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Nation Building The Galcora Cluster: CS (OLD)

F
Created at
Index progress
Incomplete

The nations in the Cluster
Lore
Here

KennethPhoenix18

Loved by Christ
Hc4j58K.png


NAME OF NATION(Size 26)

Flag:

(Post Image. Size appropriately.)

Motto:
(Can be whatever you want it to be. If none leave blank.)

Primary Colours:


Type of Government:

(Are you a constitutional republic, a mercantile oligarchy, an absolute monarchy? Put it here)

Leaders:

Homeworld:

(State name, system name, and a short description of the world)

Borders:
(The space your nation encompasses. Here is the template of the Cluster. Find the area you want and paint it with your color. Use photoshop or Pixlr to color it, don’t make it too large. Use the map on the IC page to reference what is used.)

Number of Controlled Planet/Star Systems:
(The hard limit on systems you can control is 40, and the number of planets is 300.)

Notable Planets:
(Special planets to your nations.)

History:
(This doesn't have to encompass the whole 10000 years in-between time)

Religion/Gods:
(This could be a new religion or one of the Helian Gods that followed them. If none leave blank)

Primary Language(s):
(Universal translators are a thing, from artificery to spells.)

Races/Species:
(The types of mortals the compose your nations)

Currency:
(What is the name of the form of currency. If they have none, explain why.)

Population:
(The limit current is 1 trillion.)

Magic System(s):
(What type of mystical arts does your nation use? Are they a warring people focusing on offensive styles, are they druidic that favors the natural? It doesn’t need to be detailed.)

Military:
(Describe your nation's armed forces. From troops, special forces to vehicles/ships.)

Interstellar Travel:
(How does your nation move from planet to planet. Do they use an FTL, or gateways, do they walk through astral realms?)

Strengths:
(What your empire is good at, three at least.)

Weaknesses:
(The cons of your empire, three at least.)

Relations:
(The political relations with other empires. Discuss with the player controlling each empire how you want the relationship to be with their nations)

Other:
(Bonus stuff like trivia, national songs, etc.)

Code:
 [CENTER]
[B][SIZE=7]NAME OF NATION(Size 26)[/SIZE]

[B]Flag:[/B]
(Post Image. Size appropriately.)

[B]Motto:[/B]
(Can be whatever you want it to be. If none leave blank.)

[B]Primary Colours:


Type of Government:[/B]
(Are you a constitutional republic, a mercantile oligarchy, an absolute monarchy? Put it here)

[B]Leaders:

Homeworld:[/B]
(State name, system name, and a short description of the world)

[B]Borders:[/B]
(The space your nation encompasses. Here is the template of the [URL='https://i.imgur.com/sbuh4tj.png']Cluster[/URL]. Find the area you want and paint it with your color. Use photoshop or Pixlr to color it, don’t make it too large. Use the map on the IC page to reference what is used.)

[B]Number of Controlled Planet/Star Systems:[/B]
(The hard limit on systems you can control is 40, and the number of planets is 300.)

[B]Notable Planets:[/B]
(Special planets to your nations.)

[B]History:[/B]
(This doesn't have to encompass the whole 10000 years in-between time)

[B]Religion/Gods:[/B]
(This could be a new religion or one of the Helian Gods that followed them. If none leave blank)

[B]Primary Language(s):[/B]
(Universal translators are a thing, from artificery to spells.)

[B]Races/Species:[/B]
(The types of mortals the compose your nations)

[B]Currency:[/B]
(What is the name of the form of currency. If they have none, explain why.)

[B]Population:[/B]
(The limit current is 1 trillion.)

[B]Magic System(s):[/B]
(What type of mystical arts does your nation use? Are they a warring people focusing on offensive styles, are they druidic that favors the natural? It doesn’t need to be detailed.)

[B]Military:[/B]
(Describe your nation's armed forces. From troops, special forces to vehicles/ships.)

[B]Interstellar Travel:[/B]
(How does your nation move from planet to planet. Do they use an FTL, or gateways, do they walk through astral realms?)

[B]Strengths:[/B]
(What your empire is good at, three at least.)

[B]Weaknesses:[/B]
(The cons of your empire, three at least.)

[B]Relations:[/B]
(The political relations with other empires. Discuss with the player controlling each empire how you want the relationship to be with their nations)

[B]Other:[/B]
(Bonus stuff like trivia, national songs, etc.)
[/CENTER]

If you're still working on a section, please note that. You can still be accepted if your CS isn't fully complete

I (KennethPhoenix18) will like (gives cookie) when your CS is accepted.
 
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The Vannali Dominion
The Vannali Dominion

Flag:
uspgvUC.png


Motto:
"Steel in our hands, Fire in our hearts, and the Marking to guide both."

Primary Colours:
Blue, Black, Silver, and Orange

Type of Government:
Absolute Monarchy
(Matriarchal society)

Leaders:
The current head of the Helma dynasty, a devout follower of the Runic Path and able to commune with Junvalr at will. She is a model of Vannalian culture: a Dawn Office of the Four Echelon, creator of the modern standard of computing artifice, and Master of the Cold Flame. Elisa is greatly loved on Zari and the Settled Worlds and respected by her court. She rules with a careful hand, taking counsel well and wisdom from her goddess. A perfect leader for the upcoming change.

A tall woman in her mid-40s, cherry blonde hair with sharp blue and an athletic build. Without her position, Elisa has a powerful presence that demands attention. As a mother of three, Elisa raises her oldest daughter, Jenia to inherit her throne without fear. Her younger twins, Loren and Gila she puts in an effort to be with them but doesn't always succeed, forced to favor their sister.

Despite being the absolute leader of the Dominion she allows the Orders great power to enable in her great empire.
Matrona Gila Marox of Clan Srego, Patrano Bolla Hyti of Clan Hyit, Matrona Drian Gigila of Clan Donhutai, Matrona Nanai Fe of Clan Tila, Matrona Ioria Lora of Clan Velgra

These five are direct counsel of the Vanki, where she takes most of the advice from. Vetted from past Clan Heads, or high ranking member of their Orders, these elders have a wealth of wisdom and experience to offer in hopes to further Dominion and it's people. Although only acting as advisors their word carries mountains of weight in the court and outer politics.
Kilo Marox of Clan Srego, Fawn Kjilan of Clan Hyit, Olvi Yuita of Clan Donhutai, Taln Fe of Clan Tila, Pual Lora of Clan Velgra

The highest positions in the Dominion, these five nobles command the Orders that manage the Vannali. This role is many times hereditary but the Vanki has the power to shift who leads; this coming from the skill of the person for the role. They answer only to the Vanki, but due to the influence of the Matrona, they can make demands of them.

The Planetal Governesses/Governors:
Elected officials that manage the varies Settled world, they do not reside under one of the five order but work with each to provide for the planet's they control.

Homeworld:
Zari, Jamel System
Zari is a planet made to break the weak. The planet is primarily covered in boreal forests, taiga, and snowy mountains. The summers are gentle while the winters are harsh and unforgiving. Biting winds, and terrible blizzards are the norm. Thankfully the planet's mountains are deep and cavernous making good homes for the winters.

On most clear nights, one can see the Even Bolaris, a beautiful display of lights, mostly magical in nature. Zari has two moons, Jilla the larger moon, and Conai the smaller. Jilla has a deep blue color, while Conai has a bright silver color. The capital of Mar-Chest is the location on the northern lands.

The greatest bounty of Zari is the metal, Veiltium. A magical material that when mixed with other metal can create great artifice.

Population: 30 Billion

Planetal Statistics-
Solar Orbit:
350 Days (351 every fifth year)
Planetal Rotation: 25 Hours
Gravity: 1.1 G
Circumference: 40,356 km
Surface Mass: 57% Land, 23% Liquid Water, 20% Frozen Water
Satellites: 2 Natural- Jilla (Larger, and farthest), and Conai (Smaller, and nearest).
Solar Position: Fourth from star
Star Category: Blue Star
Notable Information: The only known source of Veiltium Ore.

Borders:
Vannali Space

Number of Controlled Planet/Star Systems:
22 Star Systems
120 Planets

Notable Planets:

Ujion, Jamel System

The seat of the next grand project, Ujion is a hydrogen-based gas giant. Their plan is to develop a network of stargates around Ujion, and make it a grand central station for their empire. Currently, only two of the Metafold gates are there but inactive. In addition, is a space station acting as an engineering yard has been set up to construct more gates. The gas giant is within sublight of Zari, and is as well be prepared as the seat of the military's command.

Population (Abroad the Siegmeyer): 1.5 Million

Planetal Statics:
Solar Orbit:
=~ 18 Standard Years (6,586 Std Days)
Planetal Rotation: 76 Hours
Gravity: 6.3 G
Circumference: 50,109 km
Landmass: 0 % Land, 100% Dense Hydrogen-base liquid core.
Satellites: Numerous natural satellites (Notable- Brumhilda, Lenneth, and Shulk) 2 Metafold Gates, and the Siegmeyer (Space Station)
Solar Position: Seventh from star
Star Category: Yellow Star
Notable Information: Named after a famous poet from the Reformation Era.
Colette Hope, Labet System

Colette Hope is the first successful colony and settled world for Vannali, and as well boasts the largest population of Settled worlds. A picturesque world, from lush forests to bountiful seas, and rich soil with blue skies. Colette Hope is considered a luxury to Zarian born, it still a much-loved world throughout the Dominion. The landmass is a supercontinent, with smaller islands that dot the encompassing ocean. Considered to be one of the five Eden Worlds, it was named after the second Vanki, Colette Hope.

Population: 20 billion

Planetal Statics:
Solar Orbit:
406 Days (1.1 Std Years)
Planetal Rotation: 25 Hours
Gravity: 1.1 G
Circumference: 41,356 km
Landmass: 32% Land, 63% Liquid Water, 5% Frozen Water
Satellites: 1 Natural, Joel Hope. Hundreds of Artificial. Waystation Siren
Solar Position: Second from star
Star Category: Yellow Star
Notable Information: Although a civilian population, Colette has the largest Planetal Guard per capita. The name of the supercontinent was originally named ‘The Seed’ due to the round shape but now is called Yggdrasil. As it has ‘bloomed’ into a strong ‘tree’.
Jotun, Golb System

Jotun, the military training grounds, and the shipyard for much of the fleet. The planet boasts harsher winds, tougher mountains, and an ever-present winter. From the increased gravity and thinner atmosphere, all the soldiers that make it through the trained come out battle-ready. The landscape is barren rock and arid plains almost all resources are shipped to them.

Population: 1 Billion (varies)

Planetal Statics:
Solar Orbit:
219 Days ( .6 Std Years)
Planetal Rotation: 36 Hours
Gravity: 1.4 G
Circumference: 21,086 km
Landmass: 57% Land, 10% Liquid Water, 37% Frozen Water
Satellites: 3 Natural, (Ymir, Goliath, Talos). Tens of Artificial. Waystation Giant (Orbital Space Station)
Solar Position: Second from star
Star Category: Red Dwarf Star
Notable Information: Despite it’s naming convention, it’s one of the smallest of the Settled Worlds.
Ogma, Deltia System

The planet of Knowledge, on Ogma is where much of the research and development takes place in regard to top-secret Veiled Artificery. A newer colony, and a well-kept secret one. Only those who have attained the rank of Matrona/Patrono or above and authorized personnel have knowledge of this planet. This is in hopes of any breach, any protected technology can be preserved.

The bulk of those on Ogma are scientists, engineers, miners, and military personnel. With the planet’s rich metal deposits, they can do their research in relative peace. The planetal defense and cloaking for the various research bases are always being improved in hopes to protect it. Most planetal scans would only show rock or sea.

Population: 500 Thousand

Planetal Statics:
Solar Orbit:
292 Days ( .8 ES Years)
Planetal Rotation: 10 Hours
Gravity: 1.0 G
Circumference: 30,078 km
Landmass: 42% Land, 37% Liquid Water, 21% Frozen Water
Satellites: 0 Natural. Ten Actively Cloaked Artificial.
Solar Position: Second from star
Star Category: Red Dwarf Star
Notable Information: The many bases use geothermal to heat through the night.
Less a planet, Heimdall sectors are areas on the rim of Vannalian space acting as gate watchers and scouts. Acting as the first line of defense for the Dominion. Only Dawn Officer of the Eighth Echelon can qualify to be a Heimdall scout.

History:
After the destruction of Helia and their exodus to the planet Zari the humans stood alone for the first time in centuries. Junvalr though a distant God still led and nurtured her people, so they prayed and hoped. After a short time, they came to realize their god wasn't returning. Thankfully the world wasn't much different from the lands they had previously inhabited, so they took to it easily. Building small villages by the mountains and stream the people began their life.

Time passed and the humans multiplied, going from one tribe to many. Moving outward across the lands growing, creating new cultures and ways of life. Some became shamans, druids, and warriors. Learning to understand the ways of the magic around them. Thousands of years of this era were lost to history, as these people were not storytellers or scholars. So much of this time has been known simply as the Dark Era.

The most prevalent story that made it through as the Five Stars and the Clans. Seemingly a tale on the creation of the great clans that would one day act as the ruling nobility.
The five major clans found reasons to hate one another, may it be lands or food or a different way of life. They fought each other, off and on for almost five centuries the wars rages. After one clan would dominate for some time after another would raise up and push them. Blood was the wars, taking countless lives, and causing their society to be stunted during it all. It was until a small tribe who kept the legends of their old God alive started to rise in status. Led by a young woman by name of Ovli Helma, she was a priestess warrior. Speaking of the tenets of their lost God and the Markings she bore. Never once did she undermine the Clans, so they didn't take notice. Ovli spoke against the infighting and civil wars she people forgot, reminding them they once a single clan. Going to the furthest village to the Great Clan cities, she spoke gathering more to her cause. Unbeknownst those Junvalr had returned to her people, although not the same.

Once the leaders of the Great Clan noticed the size of her congregation, they began to worry if she would start another war against them. Gathering their armies, they sent out to crush her in a combined effort. None cared for the old gods, seeing nothing to be gained for it. What they didn't know was Ovli was truly blessed by Junvalr and granted her the knowledge of the runes; which they use to enchant their weapons and armors.

The battle was hard and Ovli's forces meager against the Great Clan yet keep their footing. It was here where she was pushed to her breaking point, but from the sky can a blue flaming comet crashing into her. Everyone thought her dead instead, she came out wielding a mighty blade and with a single swing used its power to freeze the approaching armies. Many knew this was a gift from their God, and with the power of her sword and the renewed moral conquered their foes.

When it came time, Ovli did not punish them but instead demanded fealty. As this was her ultimate goal, to reunify her people it was Junvalr that wished her to be their Queen. She branded her people the Vannali, which meant "Forged in Ice." Ovli was gifted the title Vanki "Rule of the Forged." Starting the Helma dynasty ruling to this day.
Once a united the Vannali people start to move forward again, first with the Runic Path being made the central religion. It wasn't forced just installed, of it the Marks were the strongest aspect to catch on. Their appeal has kept itself going to the modern-day. The leaders of Ovli's armies moved for roles of battle to clergymen. Doing what pleased their goddess, creation.

In their search for better materials, the search party discovered a new metal deep within far off mountains. A strange deep black ore, the glimmered with blue like stars. Taking it back they offered it to Junvalr. She provided them with new runes and gave them access to the Cold Flame. The only thing that seemed to be able to refine the ore. It was a revolution for them, and the new tools they created. The name Veiltuim was given for the simplistic "Power Metal." Find more and more cache of the Veiltium and seeing that its alloys only need a small amount, Veiled metal became widely available material to work with.

More and more craftsmen and artisans began to use the runes of Junvalrand the Veiltium to great works of artifice. From here the notion of arcane arts began to die, with the shaman and druids of the Dark Era fading away.

The Great Clans now under the rule of their Vanki, were tasked with maintaining this new queendom. Each managing their lands individually but as the queen's influence grew the clans couldn't manage it all singlehandedly. Finally acknowledging the unification, relying on each other and the strength they had. Installing their elders as advisors to their Vanki, the Matrona Order. While the Clan heads creating the Five Orders, each able to employ from any of the other clan's members.
Millennium pass and Vannali have now conquered and civilized their world in its entirety. Their population continued to grow and fearing scarcity the Vanki ordered the construction of vessels that could cross the stars and find them new worlds. Junvalr, their god found this pleasing and at the same time insulting. She gave them a new world after the loss of her's. Yet because of that sacrifice, they are going beyond it. Because of the new path they start, she gave them new runes to aid in their interstellar endeavors. Creating a magic that reminded her of when the anointed blade was she dropped. The creation of the Veiled Flame Drives and the Starseekers pushed the Vannalian people past a worldwide monarchy to a newfound Dominion

Religion/Gods:
A Helian God that sent the people that would become the Vannali to Zari. The effort drained him greatly, taking over 4000 years to recover and return to her people. She taught the Vannali of her runes and script. Much of which has influenced their culture. The runes she gave is the basis of their magic and artificery.

Junvalr is an artisan Goddess, one who favors creativity and handy work. Pieces created of metal are treasured in her eyes. Weapons and armors are his favorite. The Vanki holds her weapon: Cauburn the Cold Steel Blade.

The Cold Flame is a unique gift she offers, a magical blue flame that can freeze. The Flame can be used in blacksmithy and metalwork, it molds the metal to the user's will. Only great artisans can properly use the flame.

The Runic Path is the core religion of Junvalr. One built on strength, logic, and resilience. Believers of the Path take on tattoos across their body in worship and actualization. These are the Marks.

She appears as a human female made of pure iron, with eyes of burning blue flames. A warrior's build, her body is engraved with the Marks.

Primary Language(s):
Zarian

Races/Species:
Human

Currency:
Vannalian Bits

Population:
652 Billion

Magic System(s):
Veiled Artificery:
The Vannali are master craftsmen and artificers, choosing to use machines and tools to work magical essence. Their skills have been refined with Veiltium and Junvalr's runes. Working to push their science and magics to great heights.

Almost all Vannali have some sort of artifice on them, communication, or enchantment. The arcane arts to them are technology and this limits those willing to learn true spellcasting.

Much of the spacefaring magic is starships and FTL drives.

Military:
From the harsh world of Zari, the Vannali people are strong and fierce warriors on the ground. The Starseekers is divided into two main forces. The Blade, their defense armada; this is larger of the two. The Reachers are the explorational and expansion force.

Marine: The bulk of the military force and enlisted soldiers, filled with members from across their stars. Trained in harsh conditions, these soldiers are prepared to die to protect the Vannalian way of life. The rankings are labeled through materials. From lowest to highest: Stone, Iron, Steel, Titanium, and Veiled. With the added clause of Second, or First. "ie. Second Iron Milo Javut."
VUO8OEQ.png


Dawn Officer: Specially trained soldiers, picked from skilled Marines. Some are sent to Heimdall as the active scouts, some lead quelling parties on new planets. Many acting as commanding officers, from small platoons to fleets. Ranking is determined by their Echelon number, 10 being the lowest and 1 being highest. "ie: Comal Kilaa of the Fifth Echelon."
sQAnmx9.jpg


Loki: Black Op Units, sent out to remove dissonants and quell rebellions. Chosen from skilled Dawn Officers, only the Great Matrona, the Clan Heads, and the Vanki know of their existence. Clean and effective, they are the one main reasons order is kept in the Dominion. All Loki work in teams of three.
HiC2Ciu.jpg


Valkyrie: The most Elite warriors of the Dominion. While not exclusively females, the core of them are. A single Valkyrie is able to best a platoon of Dawn Officers. Although not publicly known most Valkyries were once Loki looking to work back in the light. This is a title and rank in itself.
ChdDDyk.jpg

Mimir-class Civilian/Drop Ship
QrZa2UY.png


Skoll-class Fighter
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Hati-class Bomber
qgOHC6h.png


Tyr-class Corvette
yGhWoSt.png

Baldr-class Destroyer
fRGBzxD.png

Freya-class Carrier
hGe5Pk0.png

Thor-class Battleship
E2QmC0J.png

Odin-class Dreadnought
pIYS9qg.png



Calburn, Flagship

Interstellar Travel:
Veiled Flame Drives:
A piece of powerful magical equipment, use the combined effort of Veiltium and Cold Flame. This device pulls the surrounding magical energy to charge the drive, creating a tear in space in which to travel across it. The tear appears like a blue burning orb.

Metafold Gate:
Experimental stargates, these portals could theoretically connect any two points regardless of distance. This artifice has prototypes across Dominion space for the eventual enactment of the finished designs.

Strengths:
Master Artificers: Skilled in the arts of crafting and runic magics, Vannalian works are deeply sought after.
Stalwart warriors: Strong, loyal, and stubborn. The Vannali have a powerful armed force ready to defend their home.
Efficient Collectors: Their workers are excellent at getting the most of whatever raw materials are needed.

Weaknesses:
Lack of spellcasters: Due to their heavy reliance on technology, the Vannali are terribly unskilled at controlling the arcane arts. Which causes their defenses against them to be little to none.
Xenophobia: From a planet only inhabitable by humans, they are hard on non-humanoid races.
Traditionalists: With their deep cultural roots, they are hard-pressed to change the mindset in many aspects.

Relations:
The Democratic Federation: Receptive but cautious. The Dominion accepts the Federation as fellow humans, but their size and lifestyle are often seen as unfavorable to the Vannalian people. Trade for raw goods and open tourism has been established, the proper clearance must be made first for either side. Their distaste of any kind of magic comes to be a great annoyance to them, not being able to sell their works cause an economical imbalance.

League of Blood: Wary. As past humans, the Dominion try to draw a kinship with them but find their change disturbing. Hoping to move forward in better relations.

Elthar United Fleets: Friendly. The Dominion finds the Fleets society strange but admires their drive and resourcefulness. With a large population of humans it makes dealing with them easy, the Dehter is another matter. While not hostile towards, the Vannalian find does not care much for them. Their humanoid appearance makes up for it through.

Trade and commerce have been established as well as mercenary work for their fleet.s

Other:
The Orders are the organizations of the Vanki that work to keep the Dominion together.

The Srego Clan manages the Order of Steel: They control the military (Veiled Arms and the Starseekers), as well as colonized operations.
The Hyit Clan manages the Order of Engraving: They control the distribution and use of artifice in the Dominion, from patents to grants funding outside projects. This group develops its own artifice, primarily on Ogma.
The Donhutai Clan manages the Order of Charter: Writing the laws, managing the treasury, and recordkeeping in the name of the Vanki. Much of the Order has moved to elected officials due to corruption in the past, and lack of understanding of the need of the common people.
The Tila Clan manages the Order of Heart: This Order deals directly with the people, from urban development to law enforcement. Agriculture and foreign relations fall under their control. Due to the varied tasks, this is the largest of the Orders in personal.
The Velgra Clan manages the Order of the Flame: A religious order by nature, they keep work to maintain peace and sovereignty over the people. In their ranks are priestess and clergy but as well are lawful attorneys and the judicial courts.

One part worship, one part transparency: All truth.
The Vannali people when gifted the first runes from their Goddess recollected the Marks of the Helian era. Marks are simply tattoos that Vannalians get as they grow older, their first being at thirteen. Each Mark reflects an aspect of the person or one they strive to keep, alterations can be made to their existing Marks but this is only done when great change happens. They appear as geometric lining or shapes, and skilled artists flow each new into the grand work of their body.

The first Mark one receives is their facial Mark or Core Mark. This Mark sets the tone of a Vannalian's life, from "Peace", "Might", "Guardian", or "Seeker". In the case of the Lanyaki, the crown princess she is giving the "Ruler" Mark but half complete until her full coronation in which she becomes "Crowned by Marking". The Core Mark is a deeply important thing to a Vannalian in their culture the body is normally covered, the face show never be. So this Mark is used to tell the world who they are, or what they aspire to be.

With time more Marks are gained, the order of placement doesn't matter, but the placement on the body does. The forearms are for more active truths, like "Kind", "Skilled with Sword", "Creator". The elbow to shoulder is for more boastful truths, like "Charitable", "Father/Mother", or One's clan. The calves are for dreams and the names of loved ones. The thighs are for more hidden and personal desires, maybe even phrases for their lovers. The back is for many different Marks, from a bold statement or fears and pains; back Markings are as important as the Core Mark. The chest is where the most personal Marks are, for grief, joy, heartache, and trauma this section of the body is only seen by family, dear friends, and lovers.

 
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The Democratic Federation
The Democratic Federation

1603037274517.png

Motto:
"Always Vigilant."

Primary Colours:
Blue, White

Type of Government:

The Democratic Federation is a parliamentary system organized as a federal republic. With over 9,874 seats, one seat for every one hundred million citizens, Parliament Hill by itself is practically a small town. The three major parties include the Constitutional Democrats, the Federal Conservatives, and the Social Independents. Currently the ruling party are the FedCons, led by Representative Harrett for Port Ashbrook, Consleigh. The Federation's space is divided into Territories, which are divided into States, which are comprised of Colonies, which themselves have their continents split into Provinces. The Federal Government, based on Liberty is the central point of authority, however State, and Colonial governments have substantial amounts of power for themselves, so long as their governors abide by federal law at the end of the day.

Leader:
President William Harrett

Capital World:
Liberty, commonly described as a wet world. It is well known for its typhoon seasons and long nights, with the sun only being up for as little as 5 hours a day for most of the year. Nevertheless, this doesn't take away from the planet's natural beauty, stunning mountain ranges, vast pine tree forests and incredible tropical island chains make up Liberty's unique tourist traps.

Borders:
1603138445172.png

Number of Controlled Planet/Star Systems:
40 Federal Systems, 230 State Worlds

Notable Planets:
TBF

History:
TBF

Primary Language:

Daia

Races/Species:
Human

Currency:
Neder (NDR)

Population:
987,431,954,268

Magic System:
There is a general lack of magic experience within the Federation. However there are a number of government-funded organizations dedicated to preserving it, said organizations tend to practice defensive styles of magic, intended to shield both machines and organics alike from their more offensive counterparts.

Military:
The Federal Armed Forces is the name given to the military of the Democratic Federation. Made up of three branches, the Federal Army, Navy and Marine Corps, the F.A.F. is charged with the protection of Federation space, and the advancement of its interstellar security interests abroad. A volunteer-only force, its personnel are highly trained, and well-equipped with domestically produced equipment. Much of which it exports to its much smaller allies and protectorates along its borders.

The Federal Navy is by far the largest of the three branches in regards to both budget and number of personnel. Centered around smaller, more specialised Carrier Strike Groups as opposed to bloated, cumbersome fleets, the Navy employs a highly mobile strategy, allowing it great force projection capabilities across large distances. And the ability to provide rapid response to systems that require it. For most of its recent history however, it has engaged solely in peacekeeping and anti-piracy operations.

Interstellar Travel:
The Slipspace Engine is the primary method of Faster-Than-Light transportation within federal territory. It involves opening a small rift in space-time, and shooting the ship into it, entering the slipspace, a dimension that does not exist alongside the ones previously known of. Allowing ships to travel across vast distances in extremely small amounts of time.

Strengths:
Sleeping Giant:
With a gargantuan population, a passion for technological innovation, and strong economic backbone. The overwhelming industrial might of the Federation is one that has yet to meet its match. Despite this fact, it has for centuries been dedicated almost entirely to the civilian sector. One should take care when provoking a sleeping giant however, as waking it could prove catastrophic.

Indistinguishable from Magic:
Spurred on by the fierce competitiveness of its free-market economy, and a general cultural disdain for magic. The Federation has for most of its history put its sole focus on the advancement of its technology. Leading to an incredibly high standard of living, as well as remarkable breakthroughs in all fields of science that go on to benefit not just the Federation's people, but its military too.

Growth Spurt:
Fuelled by a growing demand for living space and a loosening of settling regulations by the Erickson administration, the number of private colonial ventures in recent years has increased fifty-fold. And with that comes the usual boom to local economies through federal space. Well-experienced in planetary colonization and exploitation, expansion comes easy to the Federation's private sector.

Transfer of Power:
Lacking the deadly in-fighting of other political systems. The Federation has maintained its democracy since it was founded, and has with every election ensured a peaceful and fair transition of power from one ruling party to the next. It is a proven system in which the hundreds of billions of people that partake in it every few years have thus far had confidence in. Leading to stable governance.

Weaknesses:
Public Opinion:
The cornerstone of democracy, the voice of the people greatly influences the actions of the federal government, sometimes to a detriment. Where the leadership of another nation may simply do as it pleases, and take what it wants. The President, his cabinet, and the party he represents have to do opinion polls, test groups, and utilise media influence to shape public perception and approval.

The Lobbyists:
Public opinion's older, and more intrusive brother. Corporate lobbyists can be found anywhere on Parliament Hill, and their money in any one of the Federation's 9,874 representatives' pockets. This of course can lead to both minor and significant changes to government policy, which has in the past led to negative effects on the Federation's strategic ambitions, in favor of personal gain.

Oppose the Magic Bill:
Seen as archaic, primitive, and dangerous by a majority of the population. Magic has played a very small role in the nation's development, and to this day plays no major role in either civilian or military functions. As such, the Federation's ability to use magic is incredibly stunted.

Lives of Luxury:
The people of the Federation, as many of them as there are, still manage to live very decadent lives of luxury and abundance. Everyone in the Federation has their basic human needs fulfilled, and a vast majority have their recreational needs filled as well. Of course this leads to a situation where most people do not want hardship. And as such, war is far from their mind.

Relations:
// The Department of Foreign Affairs will comment when it has more information //

Other:
TBF
 
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League of Blood
League of Blood

Flag:
LoB_Flag.png

Motto:
"Blood Binds Us All"

Primary Colours:
Red, White, Black

Type of Government:
Meritocratic Dictatorship
All of the League is run under a system known as the Sanguine Order. It is a system of ascending ranks and privileges granted as one is promoted higher. All are borne at the bottom, no matter what station your parents held. This does not prevent your parents from helping you climb easier but still is demanded of the Sanguine Order. No citizen of the League should not know struggle. It is only through knowing struggle that they might grasp better the rewards they receive when granted promotion. This principle guides the entire government and culture of the League.

In governance, the Grand Master is the supreme authority within the League. They are able to issue edicts and laws at will, but this rarely happens for to even achieve this postion requires the political acumen to survive and ascend to the rank of Master. The Council of Masters is the advisory body below the Grand Master. Each seat held by an individual who has earned it and been appointed by their peers in recognition for their work in the field they serve as Master of. Currently there are ten Masters the guide the League with the Grand Master.

Each world in the League is governed by an appointed Overlord and follows the Sanguine Order model. Each Overlord generally has ten Lords under them administering planetary regions or processes. Each Lord then generally has ten Demilords beneath them for regional matters and affairs. This continues to spiral down, creating a ever expanding power structure. It should be noted that all high positions are held be vampires. There are however countless positions beneath those of the ruling Order. Countless exist and are filled by either ranking Vampires or aspiring Dhampirs seeking ascension. So far the system has held true and those generally capable of running their office are promoted even if there are battles of patronages and faction over which qualified candidate should get said position. To appoint someone incapable of running an office is taboo. It is a failure to serve the League and the interests of one's own faction in promoting its power. The incompetent have no place in the seats of power and those deemed so are removed either by assassin or more embarrassingly through a Moot called by their subordinates to judge their leadership and potentially demote them.

The League of Blood has held strong for this long because it is aggressively self-policing in whom is allowed to wield power. Moots were the solution that have allowed no Order or other office to suffer fools for long. Even the Grand Master must fear the power of the Moot, but it has seldom been used on that level. More often it has come down to assassination simply to save face rather than make a public spectacle unless the reigning Grand Master was particularly unpopular with the masses.

Leaders:
Grand Master Pyotor Osipov
The current Grand Master has held his seat for 500 years, having ascended from the position of Master of the Pale Hand. His rule has thus far favored diplomacy and trade as the League begins to feel the pressures of overpopulation on Praxis. Unwilling to flood the needed agriworlds in system with hordes of colonists, Osipov has begun to look outward while aggressively building up the League's military forces in prepartion for armed expansion into surrounding systems. His Council of Masters seems to be in full agreement that now is the time for the League to begin serious expansion to relieve the pressures that their paranoid overdevelopment of the Blood Haven system has caused.

Council of Masters
Master of the Sword (Army)
Master of the Void (Navy)
Master of the Pale Hand (Intel/Spec Ops)
Master of the Sigil (Blood Magic)
Master of the Gavel (Courts)
Master of the Quill (Foreign Affairs)
Master of the Coin (Commerce)
Master of the Fountain (Faith)
Master of the Tower (Infrastructure)
Master of the Caravan (Merchant Marine/Logistics)

Homeworld:
Cyberpunk RAM on Instagram_ “#cyberpunk #digitalart #scifi #киберпанк”.jpg
Praxis
Blood Haven System
A sprawling cityscape serviced by four agri-worlds in system. Praxis is the true beating heart of the League of Blood. It is from here that the League government rules from the lowliest bureaucrat to the might Palace of the Grand Master. The population is predominantly Dhampir save for the ruling Vampire elite. Various businesses operate under license from the government as part of assertive Merchant Marine intent on keeping good flowing into the League and trading the fine items made back out. The world hosts a broad range of services and institutions honed by the patience of vampires and the ambitious drive of Dhampirs pursuing ascension into vampires.

Borders:
LoB - Golcora Cluster.png

Number of Controlled Planet/Star Systems:
5 Systems
10 Worlds (Blood Haven System)

Notable Planets:
Praxis - Capital/Ecumenopolois

History:
Mortals have always been foolish and greedy, despite their more noble features. The ancient god Volkas knew this for he was born of mortal folly and grew into a being of great wisdom and patience even as blood continued to be offered to him in worship. He foresaw the dark times coming, felt the thrums of energy and ripples of the future. So he gathered those he could trust most and tore out his own heart, creating the Fountain which his divine blood would forever flow from. He bid those present to drink and be uplifted in power even as he burned out the rest of his energies in casting forth a great protective spell. The followers of Volkas gathered in great hordes and built ships, vast arks to flee into the darkness of the starts to escape the insanity that had played out upon their home world. These faithful fled far to the edge of Cluster space. It was here that Volkas performed his last miracles, the spell having slept in wait to cast upon arrival. Four worlds were forged into great gardens of plenty, so that the fifth world could be forged into the new home of the Fountain and the majority of the faithful. Praxis was settled and the four garden worlds established. None could grasp why Volkas would create so many food worlds. Only future generations could truly appreciate and praise his foresight.

The first millenia was spent developing and honing the new systems of governance. The Sanguine Order was founded as the first Vampires began to assert their power and dominance over the mortal population. Few questioned it openly, for the Blood of Volkas flowed in the vampiric elite that now was to rule over them. Some claimed the speak for the great blood god, that he was still with them. The Fountain flowed still, speaking of his power and as his faith held strong, Volkas lived on in the blood of his vampiric children. The new Blood Priests were created, speaking for Volkas and guiding the people in the new ways. The new Orders began to take shape and the first Grand Master was declared after much debate and concern.

The next few millenia were spent developing Blood Magic into not only a school unto itself, but a variety of variant schools that tend to the various needs of the population and League concerns including healing and military application. The Blood Priests continued to help guide matters in the development of the art, feeling the voice of their ancient god whispering to them most strongly in their selfless dedication to protecting the faithful. There was a growing undercurrent of concern as well that the colonies would not fair well if some other power came after them at this time. Much effort was put forth to industrialize Praxis even as farming, agriculture and animal husbandry were refined more on the garden worlds. Food flowed well enough and stockpiles were built in case something were to happen. The Militant Orders were starting to be more firmly reformed and structured to better create a system of defenses and military power.

The Order of the Sigil is formally founded and created to better direct Blood Magic research after a major argument breaks out between the Blood Priests and several prominent Blood Mages. This leads to the Order of the Fountain forming as well to better control Blood Priest doctrines and duties to prevent overreach. The Grand Master of this period Helena Dosov approves and guides this in the hopes of preventing a schism amongst her people. The new Orders, while resentful of one another, begin to work together more smoothly. The development of Blood Alchemy, Blood Augury and Blood Forging begins with the new arrangement fimrly in place to allow stronger academic freedoms while policing the developments according to the Will of Volkas to prevent the creation of aberrations or risking the summoning of otherworldly entities.

Grand Master Radu Toriv declares that the people of Praxis and its garden worlds must evolve and feel a stronger connection to Volkas. The Orders of the Sigil and Fountain both seem taken off guard by this decree but then begin to seriously study the potential. Enacting powerful rituals and breeding programs, the vampiric mages and priests create the most immense working of Blood Magic ever attempted know as the transformation. The Transformation takes centuries to fully enact, but once finished, the entire population of mortals in the empire is successfully turned from mere humans into the new race called Dhampirs. This is forever after called the Touch of Volkas, for the echoes of his power have made his worshipers greater, yet with certain setbacks as well that are embraced for the sake of creating a stronger nation.

Some argue that they have abandoned their origins, but these detractors are generally ignored as the benefits of the Transformation continue to show. Longer life spans with enhanced minds and physiques impress a population that comes to view itself as superior to the humanity that they once belonged to. It is during this time that certain elements also begin to reach out to stars beyond their home system. Praxis and its garden worlds fully embrace that blood now binds them all in one form or another. The League of Blood if formally declared even as first contact is made with neighboring refugee states. The humans of this nation are known are the Solari, worshipers of the sun god Solarius and are horrified to find what the League has done to itself in their alterations and ruling vampiric elite. Fearing for the souls of the people in the League, the Solari declare the Great Crusade against the League of Blood.

War becomes a rather unfortunate fact of life for the League of Blood as the Solari wage their Great Crusade against them. It is a surprisingly even match for while the Solari have superior numbers, the League's changed people and vampiric leadership allows them to learn, adapt and fighter harder than their foes. For every lose the League suffers, the Solari suffer more as the vampire commanders learn and shift strategies. The Grand Solar Fleet invades Blood Haven, initiated the Long War on Praxis. Entire regions are annhilated in nuclear fire as the Solari unleash Solar Bombs upon regions to purge them of vampiric influence and to kill or hinder Dhampir forces. The Grand Master and Council of Masters flee in secret to the garden world of Persephone to initiate plans for major counter attacks even as their homeworld is a raging hellscape of warfare.

The Pale Hand initiates a campaign of terror and assassination in Solari Space, killing Solar Emperor Graccus and various other ranking members of the Solari Empire to throw it into a state of chaos. Seizing upon this disorder, the Grand Master launches a massive counter attack and annihilates the Grand Fleet orbiting Praxis. Reconstruction efforts almost start immediately even as the Militant Orders prepare to set out and assault the heart of the Solari Empire. The League Fleet soon enters Solari space and ruthlessly engages in a scorches earth campaing, destroyed all technology and industry on any world they find. THeir intent is to cripple rather than slaughter, setting the Solari back by untold centuries if not millenia in tech if they can help it. The Pale Hand unleashes viruses into all Solari archies they can find, annihilating all knowledge there along with cultural history. The capital world of Solari Prime is the blighted with a massive blood magic spell in one of the rare instances of using sacrifices. Solari soldiers charged with war crimes are killed, their lifeblood used to destroy Solari Prime's ecosystem as a final insult to destroy the hopes of a rapid recovery. This action taken, the League Fleet returns to repair itself. The architect of the end of the vicious Long War, Pyotor Osipov ascends to the seat of Grand Master.

In the past 500 years, the League of Blood has recovered and grown still further. This has created pressuve on their infrastructure and colonial demands. Census data indicates they cannot afford to flood their garden worlds with population or those worlds will no longer be able to feed the people of Praxis. Grand Master Osipov commands scouting and diplomatic missions to commence, seeking out trade partners even as the League military starts to be built up. It is decided that the League of Blood much officially expand. Neighboring systems must be scouted and assess for the creation of new hub worlds and garden planets.

Religion/Gods:
The Cult of Volkas worships the ancient blood god known as Volkas. The current iteration of the cult has shifted its perspective as Volkas sacrificed himself to save his worshipers. The Blood of Volkas is the doctrine that is currently preached for the blood god lives on in the veins of all vampires within the League. The vampires were born when Volkas tore out his own divine heart and created a great fountain for his chosen to drink from, taking himself into them even as he expand much of his power to protect the countless people who had worshiped him. Those first vampires then gathered all they could onto great ark ships and fled to the world now known as Praxis. There the Fountain of Volkas sits, continuing to issue forth divine ichor to be drank by thsoe deemed worth of ascension as vessels of Volkas' blood.

Volkas has survived in the manner and each Vampire reveres the blood god personally, some claiming to even speak with him. This does not lead to prophecy but instead seemingly it is how most vampires have remained stable and more humble as the blood god counsels them on their actions. Those who please him grow in power while those who disappoint him find his gifts till present diminished.

Dhampirs all revere Volkas for they as a people have been shaped by his will. Once of human stock, Dhampirs collectively are improved on physcial and mental levels. This leads to a longer gestation and slower birth rate but also has ensured long lifespans. Each believes Volkas has given them time to earn their right to his blood. Many seek the counsel of the Blood Priests, those vampires who give themselves over utterly to the service of Volkas so that they might guide his people to ascension.

Volkas is not a petulant god, but instead ancient and patient. Some say he was one of the first born when mankind spilled blood in conflict. Since that time he has grown and evolved from a raging blood god into a patron who knowingly and willingly destroyed most of himself to preserve the people who had embraced him. Volkas actively loves and cares for his worshipers and the Blood Priests represent this most. More importantly they are the final reviewers of all offered up to the Fountain, judging applicants through their personal counsel with Volkas until they agree upon Ascension or Dismissal.

Primary Language(s):
Vampiric, Old Volkasian (Religious/Magic Language), Various Trade Languages

Races/Species:
Vampire (Ruling Elite)
The Vampires of the League of Blood are the privileged rulers of the growing state. They have been blessed with the Blood of Volkas and carry a portion of the Blood God's divine power within themselves. Each vampire is resculpted by the blood to be more impressive and all can choose how this occurs. Political vampires become more pleasing and alluring while warriors grow larger and stronger to better fight for their masters. This state shifts at the needs of vampire over time depending on their office and actions. It frustrates some that they have no direct control over this evolution as it comes, but most embrace it in the belief that Volkas knows best for them.

Dhampir (Main popution)
Dhampirs were of human stock initially but interbreeding with their vampire rulers has lead to what many refer to as the Touch of Volkas. Dhampirs are universally more athletic and attractive on a general basis compared by base human stock. They do have a dislike of bright lights which is why Praxis glows in various red hues that are less offensive to them. Dhampirs who go off-world tend to wear tinted lenses and dislike sun exposure, leading to their favoring of neo-gothic dress styles that tend to cover most of their forms.

Currency:
Blood Gelt - Iron currency forged with vampiric blood. Its value is based on Market Pricing of Blood within the League. It has exchange rates to ensure trade is more viable with outside powers who do not grasp the value of blood. Counterfeiting is nigh impossible as all it takes is a vampire and some more gifted Dhampirs to taste the currency to know it is real or not.

Population:
240 Billion Dhampirs
24 Million Vampires

Magic System(s):
Blood Magic

Military:
General Principles
The League military is broken up into Militant Orders. Each oversees certain functions and needs of the League and each is headed by a Master. League soldiers tend to be highly discipline, well trained and well equipped. Dhampirs make up the bulk of the ranks while vampires tend to hold command or specialist ranks. Dhampir troops take advantage of their enhanced heritage and fight almost with fanatical zeal at times as sacrifice is honored as much anything else within League society. Those who die in conflict are honored greatly, doubly so if a vampire for willingly putting their uplifted selves at risk for the League and their fellow soldiers. Vampire troops are terrifying, often eschewing ranged weaponry to utilize their speed and strength to close with the enemy. This shows in all Militant Orders

Armsmen of the Sword are the peacekeeprs and ground infantry of the League. They patrol all worlds as law enforcement when not training and honing their martial skills. Dhampir Armsmen favor well made combat armor with rifles, side arms and usually some sort of close combat weapon like knives. Vampire Knights are often formed into fighting groups or act as officers for Armsmen detachments. Standard Sword Doctrine is to pindown enemy positiosn with Dhampir firepower until Vampire units can descend upon those positions and wreck havoc. When that is not an option, Dhampir units will be nominated for the honor of the charge.

Rather than utilize heavy armor vehicles, the Sword favors powered armor to better make use of the physical superiority of Dhampirs and Vampires. One should dread the sound of Juggernaut Armor rather than tank treads when fighting the League of Blood. Generally Dhampirs are entrusted to man Juggernauts as most Vampires complain the armor 'slows them down' for a fight. Those vampire who doe man Juggernauts though can push the armor to its limits and are notorious for damaging it as they pursue victory.

Armsmen
League Armsmen.jpg

Knight
League Knight.jpg

Juggernaut
League Juggernaut.jpg

The League of Blood does not control a great deal of territory, yet they have aggressively expanded their navy after several protracted wars with outside powers. The Blood Haven system host a navy of impressive scale and skill. More so the Order of the Void patrols the closest systems that would allow easy entry to Blood Haven. While they do not control these territories directly, they often perform war games there to hone their skills further in pursuit of defending their homes.

Dhampirs as usual make up the bulk of the Crewmen and even officer positions to allow rotation. Senior Officers are almost always Vampires who maintain a mortal sleep schedule to better control their hunger while aboard ship. The same discipline the permeates the Sword exists in the Void. More importantly its not uncommon for a Dhampir officer to take charge should the command Vampire staff be incapacitated. Should they survive, this often leads to accolades and potential Ascension.

Void Marines are depoloyed on all ships for boarding and troop ops that the Void must carry out as the League Navy. There is an established and ongoing rivalry between Marines and Armsmen that is fostered to encourage continued improvement in both. Marine structuring tends to favor a Vampire commander leading a Dhampir group for better force dispersal as compared to Sword methods. There are all Vampire boarding parties referred to as Myrmidons, but these are generally held in reserve to support the normal battle groups or when the offending party has shown they deserve to experience the true terror of a Vampire Myrmidons.

Marine
League Marine.jpg

Myrmidon
League Myrmidon.JPG

Corvette
League Corvette.jpeg

Destroyer
League Destroyer.jpeg

Cruiser
League Cruiser.jpeg

Battleship
League Battleship.jpeg

Dreadnought
League Dreadnought.jpeg

The Pale Hand is probably just as feared as the Sigil if only for different reasons. Pale Hand operatives are well trained and devoted to their cause. Some joke that the true fanatics belong to the Pale Hand. The Order focuses heavily on espionage and counterintelligence, but maintains an elite corps of paramilitary units that are on par to the elite troops of the Sword or Void. The League in its current state prefers to rely upon subtle action over large scale and aggressive action against other major powers unless they have the audacity to set their eyes upon systems neighboring the League of Blood. Generally speaking, Dhampir operatives are very good at infiltrating populations especially when trained in the Blood Magic specialty of Blood Alchemy.

The Pale Hand has extensive authority when it comes to state security and call cull upon the other Militant Orders when needed. This is rarely done if only out of respect to their sibling Ordes to avoid bruised egos. More so it does not wish to seem weak by relying too much upon the others. Paramilitary troops of the Pale Hand are referred to as Shadows. There is not differing title between Dhampir and Vampire in these units. The Pale Hand utilizes far more vampires in mixed units beyond even the Void Marine's structure. It is believed this creates the most flexible and responsive of forces which also allows more limit in size of deployments.

Pale Hand member openly display their rank and insignia when not under assignment. They do not hide who they are, considering it below them to change such things when they have earned their place in League society. Moots are rare in the Pale Hand as the organization either fixes the problem or the operative is given a sufficiently dangerous assignment that they do not return for it, one way or another. Pale Hand members are often seen working side by side with the Leagues diplomats and merchant marine.

Shadows
League Shadow.jpg

The most bizarre of the Militant Orders is the Sigil. This Order functions as the magic corps for all other Militant Orders, teaching what Blood Magic is required to fulfill those roles. The greater task of the Sigil though is as an academic organization. They control entirely the study and development of all Blood Magic in the League at all time. Practitioners caught developing magics that have not been at least put under observation are punished severely. Blood Magic is the foundation of the success of the League, allowing them to tap into the more hidden powers and gifts of Volkas.

None can deny the greatest coup of the Sigil was the evolution of the mortal population from mere humans into Dhampirs. This was the first major display of Blood Alchemy and the greatest working of it that the League has ever witnessed. The general populace both reveres and fears the Sigil considering some of the more crazy rumors that circulate around the Order. Blood Mages practices the approved arts and all vampires learn some level of Blood Magic even if only simpler workings that aid them in their tasks.

The Sigil tends to settle disputes in either debate or mage duels. Once a matter has been settled in either way, it is not challenged again until new information surfaces demanding reconsideration. Generally that will force a debate as might cannot lead when wisdom is demanded.

Interstellar Travel:
The League developed a powerful hyperdrive system the while effective requires the ship to have at least one active Auger aboard to perform the necessary Blood Augury rituals to avoid collision with some unseen object in space on high velocity. Loss of a ship's Auger compliment will trap it to risky microjumps if it dares to utilize its hyper drive at all. This system has stayed in place due to vampiric reluctance to ever trust technology with so many lives at stake. It does also mean though that technological means of disruption are less likely to work on said ships.

Strengths:
Vampire Leadership - There is a benefit to rulers that live for untold centuries. The depth of experience makes the League surprisingly adept at handling situations if only because something similar occurred a few centuries back and the undead master of the League have learned from it. Vampires are charismatic and driven generally. Those who fail to be so do not last long in League society. Thus most know how to correctly motivate and command their subordinates if only to secure their loyalty. A League force will always be more controlled, focused and disciplined so long as a Vampire remains in charge of a task or operation.

Mastery - Vampires and Dhampirs take their roles seriously. Vampires seek mastery of their chosen fields out of boredom and to maintain their status. Dhampirs seek mastery to achieve ascension into vampirism, or simply to achieve promotion. This creates a society of experts even if it also generates a great deal of clashing egos and agendas. One cannot deny that items produced in the League are often of the highest quality, even for the simplest of goods. It is practically demanded by their society as a whole.

Blood Magic - Few understand the true depths and power of Blood Magic like a vampire or even Dhampir. It is terrifying and powerful, but at cost of ones own vital essence. Blood must be spent to achieve results, either that of the caster or that of sacrifices. League Culture favors the caster as one will not always have expendable assets at hand. League Blood Mages are dangerous, able to achieve effects most would never dare dream of, but always because their are paying a price themselves. A cornered Blood Mage is most terrifying for if one is to die, they will die spectacularly and on THEIR terms.



Weaknesses:
Overpopulation - Praxis is close the the breaking point on Vampire and Dhampir population. The Grand Master and his Council are compelled to initiate aggressive campaigns of scouting and settling neighboring systems to being expanding the League. They have no choice lest they risk their system of power, merit and patronage breaking down. This means they will not back down from any territorial challenge to worlds they deem suitable to be League territory if it is in proximity to current holdings. League expansion models have high demands as a system must be able to produce enough food for its own population to be self sufficient. Vampires are notoriously paranoid about ensuring their food is well fed and has no reason to riot against them.

Ambition - The Dhampir majority are always looking for their opportunity to achieve ascension. This leads to them seeking for openings or pushing for expansion if only to create new roles that would require the creation of more vampires to fill those seats. Dhampirs tend to be considered arrogant as well, as their society demands excellence to achieve promotion even without vampiric ascension on the table. This can cause some friction from time to time in diplomatic affairs as well, if only because the League demands results of those it does business with at their level when possible.

Competition - Vampires have nothing better to do than compete with one another, seeking to rise in status while getting their rivals demoted. This has spread to the entire culture, creating various factions within the League vying for control. So far it has not caused major strife but does mean things can become complicated as factions clash on an issue, slowing down decision making. The factions only are known to close ranks when an external threat presents itself. Even then they will begin jockeying for positions on how to deal with it.

Relations:
Elthar United Fleets: After first contact with Fleet Lanstry and some exchange of knowledge, the League has opened trade relations with them. The current exchange is for the Fleet providing rare or hard to get to minerals in exchange for a variety of foodstuffs produced on the League's four garden worlds in the Blood Haven system.

Vannali Dominion: First Contact has been established. Pale Hand Operatives dispatched with Quill Envoys to learn more about the society.

Democratic Federation: First Contact established. Efforts to learn more about the Federation are underway as trade agreements are negotiated.

Other:
Games of strategy and intrigue seem to dominate League casual culture. Chess as survived though the names of pieces has changed for their are no nobles, only knightly titles held by each ascending rank.

Blood is never taken without consent and compensation of a fellow citizen. To do otherwise is theft and is unworthy of the power of Volkas. Only criminals and enemies of the League are not protected by this belief.

Foreigners can walk safely on Praxis because the population would find it embarrassing for one of them to be accosted. This includes what underworld elements have developed. Violators of this taboo vanish swiftly and often violently for making their homeworld lose face.

Theme:
 
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Thal Darohm
Thal Darohm

Nation.png

Motto:
“By the hammer”

Primary Colours:
Orange, Purple, And Black

Type of Government:
Aristocratic Oligarchy (7 Lords where the position is passed down to the first of kin. Each Lord controls a system but they all get together for major decision making like battles and other major decisions that would affect the entire nation)

Leaders:
Mastig Ashmane, Fordin Brickpike ,Bhaldrus Nightsunder, Morrum Magmashaper ,Thonir Stormheart, Kramryl Mountaindigger , Theldar Steelbreaker


Homeworld:
Khazad-dûm, Origin System
The planet is covered with beautiful mountains with snow caps on them. Huge forests also cover the land. A few small cities are sprinkled around. The main city is covered with huge stone buildings almost looking like castles. This is where the Lords stay. This is also where the military bases are.

Borders:
sbuh4tj.jpg
Number of Controlled Planet/Star Systems:
7 Systems and 70 planets

Notable Planets:
Khazad-dûm - Where all the Lords stay also their main military base
Nogrod - The manufacturing plant were weapons and ships are forged

History:
The Nation first started out as a single system until an early nation tried to take over the Dwarfs land. The invasion was the start of the war that they simply call “The first War”. The invaders quickly fell to the brute strength of the Dwarves. The Dwarves started to build their own ships based off of the ships that were left during the war but adding their own spin on the design. They fused the machinery with their geomancy. Ships were crafted with stone and metals from the earth. Once they got the technology right they started to go out and conquer more systems and planets. It was decided that the leaders of the systems should be the generals that won The First War for the dwarfs. They stopped at 7 systems 1 for each of the generals.

Religion/Gods:
TBF

Primary Language(s):
Dwarven

Races/Species:
Dwarf

Currency:
Doubloon
Bronze, Silver, and Gold

Population:
500 billion

Magic System(s):
Geomancy. They can manipulate all of the elements . Fire, Water, Earth, and Air. For one to use the magic they have to be near the element to be able to use it. They must have enough of that element to be able to manipulate it.

Military:
Majority of the population are trained to be soldiers.
The foot soldiers can be seen wearing chain mail and animal pelts.
Generals can be distinguished by wearing a horned helmet
The Lords always lead their army into battle
Typical Soldier look
5538307192b0fdc62720e7e9be832d0d.jpg
Interstellar Travel:

They use smaller ships for traveling in the system between planets. Bigger ships are used for longer travel.
Viper-class_Sloop.jpgmain-qimg-085c8edf47ceec397408cdc77cc522de.jpg
Strengths:
Strong military, Metal and stone work, Alcohol

Weaknesses:
Diplomacy, prefers to use Axes and Warhammers over tech weapons, Lack of exposure to other races

Relations:
TBF

Other:
TBF​
 
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The Falzin Sea Kingdom
The Falzin Sea Kingdom

Flag:
nTkOWBu.png


Motto: May the currents guide you


Primary Colours: Blue, black, silver


Type of Government:
Gerontocratic Matriarchy the eldest female is in charge when she dies the next eldest is in charge.

Leaders:
Matriarch Zaolda: She is 500 years old and is currently the oldest living Falzin, she was the one who thought up the idea to enthrall the humans and has guided her people ever since.

Homeworld:
Ithica on the shcoloance system. Ithica is an ocean world with around 85% of the world covered in massive bodies of water.

Borders:
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Number of Controlled Planet/Star Systems:
1 system 8 planets

Notable Planets:
Ithica

History:
After the great scattering humans started to rebuild on Ithica, starting from nothing they had to explore and discover all over again. As with many other scattered groups they would rise and fall over and over till once more they were masters of magic and mastering technology. Which was a good thing as the humans noticed their activity had polluted the world and was slowly killing the wild life. This likely extinction was only stopped by the Falzin. For thousands of years the Falzin had swam below the waves in peace, their natural psionic powers stopping other creatures from harming them and stopping conflict between them. The Falzin had always been bright for animals, but only recently had they truly become aware like humans. They could tell the waters were dying and the humans upon land were the cause, yet violence was not something they thought about and thus they decided to use their psionic might to cause the humans to stop. This caused the humans to become enthralled to the Falzin though still holding some of their old personality, just bent to the desires of a Falzin. Thus the great clean up began. The humans now enthralled started to focus all their collective efforts onto cleaning the seas and the lands. They also focused on creating new renewable and clean technologies and energy sources that would create little to no pollution. It would take nearly 300 years to undo the damage done by the humans and bring life back to Ithica. Now with Ithca clean the Falzin have decided to look out into the stars as the humans had once for some reason wanted to visit them.

Religion/Gods:
The Falzin have an almost nature worshiping idea of the ocean but don't assign it any true deific status.


Primary Language(s):
Telepathy and Ithain

Races/Species:
Falzin, Human

Currency:
The Falzin haven't really figured out the idea of currency or trading and the humans no longer think in terms of money and wealth money is useless to them so they have abandoned it.

Population:
1 billion humans 1 million Falzin

Magic System(s):
The Falzin are naturally psionic and their humans tend to lose magical abilities once enthralled.

Military:
The Falzin have yet to understand large scale conflict thus things like wars or armies are lost on them meaning they have no real standing defense force or navy beyond the simple vessels of the enthralled.

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Interstellar Travel:
Interstellar space folding: using the psionic might of the Falzin they bend space and pierce a hole between the points creating a short lived wormhole.

Strengths:

Under the Falzin the humans are completely unified and work on all projects without any issues lacking any greed or selfishness.

The Falzin are extremely powerful pionisits meaning they can enthrall other races to join them.

Beign aquatic the Falzin have much more space than normal land dwellers on most planets.

Weaknesses:

The falzin can't really build and need enthralled land based races for that.

The flazin don't really get violence and thus have yet in invest in defensive of offensive anything

Those enthralled by the Falzin lose their magic

Relations:
The TFSK has yet to really go anywhere or meet other but they are more than happy to make new friends.

Other:
latest
 
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Elthar United Fleets
Elthar United Fleets

Flag:

No uniform flag. Common traits of an Elthar flag however is the use of the colors grey, green, purple, and an image of Vhellka posted in the center.

Motto:
To Prosper, To Move Forward

Primary Colours:
Grey, Green, Purple

Type of Government:
Republic
Every time a new Branch Fleet is built, the many captains of the new fleet select one of their own to be the Admiral of the Fleet. The Admiral is responsible for the maintaining and direction of the fleet, and has absolute authority over the Fleet. The Admiral selects a second to replace them should they die. For Mother Fleets, each fleet has a senate of elected officials who keep the Mother Fleet running and operating at peak efficiency. These official are all made up of individuals voted in by the residents of the Mother Fleet, with a maximum of 125 seats within the Mother Fleet's Senate.

Leaders:
For the Mother Fleet, at most 125 Senators within a Mother Fleet, and for Branch Fleets, an Admiral and many subordinate Captains.

Homeworld:
Vhellaka
A cold planet, with a single black sea. The planet is of importance to the United Fleets, and thus it is one of the few planets that had remained relatively untouched by the Elthar-Dehter Fleets.


Vhellaka is the heart for all Elthat citizens. A planet long since abandoned by its populous, its importance to the Dehter as their birth home world makes the planet a holy site to them. The humans, while not as religious as the Dehter, also revere the planet as a sort of savior, as its relatively soft crust softened the crash of their ancient mining vessel, and thus saving most of the miners and crew. Every time a new fleet is built, it is tradition for it to visit Vhellaka as soon as they are able, so that no member of the United Fleets will forget where they all come from.

Borders:


Number of Controlled Planet/Star Systems:
22 Systems, 132 Planets
22 Mother Fleets, 165 Branch Fleets

Notable Planets:
Vhellka: Homeworld of the Elthar United Fleets, a symbol of unity for all Fleets.
Dahavra: A barren ice world, that carries a large shipyard around its orbit. It acts as the largest repair and resupply point for the Elthar. It is also the only location where the Elthar United Fleets can build Habitation Ships, though the process requires the extreme dedication of manpower, resources and time.
Vemeter: A fertile world that has been turned into a massive farming operation, with continent spanning farms and ranches. It provides the Elthar around 45% of its food needs.
Fening: A mineral rich desert world that has been turned into a prison. Most, if not all, Elthar prisoners are sent here, where they will toil away to strip mine the entire planet for whatever resources they can scrounge together. On Fening, you're not released after a certain number of days, months or years. You are released when you've fulfilled a pre-determined production target.

History:
A little over 8500 years ago, a mining vessel from an unknown mining corporation ventured into uncharted space, in order to find new sources of exotic resources in order to keep itself from going under. This vessel travelled for many months via Hyperspace to reach a pre-determined destination, but before the ship can reach the destination, it was caught in the gravity well of a previously undiscovered planet. Exiting hyperspace, the ship's auto-pilot was damaged beyond proper use, and the ship was left adrift, and plunged into the planet's crust.

Luckily, only a third of the crew had perished in the resulting crash, as the planet's relatively soft crust had allowed for the ship to dig deep into the earth, softening the impact, though trapping the surviving crew.

The survivors of the mining vessel, Elthar, had managed to dig their way out of the wreck and the moment they had breached the surface, the miners began to set up a small settlement. However the crash attracted the attention of a sentient life form, that had already existed on the planet. These aliens are now known as the Dehter. First contact was difficult, as the Dehters did not speak via voice or noise, but by projecting images and emotions directly into the minds of the person they're speaking to.

First contact, while it ended peacefully, it did not go so well as neither human nor Dehter could understand each other and thus they had an unspoken deal. The Dehters shall leave the humans alone, and the humans shall leave the Dehters alone.

The humans and Dehters on this world of Vhellka had kept separate from each other for at least two centuries since the crash. The Humans were unable to get back to their home as their hyperspace core had broken beyond repair. The Dehters, while they had left the humans alone, kept a close eye on their new neighbors. The humans were met with setback after setback, and inevitably began to blame the Dehters for their troubles. The Elthar's main power supplies were just about ready to shut down, and without sufficient power, the Humans were as good as dead. A small force of Dehters approached the humans, which garnered a defensive response, as human soldiers gathered to meet the Dehter soldiers, but no shots were fired. The Dehters instead brought something for the humans, a gift in fact. The Dehters were in the middle of their era of Steam powered technology, and has little in the way of anything to give this technologically superior species, but the one thing they did give, practically saved the humans of Vhellka.

A large crystal of pure magic, that thrums with energy and power. Made over the course of several years, the crystal was presented to the humans as a peace offering, in order to allow for better communication and trade to happen between their two people. The humans hesitantly took the crystal and used it to jumpstart the Elthar's core, and saved tens of thousands of human lives. In responce to this act, the humans formed a coucil, and after much deliberation, began sending nearby Dehter settlements surplus food and minerals they had pulled from the earth. This exchange had begun a slow, but historic chain of events that formed the current Elthar United Fleet.

The humans and the Dehters finally have established a constant stream of technological, cultural and intellectual trade. The Dehters benefitted greatly with the advancements to their technology, as the humans had skyrocketed their knowledge of the advanced sciences and technology, while the Dehters provided the humans with knowledge of the planet proper, giving them maps, surveying data, and even managed to provide the humans with an additional supply of workers and eager engineers. This exchange benifitted both species greatly, and eventually the human settlements opened their borders, as did the Dehters. A true exchange of ideas, knowledge and culture began and after several centuries, the cultures blended and combined. The Dehters and humans considered themselves one people, one world and soon, one united fleet. The humans still wanted to return to the stars, and the Dehters wished to follow, to experience a grander universe. Thus began the Great Exodus.

Centuries of work, millions of workers and hundreds of thousands of engineers working for three generations, as the united Elthar people began to repair, remodel and restart the Elthar mining vessel, using combined technology and magic of both the Dehter and humans. However, when all was said and done, the first Habitation Ship had been completed 7600 years before the current year. A ship large enough to fit all 350 million Dehter and human inhabitants alike. With a skeleton crew, and a week of preparations, the Elthar makes its maiden voyage from its homeworld, and travelled through its home system, visiting every planet before finally making a hyperspace jump to the nearest system, visiting every planet, and returning. Once everything had been confirmed to be working properly, the Elthar United Fleet, soon to be Fleets, had been officially born. The people of Vhellka entered their new home, placed on their new E-Suits and left their barren planet, in search of new prospects, new knowledge and knew people.

Religion/Gods:
While the Elthar have no unified figures or gods, they all share something in common. Their deities and figures of worship are all based on great heroes and figures within their history. The Elthar worship many Saints, and each Saint is a reflection of a certain idea or ability. For instance one Saint can be worshipped as a Saint of Memories and be asked to help someone remember an important event or moment, and one Saint can be worshipped as a Saint of Constuction and can be asked to watch over the construction of a new ship and make sure no mistakes are made. Each fleet worship their own set of Saints, and some are more prevalent then others on certain fleets.

Primary Language(s):
The Humans and the Dehters speak a common language, based on the human's own language, as the Dehters did not speak a spoken language before the arrival of the humans. The Dehters speak primarily through images and memories that they project directly into the minds of others. The Dehters still do this to each other, but not usually to other species, as that is considered rude and impolite.

Races/Species:
The humans of the Elthar United Fleet are a robust, pragmatic and blunt people. Decendents of a fallen mining fleet almost 8000 years ago, the Elthar humans have enjoyed a hard existance on their new home of Vhellka, and through that hardship, the humans have grown to be rather logical minded, hard working people with a low tolerance for wasteful behavior. Every last shot, every last bit of resource should be used if able, and anything that can be useful if you look at it from another angle. They're rather adaptive, and hardy people, who can eventually thrive in most any environment or culture. After leaving Vhellka, the humans of Elthar had repurposed, modified and upgraded their old mining suits into enviromental suits, or E-Suits, to allow them to traverse all but the most extreme environments.

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A Elthar security Guard, Jacob Lowther, posing for the Camera
The Dehters are a magically incline species, who were roughly in the era of steam powered machinery when they were introduced to the humans via a crashing spaceship that dig deep into the planet's core. An empathetic species, most Dehter have the inherent ability to wield and use magic, primarily in the form of mild telekinesis and empathic telepathy. However, Dehters who have stronger forms of magic can quite literally channel their magic into more powerful abilities, primarily by firing off powerful electrical storms, electrical blasts, and they can even channel their magic into a physical form to use as fuel or in the creation of various technology and weapons. Before the Dehters left Vhellka with the humans, they used the schematics of the E-suits of the ancient human mining suits to make their own variation of the mining suits, as the ones the humans had on hand were not all that aesthetically pleasing to the Dehter eyes.
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A Female Dehter, Alnelle Mausys , removing her helmet for a picture
Currency:
Ethar Standards

Population:
9.9 billion
Each Habitation Ship is designed to house roughly 450 million individuals, though this number is often larger then what is originally designed and the population of each Habitation Ship can fluctuate wildly from ship to ship.

Magic System(s):
Biotics
The Dehter's magic manifests as Telekinesis, telepathy, the manipulation of kinetic force, bioelimination and bioelectrical projection. With a but if training they are able to use teleportation, light refraction, animal control, control over simple electrical devices.capable of turning their magic into crystalized forms to be used as a power source for machines and weapons. With a decade or more of dedicated training, the Dehter is capable of opening windows into Hyperspace for ship travel.

Military:
The Elthar military is designed around vehicle combat, with a versatile, yet limited infantry selection, yet they have a large selection of vehicles for every possible combat situation. They prefer a quick and mobile warfare, as their vehicles tend to be quick and make use of anti-gravity technology in order to allow them to traverse all forms of terrain without slowing down. On the field, one can expect to see primarily humans acting as foot soldiers, while the Dehter act primarily as engineers, drivers and support crew. Due to the chaotic nature of the battlefield, most Dehter prefer to live pacifistic lives. Those who do join the military are often given positions where they can support the front lines either as medics, engineers, drivers, or snipers.

The Elthar favors the use of guns, explosives, mines and all sorts of ranged weaponry as they dread the idea of close quarters combat. While they are capable of CQC, as military grade E-suits provide some enhancements to their strength, roughly 66% stronger, the added strength is primarily for utility rather then direct combat. To this end, the Elthar use a large selection of unique firearms known as Javelin Weaponry.

Due to the need for powerful armor piecing weapons, capable of penetrating the armor of an E-Suit in case of hypothetical scenarios where the Elthar engage in civil war for one reason or another, the primary weapons the Elthar military use are designed to fire long, sharp spikes. Javelin weaponry range from infantry arms such as Javelin Carbines, Javelin Scope Rifle, Flechette Scatterguns, Flechette Submachine Gun and Dart Pistols. These weapons are often equipped with a plasma torch to use in melee combat, known as a Torch Knife. In addition to Javelin weaponry, the Elthar makes use of flamethrowers, experimental plasma guns, Lightning cannons, and grenade launchers. Heavy Weapon Teams are also a common sight within Elthar Military, who man Heavy Spike Guns, Spiker Repeaters, Laser Beam Cannons, Mortars, and Guided Rocket Launchers.

In order to remain mobile, the Elthar uses the Planetary Production Carrier, or Land Foundry, as a primary land base of operations and production facility. The vessel is fully capable of carrying, repairing, and producing vehicles and outfitting entire regiments of vehicles in a matter of minutes, though they are limited by the amount of resources they are able to carry and salvage from wreckage, and the amount of soldiers capable of filling those vehicles.

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Elthar Rifleman, Pvt. Howard Lancaster; an example of a standard Rifleman of the Elthar military. They are versatile front line combatants, engineers and guards. Due to the Dehtar's empathetic abilities, front line combat is often mental strain. Due to this, roughly 81% of all Rifleman in the military are humans. Dehtar rifleman often suffer vivid nightmares after combat, and are often given drugs to suppress dreaming and to promote better sleep.

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Elthar Sniper, Spc. Taenel Taltyr; an example of an Elthar Specialist. While humans are common as Rifleman, Dehtar are more common as Specialists, with 74% of all Specialists being Dehtars, as their biotic abilities being useful in many situations, including infiltration, assassination, subjugation and sabotage. They have learned to ignore their empathetic sensations of nearby beings, but doing so often leads to sociopathic behavior and emotional distancing.

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Elthar APC "Baseunner"

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Rapid Attack Vehicle "Dunefly"

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Assault Tank "Horseshoe"


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Artillery Tank "Needle"

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Heavy Tank "Vanguard"

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Heavy Artillery Tank "Dreadnought"

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Planetary Production Carrier "Land Foundry"
The Navy is not simply a branch of the military forces for the Elthar United Fleets. The Navy is their way of life. They had long since decided to abandon planetary life and exists now among the stars, residing in grand Habitation Ships, surrounded by smaller civilian and military vessels. A single Mother Fleet can be made up of thousands of ships, while a smaller Branch Fleet can be made up of anything from four or five civilian ships, to hundreds of military vessels. Due to the amount of resources it takes to maintain this amount of ships, most Mother Fleets simply fly a predesignated path, refueling and resupplying when they reach a supply outpost.

Unlike the military, the Navy is made up of a mix of humans and Dehters, with a slight leaning towards human enlistment. Unlike ground combat, it is virtually impossible for a Dehter to read the emotions of an enemy pilot or soldier when they're quite literally miles away and surrounded by tons of metal. Because of this, Humans and Dehters tend to share equally in the various ship duties.

Like the Military, the Navy is focused on speed and mobility, to hit hard and fast, with the core of their navy being the Production Carriers, large mobile refineries and factories, capable of producing any ship, save for cruiser class vessels and larger in minutes, with the only limiting factor is the amount of harvestable resources around and onboard, and the amount of crew capable of piloting these newly built vessels.

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Transportation Craft "Caravan"

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Assault Craft "Spearhead"

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Bomber Craft "Gunboat"


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Assault Frigate "Bludgeon"

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Artillery Frigate "Trowel"

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Destroyer "Galleon"

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Production Carrier "Star Foundry"

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Battle Cruiser "Grandiose"

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Habitation Ship
Interstellar Travel:
To travel, all frigate class vessels and larger, have Hyperspace Modules which allows a ship to enter a state of that allows them to move through space without interference from solid matter. This method requires the use of complicated computer systems, as well as the abilities of a Dehter caster, cybernetically implemented into the Hyperspace Module itself. Through powerful magic, a "window" is torn open in reality, which envelops the ship and allows it to travel at FTL speeds with ease. Once the destination is nearly reached, the ship is then slowed to a standstill until it arrives at the desired location, then another "window" is opened in order to allow the ship to enter real space.

Strengths:
Resource Acquisition: Due to the constant need for resources to maintain the fleet, the Elthar United Fleet had gotten very good at gathering and recycling resources. From asteroids, to moons, to planets, if there are resources to be found and gathered, then the Elthar will eventually find it and set up a gathering operation to acquire it.

Orderly and Disciplined: Due to the hard nature of their existence, their military and navy are trained to be as disciplined as one can be. All disobedience is met with harsh punishments and those who show great promise, as well as respect towards the chain of command are often rewarded handsomely within their society.

Nomadic: The Elthar United Fleet are almost totally fleet based people, with very small sections of their populations stationed on planetary bodies to gather a variety of resources, such as minerals, food, and even exotic luxuries that can be traded, sold or given others for a profit. Due to this lifestyle, it is very hard to pin down the Elthar United Fleets as they're constantly moving around their territory.

Self Sufficient: Each Fleet is capable of surviving on their own as an independent entity for many generations if needed. As long as they capable of harvesting and salvaging resources, and as long as the fleet's Production Carriers and/or Habitation Ship remains operational, a Fleet can sustain itself indefinitely.

Weaknesses:
Starved: Due to the constant need for resources to maintain the fleet, the Elthar United Fleet requires a constant supply like in order to allow their fleets to continue to function. Should anyone cut their supply lines or destroy their resource caches, then the fleets would be on borrowed time.

Slow Population Growth: As overpopulation can be a rather dangerous state to be in, the population of each fleet is carefully managed. If there are too many people, then vital resources are consumed quickly, but if there are not enough people, then it would be too difficult to crew the entire fleet.

Solitary Existence: Due to the vast distances a fleet is expected to travel, a fleet can remain isolated from any contact from a Mother Fleet or a Cousin/Brother Fleet for many months, and maybe even years. Due to this, a Fleet is allowed a large amount of freedom to govern itself, but are also expected to survive on its own without the need for assistance or reinforcements.

Relations:
League of Blood: The League of Blood are are the first nation the Elthar United Fleets had encountered. Fleet Lanstyr had discovered the League accidentily and after some diplomatic negotiations and questioning from both parties, trade had been established between Fleet Lanstyr and the Sanguine Order, trading rare and hard to reach resources for food and fuel.

Other:
Theme Song
 
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league of strongholds
(LS)

Flag:
1603266344631.png

Motto:
For brother past and future we serve

Primary Colours:


Type of Government:

An odd system based on seniority or and merits

Leaders:
The shard lords: elder netens that have under gone a strange transformation turning them into a large entity know as a shard lord most netens can trace there lineage back to one of the five existing shard lords
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Homeworld:

Netner a cold and desolate world of highly minieralised rock pools and fridgid arctic conditions abandoned to the deadly animals on the surface without properly maintenance no structures have been left.

Borders:
(The space your nation encompasses. Here is the template of the Cluster. Find the area you want and paint it with your color. Use photoshop or Pixlr to color it, don’t make it too large. Use the map on the IC page to reference what is used.)

Number of Controlled Planet/Star Systems: 5 Systems
10 planets mostly resort world's as they live in 5 grand planet ships

Notable Planets:

orcarc major
a resort world of bubbling mineral rich hotsprings acidic baths and no atmosphere at all the world soft ground make it one of the only places a unarmored neten can walk without fear of shattering against the terrain
orcarc minor
Similar to orcarc major is a stunning desert world of spectacular view of multi-coloured sands and the fruity scent of ritualistic oils of fleshy maintained neten weaponry
pailary sol

maceel gol

History:
The history of the netens is one of great hardships that heavily shaped there civilisation, the harsh forboning conditions of neter consisted of thousand of mineral rich hot springs where creatures grew from, for thousand of years the fragile but intelligent netens fought one another for control of these birthing pools building might fortress to protect themselves until armor was invented so great was this advancement that it became there main focus and how to crack it, better armor and better weapons develop in a constant arms race of warring tribes the only reason these fortress United against a common threat a alien threat called the scarlet dawn the shielded red ships armed with energy weapons though the invaders where beat back it left a great scar on the netens collective psychology leaving them distrusting of shield technology to the point some become violent in its presence. Thousands of years later for unknown reason the netens left there home world aboard a fleet of planet sized ships where or how they made them no one but the shard-lord’s truly know the answer.

Religion/Gods:
While not following any religion The maintenance of ones power armor and weapon is of the utter most importance outside observers would see this as a religious practice in how it's conducted

Primary Language(s):
Neteroc: due to the extreme complex and subtle tones no matter what translator is used a lot of the more nuances of speech are lost in translation leading them to sound blunt and rude. Neteroc lacks words for certain things as the need to develop such. Some notable examples are the usage of masculine pronouns to describe there relationship and themselves while in truth the neteroc words simply translate closest too it as netens do not reproduce like organic they lack any word to differentiate a female from a male.
Another notable example is that netens only have a single word to describe other alien life forms resulting in it always translating to the name of the native species using the translator.

Races/Species:
Netens: a race of crystalline lithoids, all netens are brothers as they are grown form shards of shattered netens, when shattered the original neten is not killed and can be regrown. Along with 2 other "sharing are born alongside there regrow "big brother" that teachs them. Netens crystal can also be used to produce a hyper advance AI known as a soul drive.
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Currency:
A special Orange coloured crystal for internal trade and purchase external trade is done by barttering.

Population:
30 billion netens

Magic System(s):
netens are incapable of magic or psionic but produce a natural disruptive effect on both making them immune to all mind altering attempts or direct attacks via magic or psionic in high numbers netens can disrupt or nullify the effects in a area around them.

Military:
All netens wear heavy power armor that grads them each at a medium tank and carry a 100cal graviton sling autocannon.. even civilians a hold over form there homeworlds dangerous past.
The true military is the onyx watch black armor troops with actual training. And there titanic tanks and slow moving crawler netens ground warfare has been compared to a inevitable advance of heavy heavy weapons fire and crushing gravaton weapons.

The netens space fleet consists of massive vessels classed as castle ships. One might think fighters would be there weakness but most ships have thousand of point defence batteries for this reasons... however all ships lack any shields.

Interstellar Travel:
FLT via gravity manipulation its a Somewhat slower form but far more consistent, so reliable is this system that no complex navigation is required to make jumps to the point where blind jumps are perfectly fine. It’s not uncommon for the huge neten vessel to drop back into real space in dangerous locations like inside asteroid fields or nebulaes. But also the gravity warping needed can give advanced warning to those that live in a system.

Strengths:
Expert armor: netens armor is the best in galaxy to even kill there infantry dedicated AT weapons are required
System fleet: there population is concentrated in 5 titanic planet ships known as the system fleet all travel together leaving brothers all tightly knit and together bit alsp means there is A LOT of firepower in one location. In addition due to the immortal nature of the netens having thousands of years old experts all together help a LOT with maintaining the fleet system.
Gravity manipulation: what the netens lack in magic they more then make up for with there vast array of gravity manipulation technologies


Weaknesses:
Fragile without armor: without there power armor netens are well fragile
Planet eaters: to maintain there industry every 10 years the netens essentially have to rip apart a planet that is carried within each of the titan ships and slowly used up over the decade,
Slow growing: they grow form crystals it takes abou 3 years of a netens to grow.

Relations:
TBA

Other:
 
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The Council of Twelve Suns
The Council of Twelve Suns

Flag:

latest


Motto:
"Ascend"

Primary Colours:
Gold, Navy, White

Type of Government:
Absolute Council
(A group of twelve council members rule over the population. Revering their leaders as living gods, the people serve through awe or fear of their power. The centralisation of power is enforced with autocratic authority.

Leaders:
The Ascendant Council
w644


Homeworld:
System #0001, Solis, Lithicus Prime

Borders:
(The space your nation encompasses. Here is the template of the Cluster. Find the area you want and paint it with your color. Use photoshop or Pixlr to color it, don’t make it too large. Use the map on the IC page to reference what is used.)

Number of Controlled Planet/Star Systems:
23 Systems / 90 Planets

Notable Planets:
TBD

History:
TBD

Religion/Gods:
The Ascendant Council are the only figures of reverence in The Council of Twelve Suns.

Primary Language(s):
Lithican, (Human?)

Races/Species:
Lithicusians - Humans that have lived for generations in a low-gravity environment. They are not particularly strong, but are often magically gifted.

Currency:
Mana Cubes - Pure mana distilled into small holding devices.

Population:
65 Billion

Magic System(s):
Psionics are the main magic practiced by The Council.

Military:
TBD

Interstellar Travel:
Spatial Rifts - The Council has created Magotech capable of opening up spatial rifts in space. Rifts condense space between locations in the universe, allowing ships to travel at FTL speed across vast distances.
Mana Gates - Giant circular Magotech rings built in important systems that allow nigh-instant travel between other active gates. The portal technology relies on interlocking spatial enchantments and cannot be used to travel to places where no gate is present.

Strengths:
The Council - With only Twelve individuals, each council member wields unimaginable power and is capable of conquering a planet alone. Their talents for magic when paired with highly advanced cybernetic implants make them gods amongst regular mortals.

Technological Ascension - Through the wisdom of The Ascendant Council, insight into the pursuit of science has continually reached new heights for centuries. Most impressively, their shielding and FTL technology have proved to be amongst the best in the galaxy.

Magotech - Largely unique to The Council, the invention of Magotech has since revolutionised the use of magic. Instead of the user casting magic, a large variety of weaponry, machinery and artificial systems now serve as conduits for spellcasting when supplied with mana. More powerful than regular magic and much easier to pick up and use, many aspects of life in The Council's territories have improved greatly as a result.

Weaknesses:
Autocratic Superiors - The Ascendant Council rule with an iron fist. None dare challenge their authority or might, but discontent in the populace is not uncommon. Orders are always followed, albeit begrudgingly.

Arcane Ban - The Council has banned all use of self-cast magic amongst its people. Aside from the use of registered Magotech equipment, no one is allowed to learn or use their own magic unless The Ascendant Council or its administration allows it. This has led to the majority of the population being unable to cast their own magic or find a source to learn it from.

Micro-Fielding - Due to the heavy reliance on The Ascendant Council and Magotech, The Council fields an army of little manpower. With magic being concentrated into as few hands as possible, the military favours small pockets of magically gifted regiments over masses of fodder.

Relations:
TBD

Other:
Astartes is cool
 
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NAME OF NATION(Size 26)

Flag:

b6rj5g60nicz.png

Motto:
"Acrad, now and forever!"

Primary Colours:
Black and Red

Type of Government:
A form of stratocracy, where power rests in the hand of a heavily martial government with democratily elected military personnel.

Leaders:
Lase Phezal, supreme autocrat and government commander, and the Acradian Central Assembly.

Homeworld:
The star system of Inon, the single central star which oversees the rests of the system, where the capital planet of Acrad and the center of the Realm is located. It is a 6 planets star system, with Acrad being the only habitable one, the rest either being gas based planets or uninhabitable worlds. However, all of the planets are, more or less, exploited in some way, with some uninhabitable planets and satellites being used as industrial powerhouses.

Borders:

Number of Controlled Planet/Star Systems:
Around 25 controlled star systems and aprox. over 125 planets.

Notable Planets:
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Acrad is the only naturally habitable planet inside the inonian star system, encircled by a ring of a particles and small blocks of pure water icy, with various traces of rocky compounds. Acrad has one natural moon, Kanod, which serves as one of the oldest and most prestigious military designated location of the Realm, for the entire moon is dedicated to the training of conscripts and military personnel, manufacture of military assets and academic formation of military personnel. The Rings of Acrad also serve as the main location of the orbital defences, with outposts of heavy weaponry encircling the planet ready to serve for it's protection. The main planet itself, Acrad, has around 65% water mass and 35% landmass. The landmass is composed of mainly fractured continents tied together by straits of water which humanity used for millenia to spread all around, no giant ocean separated continents. Altough older scholars gave names to continental regions, today it's considered to be only one main landmass, with fractured regions here and there. Originally full of various biosystems, hundreds of years of Erodium infestation have scarred the landscape in the past, but today the planet is in a process of constant healing, with efforts made to bring back the fauna in the most affected regions. Those urban centers that have survived the dark ages grew to become industrial powerhouses at first, and then veritable human supercities. Many settlements and regions are specifically designated for agriculture in order to sustain the sprawling metropolises of the planet. The capital city and the biggest spaceport in all of the Realm is located on the Old Continent, it's towering buildings rising high into the sky. Society is characterized by a huge gap between social classes. The highest concentration of wealthiest nobles can be found on Acrad, in their luxurious penthouses and decadent estates. The authoritarian state has gone to great lengths to form and strengthen the middle class.
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History:

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Speculative illustration of the old landscape of Acrad.

Not much is known about the ancient past of Acrad, and much of it is stepped in legend and speculation. Historical records are very rare from this period due to the widely believed theory that mankind suffered a period of unprecedent hardship and strife that all but reduced any civilization to near extinction. Religious dogma and tradition holds that this was the punishment of Erod, the God of Primordial Balance (blessed be his wisdom), against the unchecked magical abuse of the ancient acradian humans. Indeed, what was left of the ancient world in the form of ruins and relics were meticulously studied and pointed to an advanced civilization which relied heavily on magic, the essence that the scientists of today would like to refer to as "Primordial Conduit" in their attempt to utilize science to explain such phenomena, but let us continue our journey through history. From what little obscure sources modern scholars could find, it is stated that the ancient civilization suffered years of decadent abuse and heretic dark magical usage which plunged the world into chaos and an unbalanced state. Other details can only be speculated, but in the aftermath the only certainity is that the cosmic event known as "The Starfall" took place, estimated about 7000 years ago. The Starfall is a term we scholars use to describe the first appearance of Erodium which forever changed us and our future.

As you may or may not already know, Erodium is a crystalline compound of green colour on which most of our modern society runs, but what was it for the ancient acradians? What did it mean to them? The answer is quite simple: suffering. Indeed, you may also know that the raw crystal is highly corrputible, especially to humans, and can merge with local fauna life to create an unique and twisted landscape. What precisely happened back then is also largely vague, but most likely within generations since the first infection with this invasive species, our dear planet's once lush biodiversity transitioned to a desolate and infertile wasteland, at least roughly 60% of the landmass, to be precise. Humanity began it's slow decline and regresed back to an inferior feudal age, or as we like to call it: The Dark Age. While humanity battled on for survival on a scarred planet, what little remained of civilized lands apparently have undergone a cultural assimilation and achieved a somewhat unique militaristic unity in the face of adversity. It was during this time that the mysterious Cult of Erod first saw the light of day and converted much of the remaining human population to it's cause. It's cause, you may ask? The worship of Erod and it's dogmatic teachings that there must be equal right and equal wrong in the universe. Of course, to debate about this falls under the jurisdiction of the Cult.

The success of the Cult is largely attributed to their revolutionary concept of scientific endeavour to study and use enchantment as a form of processing Erodium from it's raw state to a refined combustible. Centuries of scientific innovation and pragmatism led mankind on the path of ascension once again, and we managed not only to overcome the hostility of the planet, but also we also managed to harness the power of Erodium through powerful enchanting, which enabled us develop the first industrial means of harvesting food, wage war and rebuild anew. The new necessity of large quantities of Erodium also gave birth to veritable industrial expeditions that over the centuries cleaned large swathes of land and led to their reclamation, thus providing the much needed necessary agricultural output to sustain booming populations once more. It also meant that, for the first time since the Starfall, the corrupted humans of the marauder nomads could be defeated in warfare. The marauder nomads were known since the Starfall, packs of roving uncivilized barbarians that constantly posed a threat to the surviving nations of old Acrad. It is stated in the records that the last marauder strongold was erradicated 4000 years ago.



Eventually, the main civilization of Acrad would coalesce into the modern militaristic state of today, one which we are proud to serve. Centuries of reclamation showed that Acrad could not only be salvaged from the ashes, but in time the efforts to stabilize the planetary eco-systems proved fruitful, and the acradia people of today must eternally give thanks to the Cult of Erod and the government for undertaking such an inhumanely task. Remember, the government serves the people and the people serve the government.

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The last 1500 years of our history saw the expansion of Acrad throughout the local star systems. Perhaps the greatest innovation of our time was the development of the warp drives, the science and magic behind our spread over the stars. With it's discovery, a new era of colonisation and expansion took over mankind, with each year more and more colonist-type vessels leaving the Capital Spaceport to spread the might of our civilization to the reaches of space. And here we are now, with over 100 thriving worlds, protected by our military vanguard and our beloved government.


Religion/Gods:
The official religions is the Cult of Erod, the God of Primordial Balance

Primary Language(s):
Acradian, a branch of the proto-human languages of the old, together with a myriad of other dialects varying from world to world.

Races/Species:
Primarly human, with auxiliary erodium mutants.

Currency:
Acradian credits, supplimented by labour-based checks.

Population:
Somewhere around 240.000.000.000, with an unknown but estimated number of 50,000,000 mutant breeds.

Magic System(s):
A form of runic enchantment that can be used together with Erodium in order to enchance all aspects of technology.

Military:

The Vanguard
"In the service of our Realm!"
The Vanguard is the total of all infantry assets of the Realm. Composed mainly of conscripts serving a 10 year service after which they are relocated to one of the worlds of Acrad. The upper echelons of power are composed of the prestigious officers, generals and the autocrats of the Acradian Central Assembly.

Conscripts​
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Aspect and equipment might differ depending on the regiment, zone of deployment and tradition, but a certain standardization is to be kept. The helmet, torso, pauldrons and leg protection are commonly decorated with the regiment number and symbols. The panoply of armor is composed of a standard thermic kevlar pads coated in magically enchanted erodium in order to offer stronger protection against blasters and standard ammunition. The equipment is composed of standard military assets such as shovels, personal backpack with survival packages and rations. Weapon wise, the conscripts are universally armed with the Mark III Blaster Rifle, with an erodium based combustion lock that amlifies the light of the erodium crystal until it bursts in accurate blasts of light. Squads may benefit from grenadiers, those who carry conventional grenade launchers and explosives or erodium based flamers. The most striking aspet of the equipment is the gas mask, which evolved to become both a military symbol and a cultural icon for the people. The mask itself may not look sophisticated, but it provides the wearer protection against the toxic raw erodium, it manages the internal thermic system in order to offer more comfort when sustaining heavy exercise and offers night vision and real-time information updates from the communication outposts and centers.






Interstellar Travel:
Interstellar travel is done by means of uniquely refined Erodium combustible that achieves FTL speed by distorting the space forward and contracting it backwards within it's own field of gravity.

Strengths:
Martial nationalism - Service grants citizenship! The acradian military's manpower is a sight to behold.
Powerhouse industry - Crank up the speed boys, we need to meet the quotas for refined Erodium today! The industrial history of Acrad is also it's pride, a cultural and economic emphasis is placed on the industry, many planets dedicated entirely to the industrial necessities of a growing consumeristic society.
Colonialist spirit - Since hundreds of years the pioneers of the space age left their industrial homeworld and expanded at an unprecedent rate among the stars, a testimony for today's sprawling worlds.

Weaknesses:
Diplomatic inexperience - A history of strife and recent discovery of space faring species shook the acradian society. Diplomacy is, at best, described as cautious.
Authoritarian unrest - Just a cog in a machine! The authoritarian aspect of life is dreadful to some. You either give up your freedom to hope for a peaceful life, or you embrace your freedom and seek to escape the oppression of the state. Outer worlds of the Realm may be prone to rebellion due to the influx of political refugees.
Anti-magical religious dogma - The teachings of the Cult deeply show that magic is prone to abuse, and the primordial conduit must always be kept in check and utilized by authorized personnel for the service of the state. Most types of non-enchantment related magic is deemed as heretic.

Relations:
The Realm of Acrad will start as a new faction recently discovered by the rest of the players.

Other:
(Bonus stuff like trivia, national songs, etc.)




--HEAVY WIP--​
 
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