Galactic Legacy 5/5

ChelonianCommander

Strength of Steel, Will of Iron
(Will add more depending on response.)

Lore

What it was created, the galaxy was a barren place. Devoid of all life, the silence that rang through the stars was deafening. Drawn to the silence a race of nameless godlike beings arrived and saw potential so they began to work. For hundreds of thousands of years they tempered the galaxy, worked the planets themselves and sowed the seeds of life before simply disappearing. It is unknown where they went or why did they leave, but the results of their tampering became apparent. Millions of years later, the first races to achieve sentient appeared, and thousands of years later the first signs of FTL travel had appeared. With these new empires on the rise, the galaxy can only wait and watch to see if they shall turn it into an Eden or a warzone.

Plot

The RPers will play as the various leaders and governments of their respective empires. They have freedom to make war or talk as they see fit. Each Empire were just stepping into the vast galaxy until until an unknown transmission from an unknown source gave the Empires a map of the galaxy, with safe routes for FTL travel and what more, they show the locations of other Empires who have just budded into FTL travel. What they do with this information however is up to the Empire's leaders.

Galaxy Legend
Alpine: A mountainous planet. Snow-capped mountains and peaks dot the planet, with liquid water gathering on the planet's surface. Little vegetation exists on the planet, but those plants tend to be rather hardy.

Arctic: A rocky frigid world. The surface is rather cold with little liquid water, but if one goes deep enough they can find significant amount of liquid water. Vegetation exists usually on the planet's equatorial band in large number.

Arid: A dry and rocky world. The surface is covered in mesa and canyons. Water and vegetation can be found in large numbers in and near the equator and the more temperate polar regions, but is scarce everywhere else.

Asteroid Belt: A ring of rocky debris that float in orbit around a star. The rocks tend to have a lot of minerals within them.

Barren: A completely dead world. Whether naturally or unnaturally, it matters not as the planet can only be used only for mining or housing enclosed outposts.

Continental: A rocky world with conditions that are not too warm or too cold. The planet has a decent amount of vegetation and a large amount of water.

Desert: A dry scorched planet. Water is found in very limited amounts, with large bodies of water being near nonexistent. Temperature changes significantly from day to night and vegetation can be found but is scarce. However even a little water can cause the desert to bloom.

Frozen: A dead world, touched by an eternal killing winter. The planet is as cold as space itself and is just as habitable. Still with the right equipment it can be used for mining or outposts.
Garden: The perfect planet. Ideal temperatures and climate for all life. The planet seems to be in eternal bloom even when war torn and scarred. Every sector has one and those who claim one can say they've finally achieved something truly amazing.

Gas Giant: A large body of gasses in the form of a planet.

Molten: A rocky world that is constantly in a state of volcanic eruption. The planet's surface is covered in oceans of lava. Water and vegetation is nonexistent, but the planet can usually hold a good amount of mineral wealth.

Ocean: A water filled planet. There are small patches of dry land scattered on the planet and most vegetation is designed to survive in their watery home. Storms tend to happen often, but generally do very little damage.

Savannah: A rocky world dominated by dry plains. Vegetation tend to be found in shrubbery, short trees and long grass. Wet seasons are brief and water tend to be found in shallow oasis.

Toxic: A world with a thick toxic atmosphere that is deadly to most forms of life. Most water, if not found deep, deep underground, is usually poisonous and the vegetation found on these planets tend to be just as if not poisonous.

Tropical: A wet planet, covered in dense forests. The planet has a diverse ecosystem with vast continent spanning forests with deep rivers of water.

Tundra: A planet with a planet wide layer of permafrost. Water is abundant in the form of snow and ice with vast cold oceans underneath. Vegetation can be found in the more equatorial territories but is usually restricted to moss and lichen.

Bleak: There are empty landscapes for hundreds of miles. Life is found here, but is rather small, thin, sickly or all of the above.

High Gravity:
The planet has rather abnormally high gravity, making uncomfortable to live on as well as hard to build infrastructure.

Irradiated
: The planet, one way or another, is a nuclear wasteland. Those unprepared to touch the planet should expect mutations and radiation sickness.

Poor quality minerals:
The minerals of the planet is rather poor, meaning it would take double, maybe triple,
the amount of minerals to match the quality of the minerals of the average planet.

Locked Rotation:
The planet has a locked rotation, meaning at any point of the year, one part of the planet is covered in blistering day while the other part is covered in freezing night.

Unstable Tectonics:
The planet’s surface is in a constant state of quaking, with maybe two or three moderately sized quakes every week or so.

Weak Magnetic Field:
The planet has a weak magnetic field, which means there is little to nothing to protect its inhabitants from the cosmic radiation from the local star.

Guarded:
An enormous vessel, larger than a continent guards this planet. Its guns are powerful enough to destroy smaller ships in a single blast and critically damage larger ships and it carries thousands if not tens of thousands of fighters within its heart. The vessel’s origins, as well as its reasons for guarding this planet are unknown.

Asteroid Impacts:
The planet has suffered many, many large asteroid impacts throughout its history. The asteroids are still there however which can provide a lot of mineral wealth.

Atmospheric Hallucinogen:
Within the atmosphere there is a strange compound that causes vivid hallucinations within organic beings. The compound is safe to breath, but the inhabitants are often distracted.

Hazardous Weather:
The weather on the planet is rather harsh and dangerous. Tornados, storms, droughts, sandstorms and lightning storms appear all at random and often.

Hostile Fauna:
The local animals of this world are venomous, carnivorous, hostile, a combination of the three or all of the above.

Hostile Flora:
The local vegetation of this world are poisonous, carnivorous, hostile a combination of the tree or all of the above.

Hostile Ecosystem:
The entire ecosystem seems to be geared towards being able to kill, envenom, poison, and/or consume its prey or predator.

Wild Storms:
The planet often times see great storms lasting weeks at best and years at worst. Direct sunlight is a rarity on the planet.

Asteroid Belt:
The planet’s moon had been destroyed somehow. Surrounding the planet is an asteroid belt filled with mineral wealth.

Atmospheric Aphrodisiac:
There is a compound within the air that puts organic beings in the mood to reproduce.

Carbon World:
The world is mostly made of carbon. It has little oxygen or atmosphere but is rich in carbon based minerals.

Dead Giant:
This planet used to be a gas giant, but something has removed its gas layer leaving only its hard core.

Vast Mineral Veins:
The planet contains a vast amount of minerals. So much in fact that it may contain 3 maybe 4 planet’s worth of minerals.

High Quality Minerals:
The minerals on the planet are so rich that half, maybe a quarter’s, worth of these minerals can match the average planet’s mineral worth.

Low Gravity:
The planet has abnormally low gravity. It feels strange to be on this planet, but it would take less time to build infrastructure.

Lush:
The planet has an unusually diverse ecosystem. No matter how much of the planet is dug up or cut down, the wildlife seems to rebuild near instantly.

Natural Beauty:
The planet is naturally beautiful. All can gaze at its wonder and explore the planet for a century but constantly find new wonders every step of the way.

Strong Magnetic Field:
The planet has an abnormally strong magnetic field. This field will double the time it takes to go to FTL.

Titanic Life:
On this planet are one or two species that are as large as cities and small mountains. They’re usually harmless but can cause massive destruction without meaning to.

Dark matter: This black and exotic substance is rare, but useful. It can help with research and is used in antigrav-technology.

Evol Gas:
A greenish gas that influences organic creatures. It causes creatures to adapt to their environment and allows them quickly change to fit their current ecosystem.

Duriore:
A redish metal that is rather dense, but at the same time light. It can be used to construct ships that are faster without sacrificing speed.

Living Metal:
A rare and strange inorganic material that acts as an organic being. It constantly tries to keep the shape it was forged into.

Neuro-Gas:
A grey gas that, when taking in controlled doses over long periods of time, unlocks a person’s psychic potential.

Singing Crystals:
These crystals seem to sing when they’re struck. They have a soothing effect on organic beings, even if they’re deaf.

Zorium Ore:
This dense ore has is rather flexible and easily to forge. It can be used to make effective armor for personnel.

Dextio Ore:
This ore is rather unstable and is capable of exploding when given a stimuli like electricity or heat.

Luxio Dust:
This dust contains a high amount of energy. It can be mixed with soil to turn even barren soil into extremely fertile farmlands.

Delee Spice:
This specific type of spice causes the taste buds to go into overdrive, making even the blandest food into flavorful delicacies

Palithou Gas:
This pink gas messes with the chemicals within an organic’s brain, causing them to immediately become passive and abhor violence for as long as they’re in the gas.

Zalire Crystals:
These crystals are thick and have powerful penetration abilities. They can be used to make powerful anti-armor projectiles.

Terraforming Gasses:
These gasses can be refined and used to turn an entire plant’s atmosphere breathable or even give a planet an atmosphere to begin with.

Terraforming Liquids:
These liquids, when refined, can be used to turn an entire planet’s climate at the user’s whim, letting them pick and decide what new environment they create.

Medi Drink:
This water has extreme healing properties. Regenerating limbs and healing even genetic diseases.

Thund Ore:
This yellow ore is soft but it burns very, very, very, very slowly with a pound taking years to finally burn away. This makes them an excellent energy source.

Dramitic Crystals:
These crystals reflect light, as well as intensify it. It can be refined and turned into powerful laser weapons.

Fortalium Dust:
This dust is rather unique as it has a special property to increase the power of FTL drives, allowing them move greater distances when warping at the cost of doubling FTL charge time.

Map: Here is a sample of how the galaxy is going to be set up.
Sector Info; Sector Name: Star Type
Planet Info; Planet Name: Type: Class of Planet, Size: The general size of the the planet and how many billions of people can theoretically live on the planet.

1.
Yupriahiri Prime/VUR-S Prime: Type: Savannah, Size: 9, Vast Mineral Veins - : Mining outpost, Building Colony Phurx
Yupriahiri II: Type(Jellex):: Molten, Size 20, Dead Giant, Dextio Ore - Orbital Drilling Station Mykilian
Yupriahiri III (Cykreth): Type: Continental, Size 16 - Building Colony Phyzarum
Yupriahiri IV(Helvella): Type: Continental, Size 7, Wild Storms - Building Underground Cities
Yupriahiri V(Tryksit): Type: Ocean, Size 1, Duriore - Tryksit Drilling Station
Mykol: Type: Tropical, Size 16
Yupriahiri VII(Ankarth): Type: Arid, Size 20, Asteroid Impacts
Yupriahiri VIII(Tarlu): Type: Ocean, Size 17, Irradiated
Yupriahiri IX (GORX-5) : Type: Barren, Size 18
Yupriahiri X(Borga-Novi) : Type: Frozen, Size 3
2.
Woproyzuno Prime: Type: Toxic, Size 13
Woproyzuno II: Type: Gas Giant, Size 23
Woproyzuno III: Type: Astroid Belt, Size 3, Singing Crystals
Woproyzuno IV: Type: Frozen, Size 20
Woproyzuno V: Type: Desert, Size 20, High Gravity
Woproyzuno VI: Type: Tropical, Size 10, Lush
3.
Wagrippea Prime: Type: Gas Giant, Size 26
Wagrippea II: Type: Artic, Size 11, Low Gravity
Wagrippea III: Type: Continental, Size 14, Atmospheric Aphrodisiac, Delee Spice
Wagrippea IV: Type: Asteroid Belt, Size 1
Wagrippea V: Type: Molten, Size 13, Titanic Life
4.
Byte Prime: Type: Molten, Size 12, Hostile Fauna, Vurax Mining Outpost
Byte II: Type: Asteroid Belt, Size 1, Vurax Mining Outpost
Treilo: Type: Toxic, Size 16, Evol Gas
Byte III: Type: Barren, Size 3, Vurax Research Outpost
Byte IV: Type: Continental, Size 16, Strong Magnetic Field, Vurax Research Outpost
Byte V: Type: Barren, Size 7, Asteroid Belt, Zorium Ore
Byte VI: Type: Gas Giant, Size 25
5.
Loeyama Prime: Type: Barren, Size 2, Carbon World
Loeyama II: Type: Asteroid Belt, Size 1, Luxio Dust
Loeyama III: Type: Garden, Size 20, Guarded, Terraforming Liquids, Terraforming Gasses
Loeyama IV: Type: Asteroid Belt, Size 1
6.
Muotania Prime: Tropical, Size 12, Hostile Ecosystem
Muotania II: Type: Alpine, Size 13, Unstable Tectonics
Muotania III: Type: Arid, Size 4, Bleak, Medi Drink
Muotania IV: Type: Barren, Size 15, Palithou Gas
Muotania V: Type: Continental, Size 16, Hostile Flora
Muotania VI: Type: Molten, Size 1, Dramitic Crystals
Muotania VII: Type: Molten, Size 11
7.
Snebetania Prime: Type: Barren, Size 10, Locked Rotation
Snebetania II: Type: Continental, Size 11
Snebetania III: Type: Frozen, Size 1, Dark matter
Snebetania IV: Type: Ocean, Size 4, Natural Beauty
Snebetania V: Type: Asteroid Belt, Size 1
8.
Trodonov Prime: Type: Tropical, Size 11, Poor quality minerals
Trodonov II: Type: Tropical, Size 11, High Quality Minerals
9.
Vushiobos Prime: Type: Desert, Size 4
Vushiobos II: Type: Arid, Size 7, Neuro-Gas
Vushiobos III: Type: Continental, Size 10
Vushiobos IV: Type: Tundra, Size 13
Vushiobos V: Type: Artic, Size 16, Hazardous Weather
10.
Yasnougawa Prime: Type: Toxic, Size 8
Yasnougawa II: Type: Barren, Size 9
Yasnougawa III: Type: Frozen, Size 4
Yasnougawa IV: Type: Ocean, Size 11, Atmospheric Hallucinogen
Yasnougawa V: Type: Toxic, Size 16
Yasnougawa VI: Type: Tundra, Size 20
Yasnougawa VII: Type: Arid, Size 1

1.
Poprolla Prime: Type: Desert, Size 2,
Poprolla II: Type: Frozen, Size 9, Neuro Gas
Poprolla III: Type: Continental, Size 17, Natural Beauty
Poprolla IV: Type: Barren, Size 6, Carbon World
Poprolla V: Type: Barren, Size 20, Dark Matter
Poprolla VI: Type: Toxic, Size 5, Unstable Tectonics
Poprolla VII Type: Ocean, Size 7, Lush, Medi Drink
2.
Ceflonoe Prime: Type: Barren, Size
Ceflonoe II: Type: Barren , Size 9, Evol Gas
Ceflonoe III: Type: Barren, Size 15, Strong Magnetic Field
Ceflonoe IV: Type: Desert, Size 13
Ceflonoe V: Type: Ocean, Size 12, Zalire Crystals
Ceflonoe VI: Type: Barren, Size 4
Ceflonoe VII: Type: Alpine, Size 1, Singing Crystals
Ceflonoe VIII: Type: Continental, Size 11
Ceflonoe IX: Type: Molten, Size 3, Thund Ore
3.
Zeyhiri Prime: Type: Asteroid Belt, Size 2
Zeyhiri II: Type: Garden, Size 20, Guarded, Terraforming Gasses, Terraforming Liquids
Zeyhiri III: Type: Frozen, Size 13
Zeyhiri IV: Type: Asteroid Belt, Size 1
Zeyhiri V: Type: Tropical, Size 11, Palithou Gas
Zeyhiri VI: Type: Barren, Size 4, Locked Rotation
Zeyhiri VII: Type: Toxic, Size 11, Bleak, Dramitic Crystals
4.
Yualia Prime: Type: Desert, Size 3, Hazardous Weather
Yualia II: Type: Tundra, Size 10, Hostile Flora, Fortalium Dust
Yualia III: Type: Tundra, Size 4, Low Gravity
Yualia IV: Type: Gas Giant, 29,
5.
Gravocarro Prime: Type: Continental, Size 11
Gravocarro II: Type: Ocean, Size 8
Gravocarro III: Type: Frozen, Size 2, Weak Magnetic Field, Zorium Ore
Gravocarro IV: Type: Toxic, Size 5
Gravocarro V: Type: Barren, Size 19
Gravocarro VI: Type: Desert, Size 11, Irradiated
Gravocarro VII: Type: Savannah, Size 13
Gravocarro VIII: Type: Alpine, Size 14, Atmospheric Aphrodisiac
6.
Snenulea Prime: Type: Barren, Size 1, Asteroid Impacts, Delee Spice
Snenulea II: Tropical, Size 2, High Quality Minerals
Snenulea III: Continental, Size 4, Hostile Fauna
7.
Abruecarro Prime: Type: Molten, Size 11, Living Metal, Sentinel Research Station
Abruecarro II: Type: Continental, Size 14, Sentinel Mining Outpost
Abruecarro III: Type: Desert, Size 4, Luxio Dust, Sentinel Research Station
Abruecarro IV: Type: Desert, Size 9, Sentinel Mining Outpost
Abruecarro V: Type: Barren, Size 17, Asteroid Belt, Sentinel Mining Outpost
Abruecarro VI: Type: Frozen, Size 15, Sentinel Mining Outpost
Abruecarro VII: Type: Ocean, Size 20, Sentinel Mining Outpost
8.
Fugraliv Prime: Type: Continental, Size 2 - Sentinel Colony
Fugraliv II: Type: Alpine, Size 1, Wild Storms, Duriore - Sentinel Mining Outpost
Fugraliv III: Type: Asteroid Belt, Size 1, Dextio Ore - Sentinel Mining Outpost
Fugraliv IV: Type: Asteroid Belt, Size 1 - Sentinel Mining Outpost
Fugraliv V: Type: Tundra, Size 8 - Sentinel Mining Outpost
9.
Guardian Prime: Type: Tundra, Size 17, Titanic Life - Sentinel Research Facility
Guardian II: Type: Desert, Size 14, High Gravity - Sentinel Mining Outpost
Gaia: Type: Continental, Size 14 - Orbital Research Facility
Guardian IV: Type: Toxic, Size 2, Vast Mineral Veins - Sentinel Mining Outpost
Guardian V: Type: Molten, Size 18, Poor quality minerals - Sentinel Mining Outpost
Guardian VI: Type: Gas Giant, Size 30 - Sentinel Hydrogen Extraction
10.
Quglyria Prime: Type: Savannah, Size 11, Sentinel Mining Outpost
Quglyria II: Type: Arid, Size 15, Sentinel Mining Outpost
Quglyria III: Type: Alpine, Size 14, Atmospheric Hallucinogen, Sentinel Reseach Station
Quglyria IV: Type: Continental, Size 13, Sentinel Colony
Quglyria V: Type: Desert, Size 11, Hostile Ecosystem, Sentinel Mining Outpost
Quglyria VI: Type: Artic, Size 20, Sentinel Mining Outpost
Quglyria VII: Type: Ocean, Size 16, Sentinel Mining Outpost
Quglyria VIII: Type: Tropical, Size 11, Sentinel Mining Outpost
Quglyria IX: Type: Artic, Size 15, Sentinel Mining Outpost

1.
Nuonerth Prime: Type: Continental, Size 15, Weak Magnetic Field
Nuonerth II: Type: Desert, Size 11, Asteroid Impacts
Nuonerth III: Type: Asteroid Belt, Size 1, High Quality Minerals, Zorium Ore, Keltan Mining Outpost
Nuonerth IV: Type: Gas Giant, Size 28
2.
Sutune Prime: Type: Arid, Size 4
Sutune II: Type: Continental, Size 5
Sutune III: Type: Gas Giant, 28,
Sutune IV: Type: Gas Giant, Size 29
Sutune V: Type: Molten, Size 19
Sutune VI: Type: Desert, Size 8, Titanic Life
Sutune VII: Type: Artic, Size 5
Sutune VIII: Type: Toxic, Size 1
Sutune IX: Type: Continental, Size 14
Sutune X: Type: Alpine, Size 18, Strong Magnetic Field
3.
Drolezuno Prime: Type: Ocean, Size 7, Lush
Drolezuno II: Type: Barren, Size 4, Duriore
Drolezuno III: Type: Barren, Size 3, Unstable Tectonics
Drolezuno IV: Type: Tundra, Size 9, Keltan Habitation Colony
Drolezuno V: Type: Artic, Size 19, Keltan Habitation Colony
Drolezuno VI: Type: Molten, Size 14
4.
Sheanov Prime: Type: Savannah, Size 14, High Gravity, Thund Ore
Sheanov II: Type: Savannah, Size 11, Wild Storms, Evol Gas
Sheanov III: Type: Asteroid Belt, Size 1, Dextio Ore
Sheanov IV: Type: Garden, Size 20, Guarded, Terraforming Gasses, Terraforming Liquids
Sheanov V: Type: Asteroid Belt, Size 2, Palithou Gas, Delee Spice
5.
Gufleyturn Prime: Type: Tropical, Size 12, Hazardous Weather, Living Metal
Gufleyturn II: Type: Continental, Size 9, Atmospheric Aphrodisiac, Dark matter
6.
K'duine Prime: Type: Barren, Size 2, Carbon World
Qwyun: Type: Barren, Size 7, Poor quality minerals, New Qwyun Habitation Ship
K'duine III: Type: Barren, Size 12, Bleak
K'duine IV: Type: Barren, Size 14, Irradiated
K'duine V: Type: Barren, Size 11
K'duine VI: Type Gas Giant, Size 21
K'duine: Type: Asteroid Belt, Size 14
K'duine VIII: Type: Barren, Size 10, Military Station
7.
Zostrurn Prime: Type: Barren, Size 11, Dead Giant
Zostrurn II: Type: Savannah, Size 20, Hostile Flora
Zostrurn III: Type: Tropical, Size 16, Asteroid Belt, Singing Crystals
8.
Jewel Prime: Type: Desert, Size 15, Forlan Mining Outpost
Jewel II: Type: Barren, Size 20, Neuro-Gas, Research Station
Jewel III: Type: Molten, Size 11, Forlan Mining Outpost
Jewel IV: Type: Savannah, Size 13, Forlan Mining Outpost
Jewel V: Type: Arid, Size 11, Forlan Mining Outpost
Jewel VI: Type: Continental, Size 1, Forlan Mining Outpost
Landon: Type: Tropical, Size 20, Hostile Ecosystem, Fortalium Dust
Jewel VIII: Type: Ocean, Size 13, Forlan Mining Outpost
Jewel IX: Type: Arctic, Size 4, Forlan Mining Outpost
Jewel X: Type: Tropical, Size 19, Building Forlan Colony
9.
Baiturn Prime: Type: Asteroid Belt, Size 1, Vast Mineral Veins
Baiturn II: Type: Toxic, Size 14, Locked Rotation
Baiturn III: Type: Molten, Size 11, Low Gravity, Medi Drink
Baiturn IV: Type: Continental, Size 10, Atmospheric Hallucinogen
Baiturn V: Type: Desert, Size 12, Zalire Crystals
Baiturn VI: Type: Tropical, Size 11, Hostile Fauna
10.
Ratune Prime: Type: Savannah, Size 14, Natural Beauty
Ratune II: Type: Alpine, Size 20
Ratune III: Type: Molten, Size 19
Ratune IV: Type: Gas Giant, Size 29
Ratune V: Type: Arid, Size 11, Dramitic Crystals
Ratune VI: Type: Ocean, Size 20
Ratune VII: Type: Barren, Size 1, Luxio Dust

1.
Scohonus Prime: Type: Garden, Size 20, Guarded, Terraforming Gasses, Terraforming Liquids
Scohonus II: Type: Barren, Size 2
Scohonus III: Type: Barren, Size 5, Hazardous Weather, Luxio Dust
Scohonus IV: Type: Asteroid Belt, Size 1
Scohonus V: Type: Asteroid Belt, Size 3, Dextio Ore
Scohonus VI: Type: Gas Giant, Size 26
Scohonus VII: Type: Gas Giant, Size 29
Scohonus VIII: Type: Asteroid Belt, Size 1
Scohonus IX: Type: Arctic, Size 18, Asteroid Belt, Singing Crystals
Scohonus X: Type: Desert, Size 14
2.
Sluiunerth Prime: Type: Tropical, Size 15, High Gravity
Sluiunerth II: Type: Continental, Size 11, Natural Beauty
Sluiunerth III: Type: Frozen, Size 4, Strong Magnetic Field, Living Metal
Sluiunerth IV: Type: Asteroid Belt, Size 1, Duriore
Sluiunerth V: Type: Toxic, Size 5,
3.
Yaspaotera Prime: Type: Arid, Size 5, Thund Ore
Yaspaotera II: Type: Molten, Size 15, Irradiated
Yaspaotera III: Type: Ocean, Size 14, Atmospheric Hallucinogen
Yaspaotera IV: Type: Frozen, Size 1
Yaspaotera V: Type: Arctic, Size 11, Atmospheric Aphrodisiac, Zorium Ore
Yaspaotera VI: Type: Savannah, Size 19
4.
Bawhuyhines Prime: Type: Asteroid Belt, Size 1, Vast Mineral Veins
Bawhuyhines II: Type: Desert, Size 11, Delee Spice
Bawhuyhines III: Type: Continental, Size 1, Asteroid Impacts
Bawhuyhines IV: Type: Arid, Size 14
Bawhuyhines V: Type: Ocean, Size 12, Palithou Gas
Bawhuyhines VI: Type: Toxic, Size 1, Poor quality minerals, Evol Gas
Bawhuyhines VII: Type: Arctic, Size 4
5.
Roflone Prime: Type: Continental, Size 15
Roflone II: Type: Gas Giant, Size 21, Locked Rotation
Roflone III: Type: Molten, Size 3, Neuro-Gas
Roflone IV: Type: Savannah, Size 15, Bleak
6.
Gaclapus Prime: Type: Desert, Size 13
Gaclapus II: Type: Frozen, Size 5, Dark matter
Kalten Staging Ground: Type: Arctic, Size 16, Hostile Ecosystem
Gaclapus IV: Type: Toxic, Size 1, Wild Storms
Gaclapus V: Type: Tropical, Size 19, Titanic Life
Gaclapus VI: Type: Asteroid Belt, Size 4
7.
Lounope Prime: Type: Arctic, Size 3, High Quality Minerals
Lounope II: Type: Tundra, Size 5, Weak Magnetic Field
Lounope III: Type: Ocean, Size 14, Hostile Flora
8.
Iubos Prime: Type: Alpine, Size 12, Low Gravity
Iubos II: Type: Continental, Size 14
Iubos III: Type: Barren, Size 1, Carbon World, Zalire Crystals
Iubos IV: Type: Gas Giant, Size 21
9.
Brejowei Prime: Type: Ocean, Size 11
Brejowei II: Type: Tropical, Size 12, Medi Drink
Brejowei III: Type: Desert, Size 20, Unstable Tectonics
Brejowei IV: Type: Arid, Size 8
Brejowei V: Type: Tundra, Size 19
Brejowei VI: Type: Arctic, Size 10
Brejowei VII: Type: Asteroid Belt, Size 1, Dead Giant
10.
Droonova Prime: Type: Alpine, Size 15, Lush
Droonova II: Type: Gas Giant, Size 25, Fortalium Dust
Droonova III: Type: Molten, Size 18
Droonova IV: Type: Toxic, Size 11, Dramitic Crystals
Droonova V: Type: Savannah, Size 6, Hostile Fauna

1.
Rachianus Prime: Type: Arid, Size 4
Rachianus II: Type: Desert, Size 17, Wild Storms
Rachianus III: Type: Ocean, Size 20, Vast Mineral Veins, Evol Gas
Rachianus IV: Type: Molten, Size 11, Hazardous Weather
Rachianus V: Type: Continental, Size 7, Poor quality minerals
Rachianus VI: Type: Continental, Size 19, Neuro-Gas
Rachianus VII: Type: Barren, Size 20, Carbon World
2.
Estriostea Prime: Type: Desert, Size 17, High Gravity, Singing Crystals
Estriostea II: Type: Arid, Size 14, Atmospheric Aphrodisiac, Zorium Ore
Estriostea III: Type: Savannah, Size 10, Delee Spice
Estriostea IV: Type: Molten, Size 6, Atmospheric Hallucinogen, Luxio Dust
3.
Ioscone Prime: Type: Ocean, Size 17
Ioscone II: Type: Continental, Size 14, Lush
Ioscone III: Type: Tropical, Size 10, Weak Magnetic Field
Ioscone IV: Type: Toxic, Size 6, Hostile Ecosystem, Living Metal
4.
Lostrerth Prime: Type: Arctic, Size 17
Lostrerth II: Type: Tundra, Size 14, Locked Rotation
Lostrerth III: Type: Alpine, Size 10
Lostrerth IV: Type: Frozen, Size 6, Dead Giant
5.
Roanov Prime: Type: Barren, Size 10, Asteroid Impacts
Roanov II: Type: Asteroid Belt, Size 3
Roanov III: Type: Asteroid Belt, Size 1
Roanov IV: Type: Alpine, Size 11
Roanov V: Type: Desert, Size 4, Thund Ore
Roanov VI: Type: Continental, Size 19
Roanov VII: Type: Continental, Size 15
Roanov VIII: Type: Ocean, Size 11, Hostile Fauna
Roanov IX: Type: Frozen, Size 4
Roanov X: Type: Arctic, Size 11
6.
Uetis Prime: Type: Tundra, Size 1
Uetis II: Type: Tropical, Size 11, Irradiated
Uetis III: Type: Barren, Size 19, Medi Drink
Uetis IV: Type: Ocean, Size 5, Dramitic Crystals
Uetis V: Type: Desert, Size 15, Unstable Tectonics
Uetis VI: Type: Continental, Size 12, Zalire Crystals
7.
Drumaclite Prime: Type: Savannah, Size 1, Natural Beauty
Drumaclite II: Type: Toxic, Size 15, Low Gravity
Drumaclite III: Type: Alpine, Size 12, Palithou Gas
8.
Pluvuturn Prime: Type: Desert, Size 15, Duriore
Pluvuturn II: Type: Continental, Size 11, Strong Magnetic Field
Pluvuturn III: Type: Tropical, Size 1, Dextio Ore
Pluvuturn IV: Type: Arctic, Size 10, Titanic Life
Pluvuturn V: Type: Molten, Size 7, Fortalium Dust
9.
Tosmaetune Prime: Type: Tropical, Size 10
Tosmaetune II: Type: Desert, Size 19
Tosmaetune III: Type: Asteroid Belt, Size 1, High Quality Minerals
Tosmaetune IV: Type: Tropical, Size 11, Hostile Flora
Tosmaetune V: Type: Ocean, Size 5, Dark matter
Tosmaetune VI: Type: Gas Giant, Size 30
Tosmaetune VII: Type: Gas Giant, Size 25
10.
Iupruiruta Prime: Type Garden, Size 20, Guarded, Terraforming Gasses, Terraforming Liquids
Iupruiruta II: Asteroid Belt, Size 1,
Iupruiruta III: Type Asteroid Belt, Size 1
Iupruiruta IV: Type Gas Giant, Size 30, Asteroid Belt
Iupruiruta V: Tropical, Size 7, Bleak

NOTES and RP elements

Time: Because planets have different rotations and such, here is going to be the galactic standard time. Every round is going to be a month, a round being one rotation through the posting order.
A minute = 60 seconds
An hour = 60 minutes
A day = 30 Hours
A week = 10 days
A month = 5 weeks
A Year = 10 months

FTL: For everyone FTL is going to take the same time and be able to go the same distance as everyone else. To travel you will need to bypass all in the planets/system/sector in your way. Example: You're on Planet 1 trying to get to planet 3. To do that you would need to travel to Planet 2 then 3. This cam be circumvented by the use of Fortalium Dust. With that you can go from planet 1 to planet 3 instantly. Note however that FTL drives have a charge time and the longer the distance the longer the charge time and the longer the length of FTL travel. Fortalium Dust will cause the charge time to immediately double.

FTL Charge/Travel
Planet to Planet: 5 Minutes Charge/1 Day
System to System: 30 Minutes/ 1 Week
Sector to Sector: 1 Hour/ 1 Month

Colonies: When you wish to create colonies, say which planet you wish to colonize. It will take the appropriate amount of time to reach the planet, and it will take a year to set up a viable colony. Colonies will start up with 10000-15000 people, and I shall help keep track of how many people are on the planet. Colonies will grow 5% every year if you are on your preferred planet and 2% if you're not.

Outposts: When you wish to create an outpost, say wish planet you wish to make the outpost. It will take the appropriate amount of time to reach the planet, and it will take a month to set up a functional outpost. Outposts act as remote research facilities or act as a garrison to hold a planet for later. Research Outposts will contain 1500 researchers and 5000 soldiers. Mining Outposts contain 15000 civilians and 2500 soldiers. Military Outposts Contains 10000 soldiers.

Combat: Combat will be done in a PM between the combatants and an outside party acting as an unbiased judge, either me or someone else in the RP that you trust. Espionage and Stealth will be the same.

Shields: There will be two types of shields, classified by either Deflectors or Absorption. Deflector Shields act as an extra rechargeable health bar essentially and will eventually turn off after taking too much damage. Absorption Shields act as armor and will soften the impact of the blow. Your empire gets to choose ONE type of shield to use throughout your empire.

Resources: Special Resources founded on a planet will take a month to discover and will take another year to harvest enough to utilize. If you have never encountered a specific resource before then your empire will take 4 months to research what it does and then another month to actually to research how to use it. At the start of the RP your nation, if it has a special resource on the planet you're starting out on, you still need to spend a month to harvest, and 4 months to research it and another month to figure out how to use.
 
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Character sheet for the RP
Empire Name: (Name of the Empire)
Empire Adjective: (What do your people call themselves? Rome has Romans, Greece have Greeks and so on.)
Planet of Origin: (Where does your people hail from?)
Preferred Climate: (What type of planet your people prefer to live on?)
Arid, Savannah, Desert, Tundra, Alpine, Arctic, Continental, Tropical, Ocean, Molten, Toxic
Star of Origin: (What is the name of the star your people come from?)
National Symbol: (What kind of banner or icon does your empire stand under?)
Empire Leader: (Who rules, or is the figurehead of your empire?)
Succession: (Is your leader selected by election, birthright or in another manner?)
Government: (Who and how is your Empire is run?)
Slavery: (Is slavery allowed in your empire and if so then how are your slaves treated?)
Ethics: (The general morals of your Empire?)
Foreign affairs: (How your empire generally thinks of outsiders and foreigners?)
Religion: (What god/s does your Empire worship if any?)
Agriculture: (What does your Empire do to obtain and produce to feed its people?)
Currency: (What sort of currency your Empire uses. If they simply trade then say ‘Bartering’)
Valued Resources: (What resources that your empire produces that is considered valuable to everyone else?)
Population: (The current population of your Empire. Max is ~16 Billion)
Class Demographic: (What percentage of people in your empire are nobles, peasants, slaves and such?)
Species Demographic: (What are the various species that make up your lands and what percentage to they make up?)
Empire Strengths: (What are the Empire’s greatest strengths?)
Empire Weaknesses: (What are the Empire’s most exploitable weaknesses?)
Military: (What is the Military like and consists of?)
Army Might: (How many brave warriors make up the military?)
Army Strengths: (What are the Army’s greatest strengths?)
Army Weaknesses: (What are the Army’s most exploitable weaknesses?)
Navy Might: (How many ships and fighters make up the military?)
Navy Strengths: (What are the Navy’s greatest strengths?)
Navy Weaknesses: (What are the Navy’s most exploitable weaknesses?)
Species Description: (What does your species look like?)
History: (How did your Empire came to be?)
 
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Empire Name: The Sacred Vurax Council
Empire Adjective: Vurax
Planet of Origin: Treilo
Preferred Climate: Toxic
Star of Origin: Byte
National Symbol: A golden Hexagon in a silver ring.
Empire Leader: Head Forge Master Khebb
Succession: The Forge Master has an apprentice that will take over upon his or her deathbed
Government: The Sacred Vurax Council is an Oligarchy where at the top of the food chain are a priesthood known as the Forge Masters.
Slavery: Slavery is not allowed by any means within the Empire's borders.
Ethics: They are not warriors as they do not want to risk losing all they have built and would more then likely lend out their services to those who are willing to pay for them. To the Vurax, to have a rival provide them with wealth and resources is as good as taking those resources for themselves but provides much less risk of open warfare.
Foreign affairs: The Council tends to be rather neutral towards outsiders. However behind close doors, the Vurax tend to think that those who do not give the sacred technologies the respect they deserve are ignorant fools.
Religion: The Vurax's religion of part mechanical worship and part deity worship. The Vurax's Deity is known as Vertinaca, the god of construction. The Vurax believes that Vertinaca resides in all of their mechanical technology, specifically their ships, Super Heavy Vehicles and AI, meaning that the more advanced those ships and vehicles are is, the more of Vertinaca lays within.
Agriculture: The Vurax are omnivores, however they cannot eat solid foods. They eat only food in a slurry form, and their biology keeps them immune to most form of poisons, save for the strongest forms of poisons. However because of their planet's toxicity, the only crop they're able to grow is a tasteless root called a Dorpato. The Dorpato is blended in huge vats and turned into bland smoothies which is drank twice a day by the Vurax populous.
Currency: The Vurax uses small thin bars known as Ingots made of silver and gold as currency. A Silver Ingot is worth 10 Gold Ingots.
Valued Resources: Due to the rather bland diet of the Vurax, the Council is rather eager to give out their wares for tasty foods at a conversion rate of a pound of food for a hundred Ingots.
Population: ~14 Billion
Class Demographic: 40% Plebeians, 45% Laborers, 15% Forgers
Species Demographic: 100% Vurax
Empire Strengths:
-Expert Craftsmen- The Vurax are machine worshipers, therefore take pride in making the best and greatest product they can.
-Simple Nourishment: The Vurax can eat almost any edible item when blended. Generations of eating bland, tasteless foods made them less then picky when it comes to eating.
-Zealous Workforce: The Vurax's religion means that every Vurax is constantly working to produce, refine and build up their empire with zeal. It also helps that Drones do most of the harsh labor.
Empire Weaknesses:
-Unable to leave world without specialized equipment: Generations of living on their toxic home world had made the Vurax need their planet's toxic atmosphere to survive. They cannot survive outside their planet's atmosphere without specialized breathing devices and air tanks.
-Difficult Language: The Vurax's language is literally a mixture of clicks, chitters and other simply noises spoken if quick succession. The Vurax themselves have difficulty speaking other species' languages as they will be slow and struggle to pronounce the foreign words.
Army Overview: The military of the Vurax consists nearly entirely of robotic drones. They're quick, easy and cheap to produce and with some easy conversions, the drones can be used for harvesting minerals and other resources on worlds outside of the Vurax home planet. However these drones are not able to fight or lead themselves, so they require the leadership of the Vurax Commanders and an advanced, sophisticated AI, otherwise they'll simply begin to act based on their programming. The Navy of the Vurax, unlike their army, is more closely worked on by the Forge Masters themselves rather then supervised in automatic facilities by the Laborers. Their ships are heavily armed, armored and carry large amounts of Droid fighters used in dogfights. The ships are crewed primarily by specialized engineering drones while the Vurax command and an advanced, sophisticated AI at the helm.
Army Might: ~12000000 Vurax, ~4680000000 Drones/A Vurax battlegroup at full strength is 1000 Vurax, 1 Monolith, 400 Ascended, 150000 Light Infantry, 120000 Heavy Infantry, 70000 Light Vehicles and 50000 Heavy Vehicles. There are 12000 battle groups.
Overview: The weapons of the Vurax doesn't fire bullets, lasers or plasma ammunition, but rather Crystal projectiles known as Blust Crystals. The Blust Crystal is formed by combining two mixtures of gasses, who's chemical reaction causes the crystal to fire out at terrifying speed, around 3200 MPH from a standard Blust Rifle. Depending on the gasses used in the mixture, the Blust Crystal can be found in Standard, Explosive, Scatter, Sear, and Corrode forms.

Standard: The Standard Blust Shot is the most common form of Blust found on the Vurax battlefield. The Standard Blust Shot is fired out of the gun at highly fast speed, and is sharp enough to tear apart lightly armored units and pierce through heavily armored units with direct hits. Even when fired the Crystal is still rather deadly as the crystal has a tendency to splinter when it embeds itself in a target, causing internal injuries and shattering when being pulled out with haphazardly, leaving razor sharp chips inside the victim.

Explosive: A more powerful but more expensive version of the Standard Blust Shot. The Explosive Blust Shot is rather different as when it comes to a full stop from high speeds or collides with an object it cannot pierce, the Explosive Blust shot them explodes in a display of shards and gore. It is painfully effective against lightly armored targets and heavily armored targets alike, as well as infantry morale. However due to the cost of harvesting the gasses required to make it, it is only used on heavily armored units or by specialized units.

Scatter: The Scatter Blust Shot is used in urban and close ranged combat. The Blust Crystal is different in the fact that unlike the other shots, the force of being pushed out of the gun's barrel causes the Blust Crystal to shatter into dozens of smaller shards travelling at the same speeds.The Scatter Shot is effective against lightly armored units, but is less effective against heavier units unless it is fired at point blank. Still the Scatter Blust Shot is a deadly form of Blust ammunition when encountered in urban or enclosed environments.

Sear: A weapon used against flesh and blood targets, the Sear Blust Shot is to terrify enemy soldiers as the Blust Crystal acts similar to a Standard Blust Shot but upon contact with an object it begins to heat up to around several thousand degrees Celsius, causing flesh to boil and cook. This weapon of terror can quickly deplete enemy morale as the screams of their comrades and the smell of burning flesh can disorientate and cause a soldier to panic.

Corrode: A Blust Crystal designed to rend enemy armor. The Corrode Blust Crystal is used like the Standard Blust Shot however the Blust Crystal has two special property. The first being the fact that crystal is acidic in nature and can melt through metal in seconds. When flying through the air and hitting solid objects it remains solid, but when it is motionless it turns into a gel like substance, adding to its effectiveness against armored targets.

Blust Missile: A missile with a Blust Warhead. The warhead itself can be either an Explosive, Sear or Corrode Shot and the missile's body is capable of homing in on specified targets.
Overview: The Vurax Weapons is most commonly found equipped on their Drone Armies. However those weapons are usually mounted and integrated into the body of the Drones themselves, but the statistics are practically the same. If one wishes to purchase these weapons, they also come in hand-held variants for use by organic beings.

RBG-13-M15 'Blust Rifle': The Blust Rifle is the mainstay of the Vurax military. The weapon has a 500 round capacity, fires at 200RPM, and has an effective range of 600-800 yards. The weapon can equip the Standard, Explosive, Scatter, Sear and Corrode Shots. The handheld version can be set to fully automatic, a 4 round burst or semi-automatic. The crystals fired are a foot long and are an inch at thickest.

PBG-5-M19 'Blust Pistol': Used primarily on the fodder infantry of the Vurax Military. The weapon has a 300 round capacity, fires at 150RPM, and has an effective range of 400-500 yards. The weapon can equip the Standard, Explosive and Scatter Shots. The handheld version can be set to a 3 round burst, or semi-automatic. The crystals fired are 10 inches long and are 2 centimeters at thickest.

SBG-10-M4 'Blust Sniper' : A powerful precision Blust weapon used by commando or support units of the Blust Drones. The Blust Sniper has a 100 round capacity, fires at a rate of 80RPM, and has an effective range of 1000-1400 Yards. The weapon can equip the Standard, Explosive, Sear and Corrode Shots. The handheld version can be set to a 2 Round-Burst and semi-automatic. The crystals fired are a foot long and are an inch at thickest.

LBG-16-M4 'Blust Launcher': The Blust Launcher is a powerful anti-infantry and anti-vehicle missile weapon. The Blust Launcher has a 20 missile capacity, fires at a rate of 6RPM and has an effective range of 500-600 yards. The weapon can equip the Explosive, Sear and Corrode Missiles. The handheld version can only be used on a semi-automatic setting.

GBS-15-M15 'Blust Grenade': The Blust Grenade is a weapon designed to fire off Blust Shards in every direction when it detonates. It has a casualty radius of 20 yards, and a killing radius of 7 yards. They come in Standard, Sear, and Corrode versions.

CBS-18-M24 'Blust Charge': A Blust Charge is an explosive weapon with duel purpose. It can be buried before an engagement to act as deadly and effective proximity mines, or it can be timed and thrown like to use its explosive power to destroy bunkers, and flush out enemy positions. When buried it has a casualty radious of 15 yards and a killing radius of 2 yards. When thrown, it has a causality radius of 25 yards and a killing radius of 10 yards. They come in Standard, Sear and Corrode versions.

BBS-3-M13 'Blust Knife': A rarity within the Vurax Drone army, the Blust Knife is usually used by the commando Drones or when the Vurax is expected to fight in close quarters combat. The weapon is a complex device that creates a Blust Crystal like a Blust gun, but the hilt is designed to hold onto the crystal after it formed, instead of shooting it. The blade itself is sharp and not easily snapped. The hilt is 6in long and the blade is roughly 1ft long. The weapon itself is designed primarily for stabbing, but can still be used to slice. If the blade becomes stuck within a target the hilt is designed to be able to snap off the crystal in order to make way for a new blade. The hilt contains enough gas for 7 blades.
HRBG-7-M16 'Heavy Blust Rifle': The Heavy Blust Rifle is a larger, faster shooting and more power version of the Blust Rifle. It contains 3500 shots, fires at a rate of 450RPM and has an effective range of 1200-1500 yards. The Heavy Blust Rifle can use the Standard, Explosive, Sear and Corrode Shots. The Heavy Blust Rifle can only fire at an automatic setting. The Crystals fired are a foot long and are an inch thick.

LCBG-10-M4 'Light Blust Cannon': A weapon most commonly attached to light vehicles and light defense emplacements with its light weight and fast rate of fire. The Light Blust Cannon has a capacity of 200 rounds and fires at a rate of 60RPM. The Weapon has an effective range of 900-1100 yards and can use Explosive, Scatter and Corrode Shots. The Crystals fired are 2 feet long and are 4 inches thick.

SCBG-9-M13 'Blust Cannon': A versatile weapon that combines both firepower with firing rate, the Blust Cannon is used against infantry and vehicles alike. The weapon has a capacity of 150 rounds and fires at a rate of 40RPM. The weapon has an effective range of 1000-1400 yards and can use Explosive, Scatter and Corrode Shots. The Crystals fired are 2'6ft long and are 4 inches thick.

HCBG-10-M3 'Heavy Blust Cannon': The most powerful direct damage ground weapon the Vurax have yet produced. The weapon can destroy structures and vehicles alike with a few blasts. The weapon has a capacity of 80 Rounds and has a rate of 10RPM. The weapon has an effective range of 1200-1500 yards and can use Explosive, Scatter and Corrode Shots. The Crystals fired are 4 feet long and are 8 inches thick.

ACBG-5-M15 'Artillery Blust Cannon': A long ranged Blust weapon designed to strike enemy forces at long range and shoot down larger enemy aircraft. The weapon has a capacity of 100 Rounds and has a rate of 15RPM. The weapon has an effective range of 3200-3600 yards and can use Explosive, Scatter, and Corrode Shots. The Crystals fired are 10 feet long and are a foot thick.

BWBB-9-M12 'Blust Beam': The weapon is unique in the Vurax armory. The Blust Beam, instead of firing out Blust Crystals as projectiles, uses a Blust Crystal as an amplifyier to fire off a powerful laser beam that melts through armor and can evaporate flesh. It has an effective range of 2300-2700 yards and fires at a rate of 39BPM.

AABG-4-M8 'Blust Anti-Air Gun': The Blust AA Gun is a four barreled, rapid fire weapon designed to take out enemy fighters and bombers. The weapon has a capacity of 16000 rounds and fires at a rate of 2400RMP. The weapon has and effective range of 2800-3100 yards and can use Standard, Explosive, Sear and Corrode Shots. The Crystals fired and 1'6ft long and are 1.5 inches thick.

MPBG-10-M1 'Blust Missile Pod': A rapid fire Missile Blust Weapon, the Blust Missile pod is a weapon designed to dish out a lot of punishment in a very short amount of time. The weapon itself has a capacity of 30 missiles and carry 6 missiles at a time. The weapon has an effective range of 2300-2700 yards and can use Explosive, Sear and Corrode missiles.
Overview: The Vurax's armies consists primarily of robot drones designed to fight their wars while the Vurax sit at the seat of command. The Drones are quick and easy to produce and with no need to train them, they can easily outnumber and swarm and enemy force.

LBD-13-M5 'Pawn': The Pawn is a weak but numerous drone found on the battlefield. With its ease of production, you can guarantee to find a large amount of Pawns on any battlefield, usually in the first and second waves, then standing in front of the more durable units. They're 6ft tall, thin and bipedal in design with two arms allowing for manipulation of objects, but lack armor in order to produce them in large numbers. The Pawn is equipped with two wrist mounted Blust Pistols and a Blust Grenade. The Pawn is also fitted with an explosive core that when activated, causes the Pawn to immediately run towards the enemy before exploding.

LSD-13-M17 'Seeker': The Seeker is a four legged 1ft tall crab like drone, designed with a cloaking field allowing it infiltrate and report back on enemy positions. They're usually sent before a battle to either discover enemy positions or to bury themselves using their claws in order to ambush enemies in remote locations as the Seeker can climb up almost any terrain, even 90 Degrees cliffs. They don't have much armor, but make up for it with their cloaking device. They're armed with Blust Pistol mounted on their underside.

LFD-11-M17 'Hover': A small hovering Drone, that is around the size of a Vurax body segment. The Hover Drone is designed to support advancing troop from above. The drone is designed fly at a maximum of 120ft up in the air and move at a max speed of 50MPH. They are armed with Blust Pistol mounted in their center that fire Standard, Explosive or Scatter Blust Shots. When critically damaged the Hover has a tendency to steer towards enemy lines in an attempt to suicide bomb enemies.
HBD-18-M5 'Grunt': The Grunt are bipedal drones, standing at around 7ft tall, the Grunt is the primary Drone of the Vurax army. Versatile and durable, the Grunt can fill in any role needed for a pitched battle. With better armor then the Pawns and with the fire power to boot, the Grunt can be found following a wave of Pawns. The standard loadout is two arm mounted Blust Rifles and two Blust Grenades, but they can be equipped with arm mounted Blust Launchers for added anti-infantry or anti-vehicle depending on ammo type.

HVD-19-M2 'Vanguard': A heavily armored front line dedicated melee unit designed for breaking enemy lines and destroying fortified trenches. The Vanguard Drone is remisant of an animal of Treilo known as the Marsh Grappler, a crustation that lives within the poisonous swamps of the toxic planet. The Vanguard is 10ft tall, walks of 4 powerful armored legs and has a 'hunched' apperence with a heavy armored dome like shell that deflects most forms of small arms as its main source of protection. It is armed with two giant crab like claws used to grab, crush and pull apart enemies and structures. To assist it advance is it also equipped with two Blust Pistols located right where it's 'mouth' would be.

HRD-8-M3 'Disk': The Disk is a rapid response shock and defense drone, attacking the flanks of a line or protecting more valuable units behind friendly lines. The Guardian doesn't stand, but float and has two forms, mobile and combat form. In mobile form, the Disk looks like a horizontal disk, around half a foot thick and 3ft in diameter. However when in combat form, the Disk turns vertical and the sides seperate to reveal its armaments. It is usually equipped with 4 Blust Rifles and is capable of launching 3 Grenades. However it can replace any number of its Blust Rifles with Blust Snipers and replace an entire side with a Blust Launcher. Arguably however it's most valuable equipment is its personal shield generator, which can absorb all forms of projectiles save explosive rockets and missiles. In mobile form, the Disk can float around the field at a fast pace, around 35-45MPH, ignoring all difficult terrain, however it doesn't have its shield which makes it vulrable in mobile form.

HSD-16-M2 'Crawler': Known as the big brother to the Seeker, the Crawler is based on the Seeker, but is larger and filling a more offensive role. The Crawler has six legs and stands at a height of 4ft tall and has armor strong enough to ignore most if not all small arms fire and can easily shrug off heavier glancing shots. The Crawler forgo its stealth technology with two Blust Rifles or a Blust Sniper mounted on its underside, but keeps its more useful skills like its ability to move over any and all terrain, even cliffs, and can still burrow itself in the ground to wait for unsuspecting enemies to pass it by before ambushing them, usually with a large group of Seekers nearby.

HCD-5-M18 'Elite': If the seeker is an infiltration unit, the Elite is an assassin unit. Standing at 6ft tall, and being bi-pedal, the Elite has several traits unique only to it. For one it does not have any mounted weapons, but instead carries handheld Blust Weapons in order to easily reequip it on a mission by mission basis. The Elite is equipped with a stealth device, a personal shield, as well as a self-destruct core used to avoid capture or as a last resort to take out the target. The Elite is capable of wielding all forms of Blust weapons and regularly changes weapons on a mission by mission basis.
LOD-11-M17 'Operator': The Operator Drone is similar to a Pawn, but with slight changes. It uses the same design, but had it's explosive core replaced with an extra targeting system. It is not used to battle on the march, but instead used to man defensive turrets and weapons platforms in order to create a defensive line and provide offensive support.

LRD-5-M5 'Repair Engineering Drone': A Drone designed to repair other Drones. With a large amount of repair tools and the AI capable of repairing all other drones, the Repair Drone is a vital unit for the Vurax to help keep the front lines moving forward towards the enemy.
DPHR-13-M10 'Heavy Rifle Platform': Based on the chassis of the Crawler, the Heavy Rifle Platform is designed to be a mobile weapons platform with a twin-linked Heavy Blust Rifle attached to the top of the platform. It is escorted by a team of 5 Operator Drones, one to man the gun and 4 to replace the gunner should they need to. The Platform cannot fire on the move and must hunker down to fire.

DPM-8-M13 'Mortar Platform': Like the Heavy Rifle Platform, the Mortal Platform is a mobile weapons platform attached to the chassis of the Crawler. Manned by 5 Operator Drones, the Mortar Platform acts as a powerful defensive platform and a powerful offensive platforms against infantry and vehicles alike.

DPAT-3-M17 'Anti-Tank Platform': The Anti-Tank Platform is the standard mobile weapons platform against vehicles of both the light and heavy variety. They are manned by 5 Operator Drones and the weapon, a Light Blust Cannon equipped with Explosive and Corrupted Blust Shards mounted on a Crawler chassis. The weapon is a powerful anti-weapon vehicle but it's low firing rate and large shell makes the weapon poor against infantry.
LTV-6-M6 'Grav Track': The Grav Track is a light vehicle designed to transport infantry and in certain cases provide AA support. The Drone can carry 16 Pawns or 10 Grunts to the front with haste. It is equipped with a single Heavy Blust Rifle mounted on the front and when not carrying troops it can be outfitted with a Blust Anti-Air gun for mobile AA support.

SSV-7-M14 'Skimmer': When field reconnaissance or quick precision attacks are needed the Skimmer rides out at high speeds in order to scout and strike enemy targets. The Skimmer is dangerous not just because of its fast speed, but because of its ability to fire while moving left, right, forwards and backwards, keeping itself mobile and a difficult target to hit while laying down a constant stream of fire on the enemy. The Skimmer is equipped with 2 Heavy Blust Rifles or Light Blust Cannon.

WBV-7-M4 'Beam Walker': An all purpose ground walker. The Beam Walker stands of 3 spindly legs and tower above all battlefield at 40ft, watching over the battlefield with its giant rotating head. It acts as an all terrain patrol and assault vehicle with its long legs being able to walk up and down steep cliffs and inclines with no problems. The Beam Walker, as its name might suggest, is equipped with a Blust Beam and 2 Heavy Blust Rifles.

MAV-9-M18 'Field Repairer': Designed to keep a supply of fresh drones on the field, the Field Repairer is a moderately armored light vehicle capable of collecting the wreckage of fallen Drone Infantry to build a the same model with the parts of the fallen. It is equipped with two repair arrays to grab the fallen drone and pull it into it's body to be repaired and released fully functional and combat efficient. It is also equipped with either a Light Blust Cannon or 2 Heavy Blust Rifles.
HTV-4-M2 'Assault Transport': A powerful dedicated assault transport. The Assault Transport act as both a medium tank and transport. The Drone can carry 50 Light Infantry or 30 Heavy Infantry within in and release them when the time is right. The Assault Transport is still a threat even when it is not carrying any troops. It carries 2 forward facing Blust Cannons, 3 top mounted Light Blust Cannons turrets and a back facing Blust Cannon giving it the ability to fight in a 360 radius.

ATV-7-M1 'Armored Drone Tank': The Armored Drone Tank is a versatile all purpose ground tank for the Vurax Drone army. The Tank is heavily armored and armed. It is not unusual to see a line of these following battle line of heavy infantry. It's heavy armor makes it capable of fighting on the front lines and its armaments gives the the capabilities to support advancing ground troops. It is armed with a Heavy Blust Cannon turret as it's main gun, Two forward facing Blust Cannons and 4 Sponson Mounted Heavy Blust Rifles.

GSV-6-M15 'Drone Gunship': A terror of the sky, the Drone Gunship is the deadliest atmospheric air to ground and air to air vehicle have created thus far. The Drone Gunship provides air support for advancing troops but is defended enough to get into long engagements due to its personal Deflector Shields. The Drone Gunship is equipped with a forward mounted Blust Cannon, 6 forward mounted Heavy Blust Rifles, 2 Blust Missile Pods and 2 back facing Heavy Blust Rifles.

AAV-3-M5 'Automatic Artillery Drone' The SAA Drone is a powerful long ranged artillery piece that also functions as an anti-air gun against enemy aircraft. The SAA Drone has poor defense capabilities but make up for it by being able to bring down fighters and unshielded corvettes, as well as frigates and transport ships with sustained fire as well as destroy enemy infantry and light enemy vehicles with direct hits. It is armed with an Artillery Blust Cannon and two Heavy Blust Rifles.
DGST-1-M3 'Ascended': These super heavy tanks are not simply Drones, but are actually the minds of Forge Masters, installed into bodies of metal and wires. When a Forge Master molts into their 18th segment, it means they are close to death and will spend the rest of their years building an Ascended body for themselves. The Ascended is very similar to a Vurax in shape with an 18 segmented body, each segment being 7 ft long and supported by 4 powerful legs, which allows it to navigate any and all terrain, and a head segment 10 ft long with 2 powerful claws. The Ascended is extremely heavily armored, making it immune to small arms fire and resistance against cannon fire and missiles, heavily shielded as each Segment contains a shield generator of its own. The Ascended has a Blust Cannon Turret on each Segment, 2 Light Blust Cannon and 4 Heavy Blust Rifles on the sides, making for a total of 18 Blust Cannon Turrets, 26 Light Blust Cannons and 72 Heavy Blust Rifles. In addition to these weapons the Ascended also has a Heavy Blust Cannon hidden in each Claw, and two Missile Pods hidden underneath the head Segment representing their spear legs.

SHWV-2-M1 'Monolith': Acting as both command center and a super heavy walker, the Monolith stands at 350ft tall and is supported by 6 extremely armored legs, similar to those of a Crawler. The Monolith is only used when no other option is available for victory. The main body of the Monolith and each of it's size legs are shielded and it is possibly the most heavily armed and armored unit in the Vurax arsenal. Each leg is fitted with 3 Heavy Blust Cannon and 8 Blust Cannons. The Body itself is armed with 4 Missile Pods and 24 Heavy Blust Rifles.
Army Strengths:
-Quick to build: ~300,000 factories producing Light Infantry at 10 units a minute, ~250,000 factories producing Heavy Infantry at 4 units a minute, ~200,000 factories producing Light Vehicles at 12 units per day, and ~150,000 factories producing Heavy Vehicles can be built at rate of 4 units per day.
-Large Numbers: The Drone Army is vast and can appear numberless when faced at full force, and can
-Fearless: The Drones do not worry or question. They just do their task and they do it well.
-Can fight in hostile environments: Drones do not need to breath and can be fitted to fight in many different environments.
-Easily Recycled: After a battle the Drones can be scavenged and used to repair each other and even be used to build entirely new Drones with intact bodyparts,
Army Weaknesses:
Lacks Personal Shielding: Most of the Drones lack shields and primarily relies on their armor
Easily Disrupted Chain of Command: If one can destroy the main headquarters of the Vurax, a task easier said then done, then the Drones will continue to fight, but will not adapt to new enemy tactics.
Navy Might: ~5600 Ships, ~1680000 Fighters and Corvettes/ In a standard Vurax fleet, there is 1 Mobile Factory, 47 Cruisers, 74 Frigates, at minimum 8950 fighters and at minimum 3590 corvettes. There are 50 Vurax fleets.
SFBG-19-M3 'Blust Fighter Gun': The Blust Fighter Gun is a stronger cousin of the Heavy Blust Rifle. It is designed to fire heavier and deadlier shards at a higher rate of fire then its ground counterpart. It is commonly seen upon fighters and corvettes. It is capable of using Standard, Explosive and Corrode Shots.

SFBB-15-M2 'Blust Beam Cannon': A weapon designed for heavy fighters, the Blust Beam Cannon is designed to fire off a laser beam using a Blust Crystal to amplify and enhance the beam's strength. The weapon is capable of melting armor and drain shields due to its sustained beam.

SFBM-3-M14 'Blust Missile Launcher': The Blust Missile Launcher is an all purpose anti-fighter and anti-capital ship weapon. It fires off a homing Blust Missile that can severely damage fighters and can deal decent damage against enemy hulls. It can utilize Explosive and Corrode Shots.

SSBC-11-M1 'Blust Mega-Cannon': The standard weapon of choice for Blust ships, the Blust megacannon fires off a massive Blust Crystal that punches through armor, but suffers against shields. The weapon is able to utilize Standard, Explosive and Corrode shots.

SSBB-3-M18 'Blust Mega-Beam Cannon': A weapon designed to destroy enemy armor and drain shields. The Mega-Beam Cannon act similarly to its fighter counterpart however the blast is so powerful, it can only be fired for a single second as to not destroy the weapon or damage the ship.

SSBM-4-M17 'Blust Mega-Launcher': A weapon designed to deal as much damage as it can to a target in the shortest time possible. Effective against both fighters and capital ships, the Blust Mega Launcher fires up to 10 homing Blust Missiles at a time capable of homing in on multiple fighters or cause massive burst damage to a single area. It can utilize Explosive and Corrode Shots
Overview: The Vurax navy is a mixture of heavy line ships and expendable fighters and corvettes. Frigates and Crusiers are designed to be both battleships and carriers, but at the cost of armor so they rely on their shields to keep them defended and their smaller vessels to do most of the damage.

FDS-7-M1 'Drone Scout': A lightly armored, unarmed scout vessel filled with powerful scanning and detection devices.

FDI-2-M14 'Drone Fighter': The main fighting force of the Drone fighter force, the Drone Space Figher are designed to be versatile, fast and agile, able to reach and harass the enemy before any of the line ships have gotten into range. They are armed with 2 Blust Fighter Guns and and two Blust Missile Launchers.

FDB-3-M16 'Drone Bomber': A powerful anti-ship fighter. The Bomber can unleash massive damage against enemy ships, but lacks the defenses to battle against enemy fighters. They are armed with 1 Blust Fighter Gun and 4 Blust Missile Launchers.

FDH-9-M4 'Drone Heavy Fighter': A dedicated anti-fighter Drone, the Drone Heavy Fighter is built with thicker armor and shields, but it doesn't have the same speed as the Drone Fighter. It is armed with 4 Blust Fighter Guns and 1 Blust Beam Cannon.
CDB-8-M5 'Battle Corvette': A Corvette Drone designed to be a jack of all trade in a battle. It can be used as a front line unit or be used as flanking or support ship. The Corvette is equipped with 4 Blust Fighter Guns and 2 Blust Missile Launchers.

CDF-19-M2 'Gunner Corvette': This Corvette Drone was designed to a fighter killer. The Drone was faster then other corvettes to allow it to chase down Fighters, however it lacked any anti-ship weapons making it ineffective against ships. It is equipped with 4 Blust Fighter Guns and 2 Blust Beam Cannons.

CDM-13-M5 'Missile Corvette': The Missile Corvette Drone is a dedicated anti-ship corvette. Combining the speed of fighters and the potential firepower of a Corvette the Missile Corvette can destroy smaller ships and severely damage larger ships. It is equipped with 2 Blust Fighter Guns and 6 Blust Missile Launchers
ASF-1-M9 'Assault Frigate': A durable frigate and the most common form of ship found in the Vurax fleet. The Frigate is shielded and has the capacity for 30 Fighters and 10 Corvettes. It is equipped with 16 Blust Mega-Cannons, 12 Blust Mega-Launcers and 14 Blust AA Guns.

MSF-9-M2 'Missile Frigate': The Missile Frigate is a dedicated ship to ship fighter. The Ship is capable of doing massive damage to cruisers, other frigates and even larger vessels with its deadly package of missiles. It has a shield and has the capacity for 30 fighters and 10 Corvettes. It is equipped with 12 Blust Mega-Cannons, 16 Blust Mega-Launchers and 14 Blust AA Guns.

ISF-3-M4 'Infiltration Frigate': A powerful stealth vessel, the Infiltration Frigate is equipped with an advanced cloaking device in order get the jump on larger vessels. It has the capacity for 30 fighters and 10 corvettes, is shielded and is equipped with 14 Blust Mega-Cannons, 14 Blust Mega-Beam Cannons, and 14 Blust AA Guns.

BSF-4-M2 'Boarding Frigate': When a ship needs to be captured then the Vurax sends in the Boarding Frigates. The Boarding Frigates are more heavily shielded, armored and armed then the other frigates but at the cost of speed. It has the capacity for 30 fighters and 10 corvettes and can release up to 300 Pawns, 150 Grunts and 50 Disks. Is is equipped with 18 Blust Mega-Cannons, 16 Blust Mega-Beam Cannons, and 14 Blust AA Guns.

CSF-6-M2 'Carrier Frigate': A dedicated frigate carrier, the Carrier Frigate provides all the fighters needed for a small skirmish and a squad of Carriers Frigates can turn the tide of a large battle with their fighters. They carry 100 fighters and 30 Corvettes. The Frigate is shielded and is armed with 14 Blust Mega-Cannons and 14 Blust AA Guns.
ASC-8-M5 'Assault Cruiser': The strongest front line ship in the Vurax fleet. The Assault Cruiser are heavily shielded to keep it in prolonged combat and has the capacity for 80 fighters and 30 Corvettes. The Assault Cruiser is armed with 28 Blust Mega-Cannons, 24 Mega-Beam Cannons, 26 Blust Mega-Launchers and 20 Blust AA Guns.

DSC-2-M2 'Destroyer Cruiser': A powerful long ranged siege cruiser, the Destroyer Cruiser is equipped to engage enemies from afar and provide support with its array of missiles. It has the capacity for 80 fighters and 30 corvettes. It is equipped with 22 Blust Mega-Cannons, 20 Blust Mega-Beam Cannons, 30 Blust Mega-Launchers and 20 Blust AA Guns.

CSC-8-M7 'Carrier Cruiser': The Carrier Cruiser is usually for a final push as the cruiser is capable of bringing in any entire fleet of fighters and corvettes to the battlefield by itself. A battle group of Carriers can overwhelm most garrisons. It has the capacity for 240 fighters and 100 corvettes. It is equipped with 16 Blust Mega-Cannons, 12 Mega-Beam Cannons, 16 Blust Mega-Launchers and 20 Blust AA Guns.
TCFS-8-M1 'Mobile Factory': Usually the flagship for an entire Vurax navy, the Mobile Factory is not only heavily shielded it is capable of producing a seemingly endless supply of fighters and corvettes. The Mobile Factory is a super carrier, mineral refinery, factory and cruiser all in one. At any moment it carries 500 fighters and 240 corvettes and carries the parts to create an additional 2500 fighters and 1200 corvettes. It is equipped with 20 Blust Mega-Cannons, 16 Blust Mega-Beam Cannons, 18 Blust Mega-Launchers and 30 Blust AA Guns.
Navy Strengths:
-Large amounts of fighters and corvettes: The Vurax Fleet can field thousands of fighters and corvettes in a single battle.
-Fast and mobile ships: The Ships are designed to be agile and fast to avoid enemy fire.
-Toxic Life Support: A Vurax air system circulates a combination of toxic gasses found on the Vurax home world that is toxic to most forms of life, but is harmless to the Vurax.
-Fighters and Corvettes quick to build: Fighters can be build at 3 a minute and Corvettes can be built at 1 a minute.
-Many Carriers: All ships larger then Corvettes carry a compartment of fighters and corvettes.
Navy Weaknesses:
-Fighters and Corvettes lack Shielding: The Fighters and Corvettes are cheat and quick to produce so they do not have expensive shielding.
-Line Ships Lacks Armor: To allow their ships to be fast and mobile, Frigates and Cruisers lack the armor to survive heavier bombardments.
Species Description:The Vurax are a giant mix of crabs and millipedes. With a lifespan of around 230 years, they weight on average 410 pounds. They have segmented bodies, which mold every so often to make way for another segment, as well as dozens of armored crab like legs, 4 legs per segment, save for the head segment. Each segment is around 1'5 ft, long and they grow to have around 18 segments, or 27 ft long including their 2 feet long head. They have two rows of hard fin like spines running down the sides of their heavily armored bodies that are sometimes painted to show off. The head segment has two pairs of appendages located underneath and on the sides of what is their crab like heads. The first pair located on the sides are a set of powerful crab like grabbers used for grabbing, tearing and punching. The second are located underneath the head and are like long spear like claws used for stabbing and slicing.
History: The Sacred Vurax Council is an Empire ruled by an insectoid species known as the Vurax. The Sacred Vurax Council came about around 5800 years ago. After many brutal wars, the Vurax's home planet of Trielo had become a toxic wasteland with poisonous chemicals and radiation lining the very atmosphere, eventually causing the Vurax to evolve to exclusively breath and live off this toxic air. The Sacred Vurax Council was a small faction pre-empire, and with most of Treilo's infrastructure the Council saw their moment to claim power, using their drones and various other technological marvels to rebuild their world. This led to them quickly rising in power and followers and eventually the entire planet was under their thumb as all who refused their rule were swiftly drowned out by the hymns of followers and the stomping of vast drone armies. They had just finished using their resources to conquer their own system before receiving an unknown transmission. A map of the galaxy, and the location of various other empires. Seeing this as an opportunity to spread the glory of Vertinaca, the Vurax has began programs to make contact with the Empires.
 
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Guys, I'm going to spending the next 2-3 days finishing the maps and other stuff. Feel free to post and tweak your character sheets. If you need help with anything send me a PM or PC. :)
 
Yeah feel free. Create your own race and stuff. Just give them a general description in their history about what they currently look like or use humans if you don't feel like creating your own race.
 
  1. Empire Name: Empire Of Aysile
  2. Empire Adjective: Aysilian
  3. Planet of Origin: Qwyun
  4. Preferred Climate: High Temperature/Arid, Tropical
  5. Star of Origin: Eye of K'duine
  6. National Symbol: A sundered shield mimicking the cracks and craters of Homeworld Qwyun, colored purple black and red background is black, planet wound detail is red with purple outline and pointing to the four other major vassal icons to each corner.
  7. Empire Leader: Emperor Rhylihan Merickqale
  8. Succession: Birthright--Those of the blood line must endure a rite of challenge given by the emperor himself.
  9. Government: The Empire of Aysile is a constitutional monarchy constructed after two major wars that left their solar system in ruin, As a sign of good faith and in light of the dire place those of the K'duine system faced a binding constitution between the Empire and its defeated enemies moving them into protected vassals states with official function within the empire itself.
  10. Slavery: Slavery is not allowed, however, indentured servants are allowed as long as both parties agree and is given due process within the proper channels.
  11. Ethics:Both Qwyun and the K'duine system have a lengthy history of violent wars, uprisings and technology run amok but none so horrid as the Aysilians. Long have they rebuked invaders, conquering them in-turn on the sole reason that Aysilian had so well mastered the art of defense, breaking invaders armies upon both walls and tactical manipulation. This defensive mastery comes in hand with a culture open to change bending where it must to meet any challenge. The emperors of times past built and supported central hubs of specialized topic-colleges breeding into the people that should they desire a good life they must live all their life under a single persuasion, that produced countless masters that all fought tooth and claw with one another over ideas in open forum. Time trickled on and bloodlines would steep themselves in one or few branches of knowledge, inspiring the vassal states that are today.

  12. Aysilians believe war to be a waste of resources while at the same time following the ideal "peace rest under the shade of the wall" They are robust and thick skinned, inspire a questioning mentally keeping most problems or dealings on the personal level and while semi passive and relaxed often show an obsessive pursuit in whatever their field of interest they hold. The government often stays out of its subjects affairs as long as it does not harm others or at the least, its fellow Aysilians and produces something of value.
  13. Foreign affairs: With their Empire dislodge from most of its own planets and its major populace living in the New-Qwyun mothership it minds greatly who is around them as they build back up and seek out planets to colonize, resources to claim and more than all that--information. While Aysile is weary of new Empires it does hold a level of relaxed indifference till said empires open a channel or take some sort of action and are often friendly if a bit guarded. Happy for allies but only when treaties are dealt on equal hand on both sides.
  14. Religion: The empire recognizes no religion but hold some observed time honored traditions based on the myths of old Aysile. A creation myth about Raqaak, The All father and his children K'duine and Uuryle. Raqaak pulled from his chest a single scale that would hold the universe and placed his children to over see the empty and cold aether and the warmth of light. The story goes on after the creation of Qwyun from a drop of blood that gave birth to the Vissaige who bore Raqaaks likeness, Raqaak would then leave after setting to the Vissaige the sanguine promise demanding of them to seek him out and stand in judgemet. Uuryle who was bound to the darkness wept at his fathers leaving and longed to view his father and his creations but could not flee the blackness. Uuryle grew jealous of his brothers light, K'duine, who basked in the glory of his fathers works.

  15. Uuryle attacked K'duine only to have K'duine kill him, K'duine who loved his brother dearly wept tears of flame and pulled from Uuryles body his scale-stone casting it to haunt the darkness forever more as the first moon. His tears wounded the flesh of Qwyun and warped the skin of the Vissaige, seeing now he could no longer fulfill his purpose gifted to him by his father tore from his head his own eye and placed it to shine upon Qwyun as its star while he fled the sky to chase his brothers grave in remorse becoming the second moon. While this story has many small cultural impacts upon Aysilians it has one single reaching thought that they view the soul or heart of some one is either reflected or within the scale stone that grows along the length of their spine normally massing on the upper back.
  16. Agriculture: With the majority of the planets within the K'duine system suffering from large scale weapon fire, ruins of ships and cities most of if not nearly all Agriculture has moved to the New-Qwyun mother ship that is itself one of the moons that orbit Qwyun converted into a super massive ship playing as an artificial homewold for the general population. Luckily creatures and plant life on Qwyun had been stored during the first major interplanetary war by the Issule Sect who now over see production and growth of all Agriculture.

  17. Aysilians have a diverse diet as with all things they take a deep pride in whatever craft they choose to pursue and often have a creative or bold flair to them but in turn has made them a bit picky, even more so with food. Aysilians have a keen love of wine. The most loved being Theet and Frhal made from a fruit that comes to bare only one hundred years from the same plant brewed by the Issulle family head personally making it all them ore sought after.
  18. Currency: Aysilian currency is a complex cryptocurrency based on physical wealth(gold,silver,gem stones to metals and technology based on the internal market) for use, physical wealth is given an agreed upon value and kept inside a vault while its value is rewarded to the owner as the cryptocurrency for free use within the empire, should they leave (pending on the deal that was made)the value used is taken and the unused is given back. Bartering and general trade of all nature is allowed. The currency is named Runari after one of the AI cores the keep track of the currency but is often called by its other name "pole chips" as the physical item you use to use Runari when in person looks like a small pole that can be fitted into any number of things, matted with circuits at its tip. when dealing with aliens/none Aysilians who don't plan on staying around, a barter is often preferred.
  19. Valued Resources: A massive array of hyper-specialized hardware and software ranging to the absurd to the "why?" Open and protected ship yards for complex refitting and customization with strict confrontational rules making it a sure hot spot for personal ship owners and the wide range of the ne'er do well types seeking out to design or redesign from the ground up their vessels. Hull paint called "Umbral No.256" Its unique proprieties absorbs all light energies rendering whatever is coated with it invisible to physical optics while boasting a great physical protection from basic space background radiation, handy for when shields are down, hull only based designs, or persons that don't want a high energy profile. Frhal and Theet wine.
  20. Population: 8.3 billion
  21. Class Demographic: 91% Engineers, Scientist, artistic, political, entertainment[29% military/law enforcement] , 5% General populace, 4% indentured servants
  22. Species Demographic: 93% Vissaigian, 7% other
  23. Empire Strengths: The Aysilian Empire has poured endless time and energy into its defensive technology and its tactical manipulation of enemy resources. Vessels are outfitted with a specialized design and operate within a team allowing for complex tactics, even general craft lean to one task or another allowing them to excel within its task beyond what most others can. The Empires subjects have a new wave of love of emperor and the state due to the dire times and the looming reality of being forced to leave their home system yet find an odd joy in the challenge of seeking out a new home. They are naturally alert to the going on's around them and never or rather rarely do or go anywhere in a blind haste. Excel at physically stealing other ships and salvage work.
  24. Empire Weaknesses: While their fleet is robust and built keenly for its roll the ships alone are mostly near useless, save for a hand full of general-use designs Aysilian ships are meant to excel in in one or two rolls with having support from other craft allowing a mass of small ships to act as if they were a more imposing vessel, however, if they are broken apart would fall back if not flee to ensure no more vessels are lost. Military grade full vessel shielding is unused as they have choosen to use Super enforced target-point shielding that protects a small section of the ship when needed meaning if they fail to keep away or you can get around them and attack from all sides, one side is sure to have hits. With the K'duine system nearly stripped of its value, building new vessels is a rare undertaking so the lost of any ship is felt.
  25. Military: The army is a mix of normal on vessel workers to marine breaching and anti-subversion protocals and is handle the same as the navy
  26. Army Might: 2,407,000,000 persons[385,120,000 cybernetic with only 11,553,600 being Semi full dive bio-core, 577680 Full Dive Pilot] 1,203,500 mechanized marine Shocktrooper with multi-purpose weapon battery
  27. Army Strengths: Very heavy armor built to fight in full space condition, works smoothly with its hardware as some are physically hooked into their gear via cybernetics as others have their body as a whole deconstructed and built back into an armor core designed to be some sort of weapon, be it a mech or a smaller craft allowing for split second reaction times.
  28. Army Weaknesses: The means to make a Full Dive Pilot [FDP] is a risky and resource consuming task with the persons brain being taken out of their body and hooked into a bio-engineered core to then take control of a robot or ship, the risk range from extreme depression, self identity problems and sensory overload. Worry greatly about lost, tend to play safe over sorry can be spooked easily and flee.
  29. Navy Might: Scout Class: 4040 Long range recon, 2010 Stealth Recon, 800 Auto explore drone, 1300 Observation drone. Fighter Class : 1200 8MDVE Anti-fighter [MDVE=[[8 as to state it has 8 ways it can move]] Multi-Directional vent engine] 1800 Bombers (600-Missile, 600 High Impact Plasma , 600 Heavy Thermal Laser) 11600 Escort Drones (Lightly armored but frustratingly nimble, Flak burst rounds) Corvette Class: 12300 8MDVE Gunships (4100 Anti-Fighter,4100 Anti-Corvette, 4100 Anti-Frigate) 100 Command vessels, 35 electric-counter measures vessels, 6 Anti-capital mine layer Frigate Class: 3000 Directional Shield Array, 250 Heavy Flak , 80 Gravity Well Generator,12 Heavy Missile, 8 Beam array, 2 Rail Cannon, 3 drone explorers, 1 Multi-Thermal Laser array Cruiser Class: 1 Derelict/scuttled Battlecruiser class: 4 Stealth, 58 Point-to-point Hyperspace Jump Carrier Destroyer Class: 25 Area control vessel, 25 Long range listening craft , 7 sub standard destroyers/old Battleship Class: 3 Heavy Support Dreadnought Class: 2 Experimental FTL Carrie, 1 Long Range Heavy Missile Battery, 1 Long Range Artillery, 1 Zone Control /Electronic Dominance Super-Dreadnought Class: 1 derelict/in ruin Shipyard: 4 Mothership styled vessels for the four major vassals within the empire. Command Station: 1 In orbit around Eye of K'duine being converted into a experimental Dyson sphere design, 1 on edge of solar system utterly destroyed and partly in orbit of outer most planet Super-Massive Capital Ship: 1 New-Qwyun/ Mothership and homeworld, Smaller of two moons of old Qwyun [38682 vessel in all]
  30. Navy Strengths: Aysilian fleet is vast with many rolls and when in hand and working as a team become a smooth clean operating system, Most ships don't have shielding or if so very light shielding as not to pervert the more powerful directional shield ships as such they compose thick hulls, heavy armor alloys that diffuse energy and "flex" as to soften the blows of kinetic energy. While under wartime all combatants have on their space warfare suits designed for breaching other ships in hand with most Capitol ships housing all their key internal hardware compressed on the end and most heavily armored part of the ship. This "heart" is kept on the aft section and allows for sharp turning, with this now capital ships can still function spite having large holes or heavy damage where the outer hull is stripped away.
  31. Navy Weaknesses: The fleet is powerful but alone most of it can easily be taken down, should it come to bare against odd fleets or fleets with more classes then that of its specialized countering. Most of the fleet is in fact really four other fleets that have come to be one under the Aysilian empire and while they can be classed with their Aysilian counter parts show some physical difference and some even still hold their old colors. While FDP allow for a ship to become very powerful its lost is felt dearly, long training, risk of lost at all points, lengthy construction. The construction of fleet craft itself is too a very long process to just make the smallest of class of ship more so with the solar system Qwyun tipping on edge of full depletion. While nothing to do with the fleet itself it is still a hazard, the solar system of Qwyun and far far more so around the planets and their moons is riddle if ruined ships, dust of all nature and wayward chunks of stone making Electromagnetic detection, Visual observation, Background noise listening, Movement detection, Ulterior gravity well and FTL wavelength monitoring alot harder, however, This goes both ways.
  32. Species Description: The Vissaige, who live on Qwyun within the K'duine system are a cold blooded bi-peddle reptilian like race with a defined crystal like scale along thing length of their spine, its nature, size and color changes with health, age and diet. Qwyun is very close to its star and is far hotter but with its powerful EM field allowed a thick atmosphere giving Qwyun a mixture of tropical jungles, under water ways and massive deserts. While those in the desert have a glossy scale that reflects the light with a rocky brown flesh those from the jungle or more to the north or south are slightly more matted while both take on proprieties of Amazonite. Jungle Vissaigians can be born with regressive venom sacks, those from the desert have a more bladed design in the scales, far more compressed some times have horns on skull or nose. Four fingers only but five toes. Extra born skills to the jungle ones do have some pit vision(thermal version) but its devolved more or less to being semi useless. Males tend to be darker as females are more lighter but with more patterns along their backs, Can either lay eggs or give live birth based on environment.
  33. History: The empire itself came to be after a conflict broke out between four nations over the owner ship of the a stretch of land that connected the four of them as well has being house to a major inland sea and an ocean making it more or less the Must go through for any kind of trade, controlling it would be to control the whole continent. the four nations Kingdom Issule, Ihaath Order, Luthorn republic of sovereign cities and port city of Balabuil that housed many rich families. Between them, on that land they fought over was a group of nomadic clans of being Aysilian. War drew out and spilled over to the clans area of living even going so far as to enslave or other wise abuse them, a massive back lash occurred that rallied the clans but still they wavered even in this new found zeal.

  34. Not till the Battle of The Cut Hills [hills with a unique rock formation making it look as if some one cut them leaving a jagged but smooth lines] were the soon to be first emperor ended up defeating forces from Balabuil by endlessly leading them on and then cutting them off from support forcing them to starve while being picked away by arrows. Other clans joined him on his movement to end this greedy war, dressing up as Balabuil they boldly braved chance with a plan that had them lie about being hired swords from the port city to Ihaath order who had the smallest army, explaining that the rich wouldn't pay his rightly due and came here looking for a better deal. Ihaath more then happy to pay invited them in only to be killed in their sleep later that night, city around the massive order hall that was built into the mountain was forced to surrender itself. Ihaath had a large extending mining operation that was pulling Charcoal, Sulfur and Saltpeter [black powder] that made something they claim was the Dust of K'duine. the Dust burns and explodes leading to the plan that would see the fall of Balabuil, Making many K'duines cry [bombs] they trek to Balabuil who mistakes them for their returning force only to realize the blunder in the wake of black clouds and thundering booms.
  35. Wqeathe of Aysile was his name and he now in command of a force vast give the last two standing powers, Luthorn and Issule, the gifted heads of the old rules and said kindly so "This is Aysilian land now, you stain its Qwyuneth with your shadow is to birth K'duines sorrow upon your head." A threat they took seriously. Wqeathe kept his new gained land as it was stating he had no want to brood over them, he took an unofficial throne with Balabuil and Ihaath as vassal states asking only for a small tribute of local goods, Both parties taken aback by this as they were sure the mountain men of the uncivilized nomadic middle Qwyun. This would prove to be a wise choice as years later a surprise attack from both Issule and Luthorn to take the black powder cities of Ihaath occurs, new taxes and forced labor to produce black powder enraged the common man, who with aid from Wqeathe, would take back their cities only to find Luthorn set fires to the mines causing the sky to drown in black haze for many years to come. Luthorn blamed Wqeathe for this action however its cleaning up of its horrid deed was poorly done and truth came to light, Madness broke out giving to a new age of war that would live on past Wqeathe himself with his blood line and clans mate going on without him cutting a scar across the land as the ages passed. Spite the fires in the mine others were open and soon rifles came to be, Aysilion jealously protected this new weapon as the war dragged on into a stale mate. Many other minor wars broke out but the Empire was now born.

  36. While Ihaath stayed loyal for the rest of its history Balabuil would try to side with Luthron and even powers from across the ocean. countless defensive wars raged on coast lines and port cities till Qwyun was cut into two, only a small splash of important islands between Aysile and the Vedki empire. Both powers would reach into the stars foaming at the mouth, taking over either moon and arming it to the teeth yet still a awkward stalemate. Once interplanetary vessels came into being the branch outward from Qwyun to her many sister heavenly bodies only for all to become battle grounds, Vedki begin the construction of a planet killing weapon of war that leads into another war, a mad dash to destroyed it before it could be used failing in the end. The weapon fires two times before the 3rd fleet of Aysilian is able to destroy it, the first round literary rips op ne of the moons from K'duine six[large gas giant, 7 moons, local name Merk] that starts a chain reaction felt across the solar system. The second shot hit Qywun itself weakening on a habit ring in high orbit, exploding with such force radioactive glass shapes as a thick layer of the crust flies into orbit giving Qywun a hell fire winter. taking years to cleaned up, its high radioactive energies, unstable mantel and newly found volcanic activity has forced the general populace to relocate to New-Qywun lunar station that is now a mothership and home.

  37. Aysilian empire now sits with a hard choice, does it stay and try to fix its ruined solar system? Or leave and find a new home? For now the empire pours its resources into New-Qwyun, the mother ship housing old Qwyuns smaller moon. This super massive station is unable to move but is able to keep in orbit around the ruin of Qwyuns and once the FTL technology is tested and mastered a massive engine will be filled into its core and used once a new solar system is found.
 
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That's fine. What was the idea if I don't mind asking?
I had a civilisation ruled by 'Guilds', which were basically megacompanies but they also engaged in shit like politics, warfare, the whole nine yards. The problem was with the species, as they just didn't work. I had them as basically blue/red/purple/brown humans capable of producing a drug that was like adrenaline x100. Dangerous as all hell, both to them and the thing they are defending themselves from.

Just didn't really work for me.
 
  1. Empire Name: The Sentinel High Empire
  2. Empire Adjective: Sentinels
  3. Planet of Origin: Gaia
  4. Preferred Climate: Continental
  5. Star of Origin: Guardian
  6. National Symbol: A sky blue human like eye on a pitch black background with a star field.
  7. Empire Leader: The holy Protector.
  8. Succession: There is one true leader to the Sentinels. A ancient leader who united the race and is now preserved as an AI
  9. Government: The government is a holy dictatorship, with one true leader. And a group of advisors and minor political governors.
  10. Slavery: Slavery is not tolerated, any who even attempt to commit such a atrocity with have the strictest of punishments.
  11. Ethics: The Sentinels believe all life is sacred, and that they must protect it. All sentinels believe themselves to be the protector of life in the galaxy, war is a atrocity, but sometimes it is necessary. As the name they have given themselves suggests, they watch everything that happens around them, keeping a close eye on the environment and nature in general. The sentinels are very peaceful by nature, and they have little to nothing in the way of infighting or corruption. If one where to find themselves in contact with one for the first time they would find them very friendly and courteous, seeming to respect them no matter their position. This will only change if one is bent on exterminating life for reasons more than just survival. In which case they will become very hostile, and seek to put you to justice for crimes against life.
  12. Foreign affairs: The sentinels view others as sacred and for the most part things that should be protected from eviler beings. They will always try to maintain friendly relations, will often be open to trading, and will try to keep themselves embedded in the foreign powers society.
  13. Religion: They believe there is no god except for life itself, and that they have taken the task to keep that god alive.
  14. Agriculture: There are towering skyscrapers that dot the landscape which house thousands of acres of land that is used to grow various kinds of food. These are tallest non-goverment structures on the planet. The typical diet of the Sentinels consist of large melon like fruits and a type of meat from an animal very high in protein and carbs.
  15. Currency: The main currency is very similar to that of the American dollar, the main difference being that it is electronic in nature.
  16. Valued Resources: There is a mineral that is only found deep inside the crust of Gaia, only on the brim before the planets mantle, this mineral is extremely hard to find, extract, and process. However, it is their main source of power for their most powerful weaponry and shields. And is also used as a large supply of energy used to power cities. It is called Zainia
  17. Population: ~10 billion.
  18. Class Demographic: 80% general population. 15% military 5% high class citizens.
  19. Species Demographic: 100% sentinels.
  20. Empire Strengths: They are very close to a utopian society. The average poor citizen still lives a life of luxury and comfort. Zainia provides a near limitless source of energy for their electricity, and their planet has a very healthy biosphere. Resources are plentiful, and everyone trusts their leaders to do the right thing.
  21. Empire Weaknesses: Due to their nature, one can easily take advantage of them. Most citizens do not like war, and morale will be limited in times of war. Because of this, military advances are slow. Though just before the FTL there was a very large spike in militaristic advances putting them just above par with other races, though this will not last and they know it.
  22. Military: The military consists mainly of Sentinel warriors as well as a few AI drones for menial tasks such as repairs and maintenance.
  23. Army Might: 1,500,000,000 units. (80% sentinels, 20% robotic drones.)
  24. Army Strengths: The army incorporates rail gun technology as well as highly experimental plasma weaponry. Railguns are the main weapon of a sentinel warriors. These have extreme accuracy and stopping power. Plasma is employed onto heavy weapon platforms. These have a extreme amount of firepower and is able to melt through most armor in its path, as well as having a high fire arc letting it cover lots of ground very quickly. Infantry units are generally lightly armored and mobile.
  25. Army Weaknesses: Because of light armor infantry units are vulnerable to most forms of fire. Railguns, while powerful, require lots of aiming and are susceptible to shields. Plasma is also affected by shields, but not as much as railguns. They are also very prone to overheating due to the atmospheric conditions the army fights in.
  26. Navy Might: There are a 5 ships, and 20 thousand or so fighters and bombers.
  27. Navy Strengths: The ships are monsters, 2 of them being capital ship class, 2 of them being titan class and 1 being a leviathan class. (leviathan being the biggest) each are armed to the brim with flak, railguns, coilguns, mass drivers, oversized miniguns, experimental lasers, and experimental plasma technology, all of them also act as carriers for fighters and bombers. They are just as armored as they are armed, and due to the crystal lattice structure of these ships, ever impact is dispersed evenly among the hull of the ship around the impact point, causing most small caliber rounds to not even leave a dent, and large rounds end up covering a greater area, but at less strength. This can be both a strong point and a weak point.
  28. Navy Weaknesses: These ships are unwieldy and slow. Both in construction and in combat. They are fairly expensive to maintain but not as much as their size would entail. A single loss of one of these ships would be a loss of 1/5 of the total navy and put a severe damper on morale. Building a new one or replacing one could take years. Also there is only 5 of them. Each ship is also specialized, not so much that it cant go out of its intended role, but if caught of guard it will have a harder time in combat as it needs to divert power to the necessary weapons it will need.
  29. The 5 ships
  30. The Lookout The lookout is the smallest of the five ships. Small being relative of course as this thing is still massive being the size of most dreadnoughts.. The lookout is the most carrier orientated of the 5. Featuring the second heaviest compliment of fighter craft. Its broadsides are covered in flak and railgun batteries, and a few large laser weapons on the top and bottom of the ship.
  31. In terms of looks it has a very sleek design, being rather thin for its size and being painted a light gray. Sky blue neon lights line the curves of the ship, giving it a very modern sci-fi look. (Think the sophons from endless space)
  32. Its main weakness however is its inability to fight larger ships (cruiser or above) effectively. It only has two main weapons for larger ships and while large are easily countered by sheilding. It also has the weakest armor of the 5, only as much as a cruiser. (Which for a capital ship is very little). If its fighter and bomber compliment is taken out, it is almost defenseless.
  33. The Shepard The Shepard is the second smallest, being just a little bigger than the lookout, it is meant primarily for escort roles. It is a lot less reliant on fighters and bombers than the lookout, though it still does contain carrier bays. It features a much heavier compliment of flak and laser weaponry, meant to combat against swarms of smaller ships. It features two large mass drivers on the top of the ship in case there are larger opponents, however they are slow to turn and look comparatively slapped on compared to the rest of the ship.
  34. It has the same general look of the Lookout, except a lot fatter.
  35. Its main weakness is identical to the lookout.
  36. The Preserver The preserver is the first titan class in the fleet. A considerable up in size from the Lookout and Shepard. This is the first true anti-fleet ship. Featuring a heavy compliment of mass drivers and the first to incorporate plasma weaponry. It has about half the fighter and bomber compliment of the Lookout, and almost double the firepower of the Shepard.
  37. In terms of looks it still looks like the others, however it is a lot boxier and there are now visible eyes on the side of the ship which house the plasma batteries.
  38. This things main weakness is the opposite of the other two. It has (comparatively, there is a lot of guns) weaker defenses against fighters and bombers. Its shields are, for its size also lackluster, it is also very slow, which is the mainstay problem of the 3 largest ships.
  39. The Shield If one has fought the other 3 ships. One will quickly find this this thing can take a much bigger punishment. Less armed then the Preserver, it still boasts a very large array of weaponry that rivals that of most medium sized fleets. However, it incorporates much heavier shields and armor, and the only ship to incorporate a form of self repairing armor via nanobots. This repairing is of course slow, but if one diverts their attention from a specific spot for long enough, they will find that spot to be in much better shape than before. Internal damage is unaffected however.
  40. It is the sleekest of the titan classes, looking more like the lookout, however the eyes are much more prominent along its hull, these eyes server as the plasma batteries on the ship.
  41. Its main weakness is its excruciatingly slow speed. Its engine would be considered underpowered for a battleship. However, it has almost no problems in terms of weaponry and defense. and it is the most well-rounded ship.
  42. The Warden The warden is the first and only Leviathan in the fleet. Its size alone would instill terror in the hearts of many, and its firepower rivals that of most fleets in the galaxy. A large break from the specialized flow of the other four ships, this ship contains the fighter and bomber compliment of the Lookout, the armor of the Shield (minus the nanobots) and more guns then the preserver. It is the flagship, and the heart of the Sentinel navy.
  43. Because of this, it mostly stays in the home system, guarding Gaia and all its citizens. Only the most unholy of species will find this thing at their doorstep, and whatever god they may worship help them if it is.
  44. It is also the only ship of the fleet to feature a diamond shaped hull. Eyes dot the hull where plasma batteries are located, and at the very front, a large eye that spans the width of the ship lays.
  45. Its iris is a large hole. This is the largest weapon in the fleet, spanning almost the entire length of the ship, a powerful plasma based beam meant to melt capital ships and cities. All this power of course takes forever to charge up, and to use it on a capital ship or city can take a hours. However there is no escape from it once fired, the sheer nature of the plasma will melt all matter.
  46. Its main weakness is, like the Shield, the speed. It will not go anywhere fast. Its FTL drive also leaves a massive signature, hiding this thing would be a near impossible feat. Its main weapon also leaves the ship drained of power for a short time, rendering it susceptible to enemy fire.
  47. Species Description: Sentinels are bipedal humanoid mammals that often reach around 8 feet in height. Their limbs are very elongated and thin. (think slenderman) Their skin ranges from white to a sky blue. Other than those differences. They are almost identical to how humans work.
  48. History: The sentinels are a old race. Among the oldest in the galaxy to reach sentience. In the beginning they had a history much like that of humans. Having feudal states that warred among each other for resources or petty ideologies. At first they were slow to progress technologically. Having invented gunpowder almost 10,000 years after they first had a calendar, and computers didnt come into play 5,000 years after that. However, after the advent of computer technology, technology spiked. AI came into play just a few decades after the first computers, and soon enough they were a advanced civilization. However, they struck the same problem most early sentient species have. Pollution. They didnt know the limits of their planet and they surely didnt really care enough to fix it. They lived a life of luxury, why should they? It wasn't until the brink of extinction that they realized the importance of life and its limits. A leader who came to be known as the holy protector arose, and promised to return the species and the planets to its old glory. The promise was fulfilled after near death. And thus the species took its stance on life that it has now. 500 years later, and they had turned their world to a near barren wasteland, back into the garden world it once was. Once that was done, they received a mysterious transmission showing the location of other races. Knowing the mistakes they had made, they sought to make sure no one else would make their mistakes, and have taken it upon themselves to be the protectors of all life. They researched the FTL drive just a few months after the first transmission, and construction of the 5 ships was started. After a few decades, the ships were built, and they were ready to explore and protect the galaxy.
 
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