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Nation Building Star Chronicles: Flags in Space (Applications)

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Drakorphobia

The King of Egypt Herself
This is the Character (Nation) Application thread for Star Chronicles. There are two applications on this thread, the first is the species application, so you can populate your cool space nation. These need to be filled out and approved by myself or one of the co-GMs before roleplay can commence.

Name:
Homeworld:

Appearance:

Lifespan:
Reproductive Rate:
Special Characteristics:

Name:
Leader:
Government Type:
Flag:
Capital World:
Incorporated Species:

Population:
Number of Inhabited Planets:
Number of Systems:
Fleet Size:

Technological Specialties:
Technological Weaknesses:
FTL Travel:

Brief History:
Persons of Interest:
Goals and Hooks:


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

An excellent question. An emerging civilization might have anywhere between 1-100 planets that they've managed to colonize. It is very unlikely that many of these planets aside from the homeworld and perhaps a handful of the original colonies would have reached their carrying capacity. Most would be rural.

Non-Consequential Powers could be host between 1-100 planets. Some of these planets may have reached their carrying capacity, though a good number would still be rural or developing. These are nations that are very new to the galactic community, and have almost no influence whatsoever. This is a good starting point if you like a challenge!

A Minor Power would be in charge of 100-1,000 inhabited planets. Quite a few would have reached their carrying capacity, with the rest being developing. Only new colonies or designated farming worlds would be rural. At this point, a nation can specialize planets for agriculture in order to build massive megacities. Minor Powers don't do much on the big stage, but they can sometimes bully newly founded nations.

A Major Power would rule over 1,000-5,000 planets, with a composition similar to minor powers. Major Powers don't hold much sway, despite their names. But they can to a degree influence galactic politics in their region, and lord over smaller nations in their immediate area.

A Superpower would have strength of about 5,000-10,000 planets, with more overpopulated city planets than other nations. Superpowers are big players on the grand stage, and usually host coalitions of smaller nations to come to their aid. Superpowers can strong arm most nations, but wars between superpowers are usually long, hard fought, and extremely bloody. This is more so if their coalitions of smaller states get involved.

A Galactic Power would have more than 10,000 planets. These are nations that essentially dominate galactic politics as the undisputed unipolar or sometimes bipolar hegemon of the entire galactic system. Mind you, no one should be starting off as a Galactic Power.

The carrying capacity of an earth-like planet is about 10 billion people. This kind of population is usually only possible in homeworlds or core worlds, and does not directly translate into multiplication by the number of worlds you have. Instead, take the number you would have gotten by doing that sort of equation, and divide it by four to account for rural and developing worlds.

([# of planets] x [10 billion]) / 4
For example, a nation with 5,000 planets would have about 12.5 trillion people, because that is (5,000 x 10 billion) / 4.

This formula isn't absolute, and depending on if your species is particularly small, or has an abundance of megacities, the number may be bigger or smaller at your discretion. So long as it isn't ridiculous, yeah?

Spaceships meant for war are expensive to produce and maintain. Generally speaking, a nicely diversified fleet with mixed models should be able to have about 100-200 ships per planet at the maximum.

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

A ship really shouldn't be larger than a kilometer in size, unless it is a capital ship or naval doctrine calls for abnormally large ships.


Below are examples of species and nation applications. These will actually be the ones I am using for the roleplay.

Species Application
Name: Velsyxians
Homeworld: Velsyx
Velsyx is a world dominated by vast oceans and four major continents. Plantlife is largely restricted to coastal waters or large "kelp islands" in the ocean, whereas the continents contain mostly fungus and very little animal life. This has made Velsyxian population and taming of the planet rather slow, due to a lack of proper resources, but over thousands of years, they finally managed to populate the planet thoroughly enough to send themselves into space.

Appearance:
Velsyxians are native to their homeworld of Velsyx. Their skin is usually a purple, reddish, bluish, or pinkish colour with a smooth and almost rubbery texture. Their eyes tend to be yellow or orange, with adjustable slitted pupils that widen or narrow in correlation to light. Unlike the picture shown below, Velsyxians do indeed have legs, with two "knee" joints for balance located at the knee and ankle in much the same fashion as the hind legs of most four legged animals.
Velsyxians are also in possession of four leathery wings which arranged in butterfly-like cross pattern, with the lower pair being much smaller than the top. While not providing true flight, these wings do allow for extended leaps and limited gliding ability. The Velsyxian tail is thick and muscled, with a hard rigged "blade" at its tip which provides a natural blunt weapon, though with their advancement to civilized society, Velsyxian tails are meant mainly for balance.
All of a Velsyxian's limbs are ended by hands or feet which sport obsidian black keratin claws. These claws are usually filed and dulled by most Velsyxian civilians, but soldiers or other military personal may opt to keep them sharp.

alien concept (3).jpg


Lifespan: 130-150 years.
Reproductive Rate: Velsyxians normally produce 4-7 children in their lifespan.

Special Characteristics:
Velsyxians are capable of holding their breath for vastly extended periods of time, and can sometimes go days without air due to an auxiliary pair of gills located in the throat. As previously stated before, Velsyxians can not fly, but they are capable of gliding and extended jumps due to their wings.

Nation Application
Name: United Velsyxian Empire
Leader: Archon Veruschka Aliban
Government Type: Matriarchal Republic
Capital World: Velsyx
Flag:
space flag.jpg
Incorporated Species: Velsyxians

Population: 1.5 trillion
Number of Inhabited Planets: 600
Number of Systems: 60,000
Fleet Size: 5,500 ships

Technological Specialties: Waterproof electronics, Shields, Sensor Systems
Technological Weaknesses: Heavy Armaments, Terraforming, Communications
FTL Travel: Wormhole burrowing

Brief History:
The United Velsyxian Empire arose about 300 years ago in the outer rim of the galaxy. For a long time, it has been in near isolation from the rest of the Milky Way, wihout any sort of contact from other species due to its poor communications technology. As such, it has been content to look inward and build on itself until recently, when it picked up radio chatter from what was assumed to be another civilization. Because of this striking find, the Velsyxians have lately been reaching out as much as possible, in hopes of contacting more civilizations and formally introducing themselves in the galactic community.

Persons of Interest:
Archon Veruschka Aliban - Executive leader of the Empire and elected Archon for life.
Grand Admiral Karmill Aschkatav - Head of the United Velsyxian Navy
Senator Derriva Aluska - Leader of the Velsykian Opposition Party.

Goals and Hooks:
Expand the Empire, as always.
Develop a formidable navy.
A potential coup of Archon Veruschka by the Opposition Party.
Impose gender equality in the Empire.
 
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images

Name: New Jotaran Imperium
Leader: Imperator Kaleso Starbane
Government Type: Absolute Meritocratic Monarchy
Flag:
Capital World: Jotar Prime
Incorporated Species: Jotaran, Elsori, Kalideans, and Archelians

Population: 16.5 trillion
Number of Inhabited Planets: 4,679
Number of Systems: 2,346
Fleet Size: 167,006

17,000 Purifier Class Cruisers (850 meters)
5,000 Star Crusader Class Battlecarriers (1.6 kilometer
30,000 Star Seeker Escorts (500 meters)
5,000 Tempest Class Heavy Cruisers (900 meters)
100,000 Nightstalker Corvettes (220 meters)
10,000 Firestorm Destroyers (450 meters)
6 Antiquity Class Dreadnoughts (3.9 kilometers)

Technological Specialties: The Jotaran have an unequaled mastery of the manipulation of the space time continuum. Their technology is most well known for the ability to warp in structures, troops, and vehicles on a planet's surface as long as a cruiser class ship and higher is in the immediate vicinity. However, they are also quite known for their powerful energy weapons; they use antimatter technology to power their mighty capital ship weapons, which are usually concentrated positron beams that are devastating at close range. Their energy shielding is notoriously powerful, which compensates for the general hull weakness found in Jotaran warships.

Finally, the Jotaran use Steadium (a metal unique to their own sector) in their metallurgy, which does not rust and maintains a prime condition as long as it is not damaged by enemy weaponry. This means that the ships don't need as much maintenance as others.
Technological Weaknesses: The highly advanced chronotechnology of the Jotaran has its limits; a warp in process is very delicate, and the slightest damage to the incomplete structure can cause a feedback loop, destroying the structure completely. Also, while Jotaran warships have notoriously strong energy shielding, their hulls sustain greater damage when hit, thanks in no small part to the volatile nature of the energy that flows within the ship. Their ships are also more expensive and difficult to replace, as each ship is powered by an appropriately sized antimatter reactor, which is an expensive piece of technology by itself. The Jotaran have been very careful to preserve their fleet's numbers over the years, which means that quite a number of the Jotaran warfleet are hundreds of years old.
FTL Travel: Chrono-jump - Chronosphere Engines within Jotaran starships rip open a rift in space time, forming a “gateway” between two points. This process allows almost instantaneous travel for the Jotaran, exchanging cooldown for speed. However, the engines can be set to travel slower as to conserve energy to allow another, shorter jump should the need arise.

Brief History:

The spacefaring history of the Jotaran is long and convoluted, and long before man looked up to the stars, the Jotaran were already plying the great sea of space aboard starships big and small. Born from the world of Jotar Prime, the Jotaran were known for their prowess in warfare and their honorable ways, which earned the ancient races’ respect. Honorable, mighty, and wise, the Jotoran in many ways were the dominant force in the galaxy for many years after their colonies spread across many thousands of planets in a vast region of the Milky Way Galaxy, seeding the species and its legacy across thousands upon thousands of star systems within the breadth of the Core regions of the galaxy.

The Grand Jotoran Imperium was what the old empire was called; its massive military and economic power made it one of the most powerful polities to ever exist in the galaxy. The Deep Core was its stronghold, and it occupied an entire segmentum of the galaxy as its stranglehold. Glorious was it for so long that the race’s early history is all but forgotten; what records are left are closer to myth than fact. The holy texts speak of the gods coming into the physical universe, and they crafted the Jotoran into their image; the end result was a species with an erudite intellect, a bottomless heart, and a cold blooded, deep wisdom. For the ancient Jotoran, life was an endless cycle of reincarnation, or so was their belief; they thought that death was merely a doorway to the next incarnation of themselves.

So secure the Grand Imperium was in its glory that it feared none, and rightfully so; they had either an alliance with the nations or were greater than them. The Grand Imperium’s demise came from within; one of the Imperator’s closest advisors, Prime Minister Thar Volkram, intended to usurp the Imperium for himself, and he did so by poisoning the new young and naïve Imperator Hyike Strafor after the sudden death of his older siblings and the Imperator with lies, causing the Imperator to declare a crusade against the emerging Faith of the Twilight Sun, a religion that preached peace and prosperity in contrast with the militaristic traditions of the species. Many of the Imperium’s nobility, aristocracy, and corporate powers came to the defense of the Faith as the Alliance of Utopia as the Faith’s teachings had many converts in the more liberal ranks of the nobility, and the corporate sector gained gigantic profits from the the Faith’s teaching of prosperity. A civil war emerged, and the Royalists and the Alliance fought a bloody war that spanned from the debris laden battlefields of the Kiloe Graveyards into the highest spires of Jotar Prime. It ended with the death of both the Prime Minister and the Imperator; the Grand Imperium collapsed into anarchy, and only the Alliance’s denizens were able to survive the calamitous years that followed. Understanding that the hereditary nature of the monarchy was what allowed the Prime Minister to manipulate the child Imperator, the new government instituted that the Imperator must be the single most intelligent, most kind, and most wise of all the Jotoran; a practice that has served the New Imperium very well. The next Imperator is chosen with the Test of a Thousand Trials, where exactly one thousand aspirants are tested and filtered until only one stands triumphant, who then becomes the next monarch until death or abdication.

Now, the New Imperium is in a state of decline and stagnancy; the first six thousand years have been prosperous, but the last five hundred until the present have been hard on the New Imperium. The NJI, which was already a mere shadow of the Grand Imperium, is slowly shrinking due to destructive wars and battles with neighbouring nations. However, as Kaleso Starbane took the throne after the Test of a Thousand Trials, he has promised for a period of Imperial resurgence...
Persons of Interest:
Imperator Kaleso Starbane
Lord Admiral Jalo Firestrom
Rear Admiral Karstene Lorelike
Prime Minister Dau Calare

Goals and Hooks:
Restore their former status as a great power
Retake their lost territory
Reclaim their lost technologies

Name: Jotaran
Homeworld: Jotar Prime

Jotar Prime is a world composed mainly of one vast ocean, with the occasional large island chains that sporadically dot the world’s blue surface. It is from here the Jotaran emerged; they were amphibian creatures that evolved to sentient status almost 900,000 years ago, and have advanced their technology to a high degree ever since. They share the world with the crustacean Elsori, the reptilian Kalideans, and the octopid Archelians, though none rose to such great prominence except for the Jotaran, who were keen at innovating their technology while the other societies on their world stagnated. The Jotaran would meet the Kalideans on the islands, and though the Kalideans were unable to go underwater, the Jotaran were able to do so as there were dwellers of the shallow watees, and they encountered the Elsori and Archelians, who would then be their allies in the days to come.

Great scaled spires rise from the ocean floor to the upper atmosphere, while hundreds of space stations dot the space over the planet. One huge torus ring called the Ring of Kila Heg surrounds the planet, and it contains massive shipyards, docks, hangars, residential and commercial facilities, and defensive weapons emplacements. The ocean floor is one huge city, and the city and nature are side by side; shoals of fish and other local wildlife swim amongst sea piercing spires and underwater traffic. The Jotaran and the other two races are thoroughly common throughout the underwater ecumenopolis.

Appearance: 7E01D63E-4BF7-4A83-9961-7F4A0FB4A093.jpeg
Lifespan: 350 - 400 years
Reproductive Rate: 3-4 children in their lifetime
Special Characteristics: The Jotaran are at home both in land and sea, owing to the dual respiratory system that they have. Due to this, a common tactic when repelling boarding actions is to flood affected corridors with water, which does no harm to both the Jotaran and their equipment, which is designed to be waterproof. They are highly intelligent, virtuous, honorable, and possess a wisdom that is characteristic of their long lifespan. They are known for being cold towards death, and are incredibly focused and dedicated.
 
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  • Name:​
    The Federated Colonies (Colonial Standard: Die Föderierte Kolonien), also known by their old names, the Colonial League (CS: Die Koloniale Liga) or the the Colonial Pact (CS: Die Koloniale Eidgenossenschaft), officially the Colonial Federal State (CS: Der Koloniale Bundesstaat), and colloquially known as the Colonies (CS: die Kolonien).
    Leader:
    The head of state of the Federated Colonies is collectively represented by the Federal Directorate (CS: Bundesdirektorat)
    The head of government of the Federated Colonies is the Federal Chancellor (CS: Bundeskanzler)
    The Supreme Commander of the Colonial Armed Power is the Hegemon of the Colonies (CS: der Hegemon der Kolonien)
    Government Type:
    Federal Parliamentary Republic (officially), Confederal Parliamentary Republic (debated)
    The Federated Colonies are a federal parliamentary republic, a union of countless constituent states and of multiple races. The Colonial Government (CS: die Koloniale Regierung), also known as the Central Government (CS: die Zentralregierung), or the Federal Government (CS: die Bundesregierung), is divided into multiple branches that follow the principle of
    the Separation of Powers (CS: die Gewaltenteilung), operating under rules of a constitution, the so called Articles of Colonization (CS: Die Artikel der Kolonisation). The Articles of Colonization are an incredibly large and complex legal document, amended and modified several times throughout the existence of the Colonies, but they contain several fundamental principles which can not be amended or breached, including the basic rights of all Colonial citizens, the separation of powers and the rule of law, all of which are valid in perpetuity.

    BRANCHES OF THE FEDERAL GOVERNMENT

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

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

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

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

    Historically, the position of Federal President was an incredibly powerful one, and that pro-centralization political forces desire the end of the Directorate. So far, all Directorates have been marked by infighting and difficulties, and there are also proposals to add new Director positions so that all member races can have a representative there.


    The Federal Cabinet of the Colonies (CS: Bundeskabinett der Kolonien) is the one that is most often informally identified with the Federal Government as a whole, as it is the chief executive body of the nation. It is formed by various Federal Ministers (CS: Bundesminister), each with their own responsibilities, and by the Federal Chancellor of the Colonies (CS: Bundeskanzler der Kolonien), who is also sometimes known by the archaic title of High Minister of the Colonies (CS: Oberminister der Kolonien). The Chancellor's authority comes from the Articles of Colonization and from the support of a majority of votes in the Federal Assembly. The candidate for the position is proposed by the Directorate, which usually selects the leader of the largest political force in the Assembly. If the candidate then gains a majority of votes, it is appointed as the new Federal Chancellor - and the Chancellor then appoints and dismisses the Federal Commissioners at will - with the confirmation of the Directorate being mostly symbolical. In theory, the Chancellor holds the central executive authority - but since all Chancellors tend to be elected by large coalitions, they have to govern by compromise and negotiation. The Chancellor is also responsible for all actions of the Commission - the Chancellor sets all the policy guidelines, following the principle of Richtlinienkompetenz, a Colonial political concept which can be roughly translated as guideline setting competence.
    The Chancellor can be removed by a vote of no confidence in both the Federal Diet and the Federal Council, however, in order to avoid the chaos that would be created by the lack of a Chancellor, all the major political forces in the Assembly tend to follow a concept known as the "constructive motion of no confidence ", in that a Chancellor is only removed if another candidate has a real chance of being elected.


    The Legislative Branch (CS: die Legislative) is represented by the Federal Assembly of the Colonies (CS: Bundesversammlung der Kolonien). The Assembly acts as a bicameral parliament. The upper chamber is formed by the Federal Council of the Colonies (CS: Bundesrat der Kolonien). The Federal Councillors are all appointed by their respective member states, as they are considered to be the representatives of their member states on a federal level. The number of representatives each state can send is calculated through a form of degressive proportionality, based on the population of the member states - this way, smaller states have more votes than a distribution proportional to their population would grant them.
    The position of the Federal Council is a bit complicated - in theory, it is subordinated to the Federal Diet, and it only deals with constitutional changes and laws affecting the competences of the local governments of member states. Despite that, the Federal Commission must send all of its law proposals to the Council first - because it is considered that the approval of the member states should be necessary for any legislation. Despite that, the Council can not block legislation - it has only what is called a "suspensive veto", which merely requires the law to be passed again - but with a two thirds majority in the Diet. If all members of the Council vote against a legislation however, an absolute veto is enforced, which is then mediated by the Directorate.

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

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

    The fourth branch of the Colonial Government is represented by the Hegemony (CS: die Hegemonie), which replaces the normal civilian ministries that would oversee a nation's military forces. Created during the First Secession War, the Hegemony is the supreme authority in military matters, reuniting the responsibilities of a civilian ministry of defense, the Great General Staff and in times of war, the Central High Command. In times of peace, the Hegemony is accountable to the civilian executive and legislative branches and the constitution, while in times of war, the Hegemon (CS: der Hegemon) has the power to declare martial law and to temporarily suspend the constitution in order to safeguard the continued existence, freedom, and sovereignty of the Federated Colonies. In times of peace and war, the Hegemony also becomes the supreme administrative authority in military regions, and theaters of war.
    The Hegemon is not elected, nor is he chosen from among the ranks of the military. Instead, when a new Hegemon is needed, the Colonies organize the so called "Hegemonic Trials" - war games designed to find the best military mind in the entire colonies. The tradition has changed in time, and currently, the Hegemonic Trials tend to be held even while a Hegemon still exists, so that a successor can be chosen immediately - and as such, the trials focus on finding the mind with the most potential - which has led to the controversial participation of many children and young people in the trials.
    LOCAL GOVERNMENTS
    The member states of the Federated Colonies are incredibly varied when it comes to their form of government, from republics, to theocracies, absolute monarchies and even anarchic regions under Colonial protection. The Federal Government gives its member states a high degree of autonomy - as long as the governments in question follow the Articles of Colonization and respect the federal laws and rights. It is a huge priority of the Bundesregierung to protect the traditions and unique culture of each member state, that is why, while the central government deals with matters of foreign affairs, military, and economic planning among others - the federal interference in the actual affairs of the member states is limited. Most member states simply host an official known as the Federal Overseer (CS: Bundesoberwacher).
    There are however some territories directly under the control of the central government. When a territory comes under the civilian authority of the Colonies, it is known as a Federal Sector (CS: Bundessektor), and is led by an elected Federal Administrator (CS: Bundesverwalter).
    A territory under the direct control of the Colonial Armed Power is known as a Federal Archonate (CS: Bundesarchonat), and is led by an appointed officer known as the Federal Archon (CS: Bundesarchon)
    Flag:
    National and Federal Flag
    YzacuVr.png


    The Blood Stained Banner, the first revolutionary flag of the human Colonies, and the current flag of the Colonial Armed Power
    BTsRYOX.png
    Emblem:
    The Stars of Unity
    Die Sterne der Einheit
    606991
    Motto:
    "Einheit, Freiheit, und Gleichheit!"
    "Unity, Freedom, and Equality!"

    Capital World:
    Xalion
    A massive, overpopulated ecunemopolis. It used to be the headquarters of the Colonial Warfleet, and it became the federal capital after the destruction of Terra Nova during the Second Secession War. As a large mining and industrial center, Xalion has historically had issues with pollution, and has become over-polluted after the explosion of the Golden Flame Refinery, two centuries ago. The skies of the planet are permanently covered with thick, black clouds, and the atmosphere itself is partially toxic, filled with golden Opilium dust, remains of the refining process. The native population has developed a resistance to this toxicity, while foreigners receive medication to keep the toxic substances out of their system or use gas masks. Most of the planet is a large mystery, unknown even to the Colonials themselves. Claiming that the entire planet is the capital of the Colonies would not be correct - the Federal Sector, where most of the Colonial federal institutions are, is separated from the rest of the planet by large domes. The rest of the planet hasn't been charted in almost a century, and with the entire being covered by buildings all the way up to the stratosphere, the planet's former division into levels and areas has become outdated long ago. Outside of the FedSec and some other areas in the upper levels, the Colonial authorities have almost no control, and the planet works as an uneasy compromise between the federal forces, the unions of the gargantuan Opilium refineries that exist in the upper levels, and the population of the other levels. With no flight being possible in the atmosphere, and no actual mobile infrastructure ouside of the Federal Sector, it is incredibly easy to get lost - a former Hegemon even once joked that there might an entire alien civilization hidden in the lower levels, and no one would know.
    Foreigners should not wander beneath the uppermost level, as Xalion is a never ending labyrinth of crime and anarchy. As long as it does not damage the structures in the cities, nearly anything is allowed. In Xalion, anything can be found, and anything can be bought..
    Incorporated Species:
    Humans, Genome species

    Population: 12 trillion
    Number of Inhabited Planets:
    ~ 3200 inhabited worlds, formed by around 40 Ecumenopolis-type worlds, 900 Core Worlds, and ~2.300 Outer Colonies
    Number of Systems:
    Colonial planets are pretty widespread, so the total number of systems would be well above 20.000
    Fleet Size:
    The Colonial Warfleet (CS: die Koloniale Kriegsflotte), is one of the branches of the Colonial Armed Power (CS: die Koloniale Bewaffnete Macht). Since Colonial doctrine favors quality and size over quantity, most of the main ships of the Kriegsflotte are generally over 1 kilometer long.
    As such, the Kriegsflotte has around 40.000 ships of the line, a number which includes carriers, battlecarriers, battleships, and battlecruisers. Support ships, which are much smaller in size, which include destroyers, corvettes, and auxiliary ships, count for probably around 80.000 more.

    Technological Specialties:
    FTL Tech
    Ever since their inception, the Colonies have always been obsessed with the Long Night, the disaster for humankind and its associated species brought with by the destruction of the Travel Network. Because of that, FTL tech has always been at the forefront of Colonial research, and the Shockjump Drive is continuously improved. FTL drives can be miniaturised enough in order to fit on even small fighter craft, with some limitations of course.
    Kinetic Weaponry
    The Colonials are masters of kinetic weaponry, from the main guns on their ships to the personal defense weapons of their soldiers. Kinetic weapons continue to remain superior in Colonial military doctrine, with the latest types of kinetic guns developed by the Colonies being able to fire guided and energetically charged projectiles. In a way symbolically representative of the Colonial defensive mentality, the best known application of Colonial kinetic weaponry is in the flak fields that surround most of their vessels. Defensive batteries controlled by a computer system fire flak ammunition around a Colonial military vessel - an ammunition which employs exploding metal fragments at high velocity. This basically creates a defensive barrier outside of a Colonial shield which can destroy incoming attacks and protect the ship from enemy fighters, which also significantly reduces the stress on the normal shield systems, and in many occasions, Colonial commanders will prefer to conserve energy by not deploying their shields and simply using the flakfields for defense.
    Quality, Armor and Veranium
    Colonial doctrine emphasizes the concept of quality over quantity. As such, Colonial vessels, especially their ships of the line, are built to be incredibly resilient. Learning from the experience of the Secession Wars, were various factors often led to a vessel's shields failing, the Colonials focus more on the armor of their vessels, than on any shield systems. Colonial armor is state of the art - with the entire construction of the vessel being designed with endurance in mind. Multiple layers of heavy armor, compartmentalization, a strong structure - the ships of the Kriegsflotte are a tough nut to crack, being able to withstand even point blank nuclear explosions.
    But if normal ships are state of the art when it comes to armor - the future lies in Veranium, a flexible, resistant, slowly self-regenerating and radiation absorbing metal that the Kriegsflotte is starting to develop. It is the intention of the Central High Command to outfit all Colonial vessels with such armor, but the slow process of extracting and refining such metal, and the incredible high cost means that so far, the Colonies have only used Veranium based alloys.
    Waveforce Shield
    The Waveforce Shield is an experimental shield technology currently being developed by the Research Division for the Advancement of the War Effort. The radically different defensive capabilities of the Waveforce Shield come from the Klein field it deploys. Essentially, it creates a dimensional fold topologically similar to the Klein bottle around a vessel. Whenever a direct attack touches the edge of this Klein field, the energy of this attack is siphoned in the dimensional fold. However, the absorbing capacity of this dimensional fold is not unlimited, and the Waveforce Shield will reach saturation and collapse if it absorbs a great enough number of attacks. The saturation point of the Klein field depends on two factors, the computational processing power of the ship, and because of the stress that the computer systems of the ship have to endure, the energy output of the ship's reactors, needed to keep the computers ongoing. If the ship has a powerful processing power, than it can use both offensive weaponry and defensive Klein field in tandem with efficiency, while ships with limited processing powers will only be able to use one.
    The Waveforce Shield is still extremely experimental, as it has proven to be unstable on several occasions, with the Colonial network systems and the reactors of Colonial vessels have been having issues with keeping the shields up.
    Battlecarriers
    The Colonial Battlecarriers are capital ships that combine the functions of carriers and battleships, essentially functioning as heavily armed carriers. This gives them an incredible flexibility in battle, while the construction and layout of such capital ships is intended to maximize the ship's ability in all areas. The classic Colonial design combines a large armored hull, that serves as the bulk of the battle carrier, with two or multiple flight pod sections mounted on the sides of the ship. The flight pods are designed to launch and to retrieve high numbers of fighter crafts and drones. The pods are generally extended during battle, in order to facilitate their functions, but can be retracted into the main body of the ship for FTL jumps. Battlecarriers are also heavily armed in order to serve the role of a battleship, with large anti-ship gun turrets designed to fight against other capital ships, and with high numbers of defensive turrets which can create defensive flak fields around a ship.
    The battlecarriers were created initially during the Secession Wars, where their flexibility was incredibly important for the Colonial war effort, although in the present, the Kriegsflotte favors separate classes of battleships and carriers, since it is considered that a battlecarrier will be inferior to both a battleship and an actual carrier in terms of both firepower and number of fighters launched. Large numbers of battlecarriers still remain in active service, but they mostly serve as armoured carriers.
    Genetics
    Although incredibly limited in scope, the Colonial genetic research has been somewhat effective - with effects that the Research Division never expected. The New Defender Program, intended to create new soldiers, developed the Genome, which has indeed managed to create a new subspecies of the human race. Genome users, as they are called, are faster, and more powerful than regular humans, but the Genome itself, far from being perfected, has created some extremely variable results. Genome users in general have a much lower expected lifespan than normal humans, and countless different forms of such users exist. Some have rapid healing factors, others can die from a simple wound. Some are extremely powerful from a physical perspective, others from a mental one. Most of their abilities are of course, kept a secret, but what couldn't be kept a secret is their appearance. While overall, their appearance is still similar to that of humans, Genome users have developed all sorts of changes, from unnaturally colored eyes and hair and skin, to wings and horns.
    While having new genetically enhanced soldiers is great, the project itself is extremely infamous in the Colonies, and it has created a lot of unrest, both from those citizens who want such reckless genetic experimentation to be shut down, to the very Genome users who do not want to serve in the military and are fighting for their lives.
    Currently, Genome users are either artificially developed, or normal humans are modified with it.
    Isolated Computer Systems
    Led by paranoia after the collapse of the Colonial Defense Network and the subsequent Massacre of Terra Nova, the Colonial Military Service has continuously stressed the importance of avoiding networked primary computer systems in their vessels. Colonial computers are as such isolated, each performing its own tasks - combined with strong security and firewalls, it means that Colonial computers are very difficult to hack into - and trying to hack into an entire ship would force the attacker to try to bypass the security of all computers individually, a difficult task in the midst of battle and one that allows the vessel to defend itself against cyber-warfare. A similar situation can be seen at the level of an entire fleet - if a ship reports a cyber-attack, it will immediately cut off communications with the rest of the fleet.
    In order to compensate for the lack of networking, individual Colonial computers are extremely power, even though they lack complex, networked, AI systems.
    Technological Weaknesses:
    Laser and Energy Weaponry
    While Colonial ships do use laser batteries, and have experimented with antimatter and radiation weaponry, the conservatism of the Central High Command means Colonial technology in this areas is mediocre at best, and that the Colonial doctrine does not consider them important in any way. Such weapons are then relegated to a support role, inferior to that of the main kinetic batteries. Their lack of experience with the technology also means that Colonial laser turrets and other energy weapons are very inefficient from the point of view of their energy consumption.
    Clean Energy
    The constant need for energy and arms race with Earth means that for a long time, the Colonial development effort focused on producing cheap power - with silly things such as clean energy and the danger of pollution being ignored. Colonial reactors mainly use Opilium - which can produce a lot more energy than other similar elements, but can only be found in a solid state, from where it has to be transformed and refined - a process that is cheap, but also extremely polluting and somewhat unstable - with Xalion and the absolute ecological disaster on the Colonial capital being a clear example of such danger.
    At the same time, while the reactors themselves are incredibly stable, the high temperature of the plasma inside of the reactor means that if the reactors themselves are damaged, whether intentionally or not, it will most likely lead to powerful explosions.
    Computer Networks and AI's
    While the isolated computer systems employed by the Colonials have their advantages, they are nonetheless a deeply flawed solution to the danger of cyberwarfare. Colonial computer technology has essentially been frozen in time ever since the Second Secession War, with no further research into computers, artificial intelligence and networking being organised. Colonial computers are as such extremely limited, each being used individually for a single system, and the benefits of networking a ship's computers and of using multiple computer systems to cooperate on a task are completely ignored. This isolation also means that if a computer system were to fail, the crew of the ship has to manually active the backup, which can lead to dangerous situations in the middle of battle.
    At the same time, the limited computer systems lead to a situation where Colonial vessels have to be extensively manned - with no AI systems that could lighten the burden on the crew.
    Shields
    As mentioned before, Colonial doctrine tends to trust a ship's armour more than its shields, and as such, Colonial shield systems are very limited and barely used, with experiments on new means of shielding advancing very slowly.
    FTL Tech
    ShockJump Drives are incredibly advanced, but the main issue related to them is that they are slow to turn on. Prior to performing a jump, the drive has to be spooled up, which can take some time, depending on the drive type and the size of the vessel and its reactors. While common practice is to keep the drives spun up when in danger, a drive can not be kept in that state indefinitely - this will lead to system crashes or serious drive damage. Standard procedure also recommends a cool down period in between jumps, as constant jumping could eventually damage the drive.
    ShockJump Drives distort the space around them when performing a jump, which means that Colonial ships have to maintain a standard safety distance when jumping, as a ship next to another vessel that jumps could be caught up in the distortion and damaged. This also leads to a continuous stress on the ships that make the jump, leading to continuous wear and tear. Older Colonial vessels constantly need repairs to their structure specifically because of such damage.
    ShockJump Drives also require incredibly precise calculations in order to jump. Ships wishing to make an FTL jump must calculate their speed, trajectory and jump duration prior to activating their FTL drive, which in the case of the Colonials is complicated by their limited computer systems. Their computer systems are as such the single most important limiting factor of their FTL tech - it limits their range, because the distance on which a jump can be performed depends on a computer's ability to calculate the coordinates, and it also means that a Colonial vessel has to calculate its coordinates before every jump. Poorly calculated jumps can lead to glitches in the computer systems and jumps at wrong destinations, as such, Colonial fleets and even individual vessels tend to calculate their entire trip before the jump itself, but Jump coordinates must be updated constantly to account for ship movement and stellar drift.
    Terraforming and Environmental Engineering
    With the old terraforming technology of the early Terrans long lost, the current process employed by the Colonies is incredibly crude and somewhat inefficient. Large efforts are currently being conducted in order to further develop the process, as terraforming is perceived as one of the possible solutions to the overpopulation issues. It should however be noted that some races that are part of the Colonies, and which require specific living conditions have their own environmental engineering.
    Standardization
    While not a technological weakness in itself, it is something that should absolutely be mentioned. Since the Colonies are formed by multiple races and countless different nations, the technology they possess is just as diverse as their numbers. All military and large parts of the organised civilisation technology falls into the responsibility of the Federal Government however, and is subject to the so called Standardisation Agreements (CS: Standardisierungsvereinbarung, STAVE). Due to the political situation and the domination of the human race in military affairs, a lot of said technology is ignored and looked down upon in favour of standard technology that could be accepted by everyone, a problem exacerbated by the complicated and gargantuan Colonial bureaucracy and administration.

    FTL Travel:
    Colonial Faster-than-Light Jump Drives. Commonly known as ShockJump Drives (CS: Stoß-Sprungantriebe)

    The technology behind Colonial FTL systems is such that, providing the relevant data is known, ships can jump with a high degree of accuracy, allowing ships to rendezvous in space and even "park" in a synchronous orbit directly above a given point on a planet's surface. Advanced FTL drives even enable ships to arrive in crowded areas, such as the middle of an asteroid field or other ships, without the risk of collision and damage.The drives are based on the use of Superstring Theory and M-Theory that essentially enable the "jump drive" systems to "fold" space, reducing the distance between any two points by creating a "corridor" through space that links them together. The ability to process that data is dependent from the computing capacity of the ship using it. At least in theory, the Colonial FTL drives should not have any range limits, but the capacity of the computers limits it considerably. Even the most advanced Acruani AI's would stop at a certain point, where the calculation involving the data contains too many errors. Practically speaking the further one attempts to Jump, the calculations involved become more complicated, and the variables that have to be taken into equation increase. All computer systems known will stop at a certain time, where the number of errors is too high for the jump to be considered safe, that is the so called Red Line, an an imaginary sphere enclosing a vessel which denotes the maximum safe limit for an FTL jump.

    "Spooling up" a Colonial FTL drive takes some time when the drive has been offline, although the advancements of the recent years have considerably reduced it. Even so, because of this, when ships enter dangerous situations, they keep their FTL drives "spun up". Drives cannot be kept spun up indefinitely, as system crashes or serious damage to the drive will occur. A "cooldown" time is required after a jump for new jump calculations, so a ship that has jumped into a new location cannot jump to another location for a brief period of time.

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

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

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

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

    The Second Secession War eventually ended in another armistice, but the Colonies never recovered. From time to time, paranoia still reigns supreme, and a line of Hegemons with ceremonial powers still wait for the time for when they will have to save the Colonies again. Exploration, trade, and friendship is what the Colonies desire - but if the shadow of war comes again, the Colonies will be prepared.
    And one day, Earth will have to face justice.
    Persons of Interest:
    Hegemon Julius Sydow
    Director Amelia Thienen
    Federal Chancellor Alwin von Leiningen
    Goals and Hooks:
    • Solve the conflict between the military, which is demanding increased powers for the Hegemon, and the Federal Assembly, which is keen to disband the Hegemony​
    • Solve the conflict between the supporters of the Directorate and the factions that desire a return to the Presidency​
    • Solve the political and economic tensions between the overpopulated Central Colonies and the underpopulated Outer Colonies, and of course, attempt to do something about the chaos that is Xalion​
    • Solve the current deadlock between the Federal Diet and the Federal Council​
    • Solve the conflict between the Concordia and Vox Populi political factions​
    • Deal with the extremist Axiom Church and its Cardinal​
    • Attempt to ease the worries of those who believe that mankind is over-represented in the government and in the command of the military, ensure that full equality between all member races continue​
    • Continue to attempt to isolate Earth diplomatically and to expand the Federal State's influence in the surrounding regions of the galaxy​
    • Protect democracy and freedom wherever they exist​
    • Deal with the border raids of a previously unknown race known as the "Keltakens". Due to the lack of a Terran threat in that region, local defenses were unprepared to deal with such an assault, formed by fast and brutal raids that overwhelmed the local defenses before the Central High Command could send reinforcements. The so called Keltakens have performed horrible deeds on the planets they have been raiding, and the Federal Diet has been unable to reach a decision about how to react​


 
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Name: League of United Planets
Leader: Supreme Chancellor Riyu Mori
Government Type: Voluntary Representative Democracy
Flag: 7B6A2750-4D74-4975-95B5-A46FB652C551.jpeg
Capital World: Prospero
Incorporated Species: Humans, Nicassir, Tarellians, Kirajon, and Calari.

Population: 3 trillion
Number of Inhabited Planets: 3,189
Number of Systems: 981
Fleet Size: 300,020
150,000 Stormwind Class Automated Heavy Destroyers (210 meters)
50,000 Andromeda Class Automated Cruisers (300 meters)
10,000 Darksea Class Battlecarriers (600 meters)
5,000 Antares Class Early Mass Production Automated Battlecruisers (650 meters)
5,000 Iosif Stalin Class Heavy Battleships (1.3 km)
20,000 Slava Class Modular Battlecruisers (850 meters)
5,000 Tiger Class Advanced Armament Ability Solar Cannon Battlecarriers (1.4 km)
55,000 Hemlock Wraith Corvettes (125 meters)
20 Hayajiro Class Superdreadnoughts (9 km)
Technological Specialties:
The League of United Planets is a coalition of wealthy but often sparsely populated planets, which prevents them from committing too many crew members into their large fleets. To this end, the LUP has mastered automation, and has two entire fully automated ship classes, the Stormwind Heavy Destroyer and the Andromeda Class Cruiser, which are cheap, expendable, heavily armed, and dangerous in large numbers. Command AIs assist commanders in crewed warships, and often control a large portion of ship operations, allowing the LUP to focus on building more warships instead of worrying too much about the amount of people to crew them.

The starships of the League are powered by Wave Force Engines; Wave-Force devices work by harmonizing the waveforms of heavy particles. The particles resonate as they align and release energy. The energy may be channelled into to produce an energy surge. Wave-Force weapons require infrequent recharging and no bulky ammunition. However, they are maintenance intensive, require delicate and banks of complex electronics, large power sources, and intricate filtration systems.

Technological Weaknesses: The artificial intelligences controlling the automated starships of the League do not have the same creativity of organic commanders, and would find themselves destroyed and outwitted in large numbers in most engagements, though this is usually offset by the sheer production power that the resource rich League of United Planets has, which can replace an entire major battle’s losses in automated warships in a few weeks. However, the overreliance on AI has rendered the fleet susceptible to destruction if it is cybernetically assaulted, though the ability of organic LUP commanders to override any aberrant behaviour as well as the fact that the crewed elite warships of the LUP are massively superior to their automated cannon fodder offsets this by a large degree.
FTL Travel: Starwave Drive - The Wave Force Engine of a starship produces a “wave” of tachyons, which the ship “rides” to its destination. This is a quick form of FTL that has a short range of 50 lightyears per jump, but it has a quick recharge time, which allows LUP to attack and then flee in a hit and run fashion. A ship can warp ten times in a single day, though going that far severely drainsthe ship’s energy.

Brief History: The League of United Planets started off as human colonies in the Deep Core region of the galaxy, which soon interacted with the resident alien species: the nomadic mammalian Nicassir, the mighty insectoid Kirajon, the warlike and honorable reptilian Tarellians, and the erudite tall humanoids known as the Calari.

These colonies had an independent sentiment, and had just recently aided the alien alliance mentioned earlier in defeating the Yifraks, a race of imperialistic mantids. They had proven their capability of being independent from Earth, and in many ways, they were. They had created a large, unmanned starfleet, had access to numerous natural resources, and had great wealth. Soon enough, the most powerful of the colonial planets, Prospero, united the other colonies under its banner by the leadership of the great Supreme Chancellor of Prospero, Yamarai Hijikata. Soon enough, the colonies were independent of Earth, and became the League of United Planets...
Persons of Interest:
Supreme Chancellor Riyu Mori
Grand Admiral Mamoru Yamanami
Seventh Fleet Commander Juinsan Starvane
Sixth Fleet Commander Monserrat Del Fero
Chief of Scientists Dr. Ivan Ivanovsky

Goals and Hooks:
Safeguard their independence
Maintain a good relationship between its human and alien constituents
 
images

Name: New Jotaran Imperium
Leader: Imperator Kaleso Starbane
Government Type: Absolute Meritocratic Monarchy
Flag:
Capital World: Jotar Prime
Incorporated Species: Jotaran, Elsori, Kalideans, and Archelians

Population: 16.5 trillion
Number of Inhabited Planets: 4,679
Number of Systems: 2,346
Fleet Size: 167,006

17,000 Purifier Class Cruisers (850 meters)
5,000 Star Crusader Class Battlecarriers (1.6 kilometer
30,000 Star Seeker Escorts (500 meters)
5,000 Tempest Class Heavy Cruisers (900 meters)
100,000 Nightstalker Corvettes (220 meters)
10,000 Firestorm Destroyers (450 meters)
6 Antiquity Class Dreadnoughts (3.9 kilometers)

Technological Specialties: The Jotaran have an unequaled mastery of the manipulation of the space time continuum. Their technology is most well known for the ability to warp in structures, troops, and vehicles on a planet's surface as long as a cruiser class ship and higher is in the immediate vicinity. However, they are also quite known for their powerful energy weapons; they use antimatter technology to power their mighty capital ship weapons, which are usually concentrated positron beams that are devastating at close range. Their energy shielding is notoriously powerful, which compensates for the general hull weakness found in Jotaran warships.

Finally, the Jotaran use Steadium (a metal unique to their own sector) in their metallurgy, which does not rust and maintains a prime condition as long as it is not damaged by enemy weaponry. This means that the ships don't need as much maintenance as others.
Technological Weaknesses: The highly advanced chronotechnology of the Jotaran has its limits; a warp in process is very delicate, and the slightest damage to the incomplete structure can cause a feedback loop, destroying the structure completely. Also, while Jotaran warships have notoriously strong energy shielding, their hulls sustain greater damage when hit, thanks in no small part to the volatile nature of the energy that flows within the ship. Their ships are also more expensive and difficult to replace, as each ship is powered by an appropriately sized antimatter reactor, which is an expensive piece of technology by itself. The Jotaran have been very careful to preserve their fleet's numbers over the years, which means that quite a number of the Jotaran warfleet are hundreds of years old.
FTL Travel: Chrono-jump - Chronosphere Engines within Jotaran starships rip open a rift in space time, forming a “gateway” between two points. This process allows almost instantaneous travel for the Jotaran, exchanging cooldown for speed. However, the engines can be set to travel slower as to conserve energy to allow another, shorter jump should the need arise.

Brief History:

The spacefaring history of the Jotaran is long and convoluted, and long before man looked up to the stars, the Jotaran were already plying the great sea of space aboard starships big and small. Born from the world of Jotar Prime, the Jotaran were known for their prowess in warfare and their honorable ways, which earned the ancient races’ respect. Honorable, mighty, and wise, the Jotoran in many ways were the dominant force in the galaxy for many years after their colonies spread across many thousands of planets in a vast region of the Milky Way Galaxy, seeding the species and its legacy across thousands upon thousands of star systems within the breadth of the Core regions of the galaxy.

The Grand Jotoran Imperium was what the old empire was called; its massive military and economic power made it one of the most powerful polities to ever exist in the galaxy. The Deep Core was its stronghold, and it occupied an entire segmentum of the galaxy as its stranglehold. Glorious was it for so long that the race’s early history is all but forgotten; what records are left are closer to myth than fact. The holy texts speak of the gods coming into the physical universe, and they crafted the Jotoran into their image; the end result was a species with an erudite intellect, a bottomless heart, and a cold blooded, deep wisdom. For the ancient Jotoran, life was an endless cycle of reincarnation, or so was their belief; they thought that death was merely a doorway to the next incarnation of themselves.

So secure the Grand Imperium was in its glory that it feared none, and rightfully so; they had either an alliance with the nations or were greater than them. The Grand Imperium’s demise came from within; one of the Imperator’s closest advisors, Prime Minister Thar Volkram, intended to usurp the Imperium for himself, and he did so by poisoning the new young and naïve Imperator Hyike Strafor after the sudden death of his older siblings and the Imperator with lies, causing the Imperator to declare a crusade against the emerging Faith of the Twilight Sun, a religion that preached peace and prosperity in contrast with the militaristic traditions of the species. Many of the Imperium’s nobility, aristocracy, and corporate powers came to the defense of the Faith as the Alliance of Utopia as the Faith’s teachings had many converts in the more liberal ranks of the nobility, and the corporate sector gained gigantic profits from the the Faith’s teaching of prosperity. A civil war emerged, and the Royalists and the Alliance fought a bloody war that spanned from the debris laden battlefields of the Kiloe Graveyards into the highest spires of Jotar Prime. It ended with the death of both the Prime Minister and the Imperator; the Grand Imperium collapsed into anarchy, and only the Alliance’s denizens were able to survive the calamitous years that followed. Understanding that the hereditary nature of the monarchy was what allowed the Prime Minister to manipulate the child Imperator, the new government instituted that the Imperator must be the single most intelligent, most kind, and most wise of all the Jotoran; a practice that has served the New Imperium very well. The next Imperator is chosen with the Test of a Thousand Trials, where exactly one thousand aspirants are tested and filtered until only one stands triumphant, who then becomes the next monarch until death or abdication.

Now, the New Imperium is in a state of decline and stagnancy; the first six thousand years have been prosperous, but the last five hundred until the present have been hard on the New Imperium. The NJI, which was already a mere shadow of the Grand Imperium, is slowly shrinking due to destructive wars and battles with neighbouring nations. However, as Kaleso Starbane took the throne after the Test of a Thousand Trials, he has promised for a period of Imperial resurgence...
Persons of Interest:
Imperator Kaleso Starbane
Lord Admiral Jalo Firestrom
Rear Admiral Karstene Lorelike
Prime Minister Dau Calare

Goals and Hooks:
Restore their former status as a great power
Retake their lost territory
Reclaim their lost technologies

Name: Jotaran
Homeworld: Jotar Prime

Jotar Prime is a world composed mainly of one vast ocean, with the occasional large island chains that sporadically dot the world’s blue surface. It is from here the Jotaran emerged; they were amphibian creatures that evolved to sentient status almost 900,000 years ago, and have advanced their technology to a high degree ever since. They share the world with the crustacean Elsori, the reptilian Kalideans, and the octopid Archelians, though none rose to such great prominence except for the Jotaran, who were keen at innovating their technology while the other societies on their world stagnated. The Jotaran would meet the Kalideans on the islands, and though the Kalideans were unable to go underwater, the Jotaran were able to do so as there were dwellers of the shallow watees, and they encountered the Elsori and Archelians, who would then be their allies in the days to come.

Great scaled spires rise from the ocean floor to the upper atmosphere, while hundreds of space stations dot the space over the planet. One huge torus ring called the Ring of Kila Heg surrounds the planet, and it contains massive shipyards, docks, hangars, residential and commercial facilities, and defensive weapons emplacements. The ocean floor is one huge city, and the city and nature are side by side; shoals of fish and other local wildlife swim amongst sea piercing spires and underwater traffic. The Jotaran and the other two races are thoroughly common throughout the underwater ecumenopolis.

Appearance: View attachment 548451
Lifespan: 350 - 400 years
Reproductive Rate: 3-4 children in their lifetime
Special Characteristics: The Jotaran are at home both in land and sea, owing to the dual respiratory system that they have. Due to this, a common tactic when repelling boarding actions is to flood affected corridors with water, which does no harm to both the Jotaran and their equipment, which is designed to be waterproof. They are highly intelligent, virtuous, honorable, and possess a wisdom that is characteristic of their long lifespan. They are known for being cold towards death, and are incredibly focused and dedicated.

Looks good to me!
Name: League of United Planets
Leader: Supreme Chancellor Riyu Mori
Government Type: Voluntary Representative Democracy
Flag: View attachment 548484
Capital World: Prospero
Incorporated Species: Humans, Nicassir, Tarellians, Kirajon, and Calari.

Population: 3 trillion
Number of Inhabited Planets: 3,189
Number of Systems: 981
Fleet Size: 300,020
150,000 Stormwind Class Automated Heavy Destroyers (210 meters)
50,000 Andromeda Class Automated Cruisers (300 meters)
10,000 Darksea Class Battlecarriers (600 meters)
5,000 Antares Class Early Mass Production Automated Battlecruisers (650 meters)
5,000 Iosif Stalin Class Heavy Battleships (1.3 km)
20,000 Slava Class Modular Battlecruisers (850 meters)
5,000 Tiger Class Advanced Armament Ability Solar Cannon Battlecarriers (1.4 km)
55,000 Hemlock Wraith Corvettes (125 meters)
20 Hayajiro Class Superdreadnoughts (9 km)
Technological Specialties:
The League of United Planets is a coalition of wealthy but often sparsely populated planets, which prevents them from committing too many crew members into their large fleets. To this end, the LUP has mastered automation, and has two entire fully automated ship classes, the Stormwind Heavy Destroyer and the Andromeda Class Cruiser, which are cheap, expendable, heavily armed, and dangerous in large numbers. Command AIs assist commanders in crewed warships, and often control a large portion of ship operations, allowing the LUP to focus on building more warships instead of worrying too much about the amount of people to crew them.

The starships of the League are powered by Wave Force Engines; Wave-Force devices work by harmonizing the waveforms of heavy particles. The particles resonate as they align and release energy. The energy may be channelled into to produce an energy surge. Wave-Force weapons require infrequent recharging and no bulky ammunition. However, they are maintenance intensive, require delicate and banks of complex electronics, large power sources, and intricate filtration systems.

Technological Weaknesses: The artificial intelligences controlling the automated starships of the League do not have the same creativity of organic commanders, and would find themselves destroyed and outwitted in large numbers in most engagements, though this is usually offset by the sheer production power that the resource rich League of United Planets has, which can replace an entire major battle’s losses in automated warships in a few weeks. However, the overreliance on AI has rendered the fleet susceptible to destruction if it is cybernetically assaulted, though the ability of organic LUP commanders to override any aberrant behaviour as well as the fact that the crewed elite warships of the LUP are massively superior to their automated cannon fodder offsets this by a large degree.
FTL Travel: Starwave Drive - The Wave Force Engine of a starship produces a “wave” of tachyons, which the ship “rides” to its destination. This is a quick form of FTL that has a short range of 50 lightyears per jump, but it has a quick recharge time, which allows LUP to attack and then flee in a hit and run fashion. A ship can warp ten times in a single day, though going that far severely drainsthe ship’s energy.

Brief History: The League of United Planets started off as human colonies in the Deep Core region of the galaxy, which soon interacted with the resident alien species: the nomadic mammalian Nicassir, the mighty insectoid Kirajon, the warlike and honorable reptilian Tarellians, and the erudite tall humanoids known as the Calari.

These colonies had an independent sentiment, and had just recently aided the alien alliance mentioned earlier in defeating the Yifraks, a race of imperialistic mantids. They had proven their capability of being independent from Earth, and in many ways, they were. They had created a large, unmanned starfleet, had access to numerous natural resources, and had great wealth. Soon enough, the most powerful of the colonial planets, Prospero, united the other colonies under its banner by the leadership of the great Supreme Chancellor of Prospero, Yamarai Hijikata. Soon enough, the colonies were independent of Earth, and became the League of United Planets...
Persons of Interest:
Supreme Chancellor Riyu Mori
Grand Admiral Mamoru Yamanami
Seventh Fleet Commander Juinsan Starvane
Sixth Fleet Commander Monserrat Del Fero
Chief of Scientists Dr. Ivan Ivanovsky

Goals and Hooks:
Safeguard their independence
Maintain a good relationship between its human and alien constituents

Also pretty neat! I like it! Welcome!
 
•Name: Mahadu
•Homeworld: Li’Taera - Most of Li’Taera is dominated by tall, arid mesas and frequent lightning storms. Due to the slow rotation of the planet, days & nights are much longer than those of Earth’s; A single Li’Taeran day can last for up to 68 Earth Hours.
The tops of the mesas, repeatedly battered by the weather, are mostly lifeless and dangerous to all but small, hardy organisms. The exception to this are the Mahadu themselves, who have learned to weatherproof their machinery and materials. Most life grows in and among the many ravines and caverns found in between these vast mesas; What life does grow is hardy and long-lived, accustomed to climbing and burrowing. Vast, untamed jungles and floodlands can be found at the bases of the ravines, where the atmosphere is much hotter and wetter.

•Appearance: Mahadu resemble scaled, serpentine humanoids. Most of the body is covered in thin, bony scales, accustomed to resisting harsh weather conditions. Every Mahadu grows a large pair of horns on its head as it ages, which widen their head’s overall profile. The shape of these horns vary significantly, with little pattern beyond genetic ancestry. Two small, angled seams underneath a Jiyani’s eyes are also present; These are sensitive spots used to detect and predict electrostatic charges in the air.

aae38af662ec0662cb964123af7fc43f.jpg
e73d2f2de921d019d71ae0b0f7e881e9.jpg

•Lifespan: Up to 80 Earth Years.
•Reproductive Rate: 1-3 offspring per lifespan.
•Special Characteristics: Mahadu possess potent paralytic venom, injected via bites. They are capable of unhinging their jaws to allow for more efficient and powerful bites.
 
•Name: Unified Mahadu Federation
•Leader: High Broodlord Des’Garana
•Government Type: Council-appointed Monarch
•Flag: Mahadu don’t have flags. They’d just blow away in the wind.
•Capital World: Li’Taera
•Incorporated Species: Mahadu

•Population: 30 Billion
•Number of Inhabited Planets: 12
•Number of Systems: 3
•Fleet Size: 365 Militarized Vessels.

•Technological Specialties: Mining/Subterranean Terraforming, Light/Agile Vehicles, Weatherproof Materials, Air & Space Travel
•Technological Weaknesses: Heavy Armaments, Naval Technology
•FTL Travel: Hyperdrive

•Brief History: The Mahadu are a race of hardy expansionists who have only recently developed the necessary technology to explore and colonise other worlds. Due to this breakthrough, the Mahadu countries, or Broods, have begun to open their closely guarded borders to one another, sharing technology and expertise in a bid to begin claiming new territory away from their homeworld. Mahadu are becoming more trusting and sociable as a result, and it looks like the era of warring Broods has begun to come to an end.
Even more recently, signals from possible alien races have been picked up by radar stations across Mahadu space. With the realisation that they may not be alone anymore, the leaders of each Brood have decided to put into place the Unification Act, which mandates the appointment of a single representative to make acquaintances with the prospective newcomers. The Broods are expected to work together as one united race, though this decision has been met with resistance from numerous groups, most often fanatical military units or officers.

•Persons of Interest:
High Broodlord Des’Garana
Unified Fleet General Jekaza Omia
Unified Military General Vri Dim'is
The 13 Brood Leaders
Commander Rekiza
Captain Tzali

•Goals and Hooks: Mahadu are ruthless expansionists, always looking for new resources and territory to claim. The Unification Act has brought the 13 separate Broods together to stand against the potential threat that alien races may bring, or ally with them should they be benevolent.
 
•Name: Mahadu
•Homeworld: Li’Taera - Most of Li’Taera is dominated by tall, arid mesas and frequent lightning storms. Due to the slow rotation of the planet, days & nights are much longer than those of Earth’s; A single Li’Taeran day can last for up to 68 Earth Hours.
The tops of the mesas, repeatedly battered by the weather, are mostly lifeless and dangerous to all but small, hardy organisms. The exception to this are the Mahadu themselves, who have learned to weatherproof their machinery and materials. Most life grows in and among the many ravines and caverns found in between these vast mesas; What life does grow is hardy and long-lived, accustomed to climbing and burrowing. Vast, untamed jungles and floodlands can be found at the bases of the ravines, where the atmosphere is much hotter and wetter.

•Appearance: Mahadu resemble scaled, serpentine humanoids. Most of the body is covered in thin, bony scales, accustomed to resisting harsh weather conditions. Every Mahadu grows a large pair of horns on its head as it ages, which widen their head’s overall profile. The shape of these horns vary significantly, with little pattern beyond genetic ancestry. Two small, angled seams underneath a Jiyani’s eyes are also present; These are sensitive spots used to detect and predict electrostatic charges in the air.


•Lifespan: Up to 80 Earth Years.
•Reproductive Rate: 1-3 offspring per lifespan.
•Special Characteristics: Mahadu possess potent paralytic venom, injected via bites. They are capable of unhinging their jaws to allow for more efficient and powerful bites.
•Name: Unified Mahadu Federation
•Leader: High Broodlord Des’Garana
•Government Type: Council-appointed Monarch
•Flag: Mahadu don’t have flags. They’d just blow away in the wind.
•Capital World: Li’Taera
•Incorporated Species: Mahadu

•Population: 30 Billion
•Number of Inhabited Planets: 12
•Number of Systems: 3
•Fleet Size: 365 Militarized Vessels.

•Technological Specialties: Mining/Subterranean Terraforming, Light/Agile Vehicles, Weatherproof Materials, Air & Space Travel
•Technological Weaknesses: Heavy Armaments, Naval Technology
•FTL Travel: Hyperdrive

•Brief History: The Mahadu are a race of hardy expansionists who have only recently developed the necessary technology to explore and colonise other worlds. Due to this breakthrough, the Mahadu countries, or Broods, have begun to open their closely guarded borders to one another, sharing technology and expertise in a bid to begin claiming new territory away from their homeworld. Mahadu are becoming more trusting and sociable as a result, and it looks like the era of warring Broods has begun to come to an end.
Even more recently, signals from possible alien races have been picked up by radar stations across Mahadu space. With the realisation that they may not be alone anymore, the leaders of each Brood have decided to put into place the Unification Act, which mandates the appointment of a single representative to make acquaintances with the prospective newcomers. The Broods are expected to work together as one united race, though this decision has been met with resistance from numerous groups, most often fanatical military units or officers.

•Persons of Interest:
High Broodlord Des’Garana
Unified Fleet General Jekaza Omia
Unified Military General Vri Dim'is
The 13 Brood Leaders
Commander Rekiza
Captain Tzali

•Goals and Hooks: Mahadu are ruthless expansionists, always looking for new resources and territory to claim. The Unification Act has brought the 13 separate Broods together to stand against the potential threat that alien races may bring, or ally with them should they be benevolent.

Looks awesome! Glad to have you!
 
Name: Ortegans

Homeworld: Ortega Prime
Whilst Ortega Prime is the beating heart of the Technocracy, it is a dead world. Whilst the historical records speak of oceans, forests and rivers as well as a verdant ecosystem, centuries of industry, warfare and neglect has stripped away the oceans, the forests churned up for minerals and resources, and the rivers polluted and died away. The atmosphere is chocked with carbon dioxide and a myriad of other pollutants. As a result the Ortegan population resides within sprawling Forge Cities, the polluted wastes outside full of scavengers, renegades and mutated degenerates, forced to eke a living from the waste and scrap that litters the land.

Appearance:

Femae-tech-priest.jpg

Ortegans are no longer naturally born, the last natural birth being approximately 400 years ago. Ortegans are now born in laboratories deep beneath the surface of Ortega, the necessary materials harvested from genetically vetted ‘breeders’. Whilst at birth they appear to be nigh similar to humans, adult Ortegans could not be more different. Once Ortegans come of age (12 years old) and assigned their future roles in society they submit themselves to the Department of Bio-mechanical affairs. Here they are augmented to the point that they are almost unrecognisable from their former selves, this process is drawn out over their lives, inferior augments being removed and replaced, until it reaches the point where some of the eldest Ortegans are up to 90% augmented, their flesh and organs stripped away until little more than a brain and a few scraps of flesh still remain.

Lifespan:
Un-augmented: 70-100
Augmented: 300 - 500
Reproductive Rate:

Low rate of reproduction given the resources required, 2-3 within a lifespan.
Special Characteristics:

Individual Ortegans are adapted in order to fit their role in society. Miners may have their hands replaced with cutting and mining tools, whilst soldiers will have hormone injectors implanted within them, ready to release a cocktail of stimulants and drugs. Given their relatively low populations and low growth, they rely heavily on the use of droids and robots.
 
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Name: Ortegan Technocracy

Leader: Forge Master General Joloquin Renquist

Government Type: Authoritarian Technocracy

The Forge Master General is the central authority figure in Technocracy, having the final decision in all matters of warfare, diplomacy and state affairs. He is elected from a panel of 4 Forge Masters, each one recruited from the 4 words outside of Ortega Prime that have reached a level of development allowing for them to act more independently from Ortega Prime, with Ortega Prime being the domain of the Forge Master General. Despite the emergence of these 4 worlds, they very much remain under the thumb of their home planet, with Ortega’s resources long exhausted, they have to provide a tithe of 50% of their resources, and manpower to Ortega, in order to keep the furnace of industry burning.

Outside of the Forge Masters there are 5 ministers appointed by the Forge Master General:

The High Explorator - Commander of the Navy and Military

The Chief Researcher - Commander of the Science division, in charge of researching new technologies, carrying out augmentation and implementing population control and increase procedures and facilities.

Head of External Affairs - Finds new worlds outside of Technocracy space that are deemed to be suitable for mineral extraction and or colonisation. As of the discovery of the signal, this has also hurriedly assumed the role of Chief Ambassador.

Head of Internal Affairs - Maintains law and order on the worlds of the Technocracy.

Chief Scribe - The most senior civil servant and head of the Bureaucratic Administration, in charge of everything from population census, calculating industrial input and output, and minimising waste and inefficiency.


Flag:
Mechanical-man.jpg



Capital World: Ortega Prime

Incorporated Species: Ortegans

Population: 80 Billion

Number of Inhabited Planets: 648

Number of Systems: 317

Fleet Size: 37,004

4 Explorator Class Dreadnoughts (3.2 KM)

100 Intrepid Class Battleships (1.4KM)

1,000 Vengeance Class Battlecruisers (1KM)

2,000 Duty Class Cruisers (900M)

3,000 Herald Class Frigates (650M)

10,000 Raptor Class Destroyers (400M)

20,000 Guardian Class Corvettes (200M)

1,000 Forager Class Planet Crackers (1.6KM)

Technological Specialties: The Ortegans are problem solvers and inventors first and foremost, believing in the power of technology above all else. As such their ships are bristling with technological aids and droids, meaning that crew sizes for ships are far smaller than their sizes would suggest, with entire automated gun crews and decks slaved to the control of an individual captain, and these captains to an admiral, allowing for greater co-ordination amongst their fleets and armies.

Technological Weaknesses: The main weakness lies in the connections between different ships and command structures. The Ortegans strength lies in their cohesion and the strength of the hierarchical chain. If these communication structures were to be disrupted or shattered the result would be confusion and panic as orders went unanswered and commanders were left confused and floundering.

FTL Travel: Warp Drive

Brief History:

The Ortegan Technocracy was born in the fires of Civil War. The causes and the original parties of the war have long been forgotten, all that is known of the war were its waning years. Crude nuclear and atomic weapons scorched the sky and cracked the earth. Having turned on each other and then their planet, the surviving Ortegans turned on themselves. Seeing as how their now polluted planet was slowly killing them, the rad storms and acid rain, they adapted themselves, turning to technology to survive and to crush their enemies. Finally one faction was left, descendants of the Scientists of pre-war Ortega, the war having stripped away their innocence and empathy. This class rule the Technocracy to this day, their aim to expand and continue to feed their home world, stripping resources from worlds as they go, sending out exploratory fleets into the vast expanse of space, seeking planets, and crushing any in their path, to be followed by planet crackers and industrial colonisers, ready to harvest.

Persons of Interest:

Forge Master General Augustus Renquist – Head of State

High Explorator Regulus Fornault – High Admiral

Chief Researcher Belisarius Konemnos – Chief Scientist

Head of External Affairs Juliana Alexis – Head of External affairs and now Foreign Relations



Goals and Hooks:

Continue expansion and acquisition of resource rich worlds

Discovery and acquisition of new technology
 
Last edited:
Name: Ortegans

Homeworld: Ortega Prime
Whilst Ortega Prime is the beating heart of the Technocracy, it is a dead world. Whilst the historical records speak of oceans, forests and rivers as well as a verdant ecosystem, centuries of industry, warfare and neglect has stripped away the oceans, the forests churned up for minerals and resources, and the rivers polluted and died away. The atmosphere is chocked with carbon dioxide and a myriad of other pollutants. As a result the Ortegan population resides within sprawling Forge Cities, the polluted wastes outside full of scavengers, renegades and mutated degenerates, forced to eke a living from the waste and scrap that litters the land.

Appearance:

Femae-tech-priest.jpg

Ortegans are no longer naturally born, the last natural birth being approximately 400 years ago. Ortegans are now born in laboratories deep beneath the surface of Ortega, the necessary materials harvested from genetically vetted ‘breeders’. Whilst at birth they appear to be nigh similar to humans, adult Ortegans could not be more different. Once Ortegans come of age (12 years old) and assigned their future roles in society they submit themselves to the Department of Bio-mechanical affairs. Here they are augmented to the point that they are almost unrecognisable from their former selves, this process is drawn out over their lives, inferior augments being removed and replaced, until it reaches the point where some of the eldest Ortegans are up to 90% augmented, their flesh and organs stripped away until little more than a brain and a few scraps of flesh still remain.

Lifespan:
Un-augmented: 70-100
Augmented: 300 - 500
Reproductive Rate:

Low rate of reproduction given the resources required, 2-3 within a lifespan.
Special Characteristics:

Individual Ortegans are adapted in order to fit their role in society. Miners may have their hands replaced with cutting and mining tools, whilst soldiers will have hormone injectors implanted within them, ready to release a cocktail of stimulants and drugs. Given their relatively low populations and low growth, they rely heavily on the use of droids and robots.

Name: Ortegan Technocracy

Leader: Forge Master General Joloquin Renquist

Government Type: Authoritarian Technocracy

The Forge Master General is the central authority figure in Technocracy, having the final decision in all matters of warfare, diplomacy and state affairs. He is elected from a panel of 4 Forge Masters, each one recruited from the 4 words outside of Ortega Prime that have reached a level of development allowing for them to act more independently from Ortega Prime, with Ortega Prime being the domain of the Forge Master General. Despite the emergence of these 4 worlds, they very much remain under the thumb of their home planet, with Ortega’s resources long exhausted, they have to provide a tithe of 50% of their resources, and manpower to Ortega, in order to keep the furnace of industry burning.

Outside of the Forge Masters there are 5 ministers appointed by the Forge Master General:

The High Explorator - Commander of the Navy and Military

The Chief Researcher - Commander of the Science division, in charge of researching new technologies, carrying out augmentation and implementing population control and increase procedures and facilities.

Head of External Affairs - Finds new worlds outside of Technocracy space that are deemed to be suitable for mineral extraction and or colonisation. As of the discovery of the signal, this has also hurriedly assumed the role of Chief Ambassador.

Head of Internal Affairs - Maintains law and order on the worlds of the Technocracy.

Chief Scribe - The most senior civil servant and head of the Bureaucratic Administration, in charge of everything from population census, calculating industrial input and output, and minimising waste and inefficiency.


Flag:
Mechanical-man.jpg



Capital World: Ortega Prime

Incorporated Species: Ortegans

Population: 80 Billion

Number of Inhabited Planets: 648

Number of Systems: 317

Fleet Size: 37,004

4 Explorator Class Dreadnoughts (3.2 KM)

100 Intrepid Class Battleships (1.4KM)

1,000 Vengeance Class Battlecruisers (1KM)

2,000 Duty Class Cruisers (900M)

3,000 Herald Class Frigates (650M)

10,000 Raptor Class Destroyers (400M)

20,000 Guardian Class Corvettes (200M)

1,000 Forager Class Planet Crackers (1.6KM)

Technological Specialties: The Ortegans are problem solvers and inventors first and foremost, believing in the power of technology above all else. As such their ships are bristling with technological aids and droids, meaning that crew sizes for ships are far smaller than their sizes would suggest, with entire automated gun crews and decks slaved to the control of an individual captain, and these captains to an admiral, allowing for greater co-ordination amongst their fleets and armies.

Technological Weaknesses: The main weakness lies in the connections between different ships and command structures. The Ortegans strength lies in their cohesion and the strength of the hierarchical chain. If these communication structures were to be disrupted or shattered the result would be confusion and panic as orders went unanswered and commanders were left confused and floundering.

FTL Travel: Warp Drive

Brief History:

The Ortegan Technocracy was born in the fires of Civil War. The causes and the original parties of the war have long been forgotten, all that is known of the war were its waning years. Crude nuclear and atomic weapons scorched the sky and cracked the earth. Having turned on each other and then their planet, the surviving Ortegans turned on themselves. Seeing as how their now polluted planet was slowly killing them, the rad storms and acid rain, they adapted themselves, turning to technology to survive and to crush their enemies. Finally one faction was left, descendants of the Scientists of pre-war Ortega, the war having stripped away their innocence and empathy. This class rule the Technocracy to this day, their aim to expand and continue to feed their home world, stripping resources from worlds as they go, sending out exploratory fleets into the vast expanse of space, seeking planets, and crushing any in their path, to be followed by planet crackers and industrial colonisers, ready to harvest.

Persons of Interest:

Forge Master General Augustus Renquist – Head of State

High Explorator Regulus Fornault – High Admiral

Chief Researcher Belisarius Konemnos – Chief Scientist

Head of External Affairs Juliana Alexis – Head of External affairs and now Foreign Relations



Goals and Hooks:

Continue expansion and acquisition of resource rich worlds

Discovery and acquisition of new technology

Looks solid to me! Welcome!
 
Species application

Name: Najklax

Homeworld: Terrestial planet of varying biomes, simply called Prime Hive by the Najklax

Appearance:
Stellaris insektoid.png

Lifespan: Natural lifespan is around 55 Earth years, Najklax drones are usually recycled into biomateriał after they start losing productivity around age of 40. Najklax are born out of eggs, hatching takes two months. Upon hatching, Najklax enter larval stage, during which care of fully grown drones is required to survive. Najklax mature in two years, and are ready for work immediately after finishing larval stage.

Reproductive Rate: Single Najklax female can lay up to 200 eggs per Earth month, leading to massive reproductory rates among the species, on average single female could potentially birth thousands of Najklax in a lifespan. Population growth is limited by the hive mind according to needs, so on developed worlds Najklax will merely reproduce enough to keep a stable population. During wartime, disasters or on new colonies all available females are usually busy with breeding, which leads to quick replenishment or growth of workforce and manpower.

Special Characteristics: Najklax are hive minded insectoid species. All members of this race share a psionic link to massive collective intelligence, directing every move of all Najklax in the galaxy. Rarely, some drones are born with a mutation, which severs their link to the hive mind. Such specimens go comatose upon maturing and die if not provided with life support. Most insects are male, females on average appear once per 100 male drones. All Najklax are completely subservient to the hive mind, having no free will or desires. They will happily work themselves to death or throw at enemy gun lines if this will be of any aid to the hive. Najklax tend to talk in unison when in larger groups. Najklax have a language, but its not used. It consists of variety of sounds, most of which are impossible to say by humanlike species. Najklax themselves however posess vocal chords capable of replicating human speech decently, even if it sounds a bit weird and clicky.

Nation application

Name: Najklax Hive

Leader: Not applicable, hive minded species

Government Type: Hive mind

Flag: Najklax had no use for a flag or representative symbol so far, this symbol is often used to mark Najklax-related objects and areas, hive mind decided to just roll with this
1552933282083.png

Capital World: Not applicable, Prime Hive is often used to house embassies and for representative function

Incorporated Species: Najklax, no other species present besides diplomats from conventional nations

Population: 2.7 trillion of work-capable drones, population is currently kept at stable level until more space is acquired or large amounts of drones are lost

Number of Inhabited Planets: 736 habitable planets, 1346 uninhabitable planets with permament colonies using sealed off bases with life suport system

Number of Systems: 2437 systems with Najklax outposts or stations, at least double that amount of systems that are left untouched inside area hive mind considers its own

Fleet Size: 15.545 light and medium combat ships, 1.415 star dreadnoughts and heavy carriers, 12.760 planetary siege vessels and interstellar troop transports, 34 prototype mobile wormhole generators, 10.430 mothballed combat vessels stored in shipyard systems (will have to be re-crewed and possibly fixed in order to be fully effective)

Technological Specialties: Genetic and environmental engineering, kinetic and explosive weapons, mass manufacturing

Technological Weaknesses: Robotics, artificial intelligence, energy weapons

FTL Travel: Synthetic wormholes, devices mounted on Najklax space stations can create wormholes, essentially connecting two points of space-time together, creating portal allowing ships to nearly istantly fly through to and from a location. This is limited by existing stations, which necesitates backtracking of warfleets during wartime. Although first mobile wormhole generators were field tested, they are far too expensive in production and maintenance to be fielded in large numbers.

Brief History: Beginnings of Najklax evolution can be traced back to species of eusocial insects on the planet that would later become Prime Hive. These creatures were no more than just abnormally large arthropoids, breeding in exceptionally huge numbers, rather quickly dominating biological landscape of all biomes on the planet. Several millions years later and multiple very specific mutations later, and first broods of hive minded Najklax began to surface in the desert areas of the planet. At this time, simplistic hive mind wasn't more intelligent than very smart animal. As it grrew, however, it began to rival, and even surpass humans. Eventually, Najklax ruled their entire planet. Their population grew exponentially, and so did their collective intelligence and technology. Once Najklax left their home planet, they have colonized two barren planets nearby. Then, they left their home system, and colonized more planets. Sometimes these planets had to be cleared from other inhabiting sentient species, this was done using either nuclear warheads (which necesitated lengthy environmental recontruction proces) or ground invasions. Only lately have Najklax began to learn the value of diplomacy.

Persons of Interest: Not applicable

Goals and Hooks: Protecting the hive, ensuring steady growth and rise in power for Najklax

"What is a single voice, compared to a magnificient chorus? Our collective is an island of warmth and harmony in the sea of despair. How cold and lonely must it be to face the darkness of space, alone?"
 
Last edited:
Species application

Name: Najklax

Homeworld: Terrestial planet of varying biomes, simply called Prime Hive by the Najklax

Appearance:
View attachment 553182

Lifespan: Natural lifespan is around 55 Earth years, Najklax drones are usually recycled into biomateriał after they start losing productivity around age of 40. Najklax are born out of eggs, hatching takes two months. Upon hatching, Najklax enter larval stage, during which care of fully grown drones is required to survive. Najklax mature in two years, and are ready for work immediately after finishing larval stage.

Reproductive Rate: Single Najklax female can lay up to 200 eggs per Earth month, leading to massive reproductory rates among the species, on average single female could potentially birth thousands of Najklax in a lifespan. Population growth is limited by the hive mind according to needs, so on developed worlds Najklax will merely reproduce enough to keep a stable population. During wartime, disasters or on new colonies all available females are usually busy with breeding, which leads to quick replenishment or growth of workforce and manpower.

Special Characteristics: Najklax are hive minded insectoid species. All members of this race share a psionic link to massive collective intelligence, directing every move of all Najklax in the galaxy. Rarely, some drones are born with a mutation, which severs their link to the hive mind. Such specimens go comatose upon maturing and die if not provided with life support. Most insects are male, females on average appear once per 100 male drones. All Najklax are completely subservient to the hive mind, having no free will or desires. They will happily work themselves to death or throw at enemy gun lines if this will be of any aid to the hive. Najklax tend to talk in unison when in larger groups. Najklax have a language, but its not used. It consists of variety of sounds, most of which are impossible to say by humanlike species. Najklax themselves however posess vocal chords capable of replicating human speech decently, even if it sounds a bit weird and clicky.

Nation application

Name: Najklax Hive

Leader: Not applicable, hive minded species

Government Type: Hive mind

Flag: Najklax had no use for a flag or representative symbol so far, this symbol is often used to mark Najklax-related objects and areas, hive mind decided to just roll with this
View attachment 553217

Capital World: Not applicable, Prime Hive is often used to house embassies and for representative function

Incorporated Species: Najklax, no other species present besides diplomats from conventional nations

Population: 2.7 trillion of work-capable drones, population is currently kept at stable level until more space is acquired or large amounts of drones are lost

Number of Inhabited Planets: 736 habitable planets, 1346 uninhabitable planets with permament colonies using sealed off bases with life suport system

Number of Systems: 2437 systems with Najklax outposts or stations, at least double that amount of systems that are left untouched inside area hive mind considers its own

Fleet Size: 15.545 light and medium combat ships, 1.415 star dreadnoughts and heavy carriers, 12.760 planetary siege vessels and interstellar troop transports, 34 prototype mobile wormhole generators, 10.430 mothballed combat vessels stored in shipyard systems (will have to be re-crewed and possibly fixed in order to be fully effective)

Technological Specialties: Genetic and environmental engineering, kinetic and explosive weapons, mass manufacturing

Technological Weaknesses: Robotics, artificial intelligence, energy weapons

FTL Travel: Synthetic wormholes, devices mounted on Najklax space stations can create wormholes, essentially connecting two points of space-time together, creating portal allowing ships to nearly istantly fly through to and from a location. This is limited by existing stations, which necesitates backtracking of warfleets during wartime. Although first mobile wormhole generators were field tested, they are far too expensive in production and maintenance to be fielded in large numbers.

Brief History: Beginnings of Najklax evolution can be traced back to species of eusocial insects on the planet that would later become Prime Hive. These creatures were no more than just abnormally large arthropoids, breeding in exceptionally huge numbers, rather quickly dominating biological landscape of all biomes on the planet. Several millions years later and multiple very specific mutations later, and first broods of hive minded Najklax began to surface in the desert areas of the planet. At this time, simplistic hive mind wasn't more intelligent than very smart animal. As it grrew, however, it began to rival, and even surpass humans. Eventually, Najklax ruled their entire planet. Their population grew exponentially, and so did their collective intelligence and technology. Once Najklax left their home planet, they have colonized two barren planets nearby. Then, they left their home system, and colonized more planets. Sometimes these planets had to be cleared from other inhabiting sentient species, this was done using either nuclear warheads (which necesitated lengthy environmental recontruction proces) or ground invasions. Only lately have Najklax began to learn the value of diplomacy.

Persons of Interest: Not applicable

Goals and Hooks: Protecting the hive, ensuring steady growth and rise in power for Najklax

"What is a single voice, compared to a magnificient chorus? Our collective is an island of warmth and harmony in the sea of despair. How cold and lonely must it be to face the darkness of space, alone?"

The Stellaris quote at the end sold me. Looks awesome!
 
Name: The Most Serene Gorstak Republic
Leader: The Technocrat Council

The Technocrat Council is composed of one hundred of the best scientists of all fields within the Gorstak Republic. Each year, all scientists around the republic would participate in a vote that determines the members of the Technocrat Council. The Technocrat Council holds absolute power over the government, and each member of the Council has an equal say in matters. The Council convenes every week to decide on various matters of governance, as well as other matters.

Government Type: Democratic technocracy

Flag: The Republic has rejected the use of a flag to represent itself, as they find it a pointless waste of materials. Instead they choose to simply represent themselves by their spherical architecture, that is present in most of their creations.

Capital World: Qwerk
Incorporated Species: Gorstak, Talsx'Tarun, Moirons, and Pils.

Population: 5.2 trillion
Number of Inhabited Planets: 1,261
Number of Systems: 367
Fleet Size: 2,500

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

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

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

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

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

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

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

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

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

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

Homeworld: Qwerk

Appearance:
1553319959934.png

Lifespan: Around 60 Earth years

Reproductive Rate: Around 7 - 10 offspring per lifespan

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

Homeworld: Tarun'Ta

Appearance:
1553322614551.png

Lifespan: 190-210 Earth years
Reproductive Rate: 8-10 offspring per lifespan
Special Characteristics:
The Talsx'Tarun are extremely resistant towards environmental hazards, and possesses redundant organs. This allows them to survive grievous injuries that would've killed a member of another species outright. They also possess humps where they store fluids and nutrients, allowing them to survive without neither for long periods of time. The Talsx'Tarun are physically very strong, and half of their body mass is outright muscle. All of these traits combined to create the perfect shock troop for the Gorstak Republic.

Homeworld: Moironia

Appearance:
1553323682598.png

Lifespan: 50-80 Earth years

Reproductive Rate
: 3 offspring per lifespan

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

Homeworld: Dal

Appearance:
1553326448066.png

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

Reproductive Rate: 1, 000 individuals per lifespan

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

The Technocrat Council is composed of one hundred of the best scientists of all fields within the Gorstak Republic. Each year, all scientists around the republic would participate in a vote that determines the members of the Technocrat Council. The Technocrat Council holds absolute power over the government, and each member of the Council has an equal say in matters. The Council convenes every week to decide on various matters of governance, as well as other matters.

Government Type: Democratic technocracy

Flag: The Republic has rejected the use of a flag to represent itself, as they find it a pointless waste of materials. Instead they choose to simply represent themselves by their spherical architecture, that is present in most of their creations.

Capital World: Qwerk
Incorporated Species: Gorstak, Talsx'Tarun, Moirons, and Pils.

Population: 5.2 trillion
Number of Inhabited Planets: 1,261
Number of Systems: 367
Fleet Size: 2,500

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

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

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

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

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

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

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

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

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

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

Homeworld: Qwerk

Appearance:
View attachment 554701

Lifespan: Around 60 Earth years

Reproductive Rate: Around 7 - 10 offspring per lifespan

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

Homeworld: Tarun'Ta

Appearance:
View attachment 554709

Lifespan: 190-210 Earth years
Reproductive Rate: 8-10 offspring per lifespan
Special Characteristics:
The Talsx'Tarun are extremely resistant towards environmental hazards, and possesses redundant organs. This allows them to survive grievous injuries that would've killed a member of another species outright. They also possess humps where they store fluids and nutrients, allowing them to survive without neither for long periods of time. The Talsx'Tarun are physically very strong, and half of their body mass is outright muscle. All of these traits combined to create the perfect shock troop for the Gorstak Republic.

Homeworld: Moironia

Appearance:
View attachment 554710

Lifespan: 50-80 Earth years

Reproductive Rate: 3 offspring per lifespan

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

Homeworld: Dal

Appearance:
View attachment 554722

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

Reproductive Rate: 1, 000 individuals per lifespan

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

Seems pretty solid! Welcome!
 

  • Name: Neo-Rekkar Cooperative

    Leader: Director Senari

    Government Type: Meritocratic Confederacy
    The Cooperative are a nomadic and highly reclusive nation devoted to the advancement of science. As a result of their far flung nature each fleet operates as its own political entity that follows a common charter with basic tenets. However each fleet is allotted a number of representatives calculated based on a complex algorithm that takes into account many factors, primarily their economic, military and scientific contributions as well as their population. These representatives vote on actions that affect the entirety of the Cooperative and also elect a Director once a decade.

    Flag: Varies between each fleet

    Capital Fleet: Typically whatever fleet the Director hails from is the official capital. Unofficially the Enigmatic Fleet which is the largest fleet in the Cooperative and has held the Director role continuously for the last century is the capital.

    Incorporated Species: Rekkar(various subtypes)

    Population: 500 billion
    Number of Inhabited Planets: None

    Number of Systems:None, though the large mother fleets who's sheer size make it difficult to remain undetected typically roam an unclaimed swathe of space in the galactic north and will take measures to prevent empires from establishing more than light colonies in the region.

    Fleet Size: Approximately 7500 mother fleets of varying sizes. Mother fleets generally consist of one primary vessel that houses the majority of the population and ranges from 1 kilometer long to the largest the 'Enigmatic' being 150 kilometers long having been added to over the course of centuries.

    Accompanying the mother ship are auxiliary civilian ships typically ranging in number from 10 to 500 that host small civilian populations of their own as well as equipment to support the mother ship and construct new ships.

    In support of the civilian fleet are militarily oriented escorts that will typically number 30 to 500. They are the last line of defense if stealth and diplomacy have failed and are intended to ward off would-be pirates and fight a delaying action so the civilian fleet can retreat . Due to this fact most escorts are smaller than a cruiser and only the largest fleets will find it useful to maintain battleships and dreadnoughts.

    Technological Specialties:
    The Cooperative thanks to its independent and scientifically oriented nature has access to the forefront of almost every scientific field, each fleet contributes its knowledge to a shared subspace realm that represents the sum total of all knowledge collected by the Cooperative. However each fleet differs greatly, one specialize in growing organic ships while another might operate swarms of drones controlled by networked AIs.

    All Cooperative fleets do however possess exceptionally powerful stealth systems, access to the sum of the Cooperative knowledge through quantum relays and the Subspace drive as well as a mastery of both the former and latters properties.

    Technological Weaknesses:
    While the Cooperative has a broad knowledge base, thanks to their nomadic nature they have limited experience in large-scale engineering projects. They also don't have access to a fast or safe way of making larger ships and replacing them is a costly endeavor during which they are exposed. Another weakness stems from their inability to wage war on planets thanks to their complete lack of ground based vehicles and small population sizes. Finally while they may have a broad base of knowledge, when encountered on an individual level each fleet better represents a narrow mastery of one or two subjects and can still suffer from weaknesses elsewhere.

    FTL Travel:
    The Subspace drive for travel as well as the quantum entanglement relay for communication together form the backbone on which the Cooperative manages to function. The Subspace drive functions via punching a hole in reality into a unique and temporary pocket of Subspace that can be molded to fit the Cooperative's needs. In this case it allows the ship to travel vast distances in the blink of an eye. Unfortunately the more properties and constraints that are imposed on the pocket, the greater the energy requirement. As a result there's an upper limit to how far a fleet can travel without the pocket collapsing and erasing all occupants inside it from reality. The drive can also be used to generate a continuous pocket for extended periods of time that can be used as a last ditch resort to hide in to avoid detection.

    Brief History: The Rekkar have existed for a relatively long time, however next to giants like the Jotaran Imperium they are still a 'young' race. In their infancy they waged war against many other neighboring species in a xenophobic conquest as they sought to prove their superior intelligence to the lesser races. In the end they were brought down by a coalition of their enemies and their homeworld was shattered. The survivors scattered and could never find rest for they were almost universally reviled by those they had looked down upon and so they became nomads. Gradually the Rekkar were forgotten as they wandered the far corners of the galaxy and banded together to form a loose confederation based on mutual aid and the pursuit of knowledge.

    Persons of Interest:
    Director Senari has held the post of director for the last thirty years thanks to an uncanny political skill as well as the spearheading of a popular reform that allowed greater access to the subspace Archives.

    Goals and Hooks: They aim to Prepare the Battle Cattle of course.
    The primary goal of the Cooperative is to seek knowledge, however each fleet has its own interpretation of how to actually go about seeking knowledge. While the majority of the Cooperative is isolationist, some seek to cultivate treaties with other races and others have no qualms about abducting those they find interesting.

    Additionally the Cooperative has a low opinion of silly things like 'national borders' and 'no trespassing' and will frequently travel through the territory of empires that lack the technology to detect them. As a result anyone can encounter the Cooperative for better or worse should they be lucky enough.

 

  • Name: Neo-Rekkar Cooperative

    Leader: Director Senari

    Government Type: Meritocratic Confederacy
    The Cooperative are a nomadic and highly reclusive nation devoted to the advancement of science. As a result of their far flung nature each fleet operates as its own political entity that follows a common charter with basic tenets. However each fleet is allotted a number of representatives calculated based on a complex algorithm that takes into account many factors, primarily their economic, military and scientific contributions as well as their population. These representatives vote on actions that affect the entirety of the Cooperative and also elect a Director once a decade.

    Flag: Varies between each fleet

    Capital Fleet: Typically whatever fleet the Director hails from is the official capital. Unofficially the Enigmatic Fleet which is the largest fleet in the Cooperative and has held the Director role continuously for the last century is the capital.

    Incorporated Species: Rekkar(various subtypes)

    Population: 500 billion
    Number of Inhabited Planets: None

    Number of Systems:None, though the large mother fleets who's sheer size make it difficult to remain undetected typically roam an unclaimed swathe of space in the galactic north and will take measures to prevent empires from establishing more than light colonies in the region.

    Fleet Size: Approximately 7500 mother fleets of varying sizes. Mother fleets generally consist of one primary vessel that houses the majority of the population and ranges from 1 kilometer long to the largest the 'Enigmatic' being 150 kilometers long having been added to over the course of centuries.

    Accompanying the mother ship are auxiliary civilian ships typically ranging in number from 10 to 500 that host small civilian populations of their own as well as equipment to support the mother ship and construct new ships.

    In support of the civilian fleet are militarily oriented escorts that will typically number 30 to 500. They are the last line of defense if stealth and diplomacy have failed and are intended to ward off would-be pirates and fight a delaying action so the civilian fleet can retreat . Due to this fact most escorts are smaller than a cruiser and only the largest fleets will find it useful to maintain battleships and dreadnoughts.

    Technological Specialties:
    The Cooperative thanks to its independent and scientifically oriented nature has access to the forefront of almost every scientific field, each fleet contributes its knowledge to a shared subspace realm that represents the sum total of all knowledge collected by the Cooperative. However each fleet differs greatly, one specialize in growing organic ships while another might operate swarms of drones controlled by networked AIs.

    All Cooperative fleets do however possess exceptionally powerful stealth systems, access to the sum of the Cooperative knowledge through quantum relays and the Subspace drive as well as a mastery of both the former and latters properties.

    Technological Weaknesses:
    While the Cooperative has a broad knowledge base, thanks to their nomadic nature they have limited experience in large-scale engineering projects. They also don't have access to a fast or safe way of making larger ships and replacing them is a costly endeavor during which they are exposed. Another weakness stems from their inability to wage war on planets thanks to their complete lack of ground based vehicles and small population sizes. Finally while they may have a broad base of knowledge, when encountered on an individual level each fleet better represents a narrow mastery of one or two subjects and can still suffer from weaknesses elsewhere.

    FTL Travel:
    The Subspace drive for travel as well as the quantum entanglement relay for communication together form the backbone on which the Cooperative manages to function. The Subspace drive functions via punching a hole in reality into a unique and temporary pocket of Subspace that can be molded to fit the Cooperative's needs. In this case it allows the ship to travel vast distances in the blink of an eye. Unfortunately the more properties and constraints that are imposed on the pocket, the greater the energy requirement. As a result there's an upper limit to how far a fleet can travel without the pocket collapsing and erasing all occupants inside it from reality. The drive can also be used to generate a continuous pocket for extended periods of time that can be used as a last ditch resort to hide in to avoid detection.

    Brief History: The Rekkar have existed for a relatively long time, however next to giants like the Jotaran Imperium they are still a 'young' race. In their infancy they waged war against many other neighboring species in a xenophobic conquest as they sought to prove their superior intelligence to the lesser races. In the end they were brought down by a coalition of their enemies and their homeworld was shattered. The survivors scattered and could never find rest for they were almost universally reviled by those they had looked down upon and so they became nomads. Gradually the Rekkar were forgotten as they wandered the far corners of the galaxy and banded together to form a loose confederation based on mutual aid and the pursuit of knowledge.

    Persons of Interest:
    Director Senari has held the post of director for the last thirty years thanks to an uncanny political skill as well as the spearheading of a popular reform that allowed greater access to the subspace Archives.

    Goals and Hooks: They aim to Prepare the Battle Cattle of course.
    The primary goal of the Cooperative is to seek knowledge, however each fleet has its own interpretation of how to actually go about seeking knowledge. While the majority of the Cooperative is isolationist, some seek to cultivate treaties with other races and others have no qualms about abducting those they find interesting.

    Additionally the Cooperative has a low opinion of silly things like 'national borders' and 'no trespassing' and will frequently travel through the territory of empires that lack the technology to detect them. As a result anyone can encounter the Cooperative for better or worse should they be lucky enough.

Looking good! Welcome!
 

  • Acruani

    Name: Acruani
    Homeworld: Acruan/ACR-4UN

    Appearance: An Acruani consists of a cubic meter black cube, but their outward appearance varies. Given that with little assistance they can use machines remotely, it is not a challenge for them for them to control human-sized robots. Units capable of safely containing a core are at least 20 feet mechas and they go upward from there up to humongous ships and planetary complexes.

    Lifespan: Cores must be recycled every 50 years to avoid deterioration while making proper overhauls, but with proper maintenance they can be used almost indefinitely. The Acruani inside can be transferred to new cubes indefinitely.

    Reproductive Rate: Acruani Cores must be properly manufactured in a process that requires simple organic and inorganic materials in a process that can be done in mass that requires a bit over an earth year for proper production. The minds have harsh creation requirements that involve parsing and meshing collected data in order to generate minds that are organic enough to have creativity and evolve over time. Organic already properly evolved minds also make very good templates for Acruani minds, not that they share this fact with these words.

    Special Characteristics: Acruani are inorganic lifeforms made of a core that on the simplest terms is a very nice and compact quantum supercomputer, with built-in fail safes. In case of those super rare, successful hacking of a Core (likely through physically holding the Core hostage), it is notable that it can either fry itself or lock itself from the outside. The locking from the outside involves isolating all kinds of radiation, heat and even vibration from affecting the inner parts of the core that actually store the Acruani. Cores that have been damaged have the possibility of having such fail-safes destroyed without the core self-destructing.
    Loroi

    WIP - Trying to find the original description for them since they aren't my brainchild. But basically, space elves. But shhhh.... you haven't read through this unfinished section. This is just a placeholder for when Loroi are properly added in. I mean, Prepare the Battle Cattle, certainly.
    Humans

    Humans are Humans as in Earth Humans. Move on.


 
Last edited:

  • Acruani

    Name: Acruani
    Homeworld: Acruan/ACR-4UN

    Appearance: An Acruani consists of a cubic meter black cube, but their outward appearance varies. Given that with little assistance they can use machines remotely, it is not a challenge for them for them to control human-sized robots. Units capable of safely containing a core are at least 20 feet mechas and they go upward from there up to humongous ships and planetary complexes.

    Lifespan: Cores must be recycled every 50 years to avoid deterioration while making proper overhauls, but with proper maintenance they can be used almost indefinitely. The Acruani inside can be transferred to new cubes indefinitely.

    Reproductive Rate: Acruani Cores must be properly manufactured in a process that requires simple organic and inorganic materials in a process that can be done in mass that requires a bit over an earth year for proper production. The minds have harsh creation requirements that involve parsing and meshing collected data in order to generate minds that are organic enough to have creativity and evolve over time. Organic already properly evolved minds also make very good templates for Acruani minds, not that they share this fact with these words.

    Special Characteristics: Acruani are inorganic lifeforms made of a core that on the simplest terms is a very nice and compact quantum supercomputer, with built-in fail safes. In case of those super rare, successful hacking of a Core (likely through physically holding the Core hostage), it is notable that it can either fry itself or lock itself from the outside. The locking from the outside involves isolating all kinds of radiation, heat and even vibration from affecting the inner parts of the core that actually store the Acruani. Cores that have been damaged have the possibility of having such fail-safes destroyed without the core self-destructing.
    Loroi

    WIP - Trying to find the original description for them since they aren't my brainchild. But basically, space elves. But shhhh.... you haven't read through this unfinished section. This is just a placeholder for when Loroi are properly added in. I mean, Prepare the Battle Cattle, certainly.
    Humans

    Humans are Humans as in Earth Humans. Move on.


It all looks good to me, accepted!
 
•Name: Alliance of Yavaun
•Leader: Prime Minster Dru'Zahak
•Government Type: (Unstable) Federation
•Capital World: Yavaun
•Incorporated Species: Tha'Roon, Obblinox, Eaggra, Shama'Li

•Population: 7.5 Billion
•Number of Inhabited Planets: 4
•Number of Systems: 2
•Fleet Size: 250 Militarized Vessels.

•Technological Specialties:
Mining: The Eaggra and Obblinox, being former and in the case of the Obblinox current servants to the Tha'Roon have always been forced to handle the vast majority of the manual labour of the ressource hungry and decadent Tha'Roon Empire. The lessons on how to scrape even the smallest bit of useable rock and ore out of a mine has stuck with them ever since, especially since they used the very same knowledge in the rebellions against the Empire.
Botanism: The Shama'Li are a primitive, mostly aggrarian society with an odd connection to Yavauns nature while the Eaggra are literaly plants, making them excellent farmers and botanists.
Cybernetics: The Tha'Roon and Obblinox are experts at Cybernetics due to both an utter lack of ethics in their experimentation and the desire of the former to compensate for their frail bodies and the later desiring to be even stronger than they allready are.
Air & Naval travel: All four of the species developed their own methods of Air and Sea travel during their last several wars, ranging from jet engines and VTOL, to anti-grav to using giant flying or swimming animals. One way or another they have various methods available to them.
•Technological Weaknesses:
Heavy Armaments: None of the species ever ended up developing vast enough firepower that they would still be of consequence on the galactic stage and the attempt to combine four different divergent techbases did not help.
Space Travel: They are very new to space and as a result they are NOT very good at Space Travel either.
•FTL Travel: Hyperdrive

•Brief History: The Alliance of Yavaun is a Federation created by four different races originating from the same planet after several long-lasting wars, civil wars and rebellions (usually caused by Tha'Roon imperialism and ruthlessness) nearly drove them to extinction. They haphazardly split the planets territories in two with the Shama'Li and Eaggra getting one half while the Tha'Roon and Obblinox stuck to the other unless they agreed on cooperating on projects, with their Government equally assigns their Ministry positions amongst representatives of the four races. Its has not been efficient as meritocracy could not be properly established (and due to the Tha'Roon constantly trying to get individuals into position they could manipulate the easiest), but until the development of spacetravel it was the only way to avoid the four races (especially the Tha'Roon) to go to war again.

•Persons of Interest:
Prime Minister Dru'Zahak (Tha'Roon)
Interior Minister Tuon Kol (Shama'Li)
Prime Maker Funaris (Eaggra)
General Sa'drah (Obblinox)

•Goals and Hooks: The Alliance are Expansionists by necessity and Scholars out of interest, although the ideology behind their goals are divided. The Shama'Li and Eaggra desire to expand the Alliance territory and gain new Knowledge to benefit the Alliance for peaceful purposes. The Tha'Roon and Obblinox meanwhile simply desire more power for the Alliance while pursuing far less benevolent reasons.

Name:
Tha'Roon
Homeworld: Yavaun
Government: Empire

Appearance: A Tha'Roon is a slender, purple, semi-serpentine being with a height of 1.80m at average.
Tha'Roon Sprites.gif
Lifespan: Tha'Roon live somewhere around 60 years in average, somewhat more if cyberneticaly enhanced.

Reproductive Rate:
About 2 offspring per lifetime. The Tha'Roon are not a populus race.

Special Characteristics:
The Tha'Roon are highly intelligent and cunning to the point that a vast majority of them is at least slightly psychic, but they are also physicaly very frail.

Name:
Obblinox
Homeworld: Yavaun
Government: Confederation of Clans

Appearance: Roughly 2m tall, orange skinned, three legged brutes.
Obblinox Sprites.gif

Lifespan: Obblinox live up to roughly 80 years. Slightly longer if cyberneticaly enhanced.

Reproductive Rate:
3 to 4 offspring per lifespan.

Special Characteristics:
The Obblinox are exceedingly strong and resillient, having evolved to withstand the dangers of Yavaun through brute force to the point they can shrug off and recover from serious injury which as a result don't impede them overly much either. Unfortunately they are, despite their proficiency as engineers, quite dimwitted.

Name:
Shama'Li
Homeworld: Yavaun
Government: Theocracy

Appearance: Roughly 1.80m tall, pale skinned, wiry and possesing three eyes.
Shama'Li Sprites.jpg

Lifespan: Shama'li can strangely live between 100 to 200 years.

Reproductive Rate:
3 to 4 offspring per lifespan.

Special Characteristics: 1.
The Shama'Li are nearly entirely psychics with a complete lack of aptitude for technology, still being primitives despite having reached space by tagging along with their allies. 2. Any Shama'Li that don't die at around the hundred year mark of old age, enter a second lifephase as they continue to grow even older while they also gain additional height and extreme increase in bodymass and psychic potential. The absolute oldest and rarest are said to be far over 2m tall and absolutely massive although at that point they don't live for much longer anymore.

Name:
Eaggra
Homeworld: Yavaun
Government: Confederation of Clans
Eaggra.gif
Appearance: Vine-like plant creatures of random height and weight depending on age, although generaly posessing several 'stalks' with eyes and two arms.

Lifespan: Unknown as even the Eaggra don't keep track of it.

Reproductive Rate:
At least 8 during their life. They are the most populous race on the planet.

Special Characteristics:
The Eaggra are a plant-based species with all that it entails including not requiring food due to drawing their sustenance from their environment, surprising resilience, flexibility and a desperate need for sunlight.

Note: Joining because Archene kept telling me to do so, promptly ended up drawing a blank about the race, got a stupid idea and delved deep into the late 90s.
 
•Name: Alliance of Yavaun
•Leader: Prime Minster Dru'Zahak
•Government Type: (Unstable) Federation
•Capital World: Yavaun
•Incorporated Species: Tha'Roon, Obblinox, Eaggra, Shama'Li

•Population: 7.5 Billion
•Number of Inhabited Planets: 4
•Number of Systems: 2
•Fleet Size: 250 Militarized Vessels.

•Technological Specialties:
Mining: The Eaggra and Obblinox, being former and in the case of the Obblinox current servants to the Tha'Roon have always been forced to handle the vast majority of the manual labour of the ressource hungry and decadent Tha'Roon Empire. The lessons on how to scrape even the smallest bit of useable rock and ore out of a mine has stuck with them ever since, especially since they used the very same knowledge in the rebellions against the Empire.
Botanism: The Shama'Li are a primitive, mostly aggrarian society with an odd connection to Yavauns nature while the Eaggra are literaly plants, making them excellent farmers and botanists.
Cybernetics: The Tha'Roon and Obblinox are experts at Cybernetics due to both an utter lack of ethics in their experimentation and the desire of the former to compensate for their frail bodies and the later desiring to be even stronger than they allready are.
Air & Naval travel: All four of the species developed their own methods of Air and Sea travel during their last several wars, ranging from jet engines and VTOL, to anti-grav to using giant flying or swimming animals. One way or another they have various methods available to them.
•Technological Weaknesses:
Heavy Armaments: None of the species ever ended up developing vast enough firepower that they would still be of consequence on the galactic stage and the attempt to combine four different divergent techbases did not help.
Space Travel: They are very new to space and as a result they are NOT very good at Space Travel either.
•FTL Travel: Hyperdrive

•Brief History: The Alliance of Yavaun is a Federation created by four different races originating from the same planet after several long-lasting wars, civil wars and rebellions (usually caused by Tha'Roon imperialism and ruthlessness) nearly drove them to extinction. They haphazardly split the planets territories in two with the Shama'Li and Eaggra getting one half while the Tha'Roon and Obblinox stuck to the other unless they agreed on cooperating on projects, with their Government equally assigns their Ministry positions amongst representatives of the four races. Its has not been efficient as meritocracy could not be properly established (and due to the Tha'Roon constantly trying to get individuals into position they could manipulate the easiest), but until the development of spacetravel it was the only way to avoid the four races (especially the Tha'Roon) to go to war again.

•Persons of Interest:
Prime Minister Dru'Zahak (Tha'Roon)
Interior Minister Tuon Kol (Shama'Li)
Prime Maker Funaris (Eaggra)
General Sa'drah (Obblinox)

•Goals and Hooks: The Alliance are Expansionists by necessity and Scholars out of interest, although the ideology behind their goals are divided. The Shama'Li and Eaggra desire to expand the Alliance territory and gain new Knowledge to benefit the Alliance for peaceful purposes. The Tha'Roon and Obblinox meanwhile simply desire more power for the Alliance while pursuing far less benevolent reasons.

Name:
Tha'Roon
Homeworld: Yavaun
Government: Empire

Appearance: A Tha'Roon is a slender, purple, semi-serpentine being with a height of 1.80m at average.
Lifespan: Tha'Roon live somewhere around 60 years in average, somewhat more if cyberneticaly enhanced.

Reproductive Rate: About 2 offspring per lifetime. The Tha'Roon are not a populus race.

Special Characteristics: The Tha'Roon are highly intelligent and cunning to the point that a vast majority of them is at least slightly psychic, but they are also physicaly very frail.

Name:
Obblinox
Homeworld: Yavaun
Government: Confederation of Clans

Appearance: Roughly 2m tall, orange skinned, three legged brutes.

Lifespan: Obblinox live up to roughly 80 years. Slightly longer if cyberneticaly enhanced.

Reproductive Rate: 3 to 4 offspring per lifespan.

Special Characteristics: The Obblinox are exceedingly strong and resillient, having evolved to withstand the dangers of Yavaun through brute force to the point they can shrug off and recover from serious injury which as a result don't impede them overly much either. Unfortunately they are, despite their proficiency as engineers, quite dimwitted.

Name:
Shama'Li
Homeworld: Yavaun
Government: Theocracy

Appearance: Roughly 1.80m tall, pale skinned, wiry and possesing three eyes.

Lifespan: Shama'li can strangely live between 100 to 200 years.

Reproductive Rate: 3 to 4 offspring per lifespan.

Special Characteristics: 1. The Shama'Li are nearly entirely psychics with a complete lack of aptitude for technology, still being primitives despite having reached space by tagging along with their allies. 2. Any Shama'Li that don't die at around the hundred year mark of old age, enter a second lifephase as they continue to grow even older while they also gain additional height and extreme increase in bodymass and psychic potential. The absolute oldest and rarest are said to be far over 2m tall and absolutely massive although at that point they don't live for much longer anymore.

Name:
Eaggra
Homeworld: Yavaun
Government: Confederation of Clans
Appearance: Vine-like plant creatures of random height and weight depending on age, although generaly posessing several 'stalks' with eyes and two arms.

Lifespan: Unknown as even the Eaggra don't keep track of it.

Reproductive Rate: At least 8 during their life. They are the most populous race on the planet.

Special Characteristics: The Eaggra are a plant-based species with all that it entails including not requiring food due to drawing their sustenance from their environment, surprising resilience, flexibility and a desperate need for sunlight.

Note: Joining because Archene kept telling me to do so, promptly ended up drawing a blank about the race, got a stupid idea and delved deep into the late 90s.
Welcome around to the RP Teron. xD Consider yourself accepted.
 
Name:​
The Federated Colonies (Colonial Standard: Die Föderierte Kolonien), also known by their old names, the Colonial League (CS: Die Koloniale Liga) or the the Colonial Pact (CS: Die Koloniale Eidgenossenschaft), officially the Colonial Federal State (CS: Der Koloniale Bundesstaat), and colloquially known as the Colonies (CS: die Kolonien).
Leader:
The head of state of the Federated Colonies is collectively represented by the Federal Directorate (CS: Bundesdirektorat)
The head of government of the Federated Colonies is the Federal Chancellor (CS: Bundeskanzler)
The Supreme Commander of the Colonial Armed Power is the Hegemon of the Colonies (CS: der Hegemon der Kolonien)
Government Type:
Federal Parliamentary Republic (officially), Confederal Parliamentary Republic (debated)
The Federated Colonies are a federal parliamentary republic, a union of countless constituent states and of multiple races. The Colonial Government (CS: die Koloniale Regierung), also known as the Central Government (CS: die Zentralregierung), or the Federal Government (CS: die Bundesregierung), is divided into multiple branches that follow the principle of
the Separation of Powers (CS: die Gewaltenteilung), operating under rules of a constitution, the so called Articles of Colonization (CS: Die Artikel der Kolonisation). The Articles of Colonization are an incredibly large and complex legal document, amended and modified several times throughout the existence of the Colonies, but they contain several fundamental principles which can not be amended or breached, including the basic rights of all Colonial citizens, the separation of powers and the rule of law, all of which are valid in perpetuity.

BRANCHES OF THE FEDERAL GOVERNMENT

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

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

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

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

Historically, the position of Federal President was an incredibly powerful one, and that pro-centralization political forces desire the end of the Directorate. So far, all Directorates have been marked by infighting and difficulties, and there are also proposals to add new Director positions so that all member races can have a representative there.


The Federal Cabinet of the Colonies (CS: Bundeskabinett der Kolonien) is the one that is most often informally identified with the Federal Government as a whole, as it is the chief executive body of the nation. It is formed by various Federal Ministers (CS: Bundesminister), each with their own responsibilities, and by the Federal Chancellor of the Colonies (CS: Bundeskanzler der Kolonien), who is also sometimes known by the archaic title of High Minister of the Colonies (CS: Oberminister der Kolonien). The Chancellor's authority comes from the Articles of Colonization and from the support of a majority of votes in the Federal Assembly. The candidate for the position is proposed by the Directorate, which usually selects the leader of the largest political force in the Assembly. If the candidate then gains a majority of votes, it is appointed as the new Federal Chancellor - and the Chancellor then appoints and dismisses the Federal Commissioners at will - with the confirmation of the Directorate being mostly symbolical. In theory, the Chancellor holds the central executive authority - but since all Chancellors tend to be elected by large coalitions, they have to govern by compromise and negotiation. The Chancellor is also responsible for all actions of the Commission - the Chancellor sets all the policy guidelines, following the principle of Richtlinienkompetenz, a Colonial political concept which can be roughly translated as guideline setting competence.
The Chancellor can be removed by a vote of no confidence in both the Federal Diet and the Federal Council, however, in order to avoid the chaos that would be created by the lack of a Chancellor, all the major political forces in the Assembly tend to follow a concept known as the "constructive motion of no confidence ", in that a Chancellor is only removed if another candidate has a real chance of being elected.


The Legislative Branch (CS: die Legislative) is represented by the Federal Assembly of the Colonies (CS: Bundesversammlung der Kolonien). The Assembly acts as a bicameral parliament. The upper chamber is formed by the Federal Council of the Colonies (CS: Bundesrat der Kolonien). The Federal Councillors are all appointed by their respective member states, as they are considered to be the representatives of their member states on a federal level. The number of representatives each state can send is calculated through a form of degressive proportionality, based on the population of the member states - this way, smaller states have more votes than a distribution proportional to their population would grant them.
The position of the Federal Council is a bit complicated - in theory, it is subordinated to the Federal Diet, and it only deals with constitutional changes and laws affecting the competences of the local governments of member states. Despite that, the Federal Commission must send all of its law proposals to the Council first - because it is considered that the approval of the member states should be necessary for any legislation. Despite that, the Council can not block legislation - it has only what is called a "suspensive veto", which merely requires the law to be passed again - but with a two thirds majority in the Diet. If all members of the Council vote against a legislation however, an absolute veto is enforced, which is then mediated by the Directorate.

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

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

The fourth branch of the Colonial Government is represented by the Hegemony (CS: die Hegemonie), which replaces the normal civilian ministries that would oversee a nation's military forces. Created during the First Secession War, the Hegemony is the supreme authority in military matters, reuniting the responsibilities of a civilian ministry of defense, the Great General Staff and in times of war, the Central High Command. In times of peace, the Hegemony is accountable to the civilian executive and legislative branches and the constitution, while in times of war, the Hegemon (CS: der Hegemon) has the power to declare martial law and to temporarily suspend the constitution in order to safeguard the continued existence, freedom, and sovereignty of the Federated Colonies. In times of peace and war, the Hegemony also becomes the supreme administrative authority in military regions, and theaters of war.
The Hegemon is not elected, nor is he chosen from among the ranks of the military. Instead, when a new Hegemon is needed, the Colonies organize the so called "Hegemonic Trials" - war games designed to find the best military mind in the entire colonies. The tradition has changed in time, and currently, the Hegemonic Trials tend to be held even while a Hegemon still exists, so that a successor can be chosen immediately - and as such, the trials focus on finding the mind with the most potential - which has led to the controversial participation of many children and young people in the trials.
LOCAL GOVERNMENTS
The member states of the Federated Colonies are incredibly varied when it comes to their form of government, from republics, to theocracies, absolute monarchies and even anarchic regions under Colonial protection. The Federal Government gives its member states a high degree of autonomy - as long as the governments in question follow the Articles of Colonization and respect the federal laws and rights. It is a huge priority of the Bundesregierung to protect the traditions and unique culture of each member state, that is why, while the central government deals with matters of foreign affairs, military, and economic planning among others - the federal interference in the actual affairs of the member states is limited. Most member states simply host an official known as the Federal Overseer (CS: Bundesoberwacher).
There are however some territories directly under the control of the central government. When a territory comes under the civilian authority of the Colonies, it is known as a Federal Sector (CS: Bundessektor), and is led by an elected Federal Administrator (CS: Bundesverwalter).
A territory under the direct control of the Colonial Armed Power is known as a Federal Archonate (CS: Bundesarchonat), and is led by an appointed officer known as the Federal Archon (CS: Bundesarchon)
Flag:
National and Federal Flag
YzacuVr.png


The Blood Stained Banner, the first revolutionary flag of the human Colonies, and the current flag of the Colonial Armed Power
BTsRYOX.png
Emblem:
The Stars of Unity
Die Sterne der Einheit
Motto:
"Einheit, Freiheit, und Gleichheit!"
"Unity, Freedom, and Equality!"

Capital World:
Xalion
A massive, overpopulated ecunemopolis. It used to be the headquarters of the Colonial Warfleet, and it became the federal capital after the destruction of Terra Nova during the Second Secession War. As a large mining and industrial center, Xalion has historically had issues with pollution, and has become over-polluted after the explosion of the Golden Flame Refinery, two centuries ago. The skies of the planet are permanently covered with thick, black clouds, and the atmosphere itself is partially toxic, filled with golden Opilium dust, remains of the refining process. The native population has developed a resistance to this toxicity, while foreigners receive medication to keep the toxic substances out of their system or use gas masks. Most of the planet is a large mystery, unknown even to the Colonials themselves. Claiming that the entire planet is the capital of the Colonies would not be correct - the Federal Sector, where most of the Colonial federal institutions are, is separated from the rest of the planet by large domes. The rest of the planet hasn't been charted in almost a century, and with the entire being covered by buildings all the way up to the stratosphere, the planet's former division into levels and areas has become outdated long ago. Outside of the FedSec and some other areas in the upper levels, the Colonial authorities have almost no control, and the planet works as an uneasy compromise between the federal forces, the unions of the gargantuan Opilium refineries that exist in the upper levels, and the population of the other levels. With no flight being possible in the atmosphere, and no actual mobile infrastructure ouside of the Federal Sector, it is incredibly easy to get lost - a former Hegemon even once joked that there might an entire alien civilization hidden in the lower levels, and no one would know.
Foreigners should not wander beneath the uppermost level, as Xalion is a never ending labyrinth of crime and anarchy. As long as it does not damage the structures in the cities, nearly anything is allowed. In Xalion, anything can be found, and anything can be bought..
Incorporated Species:
Humans, Genome species

Population: 12 trillion
Number of Inhabited Planets:
~ 3200 inhabited worlds, formed by around 40 Ecumenopolis-type worlds, 900 Core Worlds, and ~2.300 Outer Colonies
Number of Systems:
Colonial planets are pretty widespread, so the total number of systems would be well above 20.000
Fleet Size:
The Colonial Warfleet (CS: die Koloniale Kriegsflotte), is one of the branches of the Colonial Armed Power (CS: die Koloniale Bewaffnete Macht). Since Colonial doctrine favors quality and size over quantity, most of the main ships of the Kriegsflotte are generally over 1 kilometer long.
As such, the Kriegsflotte has around 40.000 ships of the line, a number which includes carriers, battlecarriers, battleships, and battlecruisers. Support ships, which are much smaller in size, which include destroyers, corvettes, and auxiliary ships, count for probably around 80.000 more.

Technological Specialties:
FTL Tech
Ever since their inception, the Colonies have always been obsessed with the Long Night, the disaster for humankind and its associated species brought with by the destruction of the Travel Network. Because of that, FTL tech has always been at the forefront of Colonial research, and the Shockjump Drive is continuously improved. FTL drives can be miniaturised enough in order to fit on even small fighter craft, with some limitations of course.
Kinetic Weaponry
The Colonials are masters of kinetic weaponry, from the main guns on their ships to the personal defense weapons of their soldiers. Kinetic weapons continue to remain superior in Colonial military doctrine, with the latest types of kinetic guns developed by the Colonies being able to fire guided and energetically charged projectiles. In a way symbolically representative of the Colonial defensive mentality, the best known application of Colonial kinetic weaponry is in the flak fields that surround most of their vessels. Defensive batteries controlled by a computer system fire flak ammunition around a Colonial military vessel - an ammunition which employs exploding metal fragments at high velocity. This basically creates a defensive barrier outside of a Colonial shield which can destroy incoming attacks and protect the ship from enemy fighters, which also significantly reduces the stress on the normal shield systems, and in many occasions, Colonial commanders will prefer to conserve energy by not deploying their shields and simply using the flakfields for defense.
Quality, Armor and Veranium
Colonial doctrine emphasizes the concept of quality over quantity. As such, Colonial vessels, especially their ships of the line, are built to be incredibly resilient. Learning from the experience of the Secession Wars, were various factors often led to a vessel's shields failing, the Colonials focus more on the armor of their vessels, than on any shield systems. Colonial armor is state of the art - with the entire construction of the vessel being designed with endurance in mind. Multiple layers of heavy armor, compartmentalization, a strong structure - the ships of the Kriegsflotte are a tough nut to crack, being able to withstand even point blank nuclear explosions.
But if normal ships are state of the art when it comes to armor - the future lies in Veranium, a flexible, resistant, slowly self-regenerating and radiation absorbing metal that the Kriegsflotte is starting to develop. It is the intention of the Central High Command to outfit all Colonial vessels with such armor, but the slow process of extracting and refining such metal, and the incredible high cost means that so far, the Colonies have only used Veranium based alloys.
Waveforce Shield
The Waveforce Shield is an experimental shield technology currently being developed by the Research Division for the Advancement of the War Effort. The radically different defensive capabilities of the Waveforce Shield come from the Klein field it deploys. Essentially, it creates a dimensional fold topologically similar to the Klein bottle around a vessel. Whenever a direct attack touches the edge of this Klein field, the energy of this attack is siphoned in the dimensional fold. However, the absorbing capacity of this dimensional fold is not unlimited, and the Waveforce Shield will reach saturation and collapse if it absorbs a great enough number of attacks. The saturation point of the Klein field depends on two factors, the computational processing power of the ship, and because of the stress that the computer systems of the ship have to endure, the energy output of the ship's reactors, needed to keep the computers ongoing. If the ship has a powerful processing power, than it can use both offensive weaponry and defensive Klein field in tandem with efficiency, while ships with limited processing powers will only be able to use one.
The Waveforce Shield is still extremely experimental, as it has proven to be unstable on several occasions, with the Colonial network systems and the reactors of Colonial vessels have been having issues with keeping the shields up.
Battlecarriers
The Colonial Battlecarriers are capital ships that combine the functions of carriers and battleships, essentially functioning as heavily armed carriers. This gives them an incredible flexibility in battle, while the construction and layout of such capital ships is intended to maximize the ship's ability in all areas. The classic Colonial design combines a large armored hull, that serves as the bulk of the battle carrier, with two or multiple flight pod sections mounted on the sides of the ship. The flight pods are designed to launch and to retrieve high numbers of fighter crafts and drones. The pods are generally extended during battle, in order to facilitate their functions, but can be retracted into the main body of the ship for FTL jumps. Battlecarriers are also heavily armed in order to serve the role of a battleship, with large anti-ship gun turrets designed to fight against other capital ships, and with high numbers of defensive turrets which can create defensive flak fields around a ship.
The battlecarriers were created initially during the Secession Wars, where their flexibility was incredibly important for the Colonial war effort, although in the present, the Kriegsflotte favors separate classes of battleships and carriers, since it is considered that a battlecarrier will be inferior to both a battleship and an actual carrier in terms of both firepower and number of fighters launched. Large numbers of battlecarriers still remain in active service, but they mostly serve as armoured carriers.
Genetics
Although incredibly limited in scope, the Colonial genetic research has been somewhat effective - with effects that the Research Division never expected. The New Defender Program, intended to create new soldiers, developed the Genome, which has indeed managed to create a new subspecies of the human race. Genome users, as they are called, are faster, and more powerful than regular humans, but the Genome itself, far from being perfected, has created some extremely variable results. Genome users in general have a much lower expected lifespan than normal humans, and countless different forms of such users exist. Some have rapid healing factors, others can die from a simple wound. Some are extremely powerful from a physical perspective, others from a mental one. Most of their abilities are of course, kept a secret, but what couldn't be kept a secret is their appearance. While overall, their appearance is still similar to that of humans, Genome users have developed all sorts of changes, from unnaturally colored eyes and hair and skin, to wings and horns.
While having new genetically enhanced soldiers is great, the project itself is extremely infamous in the Colonies, and it has created a lot of unrest, both from those citizens who want such reckless genetic experimentation to be shut down, to the very Genome users who do not want to serve in the military and are fighting for their lives.
Currently, Genome users are either artificially developed, or normal humans are modified with it.
Isolated Computer Systems
Led by paranoia after the collapse of the Colonial Defense Network and the subsequent Massacre of Terra Nova, the Colonial Military Service has continuously stressed the importance of avoiding networked primary computer systems in their vessels. Colonial computers are as such isolated, each performing its own tasks - combined with strong security and firewalls, it means that Colonial computers are very difficult to hack into - and trying to hack into an entire ship would force the attacker to try to bypass the security of all computers individually, a difficult task in the midst of battle and one that allows the vessel to defend itself against cyber-warfare. A similar situation can be seen at the level of an entire fleet - if a ship reports a cyber-attack, it will immediately cut off communications with the rest of the fleet.
In order to compensate for the lack of networking, individual Colonial computers are extremely power, even though they lack complex, networked, AI systems.
Technological Weaknesses:
Laser and Energy Weaponry
While Colonial ships do use laser batteries, and have experimented with antimatter and radiation weaponry, the conservatism of the Central High Command means Colonial technology in this areas is mediocre at best, and that the Colonial doctrine does not consider them important in any way. Such weapons are then relegated to a support role, inferior to that of the main kinetic batteries. Their lack of experience with the technology also means that Colonial laser turrets and other energy weapons are very inefficient from the point of view of their energy consumption.
Clean Energy
The constant need for energy and arms race with Earth means that for a long time, the Colonial development effort focused on producing cheap power - with silly things such as clean energy and the danger of pollution being ignored. Colonial reactors mainly use Opilium - which can produce a lot more energy than other similar elements, but can only be found in a solid state, from where it has to be transformed and refined - a process that is cheap, but also extremely polluting and somewhat unstable - with Xalion and the absolute ecological disaster on the Colonial capital being a clear example of such danger.
At the same time, while the reactors themselves are incredibly stable, the high temperature of the plasma inside of the reactor means that if the reactors themselves are damaged, whether intentionally or not, it will most likely lead to powerful explosions.
Computer Networks and AI's
While the isolated computer systems employed by the Colonials have their advantages, they are nonetheless a deeply flawed solution to the danger of cyberwarfare. Colonial computer technology has essentially been frozen in time ever since the Second Secession War, with no further research into computers, artificial intelligence and networking being organised. Colonial computers are as such extremely limited, each being used individually for a single system, and the benefits of networking a ship's computers and of using multiple computer systems to cooperate on a task are completely ignored. This isolation also means that if a computer system were to fail, the crew of the ship has to manually active the backup, which can lead to dangerous situations in the middle of battle.
At the same time, the limited computer systems lead to a situation where Colonial vessels have to be extensively manned - with no AI systems that could lighten the burden on the crew.
Shields
As mentioned before, Colonial doctrine tends to trust a ship's armour more than its shields, and as such, Colonial shield systems are very limited and barely used, with experiments on new means of shielding advancing very slowly.
FTL Tech
ShockJump Drives are incredibly advanced, but the main issue related to them is that they are slow to turn on. Prior to performing a jump, the drive has to be spooled up, which can take some time, depending on the drive type and the size of the vessel and its reactors. While common practice is to keep the drives spun up when in danger, a drive can not be kept in that state indefinitely - this will lead to system crashes or serious drive damage. Standard procedure also recommends a cool down period in between jumps, as constant jumping could eventually damage the drive.
ShockJump Drives distort the space around them when performing a jump, which means that Colonial ships have to maintain a standard safety distance when jumping, as a ship next to another vessel that jumps could be caught up in the distortion and damaged. This also leads to a continuous stress on the ships that make the jump, leading to continuous wear and tear. Older Colonial vessels constantly need repairs to their structure specifically because of such damage.
ShockJump Drives also require incredibly precise calculations in order to jump. Ships wishing to make an FTL jump must calculate their speed, trajectory and jump duration prior to activating their FTL drive, which in the case of the Colonials is complicated by their limited computer systems. Their computer systems are as such the single most important limiting factor of their FTL tech - it limits their range, because the distance on which a jump can be performed depends on a computer's ability to calculate the coordinates, and it also means that a Colonial vessel has to calculate its coordinates before every jump. Poorly calculated jumps can lead to glitches in the computer systems and jumps at wrong destinations, as such, Colonial fleets and even individual vessels tend to calculate their entire trip before the jump itself, but Jump coordinates must be updated constantly to account for ship movement and stellar drift.
Terraforming and Environmental Engineering
With the old terraforming technology of the early Terrans long lost, the current process employed by the Colonies is incredibly crude and somewhat inefficient. Large efforts are currently being conducted in order to further develop the process, as terraforming is perceived as one of the possible solutions to the overpopulation issues. It should however be noted that some races that are part of the Colonies, and which require specific living conditions have their own environmental engineering.
Standardization
While not a technological weakness in itself, it is something that should absolutely be mentioned. Since the Colonies are formed by multiple races and countless different nations, the technology they possess is just as diverse as their numbers. All military and large parts of the organised civilisation technology falls into the responsibility of the Federal Government however, and is subject to the so called Standardisation Agreements (CS: Standardisierungsvereinbarung, STAVE). Due to the political situation and the domination of the human race in military affairs, a lot of said technology is ignored and looked down upon in favour of standard technology that could be accepted by everyone, a problem exacerbated by the complicated and gargantuan Colonial bureaucracy and administration.

FTL Travel:
Colonial Faster-than-Light Jump Drives. Commonly known as ShockJump Drives (CS: Stoß-Sprungantriebe)

The technology behind Colonial FTL systems is such that, providing the relevant data is known, ships can jump with a high degree of accuracy, allowing ships to rendezvous in space and even "park" in a synchronous orbit directly above a given point on a planet's surface. Advanced FTL drives even enable ships to arrive in crowded areas, such as the middle of an asteroid field or other ships, without the risk of collision and damage.The drives are based on the use of Superstring Theory and M-Theory that essentially enable the "jump drive" systems to "fold" space, reducing the distance between any two points by creating a "corridor" through space that links them together. The ability to process that data is dependent from the computing capacity of the ship using it. At least in theory, the Colonial FTL drives should not have any range limits, but the capacity of the computers limits it considerably. Even the most advanced Acruani AI's would stop at a certain point, where the calculation involving the data contains too many errors. Practically speaking the further one attempts to Jump, the calculations involved become more complicated, and the variables that have to be taken into equation increase. All computer systems known will stop at a certain time, where the number of errors is too high for the jump to be considered safe, that is the so called Red Line, an an imaginary sphere enclosing a vessel which denotes the maximum safe limit for an FTL jump.

"Spooling up" a Colonial FTL drive takes some time when the drive has been offline, although the advancements of the recent years have considerably reduced it. Even so, because of this, when ships enter dangerous situations, they keep their FTL drives "spun up". Drives cannot be kept spun up indefinitely, as system crashes or serious damage to the drive will occur. A "cooldown" time is required after a jump for new jump calculations, so a ship that has jumped into a new location cannot jump to another location for a brief period of time.

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

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

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

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

The Second Secession War eventually ended in another armistice, but the Colonies never recovered. From time to time, paranoia still reigns supreme, and a line of Hegemons with ceremonial powers still wait for the time for when they will have to save the Colonies again. Exploration, trade, and friendship is what the Colonies desire - but if the shadow of war comes again, the Colonies will be prepared.
And one day, Earth will have to face justice.
Persons of Interest:
Hegemon Julius Sydow
Director Amelia Thienen
Federal Chancellor Alwin von Leiningen
Goals and Hooks:
  • Solve the conflict between the military, which is demanding increased powers for the Hegemon, and the Federal Assembly, which is keen to disband the Hegemony​
  • Solve the conflict between the supporters of the Directorate and the factions that desire a return to the Presidency​
  • Solve the political and economic tensions between the overpopulated Central Colonies and the underpopulated Outer Colonies, and of course, attempt to do something about the chaos that is Xalion​
  • Solve the current deadlock between the Federal Diet and the Federal Council​
  • Solve the conflict between the Concordia and Vox Populi political factions​
  • Deal with the extremist Axiom Church and its Cardinal​
  • Attempt to ease the worries of those who believe that mankind is over-represented in the government and in the command of the military, ensure that full equality between all member races continue​
  • Continue to attempt to isolate Earth diplomatically and to expand the Federal State's influence in the surrounding regions of the galaxy​
  • Protect democracy and freedom wherever they exist​
  • Deal with the border raids of a previously unknown race known as the "Keltakens". Due to the lack of a Terran threat in that region, local defenses were unprepared to deal with such an assault, formed by fast and brutal raids that overwhelmed the local defenses before the Central High Command could send reinforcements. The so called Keltakens have performed horrible deeds on the planets they have been raiding, and the Federal Diet has been unable to reach a decision about how to react​


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