Galactic Legacy 5/5

  1. Empire Name: The Sentinel High Empire
  2. Empire Adjective: Sentinels
  3. Planet of Origin: Sheanov IV (Gaia)
  4. Preferred Climate: Garden
  5. Star of Origin: Sheanov (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 battleships or smaller 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 as a few large laser weapons on the top and bottom of the ship. 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)
  31. 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. It has the same general look of the Lookout, except a lot fatter.
  32. 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. 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.
  33. 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. 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.
  34. 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. 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. 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. 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 planets and capital ships alike. One of the asteroid belts that ring the home system used to be a small dwarf planet where this laser tested its might. All this power of course takes forever to charge up, and to use it on a capital ship can take a hour or so, against a planets, a few days. However there is no escape from it once fired, the sure nature of the plasma will melt all matter.
  35. 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.
  36. 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.

Ok first off, you can't have a Garden class planet. Garden Planets are pretty much the ideal planet for quite literally everyone and they're guarded by ships that can destroy entire fleets or planets. They're pretty much a prize for anyone who can claim them. Just post the system name you want and I'll replace a system to make way for yours. PM me for anything you want in your system.

Second, remember that numbers count. In a 3d enviroment, or even a 2d enviroment, if you're surrounded you're pretty much screwed so keep that in mind when facing empires with a navy that is larger then yours. Also since your ships are all specially made, I would like you to talk about ship weaknesses as well.

Third off, I'm fine with your ships save for the last cause, and this is a message to everyone else as well, NO PLAYER EMPIRE should have weapons capable of complete fleet or planetary destruction. If you want a weapon capable to destroying entire ships in one go, then talk to me so we can discuss weaknesses.
 
Gotcha, I wasnt not aware how powerful I could make them (that and I wasnt planning on using it, plus the time it takes the charge and its aim is easy to counter) I will keep its weapon but tone it down.
 
Empire Name: The Kal'tenacht Collective
Empire Adjective: Kaltens, or among themselves, familial terms
Planet of Origin: Telhvor XIX, the Lost World.
Preferred Climate: Arctic Star of Origin: A blue giant
National Symbol: A banner, a cyan eight pointed star with eight, much smaller four pointed white stars, on an obsidian-black field.
Empire Leader: Xeon Marli'Car, the Butcher King, the War God, the Hungering Sword
Succession: First born child, regardless of gender. May be challenged by members of the council if found Frail.
Government: A clan-based oligarchy with an executive, elected Monarch who's role, while highly respected, is locked out of all decisions unrelated to war and conquest.
Slavery: Slavery is widely practiced, and widely used, for all many of tasks.
Ethics: A society that worships violence and war, with numerous clans that value family honor and loyalty to bloodlines above little else. A sadistic culture that cares not for the rights or freedoms of other species.
Foreign affairs: All outsiders and xenos are classified under three categories: Meat-slaves, Breed-slaves, or Laborers. Very rarely does an off-worlder gain respect or loyalty from the Collective, in which case they are referred to as Tenacht Lo, or Low-Brother.
Religion: The Cold God, the Slayer of Warmth, and his Seventeen Apostles
Agriculture: As all Kal'tenact are carnivores, and strictly thus, they let there Laborers slave-herds farm whatever they need to keep themselves alive, feeding off of their supply of Meat-slaves and the livestock cultivated by the aforementioned Laborers.
Currency: Trading and bartering is used, but primarily among the slave population. Most Kaltens simply construct their own possessions, or steal them from others.
Valued Resources: Mercenary soldiers are the made trade-blood of the war loving Kal'tenacht. Worlds they lay waste to are stripped of their raw materials and technologies of production before being abandoned as dead worlds. As a result, the resource economy of the Collective changes from conquest to conquest.
Population: 4 billion Kaltens, 6.5 billion slaves.
Class Demographic: Over 90% of the Kalten population are of the lowest caste, the Warrior. Less than 10% of the remaining number make up the Tyrant caste. Of that percentage, roughly a hundred of them are Clan leaders, or Wraiths. The seventeen most powerful Clan leaders are the Grand Wraiths, who rule on the oligarchy.
Species Demographic: Outside of the pure blooded Kalten, the slave population is mind-numbingly diverse, being pulled from tens of hundreds of thousands of different worlds, pooled together as a single living trophy collection.
Empire Strengths: The Collective clans of Kal'tenacht are a monstrously aggressive, and historically successful, intergalactic swarm-race. Like locusts from the stars, arrive on worlds, and robbing them of all resources, and in most cases, life as well. A relentless hunger for violence and food drives them to never stop killing until they either die themselves or there are no more enemies left to consume. An absolute loyalty to their Butcher King, their god's chosen representative, or so they say. An encyclopedia's worth of various technologies and power sources makes fighting them on a level of advancement exceptionally confusing, a chaotic mish-mash that the Keltans take full advantage of.
Empire Weaknesses: So long as nothing threatens the War God, the clans are very easy to turn amongst themselves, especially if there is an exploitable blood feud to consider. Unless called together for a grand campaign, the various tribes can be widespread across several star systems, being nomadic in nature. Their religion, one of their most powerful and violent tools at their disposal, can be used against them if cultural opponents know how to do so.
Military: The military has no collective name or branches of operation. Each clan is responsible for raising and training each individual member of their non-slave population on how to fight, how to kill, how to slaughter, and how to have fun doing it. Males, females, and children, there is no exception as to who serves, or for how long. Every member of the Collective is considered a warrior, and if called upon, must fight for The Hungering Sword if asked, and none will refuse such an honor.
Army Might: All members of the population, from children entering the ages of puberty, to geriatrics one foot into the grave are considered serving Warriors.
Army Strengths: Kaltens are immense, imposing figures, standing on average at four meters tall and 175 kilograms in weight. The "might of a single warrior" is a boast that the Collective likes to spout to all new victims they encounter. Their bodies have evolved to a point of physical durability that is hard to believe, being able to shrug off primitive technologies meant for taking out siege vehicles and barricaded fortifications. Unless outright killed, vaporized, blown to scraps of flesh, most can recover to fighting condition with a manner of hours, even if limbs are lost.
Army Weaknesses: Do to a lack of formal discipline, their battle strategies are largely mindless chaotic rushes, seeking to overrun defenses rather than systematically disabling them and gaining ground. A primitive desire to put glory and blood-sport above tactical decisions has cost them many a victory in their own past, but heed this warning. Entire solar systems, more worlds that can be counted, have fallen prey to the Collective, and now sit as desolate rocks, floating cold in the grips of space...
Navy Might: While no number has ever been officially counted, the armada numbers are approximately thus; 12,000 frigates, 9,000 destroyers, 7,500 cruisers, 4,000 battle ships, 2,000 carriers, and various Capitol ships, one for each of the great Clans that make up the Collective. There is one ship, a Titan class, Worldbreaker super carrier, the flagship of the Collective, and the space faring throne of Xeon Marli'Car. The Shivering Hunger is a behemoth of a ship, approaching 11,000 meters in length with enough armaments to rapidly take out smaller ships efficientl . The Hunger's shields, however, are the true marvel, being powerful and sustainable enough to survive both the energy, radiation, and temperature levels of a low impact star going supernova, if only on the outer edges of the star's explosion.
Navy Strengths: With a wide array of ship designs stolen from each world they've encountered, countering them on a logistical level is a nightmare. One tactic that counters a specific cruiser may very well make others within the same fleet more trouble to deal with. While not entirely true, for the most part, no two ships are alike enough to come up with any sort of common strategy for an entire fleet, let alone the whole armada, is nigh on impossible. The Hunger has one catestrophic weakness however, in that the Keltans do not how how to use it to the best of their abilities. They did not create it, and they have no more slaves left of the race who they stole it from. Many of its functions and programs go unused, and repairs to it, when needed, can take years at a time to get correct, if they get it correct in the first place.
Navy Weaknesses: Their scattered, overly diverse spectrum of technologies is a double edged sword. Their various ship designs do not always mesh well, and paired with their blood hungry, glory hounding soldiers, disciplined cooperation between ships are usually more trouble than the Keltans find them to be worth.
Species Description: Giant humanoids with ashen grey skin, and carbonaceous black ridges at the knuckles, elbows, knees, chin, and spinal ridge. Bio-luminous eyes in various shades of blue, designed for seeing both in the dark and on the thermal spectrum, haunting to look upon. Mouths filled with ravenous, serrated fangs, crooked and cracked and fiercely sharp, and somehow still capable of stretched thin, sinisterly sweet smiles. Hair that grows in thick, chitinous cables, black as the spacial void, growing straight down in overly thick dreadlocks. As previously stated, they stand on average four meters tall and almost two hundred kilograms in weight, beings compassed of solid muscle and gluttonous strength. They have no noses, instead relying entirely on their incredible sense of taste, being able to taste blood on the air from over two hundred meters away. Worst of all, they are an empathic race, being able to sense, and track down, beings capable of feeling strong emotion. For all intents and purposes, the Keltans are monsters, nothing less, nothing more, ravenous world eaters who sail the cosmos.
History: The Keltans began as One, the Cold God, who created more and more of his avatars for no other purpose than to create violence amongst the stars. For millennia, they have held true to this dogma, to the religious idea that each life they take is another step towards freeing their divine lord from his imprisonment inside the star of their frozen home world. It is what they were created for, and each Keltan feels the pull of their deity in their heart. They have existed like this for so long, never questioning their way of life, and with only an oral history, that so much that isn't passed down as fables or songs is forgotten. A medieval society of flesh eating monstrosities, who never evolved past primitive notions such as gods, the arcane, or the supernatural, who still feud, who still believe in a holy mandate to spread terror and consume lives, who have had access to the cosmos for more eons than even they can remember...
 
Gotcha, I wasnt not aware how powerful I could make them (that and I wasnt planning on using it, plus the time it takes the charge and its aim is easy to counter) I will keep its weapon but tone it down.

Alright. Just make the appropriate changes and when you're done tell me and I'll give it another looksee. :)
 
Empire Name: United Forla Tribes
Empire Adjective: Forlan
Planet of Origin: Landon (Tacrars: Type: Tropical, Size 21, hostile ecosystem)
Preferred Climate: Tropical
Star of Origin: Jewel of the Sky (Tacrars)
National Symbol: An assorted cluster of silhouetted claws, spines, tails, wings and varying other appendages all joined together in an amalgamation upon a field of light blue.
Empire Leader: Strong-shifter Claw of Ebony
Succession: the successor is decided through a three part trial. To enter, one must have at minimum 25 copied traits. Once entered, competitors must compete on three levels: Political, Military and Social. After that is done, the top two competitors are to fight until one either surrenders or dies. (The standing record is three days)
Government: The empire leader is attended by a council of representatives from all over the empire (which will often include the Forla that they fought for the ruling seat as their right hand). This council decides most of the going ons, with the Strong-shifter reserving the power to veto or start any motion.
Slavery: The Forla tribes have a long, bloody history with slavery to the extent of which that it is heavily taboo to them as of today.
Ethics: The Forla believe in self improvement and unity above all. They expect each and every member of their species to try to overcome any obstacle at least once, but not to be afraid or ashamed to call in others should they need help.
Foreign affairs: Friendly detachment is the words to best describe what the Forla think about other empires. They are often open to trade and migration, but will require a lot of coercing to get them to agree to any sort of permanent attachment. Should this happen, however, it would be almost impossible for any outside factor to get them to leave whoever they have decided to join.
Religion: Religion has never occurred throughout their entire history. It is an entirely foreign concept.
Agriculture: The average Forla are capable of digesting anything, as long as it is organic, and it reflects such upon their agriculture. They have a very wide and diverse range of plants and animals at their disposal, segregated to select farming areas.
Currency: The Forla use a digitalised currency known as Makor. It's basically just Credits.
Valued Resources: The Forla have access to a resource known as 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.
Population: 12.4 Billion
Class Demographic: There are no nobles. Council representatives are chosen the same way the Strong-shifter is, albeit on a smaller scale. While poverty still exists, as does higher paying jobs, there are no nobles, peasants or slaves.
Species Demographic: 100% Forla. (Unless you also mean domesticated animals)
Empire Strengths: Forlan soldiers are a force to be reckoned with, capable of utlising a vast array of abilities, techniques and weaponry (both natural and enhanced), to defeat their opponents. Thanks to the Fortalium dust, the Forla ships are capable of moving at an increased rate, at the cost of taking longer to charge.
Empire Weaknesses: Their reclusive nature and natural unity can be exploited via attacking them while they are alone or holding members of their species hostage.
Military: All Forla are trained to defend themselves from a young age using a standardised fighting technique and due to this many join the military as a sort of fallback plan. The government also recognises the need for a military in such uncertain times, and dedicates a significant portion of funding towards a defence fleet. The main weaponry of the Forlan military are plasma weaponry, using condensed and focused plasma to burn through enemy armour and defences at range. (It's Star Wars blaster weapons, but slightly larger.)
Army Might: 1,816,892,903 standing soldiers.
Army Strengths: The Forla military force is designed around diversity. Each soldier is trained to be able to handle large weapons, perform field medical aid, pilot any vehicle available to them and give commands at the drop of a hat. The Forla troops also often augment their various additions, whether it be through adding a weapon, thrusters, various tools or even outright replacing it with a prosthetic.
Army Weaknesses: The Forlan lack of specialties is also as much a weakness as it is a strength, with their Jack of all trades approach meaning that very few of their soldiers are capable of giving enemy specialty troops any sort of challenge in their respective fields. It also means that the Forla must spend more currency upon a squadron of troops than other empires would have to for a squadron of the same size.
Navy Might: 42,472 Anger Class battlecruisers, 934 Despair Class carriers, 1 Terror Class dreadnought.
Navy Strengths:
Anger Class: The backbone of the Forlan navy, these large ships are fast, armoured and are fitted with many smaller sized turrets than their larger comrades, designed to pick off any drones or fighter ships en masse as they defend any Piercer Pods nearby.
Despair Class: These ships are massive in size and filled to the brim with Piercer Pods. These ships tend to be covered in large amounts of point defence and smaller sized weaponry (more suited to picking off swarming smaller ships or incoming projectiles) and are extremely heavily plated in armour. Despair class carriers typically only carry a small amount of guns capable of truely damaging larger ships.
Terror Class: The Terror Class dreadnought is the secret weapon of the Forlan, all knowledge of the ship guarded to the point that the dreadnought's existence is rumour at best. This gigantic machine lacks most of the weaponry normally found on machines of their size and requires large amounts of energy to even move. The reason this machine is so jealously guarded is due to its unique weapon, the Forlan's first (and at the rate further experiments are going most likely last) Ion Cannon. An Ion Cannon is essentially a generator for a gigantic, visible electromagnetic pulse that once fired expands in a circle a vast rate and is capable of shutting down everything vaguely electronic caught in its radius. The amount of times this ship has been brought into battle can be counted on a single hand. There have been no survivors. Wherever this ship goes, terror and death follow.
Piercer Pods, large capsules designed to breach enemy hull using a large drill placed upon the side of the capsule which would then split and branch off (much like a flower blooming), embedding itself into the wall of the ship it landed upon and sealing any gaps in the contained atmosphere. From there troops (Usually 7 up to a max of 15) would escape the pod and begin the process of killing all inhabitants, utilising the various ventilations shafts and hidden areas in pseudo guerrilla tactics. Forlan ships often carry so many Piercer Pods that in a standard naval battle with a Forlan navy, sensors, both ally and enemy, have a chance to be overwhelmed due to mass input.
During combat the Forla navy tend to stick together, with the Anger Class ships acting as a sort of mobile, living shield for the Despair Class, only leaving the carrier ships alone during an offensive movement, where they create a perimeter for Piercer Pods to be fired with relative safety.
Navy Weaknesses: The Forlan navy has very little in the way of offensive and defensive capability when it comes to large ship on ship battles. Relying upon boarding actions (and sometimes the Terror Class), their entire plan falls apart if no pod can land or the invaders are repelled.
Species Description:
Above is a picture of a Forla in its initial, most basic form. While retaining the same characteristics, the Forla are capable of melding with any living, breathing organism for a period of minutes, after which they are capable of mimicking select characteristics of said organism. For example, should they copy an ant, they would gain a bug like exoskeleton. Another example could be a scorpion, where they would be capable of developing a large stinger. Once a characteristic is mimicked, it is permanent and cannot be removed unless via amputation. Should an appendage actually *be* amputated, a stump would regrow, much like how a human loses an arm.
History: Two hundred years ago the Forlan were in a state not unlike earth today. Various nations and factions vied for control using a variety of means, both peaceful and militarial. That was before The Great Tragedy. During what was essentially a Cold War, an animal species became extinct. Now, normally this wasn't a problem as the Forlans would be able to recreate the species using various parts of code gathered for Forla that had mimicked the animal. The only problem with that was that... well, there weren't enough Forla. While a Forla could replicate any aspect of an animal it had copied, it was only the DNA that allowed for that specific characteristic. One Forla could not supply the DNA required. A large amount were needed. The animal, while useful, had been elusive to begin with and located in a remote region, meaning that very few actually bothered to make the journey to acquire its DNA. Any and all attempts to create a clone from the incomplete DNA was... gruesome.
It was this loss that drove the world to unite in one cause, to prevent it from happening again. It didn't suddenly clear up generations of hate, but it did open the way to peace. A way that was pursued by many to the very end and, 150 years later, finally resolved itself when the world finally United under one banner. 50 years later, they recieve a mysterious transmission.
 
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Right I think I need some sort of reference. What is the average amount of ships that is normal to have in a navy?
 
  1. Empire Name: Tělonian Supremacy
  2. Empire Adjective: Tělo (tay-low)
  3. Planet of Origin: Mykol
  4. Preferred Climate: Tropical
  5. Star of Origin: Yupriahiri
  6. National Symbol: a purple mandala with a simple eye shape in the center with a spore print as the retina
  7. View attachment 1326
  8. Empire Leader: Clavaria Pyxidata, The Veiled Queen, Coral Crowned, Caste Breaker
  9. Succession: Given through royal birthright, and obtaining after the coup
  10. Government: Ironfist Socialist
  11. Slavery: Slavery is used, more or less zombified species that have been taken over by the supremacy and repurposed
  12. Ethics: Tělonians believe in being apart of the greater galaxy and to expand as far as they can, providing services to willing and paying customers, while peaceful they have been known to use force when pushed
  13. Foreign affairs: Tělonians love other species and the diversities there are, as varied as the Tělonians are even amongst themselves as they offer services for planetary clean up and other such services, however some of the more royal lines do look down at the other races, seeing them as simple organisms
  14. Religion: Tělonians believe in the mother spore in which all Tělonian life originated, believing the royal lines still carry the same genetics as the first spores
  15. Agriculture: they use a system of composting living material into food and fuel for their everyday life. While also able to produce a wide variety of materials through their own intricate Mycelium Network
  16. Currency: they carry gold for galactic trading, while bartering amongst themselves
  17. Valued Resources: Masters of Bio-tech, their Mycelium network is able to produce Textile goods, armors, medical applications, and weaponry
  18. Population: 13 billion
  19. Class Demographic: 5% royal lineage 10% government 45% labor 30% military 10% slaves
  20. Species Demographic: 95% Tělonian 5% various species
  21. Empire Strengths: High adaptability, large numbers, fast creation, fast deconstruction
  22. Empire Weaknesses: extreme freezing temperatures slow on a molecular level to a suspended state, high levels and prolonged exposure of Sun light can dry out and kill a Tělonian
  23. Military: The military is split between a three specialized sectors and a main infantry, the head sector is the Cluvar, who protect the royal lineage, the second sector consists of the Mycelium Network who develop the technologies of the Tělonian Supremacy, the Third Sector is the Ophius Corps whose job is to repurpose fallen Tělo and other creatures. The main infantry consists of mass produced drone like creatures that are a hulking brute with sharp claws and fangs
  24. Army Might: 25 thousand drones, 15 thousand Tělonian Warriors
  25. Army Strengths: Tělonians incorporate deadly Spore Cannons and rifles that the military uses, along with extremely adaptive Mycelium Armor and other Mycelium Tech
  26. Army Weaknesses: A rather small army, while powerful can be overrun by shear numbers
  27. : 2 Titan class, 3 warships, 10 thousand frigates, 10 carriers
  28. Navy Strengths: Ships all contain some form of the Spore Cannon systems, a biomechanical weapon similar to a rail gun, able to achieve 20 thousand G’s of acceleration, reaching speeds of 438,737 mph, causing massive damage to those it's aimed at
  29. Navy Weaknesses: While Powerful, the Navy cannot sustain overly prolonged battles, as heavy weapons need time to recharge
  30. Species Description: Varied in appearance based off which fungal spores they originated from, Tělonians are humanoid in most appearances, while some can be above 7 feet tall or below 4 feet, the majority of the Tělonians are around 5 feet tall and walk on two legs, while some can have tentacles, multiple appendages, or sometimes even have multiple heads,
  • History: Tělonians are a system spanning race of sentient Fungus that formed in the Alpha sector, while peaceful with most other nations, Tělonians had a huge civil war where the caste systems revolted against the current regime of royal tyrants that lead to a massive coup to 10% of the royal lineage that had ruled at the time, changing the government structure to what it is today, the Tělonians wish to span the galaxy and further their race into it, seeking knowledge and understanding of the galaxy around them.
 
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also as for the specs for the spore cannon, thats all real life information from actual mushrooms, and fungus, which i have and will use for future stuffs
 
Is at "thegreenergray"

You should think about how your empire is as well as the number of ship yards you have able as well as the complexion and size of each. You go into detail about your larger ships that seem to be either dreadnought or super-dreadnought classes/size. Is fair to note on the size of your technology in relation to the ship and you empires technology, as some hardware would be small and allow for more creative/tactical design versus large scale hardware that you have to build around (like large scale rail guns, energy weapons) and then how does it physically move/act on your ship (can it be a turret? stationary battery ? do the engines themselves move like on an f-22 or do they have some sort of wing or buffer to direct?)

Ship size should be thought of too, your empire is unique and has its own size and designs but just kinda of a middle ground to think around: [Length wise] Fighters normally having one or two pilots is about 17-19 meters, and the USA super carrier being about 333 meters.

So for space, weapons and tech and all that fancy stuff I use this scale as a base for thought you may like it or not but here it is :
Scout: 17-21m
Fighters: 22-30m
Corvette: 31-90m
(*)<-----------------Light carriers 200-300m
Frigate: 140-260m
(*)<----------------Medium Carrier 300-500m
*Capitol*
Crusier/Battle Crusier: 500-900m
Destroyers: 901-1200m
(*)<-----------------Standard Carrier/Standard flagship 1500-2100m
Battleships: 1201-1800m
(*) <----------------Heavy Carrier 1950-2250m
Dreadnought: 1900-2300m
Super-Dreadnought- 2500-3600m
Shipyard: *physical dimensions/length is about the same of your largest common vessel + 10-20%. only if a skeletal or cage design is used*
Command stations: *size changes pending on use, often in orbit of planets as a trade station, pit stop, listening post, docking bay. can repair but often not designed for large vessel construction*
Super Massive: Anything over 8000 meters on grounds it has a minimum width of 2000-4000m+ width and the height of 2000+4000m and or observational gravitational effects.

This is the base that i use, numbers can be taken or added but for me at least is a godo way to kinda get the mental image down.

With all this i kinda plot out how much resources are needed, what kind of fighting style my empire uses in counter to what it has been fighting (don't "need" a big ship with big guns till some one else makes a big ship with big guns lol)

Should also put to thought how you cut your ships up, The Fleets for the USA are split between the oceans on either side of it so using that as an example you could say that your solar system is split into four--quadrants with four major fleet looked over who ever you appoint to them(like admirals)

More so who is building your fleets? do you have just one major shipyard or many owned by others?

Lastly its good to keep in mind the power of each class ship when trying to map out how many of each you have. Mean this isn't star stars were a teenager on a scrap heep fires magic missiles into a hole and blows up a moon sized station. A bomber alone --no matter how well armed it is is constricted by its size and in no way could ever beat something like a dreadnought or any specialized anti-fighter/corvette capital ship, even if the bomber was to small to be hit or so nimble as to dodge, the dreadnought only has to luck out with a hit once or ignore them and leave.

Really its all about how does your fleet itself work in relation with the hardware your empire likes to use in hand to what counters against other hostile forces, since our empires haven't met yet having counter technology should only reflect with what they have handle up till the FTL age. mean my fleet is only 38k something with a good chunk of it on smaller craft and specialized craft meaning my over all fleet power is weak.

BUT this is just me, hope I helped :p
May want to ask our mighty GM for his thoughts on ship size and number.
 
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Is at "thegreenergray"

You should think about how your empire is as well as the number of ship yards you have able as well as the complexion and size of each. You go into detail about your larger ships that seem to be either dreadnought or super-dreadnought classes/size. Is fair to note on the size of your technology in relation to the ship and you empires technology, as some hardware would be small and allow for more creative/tactical design versus large scale hardware that you have to build around (like large scale rail guns, energy weapons) and then how does it physically move/act on your ship (can it be a turret? stationary battery ? do the engines themselves move like on an f-22 or do they have some sort of wing or buffer to direct?)

Ship size should be thought of too, your empire is unique and has its own size and designs but just kinda of a middle ground to think around: [Length wise] Fighters normally having one or two pilots is about 17-19 meters, and the USA super carrier being about 333 meters.

So for space, weapons and tech and all that fancy stuff I use this scale as a base for thought you may like it or not but here it is :
Scout: 17-21m
Fighters: 22-30m
Corvette: 31-90m
(*)<-----------------Light carriers 200-300m
Frigate: 140-260m
(*)<----------------Medium Carrier 300-500m
*Capitol*
Crusier/Battle Crusier: 500-900m
Destroyers: 901-1200m
(*)<-----------------Standard Carrier/Standard flagship 1500-2100m
Battleships: 1201-1800m
(*) <----------------Heavy Carrier 1950-2250m
Dreadnought: 1900-2300m
Super-Dreadnought- 2500-3600m
Shipyard: *physical dimensions/length is about the same of your largest I common vessel + 10-20%. only if a skeletal or cage design is used*
Command stations: *size changes pending on use, often in orbit of planets as a trade station, pit stop, listening post, docking bay. can repair but often not designed for large vessel construction*
Super Massive: Anything over 8000 meters on grounds it has a minimum width of 2000-4000m+ width and the height of 2000+4000m and or observational gravitational effects.

This is the base that i use, numbers can be taken or added but for me at least is a godo way to kinda get the mental image down.

With all this i kinda plot out how much resources are needed, what kind of fighting style my empire uses in counter to what it has been fighting (don't "need" a big ship with big guns till some one else makes a big ship with big guns lol)

Should also put to thought how you cut your ships up, The Fleets for the USA are split between the oceans on either side of it so using that as an example you could say that your solar system is split into four--quadrants with four major fleet looked over who ever you appoint to them(like admirals)

More so who is building your fleets? do you have just one major shipyard or many owned by others?

Lastly its good to keep in mind the power of each class ship when trying to map out how many of each you have. Mean this isn't star stars were a teenager on a scrap heep fires magic missiles into a hole and blows up a moon sized station. A bomber alone --no matter how well armed it is is constricted by its size and in no way could ever beat something like a dreadnought or any specialized anti-fighter/corvette capital ship, even if the bomber was to small to be hit or so nimble as to dodge, the dreadnought only has to luck out with a hit once or ignore them and leave.

Really its all about how does your fleet itself work in relation with the hardware your empire likes to use in hand to what counters against other hostile forces, since our empires haven't met yet having counter technology should only reflect with what they have handle up till the FTL age. mean my fleet is only 38k something with a good chunk of it on smaller craft and specialized craft meaning my over all fleet power is weak.

BUT this is just me, hope I helped :p
May want to ask our mighty GM for his thoughts on ship size and number.
Goddamn dude you know your shit. Also, it's @Mizzrym to mention someone. There is also a 'Reply' button to the bottom right of every post to do what you see above.

As per your advice, don't need to worry on the 'Teenager blows up moon based station' front, I'm fully aware of that.

All Forla ships are designed to take out swarming opponents or large amounts of smaller targets in order to make way for the Piercer Pods, with plenty of point defence and smaller guns, so they would be placed upon rotatable turrets.

I would need to bring by ships up by a considerable fraction, from the ~1k ish range to the 30-50k range.

There are three central shipyards capable of creating capital ships owned by the government, with many smaller, more privately owned shipyards capable of creating Anger class ships at a reasonable rate.

There is only one central fleet designated to patrol friendly territory, with groups of soldiers placed upon rotation for what system/sector they patrol.

I suppose the Anger class would be Frigate sized, Despair class in the heavy carrier territory and the single Terror class as a Dreadnought.
 
This is my own personal ship sizes that I'm using for my own race.

Width X Length

Fighters: 12 Meters x 18 Meters
Corvette: 24 Meters x 36 Meters
Troop Transports: 72 Meters x 108 Meter
Frigates: 288 Meters x 432 Meters
Cruiser: 1440 Meters x 2160 Meters
*Flagships* Mobile Factory: 8640 Meters x 12960 Meters
Orbital Port 60480 Meters x 90720 Meters
 
This is my own personal ship sizes that I'm using for my own race.

Width X Length

Fighters: 12 Meters x 18 Meters
Corvette: 24 Meters x 36 Meters
Troop Transports: 72 Meters x 108 Meter
Frigates: 288 Meters x 432 Meters
Cruiser: 1440 Meters x 2160 Meters
*Flagships* Mobile Factory: 8640 Meters x 12960 Meters
Orbital Port 60480 Meters x 90720 Meters


Those last two are a big jump lol, you sure about that? mean your orbital port is about 37 miles by 56 miles. just for comparison an imperial star destroyer from star wars is about 1600 meters, Sajuuk from homeworld 2 is about 4500 meters with the island of manhattan being about 13.4 miles (21565 meters)
The resources for something like that would be insane but most of your fleet is armored drones with no shields...did you pour all your goodies into one big super ship? or is it that its not bulky/thick and or has many large hallow interiors?
 
I have no clue what I'm doing dear Christ.
Corvettes: 30 - 200 meters length (Commercial: Varying)
Frigates: 200 - 400 meters length (Commercial: Varying)
Cruisers: 400 - 600 meters length (Anger: 550)
Light Cruisers/Carriers: 600 - 1000 meters length (While used, not prevalent in the military just yet.)
Heavy Cruisers/Carriers: 1000 - 3000 meters length (Despair: 2800)
Dreadnaughts: 3000+ (Terror: 5000)
While aware of the possibility of fighters, the Forla have trouble creating a generic cockpit fit for their highly diverse people, and have yet to develop an AI to properly pilot such a ship.
 
The size im thinking of for the Lookout and Shepard is ~ 9km long. The Preserver and Shield are ~14km long. The warden is ~19km long. I got some big ships haha
 
Those last two are a big jump lol, you sure about that? mean your orbital port is about 37 miles by 56 miles. just for comparison an imperial star destroyer from star wars is about 1600 meters, Sajuuk from homeworld 2 is about 4500 meters with the island of manhattan being about 13.4 miles (21565 meters)
The resources for something like that would be insane but most of your fleet is armored drones with no shields...did you pour all your goodies into one big super ship? or is it that its not bulky/thick and or has many large hallow interiors?

The flagship is mostly empty space for construction and act as mobile carriers with the minimum of defenses. They're tough but can't dish it out. Like Littleman's smallest vessel can take on the Mobile Factory on its own and win after like several hours if the Mobile Factory didn't have an escort or wasn't building its own fighters. Every Head Forgemaster's goal is to build one, but few actually manages to do it. The Orbital Port is more like a shipyard or dockyard. I forgot that those existed for a second. I am very tired and sunburned. Forgot sunscreen. The Orbital Ports are just areas where the Vurax build, repair, reload and maintain their ships.

Corvettes and Fighters are 100% Drones, Transports have a single Vurax to oversee things, Frigates have a team of 10 Vurax and an AI to pilot and maintain, Cruisers have 110 and an AI and the Mobile Factories have 1200 plus 3 AIs to maintain and oversee things. Orbital Ports/Shipyards are indeterminate.
 
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