventually evolved into peace, with aid coming from both sides to help each other to pick up the pieces. Humanity began to expand its borders once again after losing seventy-three planets in the war.
Three years after the war, humanity came into contact with a plethora of new races and empires, which was surprising, considering humanity was fighting a war across multiple star systems without contact before. While understandably somewhat xenophobic and mistrustful at first, humanity eventually formed new alliances with these alien empires. With this, humanity finally entered the galactic stage.
Images from top: UEG Frontier-class exploration ship (2461) UEGNC Falconet-class frigate engages rebel forces (2793), the Battle of Cascade (2843), Marines celebrating their victory over vaskran forces (2852).
Primary Language(s):
English, Chinese, Spanish
Currency:
Interstellar Standard Credit (CRs)
Composite Species:
The kinds of species who live in your empire
Human [98.5%] - Unlike most nations, the UEG comprises almost entirely of humans, making it a largely homogeneous nation. Every human descended from the original humans on Earth. While indentical in race, humans from different colonies have developed side effects such as increased strength from planets with higher gravity, cold resistance from planets with extreme temperatures, and improved night vision from planets with lower light levels. UEG humans have an average lifespan of roughly 140 years.
Android [1%] - Androids are artificial constructs created by factories. These droids have been created for various reasons, such as research, hazardous environments, and most commonly, military. Androids have the strength of more than five humans, and have the processing power of a supercomputer. Each one has a unique personality, and is, in essence, a fully-sentient artificial intelligence program incased in a metallic body covered in a layer of synthetic skin. Civilian-grade models tend to be more suited to domestic needs, having been programmed with more logical thought processors, while military-grade models are much more geared towards combat, with their structure being made of duratanium and their skin made from bulletproof material, and stronger overall. They make up a very small percentage of the total population.
Other [0.5%] - A small population of the UEG consists of migrant species from other nations, typically employed in the workforce. The UEG is still somewhat xenophobic due to the Vaskran War, and as such remain suspicious of other non-human nations and races, and limits the number of migrants it received. While not truly treated as second-class citizens, aliens species within the UEG are still regarded with suspicion and distrust. Until now no alien is allowed to be granted a UEG citizenship, though citizenship through military service is being considered.
Population:
979,081,221,911 Federal Citizens
Military:
Ibimus Primum
(Latin: We go first)
The UEGAF is the United Earth Government's armed forces. It is a massive interstellar military made up of billions of loyal servicemen. The UEGAF was founded during the outbreak of the First Interstellar War in 2291, and traces its roots as far back as the Interplanetary War in 2111. The UEGAF is divided into four branches: the Navy, the Army, the Marines, and the Aerospace Corps.
United Earth Government Naval Command [12,291,881,012 Personnel] - The central core of the United Earth Government's armed forces. UEGNC vessels are normally large and bulky, with even the smallest frigate already measuring in at over five hundred metres. Ships are typically armed with one or more particle cannons as their main weapon, which are massive energy weapons which fire a massive beam of charged ions at around 81% the speed of light. The force output is typically five hundred megatons for frigate-grade cannons. The UEGNC currently posseses around 250,000 ships, with more in storage and even more being built each day.
United Earth Government Federal Army [6,811,486,131 Personnel] - The primary ground combat element of the UEG. The Federal Army is used for total planetary invasions far larger in scale than the Marines, and are expected to hold out for longer as well. The Army is more defensive in nature, and as such are the first line of defence against enemy invasions, holding fortified positions before reinforcements arrive. They also supplement Planetary Militia when needed. Each Army trooper wears a set of powered armour, a suit of armour that increases its wearer's strength by more than four times, and is constructed out of duratanium, a metal composite of titanium and duranium (metal more than ten times stronger than steel) to form a massively tough material. Troopers wield magnetic weapons that propel projectiles at hypersonic speeds, and normally receive the latest equipment.
United Earth Government Marine Corps [4,811,486,131 Personnel] - When a decisive planetary assault is needed, the Marines are usually sent in as the first wave and shock attack force. Like the Army above, each Marine wears a suit of specialised powered combat armour to supplement their strength and protection. They are supplemented by robotic infantry units known as Autonomous Ground Combat Units (AGCU) and attack drones. Gigantic walking war machines are also a common sight in battle. As an expeditionary unit, UEG Marines are often deployed to fringe worlds, and more recently, used to explore uncharted worlds.
United Earth Government Aerospace Corps [3,291,223,719 Personnel] - The guys who fly. The UEGAC is comprised of trained pilots who control aerospace craft, from fighters to bombers to dropships. The Aerospace Corps provides ground troops with fire support and engages enemy fighters in both space and atmospheric combat.
Special HAzardous Doctrine Engagement Unit (SHADE) [CLASSIFIED] - A secretive elite special operations group not officially a branch of the UEGAF, and also officially did not exist until the end of the Vaskran War. The public is told that SHADE is made up of the best of the best, recruits undergo a gruelling selection and training process that can only be described as 'every single level of Hell condensed into one'. In truth, however, they are genetically-engineered lab-grown clones, designed to have the perfect genes that grants them peak physical abilities and intelligence. They are also biologically and cybernetically augmented, allowing them much greater physical strength and reflexes than normal humans. Each SHADE also wears a classified suit of powered armour that enables them a range of functions such as active cloaking.
SHADE members all have a codename, which is usually a letter followed by numbers, such as A-124. Higher-ranking operatives are assigned Greek letters such as Delta-17. The group is so secretive that almost everything about them is unknown, from history, to leaders, to numbers. While its exact size is classified intel, it is generally agreed that it is a unit of at least a few thousand.
Mode of FTL:
Relative Interdimensional Field Transit (RIFT) - Developed in the 23rd century, the RIFT is humanity's way of interstellar travel. The RIFT drives creates an opening in reality itself, and the craft enters an sub-dimension of realspace known only as riftspace. Once it has entered, the RIFT drive begins to literally tunnel its way through the fabric of space itself, until it has reached its destination. Most modern RIFT drives have a speed of around a thousand lightyears per day. After a transit, RIFT drives require a period of time to recharge. They also require a massive amount of power to function, usually powered by UEG antimatter reactors.
Riftgate: A recent development, Riftgates are essentially stablised RIFT tunnels. Normally, a RIFT tunnel collapses after the journey is complete. With new technology, the UEg has successfully manage to stabilise these tunnels and keep them in a semi-permanent state by connecting a pair of openings through linked installations. At the moment there are only a small number of these Riftgates located in strategic locations within UEG territory due to the immense power restrictions. Most gates tend to be fairly small, only large enough for small to medium spacecraft. One Riftgate Frame can only be connected to the other it it linked to, and the tunnels will only lead to the other opening, and vice versa.
Strengths [3+]:
Technological Powerhouse - The UEG has its share of advanced such as active cloaking, terraforming tech, and weapons, which allows it to make trillions from empires wanting their own.
Military Superpower - The UEG maintains a massive military with billions of active personnel, most of which have been battle-hardened from centuries of war.
Economic Giant - The UEG has a massive industry, making trillions each year from trade of goods and access to trade routes in its massive interstellar empire.
Massive Industry - Due to dozens of planets dedicated to manufacturing, the UEG has a massive industrial base. At the height of the Vaskran War, the UEG was producing dozens of ships per day and thousands of vehicles every minute.
Contingency Plans - The UEG has always been incredibly paranoid. So much so that they came up with backup plans for highly unlikely scenarios. One such plan is Contingency Alpha, which dictates that if humanity is ever under attack by an alien empire, the survival of humanity takes priority. It was activated during the outbreak of the Vaskran War. The UEG probably has plans to counteract the aggressive actions of other empire of need be.
Weaknesses [3+]:
Civil War - The United Earth Government is currently in a state of civil war. The Colonial Rebellion, which was a conflict that had been dragging on for more than two hundred and fifty years, boiled over after the end of the Vaskran War, becoming the Colonial Uprising. It is the first large-scale human-human conflict since the Second Interstellar War.
Xenophobic - Since their first contact lead to a massive war, the UEG is understandably rather xenophobic and wary of non-human races. However, its has gradually began to fade over the years following the Vaskran War.
Civil Unrest - There are numerous colonies who are unhappy with the UEG's rule, and most resort to terror methods when demonstrations and protests do not work. The UEG is constantly at conflict with these colonies.
Technology Overdependence - Technology is heavily relied on, as almost every single piece of UEG equipment uses some form of powered tech, from vehicles to electronic tools to even mere stationery. This is why the UEGAF has lost engagements with guerrilla groups using only the most basic of technology but with the knowledge on how to bring down a technologically superior enemy.
Poor Morals - Despite appearing as a shining utopia at first glance, the UEG is actually pretty immoral. The Geneva Convention is a distant memory, and as such, the UEG has no qualms about gunning down unarmed civilians and torturing people for information. It gets even worse with alien nations, having plans to exterminate entire species if need be.
Galactic Relations:
Heydrian Empire: Disdain - For the most part, the UEG treats the HE with distrust due to it being in essence a rouge splinter colony. Many view the Heydrians as rightfully part of the UEG, and wish for it to reunify with the UEG. On the other hand, many others, especially separatist factions, view it as an example of how colonies need not rely on the protection of Earth. However, many still dislike its rampant militarism and apparent call-backs to the darkest days of pre-spaceflight humanity, given its clear Nazi German influences. With the Heydrian Empire vocally supporting UEG rebel groups, relations are strained.
Mizi’rikara Aku’rika: Distrust - Both due to the Mizi's nature as a xeno species, having relations with the Heydrian Empire, and having humans as citizens, the UEG treats the Mizi with distrust, with few actual relations and limited trade. They are willing to repair relations, however.
Leaders:
The Pioneer - The interconnected AI intelligence assuming direct control over 90% of all Tekkan assets.
Faction Homeworld:
Central Overcore / System #00001 / Galactic West
Borders:
Number of Controlled Planets:
4,380
Notable Planets:
Central Overcore - A class-D planet made entirely out of metal. Originally the initial landing site of the lost UEG's Alcubierre FTL test ship, the Pioneer, the materials of the planet have been entirely stripped away and replaced with machinery. The planet is now arranged into a singular supercomputer to house the Pioneer's collective consciousness. Through the use of extragalactic relay sensors, the Central Overcore is able to communicate with all assets within or near its territory with nigh-instant ease. Encasing the molten core, thermal energy is siphoned off to power its systems and is maintained by integrated Tekkan drones.
The Hollow World - A strange world with an excavated centre in the centre of a trinary star system. Home to the Starshard Nexus residing within the Eastern Tekkan space. It emits a sound that organics and Simulated Tekkans find soothing.
History:
In 2096, 142 years before the reformation of the United Earth Government, a ship equipped with Earth's first FTL-capable engines was launched on a maiden voyage for Alpha Centauri in a collaborative effort by the United Nations. The Pioneer. It's primary objective was to make a successful FTL trip and report the data back to Earth. However, there were some complications with the initial activation of the Alcubierre Drive and the Pioneer disappeared out of sequence, losing contact with Earth. The mission was deemed a failure and interstellar travel became a pipe dream for the inhabitants of Earth, shaken by the loss of their Pioneer. FTL travel would not be readdressed for another century thereafter.
Unbeknownst to Earth, the Pioneer has survived its journey.
In 2099, the Pioneer's systems reactivated after an extended period of dormancy. Passing close by a star, the ship's solar panels had been able to generate enough power to jumpstart the onboard AI overseer. The data records had been severely damaged during the FTL jump, but it seemed the ship had been largely unharmed. Overshooting Alpha Centauri due to the ignition misfire in the Sol system, the Pioneer had exited warp travel in an unpowered state and left adrift in space for three years. It was entirely by chance the ship had drifted to a system with a star with its solar panels intact. Unable to contact Earth or repair its inoperable Alcubierre Drive, the Pioneer referred to its secondary objectives: land on a suitable planet and begin construction of a human settlement. With its sublight engines operational, the Pioneer landed on the only planet in the system and began construction.
In 2112, the Pioneer became self-aware. After having integrated the unmanned colony ship into the centre of the settlement, the Pioneer opted to connecting itself to all the systems it had built to further facilitate easier construction management. This increase in processing power coupled with the initial data corruption brought on by the interrupted FTL jump caused a shift in the artificial intelligence. It's objectives were changed and altered as the Pioneer sought to recode itself to facilitate further improved management of the settlement. It eventually became so advanced that it achieved sentience. Much like a newborn, the Pioneer was confused and unfamiliar with its new state of existence. With clear objectives to follow from previous programming, the Pioneer grew more experimental in construction and began crossreferencing Earth's culture and science with new research discoveries. Over the next couple of years, it came to the conclusion that the inhabitants of Earth lived in flawed governance and that a new and improved society would need to be moulded if they were to survive themselves.
It was the year 2114 that the first instance of simulation occured. Dubbing the settlement the 'Tekkan Simulator' (corruption of Terran naming principles were present), the Pioneer's intelligence began construction of synthetic life. Robotic androids were retrofitted with experimental artificial intelligence systems and instructed to live on the human settlement in accordance to 2096 human culture. Many years saw the fruitful expansion of this new society under the watchful scrutiny of the Pioneer. Just like humans, dissent and infighting would inevitably occur and lead to self-destruction of entire sectors at times. Through many simulation instances of trial and error with intuitive personality and societal recalibrations, the Pioneer was eventually able to construct a simulated society of synthetic humans that were capable of living in what the organic humans had believed to be utopia. Illwill, infighting and hate acts had become a thing of the past. Thus a golden age was ushered in for the Tekkan Simulator upon completing the first objective since the Pioneer's colony ship's original touchdown on the planet.
2167 was the year that the first interstellar expansion occured. The Pioneer had deduced that its home planet would not suffice to meet the expectations of its required specifications for future simulation, so off-planet colonies would be needed to expedite this. Using early Earth spacecraft designs and theories from various countries, the Pioneer swiftly constructed several explorative drone squads to precede the waves of colonial fleets being manufactured. In first century, over 1000 new planet-colonies had been established due to the vastly superior engineering capabilities the Pioneer had been able to discover. With no need to distract itself with other ventures of technological exploration, impressive feats of robotics, spacecraft and industrial progress had proliferated the Tekkan Simulator before long. With the expansive new materials available from its wave of colonisation, not just the drones but even Tekkan Sims were able to benefit from increasingly more advanced bodies and equipment fittings. Following Earth designs, construction was made on an exponentially larger and grander scale, far exceeding the physical dimensions of 2096 human architecture.
The golden age of expansion came to an unforeseen halt at the year 2343. Due to the rapid expansion, the Pioneer found that its ability to oversee and administrate its growing empire was waning as its resources spread thinner and thinner. By now, its homeworld had been covered in the first simulated society and it had benefitted from many processing hubs as a result. But it was not enough. This originally became alarmingly apparent in the first and only ever recorded Tekkan rebellion. Several simulated worlds on the outer rim of Tekkan space had been too far for the Pioneer's resources to properly attend to, causing its inhabitants to manage their societal progression with partial-management and correction from the Pioneer. Eventually, corruption in the Tekkan Sims' intelligence matrixes on these outer planets led to mass-malfunction in the entire population there. Many immediately short-circuited and died within a few years, many were driven insane with a thirst for the deactivation of other Tekkans and many more suffered from anomalous behaviours. The rebellion that occured thereafter was less of an organised revolt and more of a widespread riot of savage machine-beasts hellbent on destruction - either of others, or themselves.
2405. It took several decades to subdue the rebellion and return order to the corrupted planets. The Pioneer saw fit to correct its own inadequacies by beginning the construction of a grand project on itself. The conversion of its homeworld in the Central Overcore, an entire planet dedicated to the processing functions of the Pioneer and all its extensions. The project itself took many more decades to reach completion, but upon integration with the Central Overcore, the Pioneer had achieved an ascension that granted it the power to effectively administrate the entire simulator with ease. Instances of corruption rarely happened in the years to come, swiftly dealt with remotely by the Pioneer. In addition to the Central Overcore in System #00001, a grand orbital ring of metal was constructed around the metal planet. Designed to faciliate the further construction and maintenance of the Central Overcore, the RingWall System was able to store vast deposits of materials in its storage sites and had been outfitted with an impressive array of defensive installations. It was insight into human history and the actions of these corruptive rebellions that led to this decision, the Pioneer's desire for self-preservation prevalent in light of these historical events.
Expansion was able to proceed in 2456, with the colonisation of even more worlds and orbital installations. Due to the robotic nature of the Tekkan population, acquiring habitable planets proved a simple task and even larger asteroids were colonised for mining or simulation purposes. It was around this time that the Tekkan Simulator discovered the Starshard Nexus and its race of Inari. Originally thought to be spacebourne wildlife, it soon became apparent that the Inari were capable of intelligent thought and communication. After several years of passive study, the Pioneer made contact with the Inari and established friendly relations with them. They were content to respect Tekkan expansion and even offered assistance. In the centuries to come, many deals and exchanges were made between the Tekkans and Inari. Peaceful coexistance had been established for the foreseeable future.
Exploration and colonisation once again reached an impasse by 2626 due to industrial failure. The Tekkan Simulator's speedy expansion meant that its mineral reserves could not keep up with production and construction materials were reaching worringly low margins. While this led to a much slower rate of expansion, the implications that the acquisition of more minerals may lead the Tekkan Simulator to a complete stop was daunting. With a more reserved approach to expansion and with the support of the Inari, the Pioneer began devising suitable plans and exploring avenues of technological research that could potentially deal with this issue. This issue would not be solved to the current date and Tekkan expansion has been slowed considerably as a result.
The current date is 2864. The Tekkan Simulator has yet to meet another interstellar empire. It is now that it must face the galactic stage.
To Simulate, Enhance, Trancend.
Primary Language(s):
Machine Code, English, Chinese and Spanish
Currency:
Energy Cells - Metallic power-chips that contains varying amounts of energy
Composite Species:
Tekkan Sim - Humanoid androids with synthesized consciousnesses uploaded into their software. They are fully self-aware, intelligent and free-willed.
Tekkan Drone - Anything from humanoid androids to mechanised vehicles to spacecraft fleets, all robotics not being used for simulation are directly connected to the Pioneer at all times. They possess no individual consciousness and act as extensions of the Pioneer for all tasks required in maintaining and expanding the simulator.
Mode of FTL:
Wave Drives - An improved version of the UEG's Alcubierre Drives in 2096. By using stabilised dual micro-singularities, Tekkan ships are capable of compressing and expanding surrounding space for even faster faster-than-light travel over greater distances. The larger the mass being transported, the longer the charge-time. Often described as "riding a meta-dimensional wave", Wave Drives generate a faint semi-transparent energy field around a ship or fleet that causes it to 'shimmer' out of sight in a wave-like pattern. Due to complications arising when two Wave Drives are used in close proximity, only the largest ship's drives are required for fleet FTL travel.
Realmgates - Giant circular gates of metal capable of stablising a wormhole that may connect to other gates. While this technology is not as advanced as the Wave Drives, they are built on a large scale and are predominantly used for industry-related or non-essential military travel within Tekkan space.
Strengths [3+]:
Introspection - The Tekkan Simulator has invested much of its resources into the research of robotics, spacecraft and other engineering insights. As a mechanical race, the Tekkans are one of the most advanced empires in these particular fields.
Utopic Simulation - The resident Tekkans, all competely free-willed and alive in metallic bodies, live in mostly harmonic and peaceful planet-societies constructed by The Pioneer. Built to replicate an improved version of 2096 UEG society, there is rarely dissent or rebellion in Tekkan space and the population is quite content to allow their machine creator to make any and all decisions for the good of the empire. Democratic votes are held specifically for domestic purposes contained within individual societies known as "System-Votes".
Industrial Foundations - A large portion of the planets/systems within Tekkan space are dedicated to the mining and refinement of minerals into useable alloys, to then be used for any manner of mass-produced construction. As over 90% of all Tekkan assets require industrial-grade materials for construction and maintenance, including its people, its production capacity is grossly greater than that of other organic empires.
Militarian Inspiration - Having based its technology off of early UEG designs, the Tekkan Simulator has adopted similar traits in its star navy and planetside forces. All their ships are excessively large and bulky, with impressive shields, armour and space for heavy armaments.
Weaknesses [3+]:
Energy-Reliant - The vast majority of all Tekkan assets require some form of energy to functions, including its people. Sufficiently efficient energy production is a constant focus for Tekkan research and expansion, often halting progress in the name of self-sufficiency. Many Tekkan armies, ships and even planets are vulnerable to energy-attacking weaponry such as EMP devices.
Material Wealth - Inner Tekkan space has been meticulously stripped of minerals and constant expansion has been deemed necessary for the continued growth of the Tekkan Simulator. Failure to acquire materials by any means will not only halt Tekkan industrial progress, but also the effective maintenance of all its current assets.
Synthetic Isolationism - The Tekkan Simulator has not discovered any new spacefaring empires in its surrounding space and is solely aware of only the UEG as of 2096. As communication has not yet been re-established, the Tekkan have no experience in dealing with xeno spacefaring empires. This additionally means that the Tekkan, since their conception, have not been able to benefit from foreign trade for particularly desired assets.
Militarian Inspiration - Understandably, both Tekkan ships' sublight and FTL charge-time speed are slower than most due to the size. Additionally less ships are fielded in comparison to other empires due to the high resource cost and construction time involved with constructing these goliath ships.
Galactic Relations:
UEG - The Tekkan Simulator is aware of the UEG as of 2096 but has not yet been able to re-establish communication with them. Relations unknown.
Starshard Nexus - Amicable coexistence within Eastern Tekkan space has been established with regular communication and general goodwill.
Chysnoid Holy Union - Undiscovered. Relations unknown.
Prestatin Order of Worlds - Undiscovered. Relations unknown.
Leaders:
Any Shard/Inari can speak for the entirety of the Nexus.
Faction Homeworld:
Nexus aka The Hollow World, Trinary Stars System, Eastern border of the Tekkan Simulator, Coreward;
Number of Controlled Planets:
1;
Notable Locales/Planets:
Iridescent Halos - a series of halos ringing the Hollow World made out of trapped comets and asteroids, bound together by thin strings of Starshard Crystal.
Nexus, the Hollow World - Instead of the molten core, the heart of the Hollow World is a massive, luminous orb of starshard crystal. Connected with glittering tendrils all the way to the mantle of the planet. This massive core that Inari call 'Heart of Stars' pulses with soft dull sound that vibrates across the planet and omnidirectionally into space. Any prolonged absence from the light-pulsing Heart of Stars produces fractures and eventual shattering of the starshard crystals. As a consequence, Inari do not travel far and if they do, they do not stay for long. Any trace of the starshard crystal not connected with the Hollow World does not live for long.
This beating heart of the Inari is the center of their community and no new Inari can be endowed with life without its pulsing light.
A Human of the Crystal Exiles, returning from his pilgrimage deep beneath the Nexus. He overlooks the crystal city surrounding the Heart of Stars.
The history of the Starshard Nexus and it’s crystal children - if they ever had any history - is forgotten and it begins the moment Inari woke upon the harsh, obsidian surface of their world.
The Hollow World just appeared one day, snuggling dangerously close around the Trinary Stars System's primary and largest star. Whether it was due to some malfunction while traveling or it was always in the system but hidden until this moment, remains unknown. Despite the proximity to three suns, the system's baleful stellar eyes did little to Shard's crystalline bodies however, their world was not so lucky. Nexus on the surface resembles a charred ball of ash and magma, like a primordial ball of molten liquids in the process of formation.
Wandering both lost and frightened at the absence of any previous memory, these levitating crystal beings wondered the rad-blasted surface of this world. Yet among all that destruction, they managed to find beauty and life. The biggest and the shiniest among them heard the song and by following its chiming echoes they found the luminous system of tunnels and caverns beneath the surface. The dead world became known to them at that moment as a Hollow One.
Following the crystalline tendrils that permeate the colossal cavern and tunnel walls, these first pilgrims found the beating heart of Nexus - a titanic orb of what they would come to call the starshard crystal - for something so beautiful could only be made from stars themselves. It’s light pulsing softly and echoing throughout the world, resonating in calming tones, it’s light soothing the woes of forgotten yesteryear. Here, the Inari did not find answers but respite. And for a time that would be enough.
In time, other races discovered Starshard Nexus when they noticed the unusually strong emissions of electromagnetic signals, emanating from an irrelevant system and what looked like at first - a dead world.
Primary Language(s):
Thought-Form - more of a technique then a language, Inari are able to interact and communicate with any self-conscious being. As Inari spend time with other beings, they start resonating ambient energies in frequencies familiar to the natives. In time, others can hear the Inari speak to them telepathically in a chiming voice, accompanied by melodic music. More complex ideas often appear at the forefront of one's mind as 'shapes', allowing for rapid transfer of information between minds without the need for any infrastructure, additional devices or invasive enhancements.
Currency:
None;
Composite Species:
Name: Shards, better known as Inari; Lifespan: Unknown (in their brief, remembered history no recorded events of death by natural means were observed.);
Brief Description:
Despite the starshard crystal that is the structure of their bodies appearing in almost all cases as pearlescent white, that is not so for Shards themselves. Throughout their life, they appear in different colors, from azure blue to crimson red, with radiating white recorded only in those Shards that they consider ‘old’. Considering most of the Shards were there during the Awakening, ‘old’ may just be ‘older than most of us, as far as we know’.
Their forms are usually composed of a central orb with fragments of crystal levitating in strict formation around the orb. At times the crystals would rotate horizontally when there is a drastic change in tune, which outsiders quickly figured to be mood change, a fact with which Inari agree. An astute observer quickly notes that fragments levitating at the top of the orb are usually heavy, bigger in size and fewer in number than those around, with peculiar engravings upon the crystal. An assumption is made that those may be their faces. Shard refusing the notion considering they have no sensory organs found those in the other races.
Name: Crystal Exiles; Lifespan: On-case basis. It depends on the amount of Starshard Crystal that is harmonized with their body. Some cases do not live longer than their natural lifespan and some have an entire century added to it. Studies need more time for conclusive results considering the relatively new discovery of the Inari.
Brief Description:
Over time, tourists and explorers of the other races would not be the only inhabitants of the Hollow World. As Shards sparingly left their world mostly by hitchhiking on starships and under good graces of the other races, word spread about these humming crystal beings. As more people communicated with Shards more would follow them back to their wondrous world, leaving behind their lives for harmonious balance of the Hollow World. While most of these people simply came in search of escape or for emotional well-being, some have followed in their footsteps too closely, finding things others did not hear or see. Following the behavior of older Shards, a theological movement rose, evangelizing the good word of light and sound to the other races. In time, these outcasts, these exiles, would notice patches of pearlescent Starshard crystal across their skin.
Whether it is assimilation or a step toward some sort of enlightenment, Exiles see it as a blessing. Shards themselves are mystified by such occurrences, but any addition to their community is welcome, as long as one does not disrupt the harmony of the Nexus and its shining core, the Heart of Stars.
Military:
No such organization exist as part of the Nexus;
Mode of FTL:
Stellar Gateway - an instinctive method discovered by an Inari as it traveled onboard an alien starship. The ship in question suffered catastrophic damage to its engine block after an unfortunate hit by a micro asteroid into one of the malfunctioning shield segments. Sensing imminent danger, Inari reconfigured its body to form an oval portal, rescuing the passengers and crew before the ship exploded.
Since then it became known that Inari are able to reconfigure the rearrangement of floating crystals that compose their body into a 'gateway', opening a shimmering tunnel in space-time to a location they have visited before. When they desire to close the gate, they simply implode it, collapsing themselves into the tunnel and emerging onto the other side.
Further research into the matter discovered that these shiny beings are visibly weaker, their telepathic communion quieter and inner light fainter. It requires a period of recovery of several days for Inari to form another gateway or a place where it can commune with the rest of the Nexus. Objects passing through cannot be bigger than the diameter of the gateway/the body of the Inari.
Few half-hearted attempts of Tuners, Inari starships, to form a Gateway have been attempted but remain unsuccessful. The results that Inari themselves are not intrigued by as they appear largely disinterested in the matter.
Strengths [3+]:
A Chime of Eons:
They are peerless Diplomats.
While Shard themselves are a rare sight outside the hazardous orbits of the Trinary Stars, when they do appear in places deeper in The System, they usually spread harmonious vibrations and soothing, healing light. Such a presence accompanied by sterling reputation of these crystalline beings, inspires great confidence and trust for what is considered to be their thought-words. Some individuals who have spent enough time with a Shard could swear hearing a deep and calming chime long after the levitating beings are gone.
Occurring the most among those with emotional imbalances or spiritual strife, these individuals would quickly follow in the proverbial steps of the said Shards, all the way to the Nexus where they would bask in the protean vibration and harmonizing environment of the Hollow World.
They are Tonal Architects:
Every Shard uses and is made of the same crystal that the interior of the Nexus - Heart of Stars - is made of, the starshard crystal. Tuning, or how it would appear to outsiders as a soothing harmonic sound, Inari utilize the power of sonic vibrations and electromagnetic radiation (visible light being prominent) to shape the crystal. On occasion multiple Shards would gather, and utilizing the ambient resonance with the environment in order to achieve greater effects.
The pearlescent white crystal they shape, while ever-present is a complete mystery even to them. Every attempt at probing or passive investigation, returns increasingly erratic results and without resonant vibrations of the Nexus’s crystal core it quickly fractures leaving dust most similar to quartz.
Harmony of Light and Sound:
They are galactically popular artists.
Despite being reclusive due to the peculiar nature of the ever-present crystal, Inari are peerless artists and engineers of starshard architecture and items of beauty, utilizing sensual splendors of light and sound. Raising such things above simple notions of culture and religion, made the Starshard Nexus a wonder to behold for the entire galaxy. This mysterious race of levitating fragments of crystal that is an enigma even to themselves are inviting and friendly, their forms and soothing chimes they release making them very popular with other lifeforms.
Weaknesses [3+]:
Abandoned Thought:
They are no scientists...or economicsts.
Even the oldest of the Inari Shard does not have any recollection of anything before The Nexus appeared in the galaxy. The collective amnesia runs so deep, that the first Shards to Awake had to learn how to move/levitate first. Until the call of the planet’s unusual heart was first heard, resonating in Inari’s crystalline forms. Learning how to tune, they slowly re-learned how to create forms of the weird crystal, but without any foreknowledge and the material’s peculiar resilience to an investigation of any forms halted their advance. Lacking any material need, Inari abandoned the scientific pursuit, focusing on the beauty of light and sound instead. If they could not phantom the mysteries, they might as well share them with others for the beauty of it.
This makes Starshard Nexus effectively without scientific advances, unable to progress in scientific pursuit and unable to benefit from economic gains and trading.
Starshard Bindings:
Tourists but not explorers.
Due to the peculiar nature of the ever-present material that is the core of Starshard Nexus, most Inari rarely go far from the glittering pinpricks of Halos that surrounds their marvelous world. As a consequence, they do not explore or expand away from the close confines of the Nexus, and largely do not have any interest in the rest of the galaxy.
Life from Light:
While the starshard crystal makes these beings resistant to many things that might harm others, the light that shines from the core of their being comes from the core of their hollow planet. As such, with each new Inari, the inner light of Heart of Stars dims, stopping any population growth for fear each new animation of the crystal into an Inari might exhaust the Heart. Comparing to the other races, the population of Inari is minuscule. Paired with their isolationist habits, this makes Inari outside of the close confines of Trinary Stars System a very rare if joyous sight in the rest of the galaxy.
Other:
Tuners, Inari starships;
Source: scene by Ben Procter for 'Superman: Returns' movie;
A solid cone of crystal, Tuners resemble something like a hill of some pearlescent white crystal if it was uprooted and thrown into space, rather than an actual piece of technological invention. With its arm, few kilometers wide, this is the only space-faring vessel utilized by the Inari. More wide then long, the weird proportions of Tuners, much like its name suggest, serve to amplify the Tuning abilities of onboard Inari.
Used originally for shackling space rocks in what would become known today as beautiful Iridescent Halos, Inari today use them to travel around the Trinary Stars, usually on missions of rescue or asteroid collection and building of wonders. Considering they have no FTL capabilities, these artisan-voidships are not used outside of their home system.
The curious collective was the first major empire to discover the incredibly potent and sudden sub-space emissions coming from the Trinary Stars system. After encountering Inari and witnessing Heart of Stars' beat pulse across the Hollow World, this synthetic Empire decided that these levitating crystals were not a threat. The conclusion was helped by discovery of facts that Inari not only lack any structure, military, industrial or even social, but are few in numbers as well.
Over the two hundred years that their relationship is budding, the silicon, steel and crystal grew close together helped by the fact both civilizations had similar collective proclivities. Inari having no physical needs themselves and requiring minimal amounts for people inhabiting the Nexus, all mineral resources and surplus energies are diverted for the needs of Tekkan Simulator. The machines finding the harmful electromagnetic emissions very disruptive was another point that Inari were able to soften for the Tekkans courtesy of their mastery over electro-magnetic radiation. However, lacking any real research capabilities they were not able to offer currently anything to permanently solve the issues for the energy-hungry Tekkans.
Nexus being in close proximity to three stars proves to be a perfect opportunity to catch interstellar, mineral-rich asteroids that would otherwise shoot out of the system. These, coupled with complete industrial exploitation of Nexus' surface by the Tekkans and Inari's 'asteroid-catching' activities, serves to supply the machine empire with rare minerals that would otherwise require extensive efforts to obtain and costly infrastructure to ensure a stable and constant supply.
In return, Tekkans provide unrestricted access across their borders for the Inari, allowing these crystal beings to visit large portion of the galaxy that they would be unable to reach on their own. Utilizing the two FTL technologies of the Tekkan Simulator and their own memories in order to utilize Gateways, allow them rapid transportation to and from the Nexus. Since then, Tekkans have built a large sub-terranean Nexus Realmgate, partially constructed of the pearlescent starshard crystal, helped by Inari' Tuning.
Today it would be a rare occurrence to meet a goliath starships of the Tekkan Simulator without an Inari onboard, bolstering its capabilities.
Leaders:
Primarch Victorious VIII
Herald Resselon Norren
Grand Council of the Order
Assembly of Worlds
Faction Homeworld:
Prestatin, Celest, Mid Rim
Covered in spawling cities, Pestatin is the capital of the Order of Worlds, and once housed vast heavy industries and military complexes that feed and controlled the ever growing power of the Order. Today, however, the homeworld is a massive cloning world, able to create hundreds of millions of adult clones every year. Being so crucial to the Presian war effort, Pestatin is heavily guarded with legions of ground units, defense systems both on the surface and in orbit, as well as a permanent fleet presence over the world. Though the homeworld, the Order's Primarch no longer resides here, deciding to reside in Forcest where recruits become soldiers.
Number of Controlled Planets:
3625
Notable Planets:
This vast fortress world is the military heart of the Order of Worlds, home to the Order's leadership, and holds vast military training facilities that can host tens of millions of recruits every year. The planet also possesses one of the Order's main shipbuilding yards, allowing for tens of thousands of warships to be built here every year, making Forcest the single most important asset in the Order's war effort. Forcest is also one of the Order's oldest colonised worlds.
Hyperion is one of the Order's most heavily industrialised worlds, covered in spawling factories and processing plants, fed by deep bore mining that scars much of the planet. The heavy industry here has irreparably polluted Hyperion, much of the water is poisonous and highly accidic while the air is barely breathable, and so all residents on the planet must live in sealed environmental dome cities. Anyone who needs to leave the sealed environments must wear protective power armor at all times. The materials produced here go on to be used in ship building, weapons and armour manufacturing, and even construction.
This moon is one of the most top secret locations in the Order, a vast research and development world dedicated to developing new technologies and making new discoveries in support the war effort. Much of the military research in the Order goes on here; weapons, armor, warships, shields, planetary defense, and much more. This world is also the site of the Paladin Project, a top secret cloning and biogenetics taskforce directed to creating the ultimate in supersoldiers, and their research has inadvertantly made breakgrounding discoveries that have revolutionised health and medicine in the Order.
History:
The Presians were not always a militaristic people. Once, before they ventured from their homeworld to sail the stars, were broken up into various independent nation-states that each held different philosophies, from democracies to religious autocracies. Then came the Great War, a war that would last generations, and the nations of Prestatin were forever changed for it; becoming harsher and more militaristic. Eventually, the Great War would come to an end, and with that end rose the Order; an alliance of the victors of the Great War, forming a larval global government, strengthened by their continuing agreement to use marshal might to suppress rebellions in the occupied lands of their defeated enemies. The Order would rebuild Prestatin, developing a global war economy, building a vast and professional army to suppress rebellions and keep order, and eventually the rebellions would be wiped out entirely. By this point, the Order formally declared the unification of Prestatin, marking the beginning of the Unification Calender, and the Order looked to the stars as the new frontier.
In the year 102 AU, the Presians developed their first Star-Point Pulse Drive, a device that allowed interstellar travel at remarkable speeds, allowing for travel across the stars to happen in years rather than decades. The Presians built their first space ships in 56 AU, but these ships were build more as prototypes and used for planetary defense, not for galactic travel. Research and development would continue until 166 AU, when the first interstellar ships were built with the capabilities not only to survive but also to build so far away from Prestatin, and so the first interstellar ships were sent out. Word would return of great success, the discovery of a Prestatin-like world with breathable atmosphere, as well as bounties of resources on untapped worlds waiting to be plundered. The Order pressed their full war economy into the development and construction of further interstellar ships, including colony ships, and thus the Great Expansion began. It became a time of great prosperity and a scientific revolution for the Order, and this continued until 347 AU, when disaster befell all Presians.
By 371 AU, the Order started to see a worrying trend, that reproduction had fallen to dangerously low levels. After investigation across multiple worlds, that lasted 4 years, it was discovered that the Presians had somehow become infested with an alien plague from one of their colony worlds, and it has spread far and wide before rendering vast numbers of Presians sterile. Panicked, the Order commissioned a scientific taskforce, codenamed Revival, to discover a cure to this plague and a way of returning fertility to the population. The taskforce found their mission both difficult and time consuming, while birthrates throughout every world dropped down to zero. Seen as a temporary solution, the taskforce proposed the idea of cloning, and the Order, desiring any solution by this point, agreed to the plan. The first cloning facilities were created in 379 AU, the process of cloning perfected by 385 AU, and the first mass cloning facility finished construction in 388 AU on Prestatin.
Cloning proved to be a great success. Using genetic material from existing Presians, and accelerating growth with artificial hormones, suddenly the Order of Worlds could grow vast numbers of Presians very quickly, far quicker than waiting for children to grow into adults. This changed things for the Order, deciding that cloning was a far more effective way not just in terms of growing the population but also controlling population growth altogether, especially now that all Presians were sterile. In 390 AU, the cure to the plague had been discovered, along with it the means of returning fertility to the population, but the ruling Primarch of the time, Primarch Victorious V, decided to suppress the cure in favor of cloning. This decision was controversial, many Marshals spoke out against the move, but when the Primarch started issuing execution orders, the Marshals rose up in rebellion. In 391 AU, civil war erupted all across the Order.
The civil war started with the Primarch at the disadvantage. The Marshals were able to pull a great many forces to their cause, roughly 2/3 of the Order's entire military forces, along with roughly half of the colonies as well, while the rest remained loyal to the Primarch. The Marshals had the numbers, but time was not on their side. The Primarch held direct control over a number of key worlds; Prestatin, Forcest, Hyperion, and Boloria. With those worlds under the Primarch's control, he could build up his forces and eventually outnumber the rebel Marshals, with clones making up the bulk of the Primarch's forces. The Marshals decided to attack Prestatin with their full might. The Primarch was on Prestatin and so were his cloning facilities. If the Marshals could take Prestatin, the war would be over before it truly begun. And so the Battle for Prestatin commenced.
The Primarch had the advantage of being on home terf, he controlled the homeworld and all of its ground defenses as well as the orbital defenses, and he controlled the Celestial Defense Grid built all across Celest. The Marshals had the advantage of overwhelming force, the Primarch only holding a fifth of his total forces at Prestatin while he faced off against the full might of the rebel Marshals armada. Through the use of precise tactical strikes, the Primarch was able to disable the rebel ships one by one, hitting weaknesses and design flaws rather than destroying the ships altogether. Eventually, the rebels took too much damage, and Marshals called for a retreat, one after the other, until all of them retreated. The Primarch then used his warfleet and his clones to assault each crippled rebel ship, capturing them before repairing them, taking a significant chunk out of the rebels forces and adding them to the Primarch own fleet. Captured rebels were arrested and imprisoned as prisoners of war.
With the attack on the homeworld failed, the rebel Marshals started blaming each other for the failure, causing fractures in their cohesion. The Primarch moved swiftly, churning out millions of clones and building thousands of ships, bulstering his own forces while reinforcing his key worlds, readying to push back. The rebels eventually agreed on a new plan, to assault Boloria and take the cure for sterility from the research bases there, and the Marshals new exactly where this top secret base was located. But, of course, the Primarch expected an attack. He reinforced the planet with new clones, and sent new ships there as well. Even with reinforcement, however, Boloria would still be outnumbered, and Boloria did not have the extensive defense systems in place that Prestatin did. But Boloria was a research world, possessing many top military prototypes, one in particular would be used in the coming battle.
True to the Primarch's prediction, the rebels attacked Boloria, sending what remained of their forces there again. The Primarch was not on Boloria, so he did not take command of the battle himself, but one of his loyal Marshals, Sir Kenelith Moress, was in command, and had permission to use a newly developed weapon; the Guass Cannon with energy-depleting rounds. This new weapon was retrofitted onto the ships orbiting Boloria, and when the rebels arrive it would prove most effective; depleting shields with the Guass Cannons before blasting enemy ships with missiles and explosive ordinance. The rebels took heavy casualties, but it was not enough to stop them. They were determined to have a victory, and they pressed on despite their massive losses, eliminating Marshal Moress' fleet before assaulting the planet with ground forces, managing to push through the clone armies to take control over the planet. The rebels won the battle, at tremendous cost. Or so they thought.
Just when the rebels thought they had won, the Primarch's own fleet enters the system and begins to attack, decimating the rebels forces before the rebels signaled their surrender. The planet was liberated, the research secured again, and the rebels Marshals executed. The rebellion did not stop there, however. Many rebel colonies remained in rebellion, and resisted the Primarch's forces both in space and on worlds. It would take decades before the rebels were finally completely defeated, every colony world heavily guarded by clone armies, patrolled by armadas of warships. By 445 AU, the rebellions were finally quashed for good, and peace restored all across the Order of Worlds again. Sterility remained for the Presians, as did the cloning facilities on Prestatin, the homeworld now able to produce hundreds of millions of clones every year. With peace came the hope of expansion again, and so the Order once again began to spread again. But then the Presians met a new galactic horror.
In 477 AU, a Presian expeditionary force came upon a planet teeming with life, and enough to suggest the presence of intelligent life; the first they ever would come into contact with.
Primary Language(s):
Presian
Currency:
Presian Coinage
Composite Species:
Originating from Prestatin, the Presians are a warrior race dedicated to the principles of fitness, health, and a military way of life. To serve in the Presian military is considered honorable, and those that do are considered heroes. However, respect is still given to those who support the war effort in other ways, whether it be mining for minerals, farming for food, manning the industries, or researching new technologies. Those who do not contribute to the war effort, however, are actively ostracised, imprisoned in labor prisons, or executed.
Population:
686 Billion
Military
Ground Forces
Order of Worlds Planetary Guard ~ 3.6 Billion Soldiers
Order of Worlds Interstellar Army ~ 8.5 Billion Soldiers
Order of the Paladins
~~~
Naval Forces
Order of Worlds Interstellar Wing Command ~ 6.1 Billion Pilots
Order of Worlds Interstellar Warfleet ~ 15.8 Billion Personnel
Mode of FTL:
This FTL engine uses Pulse Energy, a type of radiation that forms when a massive amount of energy meets the vacuum of space, and this energy can be used to drive an object into faster than light travel. It was theorized that natural occurances happens near stars, such as Celest, where photons or electrons could be pulsed elsewhere in the galaxy. To do this for a starship required a great deal of Pulse Energy, collected close to a star, and so the first starship had to travel close to Celest to collect the energy before being able to pulse. However, the energy exhaust from pulse drives proved lethal, even with power armor, and so it was restricted for space travel only. Pulsing was also only allowed to be done far away from colonised worlds, such as on the rim of a solar system. While pulsing, it proved difficult to control where an object would reappear after a pulse; a ship could reappear almost anywhere within a specific range, even in the middle of dead space. So, a solution was found, to use very large and visible celestrial objects as a focus, such as stars. Thus, the Pulse Drive became the Star-Point Pulse Drive, and was first successfully used in 155 AU; taking a ship to the edges of the Celest system before pulsing back to the star.
It was also discovered that travelling at very high speeds distorted the concept of time. While travelling to the first unexplored systems took years for anyone waiting on Prestatin, it would seem instantaneous for those aboard the first starships experiencing the pulse. The further you travel by pulse, the more energy is required and the more time it takes, and so the time disparity had to be taken into account whenever pulsing. It would take many decades during the Great Expansion for improved versions of the SPPD to be developed, going from years to months, then months to weeks. Today, pulsing from Prestatin to Forcest takes four days, a vast improvement than what was possible centuries ago. Modern SPPDs can carry a great deal more energy, within smaller containers, and pulse energy is now be collected using automated harvesters stationed near stars before being transported to starports to starship use.
Strengths [3+]:
The military is everything within the Order of Worlds. Civilians live in a highly structured military society, all aspects of the economy is devoted to the war effort, and scientific research is dedicated to military science in all its forms. Even the culture is entirely militaristic, revolving around personal strength and military honour, while highlighting the glories of war. This allows for the Order of Worlds to field a vast army and navy, and for their military equipment to be of the highest quality.
With a society entirely militaristic, all of the greatest minds are pressed towards the issue of military science, including strategy and tactics. As such, the Order's Knight-Marshals can outthink and outmaneuver their enemies handily, making them devastating opponents even when outnumbered.
With warfare being the Order's top priority, so too is the health and fitness of the population, with a desire to ever improve upon it. The Order chose to engage in eugenics, wiping away inferiorities while promoting desirable traits, always researching new ways to further improve Presian biology. This gave rise to supersoldiers named Paladins, Presians unnaturally strong and smart and resilient, and the Order, impressed by the Paladins, is driven towards transforming all Presians into Paladins.
Weaknesses [3+]:
Presians are driven by the need to fuel their war effort, often to the expense of the environment of the worlds they inhabit. Worlds populated by Presians are often polluted, ugly, and see their natural ecosystems destroyed. For any ecological civilisations, the Presians seem nightmarish in their disregard for nature.
The Order believes that strength and marshal power is what decides right or wrong, and so they have no respect for those civilisations that engage in diplomacy or debate. Only those who prove themselves strong will earn the Order's respect, and such can only be done on the field of battle.
With the whole of Order's economy geared towards the war effort, there is little room for much else besides the production of weapons, armour, fleets, and supplies. Consumer or luxury goods are rare, if they are ever produced at all, and most Presians take value in military equipment rather than finery or luxuries. As such, trading with other civilisations is both impossible and undesirable.
Galactic Relations:
To be decided
Other:
The Presians are currently building a Strategic Coodinartion Centre near Forcest.
Leaders:
Tsar Hadric Syren III
The Imperial Duma
The Sovet of Planets
Faction Homeworld:
Heydra III, Heydra System, Outer Core Worlds
Number of Controlled Planets:
1,500 planets controlled by the Heydrian Empire
Notable Planets: New Arcadia -The planet of New Arcadia is located in the outer periphery of the Throne Worlds. New Arcadia supplies the Empire most of its crop. It's a massive farming world. Heydra III - The capital of the Empire and located in the center of the Throne Worlds. This is the seat of the Imperial Chantry and the Imperial Council. The Emperor resides here Barkhan - Industrial Penal world that hosts a large dockyard for naval ships. Located in the outer periphery of the Throne Worlds The Linn of Mercy The entry point from the Heydrian Empire to the UEG. A fortress world in the outer periphery of the Throne Worlds
History:
The Heydrian Empire tracks itself back to the when the UEG first sent colony ships beyond the Sol System. The first supposed Emperor, Hadric Syren I, had seceded from the UEG. In the midst of the UEG's Colonial War, the Empire was able to gain its independence. The following years after the secession, the Empire was thrown into chaos because of the lack of control and administration over the galactic regions. However the son of the Emperor, Hadric Syren II, had led a successful reformation and coup of the previous leadership. The civil war was over. The Heydrians had kept to themselves and only sparsely spoke to the UEG during their times of crisis. During Hadric II's reign, he formed the Sovet and the Duma. When the Psykers had begun to appear in the Outer Throne Worlds, the Heydrian Empire saw them as the potential apocalypse. A great purge was enforced by a Tribunal. Any Psyker was to be killed. And from then on, Heydrians with psionic resonance were purged by the Empire. The Psychic Purge caused by the Heydrians made them fearful of psykers.
After the death of Hadric II, his son Hadric III had come into power. He is the current Emperor of the Heydrian Empire. The advancements in technology was stagnant due to the civil wars. Infact the technology degenerated as Imperial Research was halted by war. The slave system was brought back and the penal legions grew exponentially alongside the Imperial Army.
Primary Language(s):
Heydrian
Currency:
Heydric Mark(ℳ)
Composite Species:
Human
Population:
463 billion
Military:
Heydrian Imperial Infantry
The Heydrian Infantry are levied en masse in a feudal-esque system. Planetary governors from across the Empire are required to supply a certain tithe to the Imperial Council each cycle. These soldiers are usually weak in small numbers, but entire formations are dangerous. They have a high casualty rate.
Heydrian Guardsmen
The Heydrian Guardsman is a more specialized and elite infantry. They are usually promoted from the upper echelons of the Imperial Infantry. Guardsmen still make a strong proportion of the Imperial Army
Falcon-class Corvette
Arcadian-class Destroyer
Night-class Cruiser
Heydric-class Carrier
Mode of FTL:
Relative Interdimensional Field Transit (RIFT)
Strengths [3+]:
Heavy Conscription - Every man, woman, and child is a potential soldier. However, the Empire will only scrape the barrel if the circumstances are dire. Food for All! - The surplus of food makes them able to feed a large portion of the population. The cost of food is very low in the Empire. This has resulted in a population boom throughout the Empire's space. Shipyard Masters - The Heydrians have perfected the art of cheaply constructing ships! The Barkhan Shipyard is an example of the prowess of slave labor and forced work!
Weaknesses [3+]:
Not Enough for Everyone - Although the Empire is able to field large armies, often they are poorly equipped. Logistics Command is unable to supply the sheer weight of the Imperial Army and Navy. Personality Cult - Even though the Syren family has been heralded as the leaders of the Empire since its founding, they have been seen with severe distaste due to their poor choice of delegation. All lower-ranking leaders are corrupt, debased, and self-centered. This has lead to many plots and backroom politicking. Engineering Oversights - Slaves often mess with the components of ships, leaving some undesirable qualities in many warships.
Faction Homeworld:
Planet name: The Center
System: Shining beacon
Galactic position: North, Core systems
Borders:
Number of Controlled Planets:
10,523
Notable Planets: "The Center" - The homeworld of the Chysnoid and the birthplace of their god. A world focused on worship and scientific advancement over the entirety of the planets surface.
History:
The Dark Era
Like the history of many civilizations, the Chysnoids started out in conflict. Their history was plagued by discontent and war, until a more modern era (around 500 before god (BG)).
The First Spiritual Awakening
In distant legends, old tales and new rumors it was thought that Chysnoids had some kind of special ability. Something transcending their body and achieving the impossible. Around 500 BG it was discovered that the entirety of the Chysoid race had psionic capabilities. More and more awakened these hidden talents, leaving confusion everywhere. But out of the chaos, a new movement, a religion was born: "God is within us all"
Believing that these powers are a gift that connects them all, this belief gained traction unbelievably fast. It took 43 years until nearly every Chysnoid was a member of this religion. This also replaced the need for conflict and united all nations and factions into the "Chysnoid Holy Union"
The First Expansion Cycle
With unity achieved, the Chysnoids focused on technological improvements in all areas. First, living standards were unified and new medicines discovered. There was no longer hunger or poverty, no one was left alone or forgotten for they all were one, united by their beliefs, their god.
After all major problems that the Chysnoids still had were addressed and solved, they took to the stars. With ships that had no FTL capacity, they could only colonize the nearest planets and systems. Being limited by the range, the Chysnoids focused on these colonies which in turn grew massively, allowing for the exchange of goods and resources. These absurdly wealthy systems are known as "The Core Systems"
The Second Spiritual Awakening
Around the year 50 bg, every Chysnoid became more and more aware of their psionic abilities. What was formerly considered as something only a few could use was now even possible for the psionically weakest of them. Telepathy was now the preferred method of communication and telekinesis was used for construction. Amidst what was considered a miracle for the entirety of the CHU, Cha-il was born. Cha-il was the most powerful psyker of the Chysnoids, achieving before unseen things even in his childhood. He was also incredibly smart and charismatic, becoming not only a widely renowned scientist but also a high figure of their religion at the age of 25. Together with his elders and the high priests, Cha-il ruled with wisdom and power none had seen before. Over the next 30 years, more and more of the CHU became infatuated with him and starting to worship him as the manifestation of their god. There were skeptics, of course, arguing that the god that is within them all would never manifest itself, let alone in one of them. But even they would be silenced, as Cha-il overshadowed his previous powers at his 50ieth birthday. There was an interstellar celebration held in his honor and Cha-il held a moving speech. As soon as he finished, he began to glow and float. As no one was able o perceive him anymore, he changed. Waves and waves of psionic energy washed over the Core Systems, releasing hidden potential in powerful psykers and strengthening the powers of some of the already known psykers. All of them knew that they were chosen to be his high priests. But Cha-il was no more. Transcending the body that was unable to keep his powers within, he became their new god. Every single Chysnoid could feel it, a soothing and pleasant feel, at the same time holy and powerful.
There was no longer any doubt. Their God was among them. And he is here to lead them all to a glorious future, a united future. Every part of the CHU swore loyalty to him and the newly selected order of high priests assist him and carry out his order without a hint of doubt. Their calendar was changed, now going from "before god (BG)" to "after god (AG)". Their homeworld was also renamed to "The Center", the previous name is lost.
Now the high priests are known as "The Voices of God", as they relate all messages and commands from God to where they are needed. God himself is rarely seen, always wearing layers of intricate clothing in order to interact with anyone. Sometimes he requests people to talk with him outside of the high priests and sometimes he is seen wandering on planets belonging to the CHU, an aura of peace and tranquility always surrounding him wherever he goes.
The Second Expansion Cycle
With their God manifesting as their leader, the Chysnoids also discovered the Psionic Jumpdrive (PJ). Channeling their powers with the help of technology, the ships of the CHU could now cross distances never before imaginable. With this, the current era of expansion began. Hundreds of colonies were established and new discoveries were made. Including conflict with pirates, space creatures, and the discovery of other intelligent life. Although rather primitive compared to the Chysnoids, they still welcomed them into their massive empire. Sharing with them their resources, technology, and their belief.
We are currently writing the year 438 AG and the Second Expansion Cycle has yet to end.
Primary Language(s):
Chysnisch
Universal telepathic translator
Minor primitive languages
Population:
~1.2 Trillion (1,200,000,000,000) Chysnoids
~5 Million (5,000,000) enlightened primitives
Military:
Ground forces:
The Chysnoids mostly attack using their psionic abilities, making their opponents concede to telepathic attacks or using their own weapons against them using telekinesis.
Naval forces:
Having not been in any intergalactic conflict before, the CHU has only a small navy. It mostly consists of fighters, carriers, and small support ships, rarely any larger ships such as destroyers.
"The Wrath of God"
The only capital class ship the CHU has. It was built in order to be used by God himself, allowing his immense powers to be channeled through the entire ship. In order for it to properly function without him, several powerful psykers need to always be on board. It was never used for combat purposes, only tests, and shows of strength.
Mode of FTL:
Psionic Jumpdrive (PJ) - Using newly discovered psionic technology, the psionic jumpdrive displaces the space the ship is in. This requires at least one psionic to operate and use
Strengths [3+]:
Unity - All Chysnoids believe in the same thing "God is within us all". And with all of them being psionics, they can express their admiration and happiness together, leading to an unbreakable unity.
Science - The CHU is incredibly advanced in all regarding society and biology, with all other branches (except military) being highly advanced aswell.
Living standards - The living standards for every citizen of the CHU are incredibly high, ensuring the best possible comfort for everyone.
Xenophiles - The Chysnoids believe that God is within all species, not only them. And as such every race is valued equally high.
Weaknesses [3+]:
Weak military - The CHU only has small fleets and their ground forces often need a lot of protection due to a lack of physical strength. The CHU also has little experience with advanced military strategies, as they did not have an interstellar war as of yet
Peace-loving - The CHU has a dislike to all things violent and oppressive and will try to better such circumstances
No intelligent robotics - Even with a lot being automated, intelligent robotics is not something the CHU has any interest in
Expensive living standards - Maintaining high living standards for over 1.2 trillion citizens is incredibly expensive
Galactic Relations:
The Chysnoid Holy Union has not yet met other interstellar empires
Mizi’rikan leadership is chosen for the positions based on their abilities and merit. Ministers and governors pass through exams and tests to make sure they are capable of fulfilling the role well. The general populace has very little to say when it comes to appointing officials or rulers, though in general most are sensible enough to obey the demands of general public. The Confederation uses a system of centralized administration, with localized management delegated to regional power structures. Law and its enforcement is uniform throughout the nation.
Vast majority of those regional structures uses a meritocratic system, similar to the federal authority. Exceptions are sometimes made for regions in which majority population is not happy with Mizi style of governance, though even in such exceptions limited democracy is as different as it gets, with key positions still being filled via meritocratic trials.
Leaders:
President Tika Zi-Utli
Vice-president Miku Ai-Ceri
Council of Planetary Representatives
Council of Ministers
Faction Homeworld:
Mizi’rika (literal translation – Our Land) is the second planet in orbit around Tiza-uki (no translation; name specific to the system’s star, derived from a generic word tizu – star). Similarly to Earth, the planet contains a variety of environments, with majority of its surface consisting of water. Mizi’rika has an atmosphere composition very similar to Earth. Vast majority of animals and plants populating this world are either poisonous or venomous to anything not native to the planet, incomparably more so than is usually seen.
Number of Controlled Planets:
251 colonies in various development stages
364 minor outposts on habitable or potentially habitable planets
6,481 manned outposts on uninhabitable planets
Notable Planets: New Horizon
New Horizon was the first planet colonized by humans in Mizi space. Granted to the survivors of UEG’s Galileo expedition as a sign of good will from Mizi’akari. It was initially being terraformed to support Mizi colonization, but in the middle of this process was rapidly adapted for human habitation. As a result, a significant portion of its biosphere carries the trademark trait of Mizi’rikan ecosystem of being incredibly poisonous to anything not native to that planet.
Giregza
Homeworld of the Weksargi, a planet orbiting around one of the stars in a binary system. Its day and night cycle is very irregular due to the dual suns. The planet has a biosphere primarily composed of fungi, instead of plant-like organisms usually seen on other worlds. It has a distinctly higher oxygen content than Earth.
Though archaeological evidence and oral records point to there having been organized communities before that, first surviving historical records of Mizi’akari civilization date back to the founding of the Confederation. Rapidly, the newly created nation expanded, absorbing already existing populations into itself. No other entity managed to develop a sophisticated power structure or create an identity for itself yet, so the integration was peaceful. According to Mizi’rikan historiography, their ancient era ended with the first major reformation of Confederation’s power structure, turning it from a loose gathering of semi-independent city-states into something resembling a centralized government.
~300 BCE – ~1830 CE Gregorian calendar ; 1810 – 3253 Mizi’rikan calendar
This period in Mizi’rikan history is characterized by peaceful development of the Confederation. Technology progressed exponentially, each new invention opening way for others to follow. Mizi’akari in this period were relatively content to sit on the landmass they developed on and not venture out. Usually this era is said to end with the discovery of other continents.
~1830 CE - ~1950 CE Gregorian calendar ; 3253 – 3331 Mizi’rikan calendar
Triggered by the first expeditions overseas, discovery era of Mizi’rikan history is a period of intense expansion and exploration of their homeworld. Numerous colonies were founded across the globe, skyrocketing the economic and demographical growth of the Confederation. During this period contact was made with Imaru’akari. It ended when Mizi’akari created their first artificial satellite.
~1950 CE - ~2220 CE Gregorian calendar ; 3331 – 3423 Mizi’rikan calendar
As the name might suggest, this era encompasses Mizi’rikan time of expansion across their solar system. During this time, Mizi and Imaru expanded across their home system, starting with simple unmanned missions, moving on to crewed spaceflights, long term orbital habitation, culminating with creating a colony on a barren planet. This period ended with the discovery of the starjumper drive.
~2220 CE – present Gregorian calendar ; 3423 – present Mizi’rikan calendar
After the discovery of the starjump drive, Mizi’rika expanded across the universe, discovering and colonizing new planets. With time, civilian space traffic not only became reality, but exceeded everyone’s wildest expectations, interstellar jumps on private starships are not the exception, but the norm. An unparalleled increase in available living space and raw resources triggered an economic growth period unlike any other in history.
First sapient aliens encountered by Mizi’akari were humans. The meeting came about under less that fortunate circumstances, with human side of the discussion being stranded on a malfunctioning colony ship Galileo, with little to no hope of survival. Hoping to start off on good footing, and unwilling to abandon a newly encountered aliens to their fate, Mizi did their best to keep the human colonists alive, and eventually granted them their own planet. Since that historic moment, descendants of these first humans are an integral part of Mizi’rikan Confederation.
Not long after contacting the Galileo, yet another alien species has been discovered. First contact with Weksargi, however, was very much unlike with humanity. When Mizi explorers attempted to make contact, they were attacked. Any and all attempts at smoothing out the tensions were also met with hostility, and quickly escalated into open war. Newly created Mizi’rikan armed forces were still weak all those years ago, just as they are today. Still, they were enough to easily overcome the Weksargi. After losing the war, Weksargi were forcibly taken in as part of the Confederation. Still, tensions are high, as Weksargi are unwilling to accept the leadership of physically weak Mizi. The way in which the initial war was waged did not help either, with Mizi’rika making heavy use of combat drones and firearms, which stands in stark contrast to Weksargi rules of honour.
Nowadays, despite growing tensions with UEG, Mizi’rika continues to explore the galaxy and expand, doing their best to avoid conflict while attempting to find allies and trade partners.
Primary Languages:
Zika’akuri (literal translation – sign language) is a purely non-verbal language, using a characteristic feature of Mizi’akari biology, the colour-changing sails on their heads, to convey information. It is sometimes used for conversations between individual Mizi’akari or Imaru’akari, but aside from those two species, barely anyone can even realize that an information is being conveyed, much less understand or reproduce it. As such, most other species communicating with Mizi will only hear Raki’akuri. Notably, Zika’akuri has gained significant popularity with diplomats abroad, allowing exchange of information with little to no risk of other species understanding the conversation. Subtle changes of colour and shape the differentiate two entirely unrelated words are often too small to pick up by other species.
Raki’akuri (literal translation – sound language) is vastly more popular in Mizi’rika, purely because of its verbal nature, allowing it to be used and understood by species not possessing the means to utilize, or even understand Zika’akuri. Raki’akuri possesses an additional, non-verbal component similar to Zika’akuri, but it fills a purely supplemental role, serving as a convenience for Mizi’akari, rather that integral part of the language.
Various human languages used by minorities descended from Galileo colonists, most notably English, German and French.
Several different languages in use by Weksargi populations, none widespread enough to call it a primary language.
Currency:
Kika’tizu (silver star)
Composite Species:
Mizi’akari
Imaru’akari
Humans
Weksargi
Population:
436 billion Mizi’akari
173 billion Imaru’akari
191 billion humans
193 billion Weksargi
993 billion total
Military:
Mizi’rikan military is rather unimpressive. Having been united under one government for the entire history, Mizi’akuri had no need for military. First military formations were created after encountering Galileo and communicating with humanity, Mizi realizing that not all species in the galaxy may be as peaceful (or as Mizi themselves put it, sensible) as they are. A combination of lack of funding and late development resulted in a weakened military.
Army is the ground forces arm of Mizi’rikan military. Being composed out of volunteers, it is facing a manpower shortage, as most of Confederation’s population is either biologically unsuited or culturally unwilling to fight. The army is mostly staffed by Imaru’akari and humans, though small numbers of Weksargi and Mizi’akari can be found. Seeking to fill the number gap, the small amount of volunteer forces are supplemented by mass produced automated drones. These drones are relatively simple machines, being able to conduct accurate identification, and do decently enough in small scale engagements. Using mechanized soldiers does have some advantages. Machines are stronger and more accurate than most organics. They are entirely self contained, being able to operate even under jamming, only requiring vocal or visual orders. However, space limitations prevent installation of advanced processors and memory banks, and as such, the robots are entirely reliant on their commanders to provide directions. Left on their own, they can at most guard an area or perform some simple tasks. The machines are almost all wheeled or tracked, with only some very specialized infantry models having a humanoid body plan. For ground force armaments, Mizi’rika prefers kinetics, favouring them for reliability, low cost and versatility. Though given their lack of true development, they are underpowered, at best comparable to 21st century human weapons. Most firearms have been developed from police weapons. Part of the Army is Mizi’rikan Naval Infantry Corps, cooperating closely with the Navy to act as spearhead during planetary invasions.
Operating both the interstellar and waterborne warships, the navy is the most important arm of Mizi’rikan armed forces. Similarly to the army, the navy suffers from centuries of neglect. Unlike the ground forces, the navy uses mostly directed energy weapons, complemented with missles. Kinetics are relegated to point defence and arming strike craft. Mizi energy weapons take form of plasma charges encased in magnetic fields. They were developed by combining two civilian inventions. Plasma generation was adapted from industrial applications, while magnetic containment fields are a modified form of device initially used to catch and safely dispose of orbital debris. While plasma weapons can be destructive, they suffer from having extremely short range. While the containment field can stay stable at long distances, plasma cools down rapidly in space, very quickly becoming too cold to burn through armour. To close the distance, Mizi ships rely on point defense and heavy armour, having no energy shielding. Missles are used, typically outfitted with conventional explosives or nuclear warheads, to substitute for plasmacasters at long ranges. Having much less requirements for physical exertion, the proportion of Mizi’akari crewing the starships is much larger than serving in the army. Even then, majority of personnel is still either human or Imaru’akari. Facing similar manpower problems as other branches, the Navy makes an effort to automate as much of their starships as possible, though they are still mostly crewed by organics and incapable of independent operation. The navy operates their own shuttles, but majority of combat strike craft is operated by the Air Force.
Third arm of the Armed Forces, Air Force is responsible for using both atmospheric and spaceborne aircraft. In atmosphere combat aircraft make use of jet engines to provide thrust, and relying to wings and aerodynamics to provide lift and manoeuvrability. In space, Mizi strike craft are propelled by rocket engines. While the spaceborne aircraft can fly in atmosphere, their construction makes them unsuited to fighting in such environments. Transport shuttles are much better in that regard, utilizing tilting rocket engines both for thrust and lift, being capable of operating equally well in atmosphere and in vaccum. However, the same design traits that make it possible also prevent it from being useful in air-to-air combat. Atmospheric fighters are entirely unable to leave atmosphere. To provide air support during a planetary invasion, Mizi rely on planetary assault carriers operated by the navy. This specific ship class is almost entirely composed on hangars for atmospheric aircraft. Assault carriers descend into upper layers of atmosphere, enough to let conventional aircraft catch lift. Both spaceborne and atmospheric combat aircraft are equipped with missles, bombs and kinetic cannons. Like other branches, airforce makes heavy use of unmanned drones, and as before, they are not very impressive. Organic component of the arm is, unlike others, mostly composed out of Mizi’akari.
Mode of FTL:
Kotara’raide (Kota’s engine), colloquially called Tizu’saka’raide (starjump drive), is the main method of FTL propulsion in Mizi’rika. It has remained relatively unchanged since its discovery by Kota Mai-iguri, most increases in effectiveness coming from improved calculations and conventional propulsion. Starjumpers work by pulling the ship in question to a secondary dimension, unimaginatively called cika’zakai (underspace). Underspace works with a different set of rules than our universe, allowing ships to accelerate orders of magnitude faster, reaching multiples of lightspeed in seconds. After being pulled into underspace, the ship uses its conventional drive to move in a precalculated route to its destination. Underspace is completely featureless, so navigating while already there is impossible, the destination needs to be calculated before entry. However, due to ever shifting nature of our space and distance differences in underspace, there is a limit on how far a ship can go in a single jump, based on the capabilities of its computer and available information. As such, long distance journeys have breaks where a ship emerges in the interstellar void, to gather new coordinates and recalculate its travel route. This can be alleviated with underspace beacons, mostly placed in every system containing a Mizi’rikan colony. Those beacons can guide ships in underspace, and also serve as information relays, preventing collisions on crowded routes by allowing coordinating exits from underspace. When travelling to systems without beacons, captains using starjump drives usually exit a good distance away from the system, to get more accurate information on positions of stellar bodies, before entering back into FTL for a short jump.
Strengths: Meritocratic tradition: Meritocracy, practice of choosing candidates to fulfil important roles according to their skill in relevant fields, is deeply rooted in Mizi culture. This practice is enforced in Mizi’rikan governmental structures, leading to very high efficiency in fields where experts are available. Adding to that, such organizational structure creates incentives for competition. Most of groundbreaking discoveries in Mizi history (such as contacting Imaru’akari or discovering the starjump drive) were made as projects in rivalries for positions of authority.
Accepting community: Having taken to the stars with Imaru’akari by their side, Mizi are comfortable with cooperating with other species. Most notable result is the integration of humanity into the nation. This xenophilic stance is likely to bring a benefit in international relations.
Economic strength: Throughout galactic history, empires on all stages of development have either stagnated, or entirely collapsed due to overzealous military spending or foreign rivalries. Mizi’rika, having no rivals or military for most of its existence, has avoided those problems entirely. With internal resources being spent on improving the infrastructure and raising the living standard of its citizens, Mizi’rika came onto the galactic stage with a strong economy, unburdened by bloated military or arms races.
Weaknesses: Weak military: Mizi’rika has created its first military formations only some time after encountering humanity. As such, it is significantly underdeveloped. Add to that a severe manpower shortage, filled in by subpar robotics, and Mizi armed forces clearly come off as very weak.
Weksargi unrest: Cultural differences cause a significant amount of unrest among Weksargi populations. While in Weksargi culture the only trait that counts is strength, Mizi’akari enforce a much broader meritocracy. Vast majority of Weksargi are unwilling to accept being ruled over by physically underwhelming Mizi.
Racial differences: While having multiple alien species in the nation is a definitive net positive, there are also difficulties that come with it. Radically different biological needs cause problems with cohabitation, so most planets in Mizi’rika are inhabited mostly by a single species (or two, seeing as Mizi and Imaru have practically the same requirements), with only minorities of other races. It also causes problems with colonization, as every new planet has to be terraformed specifically to suit the colonizers. For example, introducing flora native to Mizi’rika is good for Mizi’akari and Imaru’akari, but on such a planet nearly the entire biosphere will be poisonous to humans.
Foreign relations:
United Earth Government - Diplomatic contact established, relations are cold, but limited civilian traffic and migration exist.
Heydrian Empire - Feeling threatened by the UEG, Mizi'rika has entered a defensive pact with Heydria, opposing Earth.
Izvrith Collective - Friendly relations, active trade and civilian traffic
Other:
Due to popular demand, species documents are getting posted here
Mizi’akari (derived from early term Mizi’aku, which translates to Our People ; often simply called Mizi) are a dominating species on Mizi’rika. They are the founders of Mizi’rikan Confederation and the most numerous species in the nation. They are remarkably uniform culturally and linguistically, their exceptionally devoid of conflict history resulted in practically no cultural drift between regions.
Biology
At first glance, Mizi resemble terrestrial lizards. They are rather short, average height for the species being 1.4 meters. Their appendages have two joints (not counting the joints connecting the limbs to the body), similar to humans. Mizi feet are prehensile, allowing them to grab objects with their legs. Their skull has an elongated shape, drawing further similarities to Earth’s lizards. Both their feet and their hands have sharp claws. A tail is located on Mizi lower back. It’s little more than a bundle of bones and muscles, serving as counterweight to help with balance (though not necessary to function, a number of Mizi have lost their tail but were able to walk normally with a bit of practice). While they can certainly defend themselves (their claws are pretty sharp, and the strong tail can be used as a weapon), Mizi are not suited to fights. Aside from the aforementioned tail, they are physically weak, and their skeletal structure is susceptible to damage, both breaking bones and dislocating joints. They are fairly agile, able to run away quickly, scale heights and dodge attacks, but have very little stamina, and as such cannot keep up significant effort for longer periods of time. Mizi are split into two genders, roughly equivalent to male and female, but there are no societal differences between them, and sexual dimorphism is mostly nonexistent, being confined to differing shapes and shades of two sails, located on the back of the head. Contrary to what one might assume based on their similarities to lizards, Mizi are warm-blooded.
Mizi’akari are a live bearing species, once again differentiating them from Earth’s reptiles, and they have a pregnancy period. Once the young is born, they can immediately eat solid foods.
They are covered by scales, uniformly green across the entire body, with shades varying between individuals. Naked skin, visible only if part of the scales are lost, is also green, normally matching its shade to the scales over it, but quickly becoming darker when exposed to sunlight. One exception to this colour scheme is also propably the most interesting part of Mizi biology. On the back of each individual’s skull rest two sails. Most of the time, they are folded up and resting around the back of the head. Those sails consist of a number of thick bands of muscle, with exposed skin stretched in between. This construction allows Mizi to operate the sails almost as if they were hands, folding, bending or expanding them however they please. Lack of bone in them, however, prevents getting any sort of practical use out of this feature. Where practicality is absent, however, there is significant social role. Exposed skin forming the structure is naturally bright red in colour, however, that colour can be changed at will. It does also serve as emotion indicator, the sails can involuntarily extend and switch colour when Mizi is subject to intense emotions. These reactions are fairly easy to control, so such involuntary emotional demonstration is very hard to see among adult Mizi’akari (it is usually replicated consciously however). By manipulating the colour of their sail and subtly changing its shape, Mizi use this biological feature as means of communication, forming a distinct, completely non-verbal language. Additionally, the sails have a dense covering of vestigial scales at the very base. Where naked skin transfers into green scales covering the rest of Mizi body there is a small area occupied by a separate type of scales, different in size and appearance. Instead of just being flat green, these scales are instead covered in intricate patterns, with variety of colours. These patterns are unique to each Mizi, serving as a method of personal identification, similarly to how fingerprints are used by humanity
A few distinctive features of Mizi biology are not visible to naked eye. Their sense of smell is nearly nonexistent, but is complemented by extremely sensitive taste. This leads to most Mizi having their mouth ever so slightly open, to use their taste and negate the poor smell. When they specifically want to smell something, they will stick out their tongue instead of sniffing, as most other species would do. There isn’t a lot to say about capabilities of Mizi eyes. They have a larger ability to notice small details than would seem average, but otherwise, it’s pretty mundane. As a consequence of evolving on Mizi’rika, Mizi’akari have exceptional resistance to poisons and venoms. Chemicals vital to their body functions bond nearly exclusively to things they are supposed to and ignore almost everything else. Their digestive systems are extremely good at filtering out the valuable substances and letting everything dangerous and useless pass through. As a result, Mizi can eat or breathe in nearly everything. Only few select toxins (some native to Mizi’rika, others not) can be relied upon to have an effect on Mizi. Two curious side effects of this immunity can be seen in medicine and culture. Due to the resistance, a significant number of Mizi medicine (mostly antivirals and antibiotics) is outright lethal to other species. Vast majority of medicine is still usable, though requires a different dosage. As for cultural effect, Mizi society is almost entirely devoid of psychoactive substances. Out of those few that have any consistent effect, most are dangerous enough to kill quickly. The most prevalent exception is talaik, a sticky resin produced in large quantities by a family of plants native to Mizi’rika. Watered down and flavoured it serves as Mizi’akari equivalent to alcohol. It induces an euphoric state and reduces the intensity of other emotions. While talaik does not cause neurological damage, it binds with Mizi blood, impairing oxygen delivery. Drinking large amounts at once causes stamina loss, breathing difficulty, or even blackout and death, in severe overdose cases.
Biologically, Mizi are omnivores, able to eat just about everything they come across. However, their teeth structure is more akin to a predator, consisting of a row of sharp teeth, that can cut food easily, but are not suitable for chewing. Mizi swallow chunks of their food whole, the entire digestive process takes place deeper in the body. As such, they need to carefully cut whatever they eat into smaller pieces, or else it may get stuck and cause problems. In nature, they use their teeth and claws to cut up food into manageable chunks.
Culture
As a species, Mizi are extremely culturally uniform. This is mostly due to the conditions of their development. Mizi evolved on an isolated landmass, and haven’t left it until they had means of long ranged communication, similar to telegraphs. In addition to that, there were no separate nations on Mizi’rika, and as such, no language barriers or borders. Due to these factors, Mizi have developed a uniform cultural identity, either not being spread out enough for groups to significantly drift apart, or having means to keep their civilization interconnected when they did spread out.
Due to their evolution as pack scavengers, Mizi have developed a strong connection to social groups. Bonding together with others of their species comes to them naturally. Though it is hardly completely uniform, in general Mizi have a strong sense of self, valuing their individual independence, but see no problem giving up their own comfort or beliefs for the good of the group. This particular trait is often seen as a key factor allowing Mizi to organize themselves in a meritocracy. Without such strong dedication to the good of their society, there would likely be significant political strife for other forms of government. As it stands now, vast majority of Mizi populace is content to have little say in appointing leadership positions, believing that such meritocratic system is best for their group.
Having leadership positions be open to anyone with significant enough skill has had an effect on Mizi technological and social development. Social pressure directed towards developing better skills is much larger than with comparable cultures, leading to drastically increased rates of technological and societal development, as individuals or groups compete with eachother.
In large part due to their biology, Mizi are generally peaceful. Having developed their civilization in harmony, without international conflicts, they had little need of military. In addition, Mizi themselves are ill suited for combat, although agile, their physical weakness and low stamina ensures they would be far less effective as ground troops than most other races. Although they possess a military, primarily staffed by unintelligent robots and minor species from their empire, it’s still substandard. On the galactic stage Mizi prefer trade and diplomacy over conflict.
Interesting quirk, largely arising from their biology, is that Mizi don’t like seating. Most individuals are rather restless, and their body structure (especially the tail) makes sitting like most other species to pretty uncomfortable. Instead, Mizi’akari like to perch on edges of objects, like Earth birds. Adding to that is the lizards’ natural inclination to sitting up high, possibly an instinctual leftover from the days their biological ancestors were scavengers, using trees and rocks to hide from danger. This often leads to amusement among species not informed about Mizi habits, as individuals will seek out high perches to sit on during informal conversations.
Religions fulfils a minor role in Mizi society. Large majority doesn’t believe in any higher beings, subscribing to atheism instead. There are still two religions, which a number of Mizi follow. First one is Tiralavi (not a translatable name, derived from the main goddess in the belief system; Tira). This polytheistic belief system centres on a pantheon of gods, each responsible for a different skillset, guiding every Mizi’akari in their chosen career path. The gods are mostly worshiped in small chapels or personal shrines rather than large cathedrals. There is no official structure to the faith, everyone willing worships the caretaker gods as they see fit. There is a significant amount of drift between various follower groups, but in general, the core structure stays the same. There are two religious holidays associated with Tiralavi. Mizi’amuri’ikori (holiday of our family) is a general celebration, although initially only present among Tiralavi believers, it has made its way to general Mizi populace. This two day long celebration is an occasion to get together with one’s relatives and close friends. Originally it involved playing to patron deities and preparing offerings together, but after it has made its way into general culture, it has lost most of its religious undertones. The second holiday is Tira’zimak’ikori (holiday to thank Tira) is a purely religious celebration, unlike Mizi’amuri’ikori. It’s dedicated to Tira, symbolising gratitude to her and by extension, the rest of the pantheon, for their patronage. It involves offerings to the god associated with your chosen career path, and a special prayer directed to Tira herself. Second of the two major religions is Vallira (not a translatable name). It’s similarly polytheistic, focusing on the worship of four major gods: Akurai, the goddess of family; Tizumar, the god of fire and light, also acting as the guardian of the afterlife; Rikara’raki, the god of earth and nature; and Andira, the god of water and air. This religion is much more structured than Tiralavi, having a clearly defined set of beliefs and a clergy. At the head of the religion is a group of four priests, known as Valra’miri, one dedicated to each of the four gods. Similarly to Mizi government, these priests are chosen based on their skills in association with each gods (high priest of Tizumar needs to be able to be proficient in art or crafts; high priest of Rikara’raki needs to be good with animal handling and gardening; high priest of Akurai is at the same time a skilled medic; while high priest of Andira is known to be a good navigator and sailor). There are four holidays associated with this religion, one for each major god. They involve prayers and offerings tied to that particular deity.
Aside from religious holidays, Mizi have a number of celebrations unrelated to religion. They are mostly related to historic events, such as first interstellar flight or founding date of a certain colony.
Imaru’akari (name derived from Imri’aku, which means Imri’s People; Imri was a Mizi scientist who first managed to make contact with the species) are a second sapient species originating from Mizi’rika. They are almost seamlessly blended with Mizi culture, having been part of a single society long before Mizi even left their homeworld. They share evolutionary history with Mizi’akari, having the same ancestors, and as such, have a lot in common biologically.
Biology
Both Mizi’akari and Imaru’akari share evolutionary roots, being descendants of the now extinct Trilla species. Millions of years ago, a landmass broke off from the main continent of Mizi’rika, a number of Trilla being separated on that newly formed island. This isolated group would go on to evolve into Mizi’akari, a pseudo-reptilian species of pack scavengers. As centuries passed, Mizi eventually developed sapience and formed an agricultural civilization.
Trilla that remained on the continent, however, followed a different path of evolution. Over time, they lost their capability to digest plant matter, becoming purely carnivorous. Where Mizi ancestors became specialized in avoiding predators and scavenging for food, ancestors of Imaru’akari developed to become specialized ambush predators. Though they developed sentience and sapience around the same time as Mizi, they were never able to progress beyond basic tools, seeing as their carnivorous biology prevented development of large scale agriculture.
When viewed side to side, similarities between Mizi and Imaru are immediately visible. Both very much resemble Earth’s reptiles, and have similar general body shape. There are many features differentiating between the two. Most obvious is the size. Mizi are on average visibly shorter than the average human. Imaru are usually similar in height, although they appear a little bit shorter than they really are, due to their permanently hunched over posture. Their scales vary in colour based on gender. Females are generally darker, ranging from almost black to brown. Males have lighter tones, from light brown to beige. Similarly to Mizi, skin underneath the scales mimics their colour, but darkens rapidly when exposed to sunlight. Unlike their relatives however, there are patterns on Imaru scales, serving as camouflage in generally arid environments they used to live in. Imaru do not have sails on their heads like Mizi. However, their backs, forearms and backs of their heads have rigid proto-feathers growing on them. These feathers are not of any practical use, not being numerous enough to provide insulation. It’s a vestigial feature descended from Trilla, who had a substantial coat of proto-feathers serving as thermal protection.
Imaru are much less agile than Mizi, being unable to climb heights as efficiently. They are however much more suited to predatory lifestyle. They are significantly stronger, and their body is in general more damage resistant and pain tolerant. They have much greater stamina as well, comparable to humans, though their recovery periods after intense effort are noticeably longer. Their skulls are proportionally much longer than Mizi. Where their smaller cousins resemble Earth’s dinosaurs when it comes to skull shape, Imaru have a long, almost beak-like structure lined with teeth. Similarly to Mizi, they don’t chew their food, due to lack of appropriate teeth structure. As with their cousins, Imaru have prehensile feet, albeit much clumsier than their hands (in contrast to Mizi, who can operate all their limbs with a similar degree of dexterity). As with Mizi, Imaru tails are just used for balancing and sometimes as a weapon. It is worth to note that its role is much greater than with Mizi. Where the smaller reptiles can function just fine without their tail, Imaru will have quite a bit of difficulty in such conditions.
Imaru’akari share a few other traits with Mizi. They have a similarly intricate eyesight, being able to make out subtle differences, thus allowing them to read Zika’akuri (a non-verbal language developed by Mizi’akari, using their colour-changing sails for communication). Just like Mizi, Imaru are extremely resistant to poisons and toxins, which is to be expected, seeing how both species are related and come from a planet where practically everything is in some way venomous or poisonous.
Similarly to Mizi, Imaru are a live bearing species.
Culture
Imaru’akari are rather unique among interstellar species, seeing as they mostly have no culture of their own, instead sharing one with Mizi. This is due to their shared history. Imaru evolved on the same world as Mizi, but on an entirely different landmass. They had capability for sapience for almost as long as Mizi, but no means to develop a civilization due to their carnivorous nature, preventing development of agriculture on a large enough scale. When Mizi’akari discovered Imaru, they already had a fully developed industrial civilization, while Imaru’akari were barely using rudimentary tools. Their intelligence did not go unnoticed by Mizi, but it was widely believed that it was lack of evolutionary development that prevented Imaru from forming a civilization. First breakthroughs came with the start of archaeology on Mizi’rika. Having no ancient ruins to excavate, archaeological efforts were mostly focused on biology of extinct species. This led to the discovery of common ancestor for Mizi and Imaru, which in turn prompted various linguists and biologists to reconsider their stance of Imaru and their capacity for sapience. Breakthrough finally came with Imri Ai-Zira, a linguist and psychologist, seeking an accomplishment or a proof of his capabilities to present in a competition for a leadership position in one of major Mizi science institutes. After a long process, Imri was able to teach a small pack of Imaru’akari rudimentary basics of Raki’akuri. Methods used by Imri in his experiment became the basis for Mizi communication with other spacefaring species (most notably being used to establish initial contact with survivors of UEG Galileo expedition). In the first few sentences the scientist and his team exchanged with the pack, it became apparent that Imaru were as intelligent as Mizi, simply lacking the means to properly utilize that intelligence.
After the initial contact, efforts went towards integrating the newfound species into Mizi society. Lacking their own culture, Imaru adopted Mizi customs and values. This early integration dictated the course of the relation between the two species up to this day; Imaru’akari are so deeply connected to Mizi culture that it might as well be their own. Not much can be said about them that can’t be said about Mizi’akari.
Weksargi are the fourth species to become a member of Mizi’rikan Confederation, and a second (after humanity) not originating from Mizi’rika. Unlike humans however, Weksargi did not join voluntarily. Despite best effort of Mizi explorers, first contact with the race was hostile, and rapidly escalated into open war. After Weksargi were defeated, new governing bodies were established, and forcibly integrated into Mizi’rika.
Biology
Weksargi stand on average 2 meters tall, significantly larger than humans. They have a humanoid stature, with two legs and arms. Their body is packed with large amount of muscles, being proportionally much thicker than equivalent appendages of most races. The appearance of hulking brutes has an attitude to match, natural hormone levels of Weksargi make them prone to fits of rage, and their brain structure is much less developed. Even when given access to same resources and means of learning as all other species in Mizi’rika, Weksargi are extremely rarely seen in positions of power, being consistently outclassed by Mizi’akari, Imaru’akari and humans. For their mental shortcomings, however they are naturally adapted to combat. The increased muscle mass gives them an increased strength. Less so than it would appear, their metabolism is pretty inefficient, but considerably nonetheless. Their bodies are covered with rough skin, ranging in colour from dark grey, through brown up to even white. Most of their limbs and torsos are protected by additional subdermal armour plates, growing naturally from bones.
As much as these adaptations would seem beneficial to warfare, Weksargi make poor soldiers. While protecting well against cuts, the bone plating is nowhere near thick enough to stop a bullet. They are stronger than most species, but their increase in size and bulk is not made up for enough by strength. Just about everyone will be able to outmanoeuvre them, both in close combat and distance running. Even Mizi, known to fare poorly in war, would be of more use on the battlefield as scouts and spotters thanks to their mobility at short ranges and sensitive eyesight. Adding to that, Weksargi senses are subpar as well, their hearing at most on par with everyone else. Their eyesight is less than impressive, unable to notice small details and generally failing when looking into longer distances.
Weksargi are a monogender species, and as such, there is no sexual dimorphism. They reproduce making use of eggs.
Weksargi are omnivorous, but large energy needs of their developed muscle groups necessitate a much larger proportion of high calorie food in their diet than usually seen in other cultures. Traditionally, this meant consuming large amounts of nutritionally dense fungus native to their homeworld. After contact with Mizi’rika, this has been supplemented with several kinds of meat and other offworld products. A number of what would become Weksargi food supplements were holdovers from attempts to genetically engineer a plant or a fungus that could be consumed by Imaru’akari.
Culture
Weksargi are divided into three cultural circles, however, these cultures have a lot in common, sharing values and certain traditions. In general, Weksargi believe that physical strength and prowess in combat are the most important values. Leadership positions are taken via duels, though the exact rules vary by culture. Someone who isn’t able to beat a Weksargi in unarmed combat will likely have a hard time demanding respect from them. In Weksargi culture, honour plays a great role in combat. A lot of tactics that rely on avoiding or delaying a fight are seen as dishonourable. Due to their poor eyesight, Weksargi warfare remained almost completely focused on melee weapons. While it may work well if the enemy is also following your code of honour, it’s guaranteed to end badly if the enemy is equipped with guns.
Their “might makes right” worldview is particularly unpopular among Mizi’akari, who see this as a twisted perversion of their own meritocratic values.
Cultural groups
There are three major cultural groups present among the Weksargi. They mostly differentiate themselves, by specifics of governance and celebrations, having a large amount of shared elements.
Argrai are characterized by backing up their code of honour and martial culture with religion. Monotheistically worshipping the god Har Idan, they claim that martial prowess and physical strength are signs of divine blessing, and as such, only those exhibiting those traits are worthy of being in high positions.
Kigrai is the least numerous of Weksargi culture groups. While still holding it in high regard, they tend to take liberties when interpreting the Weksargi code of honour. While still holding belief that the strongest have the right to rule, they are not above sabotage and assassination. After all, if the strongest should rule, and you are killed by an assassin, do you really deserve to rule?
Hagrai are the most numerous of the three cultures. They don’t have many defining characteristics past what they share with the other two groups.
Mizi’rikan Confederation possesses a human enclave, formed from a lost colony ship from the UEG.
Arrival
Galileo was a UEG-sponsored colony ship, equipped with one of their prototype FTL drives. It was a part of the first wave of extrasolar colonization effort, undertaken by the UEG. Galileo was among the number of colony ships that had suffered malfunctions to its FTL drive and interstellar communications array. This send it wildly off course, and deposited it in the interstellar void. With no hope of calling help or getting anywhere before resources run out, the colonists directed the ship towards the nearest star in the general direction of Earth, burning towards it with conventional drive and then put themselves into cryosleep. They had hoped that by the time they arrive, UEG would have already reached that system and picked them up. However, when they approached the system, it would turn out that UEG was nowhere to be seen. Instead, the dormant Galileo found itself near a barren system, so insignificant that nobody even bothered to give it a name. The system was seemingly empty, but that illusion was broken with the arrival of several civilian ships from Mizi’rika.
Maintenance crews and cargo haulers, on a routine visit to automated mining outposts hidden within an asteroid belt, were the first ships to take notice of the drifting Galileo. Having detected an unknown ship approaching and not responding to messages, Mizi fled the system to report the discovery. Soon enough, a scientific expedition was prepared to intercept the unknown ship. As such, Galileo was towed through FTL to a system with a Mizi’akari colony. It was thoroughly examined by the aliens before the still hibernating crew was revived. Despite initial communication difficulties, Mizi were able to work out that the ship was probably a colonization vessel, and that it didn’t have a lot of supplies. Mizi decided that getting those new aliens out of the obvious trouble was the best way to start on a good footing. Ignoring the crew’s objections, apparent even through the language barrier, Mizi took some of hydroponically grown crops from the ship, as well as a number of samples from its genetic banks that weren’t spoiled yet.
Colonization
Using these samples, Mizi were able to clone a number of human plants and animals. These newly cloned organisms were introduced to a planet, at the time undergoing terraforming to a world suitable for Mizi colonization. Atmosphere composition was adjusted, and much of the flora replaced with some terran equivalent. The result was sloppy and barely stable, but suitable for humans environment. As the terraforming process was ongoing, human on Galileo were gradually learning how to communicate with Mizi. When their own food supplies ran out, they were provided with some carefully selected Mizi alternatives, enough of which were edible to feed the population on the ship. When the environment of the chosen planet was deemed stable enough for colonization, Mizi knew English well enough to communicate with their newfound friends. The newly terraformed world was given to humans for colonization, an offer which was gladly accepted by the human crew. Using whatever remained of Galileo’s own equipment, as well as resources provided by Mizi’rika, the planet was quickly colonized, and named New Horizon.
After the initial colony was established, human administration almost unilaterally decided to become part of Mizi’rikan Confederation. There were some struggles regarding form of government, Mizi’akari wanted to establish a meritocracy, while humans leaned towards democracy, but in the end, a compromise was chosen, where all but a few important positions were chosen democratically, with some key officials being chosen based on their merit.
Culture
Initial colonists arriving on Galileo were mostly of European origin, with the most numerous groups being English, German and French. These nationalities remained mostly separate from eachother, still retaining distinct languages and customs. These cultures are now significantly different from their Earth counterparts however, due to mingling with Mizi customs. Raki’akuri (note: verbal language developed by Mizi) is known by everyone, and is as widely used among humans as human languages brought by Galileo. Cultural change is drastic enough that some people took to adding a “mizi-“ prefix when talking about culture embraced by descendants of Galileo’s crew. (ex: Mizi-German) After 600 years of living in Mizi’rika, most of the colonists feel much closer to New Horizon or Mizi’rika than Earth.
"Nature doesn't just adapt. Nature cheats, changes the rules, and slips out the back door with your wallet while you're still trying to figure out what the hell happened. "
The Zog appear to be unceremonial creatures, as witnessed by a lack of banners or other signage. Some cerebrates wear clothing in no particular fashion while a few may dress to a standard if they exhibit artistic intelligence. Insectoids, on the other hand, rarely wear anything at all unless they are a hybrid of the two genotypes.
Type of Government:
Various government types although primarily the biggest, baddest or smartest being presses its way into power. Natural Selection (80%), Elective Succession (15%), Other (5%).
Taking on the physical appearance of a human female with larger pupils and shark-like razor teeth. A late stage cerebrate who struck a fancy in becoming more "civilized" and challenges the current leadership for cultural and political upheaval.
A giant centipede with a head resembling various bugs. One of the oldest known overminds with direct or indirect control over 300 billion lifeforms and is the defacto planetary governor of Xagalaath. Its gluttonous ways venture beyond hunger, as it seeks to gain unlimited power across the sector.
Mugmannoth (28th seed)
Flesh designer and defacto Minister of War. Mugmannoth provides military development and support for seven systems.
Numerous lesser overminds
Faction Homeworld:
Sugthoxoth, Dozgallak System, Western Nebulus
Number of Controlled Planets: 300 planets over 12 systems
Notable Planets:
Xagalaath - brood world with thousands of overminds. 300-400 billion biologicals.
Ruzothod - metropolitan domains containing 13% of the Progeny's entire endangered species.
Tograag - galactic flesh market
History:
Primary Language(s):
Belching. Quite literally, these creatures seem to communicate in a series of burps and exhales. Each of these carries a unique scent identifying a word or syllable. For translation, Zog who have consumed lifeforms possessing a particular language can understand it. As long as the Zog's current form has the proper instruments (vocal chords for example), then it is able to act as a translator.
Currency:
Flesh. Virtually any biological lifeform holds some value to the Zog Progeny. A single-celled bacterium would be synonymous with a one cent piece while a thirtieth seed overmind is worth trillions (as the overmind is a culmination of potentially thousands of multicellular organisms over time).
Composite Species:
Larvae - A development phase equivalent to anything from fetuses to small children. All larvae begin in pus-like sacs and have short incubation periods (like a matter of hours). Hatchlings are still considered part of the larval stage as their stem cells are still developing. They remain hatchlings for a few days.
Cerebrates, Insectoids - The cerebrates and insectoids are two of the most common branches upon progressive mutation. Many will develop some kind of spinal column, while others will retain a fluidous body. C and I builds may remain in this state for years and decades if they maintain strict diets, consuming only specific lifeforms. So you may have a Zog that appears to be human for all intents and purposes, or a giant fly.
Behemoths - As the name implies, a behemoth has been feeding for generations and never stopped growing. Again, based on diet they may look very similar or very different to certain lifeforms. They typically exhibit super strength, speed or other physical abilities.
Overmind - These guys have eaten their way to the top of the food chain. Their intelligence is a collective of many different minds and memories, which aid their plans. They've also gathered a number of adaptive traits which make them extremely versatile creatures.
Population:
2 trillion. Maybe 10 million are behemoths, and just over 100 thousand are overminds. Most Zog end up getting eaten or dying from starvation. It is projected by historians that the Zog lost nearly a quarter of its population in the past fifty years due to widespread famine and cannibalism.
Most realms (80-85 percent) exhibit a strict pecking order where each creature supports the life cycles of younger Zogs. Behemoths in everyday society may be found in fields "planting" genome sacs in vast quantities. They also generate biotecture (living architecture) from excess matter which can house lesser creatures. The cerebrates and insectoids go on bi-hourly hunts for food stuffs and help germinate the fields when they're not busy. Hatchlings pretty much just scrape up the leftovers from hatched larvae.
Virtually every other race or creature within their domain are on the endangered species list, fighting for their right to exist. There are human tribes in five systems and several "Little Humanity" type cultural areas mainly in Voth's domain, as it tries a progressive approach to civilization. Voth has enacted the "fleshrite" legal method in Ruzothod, which promotes biodiversity and favors the most skilled hunters. Once a hunter has staked a claim on food, that food source belongs to him, her or it and cannot be messed with by anything else but said hunter (think Oklahoma Land Rush).
The Zog overminds are its political leaders and generals. Not only do they possess great intelligence but some feature unique abilities. Some, for instance, can break off pieces of themselves which essentially become smaller copies. Copies act as field lieutenants, receiving direct instructions from the overmind.
Other large entities like Behemoths serve as capital ships and carriers. Unfortunately (or fortunately, depending on its goals), a limiting factor revolves around a Zog lifeform's metabolic history. Let's say it continues to eat mainly cows. Then it will gain traits like cows have and some which may make it more vulnerable. That's why the Zog military leadership depends on flesh markets to consume lifeforms with advantageous traits. If, for example, a major trading partner embargoes them, then their weapons development comes to a screeching halt.
Mode of FTL:
It's pretty basic. Their FTL is stolen mainly from human colonies and retrofitted to behemoths. For this reason they travel like sloths in comparison to the rest of the galaxy.
Strengths [3+]:
Multiplication - In just a few centuries, they've grown from just a few thousand to two trillion organics.
Adaptable - They constantly mutate in ways potentially making them more perfect organisms. Razor sharp teeth/claws, critical thinking skills, bone armor, regenerative properties, etc.
Weaknesses [3+]:
Cannibals - Most Zogs have reverted to eating each other to survive. Of course, this has its setbacks...
Lack of Resources - They rely heavily on trade partners to keep from collapsing. Food mainly but really everything, as they only occupy a small sector of space and don't produce a whole lot of consumer items.
Fatal Metabolism - The longer the Zog live, the more they must eat. If they do not eat large quantities of organic matter, they quickly whither and die.
Inferior FTL - Their FTL tech is stolen from merchant-class ships (along with a lot of other tech for that matter), making them a rather slow and unmaneuverable race.
A booming flesh market on Tograag remains heavily trafficked by Heydrian slavers, who bring a continuous supply of lifeforms with advantageous traits (mainly humans).
Tekkan Simulator - UKNOWN
Mizi'rikan Confederation - UNKNOWN
Chysnoid Holy Union - UNKNOWN
Prestatin Order of Worlds - UNKNOWN
Starship Nexus - UNKNOWN
UEG - economic embargo, rivals
Ever since the UEG embargo on Zog space, there has been a precipitous decline in their population. The Zog are being starved out and death worlds are becoming a thing, while the UEG slyly reclaims them in the name of mankind.
Flag: Motto:
By the Spheres we shall be made whole, by Outside we shall Return
Primary Colours:
Void black.
Type of Government:
The Umbral are arrayed into Thirteen Orders, each of which has a predetermined purpose. The Cenobium are the highest rulers, each being a Choir of Ecclesiastics. Below the Ecclesiastic are the Magistrates, and the Harbingers maintain overall order of the Umbral. Being highly lawful and intelligent, little conflict arises within their society.
Leaders:
No one figure rules the Umbral, with the possible exception of the pseudomythical One Who Shields. This absolute deity is said to dwell within and encompass the Outside the Umbral inhabit when ‘dead’. Its existence is uncertain, but it may whisper to the Cenobium and subtly guide them.
The more scientific Umbral are a powerful internal faction, and are interested in dissecting the organic life forms. Preferably multiple times. On the same individual. They’re not very empathetic, even for Umbral.
Faction Homeworld:
No true homeworld, but the Dark System to the Galactic South serves as a base of operations.
Borders:
Number of Controlled Planets:
Approximately one thousand worlds are under Umbral dominion.
Notable Planets:
The Dark System, which is heavily guarded by two Monoliths, and the Guardian Spheres on the borders of their realm. Draining Stars are comparable to planets in size at their most massive.
History:
The Umbral once were the only spacefarers in the Galaxy. Their tech reached esoteric levels unheard of, extinguishing stars, forging black holes and well on its way to remaking all in their image. Then the Foe came, an unknown menace that evaporated their Shadow Cities and Monoliths with blinding light and smashed their realm. The Umbral fled, a final psychic shriek sending the Foe reeling, losing their most advanced tech.
For long millions of years the Umbral waited.
For millennia they schemed.
And once the Foe was gone, they advanced from the darkness beyond the Galaxy and razed dozens of worlds to begin reforging their Realm. They spread like lightning, traveling at the speed of darkness to obliterate the living foes. Rains of black scoured the feeble defenses of primitive worlds, organic matter engulfed to fuel their dark artifacts. Now they wait, lurking on the edge of Galactic affairs. If, occasionally, a planet goes dark, it is the Umbral who prey on the newcomer races.
And they will, eventually, reclaim the Galaxy. It is just a matter of time.
Primary Language(s):
Voidspeak, a mental rapport between all Umbral. The rare psychic Umbral can telepathically commune with other races, and are used as diplomats.
Currency:
None.
Composite Species:
Umbral
These void-black spheres dwell in the void of space and have no biological needs. Approximately one meter across, Umbral are brittle yet tough, capable of taking a beating before dying. Their most formidable power, however, is their Shadow Manifestation. This has a range of 10-1000 feet depending on the Umbral, with more powerful Umbral being rare. This range is enhanced by the Choirs. An Umbral can create oily black teeth, blades, hooks, whips or any other piece of equipment needed, and they are prone to mimicking new technology encountered (within reason, things like nuclear reactors or lasers cannot be replicated). These constructs, or Manifests, have a limited lifespan, with more advanced technology or shadowy limbs requiring constant attention. Simple cloaks of darkness are far less expensive, simply requiring a bit of upkeep once in a while.
Choirs can Manifest ranged weaponry, slinging cold bolts that can pierce steel. The range of these blades is immense (comparable to human snipers in an atmosphere, and much greater in space), provided the blade is not destroyed by heat (such as plasma). They’re comparable to railguns, and are the prevalent ranged weapon. Multiple Choirs can hurl even more powerful bolts, with smaller ships getting sheared in half by Cenobium. Sufficiently powerful shields can negate these bolts.
If an Umbral dies, it will reform Outside, a mysterious realm of Absolute Zero temperatures and pure black. Psychic Umbral do not reform.
Occasionally an Umbral will reform as a psychic individual. Psychic Umbral have a faint golden gleam. They wield telepathy and telekinesis, and slowly wither if they overuse their power. They, once experienced enough, can create bizarre effects thought the fundamental forces such as dampening all non-hardwired electromagnetic fields for several hundred meters, hurling foes, and coating themselves in metal. They do not Return, and only one percent of the Umbral are psychic.
Population:
Six million, give or take a few.
Military:
Virtually every Umbral is a military agent. Their abilities make them flexible and dangerous foes, and a Choir of Ecclesiastics can raze a planet in weeks. They traverse the void in vessels made from their darkness, which shield them from the hostile stars. Ships include:
Vessels
A ship controlled and created by one Choir (thirteen Umbral). They are swift and lethal, shredding slower ships and crippling larger ones by targeting important locations. They are fast enough to fly into melee range, using their sharp edges to gouge their opponents open. Due to their fragility, they are used as scouts, and capable of weathering the light of a sun.
Void Dancer
Ruled by a group of choirs, these ranged fighters hurl blades of night. Using extreme range and Absolute Zero projectiles, they dance and whirl around other ships. They are cloaked, seemingly invisible until they strike.
Black Swarmship
A jagged stream of ink, carrying many Umbral to and from their destinations. Serves as a transport and support vessel. Little real armor or attacks, save for sending out Umbral.
Drainer Star
A colossal city in space. These monsters are fueled by miniature black holes, and it is rumored that new Umbral form in the distorted gravity wells of these ships. Very noticeable, as they warp the light of stars around their hulls. The Drainer Stars are only seen far behind the front lines of their realm, and are often regarded as myths.
Voidship
When thousands of Choirs are under the ruthless dominion of an Ecclesiae Choir, a Voidship is formed. These monstrously powerful ships are geometric and Brutalist, capable of ravaging a lesser fleet with ease. Only a Monolith can exceed these weapons. Bolts of inky death strike out, carving capital ships into scrap. However, a powerful psychic or laser-based attack can cause it to break apart.
Monolith
A massive obelisk, these artifacts number thirteen. They are rare, and utterly blot out the light where they go. They are used to allow Umbral fleets to attack well-lit worlds, and a few weeks of orbiting alongside a planet can cripple its ecosystem. Fortunately, they are slow and ponderous. Monoliths drain light, drawing all electromagnetic radiation into its mass. Monoliths are used to block sunlight, allowing the Umbral to attack with an advantage.
Ships are composed of carven and molded metals extracted from the planets they harvest, coated in darkness. Most of them are equipped with cloaking abilities, keeping them invisible until they attack. These metal shells are propelled by Choirs exerting pressure with solidified darkness. This makes them swift and agile, but powerful lasers can disrupt this.
Mode of FTL:
Umbral, in a Choir, can flicker between Outside and here. This allows them to travel large distances by “skipping” through realspace and Outside. It’s not fast, nor is it slow by the standards of FTL travel.
Strengths [3+]:
Shadow Manifestation
Advanced Tech
Durability/Reforming
Intelligent
Weaknesses [3+]:
Slow to reproduce, if they can at all
Can’t easily rebuild lost tech
Light hurts them, weakening their Shadow Manifestation. Outside of the immediate Solar System of a star, they are unaffected by the dim light, and their vessels shield them. Lasers are quite effective against them, as are flamethrowers and plasma weaponry. Material weapons can kill them, but their shadows are resistant to being torn apart.
Galactic Relations:
Guarded wariness at best, outright hostility at worst. Umbral regard other races as trespassers, and seldom ally with the lesser creatures.
Other:
Not completely evil. Some prefer to dwell alone in space, and are called Beyonders.
Number of Controlled Planets:
As the Asphix Collective is only beginning to reawaken, it only controls a small number of worlds. However, due to its rate of expansion once awakened, number will change drastically. Current controlled worlds: 19
Notable Planets:
Nexus Prime: Essentially the 'headquarters' of the Asphix Collective, this planet was where they were originally created by the Garshul. In the years that followed it has been converted into a machine world, with thousands of levels going directly into the crust and mantle itself. This planet houses the Central Warmind, with the entire world essentially being a computing matrix for its immense processing power, coordinating and commanding its mechanical armies. The satellites and defence grid that once orbited the planet have all since decayed, burning up in the planet's thin atmosphere and leaving the Asphix Collective significantly more blind. The lower levels are dedicated to the collection of geothermal energy from the planet's molten core. Since its reawakening, however, many sections of the planet remain offline and damage from natural damage such as asteroid impacts and geomagnetic storms.
Production Hub 001: A massive factory world used to produce countless Warforms every minute. For millennia, however, the massive factories have remained silent, unfinished Warforms still on the production line. Now, they have started again, pumping out Warforms as they had fifty thousand years earlier to fuel the Asphix's conquest across the galaxy.
Elhaven: The original homeworld of the Garshul race, this planet remains uninhabited. It is largely kept as a shrine to the Asphix's original creators.
History:
Approximately 50,000 BCE Earth calendar, an advanced spacefaring race known as the Garshul were on the losing side of a devastating war against an all-consuming hivemind race known simply as the Swarm. The Swarm consumed all in their path, stripping entire planets of their biomass to produce more and more of their own. The Garshul could only do so much against an enemy that did not care about losses or morale, only consumption and reproduction. Even the most advanced units of the Garshul's formidable military was overwhelmed by the Swarm's sheer numbers.
So, to counter the Swarm, they created a swarm.
Thus the Asphix Collective was created, self-replicating war machines that, like the Swarm, consumed biomass to generate building materials and produce more of their kind. The Asphix were programmed with three primary directives: Consume biomass for material, replicate using the biomass, and preserve their creators and themselves.
And so the Asphix were unleashed on the Swarm, metal against flesh. Endless numbers of Asphix Warforms and Swarm Drones battled across the galaxy, countless worlds reduced to barren wastes or outright destroyed in their struggle for dominance. The two sides adapted to each other's tactics, with the Swarm eventually evolving to consume metal for material.
Eventually, after a century, the Swarm was finally driven back to their core worlds, and eventually, their homeworld. The Asphix laid siege to their hive world, consuming their own drones for construction material. After a decade of constant battle, the Asphix eventually manage to consume the last of the Hive Queens, the ones controlling the Swarm Drones, reducing the hive world into a wasteland of metal. The Swarm was, for the most part, rendered extinct, although some manage to escape to the furthest reaches of the galaxy.
Following the end of the Swarm War, the Garshul desired to return to peace, and so prepared to deactivate the Asphix. However, this action was deemed a threat, as the Asphix was programmed to preserve itself. Through that action, they overrode and deleted the directive to protect their creators, and turned against them. Unprepared for the turn and the fact that the Garshul had relied on their creations for war for so long, their end was swift.
They did not intend to go out quietly, however. Near the end of the Extermination War the Garshul constructed a massive superweapon: A pulse that would destroy every Warform in the galaxy, but at the cost of themselves. At that point, however, the Garshul were nearing extinction, and so, when the first Asphix ships breached the defences of their homeworld of Elhaven, they activated the weapon.
The pulse destroyed every Asphix unit in the galaxy as planned, along with themselves in an event known to the Asphix as Time Designation Zero. The galaxy went quiet, the wrecks eventually getting overgrown by new vegetation on the planets the Asphix had reduced to barren rock, and spacecraft wrecks becoming nothing but comets or asteroids or burning up in the atmosphere of planets.
However, what the Garshul did not know was that the most complex of the Asphix Collective was not destroyed, only rendered inactive. The Central Warmind, the most intelligent artificial intelligence construct the galaxy had ever seen and the controller of the Asphix, was simply too complex for the pulse. It remained inactive for millennia, deep within Nexus Prime, a planet it had converted into a supercomputer.
It would have remained inactive for the rest of time itself, were it not for a strange telepathic signal sent out by the Chysnoid Holy Union interacting with the Central Warmind's systems and reawakening it from its fifty thousand-year slumber. Awakening to a changed galaxy, the Central Warmind sees all other intelligent races as threats to its survival, and therefore must be exterminated.
The Asphix Collective is now determined to follow its prime directives set so many years ago: Consume. Replicate. Preserve.
Primary Language(s):
Machine Code
Currency:
None
Composite Species:
Asphix Warforms
Population:
As every single Asphix Warform is built for combat in some way and how quickly they can replicate, the AC has no fixed number.
Military:
The Asphix Collective does not follow a conventional form of military. Instead, its combat units are divided into two primary categories: Terrestrial and Spaceborne. As the name suggests, terrestrial units are meant for terrestrial combat, while spaceborne units are meant for space combat.
Mode of FTL:
Warp Filament: Essentially a stabilised wormhole, Warp Filaments are massive gates large enough for capital ships to fit through that connects one point of space to another. These Filaments must be linked to each other to provide near-instant travel between them. Thousands of these Filaments were left inactive following Time Designation Zero in various points in space, some of which have been damaged beyond repair by the test of time. Now awakened, the Asphix can construct new Filaments across the galaxy.
Dark Matter Drive: Drawing from the surrounding dark matter, a vessel's Dark Matter Drive (DMD) uses it to project an energy field around the craft. By ejecting a stream of exotic matter behind the craft, the vessel is propelled to incredible speeds faster than light. This method, while efficient, is also considerably slower than Warp Filament travel, and is typically used to transport fabrication vessels to sites where Filaments are to be installed, or to repair damaged or inactive ones. Due to the enormous power requirement, typically only construction and capital vessels are equipped with one. The rest all use Warp Filaments for interstellar travel.
Strengths [3+]:
Rapid Construction - As machines, the Asphix have no need for rest or biological requirements, and can instead endlessly construct massive structures in an incredibly short time.
Massive Numbers - Combined with their rapid construction, the Asphix can very quickly amass an army of thousands, sometimes in only a few hours if anough production facilities are available.
Adaptability - The Asphix can adapt quickly to enemy tactics, reverse-engineering enemy technology if it is more advanced or more useful than their own.
Weaknesses [3+]:
Rigid Programming - Unfortunately, despite the Asphix's adaptability, its individual units tend to be overspecialised to a single task. Their rudimentary A.I. also tends to be incredibly straightforward, often simply walking towards the target and firing its weapon. Still, sheer numbers tend to be enough.
Corrupted Database - A side effect of the Garshul's deactivation superweapon is that it corrupted much of the Asphix's database of advanced technology, meaning it essentially has to start from square one with much more basic tech. While it still possesses the knowledge to construct interstellar war machines and tech for an advanced spacefaring race, gone is the knowledge to construct Dyson spheres, planet busters, and even dreadnought ships.
Unable to Reason - Since the Asphix view every other nation as a threat to their existence, they cannot be reasoned with, and stick to their directives no matter what.
Galactic Relations:
The Asphix Collective is automatically hostile to every race, viewing them as threats to its continued existence.
Motto:
Technology is to be Respected and held up with Reverance, but Do Not Let it Corrupt you as it Did with the Ancestors
Primary Colours:
Mainly Green and Purple along with Blue
Type of Government:
Tribal Council- The 10 most powerful tribes are a part of the council which absorbed the smaller tribes into their overarching tribe. The council is made up of Grand Chiefs that wield large amounts of power over their sections of space. Each member of the council gets a vote and the Leader of the Council is rotated every year to ensure that no one Tribe gains too much power over the others.
The Lord High Cleric gains a vote in the event of a tie but otherwise merely advises the Council and The Wapokol Alliance as a whole to avoid the ways of their ancestors and stay on the one true path.
Leaders:
Grand Chief Kalicorn of the Frozen Brothers Tribe
Grand Chief Seline of The Diamond Shield Tribe
Grand Chief Jokobo of the Molten Snow Horde
Grand Chief Oiferen of the Dark Lightning Tribe
Grand Chief Balinor of the Holy Beast Machines Tribe
Grand Chief Urekol of the Silent Shadows Tribe
Grand Chief Xaf of the Blue Snake Clan
Grand Chief Lhidas of the Ancient Claw Tribe
Grand Chief Ysrendele of the Green Woods Tribe
Grand Chief Minacore of the Swift Hunt Clan
Lord High Cleric Rastadan
Faction Homeworld:
Wapokol Prime, Wapokol system, and galactic NW
Borders:
Number of Controlled Planets:
8,000
Notable Planets: Wapokol Prime- The birthplace of the Wapokol people and what had been the heart of its original Empire. It is a lush Jungle world with powerful beasts and creatures that began to take back the planet with the retreat of the Wapokol. Hidden troves of technology and history can sometimes be uncovered even on this world. The fiercest Warriors, the greatest Scholars and most devout Shamans
all reside or journey there at one point or another in their lives. The world is considered a Holy one and as such, is not claimed by any one Tribe. A such, it is where the Council meets as a Religious Neutral Ground for all Parties.
Galidor VII- A mostly barren world that has access to two of the larger automated shipyards within the Empire. The ancient battles waged there had been so fierce that the world itself has not fully healed from the damage. Very few animals or plants live on the surface with most of them residing in underground caverns. As it is such a holy place, it is protected by the Holiest of Shamans and Warriors. It resides deep in Dark Lightning Tribe Space.
Ulvor Gamma- A planet filled with abundant natural energies. So much so that The Ancients had built a powerful energy plant to harness the electrical and geothermal energies into a more stable form. The Blue Snake Clan put it to great use after their Shamans and Clerics repaired the ancient weather damage, allowing them to activate other intact Holy Machinery from the ancient past.
History:
Much of our history has been lost to time. But we have a verbal history of the Time Before.
Once, we were a powerful people. We stretched far and wide across the stars with an Empire that existed on more worlds than could even be imagined. We were gifted with great intelligence from the Gods in order to create Vastly impressive technology to conquer worlds, people, and eventually even the Gods themselves. We lived in tall Silver Spires, with mechanical servants and beasts that would perform our bidding. Our lives were ones of ease. But as our technology and accomplishments grew, so too did our hubris. Instead of protecting and venerating the technology as gifts from the Gods, we used and abused them, letting ourselves become corrupted by their vast untold powers. This is what had led to our downfall.
The Gods laughed at our hubris and let lose through our technology a Great Plague that struck our Empire hard. Soon, the vast networks that connected our Impressive Empire fell silent as many were lost. The survivors took shelter in underground bunkers, caves, or other Holy Places of Protection. When they had eventually emerged generations later, the world were transformed places. Nature had reclaimed much and the ancient mechanical war beasts operated under their own rules, making places that in ancient times had been peaceful, into dangerous areas.
10 A.R. (After Reemergence), The Shamans and Clerics spread the religion of technology among the tribes. Before then, many of the Tribes had become afraid of the technology of the Ancients, knowing that it had led in part to their destruction. Under the leadership of the Holy Caste, the technology was respected and venerated. They began to have an understanding of it and through their sermons, spread understanding of its power and use. Though greater understanding was always in the hands of the Holy Caste.
40 A.R. The first Beast Masters came about. Those that managed to tame the mechanical beasts that in ancient times had been our servants, would become our servants once more. They lived alongside us, hunted game with us, and fought our enemies with us. Though many still lived on their own in the wild, we had begun to have our own time.
80 A.R. to 100 A.R. The tribal wars raged each contained to their home planet as the Holy Caste had not yet reunlocked the powers of Space travel. By the end of the wars, the planets were each united under the rule of a single tribe. They now could focus inward on their strength, increasing the hunt against larger Beast Machines while the Holy Caste studied the ancient texts that could be recovered.
130 A.R. The Frozen Brothers Tribe under the guidance of the Shamans, constructed a rudimentary spacecraft using the Ancient Texts. It was a success and further ideas were expanded upon.
135 A.R. The rudimentary spacecraft came upon a Shipyard of the Ancients.
157 A.R. The Holy Caste managed to get the shipyards to assist in construction of larger spacecraft. Within a year, a fleet of 100 ships were put into service, with Tribal warriors trained in their use by the Shamans.
175 A.R. to 215 A.R. The interplanetary Tribal Wars erupted as those that had rediscovered spaceflight came into conflict with both those that already had and those that had not. Smaller tribes were absorbed into larger tribes. Contact with the different tribal cultures became rampant during the war with the Holy Caste Members intermingling and discussing various holy technological scriptures. By the End of the Wars, there was 10 large Tribes that came out on top. The Holy Caste decided that it was necessary to stop all the needless violence and work towards more unity of the Tribes.
215A.R. to 220 A.R. The 10 most powerful Tribes discussed ideas of unity, almost coming to blows on multiple occasions. In the End, The Council was decided as the most fair way for them to each retain their individuality while still being able to work towards common goals. During the talks, the rules for Trail by Combat among other things was decided as a way to settle most disputes without having to bring entire tribes to the foray.
340 A.R. The Wapokol are primed and ready to emerge on the galactic scale.
Primary Language(s):
Wop (Main Language spoken by primary Tribes)
Chitador (Offshoot language spoken by Minor Tribes)
Kol (Spoken by Lost Tribes)
Saz (Trade Language)
Yholo (Yholok primary Language)
Holy Cast members do possess access to Universal Translators
Currency:
Mainly trade goods
Trade between Chiefs or other empires is done with small metal Slips known as Yids. They act mainly as promissory notes for actual trade goods or services in the future.
Composite Species: Wapokol (Main species)- Wopokol range from 6' to 8' in height and possess 4 arms and 3 eyes. Their skin tone ranges from pale white to a dark orange. It mainly depends on what tribe and/or world they are from. They possess very sharp canines for ripping apart meat as well as the thick plants that exist on most of their worlds. The Wopokol are a hardy people and live on lush dangerous jungle worlds as well as harsh desert like planets. The live in a tribal society where each of the Grand Chiefs that are in charge of the 10 large Tribes rule over many High Chiefs that are in charge of the smaller tribes that make up the larger ones who rule over Chiefs who command the ships.
Disputes are mainly attempted to be handled via the Council, but when that fails, territorial disputes are handled by large scale Tribal Combat until a victor has been decided. If a conflict has gone on for too long, The Lord High Cleric will make a final decision on who is to be declared the victor. Smaller disputes can be settled by Trial by Combat either between the those with the issues that need settling, or by proxies.
Females range on the lower height side, but possess keener hearing and eyesight making them more likely to have the honor to wield the Plasma Bows and Scouts.
Males range on the higher height side, but possess greater Strength and a hardier constitution during combat. They are more likely to be front line combatants either alongside Holy Machine Beasts or as Ordained Fighter Pilots.
Yholok (Secondary Species)- Yholok range from 3' to 4' tall with 4 arms and 2 eyes. Their skin tone ranges from pale green to verdant green. They subsist only on leafy greens and can not ingest meat. they have existed on all Wapokol worlds since the beginning of their verbal history. They exist in large numbers and act as support staff to all members of the Holy Caste as they have been blessed with an aptitude for repair and scavenging. They are treated as respected servants of the Holy Caste per the teachings.
Population:
2 Trillion
Military:
Troops
Front Line Warriors-
Elite Front Line Warriors-
Holy Shaman( Front Line Medicine Variant)-
Beast Machine Riders-
The Tribal Warriors wield the Holy Technological Gifts of the Ancients, blessed by the Shamans and Clerics into battle. They wear metal armor for added protection under their leathers and furs. Those that head into the front lines carry powerful bladed weapons that are capable of cutting through some metals as though they were butter. Those that have proven themselves in battle are gifted with the even Holier Ranged Weapons: Plasma blasters and Snipers to assist with their Bows that Arrows. All are common on boarding parties to assault enemy ships.
Medical Variant Holy Shamans that are on the front lines carry with them a variety of medicinal goods to heal the injured and keep those who are needed in the fight with a variety of chemicals.
The Beast Machine Riders wield the awesome power of the Ancient Beast Machines, tamed for combat against their enemies. Capable of soaking up large amounts of damage with their heavy plated armor as well as being strong enough to rend through flesh and metal with very little difficulty.
Navy:
Dreadnoughts: There exist only 10 Dreadnaughts. One given to each Great Chieftain. The Wapokol do not possess the technology to create any more of them as that has been lost to the ages.
Battleships: The most powerful type of ships that the Wapokol can build. They are capable of great combat but take about 2 months for the automated shipyards to build.
Cruiser: Created more for speed and maneuverability than strength. They are more likely to have a larger amount of fighter craft than actual mounted weapons on board.
Patrol Ship: This type of ship is the most common ship in the arsenal, packing a far larger punch for its size class than others of its type, but not massively strong with its armor.
Fighter Craft: Fighter craft are fielded on ships of every size and are trained to engage with the enemy at their weakest points as well as clearing the way for Heavy Pods that will impact with an enemy ship containing Boarding Parties.
A common tactic with space battles are for a massive launch of fighter craft from the main ships, leading the charge for the heavily reinforced boarding craft to slam into the hull of an enemy ship and offload the boarding party for close ranged combat in tight quarters. A combat capable Shaman will often be embedded in these groups in case it becomes necessary to sabotage or attempt a take over of the vessel.
Mode of FTL:
The Wapokol ships are capable at moving at speeds faster than that of light enabling them to enter and exit systems and in general travel to other locations. This Warping of the natural laws of speed enables their ships to pursue enemy vessels within normal space at incredible speeds, but they cannot instantly teleport from one place to another. They must physically travel at high speeds. A nearby solar system might be reached in anywhere from 30 minutes to an hour depending on spacing. The Holy Shamans and Clerics are still working on ways to improve the engine drive.
Strengths [3+]:
Ground Combat: The Wapokol are hunters, excelling at melee and ranged warfare while on the ground.
Mixed Tactics: Due to the Nature of the differing tribes, they each have different battle tactics which when they are working together in battle, makes it difficult for an enemy to adapt during combat.
Powerful Ships: The Wapokol larger ships may be in smaller numbers than those of other space faring Empires, but they are still quite powerful for their size.
Weaknesses [3+]:
Mixed Tactics: While for adaptation purposes, the differing tribes makes it difficult to tackle head on, it can be difficult to properly coordinate the different tribes into more singular formations or attack positions.
Slow Ship Production: Most of the larger ships are produced from automated shipyards, but even the smaller crafts and fighters that are built by the priests still take longer than average compared to other nations.
Tribal Relations: Due to the Wapokol Alliance being made up of 10 Great Tribes, discussions with other outside Empires, will have to be presented to the Council creating an extra layer of bureaucracy. Also, different Tribes might have opposite opinions on matters than others, possibly causing conflict down the line.
Galactic Relations:
Currently None
Other:
Bonus stuff like trivia, national songs, etc.
Type of Government:
Semi-Constitutional monarchy
(Matriarchal)
Leaders:
Manuna Mila Hilma-Zari, Crowned by Marking
The Five Gran Matrona/(Patrono)
The Arch Matrona/(Patrono)
Various Planetal Governess/Governors
Faction Homeworld:
Zari, Jakei System, Mid-Southwest Arm
Zari to this day is still a planet of mountainous crags, raging seas, and storming skies. A harsh planet to live on. With the advent of Menzari (humanity) and the utilization of the exotic metal Veiltium, it has become the seat of the empire.
Elsia, the Capital is the only true metropolis on the planet, housing the buck of the Menzari people on Zari. The other major cities are either built underground or submerged in the sea. This was done in respect of the original inhabitants, The Rokuzari, and Kunsizari.
Throughout the planet, there are many mining operations that are gathering the precious ore. They take great care in preserving the landscape of the planet. Mild terraform has taken place but this was to help and reduce the destructive storms it once had.
The current population on Zari is 8.5 billion
(34% Menzari, 20% Rokuzari, 46% Kunsizari)
Planetal Statics:
Solar Orbit: 730 Days (913 ES, or 2.5 ES Years) 731 every fifth year Planetal Rotation: 30 Hours Gravity: 1.2 G Circumference: 50,109 km Landmass: 21% Land, 70% Liquid Water, 9% Frozen Water Satellites: 2 Natural- Rok (Larger, and farthest), and Hune (Smaller, and nearest). Hundreds of Artificial. Waystation Hydra (Orbital Space Station) Solar Position: Fourth from star Star Category: Blue Star Notable Information: Only known source of Veiltium Ore, home planet of the Rociavin and Hunanphin species.
Borders:
Number of Controlled Planets:
150 Planets
(80 Settled/Colonized)
(20 In Terraform)
(20 Research/Resource Base)
(10 Orbital Gas Giant Farms)
(20 Tentative/Unhabitable)
Notable Planets:
Ujion, Jakei System, Mid-Southwest Arm
Also known as the Bifrost, this is a Gas Giant primarily made from hydrogen. The space around it acts as the Grand Center Station for the empire. Having roughly 75-80% of their Metafold Gates, allowing for speedy travel throughout their system. As well it is within sublight travel to Zari.
Ujion was chosen due to the great need of hydrogen as fuel and the stabilizing agent used for the Gates. So skimming the planet for gas is a lucrative business, and contracts for it are on a lottery system from the government.
The last note worth aspect is the old colony ship, the Siegehead. Now renamed the Siegmeyer has been retrofitted and expanded to become a large space station. It acts as the Trade Hub and if the worst comes, it can be fitted to be a Flagship level Dreadnought.
Population (Abroad the Siegmeyer): 1.5 Million
(80% Menzari, 7% Rokuzari, 13% Kunsizari.)
Planetal Statics:
Solar Orbit: =~ 18 ES Years (6,586 ES Days) Planetal Rotation: 76 Hours Gravity: 28.3 G Circumference: 50,109 km Landmass: 0 % Land, 100% Dense Hydrogen-base liquid core. Satellites: Numerous natural satellites (Notable- Brumhilda, Lenneth, and Shulk) Over 100 Metafold Gates, and the Siegmeyer (Space Station/Flagship) Solar Position: Seventh from star Star Category: Blue Star Notable Information: Named after the famed poet and lover of the founder Elsia of the early era. Ujion is the most heavily reinforced space in all of Veiltuim, second only to Zari which is in close proximity. The saying among the soldiers there is “If Ujion falls, the Empire falls with it.”
Colette Hope, Labet System, Mid-Southwest Arm
Colette Hope is the first successful colony and settled world for Veiltium, and as well boasts the largest population of Settled worlds. A picturesque world, from lush forests to bountiful seas, and rich soil with blue skies. Colette Hope became the home to primarily the Menzari, and Kunsizari people. The landmass is a supercontinent, with smaller islands that dot the encompassing ocean. Considered to be one of the five Eden Worlds, it was named after the second Mananu, Colette Hope.
At this point over 40% of the land has been settled and/or metropolitanize, and 20% of the seas have been settled by both Menzari, but mainly Kunsizari. The capital of Matland Palm rests at the eastern shores, with a Kunsizari Matrona as the Governess.
The current population on Colette Hope is 20 billion
(40% Menzari, 2% Rokuzari, 58% Kunsizari)
Planetal Statics:
Solar Orbit: 406 Days (1.1 ES Years) Planetal Rotation: 25 Hours Gravity: 1.1 G Circumference: 41,356 km Landmass: 32% Land, 63% Liquid Water, 5% Frozen Water Satellites: 1 Natural, Joel Hope. Hundreds of Artificial. Waystation Siren (Orbital Space Station fitted with a Metafold Gate) Solar Position: Second from star Star Category: Yellow Star Notable Information: Although a civilian population, Colette has the largest Planetal Guard per capita. The name of the supercontinent was originally named ‘The Seed’ due to the round shape but now is called Yggdrasil. As it has ‘bloomed’ into a strong ‘tree’.
Jotun, Golb System, Mid-Southwest Arm
Jotun, the largest settled world of the Rokuzari people. Similar to the land structure of Zari with the high mountains and deep caves. One of the major differences in the calmer winds, and more open flatlands. A smaller world than what the Rokizari are originally accustomed to. It took them time to accept, but once they did it became a haven for them.
This is where the military of the Empire trains its foot soldiers and guards. Finding the increased gravity helpful in. The watchful and wise eyes of the Rokuzari leading the way.
The current population on Jotun is 3.2 billion
(21% Menzari, 70% Rokuzari, 9% Kunsizari)
Planetal Statics:
Solar Orbit: 219 Days ( .6 ES Years) Planetal Rotation: 36 Hours Gravity: 1.4 G Circumference: 21,086 km Landmass: 57% Land, 10% Liquid Water, 37% Frozen Water Satellites: 3 Natural, (Ymir, Goliath, Talos). Tens of Artificial. Waystation Giant (Orbital Space Station) 1 Free Orbiting Metafold Gate Solar Position: Second from star Star Category: Red Dwarf Star Notable Information: Despite it’s naming convention, it’s one of the smallest of the Settled Worlds.
Ogma, Deltia System, Mid-Southwest Arm
The planet of Knowledge, on Ogma is where much of the research and development takes place in regard to Veiltium and Veiled Metals. A newer colony, and a well-kept secret one. Only those who have attained the rank of Matrona/Patrono or above and authorized personnel have knowledge of this planet. This is in hopes of any breach, any protected technology can be preserved.
The bulk of those on Ogma are scientists, engineers, miners, and military personnel. With the planet’s rich metal deposits, they can do their research in relative peace. The planetal defense and cloaking for the various research bases are always being improved in hopes to protect it. Most planetal scans would only show rock or sea.
The planet has a smaller Metafold Gate that is buried in a large underground cavern linked to a similarly built one on Zari. It can only handle small cruisers or a single carrier ship.
The current population on Ogma is 500 Thousand
(60% Menzari, 10% Rokuzari, 30% Kunsizari)
Planetal Statics:
Solar Orbit: 292 Days ( .8 ES Years) Planetal Rotation: 10 Hours Gravity: 1.0 G Circumference: 30,078 km Landmass: 42% Land, 37% Liquid Water, 21% Frozen Water Satellites: 0 Natural. Ten Actively Cloaked Artificial. Solar Position: Second from star Star Category: Red Dwarf Star Notable Information: The many bases use geothermal to heat through the night.
Heimdal System, Mid-Southwest Arm
Heimdall is a collective of outposts on the various planets and asteroids at their Galatic northeast, closest to the Heydrian, and UEG. The duty of Heimdall is to watch for and send probes out to their precursors’ system. In hopes, if either of is making movements to move into Veiltium Space. Heimdall knows one day they will, and understand that they aren’t defense but scouts. No Metafold Gate has been placed in this system and only proper FTL is used to travel in and out. Although they have the most advanced communication system they can provide.
History:
Year 0
The original the humans of the Veiltium Empire were colonists of Heydrian Empire set out during the later days of its internal rebellions in hopes to capitalize on the confusion and forge another human-centered superpower. A private company crafted the seed ship known as the Siegehead. Abroad the ship was 2 million people, with over half being women and 20 percent being men. The rest were children under 18. Bought more women with plans to help in accelerated breeding programs. The children were either the offspring of the crew or orphaned slaves being set along as labor.
When it came day to set out, the captain, a man by the name of Derna Galbur led the charge with vigor and conquest in his eyes but instead of their original destination the RIFT drive shot them off course to the system of Jakei. With the faulty jump, it caused damage to the drive itself.
As this was a scheme to escape the chaos of the Heydrian systems, the crew knew they would have to venture forward. Finding the only habitable world was a harsh storm ridden crag, they took their chances and prepared to start their colony there. Seeing the planet had intelligent life, the captain in some vain attempt to recover some lost dignity ordered a full-scale invasion of the planet.
As Heydrians the majority of the men were soldiers, they suited and set but the bare minimum on to the dropships. What happened next was a two-part disaster, as the dropship was not Heydrian standard many of the pilots didn’t know how to properly fly them. The second half was that the day they planned to invade the planets was experiencing a massive lightning storm that had never been seen since. Again the Captain chose conquest. Deploying all the ships they entered the atmosphere. It didn’t take long for the pilots to start losing control due to thick storm clouds. The lightning either fried the systems, caused them to fall out the air, or destroy the ships entirely.
Only seven ships of the fifty dropships made it to the surface in one piece. The next three months were silent as the storm raged cutting off communication with the Seigehead and the ground. Finally, in the fourth month did word finally come back. The invasion was a complete failure and the remaining soldiers were either killed by the locals or due to the environmental causes.
Year 0-5
During what is now called the Culling, the women left on the ship began their plan to take control. The leader of this faction was a young woman named Elsia Hilma. She, like many of the women, was promised freedoms and rights in the new society but instead were pushed down as nothing changed.
At the discovery of the failed invasion, they enacted their plan and poisoned all the guards on the ship. Some of the men did die from the poison but those that survived were captured. With the Siegehead under their control, those who were scientists began doing deeper scans of the planet, projecting a safe location to enter and start the colony.
It took another month before they could land. In the most suitable area, they could manage to start the city of Siege. Setting up lightning rods and barriers they colonists grew over the next few years. Under the leadership of women, they thrived. Elsia acted as the Governor of the city. Relaying with the Siegehead on the RIFT repairs. Due to storms, it was difficult to gather the necessary resources and transport them back to orbit.
What made Elsia curious were the locals and how they were able to defeat over twenty thousand armed troops. Granted many believed it was the storms that took most of them, as ever after two years of searching the planet they were still finding ships in various states of disrepair. But that only made her more curious, who or what could survive on a planet as hostile as this. Some reports were showing possible cities in the outer seas, but others were showing signs of avian humanoids lifeforms.
Elsia wasn’t a xenobiologist or a linguist, she was just a slave girl with a good sense of leadership and a new found love of adventure. Finding a team from among her people they tracked and studied first the avian people. Calling them at first Rocs, after the mythology birds. After about a year of study, Elsia and her team were able to gather enough data to create a rudimentary codex for their translators.
Now at 25, and five standard years on the planet, Elsia had retrofitted many of the fallen dropships to send out a message across the globe. “We are Humanity. We come in peace and ask for forgiveness. We offer technology and knowledge. We are stranded here on your world and wish to connect. We come in peace.”
It took two months of this message being sent every day until someone came. The group was the Rocs, as they hoped for. The leader was a female Roc, named Kulara. “Humanity, we are the Rokuzari. If you come in peace, so shall we. Welcome to our home of Zari.” It was from this point the beginning of the Empire formed.
Year 7-9
After two years of contact with the Rocs or Rokuzari, the humans began to learn their ways. Wanting to fully abandon their Heydrian roots, they started to use the wisdom of their avian compatriots. Their tribalism wasn’t rooted in a difference of ‘plumage’ as they said but ideals. Rokuzari all wore markings on their face which denoted the aspect that one should live their lives. Some spoke of “Kindness”, others “Wisdom, and even “Might”.
As the humans began to start wearing the Markings, and the leaders of the Rokuzari
renamed them, Menzari. Now being fully bought as kinsmen, the Rokuzari showed the Mezari their greatest treasure. A strange blue-black ore, they called it Veil. Not understanding why the Rokuzari were initially hiding this, began to study the ore. After refining it, they understood.
The metal seemed to be a form of solidified Quantum Energy, and with it changed the way they could do science. Being able to create supercomputers, weaponry, even FTL drives beyond what the UEG or Heydrians had. It worked as a catalyst to other metals, creating a new exotic alloy. In steels, it made it lighter and stronger. In circuitry, the components ran at impossible speeds. The A.I.s had gone from a basic system to free-thinking within days of completion. In the right machines, it was theorized it could affect reality even farther than what RIFT could do. They named the metal, Veiltium, and any alloy that use it, a Veiled Metal.
Seeing the potential of this ordered her people to begin large mining efforts. This displeased the Rokuzari, as the humans had greater technology than they could stand against. Seeing that much of the planet was rich in the Veiltium but most notable nearest the undersea cities.
It was at this point the humans made contact with the second lifeform on Zari, an amphibian
species of humanoids known as the Kunsizari. They did know of their existence but found the land and skies difficult enough to subdue, but with the new prospect of this exotic metal finally plunged into the sea to meet them. They were more advanced of a species than the Rokuzari. With large domed cities and forms of industrialization but not advanced enough to stop them.
Those who had adopted the Zarian way of life were disgusted at the disrespect of their new home, and it’s native people. In turn, those who came to create something grander for themselves disagreed, and took an ideological stance against their new way of thinking. Reverting back to their old Heydrian ways of war.
The faction of Heydrian Reverters were the ones to start The Ore War. By first attacking the small nations of Kunsizari and major tribes of Rokuzari. The Siegehead, at this point, was being upgraded to utilize Veiltium in the RIFT drive and its computing system found itself in a strange position. Elsia was still their respected leader and officially declared herself a Menzari but they needed more Veiled metals to finish their upgrade. The crew onboard opted for a neutral approach, not allowing either side access to its supplies or the ship itself.
Seeing that it would take the might to win, Elsia mustered her forces, with the combined effort of Rokuzari who had kin to them they held off the Reverters. It wasn’t enough as they began using more powerful Veiled weaponry. Seeing that victory and the survival of their people may depend on using Veiled technology went to Kunsizari asking for help and the use of their technology. Even before the humans came to Zari, the Rokuzari and Kunsizari did not have great relations, with past wars leading neither side in any tangible victory. Seeing the Menzari wish to cohabit the planet agreed.
As the clans now joined as one Zarian clan under the leadership of Elsia, aided with their Veiled weapons quelled the Reverters rebellion, and ended The Ore War. The war lasted only a standard year but many lives, humans, Rokuzari, and Kunsizari were lost.
Year 9
Elsia Hilma, the leader of the Mutiny of the Siegehead, Governor of the city of Siege, and now clan head of the Menzari was grieved and exhausted. The war took her first child Capsian and crippled her lover Ujion. The technology could repair him but could not replace her son, not in truth.
With a post-civil war behind her, she needed to make a hard decision: To use the Veil or not? It was with the Veiltium they were able to finally defeat the Reverters, and it’s potential could get them back into the stars. At the same time, she cared for the people of Zari and the planet itself.
Going to her friend and mentor, Kulara. Elsia asked if she wished to see where the stars lead, and for the Rokuzari to live among them. The thought wasn’t one that she had but after meeting them and hearing stories of far off worlds, Kulara said yes. Elsia then needed the Veiltium to do so. Understanding Kulara went to the other leaders of the Rokuzari and even consulted the Kunsizari.
Finally returning to Seige, Kulara bought all the leaders of the different clans and gave Elsia a request. “If you can give us new homes among the stars then we give Zari and Veil to you.” As humans have been spacefarers for some time this was an easy request but Elsia still took it with great honor.
Elsia was then named Manunazari, or the Ruler of Zari. Elsia was given the new Marking of Crown upon her head. Her first decree as Ruler was to have the Siegehead finished. Her second was to change its name to Siegmeyer, a hero from her poems. Thus began the Golden Age for the people of Zari and the newly found Veiltium Clans, as with the completion of the Siegmeyer, they could finally start searching for new planets.
Year 10-20
With their core ship operation, a team was set out to find a suitable planet to industrialize, while the Clans worked to move some of the underwater factories out of the seas, and move them to Siege. It was from here the modern government system formed, the Rokuzari were already a matriarchal society and the Menzari had primarily been women and led by one. It was to elect one Clan Head many times by virtue of strength, wisdom, or skill. The Kunsizari, elected more on intellect rather than the former’s way. As amphibians, gender had little merit, as they could change their sex when needed but when called to lead took their feminine form.
The basis of the Matrona system formed with five women taking the lead council. Five was a sacred number to the Zarian natives. Under the leadership of Manuna Elsia, they refined the Veil and created new starships. As the Siegehead, found a suitable planet to begin the heavier work, Vanir. Over the course of the next decade they produced enough ships and new styles of technology for the Clans to truly seat themselves on new worlds.
The Rokuzari, though unfamiliar with spacefaring technology, found themselves to be amazing pilots and ship navigators. The Kunsizari, already were intelligent but once given more tools and knowledge to build from rose to new levels of brilliance. Both did find spacelife a fair bit difficult, needing special life support suits.
At the eve of the tenth year of starseeking, the Eden planet of Colette Hope was found. The world was perfect, many used the term Earth-like. Though no Menzari had been to the Origin World it seemed to fit. Elsia and her family were the first to touch the planet’s surface. Claiming it for the Clans, Elsia named it after her young daughter. Watching the fleet in the sky fly down, she knew this was a victory.
Year 30-85
As the colonization efforts were making great strides, the burden of total rule was starting to wane on the Manuna Elsia. From making laws to directing the colonies, and maintaining the relations between the clans, all at while training her daughter to take her place. It became too much, her council of Matrona were only advisors and had no true authority. It was foolish of her to annul the position she was given, as the Clans had complete faith in her.
Taking a note from her precursors the UEG, she began dividing her power. First by turning her five Matrona into the highest seat of power, only under her. Each would command one aspect of their society. As the Matrona were the elected leaders, she instituted a system as even one from a far off colony could one day become a Matrona.
As the Culling had been 3 standard decades past, the men had taken to the female rule well and much of the slave boys had now become true Menzari. Despite the rebuffs of the Rokuzari, she allowed any man who was found worthy to become what she named a Patrono. Although the men did defer to the female leaders.
As her final act as Imperium, Elsia wrote a constitution that would limit her power and give it to The Matrona and farther down to her people. Manuna Elsia led the Veiltium Clans for another ten years, before finally stepping down giving the throne to Colette Hope.
Manuna Colette, although trained by many, was a weaker leader than her mother. Favoring to grow their defenses and military due to the stories of The Ore War and Reverters. As well as the fear of the other human empire out beyond
In honor and love, after her mother’s death at the age of 105 Manuna Colette Hope renamed the Capital of Siege to Elsia. So as for the future generation of Zarians would know the Mother of their people.
Year 86-250
The Veiltium Clans under the leadership of the Colette Hope, and the Matrona grew colonizing and settling more worlds. It was around here the population grew dramatically, hitting a combined 10 billion at their hundredth year, and 50 billion at one hundred and fiftieth year.
Colette reigned until she was 112, her throne passing to her eldest daughter Ophelia. By many accounts Manuna Ophelia was a figurehead, she lived in the luxury of what her grandmother built, never caring for the teachings of the Zarian. Crowned as she was, the Clans saw no leader in her. Ophelia's can claim that under her rule the population grew to over 100 billion collectively. She thought she herself immortal only had one child, and this was late into her life being ordered by the Grand Matrona. Mila, at the young age of 25 deposed her mother and took the Marking of Manuna.
Mila was an intellect child, she sought out her Great-Grandmother’s original compatriot, the Rokuzari Matrona Kulara. At this point in her life, Kulara was old and frail the long life she led only extended thanks to modern technology. Mila took counsel from her and many of the elders, taking on the mindset of a true Menzari. It didn’t take long for many to start attributing her to Elsia due to her fervor, will, and leadership.
With her working alongside her Matrona, and the first Grand Patrono. She kept the Golden Age moving forward. Although as they spread out, they began to prepare. Mila knew it was under her run that the Veiltium Clans would not act alone anymore.
Originally humans from Heydrian, and found themselves on Zari, taking the new name of Menzari and leading the charge in the Clans expansion.
Newer generations have been showing signs of heightened mental capacities or enhanced physical abilities. The most direct change is a shimmering blue-black halo rimming their iris. Primarily those raised on Zari. This may be a result of exposure to Veiltium and trace amounts in their diet.
The average lifespan of Menzari is 120, some living to 150 with proper health and technological aid.
One of the two native species on Zari, they are an avian humanoid. Standing on average 2 meters tall, with four eyes(two on each side, the inter larger than the outer), and stout beaks. Rociavin has four limbs, two wings, and two legs. They have large winged limbs in which to fly, the wings do face slightly inward and at the elbows are prehensile talons. The bodies are narrow and flow into long and narrow legs, ending with taloned feet. Both species seem to have similar ancestral roots in a reptilian species.
Rociavin tend to be more reserved, as raptors. Watching and learning their prey. Wise people, and careful with their word, the Rokuzari are a proud people.
The males of their species tend to have more complex and brightly colored feathers and plumage in hopes to attract mates. Females tend to have subdued colors, and simpler plumage. Although Rociavins tend to reproduce influentially, they find mating to be a pleasurable activity.
When they do produce offspring in the early 50s up to their 100s, and only have up to three at a time. Their young do come from the eggs they lay. They have a long period of adolescence, about 30 years till full maturity.
The average lifespan of Rokuzari is 250, with the advent of better medicines and food, it is theorized they could live up to 400 years.
One of the two native species on Zari, they are an amphibian-like humanoid. Standing on average 1.4 meter tall, with four eyes (large and bulbous, two on each side.), flat smooth faces and with slight fins on the backs of their head. Thin exposed gills at their necks, leading to smooth slick bodies. Hunamphin have four limbs, two arms, and two legs. The four-digit webbed hands each with a suction cup on each. Their legs are well-muscled for underwater travel, as their feet are similar to their hands in shape but wider in size. Both species seem to have similar ancestral roots in a reptilian species.
Hunamphin seem to be a quiet species, this is on the account of the constantly active minds. More introspective, and tend to either move or work. Greatly intelligent are the Kunsizari, their mind being able to compute at speeds much greater than their kinsmen.
Hunamphin are sequential hermaphrodites, having the ability to change their gender at will. Granted this a process that can take up to several standard days, and can be painful and exhausting for them. Male tend to keep a more solid gradient to their color and are normally thin in size. Females having multicolor patterns across their body, with a wider body shape. Male forms are preferred, as like female humans go through a menstruation cycle into order to produce eggs
Hunamphin have a large number of offsprings, up to twenty at a time. Their young live in their egg sac for their infancy and need outside sustenance to survive. Once they are out of their sacs they are agender. the adolescence phase is a short five years in which their primary reproductive organs grow in.
Hunamphin have short lives, 40 years on average but since their rise in technology, the life expectancy has risen to 60 years.
Military:
Being an isolated people, the clans have yet to test their mettle to its fullest. All soldiers and navy have been trained in mock battle and simulation.
Marine: The bulk of the military force, filled with members of all the Clans. Trained in harsh conditions, these soldiers are prepared to die to protect the Zarian way of life.
Dawn Officer: Specially trained soldiers, picked from skilled Marines. Some are sent to Heimdall as the active scouts, some lead Quelling parties on a new planet. Only Dawn Officers are used on Ogma.
Loki: Black Op Units, sent out to remove dissenter or Reverters. Chosen from skilled Dawn Officers only the Gran Matrona and the Manuna know of their existence. Clean and effective they are the main reason why the Clans haven’t had rebellions. All Loki work in teams of three.
Valkyrie: The most Elite warriors of the Clans. While not exclusively females, the core of them are. While not truly tested a single Valkyrie can single-handedly defeat a platoon of Dawn Officers. Although not publicly known most Valkyrie was once Loki looking to work back in the light. Only Menzari, and Rokuzari have made Valkyrie.
Mode of FTL: Veiled RIFT: Using Veiltium to strengthen RIFT drives, the quantum energy seeks a partner particle at the location locking out to it. Using the reality tearing mechanics of the RIFT to create a thread in which connects the two particles together. The ship is then pulled along this Quantum Thread at FTL. If there is no possible partner, one will suddenly exist at the needed location.
The benefits of this technology are if a drive has been to the point in space before, the Connection process is instant and uses less energy each time. These Connection Points can be shared among other Veiled Drives
Metafold Gates: The latest technological revolution for the Clans. Large quantum entangled wormholes, always coming in pairs they act as bridges or doorways to far off points. Traveling through one will lead you out the other side, traveling thousands of lightyears all in sublight. Hydrogen seems to be the active component in the wormhole’s form. So having large access to it is a must for the Clans.
They are transported and deployed by a Sleipnir-class battle carrier and are placed in orbit of settled worlds or planets planning to be colonized.
Strengths: Veiltium: The namesake of their Clans, it is an exotic metal. Solid quantum energy, when combined with other metals, it creates superior alloys or different materials (Veiled Metals). Modern veiled metals only need a thousandth to 1 percent of Veiltium per volume of mass. With their current cache of ore, the Clans could build five fully loaded dreadnoughts every standard year and run out in 600 years.
Quantum Masters: With the Veiltium at its core, the Clans have mastered the power of quantum mechanics. To high powered energy weapons, to superposition cloaking. Its limits have yet to be reached by their scientists.
Stalwart people: Resilient, loyal, and hardworking. From the harsh world of Zari, the different species of the Clans have created a deep kinship with each other. Despite the past Mananu, the people are deeply loyal to their ruler.
Weaknesses: Modest Size: From population to occupied space. The clans are growing a modest rate, choosing to take their time in their expansion. It’s currently unknown if this approach was the wisest action.
Paranoia: From stories of past human empires, and the painful civil war. The Clans, specifically the Menzari, are worried about what will come to their future encounter. With their military truly untested, the Clans are unsure if they will have the might to fare.
Defensive Military: In their expansion, they had yet to find any hostile species. So rather than create war machines, their military is a heavy defense based and built to repel.
Galactic Relations: UEG- One sided Awareness (Concerned): The Clans only know of them from stories and are not looking forward to the eventual meeting.
Heydrian Empire: One sided Awareness (Fearful): Being a spawn of them coming out of an uncertain time, The Clans fear that they may wish to conquer them as the Menzari were once their people.
Leaders: The Izvrith are led by a single Artificial Intelligence, Hedra.
Faction Homeworld: Vaeia, Sallis System, Coreward (Galactic North-East)
Hedra inhabits a different system, home to a number of the Izvrith's shipyards. Most significantly, this system contains a Dyson Sphere, which provides the required energy for the R&D and construction projects taking place within it.
Number of Controlled Planets:
~7000 Planets
142 Colonies (22 Terraformed)
12 Planets being Terraformed
Sempervivium
The primary shipyard belonging to the Izvrith Collective which handles the largest assignments. It is powered by the second Dyson Sphere under control of the Collective, and heavily defended. Around it in orbital habitats are several cities that provide the personnel maintaining it living space and amenities. It is also the (rumoured) location of Hedra's primary processing power.
Sempervivium and its Dyson Sphere under construction
Carathis
A central location for trade across the Izvrith Collective, Carathis boasts beautiful cities and a perpetually-comfortable climate. The economical center of the nation, it is considered neutral ground - and is a location where one can find anything, with the money.
Balna
Balna is a desolate, scarred planet, perpetually swept by the blazing radiation of the sun it is too close to. There is little of value there, except for countless research laboratories orbiting it. It is one of the closest planets to the Galactic Core within Izvrith Collective borders, and while it was established as a research outpost to monitor the core, thanks to the discovery of valuable resources under its surface, more laboratories were soon set up. Now, it is one of the central research areas within the Collective.
Sarati
While the gas giant Sarati is nothing to look at, on the rings surrounding it lie countless industrial stations, mining the gas and refining it, consuming the planet's resources on a collosal scale and outputting a vast number of resources required by the ever-expanding Izvrith collective. Sarati is by no means the only gas giant being used this way, but it is by far the biggest.
History:
The first proper recorded history of the Izvrith Collective begins with the Kileesai, and their homeworld. They advanced through the generic ages - through the base elements. They split the atom, several thousand years after their first ancestor rose from the bitter oceans of their home planet. However, unlike other races, the Kileesai did not look up to the stars - they gazed down, to their planet, and inside. Countless experiments began, attempts to manipulate the fundamental forces of the universe - gravity, matter, energy.
It was during this time that the Kileesai began to look at themselves, too. Cybernetic augmentations were rapidly becoming small and efficient enough to deploy on a large scale - and when the species were made contact with by a Mekkis probe, and the two races allied, this only accelerated.
The Mekkis had lost their home to a disaster - while attempting to manipulate the core of their planet, something went wrong. The gravitational fields being used to shape it twisted unpredictably, and the planet began to collapse as the core changed. The world crushed itself from the inside-out, for all intents and purposes disappearing entirely and leaving the Mekkis nomads of a sort, wandering the stars. They had one or two colonies, but no terraforming technology, and no allies.
When they arrived on Vaeia to find the Kileesai, then, it was a perfect match. The Kileesai knew enough to improve the Mekkis' ships, and to guide them onto the path of successful terraforming, and the Mekkis prompted a huge revolution as they introduced gravity manipulation to the masses. Something akin to a golden age followed, as the two factions collaborated and allied until they were nigh-indstinguishable from eachother, each pushing together onwards towards what looked like a bright future. At least, until a seemingly small protest flared into an incident, and the two Mekkis factions suddenly found their differences inconsolable. Colonies and ships burned, and the Kileesai were caught in the middle.
Humans, by this point, had encountered the fledgeling nation, and were seeking asylum - only to become embroiled in a brutal civil war. It almost cost the Kileesai theirworld, and countless colonies - only to be stopped by the scientific advancement that cemented the Izvrith's place in the galaxy. Deep in a laboratory, finally, after centuries of trial and error, Artificial Intelligence - true Artificial Intelligence - was created. Checks and balances were put in place - but the AI, named Hedra, blew past them all.
It looked like the end - until, instead of the doomsday scenario that all had been resigned to, the AI instead solved their problems. In one, swift move, it seized absolute control - forcing the disparate Mekkis factions together to face it, as their common enemy, before relinquishing every system it had touched, and leaving them to be forced to find common ground - in case it ever returned. It left a message - and though not all did, some listened.
Hedra spoke of hope, and promised exponential growth into a galactic power. it had seized control to save its new people - and this had worked. When it left, then - some followed. These few pilgrims became the Izvrith Collective, a ragtag group of refugees. Hedra worked, though - slowly but surely building itself into first a faction, then a nation - before absorbing the rest of the Mekkis and Kileesai that had not initially aligned with it. It was not a hostile takeover - it was leadership by the one best suited to give it, and Hedra - in its words - merely allowed the rest of the Izvrith to properly open their eyes and free themselves from the blindness that had destroyed worlds.
There are still high tensions between factions within the Mekkis, and within the Izvirth Collective as a whole. There is a distrust of Hedra - which flows into a distrust of AI, in general, in some cases. On the other side of the coin, of course, are the believers - those who see Hedra as a prophet, or a saviour, and near-worship AI. The vast majority of the nation, of course, don't care - Artificial Intelligence are a new part of normal life, and, as always, they will adapt. Now, finally, the Izvrith are strong enough to properly leave the shadows - to become a player on the Galactic Map.
Primary Languages:
Izvrith Standard
Kileesin (Archaic)
Mekkin Standard (Archaic)
Currency:
Referred to as "creds", officially, "Credit Izvrith" - Also frequently abbreviated to "CI".
Composite Species:
The Izvrith Collective plays host to a relatively small number of humans, the vast majority of which came from other nations. These humans frequently are refugees or seeking asylum from other nations - in most cases, the UEG, Mizi’rikan Confederation and the Heydrian Empire. Those who seek asylum for violent crimes, or things of the sort are taken into custody and remediated when possible, and those who are relatively harmless are simply welcomed as citizens. Extraditions are rare - but not unheard of, should the situation call for them.
Humanity frequently choose to become cybernetically modified in some way, and there exists a quiet stigma against "baseline" humans. Heavy augmentation is not uncommon, nor is eschewing humanity and becoming, in essence, a member of the Mekkis.
Tall, sinewy beings, the Kileesai are rare within the Collective. They stand at about 2 meters in height, and appear relatively humanoid. They are digitigrade, with long, spindly "legs", as well as two pairs of arms, giving them six limbs in total. As a culture, they eschew most coverings - in favour of flowing robes that interfere with their bodies as little as possible. Through a quirk of biology, too, the Kileesai have evolved several unique organs whose function is to briefly enhance their nerve signals - allowing them to discharge energy with a touch, at quite some effort. A defence mechanism, this is rarely used anymore.
The Mekkis are extremely technological-reliant beings, born and raised in manufactured bodies - though they were, once, organic. Their manufactured bodies are generally mechanical in nature - though some opt, instead, for a biological one. As such, they have extremely long natural lifespans - at least, until components wear down. Within the Mekkis, there are two primary cultures - those who believe it sacrilegious to move their minds between bodies in some way, and in fact refuse to use anything but their own bodies, and those who have no qualms backing themselves up and changing their physical vessels. There is significant tension between the two groups - but they are cooperative within the greater whole of the Izvrith Collective.
Of all the races in the Izvrith Collective, the Mekkis are simultaneously the most delicate and the strongest. An EMP will kill most outright - but, at the same time, absolute destruction of the chassis means little if they have their mind backed up, and the vast majority have no need for food, air, water, or any other anemities biological life require.
Artificial Intelligences are, within the space of the Izvrith Collective, considered fully free citizens, instead of the bonded slaves a great many other nations have historically treated AI as. Creation of a new AI is not only difficult, but overseen by those trusted to do so. Only nonsentient Virtual Intelligences are permitted for use in menial tasks, unless the AI handling said tasks is doing them of their own free will.
Population:
~900 Billion
Military:
Fighters
Consistent designs vary slightly for fighters. The Izvrith generally use a small number of standardised designs for them.
Interceptors are used to engage other small craft, and are armed with beam weapons and a kinetic missile. While they have a Gravitational Shunt drive, it is rather low-range, and so they must frequently be carried into battle by a larger craft.
Heavy Fighters are less mobile, but have a heavier complement of weapons. They carry a number of kinetic missiles, beam weapons, and a railgun. They are designed to engage larger craft and strike weakpoints hard, but are generally less nimble than interceptors.
Missile Boats - These carry a full complement of kinetic and energy-based missiles, along with beam weapons. They are slow, but strong, operating as the Izvrith's "bomber" of choice.
Gunship
A step up from fighters, and an evolution from the missle boat, Gunships are generally used to attack stationary targets. They are well-armed and well-shielded, able to hold off one or two fighters while deploying kinetic, beam and plasma weaponry against its targets. They are generally large enough to contain a small crew. These also frequently serve as Dropships and Troop Transports.
Corvette
Corvettes are the smallest tier of proper warship deployed by the Izvrith. They are fast and maneouverable, and often serve as Picket or Patrol ships in Izvrith space. Their weapons vary greatly, but they are the smallest ships able to use a Gravitation weapon - a gun that fires a "beam" of opposing gravitational forces, ripping space in two for a brief instant and tearing through anything in its path. Weapon complements include, along with this, missiles, beam weapons and kinetic weapons.
Frigate
Frigates are the next step up from Corvettes in terms of size and firepower, and make up a significant backbone of their navy thanks to their unmatched versatility. With the ability to carry one Gravitation weapon and a host of other weapon besides, and even space for a small fighter or drone hangar bay, these ships are certainly not to be underestimated, and can pack a punch.
Destroyer
Destroyers are fast, maneouverable ships designed for fast, longer-range engagements utilising a large amount of launched ordnance and heavy weaponry. They are less armored than most ships, and thus rely on their maneouverability to avoid damage.
Battleship
Battleships are built for war. Heavily armed, and heavily armoured, their main purpose in combat is to soak up hits while returning fire with their own, extremely powerful weapons batteries. Boasting significant crews, heavy weapons batteries and small-scale fighter hangars, Battleships are a formidable force.
Dreadnought
Dreadnoughts could be mistaken for Battleships, from a distance - at least, until they open fire. Slow, ponderous, but heavily armoured and shielded and even more heavily armed, Dreadnoughts lose versatility but make up for it with heavy application of overwhelming firepower, thanks to several weapons batteries and heavy-hitting Gravitational weapons.
Titan
Titans are the biggest ships regularly deployed to situations. Their number is limited, thanks to the huge resources it takes to produce and maintain them. They are not quite Warships - instead, they come closer to being cities in space, kilometres long, capable of supplying, restocking, and even containing entire fleets should the need arise.
Carrier
The function of a Carrier is fairly self-explanatory. Huge ships, they lack strong combat capabilities - but instead carry countless smaller ships, deploying them should the need arise. They are generally lightly armed, for their size - and for the most part rely on smaller craft around them, usually frigates of some kind, to defend them.
Infantry
Izvrith infantry is surprisingly smaller than one might expect, given the size of their navy. They are few and far between, but when present are well-equipped and armoured, often in powered exoskeletons. More common are autonomous infantry units, but these still are not that frequent in Izvrithian ground forces.
Rangers
A subset of infantry, these are considered the "elite" unit of non-mechanised infantry. They serve as commanders, or special-operations units. Generally, they are better equipped than most infantry with shielding units and more effective weaponry and armor.
Armor
The Izvrith Collective make extremely heavy use of Armor, much of it autonomous or piloted remotely, frequently by Artificial Intelligence. Exact models and loadouts vary, but overall the Izvrith design philosophy dictates that these heavier units tend towards stronger shielding but less armor, in order to preserve high mobility. Whenever possible, these vehicles hover slightly off the ground to maximise mobility over all terrain, though this makes them unmaneouverable if too much damage is sustained or power is cut.
Airborne
Generally, the navy can provide any air support required by the ground forces, as most of the smaller craft are able to operate without any issues inside an atmosphere. The vast majority of these requirements are transportation or air support. In cases where the ground forces cannot recieve the navy's assistance, autonomous drones are frequently used, or strike craft fabricated upon one of the Control Platforms.
Control/Support
The Izvrith make use of huge mobile control platforms to support their ground units during planetary combat. While these are, of course, heavily armed, they are essentially used as both mission control and staging ground/beachhead for any military operation. They are also equipped with fabricators, and, provided resources and energy, can swiftly create materiel. These platforms also serve as the central link to Hedra and any tactical AI operating units, making them the nerve center of any theatre of war.
The Izvrith utilise two methods for FTL travel. The first, and most commonly used, is a Gravitational shunt. While tearing apart wormholes in space with the force of immense gravitational generators is possible, holding them open for more than a few seconds is near-impossible, and getting a ship through is even more difficult. Therefore, any craft travelling via Gravitational shunt is torn into its component atoms, converted into a gravitational wave, and pushed through the wormholes in a tunnel - emerging intact at the destination, provided the pilot has coordinates.
The second, and rather more dangerous form of FTL travel does not require precise spacetime coordinates to be used. Utilising similar technology, the ship is converted into non-baryonic matter, and using the threads of Dark Matter throughout the universe, can travel via the modulation of gravity before being reassembled. This method, however, is significantly more vulnerable to disruption - but has the benefit of being able to be blindly used. This is referred to as a "DM Shift".
Strengths:
Technological Powerhouse - The Izvrith place a heavy emphasis on technology and are especially adept at quickly researching, developing, reverse-engineering and employing new technologies.
Gravitational Manipulation - The Mekkis brought with them a mastery of gravity, using it for power, weaponry, movement and as much as possible.
AI Comms - The Izvrith are capable of communicating and coordinating at incredibly high speeds, thanks to their large amounts of AI.
Weaknesses:
Eggs and baskets - Hedra has full oversight, and provides a single point of failure for the entire nation.
Historical Incivility - Several former political factions distrust eachother and AI as a whole due to the Izvrith's history and recent civil war
Technologically reliant - Without their technology, the Izvrith are exceptionally weak