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Nation Building Star Chronicles: A New Light - Sheets

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STAR CHRONICLES NATION APPLICATION
Name:
The Dothvalian Confederacy (Galactic Standard), La Confédération Dothvalienne (Confederate Standard).

Leader:
Shaalra Kendra Sharp

Government Type:
Benevolent, semi-nationalist monarchy with all-powerful, all encompassing government. Its numerous divisions see to the needs of every citizen, and the day to day operation of the Confederacy. Planetary Governors have some autonomy, but the control of the economy by the Confederate Government is something that never changes.
Flag:
White field, with four gold fleur-de-lis. I will add a drawing later.

Capital World:
Karsopolis, a scenic, arctic world filled with towering mountain ranges, evergreen forests, and deep, cold oceans. As one descends through the different levels of space-scrapers all over the planetary cities, they notice rich ecosystems, getting more and more diverse as they near the planetary surface. When human colonists first discovered the planet, it was filled with vicious wildlife, but these species have mostly been exterminated. Because of how dangerous these alien fauna were, killing them off to make way for human colonisation was the very first mission of the Naval Assault Corps. After the fallout of being abandoned during the Long Night, the Terran colonists chose Karsopolis because it was the closest planet they could find to Earth, and most Confederate humans consider Karsopolis to be their true homeworld.

Incorporated Species: Humans, Dothvalians.


Number of Systems 480

Fleet Size:
2800 ships of the line, 2500 smaller support ships. Because of the multirole nature of Confederate ships, fewer support ships are needed.

Technological Specialities: Energy weapons, multirole equipment, genetic enhancement, terraforming, clean energy, manufacturing, cryonic technologies, heat shielding, high quality starships, cloning.

Technological Weaknesses: Kinetic weaponry, specialized units, bio-tech, ballistic weapons.

FTL Travel: Hyperdrive

Brief History:

Like many great human nations, the Confederacy is built upon human blood and bones. Beneath the icy wastes of its core worlds, hundreds of millions of colonists lie buried. They are the death toll from the First Colonisation Jump to the Galactic northeast. The settlers arrived, and began terraforming whatever planets they could find. Their ships weren't self-sufficient. They were only designed to carry the colonists to a new galaxy, one that was expected to be filled with thriving, beautiful worlds. Instead, they found largely alpine-like worlds, and many planets void of life. In spite of the difficulties, the colonists couldn't go back home even if they wanted to. With nowhere to go but forward, they colonised the worlds they found.


The results were disastrous. The overwhelming majority of the settlers died as they erected the first colonies, due to lack of resources and inhospitable conditions. The assistance from their home planet never came, and the colonists expected they had been forgotten about. With no one but one another to rely on, all distinctions vanished as the mixed Terran and Colonial colonists worked together harder than ever. Slowly, progress was made, on the colonies and the body count. The saving grace for the settlers was the intervention of a native alien race, the Dothvalians.


Once this happened, the colonists rapidly began to rebuild their society, and they designed the new government so that no one would ever be allowed to neglect the needs of others. The whole nation moved forward as one, united and strong. The centuries slowly passed, and five hundred years after their founding, the Confederacy had achieved regional power status. This was tested and confirmed in the First Delieggen War, when the entire Confederacy attempted a complete xenocide of the Delieggen. The war was led by High Admiral George Hamilton, and when it ended in Confederate victory, their status as the strongest state in their local space was confirmed. With peace secure, the factories surged to life, and an armada to return to Earth began production.

Eight years before the present time, the Confederacy went through a conflict that split it in half and rocked it to its core. The opening move came from the anarchist group The Ascendant Ones, named for their backing by the resurgent Delieggen Ascendancy. For the first phase of the conflict, their involvement was unknown, but when it was revealed, the Confederacy initiated all sorts of experiments, projects, and initiatives to save themselves from their returning enemies. These included a super soldier program called Project Super Sapien, use of old records for knowledge of the Delieggen, and most ambitious of all, the creation of a clone army from every citizen in the Confederacy.

At the Battle of Kaarlazen, the military forces of The Ascendant Ones were finally broken, and since then, only the Delieggen Ascendancy itself has threatened the Confederacy. A large swathe of L'Toile Marine forces were destroyed, and the great armada built to return to Earth was reduced to the size of a standard naval force of a nation of its size. Current priorities include rebuilding, caring for the many clone children that never went to war, and initiating contact with new civilizations.

Persons of Interest:
High Admiral Stephanie Henderson, Supreme Commander of L'Toile Marine Forces
Director Alice Kennison, Minister of Confederate Intelligence
Marcus Millex, Confederate Minister Of Logistics
Ambassador Bethany Rhodes, Confederate Foreign Minister
Admiral Terrence Beauregard, Commander of the Naval Assault Corps
Dr. Kenaaros Dothvalian Director of Confederate Research and Development.

Goals and Hooks:
  • Secure themselves against the rising threat of the Delieggen, as well as new, hostile, alien nations.
  • Have positive diplomatic relations with others.
  • Protect the universe from what they see as the menace of the Delieggen Ascendancy.
 
STAR CHRONICLES CHARACTER APPLICATION

Name: Tolop Mak
Species: Gorstak
Age: 31 Earth Years
Skills: Anomalous technology operation and development; extensive knowledge of memetics, biology, and cybernetics; enhanced physiology

Origin: Qwerk
Allegiance: None

Personality An extremely determined, focused, and curious soul that would not let anything stand in his way of discovering the secrets of the universe. Tolop is unscrupulous in his dealings, preferring efficiency over fickle things such as ethics and morals. He also lacks empathy and is willing to conduct horrifying experiments simply to see what happens if said experiment is conducted.

Story: Born in one of the many underground cities of Qwerk, Tolop had developed a striking intellect since he was a child, capable of solving complex mathematical equations since the age of 5. He has received numerous scholarships ever since his childhood, and attended the best academies Qwerk has to offer. However, this brilliant child is also noted by his tutors to be performing cruel and unusual experiments on various animals he is able to get his hands on, only getting away with it because of his intellect being too valuable to the republic.

At the age of 14, Tolop was accepted into the Dsarp Institute of Sciences, the most prestigious university in the Most Serene Republic. It is over the course of his 6 year studies there that he developed a strong interest in the anomalous. After graduating and receiving a lab of his own, Tolop would often seclude himself in his lab for months on end, seeking to unveil the secrets of the few anomalous artifacts he is able to get his hands on. He was so devoted to his studies that when the inevitable invitation to join the Council of Wise Men arrived, he rejected it as it would only serve as a distraction from his true calling.

In order to further his experiments, Tolop would often abduct test subjects from the local populace, as he would have to undergo a peer review for his often fatal experiments in order to recruit test subjects the legal manner. At first, he did it discreetly, only taking one or two individuals every few months. However, as he got deeper and more impatient with his experiments, he started abducting more and more people. Eventually, the disappearances mounted up and the authorities got suspicious, leading to a raid on his lab. Knowing that he wouldn't go unpunished for his actions, Tolop fled his lab and stole a shuttle, narrowly escaping his pursuers by jumping to an unknown location.

Within Tolop's lab, the authorities discovered things so horrifying that the lab was ordered to be destroyed and it's records thoroughly purged. Tolop was now a wanted man for breaching multiple ethical codes of the republic, and a bounty is issued on his head. Nowadays, Tolop roams the galaxy with his shuttle, long converted into a small lab where he conducts his experiments, looking for people willing to fund or supply his work.

Goals and Hooks:
To understand the secrets of the anomalous
To seek funding and materials for his experiments
To evade capture by Gorstak authorities
 
CENTER]STAR CHRONICLES CHARACTER APPLICATION[/CENTER]

Name: High Admiral (formerly) Carter Remington
Species: Human
Age: 53
Skills: Fleet command, military leadership, management skills, extensive knowledge of starship systems, tactics, and how they work.

Origin: Karsopolis, Capital world of the Dothvalian Confederacy.
Allegiance: No one specific, but can be hired out, and maintains a personal code of ethics and morals.

Personality Commanding, charismatic, larger than life figure. Can work with most kinds of people and aliens, open to meeting new people. Also a veteran of several crises, and can take command of operations when necessary.
Story: Born on Karsopolis, Carter Remington lived a fairly ordinary life. Noticed at an early age for high intelligence and organizational skills, he was assigned to the Confederate Navy at the age of 18.

His career progressed slowly, but because of his gifts for command, Remington enjoyed a steady stream of promotions until he reached the rank of Admiral. He stayed here until the beginning of the Confederate Civil War, when his superior, High Admiral Stephen Henderson was killed in a series of attacks. The next most experienced officer in the L'Toile Marine, Remington was given command of all Confederate forces for most of the war.

His tenure ended at the Battle of Malantogue, when his flagship, the DCS Agincourt, was sent through a wormhole generator and teleported across reality. The generator collapsed behind them, and because of major damage to engines and hyperdrive during the battle, Remington and all of his crew were stranded in unknown space, which they would soon learn were the Sovereign Colonies.

The Admiral has since taken on various types of work for local governments, and anyone else who was hiring. The Agincourt was repaired, and can move at faster than light speeds again after being fitted with Colonial jump drives. Other support ships were purchased, and the ranks of the old Naval Assault Corps compliment, Wendigo Company, were augmented to the point of being a small army.

He continues to operate on the fringes of Colonial and also stateless space.

Goals and Hooks:
Maintain his lifestyle as an honorable warlord, accumulate wealth, rebuild his fleet and command, and one day go home to the Confederacy.
 
STAR CHRONICLES NATION APPLICATION
Name:
Delieggen Ascendancy
Leader: The Shadow Council
Government Type: Small, tight oligarchy of Delieggen nobles, that command their military. Anarchy in the rest of society.
Flag: Black field, with a wave of lava rolling beneath a cloud of smoke.
Capital World: Kaarlazen
Incorporated Species: Delieggen, assorted alien and human slaves.


Number of Systems 50
Fleet Size: 700 ships of different shapes and sizes. Some were stolen from other nations, or restored after being found abandoned.

Technological Specialities: Plasma weaponry, geothermal energy, heat shielding, underground cities, isolated computers.
Technological Weaknesses: Laser weaponry, cryonic technology, networked computers.
FTL Travel: Wormholes

Brief History: Ancient beyond memory, the Delieggen Ascendancy has been a long time enemy of the Confederacy in general, and the Dothvalians in particular. They have a might makes right society, ruled by a tapestry of different warlords from planet to planet. They are completely evil, and revel in the kidnapping, torture, infiltration, and infliction of pain upon other races.

For ages, they lived as pirates and slavers in the far corners of the galaxy. But 250 years after the Confederacy was founded, they attempted to assassinate Governor Gabriel Henry of Karsopolis, and co-opt control of the Government. Their attempt failed, and a long war began, with the Confederacy settling for nothing less than their complete extermination.

And though the vast majority of Delieggen were killed off, some were missed, and they have since rebuilt their society. Their ships cross the vast reaches of space, bringing holds filled with slaves back, sold in markets on their volcanic home worlds. The markets are lit only by the glow of flowing lava, and when all are sold, the Delieggen crew will resupply their ships, and raid again.
Persons of Interest:
Goals and Hooks:
Enslave other races for labor, food, and currency, use their shape shifting abilities to take over other nations, and otherwise cause problems for other races.
 
STAR CHRONICLES FACTION APPLICATION

Name: The Renegades
Leader: High Admiral (formerly) Carter Remington
Allegiance: Whoever their current employer is.
Group Type: Nomadic mercenary fleet.
Symbol: Three sideways silver crosses, circled by a golden wreath, with stars between the branches.
Headquarters: DCS Agincourt
Incorporated Species: Humans, Dothvalians, and anyone else that wants to join and can meet Renegade standards.

Members: Approximately 90k, between the Renegade Commandos and the fleet personnel.
Owned planets or territories: N/A (For Now)
Fleet Size: 175 ships total, mixed battle group of capital ships, support ships, and fighters.

Technological Specialities: Laser weaponry, kinetic weaponry, Confederate commando armour, Colonial jump drives, networked computers.
Technological Weaknesses: Ballistic weapons, Confederate hyperdrives, isolated computers, plasma weaponry.
FTL Travel: Colonial jump drives

Brief History: Formed a few weeks after the arrival of the DCS Agincourt crew in Colonial space, The Renegades are made up of thousands of veterans of different armed forces. When Remington understood the extent of damage the Agincourt had suffered, he understood that he and his crew would be stranded in Colonial space for the foreseeable future. As such, he organized the men under his command into a new force, one that would let them survive in a strange new space.

The Renegades will take many different types of work, and have worked for governments, rebel groups, and even underworld organizations. They are fairly well known, and filled with experienced operators as well as amateur soldiers of fortune.

They prefer to operate on the fringes of known and stateless space, but make frequent stops at major systems and space stations, and will go anywhere for their work.

Persons of Interest:
Lieutenant Michael Embry
Specialists Scott Carver and Helen Coleridge
Captain Nicolette St. Clare
Goals and Hooks: Accumulate wealth and power, build a larger fleet, recruit more soldiers, become powerful enough to claim and hold territory.
 
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STAR CHRONICLES FACTION APPLICATION
Name: The Rustafan Raiders
Leader: Warlord Themis the Blind
Allegiance: The R.R. are rumored to be in kahoots with the Truvakki separatists, but otherwise they refuse to work with outside powers.
Group Type: As the name implies, the Rustafan Raiders are a brutal band of Pirates with a strict adherence to violence and merciless acquisition. Formed in strict opposition to the Consulate's growing restrictions after the Civil War, the Rustafans are xenophobic and battle-crazed to an unheard of extreme, convinced that the Drovakki are a race destined for conquering the weak.
Symbol:
Raiderlivehere_wall_d.png
Headquarters: The Malevolent (Formerly known as Trade Station Equitus)
Incorporated Species: Drovakki

Members: 120,000
Owned planets or territories: No owned territories.
Fleet Size: 365

Technological Specialities: Reverse-Engineering- Without any Trokoids on their side to handle advanced technology, the Rustafan Raiders have become dependent on stealing ships and weaponry from whoever they can reach, primarily Consulate at the moment.
Technological Weaknesses: Technical innovation-Having grown dependent on their raiding and stealing, the Rustafan Raiders are completely incapable of coming up with any new forms of technology on their own.

FTL Travel: Currently they utilize the same style of FTL travel that the Consulate uses: Sol-Space Warp Drives.

Brief History: After helping the Drovakki win the Crown War due to their penchant for warfare and destruction, two clans known as the Rusthen and Tuhfan were regarded as containing large numbers of war heroes and decorated soldiers. These two tribes also became the most dissatisfied when the Trokoids weren't wiped out after the war had ended. With the need for soldiers diminishing after the war, the two Tribes became more and more aggravated by the easing of hostilities. They would wind up becoming the main force of soldiers for the Secessionist Colonies during the Civil War, having encouraged going against breeding regulations in order to amass the numbers needed to hold up against the Homeworld colonies and their seemingly endless number of robots. The vast majority of these tribes were wiped out when the Secession colonies and the Truvakki came to blows, with the scant remnants going into hiding, only to reemerge as Pirates and raiders after the Civil War came to an end. With their lax views on breeding allowing them to fill their ranks again, the two tribes merged into the Rustafan Raiders, only becoming an official threat to the Consulate after hijacking an entire Nueropan Space Station and fleeing into unknown space with it.

Themis the Blind- Leader of the Rustafan Raiders and unmatched in arena-style blood sports.
Savage_Marauder.jpg
Drukahn the Disciple- Themis' personal protégé, determined to surpass his master's accomplishments.
6c1a8df3420eaee96335b37b8e2b1325.jpg
Neris the Unquenchable- Blood-Thirsty Marauder who's particular band of followers have been accomplishing grand raids under the Rustafan banner lately. She's determined to one day slay Admiral Yan, considering her to be the greatest threat to the Rustafan activities in the Underdefended sections of Consulate Space.
Gow3dlc3-variantchars---savage-grunt-marauder.jpg

Goals and Hooks: The Rustafan Raiders have taken to their warfaring ways in a big manner, and their campaign of pirating seems focused on violently stealing whatever they can to help them make better and more dangerous weapons and ships to do it again. With their fleets often hiding out only to ambush and slaughter whatever comes their way. Convinced that the Consulate was not only wrong about the need to control the Drovakki population, but betraying the people by implementing such limitations in the first place, the Rustafan actually need to continue their raiding activities as their wanton breeding has led to the very same overpopulation problems that the Consulate suffers, with many of their ships being crammed full to the breaking point.
  • Punish those Consulate Filth for betraying the Drovakki people, along with any and all who support them.​
  • Raid and Pillage anything they can in order to strengthen and bolster the might of their fleet​
  • Ensure that the proper warrior-culture of the Drovakki survives.​
 
STAR CHRONICLES NATION APPLICATION
Name: The Reorganized Orionic Polities (The official name of your nation)
Leader: Eric Lightwatcher, Magnolia Delegate to the Shipbuilder's Union (The leader or leaders of your nation and their position/s)
Government Type: Federated Syndicalist Democracy. While there is no central government, various proposals that affect large groups of people can be voted on directly and in times of emergency delegates can be granted emergency powers, with popular referendums able to veto or recall these delegate's actions(The way in which your government is organized)
Flag:1606968640924.png(The official flag of your nation)
Capital World: Magnolia (The world on which the capital of your nation is located)
Incorporated Species: Humans (The species that are a part of your nation)


Number of Systems: 58
Fleet Size: 1,263 Main battle ships organized into forty-eight fleets, with a larger focus placed on carrier warfare.
96 "Skysplitter" class Carriers, 5.6 km
174 "Eviscerator" class cruisers, 2.3 km
256 "Defender" class destroyers 1.4km
250 "Watchman" class frigates, 800m
487 "Wavedance" class corvettes 320m


Technological Specialities:
Terraforming: Having been founded on a formerly arid world, the Federated Polities are more than capable of coaxing growth and normalization out of otherwise stubborn worlds.
Information Infrastructure: The Polities are obsessed with interconnecting their worlds, having spent vast amounts researching ways to ensure that all citizens and the military can remain in contact as close to instantaneously as possible. This creates a network effect, allowing for large scale innovation and collaboration as well as an increased efficiency in logistical concerns.

Technological Weaknesses: Space Warfare: due to being largely untested on a stellar scale, the polities are not nearly as battle hardened or as effective in warfare as other stellar nations.
Travel: Because of a reliance on gates as well as the Stellar Storm, the Polities have failed to focus on warp drives and other major FTL advances, leaving theirs slower and more energy inefficient than other nations.
FTL Travel: While combat ships and science vessels are equipped with warp drives, the vast majority of civilian vessels instead rely on interstellar gates, capable of near-instantaneous transportation between systems but unable to go outside the network. Because of this flaw, the gates have been heavily fortified and are well defended, in order to ensure the logistic network stays instact.
(The status of faster-than-light travel in your nation, does it exist or not, and if it does, what type is it?)

Brief History: During the late years of the fragmented Terra, several countries collaborated on the Ark project, seeking to colonize other star systems prior to the advent of Warp technology. The project eventually bore fruit, with four ships being launched as a result. These vast ships relied on cryogenic stasis and an experimental FTL system to reach their destinations. Three of the ships were catastrophically destroyed on their attempts, while the fourth disappeared entirely, never heard from for entire decades. Declaring the project a failure, the scientists of Terra turned to other, more conventional pursuits.
However, this ship was not quite lost - its FTL system had worked. By transporting into an analogous dimension of much smaller size, it could fire up its engines and travel the equivalent of light years in mere AUs. This process still took months, however. By the time the ship reached its target and pierced again, it had been three years since the project's beginning and food was running low. The second jump brought them back, but the drive catastrophically failed, nearly destroying the ship. Thankfully they were in range of the habitable world picked out years before - but rather than some lush garden world, it was instead an Arid world. The ship landed, unfreezing the colonists and setting to work disassembling the ship and building a settlement. Among the seedlings was a magnolia tree, which was planted in the center of the colony. This tree remains today, still cared for dutiously. The going was otherwise rough; the colonists relied on hardy desert fruits and the small oases, river valleys, and deltas scattered across the sandswept lands to nourish them. Slowly, over the course of decades, the colonists settled and beat back the deserts, slowly building themselves up. Growing tensions were arising between the labor unions of the expanding manufactory sectors and the increasingly totalitarian colonial government, until a strikebreaking action erupted into battle, spreading across the dunes of Magnolia until the entire world was engulfed in the civil war. After several initial defeats that sent them reeling, the reformed Syndicalist factions managed a crushing blow at Atraxes, a major agricultural district, allowing them to sweep down the Metares Delta, ending the civil war after several long years. Following several conventions, the Federated Polities were established.

Peace reigned for several more decades as the colonists continued to establish themselves, until finally they found themselves on stable enough footing to look to the stars. After spending six and a half years of innovating, building, and rebuilding, the first Space Elevator was built, and soon many ships followed, exploring the solar system and beginning mining efforts in the asteroid belt. Additional efforts allowed for dome colonies on the two terrestrial neighbors in the system, as well as a central foundry station on one of the larger asteroids in the belt. With the system increasingly interconnected, efforts to colonize neighboring systems began. However, due to a Solar Storm - a common name for the strange phenomena passing over the sector of space Magnolia was in, which nullified warp fields - conventional colonization was out of the question. This proved to be both a blessing and a curse, since the field prevented the Abyssals from making major incursions into the system, but it also stunted colonization efforts. Focus turned inward instead, with the construction of hundreds of solar collectors allowing for the necessary energy to begin terraforming the terrestrial neighbors. This process was slow and arduous, costing much of the resources gained by asteroid mining, but eventually was completed, allowing the Three sisters to be fully settled.

In the meantime, several other theories for interstellar travel were proposed, with the gates taking precedence. The first pair was constructed quickly, with one remaining in the system close to the inner belt and the other being accelerated via nuclear propulsion to its destination. Several more gates were built, being sent onward as well. By the time the first one reached its system, seven others were in flight - by this time, two decades had passed. While the planet in the habitable zone proved a bust in terms of habitability, it was rich in deuterium deposits, allowing for fusion power. The system was quickly exploited for its resources. The second gate opened two years later, and the oceanic world within was quickly settled.
Slowly, surely, the polities expanded. The direct democracy previously used needed to be reorganized, leading to the official christening of the Reorganized Orionic Polities. Eventually the Solar Storm subsided, allowing scientists to revisit warp theory. The relative newness of the technology makes it a weakness for the Polities, but it has allowed them to look beyond the insular systems they inhabit for the first time, and greet the wider galaxy.
Persons of Interest: Monica Dagran, acting head of the Tradesmen Alliance, the largest union alliance in the Polities.
Isaac Cagrius, leader of the Statist Faction and Delegate from Eutropos
Ifedimma Musa, elected head of the Atraxes Research Institute, the most respected institute on Magnolia and de facto leader of the Research sector.
Goals and Hooks: Learn more about the state of affairs in the galaxy and find their footing
Emancipate those under authoritarian rule
Build a lasting nation among the stars
 
STAR CHRONICLES NATION APPLICATION
Name: The Reorganized Orionic Polities (The official name of your nation)
Leader: Eric Lightwatcher, Magnolia Delegate to the Shipbuilder's Union (The leader or leaders of your nation and their position/s)
Government Type: Federated Syndicalist Democracy. While there is no central government, various proposals that affect large groups of people can be voted on directly and in times of emergency delegates can be granted emergency powers, with popular referendums able to veto or recall these delegate's actions(The way in which your government is organized)
Flag:View attachment 814719(The official flag of your nation)
Capital World: Magnolia (The world on which the capital of your nation is located)
Incorporated Species: Humans (The species that are a part of your nation)


Number of Systems: 58
Fleet Size: 1,263 Main battle ships organized into forty-eight fleets, with a larger focus placed on carrier warfare.
96 "Skysplitter" class Carriers, 5.6 km
174 "Eviscerator" class cruisers, 2.3 km
256 "Defender" class destroyers 1.4km
250 "Watchman" class frigates, 800m
487 "Wavedance" class corvettes 320m

Technological Specialities:
Terraforming: Having been founded on a formerly arid world, the Federated Polities are more than capable of coaxing growth and normalization out of otherwise stubborn worlds.
Information Infrastructure: The Polities are obsessed with interconnecting their worlds, having spent vast amounts researching ways to ensure that all citizens and the military can remain in contact as close to instantaneously as possible. This creates a network effect, allowing for large scale innovation and collaboration as well as an increased efficiency in logistical concerns.
Technological Weaknesses: Space Warfare: due to being largely untested on a stellar scale, the polities are not nearly as battle hardened or as effective in warfare as other stellar nations.
Travel: Because of a reliance on gates as well as the Stellar Storm, the Polities have failed to focus on warp drives and other major FTL advances, leaving theirs slower and more energy inefficient than other nations.
FTL Travel: While combat ships and science vessels are equipped with warp drives, the vast majority of civilian vessels instead rely on interstellar gates, capable of near-instantaneous transportation between systems but unable to go outside the network. Because of this flaw, the gates have been heavily fortified and are well defended, in order to ensure the logistic network stays instact.
(The status of faster-than-light travel in your nation, does it exist or not, and if it does, what type is it?)

Brief History: During the late years of the fragmented Terra, several countries collaborated on the Ark project, seeking to colonize other star systems prior to the advent of Warp technology. The project eventually bore fruit, with four ships being launched as a result. These vast ships relied on cryogenic stasis and an experimental FTL system to reach their destinations. Three of the ships were catastrophically destroyed on their attempts, while the fourth disappeared entirely, never heard from for entire decades. Declaring the project a failure, the scientists of Terra turned to other, more conventional pursuits.
However, this ship was not quite lost - its FTL system had worked. By transporting into an analogous dimension of much smaller size, it could fire up its engines and travel the equivalent of light years in mere AUs. This process still took months, however. By the time the ship reached its target and pierced again, it had been three years since the project's beginning and food was running low. The second jump brought them back, but the drive catastrophically failed, nearly destroying the ship. Thankfully they were in range of the habitable world picked out years before - but rather than some lush garden world, it was instead an Arid world. The ship landed, unfreezing the colonists and setting to work disassembling the ship and building a settlement. Among the seedlings was a magnolia tree, which was planted in the center of the colony. This tree remains today, still cared for dutiously. The going was otherwise rough; the colonists relied on hardy desert fruits and the small oases, river valleys, and deltas scattered across the sandswept lands to nourish them. Slowly, over the course of decades, the colonists settled and beat back the deserts, slowly building themselves up. Growing tensions were arising between the labor unions of the expanding manufactory sectors and the increasingly totalitarian colonial government, until a strikebreaking action erupted into battle, spreading across the dunes of Magnolia until the entire world was engulfed in the civil war. After several initial defeats that sent them reeling, the reformed Syndicalist factions managed a crushing blow at Atraxes, a major agricultural district, allowing them to sweep down the Metares Delta, ending the civil war after several long years. Following several conventions, the Federated Polities were established.

Peace reigned for several more decades as the colonists continued to establish themselves, until finally they found themselves on stable enough footing to look to the stars. After spending six and a half years of innovating, building, and rebuilding, the first Space Elevator was built, and soon many ships followed, exploring the solar system and beginning mining efforts in the asteroid belt. Additional efforts allowed for dome colonies on the two terrestrial neighbors in the system, as well as a central foundry station on one of the larger asteroids in the belt. With the system increasingly interconnected, efforts to colonize neighboring systems began. However, due to a Solar Storm - a common name for the strange phenomena passing over the sector of space Magnolia was in, which nullified warp fields - conventional colonization was out of the question. This proved to be both a blessing and a curse, since the field prevented the Abyssals from making major incursions into the system, but it also stunted colonization efforts. Focus turned inward instead, with the construction of hundreds of solar collectors allowing for the necessary energy to begin terraforming the terrestrial neighbors. This process was slow and arduous, costing much of the resources gained by asteroid mining, but eventually was completed, allowing the Three sisters to be fully settled.

In the meantime, several other theories for interstellar travel were proposed, with the gates taking precedence. The first pair was constructed quickly, with one remaining in the system close to the inner belt and the other being accelerated via nuclear propulsion to its destination. Several more gates were built, being sent onward as well. By the time the first one reached its system, seven others were in flight - by this time, two decades had passed. While the planet in the habitable zone proved a bust in terms of habitability, it was rich in deuterium deposits, allowing for fusion power. The system was quickly exploited for its resources. The second gate opened two years later, and the oceanic world within was quickly settled.
Slowly, surely, the polities expanded. The direct democracy previously used needed to be reorganized, leading to the official christening of the Reorganized Orionic Polities. Eventually the Solar Storm subsided, allowing scientists to revisit warp theory. The relative newness of the technology makes it a weakness for the Polities, but it has allowed them to look beyond the insular systems they inhabit for the first time, and greet the wider galaxy.
Persons of Interest: Monica Dagran, acting head of the Tradesmen Alliance, the largest union alliance in the Polities.
Isaac Cagrius, leader of the Statist Faction and Delegate from Eutropos
Ifedimma Musa, elected head of the Atraxes Research Institute, the most respected institute on Magnolia and de facto leader of the Research sector.
Goals and Hooks: Learn more about the state of affairs in the galaxy and find their footing
Emancipate those under authoritarian rule
Build a lasting nation among the stars

All looks good. Accepted.
 
NATION

Name: Lameechian Empire

Leader: Empress Victila Corvax

Government Type: Despite the flounder and pomp of noble titles and complex blood politics, the Lameechian Empire is by all means a military dictatorship. Throughout the labyrinth of barons, counts, and dukes, the true rulers of the empire are the Twin Councils. The Council of Stars, and the Council of the Moon. These are councils comprised of the top members of the imperial navy and army respectively. The council of Stars is comprised of thirteen members, each representing one of the Lameechian Empire’s fleets, while the Council of the Moon is comprised of thirty five planetary governors, who double over as planetary garrison generals, and five Lord Conquerors, who are responsible for expanding the empire. Every one of these seats is for life or resignment, save for those of the Lord Conquerors, who phase out every terran standard years. However, as incentive, a Lord Conqueror who successfully brings a planet to heel will be promoted to planetary governor, thus permanently securing their seat.

Above both councils, however, is the office of emperor. The emperor is the face of the Lameechian Empire, and has the sole power to declare war and set the national agenda, leaving the micromanaging to Twin Councils. The emperor is also responsible for being the main foreign dignitary to other nations, often times only to demand their submission. Upon death, the emperor is replaced by a member of the Council of Stars, sometimes by vote, and other times through military dominance. The current emperor is Empress Victila Corvax.

Flag:
vampire flag.png

Capital World: Lameech - An almost barren world with a thin atmosphere that does very little to insulate the planet. Life on Lameech exists, but only in extreme conditions. The days easily reach scorching temperatures even at the poles, while the nights are almost frozen. Yet still, live has somehow managed to thrive, adapted to be hardy in order to endure the harsh environment. Aside from mineral deposits, however, Lameech is very resource poor.

Incorporated Species: Lamians. Any incorporated slaves of different species do not have citizenship.

Number of Systems 35

Fleet Size: The Lamian navy is about 4200 strong, not including fightercraft, consisting of:

500 Frigates
500 Auxiliary Support Ships
1,500 Destroyers
300 Light Cruisers
700 Heavy Cruisers
600 Battlecruisers
50 Battleships
5 Battlecarriers
4 Carriers
1 Supercarrier

The navy is divided amongst thirteen fleets, each of which is under charge by a different member of the Council of Stars.

Technological Specialities:
Stealth - The Lamians grew up in the dark, living their primal lives as stealth hunters. The techniques they learned from their basic biology has led them to develop extremely convincing active camouflage and anti-detection technologies so that they can continue being ambush hunters in space.
Mining - Aside from minerals, Lameech is an extremely resource poor world. Lamians have developed techniques to squeeze their homeworld for everything it’s worth, leading to extremely quick and efficient mining processes.

Shields - The thin atmosphere of Lameech means that many asteroids do not burn up in it before impact. Due to this, Lamians have managed to create incredibly durable energy shields to absorb the impact. Many of these shields are now equipped on their troops and ships.

Technological Weaknesses:
Artificial Intelligence - The Lamians are a proud race who prefer to prove themselves through their own skill. Because of this, very little research has been put into AI, which Lamians see as “cheating”.

Bio-Engineering - The lack of bio matter on their homeworld means that Lamians do not have a very diverse genetic base for any sort of bio-engineering experiments. Almost all of their handiwork is mechanical.

FTL Travel: Specially crafted “claws” on the front end of ship crafted with energized blades spin at incredible speeds, tearing a large hole in the fabric of timespace through which Lamian ships can travel. Smaller ships have a single “claw”, which they instead travel with by flying at already incredibly fast speeds to lance through timespace in a gap large enough only for themselves.

Brief History: The Lamian Empire was born not out of glory, but necessity. Lameech is a dying world, and it was clear that should they stay there, the Lamian race would die out. They left their planet in search of a new home, but found very little. Many of the planets that were habitable were just as barren and hostile, providing but temporary solutions to their problem. What few lush worlds were encountered were either quickly exhausted of resources, leaving harvestable species entirely extinct, or so rapidly developed that their bounty had to be used to sustain themselves rather than the rest of the empire.

Since then, the Lamians have continued to expand, hoping that if they acquire enough territory, their constant hunger for resources will finally be satiated. The struggle has made the Lamians bitter and xenophobic, as they curse the other foul races of the galaxy who were better treated by fate and evolved in more bountiful areas of the galaxy. They became convinced that the Lamian race was destined to prove itself against these soft peoples, rising from nothing to eventually stand on top. During this period, known as the “Great Realization”, the Lameechian Empire put extreme focus on its military, mandating service to its citizens and greatly expanding its fleet, often to the detriment of the rest of the empire, all in hopes of finally showing the galaxy that the Lamians too deserve a spot in the sun.

Persons of Interest:
Empress Victila Corvax
Lord Conqueror Felis Vulene
Ambassador Lumina Lupule

Goals and Hooks: The Lameechian Empire is constantly looking to expand its borders, looking for resource rich worlds on which to grow or keep livestock so that it may supplement its growing population living on already barely habitable worlds.

The Lamians also look for a permanent solution to the hostile environments of the habitable worlds of their empire, or perhaps a way to make more efficient livestock and food production, hopefully stemming their need for constant expansion,.

SPECIES
Name: Lamian

Homeworld: Lameech is an almost barren world with a thin atmosphere that does very little to insulate the planet. Life on Lameech exists, but only in extreme conditions. The days easily reach scorching temperatures even at the poles, while the nights are almost frozen. Yet still, live has somehow managed to thrive, adapted to be hardy in order to endure the harsh environment. Aside from mineral deposits, however, Lameech is very resource poor.

Appearance: Lamians resemble pale humans with rows of sharklike teeth, and black keratin horns that many have claimed resemble the membranous wings of a bat. Naturally, the hair of a Lamian is as white as their skin, however nobles have been known to dye their hair as a sign of status. While all Lamian nails have been specialized into sharp curved claws, only some are born with a reptilian tail tipped by a single spike. This spike has been known to have curved and straight variants, colloquially called “reaper scythes” or “impaler pikes” by Lamians. Even fewer Lamians are born with a set of hip mounted membranous wings that allow brief periods of true flight.

Lifespan: 300

Reproductive Rate: Lamians have a relatively slow reproductive rate, usually birthing seven to nine children in their lifetime at maximum.

Special Characteristics: Lamians are nocturnal, with eyesight that is sensitive to direct light, but excellent in the dark. They are almost entirely carnivorous, and while they can gain nutrition from plant matter, they do so at a very inefficient rate. However, while the cold night climate of their home planet has prevented them from evolving a slow metabolism to curb their hunger, it has allowed the Lamians to adapt an anti-freezing agent that travels in their circulatory system, giving them resistance to the cold.

CHARACTERS:


Name: Empress Victila Corvax

Species: Lamian

Age: 47

Skills: Public speaking, resource management, fleet tactics, can hold her breath for a full minute

Origin: Lameech, capitol world of the Lameechian Empire.

Allegiance: Lameechian Empire


Personality A cold and calculating woman, Victila is known to be pompous and self absorbed, often using the fact that she is the youngest Lamian to ever obtain a position on the Council of Stars, let alone Emperor, to boost her ego. Despite this, she shows a genuine care for her people, believing that they are her charge, and that should she fail in her duties as empress, it would be a stain of dishonor on her legacy. In rare cases, she’s shown an almost motherly persona to those she cares deeply for, albeit such interactions are incredibly rare.

Story: Victila was born to House Corvax on Lameech, a prominent family known for its large livestock pastures and large number of commissioned officers. Seeing her father serve on the Council of Stars, Victila was convinced that she too needed to rise to such prominence. Intense study, work, and more than a few strings pulled by members of her family saw her become a captain of a battlecruiser, the LVV Triumph where she served under Lord Admiral Farkul Yalsinius in the sixth fleet. From her position, there was little hope for promotion, that is until during an expansion crusade, the sixth fleet was caught by surprise. The planet they had their eyes on, which was documented to be uninhabited, was being occupied by a ring of pirates that had weaponized the asteroids of the system belt into battlestations. Farkul’s ship, which was leading the fleet, was destroyed in the ambush, leaving the rest of the fleet in complete disarray. Victila, seeing her opportunity, quickly took control of the situation, spitting orders and maneuvers that saw the Lameechian fleet victorious. She had not only saved the day, but had simultaneously won the respect of her comrades. So much so, that she was promoted to Lord Admiral of the sixth fleet, meaning that she could hold a seat on the Council of Stars.

Not long after, Empress Delina Diademine passed away. Still riding on the high of her triumphic victory, Victila put herself forth as a candidate for emperor. The council, perhaps persuaded by her incumbent father, agreed to the decision, making Victila Corvax, the Hero of Taciturn II, the youngest Lamian empress in the empire’s history.


Goals and Hooks:
Acquire richer territory for her empire.
Make a powerful and genuine ally.
Add more glorious achievements to her resume

Name: Felis Vulene

Species: Lamian

Age: 98

Skills: Ground Tactics, Hand to hand combat, able to scratch his own back

Origin: Taciturn II

Allegiance: Lameechian Empire


Personality Stoic, albeit with hospitable and polite mannerisms. Like many Lamians, Felis feels honorbound to his duty, and hates personal attacks against his character.

Story: Felis was an officer during the invasion of Taciturn II, a victory he still attributes to the heroic play of Victila Corvax. However, that does not mean he was short of any of his own achievements, mainly overrunning a pirate stronghold to give his troops a foothold on one of Taciturn II’s continents. From there, he waged a successful campaign that saw the continent under his control. The planet followed soon after, and for Felis’ accomplishments he was granted the title of Lord Conqueror. Since then, he has faithfully served his Empress and Empire, waiting for the day the next crusade is launched, and he can forever become a part of the Council of the Moon


Goals and Hooks:
Conquer a planet
Prove his loyalty to the empress
Increase the prestige of his family

Name: Lumina Lupene

Species: Lamian

Age: 73

Skills: Diplomacy, public speaking, can tie a cherry stem with her tongue

Origin: Terroghax

Allegiance: Lameechian Empire


Personality Abrasively flirtatious, Lumina loves to see what boundaries she can push, and how far she can push them. Often times, this gets her into trouble with her superiors, but more than often it’s resulted in her getting what she wants. As someone who has a deep passion for her desires, Lumina will often stop at nothing until she’s satisfied with the end results of her endeavours.

Story: Lumina’s history is not particularly interesting. Though she is a high blooded noble, and thus allowed to dye her hair, hers is a low ranking house of barons on the planet of Terroghax. Attempting to raise the prominence of her family name, Lumina has devoted herself to being the Lameechian Empire’s main ambassador, hoping to go down in history as the woman who formed the empire’s first alliance.


Goals and Hooks:
Become a foreign dignitary
Increase the prominence of her family
 
NATION

Name: Lameechian Empire

Leader: Empress Victila Corvax

Government Type: Despite the flounder and pomp of noble titles and complex blood politics, the Lameechian Empire is by all means a military dictatorship. Throughout the labyrinth of barons, counts, and dukes, the true rulers of the empire are the Twin Councils. The Council of Stars, and the Council of the Moon. These are councils comprised of the top members of the imperial navy and army respectively. The council of Stars is comprised of thirteen members, each representing one of the Lameechian Empire’s fleets, while the Council of the Moon is comprised of thirty five planetary governors, who double over as planetary garrison generals, and five Lord Conquerors, who are responsible for expanding the empire. Every one of these seats is for life or resignment, save for those of the Lord Conquerors, who phase out every terran standard years. However, as incentive, a Lord Conqueror who successfully brings a planet to heel will be promoted to planetary governor, thus permanently securing their seat.

Above both councils, however, is the office of emperor. The emperor is the face of the Lameechian Empire, and has the sole power to declare war and set the national agenda, leaving the micromanaging to Twin Councils. The emperor is also responsible for being the main foreign dignitary to other nations, often times only to demand their submission. Upon death, the emperor is replaced by a member of the Council of Stars, sometimes by vote, and other times through military dominance. The current emperor is Empress Victila Corvax.

Flag:

Capital World: Lameech - An almost barren world with a thin atmosphere that does very little to insulate the planet. Life on Lameech exists, but only in extreme conditions. The days easily reach scorching temperatures even at the poles, while the nights are almost frozen. Yet still, live has somehow managed to thrive, adapted to be hardy in order to endure the harsh environment. Aside from mineral deposits, however, Lameech is very resource poor.

Incorporated Species: Lamians. Any incorporated slaves of different species do not have citizenship.

Number of Systems 35

Fleet Size: The Lamian navy is about 4200 strong, not including fightercraft, consisting of:

500 Frigates
500 Auxiliary Support Ships
1,500 Destroyers
300 Light Cruisers
700 Heavy Cruisers
600 Battlecruisers
50 Battleships
5 Battlecarriers
4 Carriers
1 Supercarrier

The navy is divided amongst thirteen fleets, each of which is under charge by a different member of the Council of Stars.

Technological Specialities:
Stealth - The Lamians grew up in the dark, living their primal lives as stealth hunters. The techniques they learned from their basic biology has led them to develop extremely convincing active camouflage and anti-detection technologies so that they can continue being ambush hunters in space.
Mining - Aside from minerals, Lameech is an extremely resource poor world. Lamians have developed techniques to squeeze their homeworld for everything it’s worth, leading to extremely quick and efficient mining processes.

Shields - The thin atmosphere of Lameech means that many asteroids do not burn up in it before impact. Due to this, Lamians have managed to create incredibly durable energy shields to absorb the impact. Many of these shields are now equipped on their troops and ships.

Technological Weaknesses:
Artificial Intelligence - The Lamians are a proud race who prefer to prove themselves through their own skill. Because of this, very little research has been put into AI, which Lamians see as “cheating”.

Bio-Engineering - The lack of bio matter on their homeworld means that Lamians do not have a very diverse genetic base for any sort of bio-engineering experiments. Almost all of their handiwork is mechanical.

FTL Travel: Specially crafted “claws” on the front end of ship crafted with energized blades spin at incredible speeds, tearing a large hole in the fabric of timespace through which Lamian ships can travel. Smaller ships have a single “claw”, which they instead travel with by flying at already incredibly fast speeds to lance through timespace in a gap large enough only for themselves.

Brief History: The Lamian Empire was born not out of glory, but necessity. Lameech is a dying world, and it was clear that should they stay there, the Lamian race would die out. They left their planet in search of a new home, but found very little. Many of the planets that were habitable were just as barren and hostile, providing but temporary solutions to their problem. What few lush worlds were encountered were either quickly exhausted of resources, leaving harvestable species entirely extinct, or so rapidly developed that their bounty had to be used to sustain themselves rather than the rest of the empire.

Since then, the Lamians have continued to expand, hoping that if they acquire enough territory, their constant hunger for resources will finally be satiated. The struggle has made the Lamians bitter and xenophobic, as they curse the other foul races of the galaxy who were better treated by fate and evolved in more bountiful areas of the galaxy. They became convinced that the Lamian race was destined to prove itself against these soft peoples, rising from nothing to eventually stand on top. During this period, known as the “Great Realization”, the Lameechian Empire put extreme focus on its military, mandating service to its citizens and greatly expanding its fleet, often to the detriment of the rest of the empire, all in hopes of finally showing the galaxy that the Lamians too deserve a spot in the sun.

Persons of Interest:
Empress Victila Corvax
Lord Conqueror Felis Vulene
Ambassador Lumina Lupule

Goals and Hooks: The Lameechian Empire is constantly looking to expand its borders, looking for resource rich worlds on which to grow or keep livestock so that it may supplement its growing population living on already barely habitable worlds.

The Lamians also look for a permanent solution to the hostile environments of the habitable worlds of their empire, or perhaps a way to make more efficient livestock and food production, hopefully stemming their need for constant expansion,.

SPECIES
Name: Lamian

Homeworld: Lameech is an almost barren world with a thin atmosphere that does very little to insulate the planet. Life on Lameech exists, but only in extreme conditions. The days easily reach scorching temperatures even at the poles, while the nights are almost frozen. Yet still, live has somehow managed to thrive, adapted to be hardy in order to endure the harsh environment. Aside from mineral deposits, however, Lameech is very resource poor.

Appearance: Lamians resemble pale humans with rows of sharklike teeth, and black keratin horns that many have claimed resemble the membranous wings of a bat. Naturally, the hair of a Lamian is as white as their skin, however nobles have been known to dye their hair as a sign of status. While all Lamian nails have been specialized into sharp curved claws, only some are born with a reptilian tail tipped by a single spike. This spike has been known to have curved and straight variants, colloquially called “reaper scythes” or “impaler pikes” by Lamians. Even fewer Lamians are born with a set of hip mounted membranous wings that allow brief periods of true flight.

Lifespan: 300

Reproductive Rate: Lamians have a relatively slow reproductive rate, usually birthing seven to nine children in their lifetime at maximum.

Special Characteristics: Lamians are nocturnal, with eyesight that is sensitive to direct light, but excellent in the dark. They are almost entirely carnivorous, and while they can gain nutrition from plant matter, they do so at a very inefficient rate. However, while the cold night climate of their home planet has prevented them from evolving a slow metabolism to curb their hunger, it has allowed the Lamians to adapt an anti-freezing agent that travels in their circulatory system, giving them resistance to the cold.

CHARACTERS:




Name: Empress Victila Corvax



Species: Lamian



Age: 47



Skills: Public speaking, resource management, fleet tactics, can hold her breath for a full minute



Origin: Lameech, capitol world of the Lameechian Empire.



Allegiance: Lameechian Empire





Personality A cold and calculating woman, Victila is known to be pompous and self absorbed, often using the fact that she is the youngest Lamian to ever obtain a position on the Council of Stars, let alone Emperor, to boost her ego. Despite this, she shows a genuine care for her people, believing that they are her charge, and that should she fail in her duties as empress, it would be a stain of dishonor on her legacy. In rare cases, she’s shown an almost motherly persona to those she cares deeply for, albeit such interactions are incredibly rare.



Story: Victila was born to House Corvax on Lameech, a prominent family known for its large livestock pastures and large number of commissioned officers. Seeing her father serve on the Council of Stars, Victila was convinced that she too needed to rise to such prominence. Intense study, work, and more than a few strings pulled by members of her family saw her become a captain of a battlecruiser, the LVV Triumph where she served under Lord Admiral Farkul Yalsinius in the sixth fleet. From her position, there was little hope for promotion, that is until during an expansion crusade, the sixth fleet was caught by surprise. The planet they had their eyes on, which was documented to be uninhabited, was being occupied by a ring of pirates that had weaponized the asteroids of the system belt into battlestations. Farkul’s ship, which was leading the fleet, was destroyed in the ambush, leaving the rest of the fleet in complete disarray. Victila, seeing her opportunity, quickly took control of the situation, spitting orders and maneuvers that saw the Lameechian fleet victorious. She had not only saved the day, but had simultaneously won the respect of her comrades. So much so, that she was promoted to Lord Admiral of the sixth fleet, meaning that she could hold a seat on the Council of Stars.



Not long after, Empress Delina Diademine passed away. Still riding on the high of her triumphic victory, Victila put herself forth as a candidate for emperor. The council, perhaps persuaded by her incumbent father, agreed to the decision, making Victila Corvax, the Hero of Taciturn II, the youngest Lamian empress in the empire’s history.





Goals and Hooks:

Acquire richer territory for her empire.

Make a powerful and genuine ally.

Add more glorious achievements to her resume



Name: Felis Vulene



Species: Lamian



Age: 98



Skills: Ground Tactics, Hand to hand combat, able to scratch his own back



Origin: Taciturn II



Allegiance: Lameechian Empire





Personality Stoic, albeit with hospitable and polite mannerisms. Like many Lamians, Felis feels honorbound to his duty, and hates personal attacks against his character.



Story: Felis was an officer during the invasion of Taciturn II, a victory he still attributes to the heroic play of Victila Corvax. However, that does not mean he was short of any of his own achievements, mainly overrunning a pirate stronghold to give his troops a foothold on one of Taciturn II’s continents. From there, he waged a successful campaign that saw the continent under his control. The planet followed soon after, and for Felis’ accomplishments he was granted the title of Lord Conqueror. Since then, he has faithfully served his Empress and Empire, waiting for the day the next crusade is launched, and he can forever become a part of the Council of the Moon





Goals and Hooks:

Conquer a planet

Prove his loyalty to the empress

Increase the prestige of his family



Name: Lumina Lupene



Species: Lamian



Age: 73



Skills: Diplomacy, public speaking, can tie a cherry stem with her tongue



Origin: Terroghax



Allegiance: Lameechian Empire





Personality Abrasively flirtatious, Lumina loves to see what boundaries she can push, and how far she can push them. Often times, this gets her into trouble with her superiors, but more than often it’s resulted in her getting what she wants. As someone who has a deep passion for her desires, Lumina will often stop at nothing until she’s satisfied with the end results of her endeavours.



Story: Lumina’s history is not particularly interesting. Though she is a high blooded noble, and thus allowed to dye her hair, hers is a low ranking house of barons on the planet of Terroghax. Attempting to raise the prominence of her family name, Lumina has devoted herself to being the Lameechian Empire’s main ambassador, hoping to go down in history as the woman who formed the empire’s first alliance.





Goals and Hooks:

Become a foreign dignitary

Increase the prominence of her family


Really nice, accepted!
 
1607955264281.png

Empire of Alaeryian



Leader:
God emperor Lyraethis Amaerydon II

Government Type: Absolute monarchy with Nobles holding fiefs and acting as governments. The emperor rules the nation together with the nobility. Nobility is a little different in the sense that, if a person does great things for the empire, for example acts brave in battle, he can become a member of the nobility. There is a voting system in place for such people wanting to be apart of the nobility, the whole nation will vote if that person will become apart of the elite. Although a new noble can only be chosen every 4 years. The nobles have elections every year who will represent their personal opinions in the parliament. This parliament makes all the decisions with approval of the emperor. Quick side note the emperor can never be chosen since he is of divine blood, the dynasty that the emperor is apart of descends from the dragon god Altyrair.

Capital World: Alaeryian

Incorporated Species: The Aemyrians.


Number of Systems 90
Fleet Size: 14,000 ships

Technological Specialities: War technology: What i mean with that is the production/innovation of war tech. Things such as Laser cannons , infantry equipment and so on. (not the space ships)
Technological Weaknesses: Big weakness is Terraforming, the nation has not fully grasped the concept of terraforming yet. So it takes a long time and a lot of resources to terraform a planet. Just basic space infrastructure takes longer to construct and is of lesser quality.
FTL Travel: hyperdrive

Brief History: In the beginning there was an enormous dragon called Altyrair. After Altyrair woke up from hibernation (that lasted multiple centuries), he saw how defiled the world had became. Society was one big mess, huge wars and famine were not unusual events. Therefor Altyrair incarnated himself as one of the Aemyrians and lead them to peace. He united the Aemyrians and found an empire that is still standing tall to this day. (this is of course a legend)


After the first dragon wars , the dragon species went almost extinct on the planet of Yraethis only one pair of dragons were left. They lived in the personal hunting grounds of the emperor , they were bred and eventually they were used on distant colonies as transport or protection. As a result all dragons used by the Alaeryians are black scaled. Many dragons have been biologically enhanced to make them more docile and more able to adapt to different climates.

The emperor resides his days on the forbidden planet of Alaeryian named after the forbidden city and former capital of the empire on the planet of Yraethis, the city was destroyed in a huge war. The emperor then moved to a small unknown and uninhabited planet, which he terraformed to his liking. Only the nobility is allowed to enter the forbidden planet. Normal citizens of the empire are only allowed in if they have special permission. Such as the imperial gaurd or marshalls and generals (yes generals and marshalls are not all nobility, most of them are though).







Persons of Interest: God emperor Lyraethis Amaerydon II and his heir god prince Myrion Amaerydon. The head of the Alaeryian parliament Asaryth Lirion III.

Goals and Hooks: Extermination of all enemies of the god emperor and of course to bring all under his divine rule. Long live the god emperor!



STAR CHRONICLES SPECIES APPLICATION


Name:
The Aemyrians.
Homeworld: Yraethis. Yraethis is very much earth like with an atmosphere and different continents with different climates.

Appearance:
1607958897745.png

(emperor Lyraethis Amaerydon II)
The Aemyrians are humanoids with an average height between 6.56 ft to 9.84 ft (2 and 3 metres). They have pointy ears and their eye colors consist of red, purple and white. Their skin ranges from Dark ash black or pale grey.

Lifespan: 400 years

Reproductive Rate: 4
Special Characteristics: The Aemyrians are capable of regrowing whole limbs. It takes time for example if their arm is cut off, it can take a full year to regrow. Eitherway their regenerative capabilities are impressive.
 
Last edited:


Empire of Alaeryian



STAR CHRONICLES SPECIES APPLICATION

Name:
The Aemyrians.



The app overall looks nice and I like the concept, but there are a few things that need to either be changed or clarified:
Feudalism wouldn't fully be feudalism without the entire feudal hierarchy, and perhaps more importantly, if the nobles don't actually own and control fiefs. At the same time, it's also more of a system or a structure rather than a government type. From what I've seen in your description, the government type would be an absolute monarchy or an aristocratic monarchy depending on how much power the parliament actually has. There is also the question of how the actual, local administration works - are there governors, noble fiefs?

As for the history, is it meant to be a legend/an allegory or actual history? As you know, we have a no magic and realistic world here, so if the history is real, then it needs some small changes. The dragon wouldn't have incarnated but most likely shapeshifted and that could have a natural ability of dragons or something along those lines.
 
The app overall looks nice and I like the concept, but there are a few things that need to either be changed or clarified:
Feudalism wouldn't fully be feudalism without the entire feudal hierarchy, and perhaps more importantly, if the nobles don't actually own and control fiefs. At the same time, it's also more of a system or a structure rather than a government type. From what I've seen in your description, the government type would be an absolute monarchy or an aristocratic monarchy depending on how much power the parliament actually has. There is also the question of how the actual, local administration works - are there governors, noble fiefs?

As for the history, is it meant to be a legend/an allegory or actual history? As you know, we have a no magic and realistic world here, so if the history is real, then it needs some small changes. The dragon wouldn't have incarnated but most likely shapeshifted and that could have a natural ability of dragons or something along those lines.

As for the history that’s all just bull sh!t as in the Japanese imperial dynasty is said to descend from a divine being too.

for the feudal hierarchy the nobles do own land. They are governors of planets etc (Which their children inherit). The parliament is for deciding national policies, as in should a certain law be approved or not. ( like should the nobles pay more taxes etc). Its rare for the parliament to not approve a policy made by the emperor though. The emperor has his own fiefs too, and can revoke fiefs from the nobility (although that will probably spark a civil war).

hope that clears things up.
 
As for the history that’s all just bull sh!t as in the Japanese imperial dynasty is said to descend from a divine being too.

for the feudal hierarchy the nobles do own land. They are governors of planets etc (Which their children inherit). The parliament is for deciding national policies, as in should a certain law be approved or not. ( like should the nobles pay more taxes etc). Its rare for the parliament to not approve a policy made by the emperor though. The emperor has his own fiefs too, and can revoke fiefs from the nobility (although that will probably spark a civil war).

hope that clears things up.
It's alright then! Just mention that the history is mostly a legend or a story, and as for the government type, mention that it's also an absolute monarchy, and that the nobles own fiefs and act as governments.

Add those and the app is accepted!
 
STAR CHRONICLES NATION APPLICATION
Name: Gran Kanarus
Leader: Supreme Chancellor Corvus Forsythe
Government Type: Representative Parliamentary Democracy
Flag:
images

Capital World: Mithras; a tidally locked planet with millions of kilometers worth of subterranean settlements etched into its crust. There is a thin habitable zone stretching in a line between the poles, which is filled mostly with agricultural lands.
Incorporated Species:
Humans (59%)
Jotorun (39%)
Other species (2%)
Number of Systems 200
Fleet Size: 20,000 vessels in total (15,000 vessels in the 50-300 meters range, 3,000 in 400-700 meters, and 2,000 in 800-1,500 meters)
Technological Specialities: Bioengineering, Biological Weaponry, Kinetic Weapons, Mass Production, Artificial Intelligence, and FTL. Kanarus vessels tend to be highly mobile and inflict massive amounts of damage in proportion to their size, but in turn are easily destroyed if hit; they're essentially glass cannons. Some say that their larger warships are more like flying artillery pieces than proper vessels; they are called this way due to cruisers and above being equipped with a spinal magnetic accelerator cannon, which inflict massive amounts of damage in long ranges in exchange for a slow fire rate. Smaller vessels tend to mostly use energy based weaponry. On the ground, they use bioengineered creatures, usually modified forms of hostile fauna from Mithras, as cannon fodder. Their actual troops are often well trained, but rely on their creatures to take hits for them, as their numbers are not as high as their adversaries.
Technological Weaknesses: Defensive Technology; Kanarus warships are glass cannons, and destroyers and frigates are nicknamed 'Flying Mass Graves' for this reason.
FTL Travel: Two primary modes of faster than light travel exist within Gran Kanarus: Warp Drives, and the Gateway. Warp Drives are versatile and relatively quick, but requires a long cooldown and precise calculations. However, they can be used in a rushed manner, though the speed and range are limited in such sitations. The Gateway on the other hand is a network of wormhole gates constructed primarily around the core systems of Gran Kanarus. These offer night instantaneous travel, but only lead to specific points; their range is pretty much limited to the existing territories of Gran Kanarus itself. In addition, if the gates are destroyed, they cannot be recovered.

Brief History: Gran Kanarus' history begins with the Jotorun, a technologically advanced alien race born from the tidally locked planet of Mithras. They were avians, resembling the Terran Raven the most. The Jotorun, at the beginning of their development, were near the bottom of the food chain, as their homeworld was filled with dangerous monstrosities and nightmares that had a taste for their blood. They lived on top of trees, avoiding the ground as that was where danger was the greatest.

They were not the only sapient species, however. In depths of the lakes of the habitable zone the Thaura, an amphibian species built a civilization on the shores of the great lakes, while the Jotorun ruled the land.

Records from this time of their history is scant, but legends say that a being of fire and shadow (now believed to be an extraterrestrial visitor) came down to the Jotorun and urged them to attack the shore dwellers, in exchange for grandiose power. Believing that the being was a god, the Jotorun armies attacked and sacked the Thaura civilization, wiping them from the face of the planet. This shameful chapter of their history has been blotted out; only the inner circle of the modern government of Gran Kanarus knows.

Bloated with the advanced technology from the alien visitor and the now destroyed Thaura, the Jotorun expanded towards the stars, building a series of gateways to link each of their solar systems together.

Their first contact with alien life was with the Shako. The Shako, a reptilian race often 2 meters tall, were more advanced, but more fearfully of all, they were predators. Their worlds were pens for sentients, farms and fisheries for conquered races that they threw down their massive gullets while still alive. First contact proved that the Jotorun would be a delicacy for the Shako, and Shako raids would intensify until a full blown war erupted. The Shako advanced, crushing Jotorun resistance as their technological advantage and ruthless prowess won them countless battles. As they fought, soldiers and civilians would be devoured by the enemy. It was the worst chapter of Jotorun history, and billions perished as worlds fell beneath the rumbling feet of the Shako.

It was at this time that the humans arrived in what would become Gran Kanarus. Titanic fleets of colonists came just to see the terrible war that has engulfed this place. The Jotorun saw an opportunity and offered the humans technology, land, and even their own servitude, if only the vessels of man would rain their apocalyptic fury upon the monsters that have devoured so many and save their nation from extinction.

After much debate, the humans agreed to aid the Jotorun. It was here that the tide of war turned. The Shako were fearsome, yes, but in their haste and knowledge of their initial enemy's weakness, had left their supply lines unguarded. Human forces cut off their supplies, and the Jotorun destroyed the bulk of the Shako fleet with absolute impunity. Countless conquered races were liberated, and reformed their broken societies. Once the Shako Homeworld came within reach, the Jotorun subjected it to a week long kinetic bombardment, killing every last one of the Shako on the planet.

The humans quickly colonized the planets and tracts of land that the Jotorun Federation has given to them. The Jotorun, whose population had been absolutely gutted by the war, were unable to recover and their government collapsed.

The humans soon formed large colonies on former Federation planets that fell under anarchy; it was they that brought order to the destroyed society of their allies. It was at these times that the principal powers that emerged from the Federation's fall were the Kanarus League and Gran Coruskant; the alien and humans, respectively. The League was slowly breaking up, while Gran Coruskant was strong and united. It was decided that, since the two races have often integrated on many worlds, they should unite into one nation, and may their days be blessed…
Persons of Interest:
Supreme Chancellor Corvus Forsythe
Lord Commander Tarnavon Skrieche

Goals and Hooks:

Seek out the last remnants of the Shako and kill them all. Oh, and no one other than the top echelons know that.

Maintain its unity.

Keep the genocide of the Jotorun Federation against the Thaura a secret.

Rediscover the technology of the Gateway.

Expand while not drawing the ire of larger powers.

STAR CHRONICLES SPECIES APPLICATION
Name: Jotorun
Homeworld: Mithras
Appearance:
latest


Lifespan: 150-200
Reproductive Rate: 3 Offspring per family
Special Characteristics: Jotorun possess rather mundane qualities, though they are noted to have higher average intelligence than humans, possibly due to their diet. There are five distinct subspecies other than the mainstream one, three of which are products of genetic modifications. The first are the Urathi, otherwise known as White Jotorun, who are adapted for the cold of the night side of Mithras. Second are the Trajini/the Shadow, who are a rare breed genetically modified to blend with their surroundings like chameleons; they're used as assassins by both the military and shady aristocrats. The third are the Zaraphi/Defiled who were the products of genetic experiments of the Shako to make them taste even better; Zaraphi smell like nectar. The fourth are the Khujari, a naturally evolved, rather rare subspecies that possess glands that allow them to generate lethal shocks of electricity similar to the electric eel, though it makes them very famished. The fifth are the Ezrokar; an extremely rare breed of genetically modified Jotorun that possess extraordinary intelligence.

Jotorun, when initially inspected, appear to be avian, resembling ravens. They have a similar maturation pattern to humans, though they have a drawn out prime period from ages 20-100. After that, they begin to age drastically.

STAR CHRONICLES CHARACTER APPLICATION
images

Name: Arcturus Forsythe
Species: "I'm Human."
Age: "I am 28 years of age, single and ready to mingle. Hah!"
Skills:
"Ah, what can I do? I'll list them off… ranged weapons proficiency, piloting, flirt- I MEAN persuasion, espionage, survival, and close combat. I'm a spymaster of Gran Kanarus, after all. Oh, and I'm also an archaeologist."

Origin: "I'm from Mithras. Best planet ever."
Allegiance: "I dedicate my heart to Gran Kanarus."
Personality "You'll see when I get into the action, friend."
Story: Arcturus Forsythe was born on a surface city on Mithras, as the second son of a political family. He was the younger brother of the current Supreme Chancellor, Corvus Forsythe. As a child and a teenager, he had some very… Interesting interests. For some reason, he was very fixated on the tales of the past (especially the ones where the humans and the Jotorun destroyed the Shako). In addition to that, out of the three siblings of the Forsythe family, he was by far the closest to a model citizen, as Corvus was a lazy (but intelligent) bum and Leona was doing nothing but hook up with other rich people.

After graduating from the university, Arcturus would enter the military academy, where he'd soon rise to the top ten of his class. He would make a lot of connection back in those days; his friends that went to become magistrates and officials and so and on would be part of an expansive web of byzantine machinations, something Arcturus did his best to avoid, but assassins would sometimes come in. And by hell, those are annoying.

As talented as he was, Arcturus was soon invited by the intelligence agency of Gran Kanarus. As a covert agent, he and his team of elites would go on to protect and contain secrets of the state, and root out threats, all within the shadows beyond the public eye. Now, though, it seems that he sometimes does his own thing...

Goals and Hooks:

Secure secrets of the state
Contain threats from within and without
Protect the people of Gran Kanarus
Get rich without any strings to the political rivalries of the Forsythes

images


The Defiant is a Destination Class Exploration Battle-Cruiser, with its main purpose being to spend months or even years away from the rest of the fleet in covert missions.

Length: 750 meters
Width: 80 meters
Armament:
2x Spinal Mounted Magnetic Accelerator Cannons
100x Point Defense Guns (energy based)
25x Particle Lance Batteries (turret mounted)
4x High Density Beam Cannons (triple barrelled, turret mounted)
32x starfighters
16x shuttles

Crew Compliment: 400~

Other than its weaponry, the Defiant also possesses advanced cloaking and sensor scrambling systems, allowing it to conceal its position, at least for a short time. It becomes extremely difficult to detect if its engines are shut down.
 
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  • Name: Acruani Collective
    Leader: Acruani Currently Ruling United Artificial Networking Intelligence aka The ACRUANI
    Government Type: AI-Assisted Weighted-Fluid Democracy
    Flag:
    GtVJSvF.png

    Capital World: Acruan/ACR-4UN
    Incorporated Species: Acruani, Humans and Loroi
    Planetary Information
    Population: 382 Billion Loroi, 900 Billion Humans and 40 Billion Acruani
    Number of Inhabited Planets: 1200
    Number of Systems: 300

    Human planets of the Acruani Collective are relatively filled, though they are seldom crowded considering the ease of migrating to other planets within the Collective and policies that permit such. They also commonly have very small amounts of miscellaneous races that had been there since before joining the Acruani Collective.

    Loroi planets of the Acruani Collective are usually separated between Capital planets and colonial ones. With resources of the more sparsely populated planets being sent to the crowded capitals in exchange of luxury resources that aren't locally made. Loroi planets usually have a single Loroi Ethenicity save for a few Capital Planets.

    Acruani planets are mostly automated and sparsely populated planets. They are usually rich in minerals or near asteroid belts rich in necessary minerals.

    There are also a number of Trade Hubs that have both Loroi and Human population.
    Naval Information
    Fleet Size:
    840 Acruani Hive Queen (7.5 km)
    3.360 Acruani High Ship (1.25km)
    13k Acruani Escort (500m)
    17k Acruani Wanderer (250m)
    Many Acruani Fighters

    The Acruani Naval Doctrine can be resumed to: 2 Hive Queen per system, 4 High Ships per Queen, 4 Escorts per High Ship and 20 Wanderers per Queen.
    The aditional Hive Queens not assigned to any systems are there for future expansions, generic naval and trade operations.
    Technology
    Technological Specialties:

    KNOWLEDGE IS POWER!
    - Acruani have The Database™️, which is basically a database with all their information, and the Acruani have partial access to it. Most have recorded all they need in their ownselfes!
    • Scanners - First of all, how can you can data if you can't scan for it? Thus they have wonderful scanners, though most are focused on planetary scanning and surveillance, which is very, very good. They also have scans for about all light, energy spectrum, radiation as well as exotic particles.
    • Cybernetic Warfare - Second of all, if you really can't scan it, it means you have to crack it. They know how to crack and how to not be cracked. A race made of AIs wouldn't even have lasted if they couldn't, yet here they are.
    • The Network™️ - Acruani have a subspace communication network that allows communication between the cores seemingly regardless of distance. (It has a range restriction but wanderer ships acts as relays both within and in between systems).
    • We have Backups - Acruani and even generic AIs or minds can be backed up in the database for later reload. Machine Immortality! (Good luck getting a compatible core though.)
    POWER... is also power, yes. - Acruani are masters at absorbing, storing and using energy! More specifically, they use solar energy quite efficiently.
    • Solar Power - Acruani systems are usually littered with solar recharge stations... Wait, this also means that they aren't made for the longest missions without recharge.
    • Acruani Nanomachine Armors - Their fleet is coated with a regenerative fluid armor very capable of converting bother solar and generic spatial radiation into energy. Weaker and low technology lasers also have energy drawn by combat ship's armors. Rays of radiation seldom go through the armors as well, though not much energy is obtained in the process. The armors are somewhat vulnerable to piercing projectiles and somewhat resilient to explosive ones.
    • Beam Spam - They have lasers, lots of them in their ships. Some are big, some are small. Some for mining, some for communication and some for cutting through enemy hulls.
    Best Perfumes Come in Tiny Bottles - Miniaturization is great. The Acruani Know It™️, thus they spent much of their existence making proper nanomachines.
    • Construction - Nano machines are very helpful building! Some materials can only be made with their help. By chance, this is also very helpful in ship building and repair.
    • Medicine - No problem is too small for nanomachines to hunt! They can help with diseases for the most part. Save the few times something goes wrong and melts into a pile of goo, it works perfectly.
    • Cybernetics - Acruani know a good bit of cybernetics, but it is focused on man-machine integration. They lack considerably in body enhancement however they still have implants that allow for immersive connection to virtual realities and augmented realities.
    • Fighters - Acruani ships always have fighter hangars at the very least, and their fighters being automated are usually faster, with more efficient shields and good enough lasers. They also have the tendency of crashing into enemy ships at terminal speeds.

    Technological Weaknesses:
    • Your Destination Is In Another System - While Acruani FTL is known for low cooldowns, safety from ship destruction and instant trips, it must be remembered by its uncanny ability to not reach the right destination. While this can be curbed by having a whole system helping a fleet jump around, allow Acruani ships jump within Acruani Systems with relative safety, outside Acruani ships are likely to fail to get home. This is partly solved by just leaving the ship near a sun where it won't power off and let it calculate its jump. The process can take over a week if it is towards an Acruani System, otherwise good luck. There are ships out there that have just sun dived after months unable to return home.
    • Looks Like An Egg, Breaks Like An Egg - While Acruani ships have wonderful electronic counter-measure and speed, even with their nanomachine armors they are quite fragile. Though they can still work even after severe damage, a ship of similar size with enough firepower can easily punch holes through it with the right weaponry.
    • Sir, What is a <insert kinetic weapon here>? - While they do have advanced engine technology to make a missile equivalent, they are considerably behind in terms of kinetic weaponry.
    • Genetics - When your race doesn't rely on genes for its continuity and evolution it is hard to have much advancement in the area. The Acruani sorely lack much advance in genetics and most bio-technology. They have just enough knowledge to be custodians of organics (and nanomachines do the rest).
    FTL Travel
    FTL Travel: Acruani Jump drivers are low expenditure, minutes-long cooldown jump drives. This allows them to make successive jumps with ease, as long as they have their jump calculations done as fast as their cooldown. Sadly, such calculations are well beyond even what Acruani can calculate in a few minutes with only a ship resources. A ship alone can take up to a month to finish calculation to an Acruani system. A safe jump within the system can still be done within minutes and jumps to nearby systems only take a day or so as long as they have it properly scanned. Jumps between systems with Acruani colonies or Hive Queens only take a few minutes since they outsource calculation to the Collective with ease.
    History Summary
    Brief History: The Acruani are originated from a project from humanity from before the Long Night. Such project had the objective of digitalizing a human mind in a way that it didn't stagnate becoming just a picture of what it had been. The project succeeded only after the Long Night had happened and isolated the Colony where the project was being studied, ACR-4UN, later known as Acruan. A number of humans were digitalized so that the process could be appropriated, along the way what is currently known as Acruani Core was developed and miniaturized to the point i occupies only one cubic meter. Soon after, people began being mass digitalized where only those with the highest 'aptitude' and who made the greatest contributions would be allowed to become an Acruani and thus immortal (which sold it the idea quite well, immortality is a wonderful prospect once death is your only fear).

    After decades a new kind of FTL was generated, and since then Acruani have been among the stars... though rather near the Acruani Capital System. Over the years they have annexed a number of isolated Human and Loroi through mostly peaceful means. Negotiation under the possibility of complete destruction while still being offered nice benefits and standing within the Collective helps considerably. Currently, there are over a thousand systems containing organic colonies and the colonies are rather stabilized, specially the human ones where the Acruani do a considerable part of the administration and educational system. The Loroi colonies have a greater degree of autonomy, but are still more or less satisfied with what they have been getting.
    VIP
    Persons of Interest:
    • Acruani Currently Responsible for External Relations - Rank 1 Melissa Lee (Responsible for external relations)
    Goals & Hooks
    Goals and Hooks: The Acruani Collective are still seeking undeveloped world containing organics to help such beings grow, with that it is common to find wanderer fleets going through systems the Acruani have not charted. Acruani simply seek to obtain more information to complete themselves, as they consider themselves to be an ongoing project. Acruani systems also happen to be mineral rich and seemingly (or at times, really) sparsely defended.
 
A
STAR CHRONICLES NATION APPLICATION
Name: Gran Kanarus
Leader: Supreme Chancellor Corvus Forsythe
Government Type: Representative Parliamentary Democracy
Flag:
images

Capital World: Mithras; a tidally locked planet with millions of kilometers worth of subterranean settlements etched into its crust. There is a thin habitable zone stretching in a line between the poles, which is filled mostly with agricultural lands.
Incorporated Species:
Humans (59%)
Jotorun (39%)
Other species (2%)
Number of Systems 200
Fleet Size: 20,000 vessels in total (15,000 vessels in the 50-300 meters range, 3,000 in 400-700 meters, and 2,000 in 800-1,500 meters)
Technological Specialities: Bioengineering, Biological Weaponry, Kinetic Weapons, Mass Production, Artificial Intelligence, and FTL. Kanarus vessels tend to be highly mobile and inflict massive amounts of damage in proportion to their size, but in turn are easily destroyed if hit; they're essentially glass cannons. Some say that their larger warships are more like flying artillery pieces than proper vessels; they are called this way due to cruisers and above being equipped with a spinal magnetic accelerator cannon, which inflict massive amounts of damage in long ranges in exchange for a slow fire rate. Smaller vessels tend to mostly use energy based weaponry. On the ground, they use bioengineered creatures, usually modified forms of hostile fauna from Mithras, as cannon fodder. Their actual troops are often well trained, but rely on their creatures to take hits for them, as their numbers are not as high as their adversaries.
Technological Weaknesses: Defensive Technology; Kanarus warships are glass cannons, and destroyers and frigates are nicknamed 'Flying Mass Graves' for this reason.
FTL Travel: Two primary modes of faster than light travel exist within Gran Kanarus: Warp Drives, and the Gateway. Warp Drives are versatile and relatively quick, but requires a long cooldown and precise calculations. However, they can be used in a rushed manner, though the speed and range are limited in such sitations. The Gateway on the other hand is a network of wormhole gates constructed primarily around the core systems of Gran Kanarus. These offer night instantaneous travel, but only lead to specific points; their range is pretty much limited to the existing territories of Gran Kanarus itself. In addition, if the gates are destroyed, they cannot be recovered.

Brief History: Gran Kanarus' history begins with the Jotorun, a technologically advanced alien race born from the tidally locked planet of Mithras. They were avians, resembling the Terran Raven the most. The Jotorun, at the beginning of their development, were near the bottom of the food chain, as their homeworld was filled with dangerous monstrosities and nightmares that had a taste for their blood. They lived on top of trees, avoiding the ground as that was where danger was the greatest.

They were not the only sapient species, however. In depths of the lakes of the habitable zone the Thaura, an amphibian species built a civilization on the shores of the great lakes, while the Jotorun ruled the land.

Records from this time of their history is scant, but legends say that a being of fire and shadow (now believed to be an extraterrestrial visitor) came down to the Jotorun and urged them to attack the shore dwellers, in exchange for grandiose power. Believing that the being was a god, the Jotorun armies attacked and sacked the Thaura civilization, wiping them from the face of the planet. This shameful chapter of their history has been blotted out; only the inner circle of the modern government of Gran Kanarus knows.

Bloated with the advanced technology from the alien visitor and the now destroyed Thaura, the Jotorun expanded towards the stars, building a series of gateways to link each of their solar systems together.

Their first contact with alien life was with the Shako. The Shako, a reptilian race often 2 meters tall, were more advanced, but more fearfully of all, they were predators. Their worlds were pens for sentients, farms and fisheries for conquered races that they threw down their massive gullets while still alive. First contact proved that the Jotorun would be a delicacy for the Shako, and Shako raids would intensify until a full blown war erupted. The Shako advanced, crushing Jotorun resistance as their technological advantage and ruthless prowess won them countless battles. As they fought, soldiers and civilians would be devoured by the enemy. It was the worst chapter of Jotorun history, and billions perished as worlds fell beneath the rumbling feet of the Shako.

It was at this time that the humans arrived in what would become Gran Kanarus. Titanic fleets of colonists came just to see the terrible war that has engulfed this place. The Jotorun saw an opportunity and offered the humans technology, land, and even their own servitude, if only the vessels of man would rain their apocalyptic fury upon the monsters that have devoured so many and save their nation from extinction.

After much debate, the humans agreed to aid the Jotorun. It was here that the tide of war turned. The Shako were fearsome, yes, but in their haste and knowledge of their initial enemy's weakness, had left their supply lines unguarded. Human forces cut off their supplies, and the Jotorun destroyed the bulk of the Shako fleet with absolute impunity. Countless conquered races were liberated, and reformed their broken societies. Once the Shako Homeworld came within reach, the Jotorun subjected it to a week long kinetic bombardment, killing every last one of the Shako on the planet.

The humans quickly colonized the planets and tracts of land that the Jotorun Federation has given to them. The Jotorun, whose population had been absolutely gutted by the war, were unable to recover and their government collapsed.

The humans soon formed large colonies on former Federation planets that fell under anarchy; it was they that brought order to the destroyed society of their allies. It was at these times that the principal powers that emerged from the Federation's fall were the Kanarus League and Gran Coruskant; the alien and humans, respectively. The League was slowly breaking up, while Gran Coruskant was strong and united. It was decided that, since the two races have often integrated on many worlds, they should unite into one nation, and may their days be blessed…
Persons of Interest:
Supreme Chancellor Corvus Forsythe
Lord Commander Tarnavon Skrieche

Goals and Hooks:

STAR CHRONICLES SPECIES APPLICATION
Name: Jotorun
Homeworld: Mithras
Appearance:
latest


Lifespan: 150-200
Reproductive Rate: 3 Offspring per family
Special Characteristics: Jotorun possess rather mundane qualities, though they are noted to have higher average intelligence than humans, possibly due to their diet. There are five distinct subspecies other than the mainstream one, three of which are products of genetic modifications. The first are the Urathi, otherwise known as White Jotorun, who are adapted for the cold of the night side of Mithras. Second are the Trajini/the Shadow, who are a rare breed genetically modified to blend with their surroundings like chameleons; they're used as assassins by both the military and shady aristocrats. The third are the Zaraphi/Defiled who were the products of genetic experiments of the Shako to make them taste even better; Zaraphi smell like nectar. The fourth are the Khujari, a naturally evolved, rather rare subspecies that possess glands that allow them to generate lethal shocks of electricity similar to the electric eel, though it makes them very famished. The fifth are the Ezrokar; an extremely rare breed of genetically modified Jotorun that possess extraordinary intelligence.

Jotorun, when initially inspected, appear to be avian, resembling ravens. They have a similar maturation pattern to humans, though they have a drawn out prime period from ages 20-100. After that, they begin to age drastically.

STAR CHRONICLES CHARACTER APPLICATION
images

Name: Arcturus Forsythe
Species: "I'm Human."
Age: "I am 28 years of age, single and ready to mingle. Hah!"
Skills:
"Ah, what can I do? I'll list them off… ranged weapons proficiency, piloting, flirt- I MEAN persuasion, espionage, survival, and close combat. I'm a spymaster of Gran Kanarus, after all. Oh, and I'm also an archaeologist."

Origin: "I'm from Mithras. Best planet ever."
Allegiance: "I dedicate my heart to Gran Kanarus."
Personality "You'll see when I get into the action, friend."
Story: Arcturus Forsythe was born on a surface city on Mithras, as the second son of a political family. He was the younger brother of the current Supreme Chancellor, Corvus Forsythe. As a child and a teenager, he had some very… Interesting interests. For some reason, he was very fixated on the tales of the past (especially the ones where the humans and the Jotorun destroyed the Shako). In addition to that, out of the three siblings of the Forsythe family, he was by far the closest to a model citizen, as Corvus was a lazy (but intelligent) bum and Leona was doing nothing but hook up with other rich people.

After graduating from the university, Arcturus would enter the military academy, where he'd soon rise to the top ten of his class. He would make a lot of connection back in those days; his friends that went to become magistrates and officials and so and on would be part of an expansive web of byzantine machinations, something Arcturus did his best to avoid, but assassins would sometimes come in. And by hell, those are annoying.

As talented as he was, Arcturus was soon invited by the intelligence agency of Gran Kanarus. As a covert agent, he and his team of elites would go on to protect and contain secrets of the state, and root out threats, all within the shadows beyond the public eye. Now, though, it seems that he sometimes does his own thing...

Goals and Hooks:

Secure secrets of the state
Contain threats from within and without
Protect the people of Gran Kanarus
Get rich without any strings to the political rivalries of the Forsythes

Accepted though it is recommended that Goals and Hooks are also added to the Gran Kanarus as a whole.
 

  • Name: Acruani Collective
    Leader: Acruani Currently Ruling United Artificial Networking Intelligence aka The ACRUANI
    Government Type: AI-Assisted Weighted-Fluid Democracy
    Flag:
    GtVJSvF.png

    Capital World: Acruan/ACR-4UN
    Incorporated Species: Acruani, Humans and Loroi
    Planetary Information
    Population: 382 Billion Loroi, 900 Billion Humans and 40 Billion Acruani
    Number of Inhabited Planets: 1200
    Number of Systems: 300

    Human planets of the Acruani Collective are relatively filled, though they are seldom crowded considering the ease of migrating to other planets within the Collective and policies that permit such. They also commonly have very small amounts of miscellaneous races that had been there since before joining the Acruani Collective.

    Loroi planets of the Acruani Collective are usually separated between Capital planets and colonial ones. With resources of the more sparsely populated planets being sent to the crowded capitals in exchange of luxury resources that aren't locally made. Loroi planets usually have a single Loroi Ethenicity save for a few Capital Planets.

    Acruani planets are mostly automated and sparsely populated planets. They are usually rich in minerals or near asteroid belts rich in necessary minerals.

    There are also a number of Trade Hubs that have both Loroi and Human population.
    Naval Information
    Fleet Size:
    840 Acruani Hive Queen (7.5 km)
    3.360 Acruani High Ship (1.25km)
    13k Acruani Escort (500m)
    17k Acruani Wanderer (250m)
    Many Acruani Fighters

    The Acruani Naval Doctrine can be resumed to: 2 Hive Queen per system, 4 High Ships per Queen, 4 Escorts per High Ship and 20 Wanderers per Queen.
    The aditional Hive Queens not assigned to any systems are there for future expansions, generic naval and trade operations.
    Technology
    Technological Specialties:

    KNOWLEDGE IS POWER!
    - Acruani have The Database™️, which is basically a database with all their information, and the Acruani have partial access to it. Most have recorded all they need in their ownselfes!
    • Scanners - First of all, how can you can data if you can't scan for it? Thus they have wonderful scanners, though most are focused on planetary scanning and surveillance, which is very, very good. They also have scans for about all light, energy spectrum, radiation as well as exotic particles.
    • Cybernetic Warfare - Second of all, if you really can't scan it, it means you have to crack it. They know how to crack and how to not be cracked. A race made of AIs wouldn't even have lasted if they couldn't, yet here they are.
    • The Network™️ - Acruani have a subspace communication network that allows communication between the cores seemingly regardless of distance. (It has a range restriction but wanderer ships acts as relays both within and in between systems).
    • We have Backups - Acruani and even generic AIs or minds can be backed up in the database for later reload. Machine Immortality! (Good luck getting a compatible core though.)
    POWER... is also power, yes. - Acruani are masters at absorbing, storing and using energy! More specifically, they use solar energy quite efficiently.
    • Solar Power - Acruani systems are usually littered with solar recharge stations... Wait, this also means that they aren't made for the longest missions without recharge.
    • Acruani Nanomachine Armors - Their fleet is coated with a regenerative fluid armor very capable of converting bother solar and generic spatial radiation into energy. Weaker and low technology lasers also have energy drawn by combat ship's armors. Rays of radiation seldom go through the armors as well, though not much energy is obtained in the process. The armors are somewhat vulnerable to piercing projectiles and somewhat resilient to explosive ones.
    • Beam Spam - They have lasers, lots of them in their ships. Some are big, some are small. Some for mining, some for communication and some for cutting through enemy hulls.
    Best Perfumes Come in Tiny Bottles - Miniaturization is great. The Acruani Know It™️, thus they spent much of their existence making proper nanomachines.
    • Construction - Nano machines are very helpful building! Some materials can only be made with their help. By chance, this is also very helpful in ship building and repair.
    • Medicine - No problem is too small for nanomachines to hunt! They can help with diseases for the most part. Save the few times something goes wrong and melts into a pile of goo, it works perfectly.
    • Cybernetics - Acruani know a good bit of cybernetics, but it is focused on man-machine integration. They lack considerably in body enhancement however they still have implants that allow for immersive connection to virtual realities and augmented realities.
    • Fighters - Acruani ships always have fighter hangars at the very least, and their fighters being automated are usually faster, with more efficient shields and good enough lasers. They also have the tendency of crashing into enemy ships at terminal speeds.

    Technological Weaknesses:
    • Your Destination Is In Another System - While Acruani FTL is known for low cooldowns, safety from ship destruction and instant trips, it must be remembered by its uncanny ability to not reach the right destination. While this can be curbed by having a whole system helping a fleet jump around, allow Acruani ships jump within Acruani Systems with relative safety, outside Acruani ships are likely to fail to get home. This is partly solved by just leaving the ship near a sun where it won't power off and let it calculate its jump. The process can take over a week if it is towards an Acruani System, otherwise good luck. There are ships out there that have just sun dived after months unable to return home.
    • Looks Like An Egg, Breaks Like An Egg - While Acruani ships have wonderful electronic counter-measure and speed, even with their nanomachine armors they are quite fragile. Though they can still work even after severe damage, a ship of similar size with enough firepower can easily punch holes through it with the right weaponry.
    • Sir, What is a <insert kinetic weapon here>? - While they do have advanced engine technology to make a missile equivalent, they are considerably behind in terms of kinetic weaponry.
    • Genetics - When your race doesn't rely on genes for its continuity and evolution it is hard to have much advancement in the area. The Acruani sorely lack much advance in genetics and most bio-technology. They have just enough knowledge to be custodians of organics (and nanomachines do the rest).
    FTL Travel
    FTL Travel: Acruani Jump drivers are low expenditure, minutes-long cooldown jump drives. This allows them to make successive jumps with ease, as long as they have their jump calculations done as fast as their cooldown. Sadly, such calculations are well beyond even what Acruani can calculate in a few minutes with only a ship resources. A ship alone can take up to a month to finish calculation to an Acruani system. A safe jump within the system can still be done within minutes and jumps to nearby systems only take a day or so as long as they have it properly scanned. Jumps between systems with Acruani colonies or Hive Queens only take a few minutes since they outsource calculation to the Collective with ease.
    History Summary
    Brief History: The Acruani are originated from a project from humanity from before the Long Night. Such project had the objective of digitalizing a human mind in a way that it didn't stagnate becoming just a picture of what it had been. The project succeeded only after the Long Night had happened and isolated the Colony where the project was being studied, ACR-4UN, later known as Acruan. A number of humans were digitalized so that the process could be appropriated, along the way what is currently known as Acruani Core was developed and miniaturized to the point i occupies only one cubic meter. Soon after, people began being mass digitalized where only those with the highest 'aptitude' and who made the greatest contributions would be allowed to become an Acruani and thus immortal (which sold it the idea quite well, immortality is a wonderful prospect once death is your only fear).

    After decades a new kind of FTL was generated, and since then Acruani have been among the stars... though rather near the Acruani Capital System. Over the years they have annexed a number of isolated Human and Loroi through mostly peaceful means. Negotiation under the possibility of complete destruction while still being offered nice benefits and standing within the Collective helps considerably. Currently, there are over a thousand systems containing organic colonies and the colonies are rather stabilized, specially the human ones where the Acruani do a considerable part of the administration and educational system. The Loroi colonies have a greater degree of autonomy, but are still more or less satisfied with what they have been getting.
    VIP
    Persons of Interest:
    • Acruani Currently Responsible for External Relations - Rank 1 Melissa Lee (Responsible for external relations)
    Goals & Hooks
    Goals and Hooks: The Acruani Collective are still seeking undeveloped world containing organics to help such beings grow, with that it is common to find wanderer fleets going through systems the Acruani have not charted. Acruani simply seek to obtain more information to complete themselves, as they consider themselves to be an ongoing project. Acruani systems also happen to be mineral rich and seemingly (or at times, really) sparsely defended.
Love it, and welcome back!
Accepted xD
 

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