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Nation Building Star Chronicles: A New Light - Sheets

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Characters
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Thrace

Worshipping Emilia-tan
Roleplay Type(s)
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APPLICATION FORMS THREAD

APPLICATION FORMS

Code:
[I]Please delete the information placed in brackets () before posting the app, it is there to help you)
This application should be used for nations, groups of people with a political organization[/I]

[CENTER][B]STAR CHRONICLES NATION APPLICATION[/B][/CENTER]
[B]Name:[/B] (The official name of your nation)
[B]Leader:[/B] (The leader or leaders of your nation and their position/s)
[B]Government Type:[/B](The way in which your government is organized)
[B]Flag:[/B](The official flag of your nation)
[B]Capital World:[/B] (The world on which the capital of your nation is located)
[B]Incorporated Species:[/B] (The species that are a part of your nation)


[B]Number of Systems[/B] (The number of systems that your nation controls, check the "How many systems should I have?" section for help)
[B]Fleet Size:[/B] (The number of military spacefaring vessels your nation has, check the "What about my fleet?" section for help)

[B]Technological Specialities:[/B] (Technologies that your nation focuses on)
[B]Technological Weaknesses:[/B](Technologies that your nation has issues with )
[B]FTL Travel:[/B] (The status of faster-than-light travel in your nation, does it exist or not, and if it does, what type is it?)

[B]Brief History:[/B]( A short history of your nation)
[B]Persons of Interest:[/B](The characters in your nation that the others should be focused on)
[B]Goals and Hooks:[/B](The objectives of your nation)

Code:
[I]Please delete the information placed in brackets () before posting the app, it is there to help you)
This application should be used for factions, all types of organizations and groups that do not qualify as a nation and are smaller in size[/I]

[CENTER][B]STAR CHRONICLES  FACTION APPLICATION[/B][/CENTER]
[B]Name:[/B] (The official name of your faction)
[B]Leader:[/B] (The leader or leaders of your nation and their position/s)
[B]Allegiance:[/B] (The nation or group with which your faction is affiliated)
[B]Group Type:[/B] (A description of what your faction is or does)
[B]Symbol:[/B](The symbol used by your faction to identify itself)
[B]Headquarters:[/B] (The location of the headquarters of your faction)
[B]Incorporated Species:[/B] (The species that are a part of your faction)

[B]Members:[/B] (The number of members that your faction has)
[B]Owned planets or territories:[/B](The planets or territories that your faction controls, if any)
[B]Fleet Size:[/B] (The number of spacefaring vessels that your faction has, military or otherwise)

[B]Technological Specialities:[/B] (Technologies that your nation focuses on)
[B]Technological Weaknesses:[/B] (Technologies that your nation has issues with )
[B]FTL Travel:[/B] (The status of faster-than-light travel in your faction, does it exist or not, and if it does, what type is it?)

[B]Brief History:[/B] ( A short history of your faction)
[B]Persons of Interest:[/B] (The characters in your nation that the others should be focused on)
[B]Goals and Hooks:[/B] (The objectives of your faction)

Code:
[I]Please delete the information placed in brackets () before posting the app, it is there to help you)
Players do not have to make applications for species if they plan on using regular humans or other already accepted species, but they should ask for permission for the latter from the players who created that species[/I]

[CENTER][B]STAR CHRONICLES SPECIES APPLICATION[/B][/CENTER]
[B]Name:[/B] (The official name of your species)
[B]Homeworld:[/B] (The planet on which your species originated)

[B]Appearance:[/B] (The way in which members of your species look like)

[B]Lifespan:[/B] (The numbers of years that members of your species normally live for)
[B]Reproductive Rate:[/B] (The number of children that are produced by a pair of your species in their lifespan)
[B]Special Characteristics:[/B] (The specific details that make your species special)

Code:
[I]Please delete the information placed in brackets () before posting the app, it is there to help you)
This application should be used for individual characters[/I]

[CENTER][B]STAR CHRONICLES CHARACTER APPLICATION[/B][/CENTER]

[B]Name:[/B] (The name of your character)
[B]Species:[/B] (The species that your character is a member of)
[B]Age:[/B](The age of your character in human years)
[B]Skills:[/B](The talents of your character)

[B]Origin:[/B] (The place where your character comes from)
[B]Allegiance:[/B] (The nation or faction to which your character belongs/is loyal, if any)

[B]Personality[/B] (The way your character is and acts, a very short description, optional)
[B]Story:[/B] (The biography of your character, a short explanation of its life so far)

[B]Goals and Hooks:[/B](The objectives of your character)



Help
Figuring out how large your space nation should be can be rather difficult, as there is no precedent as to what to compare it to. Numbers in particular can be a rather imposing problem that is hard to calculate at a reasonable level. Let us examine a few.

An excellent question.

A Non-Spacefaring Power would clearly not even have an entire system, as they would be limited to their homeworld.

A Limited Spacefaring Power would have a single system, being able to colonize planets and other bodies around their star, but lacking any faster-than-light technology.

A Spacefaring Power would have 2 systems. These are nations that are very new to the galactic community, having recently discovered faster-than-light technology, and have almost no influence whatsoever. This is a good starting point if you like a challenge!


A Minor Local Power would have around 3 to 10 systems. Minor Local Powers are in their initial stages of expansion, and while they don't do much on the big stage, that can sometimes influence smaller nations in their vicinity.

A Local Power would have between 11 and 50 systems. Local powers have already developed enough to be the major power centers in their vicinity, and they generally hold a lot of influence over the nations around them, but they don't hold that much sway, being only able to influence politics in their immediate area.

A Medium Power would have between 51 and 100 systems, and would be able to exert influence in multiple surrounding regions, being even able to influence galactic politics to a certain degree.

A Major Power would have between 100 and 500 systems, and would be one of the important players on the galactic scene. They are usually among the most advanced and powerful nations, and will often try to influence and control smaller nations in order to create power blocs.

A Great Power would have between 500 and 1000 systems. Only a few such nations should exist, and they would be the titans of the galaxy, the ones truly controlling and influencing other nations on a galactic stage.
Spaceships meant for war are expensive to produce and maintain. Generally speaking, a nicely diversified fleet with mixed models should be able to have about 100-200 ships per system at the maximum.


However, a fleet that is composed of multikilometer capital ships might be smaller, at around 10-20 ships per system due to their increased size and cost.


A ship really shouldn't be larger than a kilometer in size, unless it is a capital ship or naval doctrine calls for abnormally large ships.
1. As a nation grows in size logistics and management become difficult.
2. That space is a really big place and that FTL means places can be reached, but still doesn't mean one can go from one side to the other of the galaxy with ease, if they are able at all.
3. It is possible to have multiple planets in a system being inhabited and multiple of them being overcrowded, but overcrowded means that resources to keep that place going have to come out of somewhere, be it trade other systems that are less inhabited and the like. Unless there are very good reasons for said resources not be needed or easily collected locally in every single overcrowded system.
4. There are a lot of planets, very few are naturally inhabitable by whatever race there is. Terraforming isn't the kind of thing that happens with a snap of fingers, it requires a lot of resources and time. Infrastructure doesn't build itself. Thus if one happens to start with a lot of over crowded planets, it will definitely need a *lot* of lucky encounters to happen to find places that are perfectly inhabitable. That said, people and infrastructure won't move itself.
5. A bigger nation requires more of everything to keep running, and having bigger navies will likely mean they have way more places to defend as well.
The League of Galactic Nations, also known as the Galactic Concordat, is a decentralized forum of spacefaring nations that seeks to limit wars, crimes against sentient beings, and to protect the soveregnity and independence of smaller nations. While the League doesn't have any military abilities by itself, and while it would not intervene in wars between nations of the same size, it's authority is invoked by nations which seek to act as police forces, protecting very small nations when facing very uneven odds in conflicts with much larger ones. Be careful about bullying nations that are much smaller than yours!


Description

Hello, and welcome to Star Chronicles: A New Light, the reboot of the old Star Chronicles roleplay. It is a sci-fi roleplay set in the Milky Way galaxy, where you can play as your own nation or faction, interact with others and decide the fate of the galaxy. You will create your own nation and faction and lead them throughout the roleplay. As in most nation roleplays, you will control your nation mostly through your characters, but also through normal actions. Our main focus here is to create interesting stories that all participants can enjoy. If you are new to such roleplays, do not worry - we will be more than happy to help, and if you are already used to them, make yourselves at home!

This will be the application forms/character sheets thread! All application forms will be posted here and reviewed by one of the GM's!

We also have a Discord server that is used for OOC talks, if you are interested in joining it, you can send a PM to one of the GM's!

 
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»Name:
_
Nadia Valerie Kosakova, A.K.A. "The Ghost of Ursa Major"

»Species:
_Human, Cyborg Augment

»Sex:
_Female

»Orientation:
_Bisexual, female inclination

»Age:
_31 (Earth Standard Conversion)

»Height:
_168 cm

»Weight:
_61 kg, w/o cybernetics

»B/W/H:
_36DD/25/38

»Eye Color:
_Pale Blue

»Hair Color:
_Sandy Blonde
»Distinguishing Features:
_A cybernetic left arm, and Japanese tattoos on her right. Scars across many parts of her body to include a large and discolored burn across the right side of her face. Nadia’s right eye is blind, and she has cybernetic implants to relay an outside visual display to her neural network via a dedicated drone.
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»Physical Overview:
_Nadia’s infamy is magnified by her battered beauty and a sensuality that is clashed by her brutish persona. Fair skinned and voluptuous, she stands tall and well-muscled within her graceful curvature. Although marred by many scars across her body, the most obvious cicatrix are the burns across the right side of her neck and face, as well as her missing left arm. The latter of these has since been replaced with a cybernetic prosthesis. Her right eye was damaged in a separate incursion. Nadia has since been outfitted with cybernetic implants linking her optic nerve to an outside drone. Currently, she uses a Fortinbras model 4.0. Regardless of these many wounds, Nadia still retains an air of vicious femininity.​

»Birthplace:
_ Garder Colony 34-J, Mars
»Species Homeworld:
_Earth​

»Allegiance:
_
None, Criminally affiliated

»Personality:
_Smart mouthed and crass, Nadia takes shit from no one. Her bite is just as bad as her bark (if not worse), and she will not hesitate to throw down into a fight when met with contention. She is highly flirtatious, but more to the end of being a frustrating tease than anything else. Nadia always has her eye on the prize, and is constantly scheming new tricks on how to outplay her rivals. In her opinion, the surest way to lose is to fight fair. So always bring a starship to a gunfight. And while she loves monetary gain as much as the next criminal, Nadia is in her line of work for more than just the pay. She enjoys the rush of the job, and loves to undermine the laws of the status quo. She has developed a taste for violence over the years, and has fostered a sadistic trait that bares its teeth when the woman becomes involved in altercations.

Regarding her love interests, Nadia prefers to remain unattached. Hers is a life that rarely stands still, and “romantic” partners are always temporary. While she will indulge her desires across genders and species, Nadia most predominantly enjoys the company of other females.

»Background:
_Born in a labor colony on the planet Mars, Nadia grew up in a lowbrow environment. But a tough life grows tough people. The planet’s surface is beyond terraforming. Instead, it is populated by several corporate owned, closed-environment colonies that were responsible for various stages of extracting and processing the ores and other valuable elements from the red, arid planet. Hers seemed a sure path of blue-collar mediocrity, and Nadia was inducted into the ranks of Deep Core Miners employed by the Murrsen-Teirs Company as soon as she was of working age.

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Schooling was not a properly facilitated element in the Garder Colony, and Nadia’s formal education is lacking at best. The colonists are educated for the specialties of their vocation and little else. Life in a labor colony is rife with sexism and low-level crime. The tenacious female learned what she needed to in order to survive her environment. Unfortunately, once Nadia lived and worked among the general population of the male dominated field, the young woman quickly found that she had to work three times as hard to get half the recognition for her toil. Looking for a means to get faster and easier money, Nadia eventually found herself mixed up in the dealing of prohibited narcotics to the mine workers. This was not long lasting, however. Soon she was under investigation as the persons importing the drugs were eventually arrested and shipped off the colony to face formal charges. Seeing her window of opportunity quickly closing, the vivacious vixen gathered whatever assets she had and took the first shuttle off of Mars and out of the law’s jurisdiction.

For the next several years, Nadia spent her time aligning herself with pivotal figures in the interplanetary black markets. Starting from the lowest rung as a local pusher and delivery girl, Nadia worked her way up to carrying out larger and more important jobs over the years. Not wanting to become particularly affiliated with any criminal group, Nadia made it a point to remain as neutral as possible in carrying out services for her underworld clients. She became prominent in acquiring illicit products for those with an interest to obtain them. Sometimes these products were not so easily departed from their owners and Nadia would have to use whatever manner of "persuasion" was necessary to procure them. It was in this that Nadia found her calling. Whether it be guns, prized cultural relics, drugs, or even people; Nadia has a knack for getting things she shouldn’t have, passed those that don’t want her to have them. And in those rare cases where she has been caught in the act, the femme fatale has proven herself a competent combatant and an even more adept pilot. Nadia has done jobs for criminal cartels, paramilitary factions, rebels, and in some rare cases, even corporate entities.

Running from the law is difficult enough on one planet. Nadia is wanted in just about every significant sector of space. For this reason, she practically lives in the empty void of neutral space when not carrying out a job. There is no law there, no control. The jurisdiction of the powers that be cannot extend where they have no one to enforce their regulations. The cybernetic smuggler gained her infamy from a job starting on the planet Praxis. Praxis is one of a cluster of planets around the star Alioth. This star is better known as Epsilon Ursae Majoris, and is the brightest star in the Ursa Major constellation. There, Nadia had incurred the wrath of a small fleet of starships assigned to guard the planet. The smuggler had been hired to transport three encrypted memory cores. The cores had been recovered from the bodies of clandestine agents belonging to a resistance group working against one of the planetary governments. The operation was supposed to be secret, but there was a leak of information. Nadia soon found herself pursued by several military vessels intent on obtaining her cargo, or destroying it as a last resort. The pursuit was a long and violent struggle that crossed over into the Alioth system’s great asteroid belt. The chase crossed into other sectors, eventually going as far as Fringe Space. Nadia lost her ship after taking enough damage from the pursuant vessels, crashing on the planet Roannos. Surviving the crash, Nadia managed to commandeer a new ship. The femme fatale was adamant to complete her task, and she still had the cores in her possession. Eventually she managed to evade the pursuing agents and deliver her consignment, earning her the sobriquet of “The Ghost of Ursa Major”. However, it was not without great price. Nadia was terribly injured from the event and even lost her left arm from the ordeal. In truth it was her long-time android partner, Jeffery, that saved her. Since this near-death misadventure, the blonde bandita has continued her underworld exploits. Her name has become well-circulated in rings of villains, and hubs of blackmarket repute. Nadia is known far and wide as one of the most slippery criminals the galaxy has to offer.

»Skillset:
Aerial/Space Combat • • •
Black Market Community • • •
Contraband Concealment • • •
Firearms Proficiency
General Maintenance (Starship) • •
Piloting • • • •
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(Modifications in Red)

• Manufacturer: Gor Hal Shipyards

• Class: Scout-class, Outrunner

Length: 23.2 Meters

• Crew: 1 Pilot, 1 Navigator, 1 Gunner (can be manned by a single pilot)

• Passenger Capacity: 4 (restraints optional)

• Propulsion: Class 2 Nexile Thruster Pack (2 main, 8 maneuvering)

• Generator: Haphi Cold Fusion Reactor Mk. II, + Stage IV Power Converter, + 20 Cell Capacitor Unit

• FTL Capacity: 5-Cell Naked Singularity Generator 8-Cell Naked Singularity Generator

• Dark Matter Converter

• Weapons Loadout:

Light Plasma Cannons (x2), Gravity Bomb (x4), Swarm Missiles (x6), Phase Missiles (x8), EM-Pulse “Crippler” Module (x1), Flash Canisters (x12)

• Defense Suite:
Kinetic Armor Plating (Reinforced Rear Plating), Repulsar Shields (Boosted), Haadian Stand-Alone Scrambler, Electro-magnetic Core System Shielding, Static-Mesh Firewall System

Originally designed for long-range sorties deep into enemy territory. The Haadian Outrunner was made specifically to evade pursuit by hostile vessels. As such, the Lupinara is incredibly fast and maneuverable in skilled hands. The ship can be outfitted for deployments of several weeks at a time; longer if operated by a skeleton crew. When the Haadian Empire was defeated and dissolved, their warships and fighters were gathered up and destroyed. However, many of their craft found an escape from this fate as the remnant Haadians fled. As can be expected, many of the smaller craft inadvertently find themselves in possession outside the remaining Haadian factions. Despite their best efforts, a good many of their ships have come into the ownership of pirates, smugglers, and underworld factions.

The Outrunner crews three, with seating and storage space for a total squad of seven warriors. Control can be routed to a single terminal for both operations if only a single crewman is aboard, though piloting the craft becomes complicated and choppy. Highly maneuverable and faster than any ship ever built in its class, the Outrunners were constructed by the Haadian military with the utmost quality to their design. Scouts are responsible for providing intel on incoming fleet or potential strike targets, and their capability for a return flight was of top priority. However, the Lupinara has been gutted of several of its original systems. The short range communicators were removed, leaving only long range uplink arrays intact. The life support systems were downgraded, as Nadia commonly does not travel with much organic company. Most of the ration storage compartments have been converted into a small cargo hold, and several of the armory lockers were exchanged for general purpose storage units. Here, Nadia commonly loads her various contraband and/or escorted individuals while en route.

Much of the military software had been removed and "re-jacked" with systems from various other starship manufacturers to make the Lupinara more user friendly to a non-Haadian pilot. However, the top-of-the-line, adaptive firewall software that guards the communications and outward interface uplinks has been left intact. This has been further safeguarded by the Static-Mesh System that creates a “bubble” of interference around the electronics. This safeguards the comm system from being hijacked when the array is not open. All networked communications between the Lupinara’s various systems are hardwired, leaving no room for wireless entry by hackers.

The Lupinara has also been refitted with a larger power plant. This grants the ship's engines a higher output than originally designed for. Because of this, the Lupinara has undergone considerable modification and retrofitting to include, but not limited to: More up to date engine core coolers, three-stage plasmic recyclers, and heavy duty power couplers. The Scout ship's shields have also been upgraded. The Repulsar shield has been boosted by an on-board amplifier. Meanwhile, some of the armor plates of Kinetic shielding have been upgraded to a tougher alloy. These modifications, while costly, make the craft all the more durable in a firefight.

The weapon systems of the Lupinara have also been swapped in favor of ordnance more accommodating to Nadia’s needs. These include the addition of Phase Missiles: a weapons design using a simplified version of FTL technology that was deemed too hazardous for military usage. These missiles “phase” into a sub-space dimension for a brief moment, and seem to disappear once deployed from their pod. They reappear in extreme proximity to their prompted target, and continue their trajectory at much closer distance. If the craft is large enough, the phase missiles can even re-enter inside of the target itself. The reason the military decommissioned the use of these missiles, is because when used in large numbers the weapons would often strike one another while in warp space because their targeting was rendered offline while in that state. Thus, their implementation as conventional munitions was not practical. Replacing these missiles is not only both costly and difficult to attain. As such, Nadia does not readily fire these off unless deemed absolutely necessary.

Regarding the vehicle's faster-than-light travel, the Lupinara is equipped with one of the notorious Gravity Drives that lent the Haadian militaries their deadly striking capacity, and also gave them their impossibility to pursue. The drives harness the power of dark matter to charge the gravitons surrounding the ship at an exponential rate. The gravity flux is so great, that it causes a naked singularity that blinks out almost as soon as it is created. In that fleeting instant, the ship is pulled through the event horizon. A dedicated computer system simultaneously opens a second singularity breach up to a distance rated by the ship's drive capacity. The second singularity is essentially the exit from the first in reverse polarity. This places the ship instantaneously in another location without any possibility of being tracked, as the portal is destroyed as soon as it collapses. The Lupinara actually has an upgraded generator, making not only the distance it can travel farther, but also giving it the capability of more quickly generating the naked singularity.

Gravity drives must be activated with a certain clearance of any other structures around the ship, as they displace the dimensions around them when used. This distance varies depending on the velocity of the ship, surrounding gravitational pulls, repulsar shield emissions, electromagnetic field distortion, and other factors. If they are initiated too close to other structures, they often destroy those structures as they are shifted by the immense gravitational force of the naked singularity. Similarly, when they breach the singularity into a new location, the space around them is pushed out in reverse force. They are also not particularly accurate, and the further a portal is placed, the more off-target the placement is likely to be.

Haadian Gravity drives also have a significant cooldown time, and can not be used in quick succession. Unlike many Jump drives however, they can be used almost instantly when first needed. Haadian Gravity Drives do not need to be refueled, as they use the ambient dark matter around the ship for operation. However, they do emit a significant amount of waste radiation when they are employed. Improper shielding of a Gravity Drive can result in the harm or death of the crew inside the ship or can also damage the ship’s other systems.

A temperamental EMP delivery system is also equipped on the Lupinara for non-lethal attacks, and flash canisters are stored for deployment against missile targeting. A faster cycler has been attached to the stock plasma cannons, allowing a quicker rate of fire. All these upgrades are not without their drawbacks. The inter-mixing of all the mechanics and programming is a technical nightmare, and the mash-up of the alien hardware has made the vessel a bit unorthodox in its handling.

Unfamiliar operators run the risk of a systems failure if they attempt to utilize the Lupinara. The starcraft also now operates at dangerously high levels of heat and radiation. Inner shielding has been added to keep the crew from being exposed to the deadly waves. A venting system has also been put into place to periodically dispel excessive energy. So while this spacecraft has been converted into a veritable rocket of nigh uncatchable velocity, it is a timebomb in the hands of the wrong pilot.

» Goals and Hooks:
_Nadia is generally interested in two things; Getting paid, and spending her money on hedonistic interludes. Both of these instances are usually of an illegal designation. She is a live-in-the-moment kind of woman, and doesn't have many long-term ambitions. With the lifestyle she leads, every day has a high probability of being her last. So she lives fast and hard, spending her creds almost as quickly as she earns them. Ship repair, ammunition, booze, women, drugs, and the occasional cybernetic upgrade are the mainstay of her expenditure besides making the payoffs and bribes that come with operating in her line of work.
 
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STAR CHRONICLES SPECIES APPLICATION
Name: Sein'Hae
Homeworld: Endoval IV
-----
Appearance: During their ‘infancy’, Sein’Hae take the form of spore clouds roughly the size of a child; These spores remain clustered together due to a strange magnetic property that causes the spores to continually attract one another. These spore clouds drift aimlessly, typically carried by wind or other natural elements until they come into contact with something, at which point the spores latch on and begin growing.

This is the ‘juvenile’ stage of the Sein’Hae’s lifespan, which lasts for several years as the spores grow into a network of roots and vines. These appendages envelop and ‘capture’ whatever they have latched onto, leaking secretions that help digest matter nearby. This captured matter, along with their own roots and vines, form the main body of the Sein’Hae. Using this body the Sein’Hae moves slowly through its surrounding area, sometimes collecting other objects that reinforce their body while continually growing larger.

After growing in this manner for several more years, the Sein’Hae reaches its adult size, adopting an identity and joining Sein’Hae society. Adult Sein’Hae do continue growing for as long as they live and reinforce their bodies with supporting materials, however the Sein’Hae tribes place restrictions on how large an individual may grow to depending on their role and/or status. Careful trimming and shedding of excess material is commonplace among the species, resulting in most adult Sein’Hae being roughly the size of a human.
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Lifespan: A Sein’Hae will typically spend up to 5 Earth years in its infant stage, then up to 12 years in its juvenile stage. Upon reaching adulthood, a Sein’Hae can theoretically live beyond a thousand years; This is a rare exception however, as Sein’Hae that grow this large require a colossal amount of energy to continue functioning. Most Sein’Hae live between 100-200 years, intentionally withering away and dying once they believe their time living is done.

The oldest ever recorded Sein’Hae was a colossal, feral supercolony named The Worldmaw, which lived to a stunning 1236 years old and whose hunger resulted in the creation of a vast, lifeless desert left in its wake, as well as several cults of minor worshippers.
-----
Reproductive Rate: During their adulthood, Sein’Hae develop a need to grow and foster special glands roughly every 15 years. From these glands, the Sein’Hae produces new spores which cluster together and form a new infant Sein’Hae.
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Special Characteristics: The Sein’Hae language is a complex and unique creation that relies heavily on scent and visual imagery to communicate. A Sein’Hae can quickly develop minor changes to its form to express itself; It may bristle up with thorns and aggressive colours to show anger, or blossom many small, sweet-smelling flowers to show affection for an individual. In addition, powerful pheromones emitted from the Sein’Hae influence the moods of those around them in subtle ways, which members of the species can use to express themselves as well as manipulate others with.



STAR CHRONICLES NATION APPLICATION
Name: Sein'Hae Tribes
Leader: Tribal Chieftains
Government Type: Sein'Hae join local tribes upon reaching adulthood, which fight for resources and territory. Defeated tribes are typically absorbed by victorious ones.
Flag: N/A
Capital World: Endoval IV
Incorporated Species: Sein'Hae
----
Number of Systems None-Spacefaring
Fleet Size: 0
-----
Technological Specialities: Adaptability: Sein’Hae are experts are capturing and recycling any technology they find. Many Sein’Hae, both tribes and individuals, base their entire appearances and identities on the technologies they have adapted.
Technological Weaknesses: Innovation: Sein’Hae rely on adapting what they can find and reuse, but struggle with creating entirely new technologies by themselves. It is this inability to truly innovate that has led Sein’Hae society to its current state: Tribes committing to all out war over precious wrecks and salvage.
FTL Travel: The Sein'Hae have not yet understood the secrets of space travel, with only a tiny understanding of the technology used by the Colonial Union
-----
Brief History:
Endoval IV was once a thriving colony of The Colonial Union, its vast jungles broken up by small cities and remote outposts intent on taming the merciless wildlife into a hospitable beacon of civilisation. This however, was not to last, as the planet was eventually left abandoned many lifetimes ago. Ships, buildings and tools were left to be reclaimed by the jungle fauna for one reason or another. Among those that adapted to the man-made structures left on the planet were the Sein’Hae.

Formerly little more than plants with behavioral patterns no better than hermit crabs or scavenging animals, the Sein’Hae were able to adapt to the technological marvels around them far better than most other creatures on Endoval IV. Their lifespans grew far longer as they were able to better fend off predators using crudely functioning weaponry, which in turn allowed them to thrive as a species until they eventually developed sentience, aided by the use of the tools scattered around them.

Smarter, hardier and beginning to develop individual personalities, the Sein’Hae came together and formed crude tribal societies around wrecks and ruins. These tribes often defined themselves based on elements of their surroundings, such as all wearing bird skull masks or coating themselves entirely in joined metal strips like robes. Tribes fought over salvage and territory or formed alliances when necessary, eventually developing a loose set of morals that most members of the species agreed to follow. The most important of these morals being restricting the size of an individual Sein’Hae based on wealth and prestige following the death of the Worldmaw.
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Persons of Interest:

Toko-Mari ‘Timeless Mother’: The oldest living Sein’Hae at 595 years old, Toko-Mari is also the largest living member of the species, taking up enough space to occupy a large settlement by itself. This Sein’Hae leads the Stonewood clan, a large tribe that occupies one of the planet’s ruined Union cities.

Gan-Dis ‘Great Disciple’: Not all tribes agree with the regulations on size and power put in place. Some have instead taken to worshipping the Worldmaw as a deity of sorts, believing that it is the Sein’Hae’s nature to devour and be devoured into one singular being. The largest of these shadowy groups is the Blacksand tribe, which Gan-Dis is the chieftain of. The tribe occupies the desert left in the wake of the Worldmaw’s life, and have developed a reputation as experts at skirmish and ambush warfare.
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Goals and Hooks:
[HOOK]: Two packs of hunters battle over the wreckage of a crashed spaceship, intent on cannibalising it for resources. During the battle, the ship’s still functioning distress beacon is activated, transmitting its ancient signal across the nearby galaxy to anyone that might be listening.

[GOAL]: Many Sein’Hae scholars, either affiliated with a tribe or independent, search through wrecks for new technology and information on the civilisation that came before them. Sein’Hae often tell stories of the stars and the possible inhabitants that remain out of sight, hoping that one day they will be visited and taken to the stars and beyond.
 
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STAR CHRONICLES CHARACTER APPLICATION

Name: Xi Jiao SHUI
Species: Human w/cyberauguments
Age: 24
Skills: Stealth, infiltration, reconnaissance, surveillance, intelligence gathering, analysis, assassination, investigation, survival, tracking and charting, communications, biological/electronic/mechanical systems operation, close quarters combat, precision long-range marksmanship.

Origin: Unknown
Allegiance: Former Triple Eye agent, now freelance

Appearance: Short, cropped midnight blue/electric blue hair, a focused, piercing expression, dark formfitting clothes, boots, gloves, various pouches and straps. Xijiao is nothing if not lithe, a woman seemingly always aware of her surroundings who moves with little pomp or grandeur (or noise for that matter). A thin frame combined with her short stature make it very easy for her to maneuver around in tight spaces or slip through spots others might have trouble following her in. Her most notable features are her eyes, cybernetically augmented to allow her full vision in a variety of electromagnetic spectra; under bright light, they can indeed be seen to resemble cat-eyes.

Personality: Xi Jiao is an odd mix of professional and reflective, very likely due to the aftereffects of the mental conditioning the Triple Eye placed upon her when she was in their employ. She occasionally gets waves of repressed emotions that come back to her without warning, but with a disconnected nature, almost as if she was remembering someone else's memories. Nonetheless, in conversation she is always astute and aware, and rest assure than any minute detail mentioned in passing will be catalogued and designated for later research and analysis. She doesn’t really have a public/private switch in terms of personality; even when left to her own devices she tends to be quiet and observational. That being said, she has a number of pursuits she engages in, very likely as some sort of left over training; she is a voracious reader, she traverses her locale in deep contemplation daily, and she plays the flute at night. She is utterly unflappable, to the point where some have debated whether she perhaps exemplifies a robotic nature better than an actual android. She is completely uninterested in the concept of a relationship as this was about the last thing the Triple Eye wanted her to develop on the job.

Story: Life... death... trust... betrayal... all come for a price, and all can be traded for something worth more than any gem or precious metal: information. Kings have fallen, nations toppled, and great worlds turned to dust simply due to knowing the right thing at the right time. It is a sharper weapon than any blade, more destructive than any explosive, and more debilitating than any engineered virus. And until very recently, delivering it to the extremely secretive Intergalactic Intelligence Initiative was the sole purview of one Shui Xi Jiao, Triple Eye Field Division. Most of Xi Jiao's early life is a blur, due to having been systemically "wiped" (read: drugged and psychologically imprinted) by the Triple Eye psyops division to ensure her loyalty and her mission readiness. The present however was very clear: she was a field intelligence agent, commissioned to serve the particular interests of the Triple Eye and quash those who would strive against them. Her missions ranged from simple "ear on the ground" intelligence gathering missions in known areas of activity, to "wetwork" hits, eliminating people deemed too dangerous to Triple Eye hegemony to leave alive. She was said to possess an odd serenity as she went about her business, neither sadistically excited nor morally apprehensive to perform the dark works ordered of her. The truth of the matter however is she was unconflicted by her actions because she believed she was making the world a better place, allowing the Triple Eye to operate in areas which had been led astray or locked down by those unwilling to play ball.

And then, something went wrong. She was on assignment on some god-forsaken backwater planet, meeting up with a local contact in an abandoned warehouse to exchange crates of weapons for information with when suddenly a wall of lights from outside blinded her, voices shouting for everyone to get on the ground. Needless to say, Xi Jiao had little intention of compliance and immediately bolted for the secondary exit she’d been sure to scout out ahead of time. Upon clambering out of an outward bound air vent, she was momentarily surprised by the presence a shadowy figure just on the other side of the street. As her augmented eyes rapidly readjusted to the diminished light, she had just enough time to make out the face of her handler before two shots rang out from his form, hollow point slugs slamming into her torso and tearing flesh and blood vessels and who knows what asunder. She fell back against the wall of the building she'd just escaped from, blood stains smearing the concrete surface as she slowly slid down clutching at her wounds in utter surprise. The sound of a car nearby firing up and revving into the distance indicated that he was not intent on sticking around to admire his work.

As Xi Jiao lay in the alley, bleeding to death and struggling to deal with the shock of having been betrayed by the person she’d previously inherently trusted with her life, something inside Xi Jiao broke; despite the countless acts of subterfuge and violence she'd perpetrated in the name of the Triple Eye, she'd never thought of "her side" as being willing to do the same to her. Her handler had, after all, very carefully presented the missions she was undertaking as nothing other than terrible, necessary evils that were nonetheless absolutely essential to maintaining galactic stability. And psyops, very likely never expecting one of their desk jockeys to take matters into his own hands, had never prepared her for something like this. Her mental conditioning cracked wide open, and a wave of heretofore unheard of rage washed over her like a firestorm, her blood beginning to boil and her desire for vengeance now completely unchecked as she fought to survive, unwilling to die until she figure out why she’d been betrayed.

The good news is survival in adverse situations was one of the first things the Triple Eye had taught her, and despite now having maybe lost a liter or two of blood at this point, the massive spike in adrenaline due to her sudden emotional change was enough to keep her hanging on for long enough to active her emergency medical kit, the stem cell injection working to repair and replace what had been lost while the bioweave material integrated itself into her wounds well enough to at least stem the bleeding. Dragging herself out of that alley, she would disappear into the night to begin her new personal mission. First things first though, with all of her accounts now burned and with not much more than the gear on her person, she was going to have to find a new way to exist on her own…

Goals and Hooks: Collecting the resources necessary for surviving in the emptiness of the galaxy, establishing a trusted base and headquarters that she can operate from, developing a new contact network to begin to investigate why she was burned by her handler, and getting her revenge for him leaving her in a pool of blood to die.
 
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  • STAR CHRONICLES NATION APPLICATION
    Name: The Sovereign Colonies (Colonial Standard: Die Souveräne Kolonien), officially the Colonial Federal State (Der Koloniale Bundesstaat), also known as the The Federated Colonies (Die Föderierte Kolonien)
    Leader: The head of state is collectively represented by the Colonial Directorate (Kolonialdirektorat)
    The head of government is the Colonial Chancellor (Kolonialkanzler)
    The Supreme Commander of the Colonial Armed Power is the Hegemon of the Colonies (Hegemon der Kolonien)
    Government Type: Federal Parliamentary Republic (officially), Confederal Parliamentary Republic (debated)
    The Sovereign Colonies are a federal parliamentary republic, a union of countless constituent states and of multiple races. The Colonial Government (Kolonialregierung), also known as the Central Government (Zentralregierung), or the Federal Government (Bundesregierung), is divided into multiple branches that follow the principle of
    the Separation of Powers (Gewaltenteilung), operating under rules of a constitution, the so called Articles of Colonization (Artikel der Kolonisation).
    Executive power is vested into the Colonial Directorate (Kolonialdirektorat) that mostly retains ceremonial powers, delegating said executive power to the Colonial Chancellor (Kolonialkanzler). The Chancellor is proposed by the Directorate, and approved by the Federal Assembly. The Chancellor then appoints the members of the government, which is known as the Colonial Commission (die Kolonialkommission), formed by Commissioners.

    Legislative power belongs to the Colonial Assembly (Kolonialversammlung), divided into two chambers. The upper chamber is the Colonial Council (Kolonialrat , and its members are appointed by the member states of the Colonies, as they are considered to be the representatives of said member states at a federal level. The Council however has limited powers compared to the Colonial Diet (Kolonialtag), which is the main legislative organ and is directly elected by the citizens of the Colonies.
    The Judicial Branch is independent from the other branches of the government, and exists on both state and federal levels.
    BRANCHES OF THE COLONIAL GOVERNMENT

    The Executive Branch
    ( die Executive) is the branch of the Colonial Government responsible for the governance of the Colonies, by executing and enforcing the law. Ceremonially, this branch is led by the Colonial Directorate of the Colonies (Bundesdirektorat der Kolonien), a twelve member collective body that replaced the old position of the Colonial President at the end of the Struggle of the Bloody Thorns. The Directorate mostly has ceremonial duties, as the Directors are considered to be the living symbols of the nation and of the constitution.

    The Directorate has to propose a candidate for the position of Chancellor collectively, and has to confirm the position of whoever wins most votes in both the Colonial Council and the Colonial Diet. After a Chancellor is chosen, the members of the Directorate then ceremonially appoint the new Chancellor, and confirm the persons chosen by the Chancellor to be part of the new Colonial Commission.

    The Directorate however theoretically has far-reaching reserve and emergency powers, including the possibility to enact a "Legislative State of Emergency" (Gesetzgebungsnotstand), which basically allows either the Colonial Commission or the Colonial Council to adopt a law without a vote in the Colonial Assembly. This state of emergency is however incredibly limited, in that it can only be declared for a specific law proposal, and it can only be applied if the Colonial Diet fails to adopt or dismiss a draft law in four weeks. The state of emergency can also not last for more than six months, and has to be declared anew for every proposal. As such, the Commission and the Directorate do not simply replace the Colonial Diet as lawgivers - the Diet remains fully able to pass laws during the emergency. The state of emergency can also only be used twice during a single term. The Directorate must also sign and confirm every new law before it can come into effect, and as such, the Directorate has the theoretical power to veto new bills in principle, but the Directors can only do so if they consider the law to be unconstitutional. The strongest reserve powers of the Directorate are however related to the Colonial Assembly - if it fails to elect a Chancellor and a Commission, the Directorate can also theoretically dissolve the Colonial Assembly, triggering new elections.

    The Directorate has used its reserve powers very rarely throughout its history - because any such attempts could be interpreted as a strong executive attempting to damage democracy, which would lead to strong popular reprisals. The Directorate is also generally unable to use its powers as such, due to how difficult it is for the Directors to reach a consensus. A political crisis is however developing, with the Directorate vetoing several bills in the last few months.

    The Directorate is elected directly by the citizens of the Colonies, however, certain restrictions are in place in order to ensure that no single race gains a majority in the Directorate, and the members of the Directorate have to be confirmed by the Colonial Council.



    The Colonial Commission (Kolonialkommission) is the one that is most often informally identified with the Colonial Government as a whole, as it is the chief executive body of the nation. It is formed by various Colonial Commissioners (Kolonialkomissare), each with their own responsibilities, and by the Colonial Chancellor (Kolonialkanzler), who is also sometimes known by the archaic title of High Minister of the Colonies (Oberminister der Kolonien). The Chancellor's authority comes from the Articles of Colonization and from the support of a majority of votes in the Colonial Assembly. The candidate for the position is proposed by the Directorate, which usually selects the leader of the largest political force in the Assembly. If the candidate then gains a majority of votes, it is appointed as the new Colonial Chancellor - and the Chancellor then appoints and dismisses the Colonial Commissioners at will - with the confirmation of the Directorate being mostly symbolical. In theory, the Chancellor holds the central executive authority - but since all Chancellors tend to be elected by large coalitions, they have to govern by compromise and negotiation. The Chancellor is also responsible for all actions of the Commission - the Chancellor sets all the policy guidelines, following the principle of Richtlinienkompetenz, a Colonial political concept which can be roughly translated as guideline setting competence.

    The Chancellor can be removed by a vote of no confidence in both the Colonial Diet and the Colonial Council, however, in order to avoid the chaos that would be created by the lack of a Chancellor, all the major political forces in the Assembly tend to follow a concept known as the "constructive motion of no confidence ", in that a Chancellor is only removed if another candidate has a real chance of being elected.


    The Legislative Branch (die Legislative) is represented by the Colonial Assembly ([IKolonialversammlung[/I]). The Assembly acts as a bicameral parliament. The upper chamber is formed by the Colonial Council (Kolonialrat). The Colonial Councillors are all appointed by their respective member states, as they are considered to be the representatives of their member states on a federal level. The number of representatives each state can send is calculated through a form of degressive proportionality, based on the population of the member states - this way, smaller states have more votes than a distribution proportional to their population would grant them.

    The position of the Colonial Council is a bit complicated - in theory, it is subordinated to the Colonial Diet, and it only deals with constitutional changes and laws affecting the competences of the local governments of member states. Despite that, the Colonial Commission must send all of its law proposals to the Council first - because it is considered that the approval of the member states should be necessary for any legislation. However, the Council can not block legislation - it has only what is called a "suspensive veto", which merely requires the law to be passed again - but with a two-thirds majority in the Diet. If all members of the Council vote against a legislation however, an absolute veto is enforced, which is then mediated by the Directorate.

    The lower chamber of the Assembly is the Colonial Diet ( Kolonialtag ). The Colonial Diet is a truly gargantuan institution, with its members directly elected once every five years through a universal system - all citizens of the Colonies over the legal voting age can vote any candidate, regardless of whether that candidate is from their member state or not. The Diet is the primary legislative authority in the colonies, voting on, amending and assessing all legislative proposals, and forming committees to deal with various issues. The plenary sessions of the Diet are famous and gruelling at the same time, as the members of the Diet often engage in complicated and lengthy debates over each proposed bill.

    The Judicial Branch (die Judikative) is independent and represented by a large system of courts that interprets and applies the law in the Colonies, on federal and local levels. The most important court in this case is the Colonial Constitutional Court ( Kolonialverfassungsgericht), acting a supreme court with judicial review powers.

    The fourth branch of the Colonial Government is represented by the Hegemony ( Hegemonie), which replaces the normal civilian ministries that would oversee a nation's military forces. Created during the First Secession War, the Hegemony is the supreme authority in military matters, reuniting the responsibilities of a civilian ministry of defense, the Great General Staff and in times of war, the Central High Command. In times of peace, the Hegemony is accountable to the civilian executive and legislative branches and the constitution, while in times of war, the Hegemon has the power to declare martial law and to temporarily suspend the constitution in order to safeguard the continued existence, freedom, and independence of the Sovereign Colonies. In times of peace and war, the Hegemony also becomes the supreme administrative authority in military regions, and theatres of war.
    The Hegemon is not elected, nor is he chosen from among the ranks of the military. Instead, when a new Hegemon is needed, the Colonies organize the so called "Hegemonic Trials" - war games designed to find the best military mind in the entire colonies. The tradition has changed in time, and currently, the Hegemonic Trials tend to be held even while a Hegemon still exists, so that a successor can be chosen immediately - and as such, the trials focus on finding the mind with the most potential - which has led to the controversial participation of many children and young people in them.

    LOCAL GOVERNMENTS
    The member states of the Sovereign Colonies are incredibly varied when it comes to their form of government, from republics, to theocracies, absolute monarchies and even anarchic regions under Colonial protection. The Colonial Government gives its member states a high degree of autonomy - as long as the governments in question follow the Articles of Colonization and respect the Colonial laws and rights. It is a huge priority of the Colonies to protect the traditions and unique culture of each member state, that is why, while the central government deals with matters of foreign affairs, military, and economic planning among others - Colonial interference in the actual affairs of the member states is limited. Most member states simply host an official known as the Colonial Overseer( Kolonialoberwacher).
    There are however some territories directly under the control of the central government. When a territory comes under the civilian authority of the Colonies, it is known as a Federal Sector ( Bundessektor), and is led by an elected Federal Administrator (Bundesverwalter).
    A territory under the direct control of the Colonial Armed Power is known as a Colonial Military Territory ( Koloniales Militärterritorium), and is led by an appointed officer known as the Polemarch (Polemarche)
    [/B]
    Flag:
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    Capital World:
    Xalion
    A massive, overpopulated ecunemopolis. It used to be the headquarters of the Colonial Warfleet, and it became the federal capital after the destruction of Terra Nova during the Second Secession War. As a large mining and industrial center, Xalion has historically had issues with pollution, and has become over-polluted after the explosion of the Golden Flame Refinery, two centuries ago. The skies of the planet are permanently covered with thick, black clouds, and the atmosphere itself is partially toxic, filled with golden Opilium dust, remains of the refining process.
    Incorporated Species: Humans, Luminarians, Zimanians, Genome Humans, and many others


    Number of Systems 480 systems that are full members of the Federal Republic
    Fleet Size: The Colonial Warfleet (Koloniale Kriegsflotte), is one of the branches of the Colonial Armed Power (Koloniale Bewaffnete Macht). Since Colonial doctrine favors quality and size over quantity, most of the main ships of the Kriegsflotte are generally over 1 kilometer long.

    The core of the Kriegsflotte is formed by around 2500 ships of the line, with around 3500 support ships and auxiliary ships. Such a large force might look like something that should be feared, but the Kriegsflotte is stretched thin, with a majority of Colonial forces being kept active as a force of superiority against any potential future hostilities with Earth. Most of the vessels of the Kriegsflotte are also Generation I and II vessels, as the high costs of modernizing them and raising them to Generation III have been too high for the limited military budget to handle, and attempts to earn a higher budget in the Colonial Assembly have so far been unsuccessful.

    The Kriegsflotte is also directly limited by Decree 485/345 from attacking foreign vessels until fired upon first, as part of the Colonial doctrine of avoiding wars of aggression.

    Technological Specialities: FTL Tech, Kinetic Weaponry, Armor, Waveforce Shields, Battlecarriers, Isolated Computer Systems
    FTL Tech
    Ever since their inception, the Colonies have always been obsessed with the Long Night, the disaster for humankind and its associated species brought with by the destruction of the Travel Network. Because of that, FTL tech has always been at the forefront of Colonial research, and the Shockjump Drive is continuously improved. FTL drives can be miniaturised enough in order to fit on even small fighter craft, with some limitations of course.
    Kinetic Weaponry
    The Colonials are masters of kinetic weaponry, from the main guns on their ships to the personal defence weapons of their soldiers. Kinetic weapons continue to remain superior in Colonial military doctrine, with the latest types of kinetic guns developed by the Colonies being able to fire guided and energetically charged projectiles. In a way symbolically representative of the Colonial defensive mentality, the best known application of Colonial kinetic weaponry is in the flak fields that surround most of their vessels. Defensive batteries controlled by a computer system fire flak ammunition around a Colonial military vessel - an ammunition which employs exploding metal fragments at high velocity. This basically creates a defensive barrier outside of a Colonial shield which can destroy incoming attacks and protect the ship from enemy fighters, which also significantly reduces the stress on the normal shield systems, and in many occasions, Colonial commanders will prefer to conserve energy by not deploying their shields and simply using the flakfields for defence.
    Quality and Armor
    Colonial doctrine emphasizes the concept of quality over quantity. As such, Colonial vessels, especially their ships of the line, are built to be incredibly resilient. Learning from the experience of the Secession Wars, were various factors often led to a vessel's shields failing, the Colonials focus more on the armor of their vessels, than on any shield systems. Colonial armor is state of the art - with the entire construction of the vessel being designed with endurance in mind. Multiple layers of heavy armor, compartmentalization, a strong structure - the ships of the Kriegsflotte are a tough nut to crack, being able to withstand even point blank nuclear explosions.
    But if normal ships are state of the art when it comes to armor - the future lies in Veranium, a flexible, resistant, slowly self-regenerating and radiation absorbing metal that the Kriegsflotte is starting to develop. It is the intention of the Central High Command to outfit all Colonial vessels with such armor, but the slow process of extracting and refining such metal, and the incredible high cost means that so far, Veranium remains an experimental dream.
    Waveforce Shield
    The Waveforce Shield is an experimental shield technology currently being developed by the Research Division for the Advancement of the War Effort. The radically different defensive capabilities of the Waveforce Shield come from the Klein field it deploys. Essentially, it creates a dimensional fold topologically similar to the Klein bottle around a vessel. Whenever a direct attack touches the edge of this Klein field, the energy of this attack is siphoned in the dimensional fold. However, the absorbing capacity of this dimensional fold is not unlimited, and the Waveforce Shield will reach saturation and collapse if it absorbs a great enough number of attacks. The saturation point of the Klein field depends on two factors, the computational processing power of the ship, and because of the stress that the computer systems of the ship have to endure, the energy output of the ship's reactors, needed to keep the computers ongoing. If the ship has a powerful processing power, than it can use both offensive weaponry and defensive Klein field in tandem with efficiency, while ships with limited processing powers will only be able to use one.

    Battlecarriers
    The Colonial Battlecarriers are capital ships that combine the functions of carriers and battleships, essentially functioning as heavily armed carriers. This gives them an incredible flexibility in battle, while the construction and layout of such capital ships is intended to maximize the ship's ability in all areas. The classic Colonial design combines a large armored hull, that serves as the bulk of the battle carrier, with two or multiple flight pod sections mounted on the sides of the ship. The flight pods are designed to launch and to retrieve high numbers of fighter crafts and drones. The pods are generally extended during battle, in order to facilitate their functions, but can be retracted into the main body of the ship for FTL jumps. Battlecarriers are also heavily armed in order to serve the role of a battleship, with large anti-ship gun turrets designed to fight against other capital ships, and with high numbers of defensive turrets which can create defensive flak fields around a ship.
    The battlecarriers were created initially during the Secession Wars, where their flexibility was incredibly important for the Colonial war effort.

    Genetics
    Although incredibly limited in scope, the Colonial genetic research has been somewhat effective - with effects that the Research Division never expected. The New Defender Program, intended to create new soldiers, developed the Genome, which has indeed managed to create a new subspecies of the human race. Genome users, as they are called, are faster, and more powerful than regular humans, but the Genome itself, far from being perfected, has created some extremely variable results. Genome users in general have a much lower expected lifespan than normal humans, and countless different forms of such users exist. Some have rapid healing factors, others can die from a simple wound. Some are extremely powerful from a physical perspective, others from a mental one. Most of their abilities are of course, kept a secret, but what couldn't be kept a secret is their appearance. While overall, their appearance is still similar to that of humans, Genome users have developed all sorts of changes, from unnaturally colored eyes and hair and skin, to wings and horns.

    While having new genetically enhanced soldiers is great, the project itself is extremely infamous in the Colonies, and it has created a lot of unrest, both from those citizens who want such reckless genetic experimentation to be shut down, to the very Genome users who do not want to serve in the military and are fighting for their lives.
    Currently, Genome users are either artificially developed, or normal humans are modified with it.
    Isolated Computer Systems
    Led by paranoia after the collapse of the Colonial Defense Network and the subsequent Massacre of Terra Nova, the Colonial Military Service has continuously stressed the importance of avoiding networked primary computer systems in their vessels. Colonial computers are as such isolated, each performing its own tasks - combined with strong security and firewalls, it means that Colonial computers are very difficult to hack into - and trying to hack into an entire ship would force the attacker to try to bypass the security of all computers individually, a difficult task in the midst of battle and one that allows the vessel to defend itself against cyber-warfare. A similar situation can be seen at the level of an entire fleet - if a ship reports a cyber-attack, it will immediately cut off communications with the rest of the fleet.
    Technological Weaknesses: Laser and Energy Weapons, Clean Energy, Computer Networks, Terraforming, Standardized Tech
    Laser and Energy Weaponry

    While Colonial ships do use laser batteries, and have experimented with antimatter and radiation weaponry, the conservatism of the Central High Command means that Colonial technology in these areas is mediocre at best, and that the Colonial doctrine does not consider them important in any way. Such weapons are then relegated to a support role, inferior to that of the main kinetic batteries. Their lack of experience with the technology also means that Colonial laser turrets and other energy weapons are very inefficient from the point of view of their energy consumption.

    Clean Energy
    The constant need for energy and arms race with Earth means that for a long time, the Colonial development effort focused on producing cheap power - with silly things such as clean energy and the danger of pollution being ignored. Colonial reactors mainly use Opilium - which can produce a lot more energy than other similar elements, but can only be found in a solid state, from where it has to be transformed and refined - a process that is cheap, but also extremely polluting and somewhat unstable - with Xalion and the absolute ecological disaster on the Colonial capital being a clear example of such danger.
    At the same time, while the reactors themselves are incredibly stable, the high temperature of the plasma inside of the reactor means that if the reactors themselves are damaged, whether intentionally or not, it will most likely lead to powerful explosions, and while the use of nuclear fusion guarantees a lack of radiations, even refined Opilium retains a strong toxicity.

    Computer Networks and Artificial Intelligence

    While the isolated computer systems employed by the Colonials have their advantages, they are nonetheless a deeply flawed solution to the danger of cyberwarfare. Colonial computer technology has essentially been frozen in time ever since the Second Secession War, with no further research into computers, artificial intelligence and networking being organised. Colonial computers are as such extremely limited, each being used individually for a single system, and the benefits of networking a ship's computers and of using multiple computer systems to cooperate on a task are completely ignored. This isolation also means that if a computer system fails, the crew of the ship has to active the backup manually, which can lead to dangerous situations in the middle of battle.
    At the same time, the limited computer systems lead to a situation where Colonial vessels have to be extensively manned - with no AI systems that could lighten the burden on the crew, with the exception of limited programs being used for drone fighters.
    Shields
    As mentioned before, Colonial doctrine tends to trust a ship's armour more than its shields, and as such, Colonial shield systems are in a difficult situation, with the Waveforce Shields lacking a backup shield system in case of failure.

    FTL Tech
    ShockJump Drives are incredibly advanced, but the main issue related to them is that they are slow to turn on. Before performing a jump, the drive has to be spooled up, which can take some time, depending on the drive type and the size of the vessel and its reactors. While common practice is to keep the drives spun up when in danger, a drive can not be kept in that state indefinitely - this will lead to system crashes or serious drive damage. Standard procedure also recommends a cool down period in between jumps, as constant jumping could eventually damage the drive.
    ShockJump Drives distort the space around them when performing a jump, which means that Colonial ships have to maintain a standard safety distance when jumping, as a ship next to another vessel that jumps could be caught up in the distortion and damaged. This also leads to a continuous stress on the ships that make the jump, leading to continuous wear and tear. Older Colonial vessels constantly need repairs to their structure specifically because of such damage.
    ShockJump Drives also require incredibly precise calculations in order to jump. Ships wishing to make an FTL jump must calculate their speed, trajectory and jump duration prior to activating their FTL drive, which in the case of the Colonials is complicated by their limited computer systems. Their computer systems are as such the single most important limiting factor of their FTL tech - it limits their range, because the distance on which a jump can be performed depends on a computer's ability to calculate the coordinates, and it also means that a Colonial vessel has to calculate its coordinates before every jump. Poorly calculated jumps can lead to glitches in the computer systems and jumps at wrong destinations, as such, Colonial fleets and even individual vessels tend to calculate their entire trip before the jump itself, but Jump coordinates must be updated constantly to account for ship movement and stellar drift.

    Terraforming and Environmental Engineering
    With the old terraforming technology of the early Terrans long lost, the current process employed by the Colonies is incredibly crude and somewhat inefficient. Large efforts are being conducted in order to develop the process further, as terraforming is perceived as one of the possible solutions to the overpopulation issues. It should however be noted that the large amount of races present inside the Colonies means that the Colonial Government can not unilaterally favorize terraforming efforts while ignoring the environmental engineering that other arces would require.

    Standardization
    While not a technological weakness in itself, it is something that should be mentioned. Since the Colonies are formed by multiple races and countless different nations, the technology they possess is just as diverse as their numbers. All military and large parts of the organised civilisation technology falls into the responsibility of the Colonial Government however, and is subject to the so called Standardisation Agreements (Standardisierungsvereinbarung, STAVE). Due to the political situation and the domination of the human race in military affairs, a lot of said technology is ignored and looked down upon in favour of standard technology that could be accepted by everyone, a problem exacerbated by the complicated and gargantuan Colonial bureaucracy and administration.

    FTL Travel: Colonial Faster-than-Light Jump Drives. Commonly known as ShockJump Drives (Stoß-Sprungantriebe). They are relatively widespread throughout both military and civilian vessels, even if the military retains control over the more advanced drives.
    ShockJump Drives are known for their near-instantaneous jumps, and for their relatively large range, but they also have to deal with high energy consumption and require incredibly exact machine-based calculations. They also require cooldowns after a certain number of jumps and an offline drive can not be instantly powered on, which leads to the common practice of keeping drives spun up while in dangerous situations.

    Brief History:
    The history of the Colonies is invariably tied to that of their old enemy and oppressor, Earth. Everything started with mankind's first jump from their system to the stars. Their discovery of the Light on the Moon, and of the Travel Network, enabled humans to colonise distant planets finally. With the Wars of the Unification behind them, and with a rapid pace of technological development, humans finally made contact with other alien races - but man's darker desires prevailed, and in the early years, Earth started to establish its empire, enslaving the races that would submit, and destroying any those who would oppose them. Despite several reorganisations, from the United Governments of Earth to the Human Colonial Alliance, Earth remained in power, one planet ruling over all, with an increasingly authoritarian and hostile regime in place. This is where the first seeds of the Federal State were planted, in the hate of the human colonies towards the arrogant Terrans, and in the rebellions of the alien slaves.

    However, then, from beyond the known stars, the Invaders came.. or at least that's what the legends say. A lot of the records of the era were lost, or purposely sent away in order to save them, never to be seen again. The Abyssals, as they were also known, crushed all who tried to stop them, destroying entire planets, leaving nothing but death behind. Earth panicked, and its fleets were called back to defend Sol, abandoning the colonies they once oppressed.The Invaders were finally stopped, but before they disappeared, before they had even reached the Sol System - they had dealt one last crippling blow to mankind. They destroyed the Travel Network, taking away FTL Travel from man, and throwing humanity and its associated races in the Long Night.

    Of course, the Long Night is a nightmare from a human perspective. Some former Terran colonies immediately made contact with other races, while others were never found again. However, nearly all former colonies had one thing in common - rebellion. The Colonials revolted against the governors from Earth, the alien slaves fought to regain their freedom, and in the worlds were both human and aliens lived, they united against what they hated the most - Earth. With no contact, with no idea whether Earth and the rest of the universe still existed, most former colonies gained their independence.

    The Night ended centuries later, when a human scientist discovered the ShockJump Drive. With a new means to conquer the vastness of space, the fleets that had been blocked in Sol jumped again. From Earth's perspective - the colonies were still theirs. And yet, a lot had changed for their former slaves and subjects. They fought for their freedom, refusing to obey to tyrants from the past. But Earth was winning. Desperate, a hundred systems met, negotiated, and signed the Articles of Colonization. The Sovereign Colonies were formed, under the ideas that led all those who opposed Earth. Unity. Equality. Freedom. After the bloody First Secession War, the Colonies had them. An armistice was signed. Political chaos followed - as races which had never worked together before came together, under the leadership of the humans that they had once hated.
    However, Earth would not accept their defeat, and with the planets still under their control - they were a formidable force. Years later, as the Colonies celebrated Armistice Day, Terran fleets jumped near the Colonial capital - Terra Nova. With their defence system shut down, the Colonial defenders were slaughtered - and those on Terra Nova were massacred in a nuclear holocaust.

    The Second Secession War eventually ended in another armistice, but the Colonies never recovered. From time to time, paranoia still reigns supreme, and a line of Hegemons with ceremonial powers still wait for the time for when they will have to save the Colonies again. Exploration, trade, and friendship is what the Colonies desire - but if the shadow of war comes again, the Colonies will be prepared.

    Persons of Interest: Hegemon Julius Sydow
    Director Amelia Thienen
    Federal Chancellor Alwin von Leiningen
    Goals and Hooks:
    • Solve the conflict between the military, which is demanding increased powers for the Hegemon, and the Federal Assembly, which is keen to disband the Hegemony[
    • Solve the conflict between the supporters of the Directorate and the factions that desire a return to the Presidency
    • Solve the political and economic tensions between the overpopulated Central Colonies and the underpopulated Outer Colonies, and of course, attempt to do something about the chaos that is Xalion
    • Solve the current deadlock between the Colonial Diet and the Colonial Council
    • [Solve the conflict between the Concordia and Vox Populi political factions
    • Deal with the extremist Axiom Church and its Cardinal
    • Attempt to ease the worries of those who believe that mankind is over-represented in the government and in the command of the military, ensure that full equality between all member races continue[
    • Protect freedom and equality wherever they exist
    • Put a stop to the slow but certain decentralization and fragmentation of the Colonies
 
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  • STAR CHRONICLES NATION APPLICATION

    The Glorious Union for the Common Wealth of the Empire of Tel’tsu
    Name: The Tel’tsu Commonwealth
    aka: The Glorious Union
    Leader: High Lord Isoh Ciæ III of House Isoh
    Government Type: Hybrid Democratic Monarchy
    The Ruling House:
    The Tel’tsu commonwealth is ruled by the Elder of a single House which enjoys a hereditary claim to rule. This elder, or High Lord, is advised by a council of Lords. This council is made up of either Elders (or Lords) of the clans or selected by those elders from “elder houses“ (houses with direct lineage to the younger members of the founding Elder house) to represent them in proxy. The council theoretically has authority under certain circumstances to vote for a change of ruling house as outlined in the Commonwealth Pact, though this has never happened.

    Flag:4FA3267B-52E8-41FC-8937-B16287773DC1.jpeg
    Capital World:
    Tel’tsu
    Incorporated Species: Avarians, Mikas (client nation)


    Number of Systems 5
    • Home system: Tek Alasia
      Capital world: Tel’tsu - temperate climate, 10 billion
      Gansu- Local moon 1.8 billion

      Mie - largely agricultural with a band of desert across the equator, 8 billion
      Jilin- Local moon 0.5 billion
      Hunan- Local moon 0.7 billion

      Exodus Ship Yard - largest ship yard station in Tel’tsu commonwealth 2 million

    Fleet Size: 422 (counting only FTL capable Tel’tsu Navy Registry ships)


    • Ship Design:
      Tel’tsu ships are mighty testimonies to their eye for detail. These craft are often long and sleek, arching “forward” hulls and sweeping lines are common. However they do not rely on artificial gravity, decks are ”stacked“ to allow propulsion to create the sense of gravity. The ships are equipped with lifts to facilitate quick access between sections of the ship, though not all decks are accessible via lift. While onboard all crew members wear mag boots.

      Tel’tsu ships utilize a fusion reactor to fuel their drive systems. They employ "perpetual motion rings" to power all electrical systems aboard their starships. These rings piggy back off the Drive Reactors for the necessary base constant energy. Latent energy is grounded to large "Ground Sinks". The Perpetual Motion Rings siphon energy out of these sinks to recycle it. Other heat sinks are built into the frame work of the ship to hold whatever energy and heat can not be instantly recycled by the PMRs

      Military ships by class:
      --Note on designations:

      Ship of the Fleet: Military ship designed for combat engagement. These ships generally have forward oriented firing positions and are used for a multitude of tasks. Noted by the deep red hulls.

      Ship of the Line: Military ship designed for the specific role of naval superiority, planetary assault, and system dominance. Often capable of firing devastating broadsides as well as forward oriented firing positions. Noted by deep red hulls with massive white bands or striping.

      Ship of the Commonwealth: Ships that are not necessarily designed or intended for military engagements. These ships are often used in Colony building or large personnel transportation. Noted by pure white hulls with blue striping.


    • Expeditionary force 2 - 6 Planetary Assault Groups

      Planetary Assault Group 2 - 4 Grand Armies

      Grand Army 2 - 4 armies

      Army 2 Battalions

      Battalion 2 -4 Assault Groups

      Assault Group 2 -6 Companies

      Company 4 - 8 Platoons

      Platoon 4 - 6 Attack teams

      Attack team 2 -4 Combat teams

      Combat team 4 - 6 Squads

      Squad 2 fire teams

      Fire team 8 soldiers

    Technological Specialities:
    PMRs: The most notable accomplishment of the Tel’tsu is that of the Perpetual Motion Ring. While fusion reactors still play a role in supplying power the advent of the PMR has cut the need for them in the civilian domain down dramatically, this has allowed the navy access to a vast amount of fuel surplus. This is not true "perpetual motion" though. It is an extremely efficient form of energy recycling in which a small charge or fuel source is required to maintain a base constant. The Rings then are able to siphon latent energy and recycle it into the electrical grid.

    Information Technology: The Tel’tsu put an absolute premium on information. Vast swaths of their ships and ground forces are devoted to Combat Information Command. The military employs quantum entanglement systems for instantaneous and secure communication between fleets and their short range communication is heavily encrypted.

    Technological Weaknesses:
    While Tel’tsu warships boast power, range, and speed, they lack in the way of much non-armor based shielding for projectile weapons. They employ magnetic shielding to dampen the effect of MAC projectiles however this presents issues of its own as it requires a great deal of power and has no effect on non ferrous Rail Gun projectiles, against which they employ speed, maneuverability, and a healthy use of PDB’s.

    For all their attention to detail and precision, Avarian’s struggle with rapid large scale Manufacturing. Their ships, stations, and colonies are built to a high level but because of the time necessary to build them they all carry a weight of value that numbers can not express. The cost of losing one Destroyer is not simply the material and life, but the decade it will take to construct its replacement. For this reason the Tel’tsu almost perpetually have standing orders for ships, and their various shipyards tend to hold ships in various stages of completion as “moored stock” in the event that a sudden loss prompts the need for a new ship. This fact also demands that shipyards be heavily defended, making them some of the most valuable establishments in the commonwealth from a military perspective.

    FTL Travel: Yes. FTL capable ships are fitted with warp drives while wormhole buoys facilitate near instant travel between established systems for all but the most basic craft.

    Brief History:
    The Avarian race has a long history of clan rivalry and war mixed with one of great craftsmanship and beauty. For thousands of years clans grew in power, fought, faded, and the cycle would repeat. Naturally competitive against themselves, they where constantly creating, inventing, perfecting, this pushed their culture forward in great strides.

    War followed the Avarian’s into space, causing Clans to construct mighty war ships, each as beautiful and deadly as the next. But the expanse of space also drove even more innovation and collaboration on an unprecedented scale. They spread to one other world and colonized three moons in the Tek Alasia system. However it wasn’t until after the completion of the Ishikawa Station that the clans became truly united.

    A collaboration between multiple clans the Ishikawa Station Expedition had been sent on a generational journey to the Retch system, nearest star system that indicated life bearing planets. This expedition carried an anchor buoy for a wormhole traversal system, which would be the first FTL travel system utilized by the Avarian. The initial expedition and subsequent stationing of the buoy took nearly a century to complete and kicked off a massive expansion with clans vying for new territory in the Retch system.

    It was during this expansion that Lord Isoh Xian diverted his attention from the colony worlds back to the home world, when his fleet arrived he began gathering support and quelling those who fought against him, with many of the clan armies en-route to Ishikawa this was a simple task. While the confrontation turned bloody Isoh Xian’s message was clear, no longer could they exist as many. In this age of space travel the Avarian people would have to become one, united, for the common good. They could not branch out into the galaxy and hope to survive if the threat of infighting and clan feuds was an ever present danger, they must be strong to face the great unknown.

    The war lasted fourteen years, though in that time very little actual fighting was done. Isoh Xian offered something that was for the greater good, and his demands had been more than reasonable. A council of advisers, each clan would have their say, and a Ruling house to guide the decisions of a nation. When the final peace treaty was signed the war became known officially as the Last War of Sorrows, for no longer would the Tel’tsu cause their fellow Avarian sorrow. The Tel’tsu Commonwealth was formed.

    FTL warp travel was realized some centuries later which kicked off a second expansion to a third system, the Evora system. Here the Avarians encountered their first sentient species. The “Mika” are sentient intelligent quadrupeds who, though not an advanced space fairing culture, exhibited many social similarities with the Avarians. The Tel’tsu constructed a joint Colony/Naval Station orbiting the planet, this took twelve years to complete, during which time they learned to communicate with the Mika. While not entirely peaceable the relations between Avarians and Mika was never entirely contentious, and eventually the Mika were integrated into the commonwealth as a client nation, retaining practical autonomy and gaining the protection of the Tel’tsu military in exchange for use of portions of their planet for agriculture and service in the Tel’tsu military.

    Over the next few centuries the Commonwealth found its self and developed. Long stretches of peace were interrupted by periods of infighting between clans. Collectively this era has become known as “the Commonwealth Clan Wars” though these events were rarely full scale warfare, more often it involved skirmishes. Despite this half a dozen notable space battles did occur over this period of time and one dispute led to a relatively protracted land engagement. However in most instances the High Lord at the time usually only allowed things to progress so far before stepping in and asserting control over the situation.

    As political tensions settled and power balances were found the Commonwealth began a second great expansion, eventually colonizing two new systems. This contented the ruling house for many generations until High Lord Isoh Ciæ III came to power. Aware of the always impending issue of population and resource control, and being a shrewd power broker himself, he determined that it was for the common interest that the Glorious Union begin to expand again, preparing worlds and resources for the future generations.

    Avarians live in close family groups referred to as houses. Houses include multiple nuclear families who will have their own living space. The oldest child will remain within the family House, taking on the role of Elder when their father or mother passes. Other children will live in their own homes, be married into other families, or serve in the military. (Though service in the military is not limited to those who do not marry). Houses are connected by Clan, a loose connection representing the common ancestry of the families there in.

    Avarians are natural artisans and craftsmen. As a result they have as much an eye for form as they do function, all things should be done well. They pride themselves on which ever skill they master, and all skills are worthy of pride. This has planted a deep seeded urge to do better, become more, be greater than oneself. While competition between Avarians is common and fierce it is nothing compared to the competition with one’s self. This is the driving force behind every advancement in the Tel’tsu society, nothing is ever “good enough” so long as there is any possibility that it could be better.

    They have a form loose of cast system. The Ruling House, the Council, the Elder Houses, and the Common. Members of the military make up what is collectively known as “The Warrior caste” which is considered an honorific, and is universally considered somewhat of an equalizer, as baring the ruling house members of the Military caste often consider this their primary caste which facilitates more open interaction between the caste levels.

    While slavery of a fellow Tel’tsu is unheard of they are not openly against the concept of alien slaves/servants though they generally feel that any creature (regardless of sentience) doing work should be well treated and provided for.

    Tel’tsu are naturally curious, they are not a shoot first ask questions type of people despite being cautious of the unknown. They will generally attempt contact and communication with any species they encounter.

    Persons of Interest:
    High Lord Isoh Ciæ III, Lord of House Isoh, High sword and shield of the Commonwealth.

    Admiral Aylyxee Aendov, commander commonwealth expeditionary fleet (4th fleet)

    Lord Niqholaj Vrasch, diplomatic emissary, 4th fleet.

    Rear Admiral To Zaho, commander Evora Station, commander Evora System Battle Group, 1st Fleet

    Urdnot Incase, Chief Liaison for Mika relations Evora Station

    Captain Awndhersun Toezeer, SF1072 “Vlaycli”, 4th fleet

    Major Āhmz Aikkirow, commander of Marine detachment assigned to SF1072 “Vlaycli”, 4th fleet

    Goals and Hooks: In an effort to guard the future of the booming Avarian population Lord Isoh Ciæ III has adopted a policy of rapid exploration and expansion, searching the galaxy for resource rich and/or habitable worlds, moons, and planetoids. The goal is not necessarily to immediately build major population bases on these worlds, but to install small colonies on them and build up a wealth of resources that can be held in reserve for future generations.

    Maintain power balance between ruling house and council.
 
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View attachment 800139
»Name:
_
Nadia Valerie Kosakova, A.K.A. "The Ghost of Ursa Major"
Love the app, accepted!
 
STAR CHRONICLES SPECIES APPLICATION
Name: Sein'Hae
Homeworld: Endoval IV



STAR CHRONICLES NATION APPLICATION
Name: Sein'Hae Tribes
Leader: Tribal Chieftains
This must be one of the most interesting species ideas I've ever heard. Accepted!
 
STAR CHRONICLES SPECIES APPLICATION
Name:
Aeeai

Homeworld: Trinios

Appearance: Aeeai first root in trees; they are parasitic, and can be found as a bark welt growing out of the tree, close to the ground. After about a year, cracks form in the bark bubble, and an Aeeai is born. They have four limbs: two leg-like appendages and two arms with four fingers and two thumbs each. Aeeai skin color and eye color depends on the tree they rooted in, though skin color is usually a mundane shade of brown or white. Aeeai are roughly humanoid.

When first born, they are about a foot tall. This quickly grows to 4.5 feet once reaching adulthood over the course of 15 human years, and then slowly grow up to 5, potentially 6 feet. Their growth stops after 30 human years.

Lifespan: 110 human years
Reproductive Rate: The average birth number is at 3 per person.
Special Characteristics: Many of Aeeai characteristics depend on their tree. This means modifying children based on what the parent wants is much easier. Malnourished trees tend to produce less physically strong and smaller Aeeai. They also have no need for a partner to reproduce; they just need a good tree. Many do get lonely, however, so Aeeai switch households very frequently to live with companions. Aeeai break down nutrients incredibly well, so they can eat many things without getting sick or unhealthy, and often don't need to eat much.



STAR CHRONICLES NATION APPLICATION

Name:
Iniia

Leader: Heliocentric Council

Government Type: Democratic elections for each solar system, with each system's Heliocentric Governor meeting once a month.

Flag: N/A

Capital World: Trinios II

Incorporated Species: Aeeai

Number of Systems: 6

Fleet Size: Approximately 700 ships. Most of them are medium size. Most Aeeai warriors have genetic modifications, and can sometimes modify on the fly, as long as they have the right tree species for it.

Technological Specialities: The Aeeai are very good at genetics. Because of their birth process, they can often change DNA quickly and easily. There are several limitations. First of all, it requires resources. Specially prepared heartwood from trees is what causes genetic changes for the Aeeai, and it is a must. This DNA change is used to sharpen reflexes, increase senses, give physical and mental boosts, increase endurance, and more. This comes at a cost, however; these states cause energy to be consumed much quicker, so food is needed more. If food is not given, then the user can die in less than a week, depending on the augmentation. Aside from that, they are advanced in terraforming and energy weapons.

Technological Weaknesses: Aeeai are not good with physical armor. They employ electromagnetic shields to defend against most attacks, but these shields have no effect on non-magnetic metals. Their ships stand up only to light or glancing blows. That said, their fields repel metallic weapons extremely well. Aeeai are less than stellar concerning computers and fine machinery. Most machines have no AI.

FTL Travel: Tachyon Acceleration

Tachyon Acceleration is relatively slow, but it is cheaper. Tachyon Acceleration ships, accelerate, slowly at first, building speed quickly, before going past lightspeed. Deceleration is much faster than acceleration.

Brief History: Aeeai's technological advancement was rapid because they are effectively able to genetically modify their offspring. As such, they were able to create scientifically minded people to increase science, technology, and colonization. They dominated their solar system, terraforming all possible planets and mining the rest for resources. The Aeeai sent out a few colonization ships to reach carefully selected solar systems, and most of them succeeded.

The third colony established this way went through a civil war and detached from Hallwain. This colony, now considered a separate nation, is known as Terrel. The breaking of Terrel has caused an uproar among other colonies, especially Rendil, the worst colony. Its people have erupted in riots, and it is rumored that Rendil citizens plot to overthrow its heliogovernor.

Other threats, from pirates and such, caused the Genetic Revolution, where breakthroughs in GMOs created kits where, through cybernetic implants and some serious science, they could genetically change themselves.

Persons of Interest:

Heliogovernor of Trinios: Ignus 'I
Heliogovernor of Raila, the second-most powerful colony: Doroni '5
General Military Commander: Yerevil '2

Goals and Hooks:
Attempt to bring Terrel back under their control.
Colonize to increase odds of Aeeai survival.
Gain technology to increase the odds of survival.
Try stopping the riots and breaking of Rendil.



STAR CHRONICLES FACTION APPLICATION
Name:
The Fire
Flame Geometric Images, Stock Photos & Vectors | Shutterstock

Leader: Aria, Bendal, Calvin, who are the military, economic, and political leaders.

Allegiance: Terrel

Group Type: The Fire keeps balance in Terrel, and also actively tries to overthrow or disrupt Aeeain colonies.

Symbol: A collection of warm-colored triangles arranged to look like a fire.

Headquarters: On Terrel III, in Yerrel, the most populous city.

Incorporated Species: Aeeai

Members: 500,000

Owned planets or territories: Terrel

Fleet Size: 300 ships

Technological Specialities: Adaptation - gaining technology from other sources

Technological Weaknesses: Encryption, A.I., Robotics

FTL Travel: Exists, in the form of Tachyon Acceleration and Warp Drives

Brief History: After the Civil War, The Fire formed, quickly gaining power via their high numbers. They engaged in criminal schemes to gain wealth and equipment. While they engage in criminal activities, they are not malicious but find that collecting bounties and such is the most effective way to gain power.

Persons of Interest: Aria, military commander, Bendal, economical overseer, and Calvin, the political and diplomatic leader.

Erin '2, elite bounty hunter / agent

Goals and Hooks: Gain power, overthrow Iniia



STAR CHRONICLES CHARACTER APPLICATION

Name:
Erin '2

Species: Aeeai

Age: 26

Skills: Firearms, aerial combat, piloting, infiltration, assassination, escaping, survival, escaping attention

Origin: Terrel I

Allegiance: Terrel, The Fire, criminally affiliated

Personality Erin's got a sharp mouth, and he's also got a sharp mind. He is constantly looking for escape routes, weaknesses, and anything to ensure his survival. On missions, he is cold and calculating, but in public Erin often acts more optimistic, to try and not stand out. He will only engage if he has a chance of winning, and Erin just wants to bring down Trinios and the rest of Iniia. He is always looking for the best tech, so he is very adaptable. His mind goes a mile a minute.

Story: Erin was born in Terrel, the least powerful colony. Poor living conditions, combined with the abundance of precious metals, means backbreaking work in mines and a relatively high death rate. His mother died giving birth to him. As a kid, he grew strong and fast. The Civil War released him from the mines, and Erin trained. He became part of the Resistance that eventually took down the heliogovernor.

The planet he was on, Terrel I, had workers replaced with bots, and Erin moved on to better things. He joined The Fire, ranking up to a Bonfire. Bonfire were the elite soldiers of the organization. He would remain for a year or so, training and getting the best gear. Erin found the job stale, so he became an Ember, and dealt with the criminal side of the organization. He traveled out of Terrel and began doing odd jobs, gaining information, money, technology, or gear, and sending most of it back to the Fire.

Goals and Hooks: Survive, get better gear, continue missions, support Terrel and The Fire, eventually try disrupting an Iniia colony.
 
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  • STAR CHRONICLES SPECIES APPLICATION
    Name: The Drovakki
    Homeworld: Comos

    Appearance:
    e472128e8944a84ad8f152e16946187f.jpg
    The Drovakki are often characterized by others as Bulky humanoids with almost reptilian-like pale skin. Though their sizes can range from stocky to larger than even the most proficient of bodybuilders, there's almost no method of differentiating males and females of the Drovakki species appearance-wise except for when carrying gestating offspring. At this time female Drovakki will sport indicative stomach bulges until they lay their eggs. Besides this, however, differentiating is nigh impossible without running medical tests.

    The Drovakki have an amazingly diverse gene pool, with many sects of the species. Some are known for their hunched over postures while others are known for their consistent height. This diversity extends to facial structure, as it can differ wildly depending on origin. While some could be considered no different from a human in terms of bone structure, others may have jagged teeth or massive eyes. Some may even lack eyes altogether and primarily utilize other senses to view the world around them.

    Lifespan:
    The average age of the Drovakki are generally known to be thirty years. Once hatched from a clutch of eggs, their young can develop to adolescence within six months and are considered fully grown after a year. The oldest known Drovakki in all of their recorded history passed away at age forty-two, with no others of their species managing to last that long. Between the first year and late twenties, most Drovakki don't have any indicators of their age. A ten year old Drovakki will show no discernable difference from a twenty year-old in terms of physical capability. Again, most physical distinction is derived from genes and place of origin. The wear and tear of old age doesn't start becoming noticeable until some time after the twenty-five marker.

    Reproductive Rate:
    In comparison to their relatively low Lifespans, Drovakki have always had an extremely fast Reproductive Rate. A single pregnant Drovakki female can lay about twenty eggs every year or so after reaching maturity. After a successful mating, gestation of the eggs will only take about two months before needing to be laid. After four more months the young emerge, and though its possible for Drovakki to breed again once those four months have passed, it is considered law to wait a year as to not strain one's reproductive capabilities. Though considered an adult by year one, Drovakki laws prohibit breeding until year ten, as fostering eggs beforehand has always been considered dangerous due to a larger chance of genetic defects. Such claims have been hotly disputed time and time again as further research calls such beliefs into question.

    Eggs are usually laid in spawning pits that communities will designate for that sole purpose. Often made with the perfect temperature and climate for healthy development, freshly spawned Drovakki are raised communally. Due to parenthood being largely anonymous, young Drovakki will often consider those who emerge from eggs as the same time as them to be Pitkin. Pitkin are the closest thing to siblings the Drovakki have, and will often be considered above genuine bloodline in terms of family. Even though modern technology has allowed ancestry to be far easier to discover, the familial loyalty of Pitkin has stood the test of time.

    Drovakki reproduction was excessive by necessity in the old times when the ferocious wildlife of Comos could leave entire spawning pits eradicated in an instant, but as time went on it became easier and easier to ensure the safety of the freshspawn. As a result, Drovakki history is rife with increasing tales of overpopulation, which essentially kick-started numerous resource wars between communities. The laws instilled when the majority of the Drovakki followed the words of the now defunct Testolen Church limited the overpopulation crisis, but those laws have come under more and more scrutiny as time went on. Nowadays, its widely known that only the discovery of space travel has been able to ease the strain their reproductive rate has on resources.

    Special Characteristics: Besides their excessive Reproductive Rate, Drovakki have been known for being able to survive in extremely hostile environments. Perhaps a result of their great genetic diversity or withstanding the native dangers of their Homeworld of Comos, Drovakki have the ability to withstand what others would consider inhospitable surroundings. Many Drovakki are resistant to all but the most extreme temperatures, with communities sprouting up in subzero wastelands and along rivers of cracked magma. Many are even able to prosper at the top of their highest mountains in low-oxygen environments. Some recent accounts have even reported some races of the Drovakki species being able to withstand living in partially radioactive environments.

    The Drovakki people prioritize history over much, their short lifespans leading story-telling and the passing of information to be considered something of an intrinsic necessity to all. As such most of their history is extremely well catalogued, going back millennia. Similarly, the vast majority of them have photographic memory, a trait prioritized in the past which eventually became commonplace amongst them. They also place heavy emphasis on the need to explore and travel, tenets kept from their early history.

    Fresh Drovakki blood is actually toxic to many species if ingested, only the beasts of their homeworld seem capable of withstanding these effects.


    STAR CHRONICLES SPECIES APPLICATION
    Name: Trokoids
    Homeworld: Numor

    Appearance:
    Bizzare-Fancy-Toys-By-Earl-Santaniel-0021-550x429.jpg
    Trokoids are generally small furry creatures with big eyes that many consider adorable. They vary mostly in fur color and eyes, with some tending to walk on four legs and others being completely bipedal. Regardless, the overwhelming majority of them could easily fit into an average human's palm. Some may have tiny flesh nubs similar to horns on their heads, others may have prehensile tails whereas others just have bushy fluffs behind them, some may have drastically varied ear sizes.

    Lifespan: Trokoids can generally live for Two and a half centuries with the oldest on record living to three hundred before his assassination.

    Reproductive Rate: In stark contrast to their neighbors, Trokoids have an extremely slow reproductive rate. Similar to mammals, they carry their young all the way until birth, with the gestation period lasting about a year. However, a female Trokoid cannot bear children for a full decade afterwards. The largest number of young produced in a single pregnancy has been noted to be three.
    Special Characteristics: Trokoids overall are known for extreme technological proficiency, with even their youngest able to work on advanced equipment with relative ease. Trokoids are even more renown for their almost species-wide lack of empathy, a trait which has led them to be the catalyst for unthinkable bloodshed in the past.​

 
STAR CHRONICLES NATION APPLICATION
Name: The Colonial Union (Official Name), 8 Colonies of Phoros (Colloquially and by some anti-federalist Political Groups)
Leader:
The President of the Colonies - Head of the Executive Branch and official Head of State - Armand Jalinek

Vice President of the Colonies - Deputy to the President and Speaker of the Upper House (The Colonial Senate) - Jullienne Montros

Senate - Upper House of the Colonial Legislative Branch, made up of 80 members in total, 10 from each of the 8 Principle Planets of the Colonies. In the event of a tie the Speaker of the Senate (Also the Vice President) gets the casting vote.

Chamber of Deputies - Lower House of the Colonial Legislative Branch, made up of 644 members, with member count per Principle Planet decided by census which takes place every 20 years.

Government Type:
Federal Constitutional Republic

The Colonial Union’s political system is a Federal Constitutional Republic, as such the Central Government (Made up of the Presidency, Senate and Chamber of Deputies) sits separate and above from the individual planetary governments, which each have their own Sente, Chamber of Deputies, and a Governor who acts as the Planetary Executive and has limited powers outside of a State of Planetary Emergency being declared. Each of the Principle Planets (as well as the numerous secondary planets assigned to them) have their own systems of courts and administration, and largely govern their own domestic affairs as well as fielding their own planetary defence forces. The Federal Government however enforces the Constitution and so can strike down Planetary laws that are deemed to be in breach of said constitution. Each of the Principle Planets must pay annual tithes to the Central Government, such tithe is worked out through a formula bringing into the equation the economies and populations of said Planets and their areas of control.

Much of the Colonial Union’s physical territory comes under the control of the individual Planets as opposed to the Federal government aside from a few noticeable expectations. Firstly is the Federal Capital which is based in the Eralion system. The entire system is deemed to be under direct control of the Federal Government, and so does not have a governor or provide Senators or Deputies to the Federal Government, instead its local government has the direct ear of the Minister of the Interior. It is here that the vast majority of the Federal Leadership and Federal Institutions are to be found, mostly centered around the temperate planet of Eralion Prime. Given the tithes that are paid, Eralion Prime has largely escaped the vast industrialisation that has afflicted the 8 Principle Planets, and is still relatively verdant and lush, enjoying more living space and higher biodiversity rates. As well as Eralion Prime and several smaller planets dotted around Union Space, the main area of Federal power are the external borders of the Union. In order to make sure that proper defences are in place, and that these borders are policed and monitored in a consistent fashion, everything from the border to a depth of 2 Light Years are under direct Federal Military Control. Whilst the planets here are still represented by their Principle Planet, all their resources go to the Federal Government to supplement the policing costs. Once the border expands and these systems are removed far enough from the border, this emergency tithe falls away and full governance returns to the Principle Planet.


The President of the Colonies is the head of state, head of the armed forces and head of the Federal Government, elected to serve 8 year terms. Whilst they can only serve 2 consecutive terms, there is no limit to the total amount of terms that they can serve. In matters of diplomacy and military action, the President is largely unrestrained, and is able to declare a state of war for a period of 60 days without the Senate or Chamber of Deputies’ approval as long as only Federal resources are used without extra taxation having to be brought in. This is rarely done however except in extreme circumstances to bridge the gap before a proper vote is taken. The last time this was done was during the War of Terran Agression which saw Earth aiming to strike back at a number of its wayward colonies, due to the surprise nature of the attack then President Rullion put the Colonial Union onto an immediate war footing in order to counter this aggression in order to prevent further delay whilst a vote was organised, allowing the Federal Fleet to muster and begin operations immediately. Aside from these points however, power largely rests with The Senate and Chamber of Deputies, with any government business having to be put forward to these two houses. Whilst Presidential Decrees do exist, these are now largely ceremonial, or relate solely to Military, Diplomatic or Judiciary Pardons, with internal matters regarding Legislative approval before being made into binding law. The President also holds a veto which can be used to strike down Legislation before it is signed into law, however this can be overturned by a Senate Vote requiring a ⅔ majority.

The Senate, being made up of 80 members in total, is a relatively streamlined body, with many of its members made up of former long serving deputies. It is here in the Upper House where legislation that has made its way through the Lower House is voted on. Whilst there is a history of votes falling along planetary lines, the Senate has a long history of more bi-partisan workings taking place, with each Senator serving on an 8 year term, and many serving for at least 3 terms, agreements and alliances are easily built up over time. Votes are held on a simple majority requiring 41 votes to pass. In the event of a tied vote, the Speaker of the Senate (The Vice President of the Colonies) holds the deciding vote, which means that in the event of a tie the Government’s view is normally taken.

The House of Deputies is a behemoth compared to the Senate, standing at 644 Deputies as decreed by the last census. Given the numbers there is a greater need for political alliances and parties to come into play. During the history of the Union however there have only been a handful of instances where one party has held a majority in the Lower and Upper House, and so each vote normally relies on a myriad of short lived alliances and favours being requested. Aside from the general house floor, there are also numerous committees and sub-committees whose role it is to hold the Federal Government to account over specific fields and remits. Some of these committees are incredibly powerful such as the Military Oversight Committee that maintains the military budget. Deputies serve for 4 year terms, with ¼ of the House up for election at the end of each year in a rolling cycle, preventing stagnation and possible domination by one group. It is in the House of Deputies that prospective laws begin, with them either introduced by the Federal Government, or by a minimum of 50 Deputies putting their signature to a bill.

Flag:
National Flag - The 8 Stars represent the 8 founding Principle Planets, whilst the 3 arrows represent the Senate, House of Deputies, and the Federal Government
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Ensign of the Union Armed Forces
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National Motto:- The End Crowns the Work


Capital World:
Eralion Prime


Eralion Prime sits in the middle of the Federally governed Eralion system. Orbiting a Class G star and sitting in its ‘Goldilocks Zone’. Average temperatures away from the equator are about 13C, with gravity sitting at .9G. For 200 years Eralion Prime has stood as the Federal Capital. Following the War of Terran Aggression which saw the Colonial Union finally throw off the shackles of Earth it was deemed that the Federal Government required a centralised base of operations, having previously worked out of various departments scattered throughout the Principle Colonies. The Eralion System was picked due to its relatively central location, thus to an extent eliminating the argument of one of the Principle Planets being able to dominate the central government, despite the habitable conditions, Eralion had never been colonised due to the arguments of several of the Principle Planets that it fell within their space, and thus the conflict leading to inaction. As such given the settlement’s relative youth, as well as the very much planned colonisation of the system, Eralion Prime is something of a pleasure planet, especially compared to the urban sprawls on the more established planets whose history is traced back to the original colonisation of the region of space. The world has 3 continents, Phoros, Baltar, and Davron, named after the 3 leaders of the original Colonial Rebellion that saw the Colonial Union gain their freedom. Phoros stands as the largest continent, located in the northern hemisphere, and contains the Federal Capital Eralion City. It is here that the Presidential Residence, the Senate, and the Chamber of Deputies are located, as well as most of the ministry buildings and government departments. The city is noted for it’s windswept avenues and tree lined streets, the planning that went into it preventing the gridlocks and overpopulation that plague other planets in the Union.

The vast majority of the planet’s population either work for the Federal Government, or in services keeping the Federal Workers entertained and fed. Much of the other two continents are empty in terms of resident population, with large areas still untouched and left to the wild, punctured by political residences and more low key government installations. Crime statistics often rank low, due to a combination of a high police presence, high surveillance levels and the necessity of a permit to gain residence. Despite the image of the planet as little more than a pleasure planet, looks are always somewhat deceiving. Beneath the surface of the city, and of less developed areas are a web of subterranean tunnels. Archives, geothermal power plants, miles upon miles of communications equipment and wiring lie below and of sight, the life blood of the operations on the planet.

The 8 Principle Planets


The Core of the Colonial Union stands with the 8 Principle Planets. These were the first 8 Planets colonised in this region of space, and overtime grew into the industrial, economic, cultural and military bastions of this region of Human space. When the Earth went quiet, it was these 8 that rallied together, forming a Union to act as a bulwark against the darkness around them. To this day all 8 remain, with Union Space split into 8 areas of responsibility, each one led by the Governor of said Principle Planet. It is along these lines that the Union functions, with the Senate and House of Deputies being elected from these planets and their sectors. Clamour for the seemingly 8 planet monopoly to be reformed has begun to emerge however with several planets reaching a stage of development to legitimately argue for a seat at the table beyond their planetary overlord. However given the voting system favouring the Principle Planets, these arguments have not left yet the Planetary Assemblies to reach the Federal Legislatures.

  1. Tucriea - “The First” Whilst many of the other planets vie for their positions in terms of age, Tucriea stands unopposed as the oldest of the colonies, with Founders Square marking the original landing point of the colonists hundreds of years ago. As such they have always held themselves above the other Principle Planets, and this has caused something of a rift between them and the other planets to emerge over time. The first 5 Presidents of the Colonial Union were from Tucriea but for the last 40 years there hasn’t been one. Tucriea itself is similar to Eralion Prime. This is due to the fact that it stands as a single jewel in the system, with the rest of the planets in the system being smoggy industrial hive planets, enabling the elites of Tucriea to keep their planet largely free of such pollution and industrialisation.

  1. Xalara - “The Shield” Xalara is one of the 2 “Martial” worlds. Between it and Ideon they account for about 50% of Naval Production, as well as about 60% of Federal military officers hailing from the two planets. In Xalara’s case this is due to its initial positioning to the extremities of the original Colonial Expanse, and as such they were often left dealing with the lawless groups that existed at the edges of policed space. Xalara is a small rocky planet, and has one one of the highest population densities of many planets, most of this is focused in orbital habitats however, with Xalara itself being largely a mining planet with little room for a resident population planetside. Due to the small nature of the planet however it’s low orbital pull makes it a perfect site for orbital sites, in this case the habitats and numerous shipyards that exist around Xalara and within the larger system, with the minerals extracted from the planet normally going straight to the assembly line to be processed.

  1. Guecarro - “The Farmer” Guecarro emerged early on as the principle feeder of the original colonies. A combination of its temperate climate and fertile black soil (Chernozem) resulted in a booming agricultural industry that has continued to this day, with ships leaving orbit ladened with foodstuffs for the industrial and urbanised regions of the Colonial Union. Due to the perception of Guecarro as a farming planet, as well as it generally generating less financially, the Guecarrons have often championed workers rights and equality of representation in face of the more powerful and richer planets calling for increased voting weight based on monetary contribution and might.

  1. Thalutis - “The Builder” Thalutis is the final destination for many of the raw materials that are extracted throughout the Colonial Union, ending up in the vast manufactories that are found throughout the planet. The small seas that dotted the surface of the planet have long been drained or burned away, with what little is left heavily polluted and unable to sustain life. Smog chokes the atmosphere, with only the very peaks of the skyscrapers piercing through the haze, and these are the domain of the wealthy elite only. Life expectancy here is the lowest throughout the Principle Planets, and crime is amongst the highest, with it rampant in the lower parts of the Hive Cities that nearly fully encompass the planet. Despite the drawbacks however, the clamour for reform is very much muted, with the political elite knowing that their position at the table relies on their industrial efficiency, and that to weaken said efficiency would remove votes and influence.

  1. Suater - “The Poet” Suater sits apart from the others, considering itself above the rest in terms of its identity as the cultural heart of the Colonial Union, something that it values far higher than the materialist worth of the other planets. The Planet itself is a paradise, a stable weather system, and temperatures regularly in the mid 20s. Without an axial tilt there is little change in the weather between seasons, and so it is a popular holiday destination. The environment has also fostered the arts with many drawing inspiration from the planet and its environment. The population has remained relatively low, with the Suaterns putting the wellbeing of the planet (Which translates into tourism being their main economic sector) above the cons that accompany population growth.

  1. Ideon - “The Navigator” Ideon is the second of the 2 martial worlds that makes up the Union. Whilst Xalara may be a stripped mined speck, Ideon is a largely aquatic world with the mighty ocean of Ideon containing dottings of islands, and only one landmass that is only about the size of Europe. Ideon provides the Union with the vast majority of its fuel needs, with the Ocean containing countless Deuterium processors, electrolysing the waters to extract the necessary Deuterium Istopes which are integral in generating both terrestrial power as well as the mighty ships of the Federal and Planetary Defence Fleets. Whilst most of the population work in the Deuterium Plants, the planet is also the home to the Ideon Naval Academy, the foremost Planetary Academy and rivalling the Federal Academy in the Eralion System. As such numerous members of Ideon Defence Force (IDF) have gone on to serve in the Federal Navy.

  1. Pacculara - “The Messenger” Pacculara sits on the main navigational routes of the Principle Planets and has turned into something of a transport hub, facilitating the flow of ships, goods and people. As such the surface is a maze of warehouses, manufactorums and landing pads, with its atmosphere clogged with ships fumes and movement. What remained of the green and lush planet that was first colonised is dead, ground out in the face of progress. The shipyards above the city are a hive of activity, maintaining the merchant fleets that pass through, holding a virtual monopoly given their position. As such whilst the average Paccularans may not be able to enjoy clean air outside of their nearly hermetically sealed homes, the tithes and taxes levied on Merchants and travellers as well as the accessibility to goods as ships pass through the system, makes them some of the wealthier citizens with their own taxes low, and able to exercise large amounts of spending power. Another burgeoning part of Pacculara’s economy is the Stellar Insurance Sector, with the Solomons of Pacculara insurance and re-insurance market providing insurance for most traders within the Union. The Federal Fleet retains a presence here in the form of Anchorage Station, which provides a fast reaction force which is rapidly able to travel the main spacelanes that converge here.

  1. Yedides - “The Giant” Yedides stands apart from the rest of the Principle Planets in that not a single person lives on its surface. This is due to the fact that Yedides is a Gas Giant. The reason why it emerged as one of the Principle Planets lies solely in the fact that it is a veritable mine of Helium-3, the only real alternative to Deuterium as a current energy source. Just over 7,000,000 people live within the confines of the Gas Mining Stations that hang above the planet, with many of them now accustomed through the generations to the quirks of gravity that come from living off of terra firma. Yedides is by far the smallest of the Principle Planet in regards to population, and so hold a vast amount of power in the Senate relative to their population.


Incorporated Species:Humans

Number of Systems 93 Systems

Fleet Size:

The Union Fleet - 763 Vessels (Not including Fighters and Bombers)


12 Phoros Class Carriers:

The Phoros Class Carrier is the largest vessel in the Union Fleet and indeed any of the PDF fleets, just about edging out the Baltar Class Dreadnought, aside from the similarities in size however, the two are poles apart. The Phoros is solely geared towards fighter and bomber support, with internal weapon systems largely cleared out to make room for hangars, work shops and refuelling facilities They also contain some of the more advanced communication equipment available to the Colonial Military, and are a popular choice of flagship for higher ranking fleet officials. Given the immense amount of time and resources that go into their construction, as well as the limited armour and weaponry, these are rarely seen outside of larger fleet formations.

In terms of weaponry aside from 2 forward firing plasma cannons the Phoros are equipped only with Point Defence Weaponry, geared towards fighting off opposing fighters and bombers. These PDF systems are made up of rapid fire laser and kinetic weaponry, as well as a number of heavier cannons. Precision is anything but the aim here, with their effectiveness coming from the sheer volume of fire they are able to lay down, creating something of a protective wall around the carrier.

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20 Baltar Class Dreadnought:

The Baltar is the apex of the Colonial Military Doctrine of big guns win battles, and yet in essence it is based along an ancient principle, simply building a vessel around the largest gun possible. Whilst the military is increasingly pushing the implementation of Plasma and Laser based weaponry, there is still a place for the old fashioned Mass Accelerator. The single cannon runs along the entire frame of the vessel, with multiple magnetic coils running along the length which allow the 2,000 ton projectile to be accelerated to a speed approaching 4% of the speed of light.
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42 Davron Class Battleship:
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92 Entartes Class Cruiser

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167 Rassilon Class Destroyers:

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432 Rapier Class Patrol Craft:

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Scimatar Class Fighter/Interceptor:

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Halbred Class Bomber/Heavy Fighter:
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Planetary Defence Forces - 1,138 Vessels (Not including Fighters and Bombers)

The Planetary defence force whilst much larger than the Union Fleet has much less in the way of standardised equipment, with ship classes and modifications differing throughout the different fleets. At the last count however the numbers stood as follows:

13 Battleship Class Vessels

107 Cruiser Class Vessels

236 Destroyer Class Vessels

782 Patrol Class Vessels


There are two wings to the military of the Colonial Alliance. The Union Fleet, which is controlled directly by the Federal Government, and the Planetary Defence Forces, who come under the control of the Governors of the Principle Planets. Both generally fill very separate roles, with the Union Fleet normally taking precedence, with the PDF acting as a support group where their operations intertwine.

The Union Fleet:

The Union Fleet is the principle military arm of the Colonial Union. It’s headquarters are found on Eralion IV. Not strictly a planet, it is technically a dwarf planet, however it has long since been hollowed out and turned into a combined administrative fortress, acting as the defensive bastion of the Eralion system, and also headquartering the Union Admiralty. The Union Fleet’s main duties stand as follows:

  1. To protect the borders of the Colonial Union from external threats.
  2. To police and protect Federal Space and to respond to requests for aid from the Governors of the Principle Planets.
  3. To maintain internal security only in the event of a Federal State of Emergency.

As can be seen the Union Fleet is very much an external tool, mainly used to protect from without as opposed to within. This is very much by design with this being drawn up to prevent the Central Government from imposing their will over the Principle Planets. As such they can only take part in internal matters upon the request of the Planetary Governors, and even then these operations are normally imposed with a strict time limit and parameters. There are some instances however where these rules are somewhat bent, for example the ongoing Space Lane Protection Operation relates to anti-piracy patrols. Given the fact that the Union Fleet can operate across different sector lines, this operation is simply rubberstamped each year by the Senate and Congress.

The Union Fleet is the largest single entity military structure in the Colonial Union, maintaining a sizeable fleet with Anchorages and bases dotted throughout Union Space. Most fleets are based around a space lane hub enabling them to respond to potential threats as quickly as possible, with most of these fleets stationed to the periphery of Union Space. The exceptions to this rule are The Home Fleet which is stationed in the Eralion System and the border patrols. The Home Fleet is the largest of the Union Fleet’s groupings, and maintains a ready position in the Eralion System. It houses most of the heavier ships of the Union Fleet, and at times ship groups are often split off to respond to more distant threats whilst the greater body remains at the home of the Federal Government. The border patrols are the first line of defence, and are almost solely made up of lighter vessels, with the heaviest class normally being Cruiser Class vessels. As such they are not supposed to act as a solid wall against threats larger than simple pirates, instead they are supposed to harass, delay, and ultimately get word to one of the Sector Fleets at the jump hubs, at which point reinforcements will gather and work out the appropriate response to the threat.

In terms of doctrine, the Union Fleet has been developed on the basis of long range engagement by higher class vessels, whilst being screened by escorts and supports. General Union strategy plays out with the Battleships and Dreadnoughts forming a firing line at extreme range, whilst Cruisers, Frigates and Destroyers create a defensive line before them. This formation slowly advances, being supported by Carriers at the rear of the formation, with the fighters and bombers used to harass the enemy forces into coming to the Union. Once enticed the main firing line will come to a halt, and the opposition fleet will have to weather a storm of heavy ordinance. Before coming into the firing range of the lighter picket support fleet, the destroyers will form in wolf packs, launching barrages of torpedoes to break up any incoming formations and leave them scattered and isolated, and in theory easy prey for the Frigates, Cruisers and bomber and fighter support to pick apart, all the while keeping the most important ships out of harm's way. Enough of a gap is left between the heavier capital ships and the picket line to allow for re-adjustment and deployment, with a small picket reserve normally kept to plug any potential gaps.



Planetary Defence Forces:

Whilst the Union Fleet is primarily aimed at external foes, the PDF is very much an internal security force. Each PDF is formed, equipped and maintained by each of the Principle Planets, and their responsibility is the protection and patrol of the interior. To prevent standards from slipping there is the PDF Inspection Committee which is a cross Planetary group that sits outside of the Federal Government that makes sure that minimum standards are being met to avoid cost cutting or similar issues. As such there are still discrepancies between the different fleets, for example the Yedides’s PDF is relatively small, and given their low population normally relies on what is effectively a mercenary tender, and as such the ship types and structure change with the contracts that are handed out to the different groups, whilst Xalara’s PDF is essentially a smaller version of the Union Fleet given the shipyards and resources available to them. The PDF Fleets are generally built up around Cruiser class vessels, with perhaps the occasional Battleship being available, with speed and versatility being championed well above firepower, with the vast majority of Union Space being under the various PDFs’ mandates. Written into the constitution however is the provision that PDF forces can be used to bolster the Union Fleet in times of war, and whilst this has not yet been activated the provision for such does relate in numerous cross fleet exercises being held between the two. Something that has emerged is something of a disdain for the PDF for the career Unionist officers and crews, with them seeing the PDF as little more than organised militias without the stringent training and discipline that the Union Fleet has. Unfortunately this is true in certain cases for PDFs that do not have a vast array of resources or training facilities available to them. Whilst the total sum of the PDF far outnumbers that of the Union Fleet, most of it is tied up in constantly ongoing patrol duties, and to pull significant numbers away from it to help bolster the Union Fleet would result in a large drop off in ongoing security and peacekeeping operations.


The Uniforms of the Union and PDF fleets are generally the same, with the differences coming in rank styles, commendations and insignias.
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The advent of militarised spacecraft has to a large extent replaced the need for a ground force in the mind of many of the Colonial Union’s military planners. As such the vast majority of the ground forces available to the PDF and Federal forces are made up of security forces, primarily designed to keep the peace and at most deal with civil insurrection and riots, with only small specially trained formations being tasked with any sort of assault situation, and these are mostly anti-terrorist teams. The same goes for armoured vehicles, which are mostly made up of APCs, with a real lack in the way of anything resembling a Tank or IFV, the thought being that if a foe was to make planetfall on Union territory then they would be suppressed and ultimately destroyed by the space forces, likewise in the event of an invasion of hostile space, the navy would do the heavy lifting and blast any opposition into submission.

There is only one wing of the military that could really be considered a true successor to the boots on the ground military sent by Earth, and that is represented by the Union Rifle Corps. The URC is by far the smallest wing of the Union Military, numbering some 8,000 men and like the Union Fleet is directly controlled by the Federal Government. Their remit is particularly wide, anything from search and rescue missions in hostile climates, first contact protocol, any non domestic ground operations. As such they are well trained, mostly in small unit tactics with a normal deployment not normally constituting more than 100 men, and even then it is normally close to half or even a quarter of this number that are deployed.

In terms of personal equipment, the workhorse of the URC is the MK9 Pulse-Carbine, a select fire rifle capable of semi-automatic and automatic variable fire, chambered for a 7.62x55mm caseless round fitted with a gas based accelerator. This accelerator when ignited results in a momentary blue pulse of light when the round is fired, giving the weapon its name. The MK9 has an effective range of approximately 500m, though modified marksman versions are available in limited numbers with double the range in a semi-automatic firing only set up. This is complemented by a number of side arms and support style machine guns all of which operate along similar principles to the Pulse Rifle, with the caseless cartridge design resulting in an overall lighter set up than with standard brass ammunition. In terms of armour the URC infantryman is clad in a graphene based armour comprised of a breast and back plate, limb protection and helmet.
Technological Specialities:
  1. Torpedo Weaponry - Whilst the backbone of the fleet are the heavy firing lines, huge jumps have been made in regards to torpedo technology, utilised primarily by Fighters, Bombers and Destroyer Class vessels. Primarily the torpedoes were used as little more than a way of breaking up approaching formations, making them easy targets for long range fire power to pick off individual targets. It soon became clear though that the Picket Fleet’s ability to inflict damage was limited outside of the Cruiser Class Vessels, allowing more survivors to reach the Capital Ships at the rear of the fleet formations, putting these hugely vital and expensive behemoths at risk. As such whilst many of the Picket Fleet ships are too small to carry batteries or turrets capable of inflicting real damage, the humble Torpedo was designated as the answer. Fighters and Bombers generally carry the lighter variety, acting as heavy missiles with Bombers being able to carry a greater payload, theses are tipped with simple explosive warheads. It is the Destroyers though that have a greater variety. Each Destroyer is normally equipped with 3 types of Torpedoes, though this depends on the situation and what munitions are available. The Standard Explosive Torpedo, best used against structural weak spots such as turrets or engines to get the best result. Then there are the Penetrator Torpedo, with breaching charge heads that allow it to blow through armour plating at which point secondary charges activate, allowing them to penetrate armoured hulls. Finally there is the newly developed Haywire Torpedo. These contain an EMP charge and are detonated manually by the Destroyer, these are capable of frying systems within a small area, able to shut down a section of batteries or open a hoel in the shields of larger vessels, some Captains have started using them against formations of Fighters and Bombers however, catching a large number in the blast radius and leaving them powerless and vulnerable.

  1. Clean Energy - The Colonial Union has long mastered the art of Nuclear Fusion and as a result it is able to meet both terrestrial and interstellar power requirements with the technology successfully scaled down to be placed onboard ships. This mostly stems from Ideon and it’s Deuterium deposits and increasingly Yeddides whose Helium-3 has proven to be even more of an efficient fuel than Deuterium. Due to the vast investment into Fusion as a power source, many of the inherent risks have been removed, and with the viability of Helium-3 as a fuel source, this would also remove the problem of radioactive material being generated and is being championed as the next step for Fusion Power, however given the complexities of the switch over progress is currently slow, combined with the fact that Deuterium is still far more common and easily extracted.

  1. Heavy Ship Artillery - The main backbone of the Union Fleet lies in its Dreadnoughts and Battleships, whilst the Picket Fleet and Fighter/Bomber Support are vital in terms of strategy, it is the big guns that are designed to really deal the big damage, ripping apart the opposition’s capital ships and leaving the smaller ships drifting in their wake. As such the heavy artillery and broadsides are the most advanced of their kind weapon wise within the fleet. The Military have begun moving away from the standard mass driver technology, with their being deficiencies with the (relative) slow speed of the rounds fired, especially with the engagement distances between fleets. As such broadside weaponry has slowly but steadily been replaced with plasma and laser weaponry, which is able to inflict damage upon their foes at a much greater rate. However the underslung mass drivers on the Dreadnoughts have remained the same however, given their brutal ability to dish out damage, it was deemed that the laser and plasma technology had not yet reached the point of development to meet the damage requirements.

  1. Relatively safe and fast FTL Technology - Travelling throughout the confines of Union Space is something of a point of pride to the Union, with accidents and delays down across the board on ships operating along procedural guidelines. Whilst the FTL drives aboard the Colonial Union ships do not have a particularly long range, this has been overcome by the large scale roll out of Navigation Buoys along safely scouted routes, tens of thousands of these dot across Union Space, and create space lanes along which to travel. A standard merchant ship will normally make somewhere along the lines of 20 jumps between planets, each one a small hop with only a couple of minutes cool down time, cutting down on a ship’s most vulnerable situation, awaiting a jump. The largest of these buoys are found in central hubs, normally centered around heavily populated or strategic planets, alongside rapid response fleets. All of this together has turned the Colonial Union’s internal space lanes into something of a space haven, however it has created a reputation for lawlessness for those regions of Union Space outside of the network.

Technological Weaknesses:

  1. Limited FTL Exploration capability - With the Colonial Union making use of navigation buoys to set up a safe network, this does have its drawbacks when moving outside of home territory and away from this network. Military Vessels still have the capability to make jumps, however this is a much slower method, especially when calculating the number of ships, potential drift, and any obstacles along the way, thus when moving outside of Union territory, the fleet rapidly becomes in danger of becoming a ponderous behemoth. The way around this is through a class of vessel known as Pathfinders. Armed with a smaller jumpdrive they move ahead of the main fleet and set temporary buoys in their place, to help guide the fleet in their wake. However these Pathfinders have some of the highest loss rates in the Union, with their jumps almost akin to being blind in nature, and given the number of unassisted jumps that they have to take, this places a huge strain on their navi computers and often results in breakdowns and increased wear and tear. Even with Pathfinder Buoys in place, the risk involved is still great for fleets, and normally this results in them having to travel in smaller groups in order to try and reduce the risk of collision and losses
  2. Heavy Ship Point Defence Systems - The Battleships, Carriers and Dreadnoughts of the Union Fleet have a singular focus, in terms of the Battleships and Dreadnoughts this is to focus on sheer fire power, and in terms of the carriers, to haul as many fighters and bombers as possible. As such concessions have had to be made in other areas in order to balance space and power requirements. One of the main glaring areas is that of close range capabilities. The standard Dreadnought, whilst bristling with broadside weaponry and a deadly underslung mass driver, has little beyond the most basic PDS weaponry with which to fight off incoming fighters and bombers. Whilst the Battleships and Dreadnoughts are heavily armoured to try and counteract this, it is merely there to try and delay the enemy until the Picket Fleet can reform and counter the enemy or these behemoths can turn about and attempt to jump to safety. This is the reason why so much importance is put on the distance between the Picket Fleet and the main firing line, and why in almost all instances Admirals will keep a strategic reserve to plug potential gaps, with some even going so far to keep all fighter and bomber groups in reserve in the event of their key ships being beared down upon with limited hope of counter fire.
  3. Singular Energy Reliance - Whilst Nuclear Fusion has paved the way for clean energy throughout the Colonial Union, it has managed to capture something of a monopoly, with other forms quickly falling by the wayside. As such the Colonial Union has become nearly solely reliant on Deuterium and Helium-3 as their sources of fuel. Helium-3 is scare enough, with only a handful of planets producing enough to make this a viable fuel source, and so is still only just emerging as a possible replacement for Deuterium. Whilst Deuterium is theoretically incredibly bountiful, Ideon holds a monopoly on its extraction, and vehemently fights against any proposals to set up new Deuterium extraction sites outside of their territory. Given the power that the Deuterium lobby is able to wield in the halls of government, this has resulted in the Deuterium industry being consigned to a relatively small handful of planets. Whilst there is little chance of it running dry, it does create something of a bottleneck, and the fear of what could happen if the flow from Ideon and the worlds under their control would be interrupted, with the bountiful reserves kept by the Federal Government not likely to last long if the tap was turned off.

FTL Travel: The Union Jump Drives are known primarily for their cool down rate and relatively low energy expenditure, with ships able to make multiple jumps with ease. The problem instead lies with the calculation side of things, with the Navigational Buoy system having largely replaced the need for ‘free’ jumps, as such outside of Union Space or from a set up buoy network, speeds drop rapidly as a good hour is required for a single ship to jump, with fleets requiring close to 5 to properly jump. Obviously these calculations can be made in advance to cut this time down drastically when jumping, however minor adjustments are still required on route, preventing the near simultaneous jumps that are capable within the buoy system.

Brief History:
The Colonial Union traces its history back to the same place that all of Humanity does, Earth, Terra, Home. When Humanity sprang out of the Sol System, they spread like wild fire, public and private colonising and exploration initiatives set out to chart, claim and exploit every corner of the galaxy. First they landed on Tucriea, and it was here in this empty corner of the galaxy, far from Earth, that they planted their flag. An official colony of The United Governments of Earth. Outside of the flag that waved above their heads however, there was actually relatively little direct interaction with Earth and her government. The Exhibition’s mandate gave them swathes of self rule but with the Earth appointed administrator still being in overall command, and having the ability to assess when progress had reached the point for tithes and taxes to be paid. Help was not forthcoming, with everything required brought with them, the distance was too great and their were colonies far closer to Earth that were higher up the pecking order. Over the first 50 years, a core was built around the first 8 colonised planets, with Tucriea acting as the centre of the colonial administration. Eventually the Earth appointed administrator deemed the Colonial region to be making a profit, and so large freighters began arriving, the first regular physical contact with Earth, to begin lugging resources and goods back home. Over time however the governors of the independent planets began to chafe under the chain of Earth. With her own resources long expanded, Earth looked to her colonies to supply the desperately needed materials to keep the fires of industry burning. Whilst there was limited representation, power still rested with Earth and her appointed administrator who sat unimpeachable and in a position that rapidly became hereditary in nature. Over time new decrees filtered down, removing what little representation was available, and adding more power to the Earth representatives, rumours circled as to the reasons of this, of colonies splitting away and the rest having to pick up the slack, or of some distant war with an unknown foe. The truth was not forthcoming though, and so rumour mongering spread in its stead.

All that was for certain however was when the ships stopped coming. 1 week overdue, 1 month overdue, 1 year overdue. Panic circled within the Earth Administration, calls home were going unanswered, reports piled up without a reply, and the colonists were growing aware that no one was answering. It was this sudden cut off that spiked rebellion, each of the Principle Planets rose up, to throw their shackles off. The Earth Administration called for martial law, deploying their security forces and called for aid from Earth. However once again their calls went unanswered, and slowly they were overwhelmed, the Colonials growing in confidence as they realised that the beleaguered administration were very much on their own. The security forces were quickly overwhelmed, with many of them who were by now colony born switching sides. After 6 months of fighting, the Earthers had been defeated, imprisoned or dead. It soon became clear to the newly independent colonies however that the situation with Earth was far more critical. The mighty Travel Network, which snaked out from Earth to her holdings amongst the stars, was gone. Not momentarily down, or weakened, but completely gone. The 8 worlds were on their own. At first the 8 banded together as simple allies, with their own fleets, government and objectives. The borders of the Colonial Alliance (As it was quickly christened) were soon under siege, first came the humans, frontiersmen who had gone beyond the edges to eek out a living away from the government or to try and find new riches to secure a comfortable life for themselves. They came in an armada of battered vessels, weapon fire scouring them, they spoke of planets in flames, of hordes of aliens having thrown off their shackles. Of this the Alliance knew nothing, no sentient life had been discovered on their worlds, and their population was solely human. However as they discovered this was not the case in all corners of Earth’s colonial empire. Crashing against them came a horde of former slaves and subjugated peoples, eager to bring death to those who had ruled over them for so long. Words went unheeded, and understandably so, to these species they drew no distinction between the members of the Human Colonial Alliance, and the newly freed colonists themselves. Conflict raged across Alliance space, for every victory a new fleet of marauders arrived, falling upon tired defenders and listing ships for hundreds of years they stood, never winning but never quite losing, slowly but surely however the tide began to turn against them.

Gueccarro and Ideon were on the frontlines, crying for aid whilst the governments of the other planets weighed up aiding them, or buying time by leaving them to their fate. Thankfully 3 people came together in this hour of need, their names immortalised in Colonial Union history Phoros, Baltar, and Davron. All three were men of vision who foresaw that the Alliance was on the verge of being snuffed out, destroyed before it had even a chance to stretch its wings. Leaders of science, the military and politics they brought the disparate governments together under one formal banner, fleets were combined, resources pooled and this scrap of humanity in the grim darkness of space declared that they would survive. What followed was 10 years of unity, the invaders and interlopers driven from their borders, and they did not stop there. For a year they expanded the borders, creating a perimeter between themselves and what lurked in the darkness. Finally though they came to a halt, bloodied, bruised but alive.

As the recovery efforts began and the dead were mourned the 8 worlds took stock. Earth was gone, forever so it seemed, and what had been proven was that they occupied little more than a scrap of territory, and that divided by 8 they would once again be easy pickings and one by one would fall. An alliance would only go so far, what was needed was Union. And so came into being The Tender of Union. It was this document that created the Colonial Union, forming the federal government that would bind the disparate planets together, bringing forward an era of co-operation, it was this that brought about the so called Golden Era of the Union, colonists went forth, and the Union expanded far beyond its original boundaries, battle fleets went forth almost unopposed, claiming rich new territories. On the home front new leaps in technology were made and cultural flourished. For 2 centuries this continued unabated, but then it came crashing down. The first sign was when age old computer systems on the Principle Planets lit up, long dead connections re-established. Earth was calling.

The warning signs came only scant minutes before the Terrans came knocking, the borders were broken once more, this time not by aliens, but by long lost human cousins. For 20 years war raged once more, culture was thrown aside, for now the Union was fighting for their hard earned freedoms against a master they had thought dead so long ago. This time however they did not make it to the core worlds, and they fought through empty and fledgling systems. Whilst the civilians in the core were largely left unscathed, the toll on the military was dire, with ships thrown into the maelstrom against an enemy that was so similar to themselves. Finally however the Terrans withdrew, and terms were reached. The Union had not shattered the Terrans, but it was deemed by their hidden leaders that the cost was too great. So ended the War of Terran Aggression. A hundred years have passed since that event, and the Union has slowly recovered in numbers and in confidence. It now stands ready to go forth once more and to expand the borders of the Union, to find out what lays beyond the frontier.

Persons of Interest:

President Armand Jalinek of the Colonies

Vice President Jullienne Montros of the Colonies

Marshal Terrence Highmane (Commander of the Union Fleet)

Goals and Hooks:
  1. To solve the increasing problem of additional planets calling for elevation to the rank of Principle Planet.
  2. Walk the line between Federal and Planetary Power, with a slip to the former potentially resulting in Planetary Unrest, and a slip to the later resulting in a weakened national government.
  3. To attempt a proper discourse with the Alien races that exist beyond the border, historically these have often been violent in nature, and so there is something of a purveying xenophobia to overcome.
  4. To make contact with the other former colonies of Earth that may survive having slipped away from Earth’s control, the threat of Terra is still felt strongly.
  5. To solve the Principle Planet monopolies that have sprung up that threaten to bring about an era of stagnation.
 
STAR CHRONICLES NATION APPLICATION

The Glorious Union for the Common Wealth of the Empire of Tel’tsu
Name: The Tel’tsu Commonwealth
aka: The Glorious Union
This is an app with a lot of details, and I do quite like the concept. Accepted!
 
STAR CHRONICLES NATION APPLICATION
Name: The Colonial Union (Official Name), 8 Colonies of Phoros (Colloquially and by some anti-federalist Political Groups)

I love all the details and the effort that has gone into this. I'll be looking forward to people confusing our nations :P

Accepted!
 
STAR CHRONICLES SPECIES APPLICATION
Name:
Aeeai

Homeworld: Trinios



STAR CHRONICLES NATION APPLICATION

Name:
Iniia
Very nice concepts! Like we discussed over on Discord, the part about the solar engine should be removed, but other than that, accepted!
 

  • STAR CHRONICLES NATION APPLICATION
    Name: The Sovereign Colonies (Colonial Standard: Die Souveräne Kolonien), officially the Colonial Federal State (Der Koloniale Bundesstaat), also known as the The Federated Colonies (Die Föderierte Kolonien)
    Leader: The head of state is collectively represented by the Colonial Directorate (Kolonialdirektorat)
    The head of government is the Colonial Chancellor (Kolonialkanzler)
    The Supreme Commander of the Colonial Armed Power is the Hegemon of the Colonies (Hegemon der Kolonien)
    Government Type: Federal Parliamentary Republic (officially), Confederal Parliamentary Republic (debated)
    The Sovereign Colonies are a federal parliamentary republic, a union of countless constituent states and of multiple races. The Colonial Government (Kolonialregierung), also known as the Central Government (Zentralregierung), or the Federal Government (Bundesregierung), is divided into multiple branches that follow the principle of
    the Separation of Powers (Gewaltenteilung), operating under rules of a constitution, the so called Articles of Colonization (Artikel der Kolonisation).
    Executive power is vested into the Colonial Directorate (Kolonialdirektorat) that mostly retains ceremonial powers, delegating said executive power to the Colonial Chancellor (Kolonialkanzler). The Chancellor is proposed by the Directorate, and approved by the Federal Assembly. The Chancellor then appoints the members of the government, which is known as the Colonial Commission (die Kolonialkommission), formed by Commissioners.

    Legislative power belongs to the Colonial Assembly (Kolonialversammlung), divided into two chambers. The upper chamber is the Colonial Council (Kolonialrat , and its members are appointed by the member states of the Colonies, as they are considered to be the representatives of said member states at a federal level. The Council however has limited powers compared to the Colonial Diet (Kolonialtag), which is the main legislative organ and is directly elected by the citizens of the Colonies.
    The Judicial Branch is independent from the other branches of the government, and exists on both state and federal levels.
    BRANCHES OF THE COLONIAL GOVERNMENT

    The Executive Branch
    ( die Executive) is the branch of the Colonial Government responsible for the governance of the Colonies, by executing and enforcing the law. Ceremonially, this branch is led by the Colonial Directorate of the Colonies (Bundesdirektorat der Kolonien), a twelve member collective body that replaced the old position of the Colonial President at the end of the Struggle of the Bloody Thorns. The Directorate mostly has ceremonial duties, as the Directors are considered to be the living symbols of the nation and of the constitution.

    The Directorate has to propose a candidate for the position of Chancellor collectively, and has to confirm the position of whoever wins most votes in both the Colonial Council and the Colonial Diet. After a Chancellor is chosen, the members of the Directorate then ceremonially appoint the new Chancellor, and confirm the persons chosen by the Chancellor to be part of the new Colonial Commission.

    The Directorate however theoretically has far-reaching reserve and emergency powers, including the possibility to enact a "Legislative State of Emergency" (Gesetzgebungsnotstand), which basically allows either the Colonial Commission or the Colonial Council to adopt a law without a vote in the Colonial Assembly. This state of emergency is however incredibly limited, in that it can only be declared for a specific law proposal, and it can only be applied if the Colonial Diet fails to adopt or dismiss a draft law in four weeks. The state of emergency can also not last for more than six months, and has to be declared anew for every proposal. As such, the Commission and the Directorate do not simply replace the Colonial Diet as lawgivers - the Diet remains fully able to pass laws during the emergency. The state of emergency can also only be used twice during a single term. The Directorate must also sign and confirm every new law before it can come into effect, and as such, the Directorate has the theoretical power to veto new bills in principle, but the Directors can only do so if they consider the law to be unconstitutional. The strongest reserve powers of the Directorate are however related to the Colonial Assembly - if it fails to elect a Chancellor and a Commission, the Directorate can also theoretically dissolve the Colonial Assembly, triggering new elections.

    The Directorate has used its reserve powers very rarely throughout its history - because any such attempts could be interpreted as a strong executive attempting to damage democracy, which would lead to strong popular reprisals. The Directorate is also generally unable to use its powers as such, due to how difficult it is for the Directors to reach a consensus. A political crisis is however developing, with the Directorate vetoing several bills in the last few months.

    The Directorate is elected directly by the citizens of the Colonies, however, certain restrictions are in place in order to ensure that no single race gains a majority in the Directorate, and the members of the Directorate have to be confirmed by the Colonial Council.



    The Colonial Commission (Kolonialkommission) is the one that is most often informally identified with the Colonial Government as a whole, as it is the chief executive body of the nation. It is formed by various Colonial Commissioners (Kolonialkomissare), each with their own responsibilities, and by the Colonial Chancellor (Kolonialkanzler), who is also sometimes known by the archaic title of High Minister of the Colonies (Oberminister der Kolonien). The Chancellor's authority comes from the Articles of Colonization and from the support of a majority of votes in the Colonial Assembly. The candidate for the position is proposed by the Directorate, which usually selects the leader of the largest political force in the Assembly. If the candidate then gains a majority of votes, it is appointed as the new Colonial Chancellor - and the Chancellor then appoints and dismisses the Colonial Commissioners at will - with the confirmation of the Directorate being mostly symbolical. In theory, the Chancellor holds the central executive authority - but since all Chancellors tend to be elected by large coalitions, they have to govern by compromise and negotiation. The Chancellor is also responsible for all actions of the Commission - the Chancellor sets all the policy guidelines, following the principle of Richtlinienkompetenz, a Colonial political concept which can be roughly translated as guideline setting competence.

    The Chancellor can be removed by a vote of no confidence in both the Colonial Diet and the Colonial Council, however, in order to avoid the chaos that would be created by the lack of a Chancellor, all the major political forces in the Assembly tend to follow a concept known as the "constructive motion of no confidence ", in that a Chancellor is only removed if another candidate has a real chance of being elected.


    The Legislative Branch (die Legislative) is represented by the Colonial Assembly ([IKolonialversammlung[/I]). The Assembly acts as a bicameral parliament. The upper chamber is formed by the Colonial Council (Kolonialrat). The Colonial Councillors are all appointed by their respective member states, as they are considered to be the representatives of their member states on a federal level. The number of representatives each state can send is calculated through a form of degressive proportionality, based on the population of the member states - this way, smaller states have more votes than a distribution proportional to their population would grant them.

    The position of the Colonial Council is a bit complicated - in theory, it is subordinated to the Colonial Diet, and it only deals with constitutional changes and laws affecting the competences of the local governments of member states. Despite that, the Colonial Commission must send all of its law proposals to the Council first - because it is considered that the approval of the member states should be necessary for any legislation. However, the Council can not block legislation - it has only what is called a "suspensive veto", which merely requires the law to be passed again - but with a two-thirds majority in the Diet. If all members of the Council vote against a legislation however, an absolute veto is enforced, which is then mediated by the Directorate.

    The lower chamber of the Assembly is the Colonial Diet ( Kolonialtag ). The Colonial Diet is a truly gargantuan institution, with its members directly elected once every five years through a universal system - all citizens of the Colonies over the legal voting age can vote any candidate, regardless of whether that candidate is from their member state or not. The Diet is the primary legislative authority in the colonies, voting on, amending and assessing all legislative proposals, and forming committees to deal with various issues. The plenary sessions of the Diet are famous and gruelling at the same time, as the members of the Diet often engage in complicated and lengthy debates over each proposed bill.

    The Judicial Branch (die Judikative) is independent and represented by a large system of courts that interprets and applies the law in the Colonies, on federal and local levels. The most important court in this case is the Colonial Constitutional Court ( Kolonialverfassungsgericht), acting a supreme court with judicial review powers.

    The fourth branch of the Colonial Government is represented by the Hegemony ( Hegemonie), which replaces the normal civilian ministries that would oversee a nation's military forces. Created during the First Secession War, the Hegemony is the supreme authority in military matters, reuniting the responsibilities of a civilian ministry of defense, the Great General Staff and in times of war, the Central High Command. In times of peace, the Hegemony is accountable to the civilian executive and legislative branches and the constitution, while in times of war, the Hegemon has the power to declare martial law and to temporarily suspend the constitution in order to safeguard the continued existence, freedom, and independence of the Sovereign Colonies. In times of peace and war, the Hegemony also becomes the supreme administrative authority in military regions, and theatres of war.
    The Hegemon is not elected, nor is he chosen from among the ranks of the military. Instead, when a new Hegemon is needed, the Colonies organize the so called "Hegemonic Trials" - war games designed to find the best military mind in the entire colonies. The tradition has changed in time, and currently, the Hegemonic Trials tend to be held even while a Hegemon still exists, so that a successor can be chosen immediately - and as such, the trials focus on finding the mind with the most potential - which has led to the controversial participation of many children and young people in them.

    LOCAL GOVERNMENTS
    The member states of the Sovereign Colonies are incredibly varied when it comes to their form of government, from republics, to theocracies, absolute monarchies and even anarchic regions under Colonial protection. The Colonial Government gives its member states a high degree of autonomy - as long as the governments in question follow the Articles of Colonization and respect the Colonial laws and rights. It is a huge priority of the Colonies to protect the traditions and unique culture of each member state, that is why, while the central government deals with matters of foreign affairs, military, and economic planning among others - Colonial interference in the actual affairs of the member states is limited. Most member states simply host an official known as the Colonial Overseer( Kolonialoberwacher).
    There are however some territories directly under the control of the central government. When a territory comes under the civilian authority of the Colonies, it is known as a Federal Sector ( Bundessektor), and is led by an elected Federal Administrator (Bundesverwalter).
    A territory under the direct control of the Colonial Armed Power is known as a Colonial Military Territory ( Koloniales Militärterritorium), and is led by an appointed officer known as the Polemarch (Polemarche)
    [/B]
    Flag: Capital World: Xalion
    A massive, overpopulated ecunemopolis. It used to be the headquarters of the Colonial Warfleet, and it became the federal capital after the destruction of Terra Nova during the Second Secession War. As a large mining and industrial center, Xalion has historically had issues with pollution, and has become over-polluted after the explosion of the Golden Flame Refinery, two centuries ago. The skies of the planet are permanently covered with thick, black clouds, and the atmosphere itself is partially toxic, filled with golden Opilium dust, remains of the refining process.
    Incorporated Species: Humans, Luminarians, Zimanians, Genome Humans, and many others


    Number of Systems 480 systems that are full members of the Federal Republic
    Fleet Size: The Colonial Warfleet (Koloniale Kriegsflotte), is one of the branches of the Colonial Armed Power (Koloniale Bewaffnete Macht). Since Colonial doctrine favors quality and size over quantity, most of the main ships of the Kriegsflotte are generally over 1 kilometer long.

    The core of the Kriegsflotte is formed by around 2500 ships of the line, with around 3500 support ships and auxiliary ships. Such a large force might look like something that should be feared, but the Kriegsflotte is stretched thin, with a majority of Colonial forces being kept active as a force of superiority against any potential future hostilities with Earth. Most of the vessels of the Kriegsflotte are also Generation I and II vessels, as the high costs of modernizing them and raising them to Generation III have been too high for the limited military budget to handle, and attempts to earn a higher budget in the Colonial Assembly have so far been unsuccessful.

    The Kriegsflotte is also directly limited by Decree 485/345 from attacking foreign vessels until fired upon first, as part of the Colonial doctrine of avoiding wars of aggression.

    Technological Specialities: FTL Tech, Kinetic Weaponry, Armor, Waveforce Shields, Battlecarriers, Isolated Computer Systems
    FTL Tech
    Ever since their inception, the Colonies have always been obsessed with the Long Night, the disaster for humankind and its associated species brought with by the destruction of the Travel Network. Because of that, FTL tech has always been at the forefront of Colonial research, and the Shockjump Drive is continuously improved. FTL drives can be miniaturised enough in order to fit on even small fighter craft, with some limitations of course.
    Kinetic Weaponry
    The Colonials are masters of kinetic weaponry, from the main guns on their ships to the personal defence weapons of their soldiers. Kinetic weapons continue to remain superior in Colonial military doctrine, with the latest types of kinetic guns developed by the Colonies being able to fire guided and energetically charged projectiles. In a way symbolically representative of the Colonial defensive mentality, the best known application of Colonial kinetic weaponry is in the flak fields that surround most of their vessels. Defensive batteries controlled by a computer system fire flak ammunition around a Colonial military vessel - an ammunition which employs exploding metal fragments at high velocity. This basically creates a defensive barrier outside of a Colonial shield which can destroy incoming attacks and protect the ship from enemy fighters, which also significantly reduces the stress on the normal shield systems, and in many occasions, Colonial commanders will prefer to conserve energy by not deploying their shields and simply using the flakfields for defence.
    Quality and Armor
    Colonial doctrine emphasizes the concept of quality over quantity. As such, Colonial vessels, especially their ships of the line, are built to be incredibly resilient. Learning from the experience of the Secession Wars, were various factors often led to a vessel's shields failing, the Colonials focus more on the armor of their vessels, than on any shield systems. Colonial armor is state of the art - with the entire construction of the vessel being designed with endurance in mind. Multiple layers of heavy armor, compartmentalization, a strong structure - the ships of the Kriegsflotte are a tough nut to crack, being able to withstand even point blank nuclear explosions.
    But if normal ships are state of the art when it comes to armor - the future lies in Veranium, a flexible, resistant, slowly self-regenerating and radiation absorbing metal that the Kriegsflotte is starting to develop. It is the intention of the Central High Command to outfit all Colonial vessels with such armor, but the slow process of extracting and refining such metal, and the incredible high cost means that so far, Veranium remains an experimental dream.
    Waveforce Shield
    The Waveforce Shield is an experimental shield technology currently being developed by the Research Division for the Advancement of the War Effort. The radically different defensive capabilities of the Waveforce Shield come from the Klein field it deploys. Essentially, it creates a dimensional fold topologically similar to the Klein bottle around a vessel. Whenever a direct attack touches the edge of this Klein field, the energy of this attack is siphoned in the dimensional fold. However, the absorbing capacity of this dimensional fold is not unlimited, and the Waveforce Shield will reach saturation and collapse if it absorbs a great enough number of attacks. The saturation point of the Klein field depends on two factors, the computational processing power of the ship, and because of the stress that the computer systems of the ship have to endure, the energy output of the ship's reactors, needed to keep the computers ongoing. If the ship has a powerful processing power, than it can use both offensive weaponry and defensive Klein field in tandem with efficiency, while ships with limited processing powers will only be able to use one.

    Battlecarriers
    The Colonial Battlecarriers are capital ships that combine the functions of carriers and battleships, essentially functioning as heavily armed carriers. This gives them an incredible flexibility in battle, while the construction and layout of such capital ships is intended to maximize the ship's ability in all areas. The classic Colonial design combines a large armored hull, that serves as the bulk of the battle carrier, with two or multiple flight pod sections mounted on the sides of the ship. The flight pods are designed to launch and to retrieve high numbers of fighter crafts and drones. The pods are generally extended during battle, in order to facilitate their functions, but can be retracted into the main body of the ship for FTL jumps. Battlecarriers are also heavily armed in order to serve the role of a battleship, with large anti-ship gun turrets designed to fight against other capital ships, and with high numbers of defensive turrets which can create defensive flak fields around a ship.
    The battlecarriers were created initially during the Secession Wars, where their flexibility was incredibly important for the Colonial war effort.

    Genetics
    Although incredibly limited in scope, the Colonial genetic research has been somewhat effective - with effects that the Research Division never expected. The New Defender Program, intended to create new soldiers, developed the Genome, which has indeed managed to create a new subspecies of the human race. Genome users, as they are called, are faster, and more powerful than regular humans, but the Genome itself, far from being perfected, has created some extremely variable results. Genome users in general have a much lower expected lifespan than normal humans, and countless different forms of such users exist. Some have rapid healing factors, others can die from a simple wound. Some are extremely powerful from a physical perspective, others from a mental one. Most of their abilities are of course, kept a secret, but what couldn't be kept a secret is their appearance. While overall, their appearance is still similar to that of humans, Genome users have developed all sorts of changes, from unnaturally colored eyes and hair and skin, to wings and horns.

    While having new genetically enhanced soldiers is great, the project itself is extremely infamous in the Colonies, and it has created a lot of unrest, both from those citizens who want such reckless genetic experimentation to be shut down, to the very Genome users who do not want to serve in the military and are fighting for their lives.
    Currently, Genome users are either artificially developed, or normal humans are modified with it.
    Isolated Computer Systems
    Led by paranoia after the collapse of the Colonial Defense Network and the subsequent Massacre of Terra Nova, the Colonial Military Service has continuously stressed the importance of avoiding networked primary computer systems in their vessels. Colonial computers are as such isolated, each performing its own tasks - combined with strong security and firewalls, it means that Colonial computers are very difficult to hack into - and trying to hack into an entire ship would force the attacker to try to bypass the security of all computers individually, a difficult task in the midst of battle and one that allows the vessel to defend itself against cyber-warfare. A similar situation can be seen at the level of an entire fleet - if a ship reports a cyber-attack, it will immediately cut off communications with the rest of the fleet.
    Technological Weaknesses: Laser and Energy Weapons, Clean Energy, Computer Networks, Terraforming, Standardized Tech
    Laser and Energy Weaponry

    While Colonial ships do use laser batteries, and have experimented with antimatter and radiation weaponry, the conservatism of the Central High Command means that Colonial technology in these areas is mediocre at best, and that the Colonial doctrine does not consider them important in any way. Such weapons are then relegated to a support role, inferior to that of the main kinetic batteries. Their lack of experience with the technology also means that Colonial laser turrets and other energy weapons are very inefficient from the point of view of their energy consumption.

    Clean Energy
    The constant need for energy and arms race with Earth means that for a long time, the Colonial development effort focused on producing cheap power - with silly things such as clean energy and the danger of pollution being ignored. Colonial reactors mainly use Opilium - which can produce a lot more energy than other similar elements, but can only be found in a solid state, from where it has to be transformed and refined - a process that is cheap, but also extremely polluting and somewhat unstable - with Xalion and the absolute ecological disaster on the Colonial capital being a clear example of such danger.
    At the same time, while the reactors themselves are incredibly stable, the high temperature of the plasma inside of the reactor means that if the reactors themselves are damaged, whether intentionally or not, it will most likely lead to powerful explosions, and while the use of nuclear fusion guarantees a lack of radiations, even refined Opilium retains a strong toxicity.

    Computer Networks and Artificial Intelligence

    While the isolated computer systems employed by the Colonials have their advantages, they are nonetheless a deeply flawed solution to the danger of cyberwarfare. Colonial computer technology has essentially been frozen in time ever since the Second Secession War, with no further research into computers, artificial intelligence and networking being organised. Colonial computers are as such extremely limited, each being used individually for a single system, and the benefits of networking a ship's computers and of using multiple computer systems to cooperate on a task are completely ignored. This isolation also means that if a computer system fails, the crew of the ship has to active the backup manually, which can lead to dangerous situations in the middle of battle.
    At the same time, the limited computer systems lead to a situation where Colonial vessels have to be extensively manned - with no AI systems that could lighten the burden on the crew, with the exception of limited programs being used for drone fighters.
    Shields
    As mentioned before, Colonial doctrine tends to trust a ship's armour more than its shields, and as such, Colonial shield systems are in a difficult situation, with the Waveforce Shields lacking a backup shield system in case of failure.

    FTL Tech
    ShockJump Drives are incredibly advanced, but the main issue related to them is that they are slow to turn on. Before performing a jump, the drive has to be spooled up, which can take some time, depending on the drive type and the size of the vessel and its reactors. While common practice is to keep the drives spun up when in danger, a drive can not be kept in that state indefinitely - this will lead to system crashes or serious drive damage. Standard procedure also recommends a cool down period in between jumps, as constant jumping could eventually damage the drive.
    ShockJump Drives distort the space around them when performing a jump, which means that Colonial ships have to maintain a standard safety distance when jumping, as a ship next to another vessel that jumps could be caught up in the distortion and damaged. This also leads to a continuous stress on the ships that make the jump, leading to continuous wear and tear. Older Colonial vessels constantly need repairs to their structure specifically because of such damage.
    ShockJump Drives also require incredibly precise calculations in order to jump. Ships wishing to make an FTL jump must calculate their speed, trajectory and jump duration prior to activating their FTL drive, which in the case of the Colonials is complicated by their limited computer systems. Their computer systems are as such the single most important limiting factor of their FTL tech - it limits their range, because the distance on which a jump can be performed depends on a computer's ability to calculate the coordinates, and it also means that a Colonial vessel has to calculate its coordinates before every jump. Poorly calculated jumps can lead to glitches in the computer systems and jumps at wrong destinations, as such, Colonial fleets and even individual vessels tend to calculate their entire trip before the jump itself, but Jump coordinates must be updated constantly to account for ship movement and stellar drift.

    Terraforming and Environmental Engineering
    With the old terraforming technology of the early Terrans long lost, the current process employed by the Colonies is incredibly crude and somewhat inefficient. Large efforts are being conducted in order to develop the process further, as terraforming is perceived as one of the possible solutions to the overpopulation issues. It should however be noted that the large amount of races present inside the Colonies means that the Colonial Government can not unilaterally favorize terraforming efforts while ignoring the environmental engineering that other arces would require.

    Standardization
    While not a technological weakness in itself, it is something that should be mentioned. Since the Colonies are formed by multiple races and countless different nations, the technology they possess is just as diverse as their numbers. All military and large parts of the organised civilisation technology falls into the responsibility of the Colonial Government however, and is subject to the so called Standardisation Agreements (Standardisierungsvereinbarung, STAVE). Due to the political situation and the domination of the human race in military affairs, a lot of said technology is ignored and looked down upon in favour of standard technology that could be accepted by everyone, a problem exacerbated by the complicated and gargantuan Colonial bureaucracy and administration.

    FTL Travel: Colonial Faster-than-Light Jump Drives. Commonly known as ShockJump Drives (Stoß-Sprungantriebe). They are relatively widespread throughout both military and civilian vessels, even if the military retains control over the more advanced drives.
    ShockJump Drives are known for their near-instantaneous jumps, and for their relatively large range, but they also have to deal with high energy consumption and require incredibly exact machine-based calculations. They also require cooldowns after a certain number of jumps and an offline drive can not be instantly powered on, which leads to the common practice of keeping drives spun up while in dangerous situations.

    Brief History:
    The history of the Colonies is invariably tied to that of their old enemy and oppressor, Earth. Everything started with mankind's first jump from their system to the stars. Their discovery of the Light on the Moon, and of the Travel Network, enabled humans to colonise distant planets finally. With the Wars of the Unification behind them, and with a rapid pace of technological development, humans finally made contact with other alien races - but man's darker desires prevailed, and in the early years, Earth started to establish its empire, enslaving the races that would submit, and destroying any those who would oppose them. Despite several reorganisations, from the United Governments of Earth to the Human Colonial Alliance, Earth remained in power, one planet ruling over all, with an increasingly authoritarian and hostile regime in place. This is where the first seeds of the Federal State were planted, in the hate of the human colonies towards the arrogant Terrans, and in the rebellions of the alien slaves.

    However, then, from beyond the known stars, the Invaders came.. or at least that's what the legends say. A lot of the records of the era were lost, or purposely sent away in order to save them, never to be seen again. The Abyssals, as they were also known, crushed all who tried to stop them, destroying entire planets, leaving nothing but death behind. Earth panicked, and its fleets were called back to defend Sol, abandoning the colonies they once oppressed.The Invaders were finally stopped, but before they disappeared, before they had even reached the Sol System - they had dealt one last crippling blow to mankind. They destroyed the Travel Network, taking away FTL Travel from man, and throwing humanity and its associated races in the Long Night.

    Of course, the Long Night is a nightmare from a human perspective. Some former Terran colonies immediately made contact with other races, while others were never found again. However, nearly all former colonies had one thing in common - rebellion. The Colonials revolted against the governors from Earth, the alien slaves fought to regain their freedom, and in the worlds were both human and aliens lived, they united against what they hated the most - Earth. With no contact, with no idea whether Earth and the rest of the universe still existed, most former colonies gained their independence.

    The Night ended centuries later, when a human scientist discovered the ShockJump Drive. With a new means to conquer the vastness of space, the fleets that had been blocked in Sol jumped again. From Earth's perspective - the colonies were still theirs. And yet, a lot had changed for their former slaves and subjects. They fought for their freedom, refusing to obey to tyrants from the past. But Earth was winning. Desperate, a hundred systems met, negotiated, and signed the Articles of Colonization. The Sovereign Colonies were formed, under the ideas that led all those who opposed Earth. Unity. Equality. Freedom. After the bloody First Secession War, the Colonies had them. An armistice was signed. Political chaos followed - as races which had never worked together before came together, under the leadership of the humans that they had once hated.
    However, Earth would not accept their defeat, and with the planets still under their control - they were a formidable force. Years later, as the Colonies celebrated Armistice Day, Terran fleets jumped near the Colonial capital - Terra Nova. With their defence system shut down, the Colonial defenders were slaughtered - and those on Terra Nova were massacred in a nuclear holocaust.

    The Second Secession War eventually ended in another armistice, but the Colonies never recovered. From time to time, paranoia still reigns supreme, and a line of Hegemons with ceremonial powers still wait for the time for when they will have to save the Colonies again. Exploration, trade, and friendship is what the Colonies desire - but if the shadow of war comes again, the Colonies will be prepared.

    Persons of Interest: Hegemon Julius Sydow
    Director Amelia Thienen
    Federal Chancellor Alwin von Leiningen
    Goals and Hooks:
    • Solve the conflict between the military, which is demanding increased powers for the Hegemon, and the Federal Assembly, which is keen to disband the Hegemony[
    • Solve the conflict between the supporters of the Directorate and the factions that desire a return to the Presidency
    • Solve the political and economic tensions between the overpopulated Central Colonies and the underpopulated Outer Colonies, and of course, attempt to do something about the chaos that is Xalion
    • Solve the current deadlock between the Colonial Diet and the Colonial Council
    • [Solve the conflict between the Concordia and Vox Populi political factions
    • Deal with the extremist Axiom Church and its Cardinal
    • Attempt to ease the worries of those who believe that mankind is over-represented in the government and in the command of the military, ensure that full equality between all member races continue[
    • Protect freedom and equality wherever they exist
    • Put a stop to the slow but certain decentralization and fragmentation of the Colonies

Don't see anything that really jumps out as needing changes. It all looks good. Approved.
 
STAR CHRONICLES CHARACTER APPLICATION

Name: Seth Libanori
Species: Human
Age: 32
Skills: Piloting, Engineering, Wayfinding/chart navigation, negotiation, CQB, Brawling, Spontaneous Adaptation and Problem solving, ”Just damn lucky I guess.” - Seth about himself, “Do I have any skills? Does having a good time count?” - again, Seth about himself, while getting drunk.

DescriptionBBB1CEA5-4A80-4ECE-8A9F-DD4B898B8A67.png
Height: 5’ 11.5”
Weight: 195 lbs
Eye color: Brown
Hair color: Light Brown


Origin: Unknown birthplace, Youth spent in Colonial Union space
Allegiance: The money.

Personality
Highly sarcastic and adventurous, with a general like for most people, Seth has always been a thrill seeker at heart. Despite his willingness to engage in rather reckless actions he doesn't actually have a death wish, and does think through a lot of situations before jumping, though he is comfortable enough with his reactions to trust them if he doesn't have time to think things through. This combination has served him well enough to keep him alive through a number of harrowing adventures.

Seth has a history with Multiple Personality Disorder. This was a large factor in his adrenaline junkie lifestyle as he found it easier to surpress latent personalities while his adrenaline was up and his mind was focused on a task that carried some risk to life and limb. It was also the reason he first begain studying martial arts as a form of meditation, attempting to control those personalities while calm. The combination of risk and meditation over a number of years have helped to give Seth relative control over those personalities. While he is always conscious of them it takes less conscious effort to subdue them, though occasionally there are situations where his personality can snap, most often when backed into a corner and fending for his life.

He is open and outgoing and puts on a face of trusting, this is undercoated by a layer of general distrust and caution against others, but the trusting face tends to lead him to better deals and get him into doors he may not otherwise get into.

He has little in the way of national loyalty, and generally avoids inserting himself into other peoples problems, but if a person can call Seth a friend they have someone the can rely on further than most.


Story: Seth grew up on various stations and freighters, with little more than hazy memories of his parents. His life was odd jobs working in engineering for food and board for a long time until he finally found a niche as a pilot. Honing his skill from job to job and working his way up to bigger and better craft he eventually found himself working for a ’salvage’ company that took some not so legal jobs on the side. One job involving a derelict space station went sideways in a hurry. Finding himself stuck between a rock and a hard place (in this case a space station with a malfunctioning radiation core threatening to melt down and the emptiness of space) Seth took what has been to date the riskiest jump of his life. He blew himself out of an airlock.

A ship in orbit of the station had caught his eye on the way in and he was banking on being able to get into it, seal it off, start it, and it having working life support with sufficient fuel and oxygen to get him to the nearest habited colony. He knew he would have minutes to work with the life support his emergency suit could muster, but he also knew the chances of surviving on the station were zero if not worse, he might already be dead if the radiation had gotten to him.

By some miracle he pulled it off. Claiming the ship as legitimate salvage and christening it the ”Salvatore” he began running his own transport and salvage operations, though still subcontracting with his old employers occasionally. With no real loyalty and few moral objections he built himself a sustainable life transporting and smuggling goods, and very occasionally privateering.

Goals and Hooks:
Fuel in the tank, food on the table. Seth’s number one goal is to survive and keep his ship flying. To this end he must build contacts and network, navigating carefully the various nations and organizations of the galaxy so that he is just well known enough to get work but not so well known that he draws unwanted attention to his humble operation.

Friends are the only family you got. Seth only remembers enough about his own family to know he had one. Because of this he has a strong loyalty to the people who manage to become his friends.

8C3A40EA-69FD-4112-89F8-6612FBE10056.jpeg
Registration: "Salvatore"
Registration owner: Seth Libanori
Classification: Medium Utility Craft MUC-2160-FTL
Origin: Andormen Transport Utilities Inc. (defunct)
Capable range: Interstellar
Standard drive: Fusion torch
FTL capable?: Yes
FTL drive: Ezo Core Warp Drive
Atmosphere capable?: Yes
Atmosphere drive: Jet Turbine and Turbo fan
Armament Atrix MC1372 “Dwarven Hammer“ autocannon. The Atrix MC1372 occupies a unique cross between military hardware and zero G mining. The concept was take the ancient practice of hitting rocks with pointy sticks and multiply it exponentially to hitting rocks with thousands of hardened projectiles a minute. To that end it also borrowed an age old lesson from an earth weapon known as an A10 Thunderbolt, which was the build an aircraft around the absolute largest autocanon you could manage to make airborne.

Point Defense Canons (one forward, two aft) (added)
Length: 178 ft/54.25m (overall)
Width: 35ft/10.67m (body) 80ft/24.38m (overall)
Hight: 36ft/10.97m (body)
Decks: 3
Upper: bridge (pilot/coms/charting), mess, galley, life support/recycling
Mid: Gun control (ladder access from bridge/coms), Captains quaters (ladder access from bridge/charting), Crews quarters, Passenger births and common space
Lower: shield generator (ladder access from gun control), pressurized cargo, non-pressurized cargo, Engineering
Cargo capacity (area-total): 15,600 ft3
Cargo capacity (area-pressurized): 3,900 ft3
Crew+passenger capacity: 11
Crew minimum: 1
Notes The MUC-2160-FTL is a surprisingly nimble craft, having been developed for use in congested areas including deep space stations and asteroid mining operations. It is relatively resilient and boasts an above average STL speed while maintaining both atmospheric and FTL capabilities. Despite being designed to handle a broad range of tasks by A.T.U. Inc. the 2160-FTL was a relatively lightly used craft as the Andormen often preferred more job specific craft. Many buyers at the time did not see the value of a rather small interstellar capable "transport" vessel when larger specialized craft were available for interstellar transportation. The FTL drive also made the 2160-FTL more costly than NLS capable vessels (namely the MUC-2150-NLS) for interplanetary routes.
 
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Name:
The East Orion Confederacy

Leader:
Joseph H. Barkley, High Minister of the Confederacy

Government Type:
Constitutional Confederacy (De Jure)
Militaristic Hegemony (De Facto)

Flag:
8C3F_5iBopIUZMvyU-ThORVDyPTt0KKtxm31iLOrCFK2VK40AA8WDJ9j46p-Bxwil_jQ7CRgAzvW6X45GCJgIGizHQ6mGg-0NCGeMzEx3V33KXxZdsqCPX27DWmaeBAeZM9xtKz0


Capital World:
Concordia, of the Corelian System

Incorporated Species:
Humans, constituting 99.8% of the Confederacy’s population
Qehzz Peoples, constituting 0.2% of the Confederacy’s population

Number of Systems:
326 Systems

Fleet Size:
14,824 Ships, spread across 342 Battle Groups

Technological Specialities:
Conventional Armour - The use of conventional armour is essential to the Confederacy’s military doctrine, utilising a wide array of alloys, ceramics, and fibres to provide a strong defence against numerous potential threats.

Electromagnetic Ballistics - The Confederacy has employed electromagnetic munitions ever since its earliest days, ranging from infantry small arms to planetary defence systems.

Heavy Industry - The Confederacy, throughout its existence, has established itself as an industrial powerhouse in known space, credited to the wide use of Nanoprinters and the militaristic nature of the Confederacy itself.

Mechatronics - Confederate engineers have developed in-depth knowledge of mechatronic engineering, so much so that the Confederacy has become iconic for it, producing large quantities of exosuits, power armour, and mech platforms for use within the military and the civilian market.

Technological Weaknesses:
Artificial Intelligence - The Confederacy can only produce AI systems of the most basic quality. These systems can perform simple functions, but complex operations require human supervision.

Deflector Shields - Deflector shields are a rare sight throughout the Confederacy, instead relying on conventional armour and point defence systems as a means of protection.

Energy Weapons - Energy weapons in the Confederacy are largely of an obsolete design, supplanted in favour of electromagnetic weaponry. The navy employs laser weapons in limited quantities, primarily as point defence systems on larger vessels.

FTL Travel:
Interstellar travel throughout the Confederacy revolves around the use of artificial wormholes, created via devices colloquially referred to as ‘lightfold engines’ fueled by exotic matter. Traversing these unstable wormholes requires a skilled helmsman, assisted by top-of-line navigation systems, to avoid complete disaster.

Centuries prior, mere micronations inhabited the 40-lightyear stretch of space known as the Parelian Sector, born from private colonisation efforts and rogue government enterprises seeking to escape the aggressive expansion of their native Terra. The Union of Corelia held the seat of power within the region: an influential trade hub, responsible for most of the Sector’s wealth and industry.

The threat of Terran imperialism was an ever-impending reality. Corelia did its best, bartering truces and negotiating borders, and yet everyone knew such commodities were temporary at best. The ministers assured the populace that Terra would honour their pacts with the Sector. Many Corelians viewed their government as emasculated and weak-minded, unable and unwilling to put their foot down. Their neighbours soon began to believe the Union served as agents, acting as a beachhead of sorts that would propagate Terra’s annexation of the region.

Believing Corelia could not stand to defend itself in a war, military leaders of the Security Forces initiated a coup d'etat, under the command Marshal David Castel. The ministers were forced out of office, and generals took their place. Within one year. of their accession, the citizenry were required to serve a four-year tenure within the Defence Forces. Within three, 76% of industry was focused towards military projects. Within six, Corelia began constructing orbital fortresses above the capital of Concordia.

Many feared Corelia for their rapid militarisation, whilst others admired them for it. Many sought to broker alliances with this newfound regional military power in exchange for troops and resources, and the Union gladly accepted their proposals. These factions came together to form the East Orion Confederacy, united by the Charter of Sovereignty, under a common principle of averting Terra’s annexation of the Sector. The Confederacy was dominated by a military culture, dictating that discipline, duty, and responsibility to both self and nation were the ideal.

The Confederacy would experience their first military conflict 22 years later, when Terra launched a hasty invasion of the Sector, fearing that their window of opportunity of expanding into the region was closing. Neutral territories quickly fell under their control, and confident Terran admirals soon attempted a push into Confederate space, as their flag fleet led the charge into the Morian system. The attack was a complete disaster; the invading fleets took up position at Moria’s outer asteroid belt, intending to perform reconnaissance before carrying out their assault. To their horror, the fleets quickly discovered the presence of automated nuclear defence systems dug into the craters of the asteroids. Fusion missiles devastated the capital ships, whilst nimble patrols picked off the stragglers. Terra’s fleets made a swift retreat as the League drove them out of the sector. Within nine months, the conflict was over with a decisive victory for the Confederacy. Humiliated, the Terran admiralty deemed that the Sector was simply not worth the effort, and left it to its own devices.

At the turn of the 23rd Century, the Confederacy discovered alien life in the form of the Qehzz: nomadic reptillianoids, accustomed to a warrior tradition. Most Qehzz tribes at the time practised a form of piracy; during one of their first encounters with the Confederacy, a Qehzz nomad fleet 56 ships strong engaged a small naval picket in the eastern border system of Argentia, unaware of the Confederacy’s greater scope in the Orion. The picket was quickly overwhelmed by the attacker’s combined use of heavy bombers and nimble strike destroyers, with the survivors forced to retreat further into the system via lightfolds, regrouping with the 59th Battle Group before reengaging the pirates. The 59th first deployed their payload of fusion missiles, sending them in advance whilst the battle group moved in behind. The Qehzz were left disorientated upon impact and, despite their best attempts, were quickly overwhelmed by the defending fleet.

As a result of numerous incidents along the Confederacy’s border involving the Qehzz, the military leadership mandated that two gattle groups were to be stationed in every system along the eastern frontier, each assigned 40 ships with a dreadnought battleship serving as the flagship. Skirmishes along the border became less common; after four months, the battle groups were reduced to 30 ships each - with the detached ships either assigned to different units or dismantled altogether.

The next thirty years went largely without incident, until several Qehzz fleets arrived in the system of Novarim. The system’s battle groups were swiftly mobilised, prepared to engage the Qehzz. To their surprise, the Qehzz hailed a white flag. Their fleets were intercepted by naval forces and boarded; marine personnel commented on a distinct difference in gravity on Qehzz ships, noting a 50% contrast. The event was the first time the Qehzz had been seen in person, described as squat with milky-white hides, with snub-nosed faces and clusters of spikes that extended from the back of the head. The fleets were led by a Galahzz’nym-Tezehk, the ‘Qzzyk’ - or ruler - of his faction of tribes. The Qzzyk sought the aid of the Confederacy to settle an inter-tribal dispute for dominance amongst their people: the Confederacy’s admiralty saw it as an opportunity to eliminate a potential threat whilst securing an alliance with the Qehzz in the process. The mission was to eliminate the rival factions, either destroying them or coercing them to fall under the leadership of Tezehk, aptly named Operation Vengeful Star.

The operation began 6 months after the encounter with the Qehzz in Novarim. A handful of Confederate battle groups under the command Marshal Ian W. Holiday pushed east alongside the Galahzz’nym nomad fleets, engaging in an 8-month long campaign outside of Confederate territory, subduing any tribe they encountered and incorporating the surrendering fleets. Operation Vengeful Star reached its peak during the Macintosh Offensive. The joint Qehzz-Confederate task force engaged several dozen tribal fleets in the Galapian Nebula; by this point during the campaign, the warring tribes had banded together to form a united front against the invaders, using the nebula as their base of operations to disguise their strongholds. The task force learned of their location after capturing several prominent chieftains during the Battle of Hadriana. The Confederacy, however, lacked necessary information regarding the defenders’ numbers and positions within the nebula itself, and was not willing to launch an offensive. As part of a daring scheme, Marshal Holiday conceived a plan for Galahzz’nym crews to take a number of ships captured in Hadriana and rendezvous with enemy fleets moving into the nebula under the guise of resupplying their ships. The crews spent 56 days mapping enemy positions before withdrawing and regrouping with the rest of the task force, relaying their intelligence back to the Confederates for the next stage of the plan.

The task force split into 12 groups and positioned themselves along the edge of the nebula to encompass it in a dual hexagonal firing arc. As the ships finally positioned themselves, Marshal Holiday gave the order to open fire; the task force bombarded the nebula with salvos of missiles, kinetic projectiles, and nuclear payloads for the next 5 hours. The defenders - fired upon from all sides and unable to obtain a visual of the attackers - eventually surrendered, decimated by the assault. The remainder of the campaign was spent rounding up the discombobulated stragglers of tribal coalitions; most of the Qehzz tribes had been unified during the conquest, soon proclaimed the Orion Tribes with Qzzyk Tezehk as its leader. The battle groups, having achieved their war goals during the conflict, returned to Confederate space with news of their victory quickly spreading. In the aftermath of Vengeful Star, the Confederacy established the Morian Concord with the Qehzz: the Confederacy would provide the Qehzz with military support during wartime under the promise of the Qehzz doing the same in return. The two would also trade with one another and allow freedom of movement between their territories, and as a gesture of goodwill the Qzzyk would reside in Confederate space near the border.

The years that followed were largely uneventful up until the 26th Century. The Confederacy saw a concerning rise of fanatical pro-Terran unionism along the western border; the leadership believed that Terra was smuggling proxy agents into frontier systems in order to escalate a civil crisis that would eventually break out into open conflict. Naturally, the Confederacy lacked evidence to back up such assumptions and thus could not act without drawing the ire of the League of Galactic Nations. The situation continued to escalate, and the Confederacy found no illegal traffic between Terran and Confederate space. Martial law had been imposed along the western border - suspicious activity was to be punished with capital punishment - and local governments issued special powers to civilian militias to support the local military forces. The situation continued to intensify over the next 40 years, until the revelation of the Hadrian Incident.

Swathes of ministers and military officers on the western border declared their secession from the rest of the Confederacy via the Charter of Independence, totalling at 47 systems under the leadership of Markus Hadrian. The seceding states, referring to themselves as the Orion Republic, declared that they had grown tired with the Confederacy’s increasing authoritarian militarism in the west. Two months after the incident, rumours began to circulate that the Republic was negotiating with Terra to become a client state. High Minister Morgan Booker had grown tired of the conflict, believing that retaking the west would be more detrimental to the Confederacy and was prepared to grant them their independence. The military leadership, however, were convinced that by doing so he would portray the Confederacy as a feeble state that could eventually be broken down by Terran influence. A coup was launched in secret and High Minister Booker and his supporters were arrested. Under the guise of acting out on Booker’s orders, the military began to mobilise, prepared to invade the Orion Republic.

Within a year of the incident war was declared against the Republic on the grounds that it was a rogue state that had illegally seceded from the Confederacy. The 2-year conflict that took would later come to be known as the War of the Orion. The Navy began by pushing in through the northern, eastern, and southern borders simultaneously in a grand coordinated effort, quickly overwhelming the unprepared defenders. The Confederate battle groups fought with fervent fanaticism, swiftly executing every Republican minister they captured to decimate the Republic’s leadership. Republican military units loyal to the Confederacy fought behind enemy lines to weaken their defences. The invaders continued their push to the Republic’s capital of New Albaria with fierce intensity, and the war reached its climax during the Battle of Victoria. The Republic’s navy coordinated a defensive effort over the capital planet as a last stand against the Confederate onslaught. The battle groups fought from all sides, contending against the combined efforts of the garrison fleets and defence platforms holding them at bay. The defenders eventually began to crumble, weakened by the destruction of numerous weapon platforms carried out by the infamous Marine Raiders and the greater firepower of the Confederacy’s battle groups. The battle lasted for 12 days until coming to a close, with the Confederacy victorious and the Republic broken apart.

The Confederacy quickly produced an occupation force to stamp out the remains of pro-Republic and pro-Terran ideologies, whilst its transition back into the Confederacy was officialised and new ministers were appointed. The leadership was to decide on a replacement for High Minister; ironically, he had become one of the most popular High Ministers in recent history as a result of a war he didn’t authorise. The admiral Archon Joseph H. Barkley OCS, a veteran of the War of the Orion and a recipient of the Corelian Star for his displays of valour during the conflict, was selected by his peers to succeed Booker as the new High Minister on the basis of his loyalty to the Confederacy, his military achievements, his popularity amongst the admiralty, and his promising career as a statesmen during his earlier years. Booker and his supporters were relocated to an undisclosed location and Barkley was quickly sworn into office. The new High Minister appointed his longtime friend of fellow veteran Admiral Apollo Richards OCS to the position of High Admiral. Richards, known by many of his peers as the ‘Man of Iron’ due to his extensive prosthetics, was an unpopular choice largely due to his unorthodox nature that often strained against military protocol, though few contested Barkley’s decision.

The years following the war have led to a rise of Confederate nationalism and militarism, propagated by an anti-Terran, pro-Confederate, pro-martial culture imposed by High Minister Barkley. The military has worked diligently to suppress pro-Terran factions and ideologies from taking hold within the Confederacy, having drawn criticism from the Galactic Nations for the more extreme methods they have employed. Tensions with Terra have only increased in past decades. Should the Confederacy find itself in such a position, it is more than willing to go to war.


Persons of Interest:

Archon Joseph H. Barkley OCS, High Minister of the Confederacy
Archon Apollo Richards OCS, Admiral of the 14th Battle Group, Minister of Castelanian System, and High Marshal of the Confederate Navy
Galahzz’nym-Qzzahk, Qzzyk of the Orion Tribes and Representative of the Qehzz Peoples

Goals and Hooks:
Ensure the sovereignty of the Confederacy and all of its constituents.
Uphold the constitution that unites the Confederacy.
Quell the presence of pro-Terran terror cells within Confederate space.
Respect the treaties between the Confederacy and the Orion Tribes.
Discover the whereabouts of the Rogue Battle Group and put an end to their criminal operations.

 

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STAR CHRONICLES NATION APPLICATION

Name: The Most Serene Gorstak Republic

Leader: Chairman Togok Salf

Government Type: Parliamentary Technocracy

The Most Serene Republic is governed by the Council of Wise Men, a group consisting of 120 people, chosen based on their intellect and achievements in the various fields of science. The more groundbreaking one’s achievements are, the more likely they are to be admitted into the Council.

Every week, the Council convenes and discusses recent events and matters of state. Every member could propose a new course of action or law for the state during these meetings, and their proposal would be voted on by the rest of the Council. If the vote passes, said proposal would then be executed by the government.

Flag: The Most Serene Republic does not have a flag as they consider such measures superfluous. Instead, they prefer to represent themselves with a simple O sign.

Capital World: Qwerk

Qwerk is the sixth planet within the Dworp System. It has an average temperature of -5 degrees Celsius across its surface, and features a lot of natural and man-made caves where most Gorstak cities were built. The underground cities are linked to each other by an extensive network of tunnels into which roads and rail lines were built. The tunnel network also links to the few cities built above ground, which are either domed cities, or built on the equator where temperatures are higher. The few cities on the surface act as vital transport hubs that link Qwerk’s underground civilization with it’s interstellar possessions, with most cities being positioned along the path of the Qwerk Tether to facilitate the transport of goods and populace into space and vice versa.

Most of Qwerk’s surface is perpetually covered in snow and features little life beyond the most robust plant life. Even at the equator, temperatures are still low with an average of 10 degrees Celsius throughout the year. Most life on Qwerk lives underground, where the planet’s core provides the heat required for life to thrive. Fungi are a common sight in Qwerk, as photosynthetic life only thrives in the equator of the planet.

In Qwerk’s orbit lies hundreds of defensive installations, trade stations, and the Qwerk Spaceport, where the first Gorstak ships were built and now the gateway to the planet itself. Every planet within the Dworp station is heavily fortified against potential invaders, and the Most Serene Republic has also established mining and research outposts on each planet.

Core Worlds of the Most Serene Republic
Sarap - A temperate planet within the Qark System just 5 light years away from Dworp, Sarap is considered by many to be the breadbasket of the Most Serene Republic. The planet itself is covered in massive farm complexes, some hydroponic, some not. In Sarap’s orbit, one can find a bustling spaceport where dozens of ships visit each hour, trading in machinery, supplies, and luxury items in exchange for food to bring back to their worlds. Due to the interstellar trade, Sarap’s capital city, Xerp, is a rich and opulent city with a flourishing bureaucracy. The local elite also saw it fit to install massive orbital turrets and missile silos to defend their world..

Arpa Dul - Commonly referred to as the World of Sigils, Arpa Dul is a massive factory world 18 light years away from Dworp. It’s nickname is derived from the fact that it’s buildings all have glowing red sigils carved into them, a product of the Gorstak’s eldritch and forbidden sciences. These sigils shield the factories from any scrying or sabotage attempt, and makes the factories more efficient, at the cost of the sanity of those that live nearby. It is not uncommon to have hundreds, or even thousands of workers go insane at the same time after staying too long on the world. To address this issue, the Republic has mandated that no Gorstak is allowed to work on the world for more than 10 consecutive months. Arpa Dul is not chosen for it’s habitability, but it’s wealth of resources which could be mined, then transported by the planet’s railways to one of the factories that needs it. Although there are more than a few industrial worlds in Gorstak territory as well, Arpa Dul is still vital to the operation of the republic, as it is one of the only worlds that produces military equipment. Arpa Dul is also the site of one of the few shipyards of the republic. As a result, the world is heavily defended, and has a fleet permanently assigned to it.

Lor - Throughout the Gorstak’s reckless pursuit of scientific advancement, they had encountered, or at times, created monstrosities that could not be left alone, yet are too valuable to be eliminated. These monstrosities are captured, then sent to Lor, a frozen world on the outskirts of Gorstak core space. On the world itself is a massive research complex where thousands of scientists labour to extract knowledge from the various entities imprisoned within the world itself. The world’s coordinates are a closely guarded secret, as what is kept imprisoned within the world could wreak havoc if released.

Napsak - A world covered in opulent cities designed to please anyone that set their eyes upon them, Napsak is a world of the ultra-rich, who are also usually the best minds in the Most Serene Republic. In this world, one can find almost any luxury imaginable. Within it’s cities of ivory skyscrapers and beryllium bronze roads is a myriad of gourmet restaurants, high end shopping malls, and well-maintained museums. Outside the cities are decadent mansions with platinum-coated walls, and meticulously-maintained nature reserves. In this world, there exists no poverty, as the poor cannot afford to even get close to this paradise.

Krorl - Located right in the middle of several interstellar trade routes, Krorl acts as the transport hub of Gortsak core space. Thousands of ships dock at Krorl’s space port every day to unload or load up their goods, a process aided by Krorl’s extensive bureaucracy that coordinates these efforts. A side effect of Krorl’s status as the local transport hub is that the planet is now home to a burgeoning bureaucratic class, which also helps with the administration of Gorstak space.

Incorporated Species: Gorstak, Talsx'Tarun, Moirons, and Pils

Number of Systems: 267

Fleet Size: 2500 ships
The Gorstak navy prioritizes on quality over quantity, and has spent a lot of resources ensuring that their ships are given the best equipment available. Gorstak ships are extremely large by galactic standards, with the majority of the navy comprised of multikilometer ships. However, the sheer amount of resources required to construct even one of their ships has led to a relatively small navy, and the loss of each ship is considered a great loss for the nation. As a result, Gorstak naval doctrine leans towards defensive operations, and tends to advocate for gradually wearing down the enemy in a war of attrition rather than large offensives. In fact, the Gorstak only go on the offensive when they are either extremely confident that the enemy no longer has the capability to continue fighting, or during desperate times. While Gorstak ships are not as maneuverable as their counterparts, their durability and firepower had more or less compensated for that.

5 Tyrk-Sol class super dreadnoughts (15.2 km)
100 Merux class dreadnoughts (13.5 km)
200 Pol'Sie class Battleships (10.8 km)
350 Fex class Cruisers (8.2 km)
500 Wark-Tol class Destroyers (5.1 km)
1,200 Qwerk class Corvettes (1.1 km)
100 Sazak class Carriers (8.3 km)
45 Lardarak Mobile Fortresses (10.4 km)


Technological Specialities:
The Gorstak specializes in metallurgy, energy weapons and power generation. Their ships are clad in an alloy that slowly regenerates over time, reducing the need of ship repairs, and is a general boon on the battlefield. The Gorstak had also developed extremely efficient antimatter generators, which coupled with various other methods of power generation, such as biomass and fusion reactors, provided more than enough energy to meet the high demands of the ship. The requirements of their navy had also led to the development of automated mining drones.

The Gorstak had also dabbled with various anomalous phenomena in the galaxy, and has created numerous anomalous artifacts themselves. Although the use of anomalous technology still remains low in the Gorstak Republic, due to various concerns, most prominent being that of the preservation of normalcy, the edge that said technology provides has led to some newer pieces of technology incorporating various bits and pieces of it. Most prominent of these new pieces of technology is the energy field stabilizer, which uses reality bending technologies in order to stabilize energy shields.

Technological Weaknesses:
The regenerative alloy that the Gorstak navy uses can be exploited in various ways by enemy forces, although most engagements don't last long enough for that to happen. By disrupting the containment fields that guide the regrowth of the alloy, one can essentially cause the ship to damage itself as the alloy slowly grows into places that it shouldn't be in, which includes delicate machinery and weapon components. This often leads to rather catastrophic results. The immense power requirements by the ship has also led to rather weak shields, as most of the power has gone to the weapons and the containment field for the regenerative alloy. Ironically, said alloy is meant to supplement the weak shields.

The use of often unstable and dangerous anomalies by the Gorstak can be also considered a weakness, as these anomalies aren't completely understood and can have rather catastrophic side effects. A slight failure in any piece of anomalous technology can lead to massive disasters that cost millions of lives, which is why a significant number of members of the Council of Wise Men continue to oppose their use despite their immense benefits.

FTL Travel:
Gorstak ships essentially rewrite reality in order to achieve FTL. The Gorstak Jump Drive uses anomalous methods to change the location of a ship. The coordinates of the ship as recorded in reality are erased and replaced with a new set of coordinates, leading to the ship to disappear and reappear elsewhere. However, the method is known to often warp ships to wrong locations, although most of the time it's harmless. The probability of such a mistake is increased with the travel distance, which is why Gorstak ships tend to travel in small leaps, constantly covering smaller amounts of distance towards their destination. Military ships however, due to their irreplaceable nature, use the more conventional, and much safer warp drive, only using the jump drive when absolutely necessary.

Brief History:
At the very beginnings of Gorstak civilization, the Gorstak were divided into various feuding nations that constantly fought each other over the most petty reasons. The wars facilitated scientific development, as nations seek to gain every possible advantage against their enemies. Eventually, one of the nations was able to dominate Qwerk, and formed the Gorstak Empire. With no more external enemies to fight against, the Empire saw no further need for scientific development, instead focusing on developing the arts, and solidifying the state's control over the populace. The former scientists are now persecuted by the state, who feared that they would use their creations to overthrow the government for their own gain. This ironically led to a civil war that resulted in the overthrowing of the Empire, and the establishment of the current Republic. With Qwerk under their solid control, the Gorstak soon began looking towards the stars, and has since expanded their territories across the stars.

Persons of Interest:
Togok Salf - Senior Councilman
Taurank Podori - High Admiral of the Navy
Qern Kran- Grand Commander of the Army
Ilx Yutox - Head of Foreign Affairs
Gyx Gipon - Head of Interspecies relations
Tax'Xar - Talsx'Tarun Representative
Darifon - Moiron Representative
Rtun - Pil Representative

Goals and Hooks:
To preserve and further advance the sciences
To spread enlightenment to all corners of the galaxy
To ensure the survival of the Gorstak race

STAR CHRONICLES SPECIES APPLICATION

Name: Gorstak

Homeworld: Qwerk

Appearance:
FQxJFvubr4840whXRJ7zpj423trDbB2JaiYmXt36hex08xBgl_crs3kQdmrvZdXQg3K7XIO4tLePKoO2hRymRNXZEbPTOG4M7_d5kmyVykL709nLiQ2qspAOEB7skb57KcrhYwvl


Lifespan: Around 60 Earth years

Reproductive Rate: Around 7 - 10 offspring per lifespan

Special Characteristics: The Gorstak possesses retractable limbs, and their bodies are encased within hard shells. Their eyes are encased in transparent shells, which protects the delicate bits inside while they move around. They also prefer living in huge cities, and had constructed numerous megacities in their colonies.

STAR CHRONICLES SPECIES APPLICATION

Name: Talk’Tarun

Homeworld: Tarun'Ta

Appearance:
PRjK2bZbxUxiVhPLG8xbvcLCJKHvsfS_CYIkWScRXe_q4LjtD121BrPHXkvA51zxdraONpXZLRb9OXXvoWth0oMMEeoFQZGflrjzaF9HKLp0XUAW0TYHfirll4VuSQn-ixh9L9rS


Lifespan: 190-210 Earth years

Reproductive Rate: 8-10 offspring per lifespan

Special Characteristics: The Talsx'Tarun are extremely resistant towards environmental hazards, and possesses redundant organs. This allows them to survive grievous injuries that would've killed a member of another species outright. They also possess humps where they store fluids and nutrients, allowing them to survive without neither for long periods of time. The Talsx'Tarun are physically very strong, and half of their body mass is outright muscle. All of these traits combined to create the perfect shock troop for the Gorstak Republic.

STAR CHRONICLES SPECIES APPLICATION

Name: Moiron

Homeworld: Moironia

Appearance:
-UVIXK6-OJQU0MQp6zwSOMuhGS70DFjfQCNqncmKKl-tfdHn3f3H2PYBvTG0AIfWSLVVj-FqkDlczwY_D8-I5cEOAC0UpF1_-224L9JoLz6im8oSE8_uMtIqn2_5L9_jNKX0Jg98


Lifespan: 50-80 Earth years

Reproductive Rate: 3 offspring per lifespan

Special Characteristics: Due to their lack of eyes, the Moiron 'see' the world via sound waves. Another one of their senses used to perceive the world around them would be the sense of touch. As a result, their culture has developed around sounds and textures. As a result of being unable to see in the conventional way, the Moiron doesn't care about visual appeal in their architecture, and much of their structures are spartan in appearance.

STAR CHRONICLES SPECIES APPLICATION

Name: Pil

Homeworld: Dal

Appearance:
QUiZ7o0OrWnhfJRQnfOkfZo8GbtNyxd8yuj3UNCW4zxdoav1CsakjMooItb9XJUbhBHtwruBdST4xrRigJkBE2aGBgPswg2IW8MWL4lmxrtFwuU0a0sZlFHjWLFjrmqoj2oDcjGT


Lifespan: Individual specimens can live up to 10 Earth years, while a colony can survive indefinitely until depleted of individual specimens.

Reproductive Rate: 1, 000 individuals per lifespan

Special Characteristics: As individuals, the Pil are not much more intelligent than an insect. However, they are capable of 'linking' to each other via special organs, and the more Pil are 'linked' together, the more developed their consciousness are. When a group of Pil grows large enough, they gain sentience and become a colony. In this state, each individual Pil specimen functions as a part of the collective,each specializing in a certain task and developing new structures to facilitate their duties. As an example, Pil that functions as the muscle of the colony tend to grow thicker and longer, while those that form the stomach start secreting acid. Certain Pil specimens within a colony develop a rudimentary brain, and may be temporarily ejected from the colony to perform a specific task. However, these specimens are not sentient, and could only perform their assigned tasks.
 
STAR CHRONICLES CHARACTER APPLICATION

Name: Lieutenant (formerly) Michael Embry
Species: Human
Age: 29
Skills: Close quarters combat, leadership, skill with most weapons, special operations, extensive knowledge of Confederate armour and combat drugs, enhanced physiology.

Origin: Jorayont, Core world of the Dothvalian Confederacy.
Allegiance: Whoever the current employer is (formerly the Dothvalian Confederacy).

Personality Aggressive and overconfident. Furious in battle, cold to others outside of it, can be charismatic as needed.
Story: Born on Jorayont, Embry led a fairly normal life until the beginning of the Confederate Civil War. One fateful afternoon, he and his girlfriend Adele Allante were walking in Henry Park, close to the planet's largest spaceport. As they walked through the trees, the sky exploded in a haze of orange, yellow, and red. Aboard the colossal L'Toile Marine (Star Navy) vessel DCS Starlight, the reactor had melted down, and thousands of tons of wreckage rained down on the planet below. Embry's parents were both killed in the chaos that followed. Adele was hit by a piece of falling wreckage, and died of her injuries in a hospital later.

After all of his loved ones were buried, the terrorist group The Ascendant Ones claimed responsibility for the attack and similar ones across the Confederacy, and declared war on the Confederate Government. With no one left to care about and nothing left to lose, Michael Embry enlisted in the Naval Assault Corps. He distinguished himself there many times over, mostly for his recklessness and brutal effectiveness. Quickly rising through the ranks, he was eventually assigned command of Wendigo Company, an infamous unit that saw extensive service. As time went on, Embry's unit earned a place aboard the DCS Agincourt, answering directly and solely to High Admiral Carter Remington, supreme commander of Confederate forces during most of the war.

He was also a volunteer for Project Super Sapien, and received the first of three procedures to bring humans beyond normal genetic potential. It greatly enhanced his endurance and reflexes, and to a lesser degree, his strength and intelligence. However, Embry also experienced crippling migraines on a daily basis. There was no going back though, and the commando officer had to live with the pain.

At the Battle of Malantogue, an Ascendant fleet engaged L'Toile Marine forces under Admiral Remington. In spite of extensive damage to the Agincourt, including the hyperdrive and engines, the Confederate fleet was winning. Then the rebels deployed a wormhole generator. It worked, sucking in the Agincourt and shooting it across reality. The strain of sending such a large ship was too great however, and the weapon collapsed after.

With no FTL or engines, the Agincourt and its crew were stranded on the other side of the galaxy from home, in what they later learned was the Federated Colonies. From here, the wayward veterans went their own way. Embry and some of his old command bounced around different mercenary outfits, and continue to do so.

Goals and Hooks: Work and make money, accumulate wealth. Try to find a way home, keep a supply of drugs to keep the daily pain away.
 
Name:
The East Orion Confederacy

Now this is a nation that the Hegemony would get along with well, accepted!
You should make an app for the Qehzz eventually, but since they have such small numbers it shouldn't be an issue for now
 
STAR CHRONICLES NATION APPLICATION

Name: The Most Serene Gorstak Republic


STAR CHRONICLES SPECIES APPLICATION

Name: Gorstak


STAR CHRONICLES SPECIES APPLICATION

Name: Talk’Tarun


STAR CHRONICLES SPECIES APPLICATION

Name: Moiron


STAR CHRONICLES SPECIES APPLICATION

Name: Pil
They all look alright, accepted!
 
STAR CHRONICLES CHARACTER APPLICATION

Name: Seth Libanori
Species: Human
Age: 32
Skills: Piloting, Engineering, Wayfinding/chart navigation, negotiation, CQB, Brawling, Spontaneous Adaptation and Problem solving, ”Just damn lucky I guess.” - Seth about himself, “Do I have any so ills? Does having a good time count?” - again, Seth about himself, while getting drunk.

Origin: Unknown birthplace, Youth spent in Colonial Union space
Allegiance: The money.

Personality
Highly sarcastic and adventurous, with a general like for most people, Seth has always been a thrill seeker at heart. Despite his willingness to engage in rather reckless actions he doesn't actually have a death wish, and does think through a lot of situations before jumping, though he is comfortable enough with his reactions to trust them if he doesn't have time to think things through. This combination has served him well enough to keep him alive through a number of harrowing adventures.

Seth has a history with Multiple Personality Disorder. This was a large factor in his adrenaline junkie lifestyle as he found it easier to surpress latent personalities while his adrenaline was up and his mind was focused on a task that carried some risk to life and limb. It was also the reason he first begain studying martial arts as a form of meditation, attempting to control those personalities while calm. The combination of risk and meditation over a number of years have helped to give Seth relative control over those personalities. While he is always conscious of them it takes less conscious effort to subdue them, though occasionally there are situations where his personality can snap, most often when backed into a corner and fending for his life.

He is open and outgoing and puts on a face of trusting, this is undercoated by a layer of general distrust and caution against others, but the trusting face tends to lead him to better deals and get him into doors he may not otherwise get into.

He has little in the way of national loyalty, and generally avoids inserting himself into other peoples problems, but if a person can call Seth a friend they have someone the can rely on further than most.


Story: Seth grew up on various stations and freighters, with little more than hazy memories of his parents. His life was odd jobs working in engineering for food and board for a long time until he finally found a niche as a pilot. Honing his skill from job to job and working his way up to bigger and better craft he eventually found himself working for a ’salvage’ company that took some not so legal jobs on the side. One job involving a derelict space station went sideways in a hurry. Finding himself stuck between a rock and a hard place (in this case a space station with a malfunctioning radiation core threatening to melt down and the emptiness of space) Seth took what has been to date the riskiest jump of his life. He blew himself out of an airlock.

A ship in orbit of the station had caught his eye on the way in and he was banking on being able to get into it, seal it off, start it, and it having working life support with sufficient fuel and oxygen to get him to the nearest habited colony. He knew he would have minutes to work with the life support his emergency suit could muster, but he also knew the chances of surviving on the station were zero if not worse, he might already be dead if the radiation had gotten to him.

By some miracle he pulled it off. Claiming the ship as legitimate salvage and christening it the ”Salvatore” he began running his own transport and salvage operations, though still subcontracting with his old employers occasionally. With no real loyalty and few moral objections he built himself a sustainable life transporting and smuggling goods, and very occasionally privateering.

Goals and Hooks:
Fuel in the tank, food on the table. Seth’s number one goal is to survive and keep his ship flying. To this end he must build contacts and network, navigating carefully the various nations and organizations of the galaxy so that he is just well known enough to get work but not so well known that he draws unwanted attention to his humble operation.

Friends are the only family you got. Seth only remembers enough about his own family to know he had one. Because of this he has a strong loyalty to the people who manage to become his friends.

View attachment 804396
Registration: "Salvatore"
Registration owner: Seth Libanori
Classification: Medium Utility Craft MUC-2160-FTL
Origin: Andormen Transport Utilities Inc. (defunct)
Capable range: Interstellar
Standard drive: Fusion torch
FTL capable?: Yes
FTL drive: Ezo Core Warp Drive
Atmosphere capable?: Yes
Atmosphere drive: Jet Turbine and Turbo fan
Armament Atrix MC1372 “Dwarven Hammer“ autocannon. The Atrix MC1372 occupies a unique cross between military hardware and zero G mining. The concept was take the ancient practice of hitting rocks with pointy sticks and multiply it exponentially to hitting rocks with thousands of hardened projectiles a minute. To that end it also borrowed an age old lesson from an earth weapon known as an A10 Thunderbolt, which was the build an aircraft around the absolute largest autocanon you could manage to make airborne.

Point Defense Canons (one forward, two aft) (added)
Length: 178 ft/54.25m (overall)
Width: 35ft/10.67m (body) 80ft/24.38m (overall)
Hight: 36ft/10.97m (body)
Decks: 3
Upper: bridge (pilot/coms/charting), mess, galley, life support/recycling
Mid: Gun control (ladder access from bridge/coms), Captains quaters (ladder access from bridge/charting), Crews quarters, Passenger births and common space
Lower: shield generator (ladder access from gun control), pressurized cargo, non-pressurized cargo, Engineering
Cargo capacity (area-total): 15,600 ft3
Cargo capacity (area-pressurized): 3,900 ft3
Crew+passenger capacity: 11
Crew minimum: 1
Notes The MUC-2160-FTL is a surprisingly nimble craft, having been developed for use in congested areas including deep space stations and asteroid mining operations. It is relatively resilient and boasts an above average STL speed while maintaining both atmospheric and FTL capabilities. Despite being designed to handle a broad range of tasks by A.T.U. Inc. the 2160-FTL was a relatively lightly used craft as the Andormen often preferred more job specific craft. Many buyers at the time did not see the value of a rather small interstellar capable "transport" vessel when larger specialized craft were available for interstellar transportation. The FTL drive also made the 2160-FTL more costly than NLS capable vessels (namely the MUC-2150-NLS) for interplanetary routes.
Nice, accepted!
 

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