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[IC] A1-0 Universal Index
#1

OOC: Our official wiki page Sector A1-0
As the many nations found each other into the stars, knowing one another became a necessity. When nations agreed, archives were linked to one another. Perhaps not intended, but slowly the nations formed what later would evolve to become an encyclopedia. All the knowledge was collected into one place for everyone to inform themselves.


Index
Civilizations: Sapient Species:

Non-Sapient Species:

Inhabited Planets:
  • Badlands of Anarchy

  • Drakari Celestial Imperium

  • Fortinian Confederacy

  • Ryccian Empire

  • Stoinian Star Kingdom

  • Tarassian Union:

  • Treecuu Star Empire

  • Venterran Federation

  • Zelvan Regime:

Political institutions: Political figures:
Heads of State and Royalty:

Politicians and Governors:

Ambassadors and Diplomatic Personnel:

Military Officials:

Astropolitical Development:
Annexations: Non Aggression Pacts:
  • Stoinian Star Kingdom - Drakari Celestial Imperium 
  • Stoinian Star Kingdom - Ryccian Empire
  • Stoinian Star Kingdom - Treecuu Star Empire
  • Treecuu Star Empire - Drakari Celestial Imperium 
Migration Treaties:
  • Stoinian Star Kingdom - Drakari Celestial Imperium (Limited Visa system)
  • Stoinian Star Kingdom - Ryccian Empire (Visa system)
  • Stoinian Star Kingdom - Treecuu Star Empire (Limited Visa system)
Trade Agreements:
  • Stoinian Star Kingdom - Drakari Celestial Imperium 
  • Stoinian Star Kingdom - Ryccian Empire
  • Stoinian Star Kingdom - Treecuu Star Empire
  • Treecuu Star Empire - Drakari Celestial Imperium 
Military Conflicts: Technology: Food and drinks: Timeline:
Date notation: (day/month/year in Stoinian Calendar; Ryccian Calendar (Before/After Democratic Revolution); Drakari Calendar (Imperial age))
  • Formation of the Drakari Celestial Imperium (12.218 years ago; 11.217 BDR; 0 IA)
  • Kalkattan Wars (~9.000 years ago)
  • Trythonian Wars (~8.900 years ago)
  • Jo'Dai Order established on Trython (~8.880 years ago)
  • Formation of Ryccian Empire (6.231 years ago; 5.230 BDR; 5.987 IA)
  • Formation of Venterran Federation
  • Democratic Revolution: Revolution within the Ryccian Empire against the repressing Terran supremacist regime. (620 PD; 0 ADR; 11.217 IA)
  • Formation of the Kirillian Trade League (742 PD; 11.339 IA)
  • War at Home: Mardakii attack the Terran colony of Virtue resulting in a war for the planet. (19/06/1240 PD - 7/05/1244 PD)
  • Formation of the Stoinian Kingdom (9/05/1244 PD; 625 ADR; 11.842 IA)
  • Formation of the Treecuu Star Empire (1250 PD - 1400 PD)
  • Reformation into the Stoinian Star Kingdom (9/05/1335 PD)
  • Velutarian War: 16 year long war between the Velutarians and Stoinians. (3/02/1584 PD - 15/10/1600 PD)
  • First Mardakii Crusade: Stoinians go on a purging crusade against the Mardakii. (12/07/1603 PD - 23/10/1604 PD)
  • Cheunh Compromise: Incorporation of the Cheunh Ascendancy into the Stoinian Star Kingdom after the First Mardakii Crusade. (10/11/1604 PD)
  • Annexation of Yim-Lootuu III: Drakari and Treecuu open formal relations, Venterran Federation comes to terms with the annexation. (22/04/1618 PD)
  • Treecuu-BoA First Contact: Treecuu Star Empire initiates contact with pirate leaders to their northern border. (2/05/ 1618 PD)
  • Aryyt't Probe Incident: Drakari Emperor investigates the results of the Annexation of Yim-Lootuu III (20/06/1618 PD)
  • Ryccian visit to Thoov: Ryccian Minister Lak Su and Governor Ict't open diplomatic relations for the Ryccian Empire and Treecuu Star Empire. (4/07/1618 PD)
  • INN Interview of Emissary Teemas: Treecuu ambassador is interviewed by Drakari news network. (20/08/1618 PD)
  • Imperial Ball: A ball every five years is organized in Ryccia and Treecuu officials are invited. (16/12/1618 PD)
  • Stoinian-Treecuu First Contact (22/04/1619 PD)
  • Treecuu visit to Stoinia: Non Aggression Pact signed between the two nations. (1/05/1619 PD)
  • Itomi Incident: Stoinian vessel HMS Segura enters Ryccian space to initiate diplomatic relations. Captain Umberto Berrocal is successful and Ryccian Congress votes 5.001 to 4.999 in favour to allow the King's visit to happen. (17/07/1619 PD)
  • Rascal Incident: Ryccian military contingent destroys Stoinian vessel HMS Little Rascal within the Star Kingdom. (6/05/1619 PD)
  • Noreiga Incident: Drakari enter Stoinian space and first contact is initiated (21/07/1619 PD)
  • Stoinian visit to Constantinople: Stoinian King and Chancellor meet Ryccian Cabinet to establish formal diplomatic relations. Non Aggression Pact, commerce treaties and visa systems are signed. (2/09/1619 PD)
  • Drakari-Ryccian Contact Incident (10/10/1619 PD)
  • King Andrei III's visit to Ecteen: Stoinian and Treecuu reaffirm cooperation through trade and foundation of the Joint Exploratory Fleet (25/11/1619 PD)
  • Joint Stoinian-Treecuu visit to Drakari Celestial Imperium: Stoinians assess Terran rights within the DCI and Treecuu join in for diplomatic talks. (14/02/1620 PD)
  • Legate Sinclair is invited into the Ryccian Senate. (31/03/1620 PD)
  • Stoinian annexation of Kontaurius: Empire of Kontaurus is incorporated into the Stoinian Star Kingdom as the King's property. (5/04/1620 PD)
  • Kontauri Integration Act passes through Stoinian Congress and making the Kontauri Empire a full member of the Star Kingdom. (19/04/1620 PD)
  • Festival of Faiths on Paragon: A festival celebrating all faiths in the Drakari Celestial Imperium and Stoinian Star Kingdom. (28/04/1620 PD)
  • Joint press conference by the Joint Command of the Joint Exploratory Fleet. (8/05/1620 PD)
  • The Stoinian Foreign Legion is founded and Lieutenant General Keenan Koeremoer is posted as its commanding officer and begins the training of foreign trainees. (9/05/1620 PD)
  • Zeltrex Nomad Fleet initiate contact with the Treecuu Star Empire. (16/06/1620 PD)
  • Stoinian-Kihi First Contact: Stoinian exploration mission into the Tiyanki Territories results in first contact with primitives. (17/06/1620 PD)
  • High Legate Sinclair's interview at the Caesar Flickerman's Show. (21/06/1620 PD)
  • Treecu-Zelvan First Contact (22/06/1620 PD)
  • Congressman Ryan Adams becomes Chancellor-Elect of the Stoinian Star Kingdom following Chancellory elections. (23/06/1620 PD)
  • Stoinian-Venterran First Contact: A stable wormhole is discovered in the Cornucopia system and leads to rising tensions. (11/07/1620 PD)
  • The Stoinian Royal War Council assumes full control over the Stoinian Star Kingdom once war against the Venterrans has been declared (16/07/1620 PD)
  • Failed coup in the Ryccian Empire by the military State Security Council (28/07/1620 PD)
  • Tarassos Gor D'Kut announces the Tarassian Union new foreign policy. (4/08/1620 PD)
  • Zelvan Regime makes it entry in astropolitics, resulting in multiple states taking harsh stances against the slaver empire. (7/08/1620 PD)
  • Imperial Chancellor Baron Ferul Blesforn passes away, leaving the Empire in political chaos and mass arests of politicians. (17/08/1620 PD)
  • Ryccian Emperor Alexander is shot while attending a protest and assumes full control of the Ryccian government. (20/08/1620 PD)
  • Venterran Fleet Commander starts glassing the Stoinian planet Ignis. (17/09/1620 PD)
  • Ryccian snap elections result in massive political change in the Empire.(25/12/1620 PD)

Calendars:
  • Candact rotation 
  • Drakari Imperial Calendar (Current year: 12.218 Imperial Age)
  • Ryccian Calendar (Current year: 1.001 ADR, After Democratic Revolution; BDR, Before Democratic Revolution)
  • Standard Calendar (Current year: 20.021 SC)
  • Stoinian Calendar (Current year: 1621 PD, Post Diaspora)
Other:
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
[-] The following 4 users Like Maverick's post:
  • GI-Land, Imperial Frost Federation, Pax Dracon, Qwert
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#2

Warp Field Drive
The concept of warp drive is to create a displacement field, or a 'bubble', around the vessel, that contracts space in front of it and expands space behind it. Inside the bubble, space-time remains unaltered. By doing this, the vessel can reach its destination a lot faster, still not surpassing the speed of light relatively, but effectively, in the sense that a distance of one light year is travelled in less time than allowed by the speed of light.

To generate this displacement field, enormous amounts of energy is required. One way of generating such amounts is to let normal matter collide with anti-matter. Anti-matter is extremely volatile and must be delicately contained; a breach of containment may have fatal consequences. However, a reactor that runs on anti-matter can generate energy to be used by other systems on board the vessel.

To generate a stable and large enough displacement field many ships use warp nacelles, like the Treecu ship below. However some nations have different methods, such as the Stoinians who disperse their energy more evenly throughout the ship to generate these fields.

[Image: g4yX39s.jpg]
Cigar-shaped nacelles on the tips of the wings.

Known users:
  • Treecuu Star Empire
  • Stoinian Star Kingdom

[OOC] Credits go to Qwert for this one as this is pretty much a copy paste from the older thread. Couldn't have explained it better myself.
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#3

Hyperspace
Hyperspace is an alternate dimension to our own realspace. To enter hyperspace, molecular displacement is required which happens when a vessel travels at or faster than the speed of light. However each point within hyperspace has a correspondent realspace point. Additionally objects with large gravitational fields (planets, stars, asteroids, ... ) have "shadows" within hyperspace.

To enable ships to enter and travel hyperspace, a hyperdrive is requires. The hyperdrive functions by sending hypermatter particles (which form when solar radiation meets a planet's core) to toss a ship into hyperspace while preserving the vessel's mass/energy ratio, and required a functional hyperdrive motivator to do so. The vessel then travels along a programmed course until it drops back into realspace at its destination.
A hyperdrive only functions to keep a vessel in hyperspace. If a hyperdrive is forcibly deactivated or destroyed during transit, the ship will violently and instantly be pulled back into realspace. Technology that forcibly deactivates another ship's hyperdrive is commonly referred to as interdiction technology.
 
[Image: F6vMYKb.png?1][Image: Twf1JJf.png]
A Ryccian Star Destroyer within hyperspace and a freighter forcibly exiting hyperspace.
Known users:
  • Ryccian Empire
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#4

Warp Space Drive
Another method of FTL-travel i through the realm commonly called Warp Space. Entering this realm is done by warp engines which use particle accelerations to generate portals similar to that of wormholes as entrances to Warp Space. However this doesn't mean that those portals equal wormholes and aren't as fast as wormholes are theorised to be. Once in Warp Space, a vessel travels by using the currents of the realm until their destination is reached. Estimated time travels vary differently and depend on the estimated distance.
To exit the realm, precise calculations are used to be pulled out by a system's center of gravity such as its star or the planetary body travellers wish to arrive at. Sometimes they can end up at the system's edge if the calculations don't prove accurate enough.


Traversing this realm also comes with its risks. The radiation or energy or manifestations within Warp Space can have an effect on the minds of a vessel's crew. Hence why shielding against Warp Space is needed to prevent madness manifesting within the crew. However looking for too long in the void of Warp Space may have the same effect.
 
[Image: ApqNmcS.jpg?1][Image: RrTdcya.jpg]
A Warp Space portal (left) and the void of Warp Space.
Known users:
  • Drakari Celestial Imperium

[OOC] Shout out to Pax Dracon as most of this post comes from a post from his.
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#5

Slipspace 
Slipspace, also called slipstream space, refers to the eleven non-visible infinitesimal dimensions which are used for FTL-travel. Simply put, Slipspace is a hyper-compressed multidimensional space separate from realspace with its own physical laws. To the human eye, Slipspace appears pitch black, because there is nothing in the visible spectrum to see.

To enter Slipspace the ship needs a Slipspace drive. This Slipspace drive creates a rupture between realspace and Slipspace by using high power cyclic particle accelerators to generate microscopic blackholes. Because of their low mass, Hawking radiation give them a lifetime of nanoseconds before they evaporate into thermal energy. This thermal energy is then used by the Slipspace drive to form a coherent rupture between the two realms by the Slipspace capacitors which need to be charged before initiating a jump. After initiating a successful rupture, the engine then creates a quantum field around the ship that protects the ship from coming directly in contact with Slipspace. However enormous calculations are required to keep this protective quantum field working for each second.

While in Slipspace, vessels are influenced by currents and other temporal variations. Some routes have different confluences that can affect travel time too. Traveling the same, heavily monitored route doesn't guarantee the same travel time. It is still unclear whether or not this can be artificially be manipulated.
To enter Slipspace a vessel's Slipspace drive uses the quantum filaments of gravitational fields, like those generated by planets, to calculate an entry point into Slipspace. Then a portal is created and the more refined the Slipspace drive is, the safe the passage between to two dimensions.

Because Slipspace has its own set of physical laws, protection is needed. Ships themselves go throw various amounts of stress and the larger a vessel, the larger the stress on the vessel. Radiation is also a worry as it comes from both Slipspace and the Slipspace engines. Protection from these radiations is also required for the crew's safety. Slipspace also shifts the magnetic coils of the Slipspace Drive, meaning that the Slipspace drive requires near constant maintenance.


Slipspace velocities are generally dependent on the ship's momentum on transition, as the Slipspace drive itself doesn't generate thrust. As a result, ships that are faster in normal space, such as corvettes, usually travel faster than others in the Slipspace as well, however this can be tweeked with the efficiency of the Slipspace drive.
 
[Image: QtLSNH0.png?1]
A Velutarian cruiser leaving Slipspace.

Known users:
  • Venterran Federation
  • Velutarian Technocracy (formerly)
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
Reply
#6

Stoinian-Velutarian War 
[Image: oDDew74.jpg]
The Battle of Reach, one of the most famous battles of the Stoinian-Velutarian War
DateFebruary 3rd 1584 PD - October 15th 1600 PD
  • Ceremoniously May 9th 1600 PD with the Butchering of Velutaria
LoctaionSouthern section of A1-0, Stoinian Star Kingdom
OutcomePyrrhic Stoinian victory
  • Hundreds of glassed Stoinian colonies
  • Over half of Stoinian population exterminated
  • Collapse of Velutarian Technocracy
  • Butchering of Velutaria
  • Extermination of Velutarians
Belligerents-
Stoinian Star KingdomVelutarian Technocracy
Forces-
Stoinian Armed ForcesVelutarian Armed Forces
Casualties-
Millions of Stoinian naval warships
Approximately 8.7 trillion Stoinian Terrans in total
Presumably entire Velutarian species, approximatley 20 billion Velutarians

The Stoinian-Velutarian War, more commonly known as the Velutarian War, was a conflict that began roughly 40 years ago and lasted for 16 T-years. It is the most bloodiest war in Stoinian history and is responsible for the current reforms which gave the military significant power that still lasts to this day. 

The war was instigated when Velutarian ship destroyed the Royal escort of King Alexandru III who tried to initiate contact with them. The Stoinians retaliated, but were quickly pushed back and thus began the Velutarians' push towards the Stoinian worlds. Over the next two decades, the Velutarian Technocracy vastly overpowered the Stoinians through technology and quickly made a footmark within Stoinian territory. The first six years were near constant defeat for the Stoinians as many of their colonies fell. Although a few naval victories were achieved by the Stoinians, they were nearly always pyrrhic. The secret Spartan-II's were instrumental in holding off Velutarian attacks. It was not before 1590 PD, when the Spartans-III came into the fight, that the Stoinians began to win battles against the Velutarians. Although heavy cooperation from the Spartans was required in such victories.

Background
The Stoinian Star Kingdom was in a new era of expansion lead by the new monarch Alexandru III, who made it the goal of the Stoinian Star Kingdom to solidify its hold on the sector through further colonization. Stoinia hadn't inaugurated new colonies in the last 30 years and expansion for new resources was desirable. However when King Alexandru visited a colony candidate, they were met with a Velutarian vessel. Contact was initiated by the Stoinians, but no answer came. Alexandru then set pursuit to find a way to communicate with them, however this lead to the destruction of his ship. The survivors came back with the horrible news and Stoinia was in turmoil.
The government declared a situation of war and set pursuit to the Velutarians by popular demand. However, the military under civilian command proved a disaster as officers and officials clashed against the technologically superior Velutarians. It was in this time of crisis that Grand Marshal Anson MacArthur demanded a military take over to lead the campaign with no civilian interference. With each loss, MacArthur's support grew and as he further clashed with Chancellor O'Connell a civil war seemed imminent. Now the Velutarians had also began bombarding plants with plasma beams, referred to as glassing, the situation was dire. For that reason the Royal Court instituted MacArthur as the Regent for the young King Andrei III, as a military leader was needed. So began MacArthur's rule with the mandate to fight the Velutarians.

The War
Early Battles
The first year of the war was known by near constant defeat on the Stoinian side. Stoinian naval forces almost always retreated unless they protected civilians while evacuating. It is often said that the first year was the year of the massacres. However when MacArthur took control, initial tactics didn't change much, except for the reckless attack against the Velutarians. MacArthur focused on keeping the Navy alive to fight another day. Meanwhile he consulted his officers for formulating a working strategy to halt the Velutarian advance.

Spartans
When MacArthur became Regent, ONI's Beta-5 Division approached him. They had engaged in making super soldiers in the infamous SPARTAN Program by decree of the late Iulian IV. They were designed to be the next generation of soldiers. They single handily were responsible on halting the Velutarian advance on colonies. They were mostly used for the most high risk operations, but were often seen helping the Royal Army as well. Even though their origin was shrouded in mystery at the time, many Stoinians welcomed them without questions. The initial 300 Spartan-II's were sparsely used and were rare to be seen on the battlefield. 
However the Spartans became more active in 1590 PD when the Spartan-III's were also deployed and the Velutarian advance was heavily halted due to the new amount of Spartan-III's. Although the Spartan-III's were used more expendably, they helped tremendously in the survival of the Stoinian Star Kingdom. Because of this, the Spartans gained near mythological status for their efforts and commonly referred within the Stoinian Star Kingdom as Mankind's best soldiers.

Operation Lionshield
In order to halter the Velutarian advance, MacArthur and his officers formulated a strategy to increase Stoinian survival. One of the more famous strategy is the mysterious Cole Protocol that still holds to this day. Naval forces rarely engaged the Velutarian ships, instead opting to live to fight another day. The Stoinians had a fighting chance on the ground and that's where MacArthur's strategy focused on. Massive planetary shield were rushed to the colonies to force the Velutarians on the ground. On the ground, the Stoinians fought off the Velutarians as long as they could.
Another method was the use of the new ODST Program. These elite Orbital Drop Shock Troops were dropped from orbit and brought havoc behind Velutarian lines. It wasn't uncommon for Stoinian ships to enter a planet's orbit and drop their ODST's and then leave the system. By this means the Stoinians kept reinforcing their troops on the ground.
Meanwhile research division focused on reverse-engineering any Velutarian technology they could get their hands on. Different contingencies such as the Infinity Program were designed to keep Mankind alive when all else had failed. One of the new inventions were the Magnetically Accelerated Cannons which were used against the Velutarians after the turning point in the war.
All these combined lasted for 13 years when the Velutarians continued their push against the Stoinians. However this would come to an end at the Battle of Triton, commonly called the Battle of the Line. Here, High Admiral Douglas William Hague, repelled the Velutarian advance towards Stoinia with the new warships. From then on the Stoinians started their offensives and gained back their lost colonies. For this reason the Battle of the Line is considered the turning point of the Stoinian-Velutarian War.

MacArthur's internal policies
MacArthur's rule was mostly focused on maintaining the fight. For this reason resources needed to have a steady income, but not all colonies could hold up and some had strikes. For this reason MacArthur appointed the newly created Legates as military governors on planets. While the navy retreated they experimented with new compact mining operations as to not be solely dependent on the civilian populace. Same was true for production, although many Stoinians switched jobs to sustain the war effort, military engineers were tasked in making automated factories which could be dropped on multiple inhospitable environments. This created the new doctrine of Stoinian vessel becoming completely self sufficient. Crews were halved to holster as many ships as possible to increase succes, earning space for other facilities.
MacArthur also used the Spartans as a propaganda weapon to keep morale up and maintain the fighting spirit. Not only on the Spartans, but on the many heroes of the war as well. Like High Admiral Cole and Hague. However the true hero is a Spartan-II, identified as John S-117, commonly referred to as Master Chief. In effect, Master Chief was the poster boy of the Stoinians.
Every planet received on their turn planetary generators and bunkers were improvesd to hold out as long as possible. Many young men joined the war effort, although not commended by MacArthur, it was common to see 16 or 17 year olds in the Army.
In effect MacArthur's rule was a military dictatorship as no democratic elections were held. It was deemed a distraction for the on going war. Regardless, many Stoinians cheered MacArthur's rule. Many civilian politicians from before the war were sceptical of MacArthur's move, but they had lost the faith of the populace.

Operation Lion's Wrath
With the victory at the Battle of the Line near Triton, where High Admiral Douglas William Hague defeated the Velutarian march towards Stoinian core territory, the Stoinians shifted tactics. They were now a matching force for the Velutarians and could finally begin with the long push to liberate the colonies. The fight the Navy so desperately awaited had come and with it, obliterated the Velutarian Navy.
The culmination of new Stoinian tech were the new superdreadnoughts designed by Admiral Jean-Luc Covrousier. With these superdreadnoughts the Stoinians could punch through the largest Velutarian ships and no fleet would be able to stand in their way.
 
[Image: zmivmvs.jpg]
High Admiral Corvousier's dreadnought at the battle of Saint Alexis.
 
The long push against the Velutarians had proven successfull. Nearly all Stoinian colonies were liberated, but MacArthur wanted to reach the capital of the Velutarians. His promise that the Velutarians will pay for their crimes had not been forgotten. The week before King Andrei III's birthday, the Stoinians invaded the Velutarian capital and the day before the King's birthday. The Velutarian government surrenderd, but the Velutarian populace continued to attack Stoinian occupation forces. The now ruling King Andrei III, discussed this matter with his officers and came to one conclusion: the utter destruction of Velutaria. The Stoinian forces left the planet and then the whole Stoinian fleet continued for days to fire their MAC rounds on the planet, wiping all life on the planets. Underground structures were also bombarded until only craters remained.  This later became known as the Butchering of Velutaria and King Andrei earned the nickname of the Butcher of Velutaria. With this act, the King had proven himself to the people and was wildly acclaimed for it. Thus ending the Stoinian-Velutarian War.
 
[Image: uhx9jkH.jpg]
The Butchering of Velutaria, marking the end of the Stoinian-Velutarian War. 
Timeline
1584 PD - 1590 PD
  • Death of King Alexandru III
  • Outer colonies in the Tozoria Sector are attacked by Velutarian forces, thus beginning the Outer Colonies Massacre
  • O'Connell's initial war plans fail
  • Velutarians push deeper and have captured over 50 Stoinian colonies in one month
  • Military take over by Grand Marshal MacArthur three months into the war
  • Cole Protocol is instigated
  • Operation Lionshield begins
  • Spartan-II's are first deployed on Harvest
  • Initial testing of MAC Cannons
  • Velutarians initiate invasions within the Tozorian Corridor
  • The First Battle of Tozoria begins
  • The Battle of Charia begins
  • Velutarians mount a large offensive pushin towards Reach and Qingdao
  • The Battle of Reach begins
  • The First Battle of Qingdao begins
  • MacArthur replaces planetary governors with Legates
1590 PD - 1597 PD
  • Spartan-III's are first deployed on Hayseed
  • Fall of Reach in 1593 PD
  • King Andrei III holds his first command on board HMS Royal Rascal
  • Defence of Corillia
  • Defence of Elysium
  • High Admiral Hague halts Velutarian advance to the core at the Battle of the Line
1597 PD - 1600 PD
  • Operation Lion's Wrath begins
  • Defence of Arcadia
  • Second Battle of Qingdao
  • Second Battle of Gagarin
  • Second Battle of Charia
  • Second Battle of Tozoria
  • Liberation of the Tozorian Corridor
  • Corvousier launches his superdreadnoughts in the offensive
  • Velutaria is invaded
  • The Butchering of Velutaria
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#7

Appearance[Image: Zeltron.jpg]
Biological Classification
DesignationSapient
Physical characteristics
Average height1.7 meters
Skin colourLight pink to deep crimson
Hair colourRed, blue, purple and black
DistinctionsHair produces powerful pheromones
Average Lifespan80 T-years
Sociocultural characteristics
HomeworldZeltrox
LanguageZeltrexian
- Zeltrish (common language)
- Azeentesh (dialect)
- Foptesh (dialect)
- Mutpeesh (dialect)
- Praantesh (dialect)
- Teedicesh (dialect)
- Argiyarish (dialect)
- Graedalish (dialect)
- Oapiyish (dialect)
- Ounsilish (dialect)
- Uitish (dialect)
Eweno
English/Austral

The Zeltrex are a near-human species, distinctive from humans by their skin which comes in an exotic variety of colours. Their lifestyle is also distinctive as they live in large nomadic fleet and wander the Sector in search of commerce and pleasure. They boast a sector wide reputation for their jovial culture and gullibility. Their appearance is also found attractive, even to more xenophobic and non-humanoid species, though it is highly debated whether this solely due to their appearance as theories suggest this is due their pheromones.

Biology and Appearance
The Zeltrex are similar to humans/Terrans and some might even consider them a subspecies of humans, though this is still highly debatable. The origins of their homeworld Zeltrox remains a mystery, but considering their similarity to humans, scientists suspect Zeltrox was a planet just like the many planets which are now inhabited by humans. Despite their more exotic look compared to humans, they also tend to be a bit shorter as well as their lifespan. However their most important differential are their pheromones which are produced by glands at the roots of their hair. As a result, if people get too close to them, especially when odour organs reach the hair of Zeltrex, the pheromones will enhance the attractiveness and likeability towards the Zeltrex. Usually the Zeltrex will use this to entice members to proceed to have intercourse with them. Because of this, the Zeltrex have been known to carry STD's. Their pheromones capabilities are controllable, though they produce naturally when the Zeltrex are drunk or under influence of drugs. 
Contrary to their human counterparts, Zeltrex males don't grow beards. Even sideburns are considered a rarity and they frown upon humanoids which keep their facial hair as a fashion sense.
Apart from the pheromones the Zeltrex have a second liver which allows them to consume much more alcohol than humans and are on par with the more larger and resilient species in the sector when it comes alcohol consumption.
The Zeltrex are also very keen on their fashion and will be sure to show it off. Both male and females wear revealing clothes often. It goes without saying that they are highly individualistic in their fashion, but also their nature. To the point that they barely have uniforms and customize whatever they have according to their tastes. Their extravaganza is renowned. Even when wearing more elegant clothes, one can always expect female Zeltrex to reveal more than other species.
 
[Image: 745aaef252bd2997e92602849d6181cf.jpg][Image: c8bb1fa51b1494ebfa6613ea00026fcf.jpg][Image: EYGPo-Vt-Wk-AAXZk-W.jpg][Image: a9c36581d0022f6929f398c25a7e4e40-star-wa...rs-rpg.jpg][Image: unnamed.jpg]
Male and  female Zeltrex wearing clothes they are commonly seen wearing.

Society and Culture
The Zeltrex no longer have a monoculture. Their nomadic culture has divided them into different clans which live in large nomadic fleets, called Trade/Pleasure Fleets. which travel the sector in search for money and pleasure. These clans have grown so apart from each other that they have grown their own distinctive languages. Their common tongue is almost forgotten and a few Zeltrex maintain it to communicate with their own kind. Culture on these large ships also vary with some clans (Azeenti, Fopti, Mutpei, Praanti and Teedici) focusing more on commerce and business opportunities. Other clans focus more on their search for pleasure such as the Argiyar, Graedal, Oapiy, Ounsil and Uit. This division is theorized to come from tensions on Zeltrox, though even the Zeltrex don't really know this as they have long forgotten their past. Some historians have even theorized that there are more Zeltrex clans out there and some suspect others have perished. Whatever their past may be, the Zeltrex are determined to continue their nomadic lifestyle. 
These Trade/Pleasure Fleets are large constellations of ships ranging from 600 to 2.000 which travel the sector with different modes of FTL-travel, though Warp Field Drive is the most common amongst the Zeltrex fleets. The largest Trade/Pleasure Fleets have been identified according to their clans, though smaller fleets still exist. On their journey they search luxuries in their quest for greed and pleasure. However, these fleets have their own character and some clans might ignore formal borders while other might respect them. This further decreased the Zeltrex reputation amongst more reserved nations which value power and order. The Zeltrex on the other hand don't seem to be too bothered with their stained reputation. 
 
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Zeltrex Luxury Cruisers which span into hundreds and thousands in Trade/Pleasure Fleets.

Zeltrex culture is also highly influenced by sexuality and the pursuit of pleasure in general. Most of their art and literature is devoted to the subject. They looked upon monogamy as a weird practice and preferred open and polygamous relationships. They were also very gifted with holograms, and were the renowned for their hologram programs and holosuites. It would seem that even Zeltrex technology is focused on pleasure. This is often intertwined with partying which the Zeltrex only enhance through their use of alcohol and drugs. Because of the biological characteristics these parties often result in some sort of intercourse.
The Zeltrex are also highly individualistic and their ships are commonly known to be full of anarchy, with only Captains to be some sort of authority on their ships. This is also represented in their family structure as their children always remain with their mother and choose their own father figures. Children remain with their mother until their reach the age of 16 T-years. During their childhood they choose a father figure at around 8 T-years old, for themselves which is called Merit-Father. The Merit-Father helps the biological mother with raising their adoptive children to integrate them properly in Zeltrex society. When a Zeltrex comes of age they either choose a profession by a Master where they become an Apprentice for 4 years. However this sometimes requires money to begin and therefor many females and to some extent males, resort to prostitution to gain their initial capital.
However there are also more productive members in Zeltrex society. Xenobiologists on their cruisers are renowned for their knowledge of multiple species and are of keen help on STD's which can plague the Zeltrexian lifestyle. However, this always comes at a price. Dancers and performers are admired by many for their beauty. Even some financial firms have made a reputation for themselves in the sector. Whether or not the Zeltrex fleets are welcomed, highly depends on the star nation they visit which sometimes results in skirmishes.
The Zeltrex are also a very open species which give xenophilia a new meaning. Often females boast of their sexual experiences with the many species they have slept with. This has resulted in some cultural clashes between the Zeltrex and other species. They welcome any species unto their cruisers and try to learn about their definitions of pleasure. This they do to come to what they believe is their ultimate form of pleasure.

Religion
The Zeltrex traditional religion reflects Zeltrexian values such as money and pleasure. The Goddess of Pleasure, Eriza and God of Fortune, Khadan are highly praised in society. One more than the other in accordance to their culture. Other deities exist, but have lost relevance over the centuries. Some smaller groups might have a larger focus on lesser deities compared to the larger fleets. The Zeltrex frequently make offers to their deity to sustain their success. These offerings may vary from candles to sexual parties. The Eriza Pleasure Festival is the most known celebration. During this festival the Zeltrex indulge in a week long constant partying where the use all sorts of substances and enjoy themselves even more compared to the rest of the Zeltrexian calendar.
Freedom of religion is also an important aspect and different aspects from other species their religion have been adopted by some. Most Zeltrex however remain somewhat agnostic and suddenly become highly religious during the Eriza Pleasure Festival. When confronted by this, the Zeltrex will commonly try to entice the accuser into some sort of pleasure to distract them.

Naming Conventions
Zeltrex naming system is very simply as they only have one name as they don't believe in any tight familial bonds. Female names often start with the syllables Er-, El, An-, Ol-, Uil-, ... and often ends on A. Male names on the other hand, begin with a consonant and end with the syllables -on, -an, -ak, -un, ek, ... These norms are kept throughout the many Zeltrex cultures which contradict the other aspects of each other. It seems that the naming system has been the only major consistency remaining from the Zeltrish common language.

Derogatory Terms
Because of the Zeltrex's reputation they are often faced with racism and scepticism. The most common names that are given to the are the following:
- Happy-go-lucky nomads
- Infectors 
- Nomadic scum
- Pink skins
- Pleasure maniacs
- Pawn schemers
- Xenolovers
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#8

Tiyanki Territories
The Tiyanki Territories is the name given to the region in the centre of Sector A1-0. The region is named after its most prominent spaceborne creature: the Tiyanki. The region is known for its expanses which make travel difficult in the region and scattered small star nations. No real governing power has been formed in this region and is largely regarded as wild unexplored space.

Notable Civilizations
  • Alari Queendom (1 planet)
  • Arkanian High Kingdom (1 system)
  • Bentharian Federation (26 planets)
  • Ch'Rattan Cartel (27 planets in direct control)
  • Choll Fen Seren Republic (9 planets)
  • Devissian Consortium (5 planets in direct control)
  • Enthrallan Republic (21 planets)
  • Jo'Dai Order (Nomadic Religious Order, 2 planets kept secret to them)
  • Kelidon Dominion (45 planets)
  • Kirllian Trade League (7 planets)
  • Nitolan Combine (8 planets)
  • Owettan States (32 planets)
  • Panurian Ascendancy (25)
  • Prill Congressional Republic (14 planets)
  • Sellexian Conglomerate (1 planet)
  • Sellorian Matriarchy (15 planets)
  • Swords of Cronum (16 planets)
  • Xalarian Confederacy (12 planets)
  • Zeltrex Freehold (13 planets)
  • Zuurqin Cooperative (15 planets)
  • Hundreds or more planetary states
  • ...
Expanses
The largest expanses in the territories are the Great, Kelidon, Trython, Enthralla and Ch'Rattan Expanses. These anomalies are traversable, though they consist of a cloud-like material that tempers with scanners and shields. Because of this it has become difficult for star farers to properly explore these Expanses. Rules of physics don't always apply here and seems an intersection of multiple dimensions like Warp Space and Hyperspace. This shows in the frequent yellowish lightning that sporadically forms in expanse storms. While travelling through the expanse, realspace FTL methods suffer from field interference and interdimensional travel suffers from interference as well, though this is due shifting entry and exit points. In both cases fluctuations prevent large scale claiming of space within these anomalies.
 
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Expanse clouds in the Great Expanse.

Fauna
Fauna in these territories are spaceborne, which means they live in realspace. How they are able to do this is still left a mystery. Some theorize they came from another dimension, while others disagree with the statement. Regardless of how they came to be, these species have formed their own ecosystem in the expanse and largely remain within them. The only exception is the Tiyanki who travels throughout Sector A1-0 and returns to the planet Tiyana Vrok to crash on it at the end of its lifecycle. This process is however unknown to the Sector at large as travelling to this mystical world is too difficult for most pilots.
 
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A Tiyanki, commonly known as a space whale reaching up to 16 km in length at its finale stage in life.

 
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Thrakno, known as space drakes. Red variants are seen in the Great, Ch'Rattan and Trython Exspanses. They reach a length of 8 km at their peak, though blue variants in the Enthralla Expanse are a little smaller.

 
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An Oncor, otherwise known as a space basilisk. These live exclusively in the Kelidon Expanse and grow up to 12 km in length and are known for their invasive and aggressive nature. They aren't afraid to attack ships and have to lay their eggs on planets where they live at a worm stage.
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#9

Jo'Dai Order
The Jo'Dai Order is a religious order that is largely situated in the Tiyanki territories. Their order is intertwined with legends in these regions, though few outsiders know of their existence. They are few and far between, but when they reveal themselves, they will most likely live up to their legends. Members of the Jo'Dai Order frequently roam the territories to bring harmony and peace in the territories, though their central leadership remains in one place. Their religious beliefs drive them to help others in need and search the regions to bring peace and harmony to all. Despite their goal, they aren't afraid to us force when necessary and will even intervene in wars. Their combat skills are renowned as they use a special weapon, the lightsaber. As their Order grows in numbers, they become more prominent in the Tiyanki territories and perhaps might even venture past the regions from where they originated from. Current estimations bring their total numbers to just 28.000 Knighted members from hundreds of different species.
 
[Image: Jo-Dai-Logo.png]
The logo of the Jo'Dai Order.

Origins
9.000 standard years ago, the ancient Kalkattan civilization collapsed except for a small religious sect. This religious sect escaped the chaos of the Kalkattan Wars and fled to the planet Trython where they would begin their civilization anew. They saw the destructive path their civilization had taken and vowed to give themselves fully to bring peace to the galaxy. They reformed their society with this goal in mind and religious doctrine became law. Initial factions on how to approach this new peaceful way would clash in the Trythonian Wars. In the Trythonian Wars, a splinter group formed which believed that conflict must be used to bring peace to the galaxy. However the larger majority disagreed and after decades of war, the dissidents were eventually put down. It's only after the Trythonian Wars that the Jo'Dai Order formed in its current form. In the aftermath, the Jo'Dai Code was set in stone and the construction began on the Jo'Dai Library which would archive as much history the Jo'Dai could get their hands on. From now on the Jo'Dai would focus to serve Ashla, the conscious universe, and continue their mission to the stars through hyperspace ships.
 
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Grand Master Jal'Urik, the current head of the order and one of the last Kalkatta.


Liturgy
The embodiment of the Jo'Dai is their Code. This mantra is instilled in every Youngling or Acolyte when starting to learn the ways of the Jo'Dai. It serves as the guiding path by which all Jo'Dai strive to live by. 
 
The Jo'Dai Code:
Through emotion, I gain passion
Through passion, I gain mediation
Through mediation, I gain harmony
Through harmony, I gain serenity
Through serenity, I gain peace
While at peace, I shall cease
When Ashla desires it, I shall inhere in it
Meaning
"Through emotion, I gain passion"
Jo'Dai believe that one shouldn't repress their emotion. Instead they want to be in control of them and use them to achieve their goal to bring peace in the lives of as many as possible. Their passion for good stems from their emotions and believe that emotions enhance their passion. For this reason love and marriage is allowed as long as they don't cloud an individual's balance. Sex and drugs also allow one to enhance their emotions, but they must remain at all times in control of them.
 
"Through passion, I gain mediation"
Their passion to bring their ways to others leads them to travel the stars and visit many worlds. Here they will intervene when they see trouble and act according to their Code. Jo'Dai interfere from petty thefts to even joining wars, most notably in the history of the Arkanian High Kingdom. This quest has often lead them to conflict with the Ch'Rattan Cartel who exploits everyone in their crime syndicates. This line doesn't mean that they actively preach or try to convert others to their religion, instead it focuses on the perfection of the Jo'Dai individual who seeks peace.
Even though the Jo'Dai interfere on their path towards peace, they will go through great lengths to prevent any sort of violence. If violence is imminent, they will put themselves in harm's way to prevent others from suffering.
 
"Through mediation, I gain harmony"
"Through harmony, I gain serenity"
"Through serenity, I gain peace"
As one interferes successfully, they believe they bring an initial balance of peace. Jo'Dai know this sometimes isn't easy, but will always try to satisfy all parties. This has made them to become excellent negotiators. While living harmonious with one another or with someone's own nature, they find their inner balance which eventually leads to peace. This peace can be a geopolitical one or finding one's perfect way of life. The Jo'Dai interpretation of a prefect life is that of servitude to Ashla and other beings and not of self indulgence
 
"While at peace, I shall cease"
"When Ashla desires it, I shall inhere in it"
It is believed that one finally achieves inner peace, they are ready to die. Jo'Dai don't fear death as they see it as part of Ashla, the conscious universe. Once this state of inner peace has been achieved, they believe that their fate is in the hands of Ashla who will decide when their time has come. If they lived a life according to the Jo'Dai Code, the know they have lived a good life full of purpose. When dying, the Jo'Dai believe they become part of Ashla's consciousness and live on for eternity as part of it.

Ranks and Structure
The Jo'Dai Order is a hierarchical religious order with multiple ranks. Members of of the Order will strive towards bettering themselves and becoming at least a Knight. From there on they can find their own path which may lead to a higher rank within the order. While many still achieve the rank of Master, very few feel the call to become Ascended Master and sit upon the Jo'Dai High Council.

Kehn'Shar/Youngling
Younglings are children who have been taken under the wing of a Jo'Dai or born into the Order. They are found near the Temple and are taught from an early age the Jo'Dai Code and its meaning. While they may hold attachments to their parents, they must have an instructor who can't be related to them in any way. They are trained in all aspects of life. From maths to physical education, they learn all aspects to improve their capabilities to help others. Youngling are put through several trials when they are ready. Some of these trials require the whole class of younglings to succeed as a team, while others evaluate the individual.

Pod'Shar/Acolyte
An Acolyte serves as a title similar to a Youngling, but is only used for new members who have already reached adulthood or adolescence upon joining the Jo'Dai Order. Some Jo'Dai believe that age might influence their training and render them unable to adapt to the Jo'Dai ways.
Before becoming a Pad'Shar, they must travel to the karst world of Thrallum. There they will receive the components to make a lightsaber of their own and their career path revealed to them.
 

Pad'Shar/Apprentice
A Pad'Shar is the apprentice appointed to a Jo'Dai Master. Right before they achieve adolescence, Younglings are put through different trials. Based upon their performance, they are selected by a Jo'Dai Master who will prepare them for the following trials. Acolytes too will have to face these trials. When pupils fail in these trials or they are deemed unworthy, they are given the choice to retrain or become part of a supporting branch of the Jo'Dai Order like agriculture, astrogation, medicine ... A Pad'Shar is taught by his Master until they reach adulthood. However, this depends on species to species. Species with long longevity, but fast cognitive development, may end their apprenticeship before adulthood. For species with a slow cognitive development, multiple Masters may train one apprentice. When there's a shortage of Masters, it isn't uncommon to see Masters take multiple Pad'Shars under their wing. Though the preference is still just one Pad'Shar.
To become a full Jo'Dai Knight, each Pad Shar must complete the following Trials:
  • Trial of Skill: This trials consists of multiple stages where the combative skills and knowledge are tested.
  • Trial of Flesh: The physique and pain endurance are tested.
  • Trial of Spirit: The mind and control of it are tested. These tests determine whether one truly has the
  • Trial of Fear: Through technological trickery, the Pad'Shar is faced with his deepest fear. He must face it alone and overcome his fear.
Pad'Shars will often let a strip of hair grow as a symbol of their uncomplete training. This strip of hair or something similar across species, is then cut off when a Pas'Shar is knighted.

Chavulir/Knight
Knights form the bulk of the order. They perform most actions of the order and actively follow their career paths. Although uncommon, Knights can take apprentices, but they rather focus on mastering their career paths. They often wander alone or in groups in the Tiyanki Territories in search of injustice. This rank must be bestowed by the Jo'Dai High Council and Pad'Shar's Master.

Mashar/Master
A Master is a Jo'Dai that actively trains apprentices alongside his career path. The rank must however be bestowed by the Jo'Dai Council after a Knight formally declares he or she is ready to train an apprentice. Whether the High Council agrees is up to them.

Ta'Mashar/Ascended Master
A Master who has taken the responsibility of a High Council Member.

Jo'Mashar/Grand Master
The Head of the Jo'Dai Order. Regarded by many as the greatest among them, the Grand Master leads the Council and runs the Order on a daily basis.

Jo'Dai High Council
Supervises the Order's activities. The Council consists of the seven most highly regarded Masters. The Jo'Dai High Council consists of six Ascended Masters and the Grand Master. Each of the six Ascended Masters serves as one of the following functions: Battlemaster, Historian, Master of Resources, Mentor, Watchman and Warden of the Order. When invited into the Council, member can serve for life. Though it has become tradition that members abdicate their position when they feel too old to complete their task any longer. Together they form the governing body who oversee the Jo'Dai Order.

Career Paths
Jo'Dai Guardian
A Jo'Dai Guardian is someone who believes that direct action must be taken to bring justice and peace. Their approach is highly militant and will engage in combat to bring peace to the galaxy. For this reason they often wear more armoured clothing as to protect themselves in combat. Often these Jo'Dai will help factions in wars and coordinate the frontlines. They can be recognized by their blue lightsabers.
 
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Jo'Dai Consular
A Consular aims for the more philosophical aspects of the Order. They might wander in search of philosophical insights and defer from the Guardians' militant approach. Instead opting for a peaceful solution. Because of this they make excellent negotiators. Their green lightsabers signify their peaceful nature
 
[Image: Unit-Character-Jedi-Consular.png]
Jo'Dai Historian
Historians keep and study the records of the Jo'Dai order. They might also wander out to document new civilizations, but most of them can be found on Trython, the centre of the Jo'Dai Order. They wear more detailed and refined robes compared to the rest of the order. Although they rarely use them, their lightsabers have a cyan colour crystal.
 
[Image: Historian.png]

Jo'Dai Sentinel
Sentinels are the middle ground between a Guardian and a Consular. They balance their skills in between negotiating and martial combat or even other skills. They actively go and search for injustice to eradicate it, where as the Guardians and Consulars don't often search for it, but face it when it comes to them. Sentinels also have skills in other aspects such as slicing, engineering, ... They can be recognized by their yellow lightsabers.
 
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Jo'Dai Watchman
Watchmen are Jo'Dai Knights and Masters who are put on watch duty for a certain planet or system. They are responsible for maintaining peace and justice within their territory. Unlike most Jo'Dai, they don't travel past their territory and sometimes even lose communication with the Jo'Dai order at large. Watchman are similar to Sentinels, but remain tied to a certain place. This small difference can be seen in their lightsaber colours as theirs are orange.
 
[Image: Crala-Resh.jpg]
Krala Resh, the first Jo'Dai Watchman of Arkania and master of the Jer'Kui fighting technique.



Clothing
Clothing varies across the ranks of the Order. Their clothes will often represent their career paths that each member has chosen. Though almost all of them will incorporate some sort of robe in their clothing. These can then be made into elegant robes or resistant protective clothing. 
Their style of clothing is unique to them and has become synonymous with their order within the Tiyanki Territories. Their looks have also given them the nickname of warrior-monks.
 
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Typical clothing for a recently Knighted Jo'Dai.

[Image: Armoured.jpg]
Armoured clothing often worn by the Guardians and Sentinels.

[Image: Mystic-Robes.jpg]
Robes of a wandering Consular.

Locations
Trython
The centre of the Order and the adopted homeworld of the Kalkatta. Trython is located near the centre of the Tiyanki Territories and next to the Trython Expanse. Its location and hyperspace routes are kept a secret to outsiders as it is the key to the Jo'dai Order. Its leaders and archives are located on the planet and no outsiders may set foot on it without the Hig Council's approval. Trython is a habitable world hosting multiple ecosystems and diverse habitats. More so than normal planets in the Sector and almost all species of the Order can live comfortably on the planet.
 
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Trython from space.
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The Jo'Dai Council Temple.
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The Great Jo'Dai Library not too far from the Council Temple.

Thrallum
Thrallum is located deep inside the Tiyanki Expanse and travel to the planet is very difficult. The Order maintains constant surveillance on hyperspace routes to it through the Corps of Exploration. These routes are kept secret from any outsiders and even when members leave the order, they won't reveal any knowledge on the planet or even acknowledge its existence. On the planet, Jo'dai are faced with certain trials and their career paths are decided by how they face these trials. Then they are sent to certain caves with crystals of a distinct colour. These crystals are in fact living organisms that have a strange telepathic bonds with their holder. The Jo'Dai believe this to be Ashla that communicates with them. The career paths of each Jo'Dai has a certain colour to it for a reason. When Jo'Dai face troubles and act according to their career paths, their telepathic bond is strengthened with their crystal and gives them a stronger sense of peace and clarity. 
 
[Image: Karst-World.jpg]
Thrallum's Crystal Caves. Thrallum is a karst world, meaning that it has a thin atmosphere and an elaborate cave network between the surface with normal living conditions.

Weapons
Although lightsabers are the most common weapon used by the Order by far, some Jo'Dai prefer different variants or completely different weapons. Some might prefer fighting with multiple lightsabers or a double-bladed one, while others prefer to fight with lightsaber pikes. Even fewer consider blasters or warstaffs as an option. Grand Master Jal'Urik is one of the few to use such a warstaff.

Fighting Technique
To accomplish their goals, the Jo'Dai have refined their fighting styles into forms and techniques. Both with weapons or without, each Jo'Dai is expected to master them to some degree. Guardians and Sentinels will often focus on more complicated fighting styles, while Consulars and Historians focus on non-combative methods.

Mutai
Mutai is the martial arts of the Jo'Dai. Physical control of the body is key to mastering it. Controlling one's body will ensure that he will not falter in combat. The Mutai also focuses on control of the body, through extensive training the Jo'Dai are kept fit and trained to control their bodies when necessary. They can control their body's temperature and calm themselves quickly in stressful situations. When using Mutai, Jo'Dai move swiftly and with precision. Many outsiders perceive this as the Jo'Dai being able to see the future, but just have in fact, very fast reactions thanks to their training.

Form I: Jen'Cho
The most basic fighting style of the Jo'Dai. This fighting form is based on sword combat and doesn't rely on new lightsaber capabilities as the other forms. Basic principles such as defending, attacking, feinting and parrying are taught in this form. Jen'Cho forms the basis of lightsaber combat and all other forms.

Form II: Tokashi
This fighting style is focused on defence. Users will outperform opponents or lure them into a trap. When going on the offensive, they often use a few precise swirls and end the battle in mere aggressive slashes.

Form III: Konseru
Konseru was created as a reaction to plasma baser weaponry. The focus of this form is reflect the plasma bolts back to the opponent. Mastery of one's reflexes is paramount to mastering this form. Most Jo'Dai master this form to some degree and only those who are often faced with plasma based weaponry will choose this form as their main one.

Form IV: Limaru
While Konseru aims to use the reflexes of the Mutai, Limaru uses the acrobatic skills. Users of this form will use their great physique to great lengths. Kicks, rolling and jumping are often used in this fighting technique to push the opponent on a defensive through unexpected moves and odd attack angles.

Form V: Djomso
While Konseru focuses on reflecting plasma bolts, Djomso focuses on deflecting them while pushing forward towards the enemy. Then when the user is in range, he will finish the enemy off or incapacitate them.

Form VI: Nhashi
Nhashi was made to balance all previous forms. Most Jo'Dai Consulars and Historians aim for this form.

Form VII: Jun'Shiyo
The most aggressive form by far, Jun'Shiyo aims to quickly eliminate any opponents. Often aiming to kill and not incapacitate the opponents. This form also uses heavy and frequent attacks while not losing your guard. Many who try this form often leave an opening while attacking and lose the battle because of it. This form requires years of practice and experience to truly master. While many Guardians aim for this form, few truly master it.

Jer'Kui & Jer'Blai
The Jer'Kui fighting technique is the technique used when fighting with two lightsabers. This method of fighting is one of rapid attacks and more aggressive in nature. For this reason, it is mostly used by the Guardians and Sentinels.
Jer'Blai is an offspring or Jer'Kui, though instead of using two lightsabers, the user uses a double-bladed, a lightsaber pike or a warstaff. Because of the nature of these weapons, these fighting techniques tend to favour aggressive sparring forms.
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#10

Arkanian High Kingdom
The Arkanian High Kingdom is a space faring star nation deep in the Tiyanki Territories and close to the Great Expanse. Because of its isolated location, this realm is largely known as a vague nation mostly known through by its people's martial abilities or their technology. This doesn't mean that the Arkanian High Kingdom maintains a strict isolationist policy. The Kingdom is known to be a reliable supplier of advanced technology and to some extent genetic modification. Although small, the Kingdom refines all of its aspects to near perfection and balance. Arkanians do remain highly secretive about their technology. Their moon, Txan, is one of the few places throughout Sector A1-0 that contains beskar ores. This ore can used to form beskar metal, known to the Arkanians as Axiun. Axiun is one of the few metals that is able to resist lightsaber slashes and its production process is kept a secret. To receive anything made out of Axiun is considered the greatest gift by the Arkanian government. For this reason, Axiun isn't sold commercially and heavily recycled.
The Arkanian High Kingdom has close ties to the Jo'Dai Order and in many ways acts as its main ally. To such an extent that the Arkanians have adopted the Jo'Dai religion yet remain a separate entity from the Order. They embody what a Jo'Dai Watchman is on a societal level. The Arkanians have proven to be reliable allies and serve as a vanguard in the nearby area as they patrol beyond the borders of their realm. Sometimes even 50 LY away from their home system. Holding frequent anti-piracy and anti-hunting campaigns, they have gained the nickname of "Tiyanki Guardians" in their part of the Tiyanki territories.

A1-0 Lore:

 
[Image: Arkanian-Banner.png] 
The banner of the Arkanian High Kingdom.


Arkania
The planet is named after its people's mysterious roots. This superearth planet is considered by the Arkanians as a galactic wonder and is the third planet from its blue star, Arkan. An Arkanian day is roughly 34 standard hours and takes up to 897 Arkanian days to orbit its sun and an Arkanian week is considered to be 8 days long. The planet is a superearth with a diameter of 17.893 km and contains a higher gravity which can crush visitors from very low gravities. The planet is largely a cold world, but tropical areas exist near the equator and volcanic areas. As one goes further to the polar regions, the landscape will change drastically. Tundra forests and plain fields between mountainous regions are the most common. Its atmosphere is rich in nitrogen and oxygen and can host most visitors without any problem. Its smaller moon share the same similarities concerning atmosphere and gravity. With Txan having a diameter of 3.892 km and Ashlar having one at 1.336 km. 
Its location however is what makes the Arkanians so mysterious. It lies in the fringes of Great Expanse and only ever venture outside their home system tens of lightyears at most. While many perceive this as isolationism, the Arkanians will tell otherwise. They view this as their defensive stance. The Arkanians don't seek to expand their realm or knowledge of the outside, but wish to perfect all they already know and protect it. Still, most people will only hear of them through rumours and legends.
 
[Image: Arkania.jpg]
Arkania seen from space.
 
[Image: Arkanian-Tropical-Forest.jpg][Image: Polar-Fields.jpg]
Arkanian tropical forests and northern plains.

Arkania has about eight highly populated cities which resulted from the Age of Seven Kingdoms. These cities are true mediaevalesque metropolises that contain 2,2 billion Arkanians, while the remaining population live in nearby scattered agricultural towns or on the lunar colonies. While the cities may seem archaic, technology is incorporated in them if wished. Yet the Arkanians have a preference traditional aspects. Market stands will be made of wood and silks. At night, rather than installing a light network, all Arkanians will put out candles to lighten up the streets for those that still linger late at night. It is part of their overall societal consciousness to help others with little effort. Aside from that, Arkanians don't build vertically. They prefer to use all the ground they have and build horizontally. Most houses won't have an upper floor and only palaces seem to break this rule. But this is due to their usage as forts in the Age of Seven Kingdoms. All cities follow this trend, though as one goes more to the north, they will note that the streets will grow tighter and even market stands made out of stone. This was to prevent heat loss, but that architecture still remains. Outsiders have described these cities as archaic yet majestic. Even the newer structures such as spaceports are built in these old styles.

Polar cities: Polxuve, Mirukuve
Northern cities: Olthouve
Equatorial cities: Srinziz (capital), Ethxuve, Dxouve,  
Southern cities: Septheuve, Mithreuve
Lunar Cities: Txauve (Txan), Krinouve (Txan), Ljixouve (Ashlar)
 
[Image: Arkanian-Capital.jpg]
Srinziz, the Capital of the Arkanian High Kingdom.

Wildlife
Although the Arkanians have mastered their planet, they are not the sole inhabitants. They share this lush world with many other creatures. The most famous of the predators is the Prigarr on Arkania. While these are vicious feral beasts in the wild, they can be tamed from a young enough age to an adolescent stage. Arkanian Beast Masters must be able to tame this fierce creature as their rite of passage. The Prigarr is seen in many statues and city architecture as it has left a staunch reputation on the Arkanians on which they once preyed. A symbol that everything can be overcome in Arkanian society alongside martial prowess.
 
[Image: Prigar.png][Image: Polar-Prigar.jpg]
A tropical and polar Prigarr, the apex predator of Arkania.

Not all wildlife is hostile to the Arkanians however. The Thalgu on Arkania serve as the main mounts for both transport and working duties. The Thalgu is originally a herd animal, but has since joined the Arkanians in an intimate relation. Thalgu are also noted for their bravery and will follow their Arkanians through thick and thin until they meet their end with them. The Thalgu is seen as a symbol of loyalty and given as a wedding gift by the groom's family to the bride's family.
The Ronto is a large and resilient beast from Txan. It serves as a heavy lifting animal that helps the Arkanians with both construction and agriculture. The Ronto towers at 12 meters in height and is the largest animal of the three lush world the Arkanians inhabit.
 
[Image: Ronto.jpg][Image: Talgu.png]
A Ronto and Thalgu, the tamed animals of Arkania mostly used for domestic usage.


History
The true origins of the Arkanians remains unknown. However the most accepted theory is that they once were a certain outcast in a larger nation. The reasoning behind their banishment remains unknown and lost to time. It is speculated that this is due to their genetic nature which is a manipulated version of that of normal humans. They are nearly identical to humans and consider themselves an offshoot of the larger species. The ancient Arkanians arrived roughly 10.000 standard years ago on the planet and quickly seceded into different nation states. A period of roughly 2.000 standard years followed where these nation states fought against one another. The seven original large cities of Arkania formed their own Kingdoms and warred with one another in hoplite warfare. The Arkanian longevity was unknown at this point as nearly all Arkanians died during these battles. These warring states would eventually be reduced unto the Kingdoms of Polxuve and Mithreuve remained. A series a rapid assassinations and deaths in battles, known as the kinslaying, left only the Queen of Mithreuve, Irrole Murr, alive. In a desperate attempt to ensure her countries survival and a wish for peace, she wed herself to the Crown Prince of Mithreuve, Hegras Allarr. The Kingdoms then knew a time of relative peace, but turmoil reflamed when the King of Polxuve died and Mithreuve wanted to become the new seat of power of the joint Kingdom. However, roughly 8.000 standard years ago, the new King decided to build a new capital: Srinziz, meaning the future in Arkanese. The new Royal Palace was built with two rising towers as a show of unity between the Arkanian Kingdoms. He renamed his dynasty to the name Sorr and became the first High King of Arkania. His reforms would be considered tyrannical by democratically minded people, but his strong hands on approach proved effective. He abolished the social classes such as the nobles and everyone swore loyalty directly to him as he was an absolute monarch. Thus the Age of the Seven Kingdoms ended and the First Golden Age began. In this time the longevity capabilities of the Arkanians were revealed and the Arkanians reviewed combat as a way to achieve peace and not chaos.

The First Golden Age ends with the first interstellar flight through hyperdrive roughly 7.500 standard years ago. Technological progress skyrocketed during the First Golden Age. High King Oldem I, rejoiced in this achievement and began to explore neighbouring regions. Colonizing their moons as well, the Arkanians entered their Second Golden Age. This Golden Age was known for biological advancement in bio-engineering fields, revealing the Arkanians' origins once they came into contact with a small human colony who shared a similar fate. This colony would however be destroyed by pirates and the few remaining survivors joined the Arkanians and interbreeding between the races was revealed possible. This changed the Arkanians in such a way that they adopted a near isolationist policy. Wishing to prevent such a fate, they focused on perfecting their defences and vowed to help those in need. Centuries passed and during the reign of High King Oldem II, an Kalkattan Jo'Dai, Jal'Orun, discovered his realm. He enjoyed many conversations with the High King and his visit marked the beginning of the Third Golden Age roughly 7.000 standard years ago. It was during the Jo'Dai Master's visit the the properties of Axiun were revealed and extensive mining operations began on Txan.

The Third Golden Age is still taking place. It focuses on perfecting technology and philosophy. The Jo'Dai influence increased until they adopted their religion and cooperated closely with them. When High King Hegras IV declared the Jo'Dai religion the Kingdom's state religion, he also change the second moon's name from Nizoupuk into Ashlar. The first Arkanian Jo'Dai, Zeva Nassu, was taught by the the Jo'Dai Master Jal'Orun himself and became a champion of the order. She trained many Jo'Dai while becoming a master of the Tokashi form and laid down the foundation of Jo'Dai and Arkanian cooperation, which resulted in the Luzu Enclave under her Pad'Shar turned Watchman, Krala Resh. The Arkanian society gained a societal conscience of peace which resulted in prosperity. It was during these era that the nobility regained significance in Arkanian society. Though the archaic laws weren't changed, the very spirit of Arkanian society shifter. One to a more peaceful and harmonious existence.

As the Arkanians grew in strength and numbers, so did their cooperation with the Jo'Dai Order. Their race had proven a huge boon to the Jo'Dai cause. The Arkanians began to bring peace to the nearby region by going after pirates and ensuring protection to small nearby agricultural worlds. However, they would also face some challenges such as the Zeltrex Pirate Queen Analosa. Analosa amassed a huge number of pirates into her service and began raiding defenceless worlds in a campaign roughly 5.700 years ago. The Jo'Dai Order called for aid at the Arkanians and the Arkanians, remembering the old fate of their human brethren so long ago, answered the call. The campaign was lead by High King Thorkes II and Battlemaster Thakdros Zonash who founded the Arkanian battle tactics. With the help of the Jo'Dai Order the Arkanians overthrew the Pirate Queen and banished her on a small island on Ashlar. They provided food and shelter for her until her eventual death. Analosa would however adopt the Jo'Dai religion and would try to atone for her crimes. This story serves as compelling story to spare the enemies of Arkania and help them atone. 

Ever since then the Arkanians have remained largely to their worlds in the Arkan system. Enjoying peace and prosperity in their corner of the Tiyanki Territories acting as a vanguard and ally of the Jo'Dai. Their acts from the past and those of Arkanian Jo'Dai have left a legendary reputation of the species. This reputation is well earned as some consider them to be the best warriors of Sector A1-0. Yet they are largely unknown or left to mystery by the larger star nations outside the Tiyanki Territories. Contact with them is now certain as the Joint Treecuu-Stoinian Exploration Fleet slowly make their way towards the Tiyanki Territories and the Tarassian Union ended their millenium long isolation with their new Tarassos Gor D'Kut.

Culture
Throughout their history, the Arkanians have shown obedience and loyalty towards their monarchs. This is the reason why this archaic governing method holds to this day. The Arkanian monarchs are both wise and strong leaders. Their society has grown around the High King's court, yet the Arkanians see nothing wrong with it. They perceive it as their form of societal balance. Both parties must shown restraint respectively. A ruler cannot rule over those who do not wish it and those ruled cannot allow tyranny to overcome them. These archaic laws surrounding this system have survived millennia because they achieved a societal consensus when they adopted the Jo'Dai religion. Without this mutual understanding, Arkanian society will fall back into a renewed age of infighting. Therefore the monarchy has become a pillar of Arkanian society and the Arkanians will protect it dearly and will retaliate when their Kings and Queens are insulted. Although in the Age of Seven Kingdoms a strong caste system was present, this has largely changed with the rise of the High Kingdom. Every individual citizen swears loyalty to the High King and not to any Lord in between like in the old days. The nobility however remains intact and instead form the basis of the Royal Council who help administer and protect the Arkanian High Kingdom. Many of these Lords serve as the High King's representative and are what some consider to be the local government. They have in fact a fief in all but name and are proud families who serve as an example to the local populace.
 
[Image: Royal-palace.jpg]
The Royal Palace in Srinziz, the capital of Arkania.
What makes the Arkanians so legendary, is their martial arts. They have a similar fighting technique to the Jo'Dai's Mutai called the Nauku'k Thomixeu or Weirding Way, but at its core it searches to find the inner peace of the user. It requires total control over once body and then letting the mind flow through it in conjunction with the body. These martial arts were originally intended to overcome opponents, but have been seen as a form of art since early Arkanian history. The Arkanian heavily invest time in their fighting techniques and as a result their fighting techniques have become elegant and swiftly. Outsiders often describe Arkanian duels as dances as the opponents fight with such elegance and utter precision. These fighting techniques are very costly for Arkanians as they require enormous amounts of energy to sustain for long periods of time.
Some schools of Arkanian martial arts focus on the elegance of battle rather then winning it such as the Vuzue'l Xuke. To them, its most important to maintain the elegance in battle while defending yourself until the opponent is worn out. These competitions have become popular in Arkanian society and culminate in the Great Duels. The Great Duels happen once every seven years and take about three months. This free for all competition accepts all willing Arkanians to perform. This competition takes so long because Arkanians can fight nearly a whole day in these tournaments. When duellists can fight for an entire day, they are seen great warriors. But if both can hold off the enemy for two days, they are immediately considered for a place in the Arkanian Royal Guard and receive a lifetime status as a Great Champion. This has occurred only six times throughout Arkanian history.
Every Arkanian exercises some form of martial arts in their process of waking up. It is believed that no Arkanian is truly awake before shedding a bit of sweat. Arkanian working tends tend to be shorter than most standards to encompass these rituals. It is believed that these rituals increase productivity throughout the day.

Aside from combat, the more artistic natured Arkanians spend a lot of time on poetry and calligraphy. Often drawing similarities with combat. Every 8th day of the week, poetry is read all over the markets in cities. Poetry in the equatorial regions tend to focus more on the unknown and what might be, while in the polar regions, they relate to hardship and perseverance. The Arkanian language, Arkanese, is also perceived as a beautiful and elegant language to listen to. The Arkanians have soft voices and speak in a very controlled and calm manner. The rhythm both in their day to day language and poetry are quite melodious and have ebbs and flows. Many outsiders tell stories that they never felt such peace and calmness when they witnessed these weekly poetry markets.
Many warriors tend to perfect both their martial skills as well as their poetry skills. They often use it to put their feelings and philosophies in battles in perspective.

The Jo'Dai Order has heavily influenced Arkanian culture. Aside from religion, the Arkanians have also adopted the peaceful ways that come with. Rather than focusing on conquest and glory, the Arkanians now work towards perfection. While combat still is a huge part of their lives, it now serves to bring them inner peace and control over their body. The Arkanians seek to preserve their societal peace on their homeworld and its moons. While the Jo'Dai preach to search out injustice and evil, the Arkanian society aims to create a bastion where evil cannot take form. This is done through the Juo xiu Zekru or Conduct of Honour. A series of codes which dictate how any Arkanian should live. Because of these rules Arkanians have an honest blunt nature often telling what they have in mind in all circumstances and is heavily endorse by their educational system. These ancient inscriptions, which were a fusion of Arkanian and Jo'Dai teachings, are preserved by the Council of Honour who serve as the upper judicial branch of the Kingdom. When crimes are comitted, the Council of Honour will serve as the judge. Though it almost always will result in either death or exile. While the death sentence is rarely given and only for the most gruesome atrocities, the result is nearly always the same. The criminal will face death by combat and whether how much he or she puts up a fight shows how much honour they still have left in them. For only Ashla is believed to truly redeem such a criminal. Like the morning rituals, the Arkanian must sweat before he or she can enter the afterlife. 
Practical alliances do exist with the Jo'Dai Order. When the Jo'Dai face larger threats that require large scale invasions, the Arkanian military steps in. On few occasions the Arkanians sent an entire Battlegroup in similar cases when they helped defeat the Zeltrex Pirate Queen Analosa. Though these large scale operations are few and far between in history.
Arkania also holds one of the few active Jo'Dai Enclaves. This Luzu Enclave came to be as the result of the first Jo'Dai Watchman of Arkania, Krala Resh. The Watchman of Arkania is tasked to supervise the peace on the planet. While this wasn't really needed on Arkania per se, it was a show of good faith between the two parties. Jo'Dai Knight Krala Resh, with the approval of the Jo'Dai High Council, began to actively train and recruit members into the Jo'Dai Order. Arkania thus became an extension for the Jo'Dai Order and Younglings pass through Arkania on their way to Thrallum. This is to show them what societal peace looks like and what they must achieve in their quest for justice.
 
[Image: Zeva-Nassu.jpg][Image: Crala-Resh.jpg]
Zeva Nassu, the first Arkanian Jo'Dai, wearing Axiun gauntlets and her Apprentice, Krala Resh, the first Watchman of Arkania.

Arkanians have also proven to be highly inventive species. Their technology is known for its elegance and reliability in the Tiyanki Territories. This however comes at a cost of complexity and secrecy. Arkanians keep essential details on how technology works a secret from outsiders. This is to keep knowledge away from those who seek to do harm. The Arkanians also find a certain beauty in making complicated things. Systems upon systems that can work in conjunction with one another nonetheless. However this elegance is also shown on the outside as they often give refined twisted carvings on the outer layers of their works.
Arkanian weaponry is a direct result from their cooperation with the Jo'Dai order who entrusted knowledge to make such weapons. The most famous example of it is the lightsaber pike used by the Royal Guard. However, not all their weaponry knowledge comes from the Jo'Dai Order. This has also led to the Arkanian Lightsword. This plasma infused weaponry is unique. It serves a direct continuation of the traditional Arkanian Xukuxu Sword, which is similar to the ancient human katanas. The infusion of plasma give the sword new capabilities such as creating a plasma bolt with the right jerk. This give the sword a limited ranged ability, but the created plasma bolt is quite unstable and will disperse into thin air after about ten meters.
 
[Image: Arkanian-Tech-Sword.jpg]
An Arkanian Lightsword, a two handed weapon favoured by the Arkanian military.

Txan contains beskar ores which are used to make Axiun metal, a rare lightsaber resistant substance. The process of refining the ores into metal is extremely complicated. Once the plating is done, technological hardware is incorporated into the armour to disperse and absorb energy from incoming attackers. Only the few Axiun Forgemasters know these processes. The Royal Guard's Axiun shield are the most famous example of it. Typically Axiun gauntlets are made for Arkanians or even outsiders who have proven themselves towards the Arkanians. This gift is considered the highest possible reward for an Arkanian as it prevent the user's hands to be cut off, the highest disgrace for an Arkanian. Is symbolizes the backing of the Arkanian people for that person.
GeneTech is what the Arkanians call their bio-engineering capabilities. Being genetically engineered themselves, they retained some of that knowledge and have grown to master it. The Arkanians will happily cure anyone of genetical diseases, but a strict rule set is maintained to prevent genetic augmentation. The Office of Bioscience under the Department of Technology supervises all medical interventions.
Arkanian hyperdrives are also renowned in the Tiyanki Territories. This is because their hyperdrives have a longer life expectancy than most others in the region. While also slightly faster than other hyperdrives, they also offer some protection to other hazards within the Expanses and offer more precise entry points to realspace. They are able to calculate new hyper routes in the ever changing Expanses, though this takes considerable time. Jo'Dai ships to Thrallum will often use these hyperdrives to find their way back to the planet.

Appearance
Arkanians have their distinct white hair and eyes which sets them apart from humans. While they may interbreed without problem with humans, the Arkanian genes seem to be dominant in most cases. The exception being the Polar Arkanian's skin colour and their slightly pointed ears. This different skintone came as a result from less sunlight in the polar regions. The pointed ears however, appear to be a result from previous genetic manipulation before they settled on Arkania. However, these pointed ears have grown smaller and fewer in numbers over the ages.
Arkanians are at the same stature as humans, but can live up to 350 standard years. They also have heightened reflexes and above average strength. These are all results from genetic tampering from before their arrival on Arkania and the planet's own elements.
Due to their daily physical training and nutritious diet, the Arkanians tone their bodies to near perfect beauty. Especially Arkanian women are often considered to be angels throughout the Tiyanki Territories. Often leading to even more mysticism around their species. It's their cultural belief that the body is the result of their mind. Because of this belief, they view obese beings as repulsive and inferior. Arkanians will proudly boast that there has never been an obese Arkanian.
 
[Image: King-Oldem-Sorr.jpg][Image: Queen-Zara-Zish.png]
High King Oldem III Sorr and High Queen Zara II Zish, both respectively a Equatorial and Polar Arkanian.

Polar Arkanians can also be seen wearing blue tattoos. These have an ancient origin from the ancient Arkanian Kingdom of Polxuve as a rite of passage. Both male and females have these self made markings which remain there for life. Names and such are forbidden to be engraved unto one's body as their actions should speak for themselves. The markings represent the finesse and artistry of the Arkanian in combat and must be earned through it. Different styles exist. Some are more symmetric and blocky than others who are more curvy and fluid. These marking remain a popular feature to this day in the city of Polxuveand the polar regions.
 
[Image: Tattoos.png]
A female Polar Arkanian with blue markings.

Naming
Arkanian naming system follows a certain rule set. One or two syllables are most common, though exceptions do exist. Although female names ended with the letter "u" in the Age of Seven Kingdoms, nowadays those names end with the letter "a". This is one of the few changes that has happened throughout Arkanian linguistic history. The letter "c" also doesn't appear in the Arkanian language nor their names.
Like in most cultures, the children of the family will bear the family name of their father. Wives however, maintain their family name upon marriage. Family names have become a point of great pride in most Arkanians who will speak of the great acts of their forefathers.

OOC Note:
Useful link for inspiration of names: Arkanian names - Star Wars (fantasynamegenerators.com)
Language: Coruscant Translator at MyRPG.org by using Echani language and switching "q" with "th".


Government
The Arkanian government is unique compared to large star nations. The High King holds absolute authority, but the people live very comfortable and free lives. The High King leads the Arkanian Royal Council which handles daily affairs of the star nation. The Council is then split up into different Department which each are lead by a Magistrate. In total there are seven of these Departments: the Treasury, Department of Education, Foundation, Agriculture, Trade, Technology and Lunar Affairs. The Treasury deals with the Kingdom's and the High King's finances as they are one and the same. The Department of Foundation supervises both infrastructure and industry. The Department of Technology is further divided into Offices which relate to certain areas of the sciences. The Department of Lunar Affairs work with everything the moons of Txan and Ashlar through their respective Viceroys. Any forms of foreign policy is the High King's responsibility, though this rarely happens formally with outside star nations.
Aside from the Departments, there are also two councils: the Council of Defence and of Honour. The Council of Honour serves as the judicial branch who preserve order according to the Juo xiu Zekru or Conduct of Honour. The Council of Defency is the council consisting of the highest ranking members of the Arkanian military. These being the Knight Marshals and the Battlemaster. They are responsible for the defence of the Kingdom and its allies. Together with the High King, they decide whether the Arkanian Armed Forces are deployed when aid is called upon. They maintain a strict defensive stance and don't prioritize any sort of exploration, this happens very slowly, but is mostly done by the Jo'Dai allies. 

Although by law the High King controls everything, local government exists through the Lords. While there is no real power structure that sustains it legally speaking, a societal agreement between the Lords of olds and the High King exists. This agreement being that the Lords will do whatever the High King commands and enforcing their decisions and laws without question. A deep sense of obligation is instilled in the noble houses to obey the High King This harmonious balance came with the influence of the Jo'Dai. Each stratum of old must do their part to maintain peaceful cooperation. Even if the laws don't dictate it. It shows the Arkanian belief that the spirit of the people transcends the need for laws.

While the Watchman of Arkania doesn't hold a real place in the Arkanian power structure, the role is a highly respected one. In times of trouble of uncertainty, the Jo'Dai Watchman serves as an advisor to the High King. The Watchman also serves as the Chief Master of the Luzu Enclave on Arkania, supervising the training of Arkanian Jo'Dai alongside their Watchman's duties.

Military
The Arkanian military is renowned for its prowess and serves as a vanguard for its territories and allies. While there exist only few real alliances with isolated agricultural worlds near Arkania, the Arkanian military also aims to protect the fauna of the Tiyanki Territories from outside hunters. The main focus of the military is to protect those who are in need of it. Be they sapient or not. Although there is no real distinction between the navy and army, they do posses different titles for the job. The Arkanian military is small compared to many other star nations, but that's because they favour quality over quantity. Not only is tremendous training required, but the armed forces are entrusted with top of the line technology that offers tremendous protection for its wielder. Arkanian casualties are few and far between and they will go through great lengths to recover their bodies and armour. While the act of dying in the line of duty is seen as the most glorious act an Arkanian warrior can do, Arkanian tradition requires their bodies to be burnt. This is also done to prevent Arkanian technology to fall into the wrong hands.
Ashlar is moon where the nature is most harsh. Ranging from freezing harsh winds to near boiling temperature. The Arkanian Ground Forces are faced with these harsh conditions to further strength their body and resolve.

[Image: Ranks.png]
The Arkanian Command structure of the Armed Forces.

Ground Forces
To this day the Arkanians favour melee combat. They are trained in multiple forms of combat, from knives, to swords and pikes. However the Arkanian Lightsword is the most standardized and used weapon in most operations. Arkanian officers also like to lead by example and prove their zeal in battle. This is a huge morale boost for the fighting forces. In terms of transportation, the Arkanians prefer the Thalgu as a mount. They armour these beasts up and form a fierce cavalry unit. Though they certainly have the capabilities to transport soldiers through aerial transportation, this is kept at a minimum. Going on hours at an end on foot or on a mount is perceived as part of the challenge of a battle.
They have a significant distaste for ranged combat and will go through great lengths to close the distance with their enemies. The Arkanians don't have any artillery for this reason. To do so, the Arkanians have used their technology to strengthen their ancient hoplite tactics. The Arkanian military doctrine dictates that soldiers must move as one unit. Only on the command of their officer will they draw up their swords and break formation. This tactic is heavily favoured by the Arkanian Royal Guard which consist of one Cohort which consists of the most elite warriors of the Kingdom. The lightsaber pike also has the option to fire plasma bolts through which the lightsaber comes from.
 
[Image: Arkanian-Royal-Guard.png]
The armour of Arkanian Royal Guard Knight Captain with an Axiun shield, the pinnacle of Arkanian combat prowess.

Naval Forces
The Arkanian navy, like the Arkanian ground forces, are an elite fighting force. While at its foundation it was seen as the less nobler way of fighting, the Arkanians have adapted to make it just so. The majority of their ships are smaller vessels such patrolcraft and frigates who can easily and swiftly deal in anti-piracy campaigns. The navy however also has larger ships. The key to their success is their technology. Arkanian ships are filled with Arkanian technology that strengthens both their offensive and defensive capabilities. Arkanian ships have strong shielding and nano-infused hull plating that automatically repairs small ruptures in the armour of the ships. Arkanian weapons are largely plasma based, forcing the Arkanians to fight closer to their enemies. Due to this application of nanotechnology, Arkanian ships can successfully complete multiple ramming attempts without damaging the ship too much. To do so successfully, they have Arkanian hyperdrives, which allows them to safely enter realspace closer to their enemies. Arkanian ships also have very fast sub-light engines which they use to twirl around enemy ships in near swarm like manners. Making dozens of runs close to the enemy ships in the hopes that the enemy weaponry won't be able to fire on them. This approach has lead the Arkanians to not have any real cruisers, instead using real large ships which act as a distraction and can take serious beatings while the smaller vessels and strikecraft finish of the enemy vessels.
 
[Image: Patrolcraft.png][Image: Destroyer-1.png][Image: Frigate.jpg]
A Vupuo Kiureu'k-Class patrolcraft, a Izxex Ljinou'k-Class destroyer and a Thuloxeth Xukuxu-Class frigate.
 
The Arkanians, seeking an honourable way to fight in space, also focus on carrier tactics. The smaller strikecraft use the same tactics as the smaller vessels: up close. The carriers then proceed to draw attention and eliminate the larger elements of the enemy fleet. Strikecraft are optimized for sub-light fighting and come with shielding and heavy weapons. They serve as multirole vessels that can be used for a multitude of roles. They don't have their own hyperdrive however and are required to return to their carriers. Even Arkanian tradition is taken into account as when ships are destroyed, a small explosive system within the cockpit explodes effectively cremating the pilot. Arkanians will however leave any strikecraft behind and never retreat before being sure they haven't forgotten any pilots. 
 
[Image: Strikecraft.jpg][Image: Carrier.png]
A Jiupoex Xuteth-class strikecraft and group of Zluo Lizixuz'e-Class carriers.

The bulk of the Arkanian fleets are their Star Defenders. These 3 km long dagger shaped ships are sturdier and can take heavy beatings from enemy vessels. They serve as a symbol of hope. That of an Arkanian sword coming to bring justice or liberation. To signify this, the Arkanians decided to build a large flagship that can easily transport up to an entire Theatre and serve as a forward operating base for when the need arises. This 23 km long behemoth is the pinnacle of Arkanian engineering and has served the Kingdom for 2.6000 standard years. This ship will however come up close to enemy vessels as well. Often using ramming tactics against smaller vessels. These larger vessels also carry large detachment of Ground Forces who are then used as boarding parties. These boarding parties however are inserted into other ships by a tether that cuts through the enemy vessels armour and allows the Arkanians to fight the enemy on their preferred field.
 
[Image: Battleships.png]
The Nzleth Xijiku'k-Class Star Defender 
 
[Image: Flagship.jpg]
The flagship of the Arkanian Armada, the Zeal of Zeva Nassu.
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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