Avalas
03-09-2007, 07:28
Holy Empire of Avalas
Population: Estimated two hundred million.
Age distribution (%): 0-20 55%; 21-58 43%; 59+ 2%;
Racial Groups: Human - 100%
Languages: High Gothic (Official.) Low Gothic (Variant.) Trade. (Diplomatic.)
Religions: Church of Avalas / Church of Man - 98%
Geography: Estimated Ten Million Kilometers Claimed For Development
Location: Charon I, Open Cluster M36, Perseus Arm.
Topography: Terrestrial Planet.
Dominant Trait: Semi-Arid Taiga.
Recessive Trait: Arid Tundra
Capitol: Tintibulus
Government Type: Theocratic Republic
Head of State: Church of Avalas & G.A. Inc. Board
Industries: Mining, Lumbering, Oil-drilling, Arms manufacture, Vehicular
Manufacture, Healthcare, and Agricultural Development.
Agricultural Makeup: 35% Roots, 15% Cereals, 50% Livestock/Fish.
Exports: Raw or Precious Minerals, Lumber, Arms, Oil, Automobiles and Pharmaceuticals.
Imports: Foodstuffs (Grains, Cereals, Roots, Spices, Livestock.) - 60%
Machinery (Drills, Assembly-Lines, Rigs, Generators) - 30% Other (Military Equipment, Entertainment Technologies, Fuel Cells) - 10%
Division of Labor: 33% Agricultural Development. 57% Industrial Development. 10% Civil Support.
Currency: Cube ( Tin, Brass, Silver, Gold. ) 1$ USD = 24/6/1/.17
Life Expectancy at birth : 52
Education: K10 Mandatory. K12 Expected. 2 Year Military Academy Mandatory. College Expected.
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National Animal: Tintibulus Rakshasa
National Motto: "With unity comes harmony."
Founding Date: December 6, 2578
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History: History: Situated on a planet only just barely near enough its dying star to support any manner of life, the citizens of Avalas are a diligent, even overzealous, people. Originally intended as a feat of vicious corporate expansion, Avalas' icy surface was once host to a wide variety of industrial developments. Founded during a global economic depression upon Earth by a handful of individuals heading the most successful companies, its earliest years were marked by a profound economic stability which nurtured an unprecedented level of infrastructure. The colonies of Avalas continued to thrive in this fashion for hundreds of years, outliving the collapsing foundations of their homeworld, and giving rise to a so-called "Golden Age" that fostered countless new developments in both technology and philosophy.
They were ultimately, however, victims of circumstance. Though having had long-term access to a great wealth of ores in every imaginable color, flavor, and combination, the hostile sub-arctic climes were at the turn of a new, and thus far unpredicted, season. In a shift of paradigm as sudden as it was radical, the steady, if not welcoming, weather patterns of Avalas suddenly fell into a nearly perfected state of uniform permafrost. With only the most remote locals left habitable, the unprepared and unwitting - That is to say, the vast majority of the populace - fell into a short-lived anarchy, before their eventual demise. Those that survived, either in their rural and backwater establishments, or in the ethereal ruins of abandoned cities, were forced to endure two millennium at the beck and call of the elements as a shattered and blasted society.
Ridden with internal feuds over the dwindling resources, the Avalas colonists quickly divided their numbers time and time again, until only a measly number of 'clans' remained, scattered amongst the farthest reaches of the globe. In this state of living, humanity's scarce numbers gave way to a mode of thinking that epitomized the value of the individual towards a unit; a belief argued to be the most important factor in the continued survival of the species until the eventual thaw of the planet.
Heralded by modern historians as the 'Reunification,' the seasonal change brought about the reinvention (read: salvaging) of advanced computer sciences, and thus, the internet. Allowing for world-wide communication, the segmented clans with their shared beliefs were almost immediately forged into a single alliance at the parliament of Tintibulus.
Thenceforth regarded as the planetary capitol, - And, arguably, the only city worth noting - Tintibulus, one of the most intact relics of their prior achievement, has once more seen intensive human activity. Governed by their sense of self-importance and contribution to the 'whole', the people of the springtime world abide by strict, even militant, guidelines. Seeing their duty to the race as religious paramount, the prime citizen is hard-working, masochistic, and ever-vigilant to the interests of Avalas' natives.
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CULTURE: Avalas' culture is seen strongest through its military presence. With fully sixty percent of its national population in the T.A.F (Tintibulus Armed Forces), little escapes government control. This is not to say, however, that the entire populace is mobilized for war. Much of the military presence, in times of peace, exists solely for community support. Driven by a divine responsibility to the people, the great majority of these government employees are content with their station, and are unlikely to see combat.
Unfortunately, regardless of unifying ideals and a strong central government, the nation of Avalas still holds a number of feudal ideals. Namely amongst these is the private sector's capability of seizing vast amounts of property, and developing it under their name. While technically all belongs to the Exarch of Tintibulus, the companies who oversee these constructions often levy taxes on those within. A common practice is for a private industry to construct a road, then establish toll-booths along it towards a popular area. The only mitigating factor against monopoly is the fact that super-corporations are encouraged to tear one another down, often through use of force.
To this end, Avalas can often be considered a theocracy with a loose tendency towards a republic. To become an 'official' not designated by the Exarch - even by proxy - is to hold brief and temporary status, writing laws of which must be structured around decree, rather than the typic inverse. And though the nation proves fragmented in times of peace, they are inseparable in a state of Total War, wherein the Exarch steps down from his lofty seat of a God-Figurehead, and galvanizes the loose and far-flung empire into a single-minded, well-oiled, machine.
Cunning, courageous, and driven, the people of Tintibulus and its satellite-states are intensely dedicated, if not to themselves, than to their glorious ideals.
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NOTABLE TECHNOLOGY: Gifted with mineral-rich landscapes, and unspeakably vast deposits of valuable ore, Tintibulus has been the site of technological development ever since its reconstruction; and nuclear energy is a staple throughout.
Sadly, it has only been established for so long, and though blessed with such access, too little time has passed for any serious thought to be put into a new, groundbreaking, development. For this reason, other races are quick to call its people 'crude' due to their lack of advancement. In particular, their 'crippling' lack of access to Hyperspace travel and energies.
Nonetheless, any shortcomings of their finesse and understanding are made up for in full by their robust, cost-heavy, designs and clear results. The natives of Avalas were never much into dawdling over theory.
NUCLEAR ENERGY: Avalas, while still struggling with the application of Cold Fusion, has easy and widespread access to an older method simply referred to as 'Light fission.' Akin to the ancient methods of deriving nuclear energy, Light Fission produces a dependable source of energy in a safe fashion. Though equally dangerous by right of raw exhaust, radiation released throughout the reaction is minimal, as any sufficiently heavy particle will suffice for Light Fusion.
MAGNETIC FIELDS: The trademark technology of Avalas, magnetic technologies have been heavily researched and developed throughout its establishment. Its expertise with these energies is highly renown, as many advancements - such as the classic 'shield', rely heavily upon them; a prominent trait that stretches throughout the empire.
GRAVITATIONAL MANIPULATION: Discovered by the zealous development of magnetic technologies, the Tintibulus Government has utilized their rough manipulation of existing gravitational fields to solve the dilemma of inter-stellar travel. Erecting fantastic gates at the fringes of its planets, these devices (now known as 'Acceleration Gates') operate by essentially hurling a vessel towards its destination, while minimizing external interference. When the designated object nears its destination, it affixes itself to the nearest meaningful gravitational field, weak though it may be.
ION MANIPULATION: Typically used for finite or short-distance propulsion, the ion-drives used by Avalas vessels are ridiculously scaled-up versions of their more 'normal' cousins. Drawing upon the nearly limitless energy afforded to these same vessels, ion-drives can match, if not outdo, standardized, ignition based, propulsion.
QUANTUM MECHANICS: Is a field largely left unexplored by Avalas. Utilized solely for the purpose of faster-than-light, secure, communications and computing, only minimal government funding supports any future advancements.
THE OBSERVATORIUM: Built out of a behemoth of an asteroid, The Observatorium is one of the few technological advancements noteworthy of other races. A computerized monolith equipped with thousands of arrays in every conceivable strength, sensitivity, and type designed to monitor the entirety of the Milky Way and its neighbors. The Observatorium is the pinnacle of Avalas' information network, and is the little-known crux that keeps the empire together. For this reason, it is always heavily guarded.
THE GRID: A largely theoretical application of the unified field principle, "The Grid" is an as of yet unexplained phenomena that allows electrical discharge into a bizarre 'non' or 'sub' space that can be received a distant, physical, receptacle in remarkably short time. Multiple uses are being researched at the time-being, though no solid advancements except for the transfer of energies (translated into the unifying of local capacitors) has been made.
BATTERIES: The single, most-important, crux of Avalas' success as a galactic force is its unique method of storing energy. Though every race and nation has its particular methods, the designs used here are a closely guarded secret. Appearing as golden-bronze cylinders packed with a curious metallic compound of 'smooth' honeycombs, and tipped with three, twisting, appendages on either end, these devices are capable of storing mythical amounts of energy within them.
It isn't certain as to why this is so, but there seems to be a strong emphasis on the precision of the designs at their tops and bottoms. Manufactured solely by hand, these attachments somehow improve capacity exponentially. This yet unexplained phenomena has yet to be recreated by foreign scientists.
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NOTABLE FIGURES -
KYOUKA - The absolute and unquestioned head of state for Avalas, Kyouka is the present Exarch of Tintibulus. One may equate his rule with papacy for comparison.
DURNSK - "Durnsk" is a prominent last name that features heavily in the Tintibulus Armed Forces. First publicized by Christopher Durnsk's bold and effective tactics against mass crowds and riots, the name has come to refer to any member of the man's children or immediate family - for all of them are said to possess a great measure of military skill.
CHRISTOPHER DURNSK - The first to hold a torch to the family name, Christopher is perhaps the most renown figure in Avalas outside of Empire space. Famed for spearheading inquisitorial crusades and efficiently subduing otherwise seditious environments, this man serves as Kyouka's most immediate military solution to Foreign Affairs. He is presently one of the one hundred and ninety-two Templars even remotely inclined towards deployment.
CAITLYN TELESCA - The present wife of Christopher Durnsk, Caitlyn is a ruthless and cut-throat politician with a no-nonsense attitude hidden behind the softness of her makeup, and the pleats of her dresses.
KEVAN DURNSK - Essentially trying to follow in his father's footsteps, Kevan is a strong and intelligent young man with a taste for glory. Though no substantial material has been forced under his belt to-date, Kevan has proven to be an exceptionally cunning tactician and a solid combatant.
AARON DURNSK: The younger sibling of Christopher's children, Aaron is a specimen largely ignored by the media. While serving proficiently in the military out of both Tradition and a sense of Nationalism, he has since been shipped off to Xiscapia to attend schooling at a foreign university.
MILITARY ASSETS - The Following is a skeletal, "Statistic" outline of the available units at Avalas' disposal. The precise rank-and-file may be requested, but is not presently listed after a recent loss.
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INFANTRY: Tintibulus infantry are characterized by their extremely hard-hitting, magnetic-ballistic, weaponry. Often reserved for smaller-class ships, these armaments are capable of trading salvos with lesser vessels - Provided their extremely meager ammunition allows it. Though adept in space by right of their airtight suits, gas-jets, and railgun-esque weaponry, they are at a notorious disadvantage planetside, and those who can operate on the ground are few and far between.
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INITIATE - EXOSUIT TROOPER
ARMAMENT:
EXOSUIT - Airtight, heavily armored, 'shell' placed over a minimalistic space-suit. 5-Day Charge for advanced electronic support. Expensive.
MB20 RIFLE: 22mm. Accelerator-Style projection. Versatile in space, deficient in atmosphere. 35 rounds. Intended for destroying light vehicles and orbital personnel. Semi-automatic.
SPECIAL: Maneuverable in space. Armor-Breach is leaves two minutes before system failure.
ESTIMATED COUNT: 250,000 Soldiers.
INITIATE - DROP TROOPER
ARMAMENT:
BODY-ARMOR: Kevlar draping supports light, alloy, plates over vitals. Moderate protection.
GAR48 RIFLE: Gas-operated Assault Rifle. .48mm, full automatic. 350 rounds per soldier.
SPECIAL: Gas-mask. 3x Hand-Grenades. Powered Bayonet. One in fifty drop troopers is equipped with a 21mm Anti-Tank Rifle.
ESTIMATED COUNT: 100,000 Soldiers.
CLERIC - EXOSUIT TROOPER: HEAVY
ARMAMENT:
EXOSUIT: REINFORCED - Heavier version of the exosuit provides remarkable protection. Hydraulically assisted. Very slow in atmospheric conditions. Expanded inventory. Photo-voltaic cells. Very expensive.
MB20B RIFLE: 25mm. Accelerator-Style projection. Versatile in space, deficient in atmosphere. 70 rounds. Intended for destroying light vehicles and orbital personnel. Full automatic.
SPECIAL: Moderately maneuverable in space. Re-arms and re-charges nearby exosuits. Undamaged, can run for indefinite periods in sunlit areas. Armor Breach leaves three minutes before system failure.
ESTIMATED COUNT: 100,000 Soldiers.
CLERIC - DROP TROOPER - SUPPORT
ARMAMENT:
LIGHT EXOSUIT: Modest plate armor with hydraulic assist. Airtight, but not spaceworthy. 8-day charge on advanced electronic support.
LMG47 MACHINE GUN: Low Caliber Ammunition. Extremely high rate of fire for anti-personnel capacity. 2500 rounds per soldier.
SPECIAL: Provides medical attention to wounded allies. Provides ammunition to nearby allies. NOT FUNCTIONAL IN SPACE. Expensive.
ESTIMATED COUNT: 75,000
CLERIC - MEX TROOPER
ARMAMENT:
MEX Suit - The Mechanized Exosuit boasts vehicular plating and personal shielding for armor, and has enough charge to operate at full capacity for seven days. Prohibitively expensive.
MB30 x 2 - 30mm. Accelerator-Style projection. Versatile in space, deficient in atmospheric conditions. 10 rounds each. Intended for destroying lightly and moderately armored vehicles.
PMB.50 x 2 - .50mm. Accelerator-Style projection. Versatile in space, deficient in atmospheric conditions. 100 rounds each. Intended for eliminating enemy personnel.
SPECIAL - Slightly Maneuverable in space. Almost immobile in normal or high gravity conditions. Difficult to handle in atmospheric conditions.
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SPACECRAFT: The space-faring vessels of Avalas are, like their infantry, characterized by heavy armor and a penchant for hard-hitting, semi-automatic, weaponry. Still dependent upon nuclear reactions for as their primary source of energy output, the Tintibulus Armed Forces are particularly mindful of their ship's structural designs.
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FIGHTER: Light Armor and Shielding. Extremely quick and maneuverable. Can bypass larger shields. Two man crew. Very versatile; can be refit many ways.
ARMAMENT:
PMB28 x2: 28mm Magnetic-Ballistic Autocannon. Used to destroy lightly armored vehicles. Full Automatic, rapid fire. 75 rounds each.
FSPR x 10: Firespear Rockets. Flachette-style detonation inflicts grievous damage to large hulls. Does little against shields.
SPECIAL:
May be refit to transport goods, or boast diferent weapons. Can land on (and launch from) planets.
ESTIMATED COUNT: 23,000
SLOOP: Moderate armor, light shielding. Thirty-man crew. Primary escort and engagement unit. Extremely Versatile.
ARMAMENT:
MBC32 x 4: 42mm. Magnetic-Ballistic Cannon. Used to destroy moderately armored vehicles. 40 rounds each. Full Automatic.
SPECIAL:
Respectable Cargo Bay. Can be refitted to launch drop-pods or missiles. Can land on (and launch from) planets.
ESTIMATED COUNT: 7,500
FRIGATES: Heavy armor, negligible shielding, reinforced hull. Seventy-five man crew. Advanced engagement unit. Very expensive.
ARMAMENT:
IBA3 x 4: 3-Terra-watt beam arrays ionize and magnetically project hydrogen gases. Quickly nullifies shields, disrupts computer systems, and immobilizes ships.Thirty seconds sustainable fire. Sixty Seconds max charge time. Concentrated fire can lead to ship damage.
FSPMM x 80: Minimized Firespear missiles launched from multiple hardpoints. Intended to track and destroy fighters, prolonged fire may damage (or eliminate) larger vessels, though this may not be munition-efficient.
SPECIAL: Can land on (and launch from) planets. Cannot be refitted.
ESTIMATED COUNT: 1,500
TROOP CARRIER: Heavily armored. Moderately shielded. Fast, but unmaneuverable. 150-man crew. Expensive
ARMAMENT:
PBMC3 x 2: Pulse Magnetic-Ballistic Cannon. Intended to destroy encroaching boarders. 75 rounds each. Full Automatic.
SPECIAL: Loads up to 200 soldiers, including drop-pods, or 400 without. Can land on (and launch from) Planets. Up to fifty infantry (One MEX = 5 Infantry) can fire from within. (This gives Troop Carriers the alternate role of serving as 'gunships.' Can Stockpile Ammo or Cargo.
ESTIMATED COUNT: 2,500
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CAPITAL SHIPS: Avalas' Capital ships are often largely automated, serving a predominantly supportive role in the Tintibulus Fleet. Characterized by low crew-counts and computerized functions, most ships in this category are of the passive disposition. Capital Ships are manned almost exclusively by The Clergy.
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CONQUEST: Minor Flagship. Moderately armored, heavily shielded. Unusual armament. 250-man crew. Very Expensive.
ARMAMENT:
FSPMM x 50: Minimized Firespear missiles launched from multiple hardpoints. Intended to track and destroy fighters, prolonged fire may damage (or eliminate) larger vessels, though this may not be munition-efficient.
FSPM x 25: Firespear missiles are an unusual, but highly effective, ship-to-ship solution that drives a fragmentation warhead into a ship's hull; where it explodes to grievous effect.
FSPT x 8: Firespear torpedoes are one of the few explosive weapons heavily endorsed by the Avalas
military. Nuclear-tipped warheads detonate over enemy installations or squadrons. May be utilized for orbital bombing.
ESTIMATED COUNT: 200
GLORY: Automated Repair and Rearming Facility. 500-man crew. Expensive. Very prominent vessel. Commercialized.
ARMAMENT:
EMP: Advanced ion emissions systems barrage enemy vessels with variable charges at ludicrous frequencies, disabling onboard computer systems.
FIRING PORTS: Though traditionally left unarmed, government-owned, military variants of this vessel are usually refitted with long rows of firing ports, allowing up to seventy five soldiers to engage space-faring enemies from within.
SPECIAL: Repairs and restocks ships smaller than itself. May hold up to three thousand soldiers (with drop pods), or 850 crew worth in non-carrier vessels.
ESTIMATED COUNT: 25
TRIUMPH: Automated Repair and Rearming Facility. Advanced Flagship. 2000-man crew. Prohibitively expensive.
ARMAMENT:
ARMAMENT:
MBC95 x 8: 95mm. Magnetic-Ballistic Cannon. Used to destroy heavily armored vehicles. 120 rounds each. Full Automatic.
FSPMM x 100: Minimized Firespear missiles launched from multiple hardpoints. Intended to track and destroy fighters, prolonged fire may damage (or eliminate) larger vessels, though this may not be munition-efficient.
FSPM x 50: Firespear missiles are an unusual, but highly effective, ship-to-ship solution that drives a fragmentation warhead into a ship's hull; where it explodes to grievous effect.
(OPTIONAL) FSPT x 5: Firespear torpedoes are one of the few explosive weapons heavily endorsed by the Avalas
military. Nuclear-tipped warheads detonate over enemy installations or squadrons. May be utilized for orbital bombing. (Aboard the Triumph, these are often deactivated, if present at all - On account of its sensitive cargo.)
FIRING PORTS: Though bearing heavy armament, the Triumph is ill-equipped to deal with prolonged assaults from lesser vessels with its base equipment. Instead, its true offensive potential is only realized when fully loaded with troops. Supplied with nearly inexhaustible levels of ammunition, up to two hundred garrisoned troops may fire at targets from within.
SPECIAL: Repairs and restocks ships smaller than itself. May hold up to six thousand soldiers (with drop pods), or 1700 crew worth in non-carrier vessels. If destroyed, Avalas suffers a drastic morale penalty as a whole.
ESTIMATED COUNT: 5
Population: Estimated two hundred million.
Age distribution (%): 0-20 55%; 21-58 43%; 59+ 2%;
Racial Groups: Human - 100%
Languages: High Gothic (Official.) Low Gothic (Variant.) Trade. (Diplomatic.)
Religions: Church of Avalas / Church of Man - 98%
Geography: Estimated Ten Million Kilometers Claimed For Development
Location: Charon I, Open Cluster M36, Perseus Arm.
Topography: Terrestrial Planet.
Dominant Trait: Semi-Arid Taiga.
Recessive Trait: Arid Tundra
Capitol: Tintibulus
Government Type: Theocratic Republic
Head of State: Church of Avalas & G.A. Inc. Board
Industries: Mining, Lumbering, Oil-drilling, Arms manufacture, Vehicular
Manufacture, Healthcare, and Agricultural Development.
Agricultural Makeup: 35% Roots, 15% Cereals, 50% Livestock/Fish.
Exports: Raw or Precious Minerals, Lumber, Arms, Oil, Automobiles and Pharmaceuticals.
Imports: Foodstuffs (Grains, Cereals, Roots, Spices, Livestock.) - 60%
Machinery (Drills, Assembly-Lines, Rigs, Generators) - 30% Other (Military Equipment, Entertainment Technologies, Fuel Cells) - 10%
Division of Labor: 33% Agricultural Development. 57% Industrial Development. 10% Civil Support.
Currency: Cube ( Tin, Brass, Silver, Gold. ) 1$ USD = 24/6/1/.17
Life Expectancy at birth : 52
Education: K10 Mandatory. K12 Expected. 2 Year Military Academy Mandatory. College Expected.
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National Animal: Tintibulus Rakshasa
National Motto: "With unity comes harmony."
Founding Date: December 6, 2578
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History: History: Situated on a planet only just barely near enough its dying star to support any manner of life, the citizens of Avalas are a diligent, even overzealous, people. Originally intended as a feat of vicious corporate expansion, Avalas' icy surface was once host to a wide variety of industrial developments. Founded during a global economic depression upon Earth by a handful of individuals heading the most successful companies, its earliest years were marked by a profound economic stability which nurtured an unprecedented level of infrastructure. The colonies of Avalas continued to thrive in this fashion for hundreds of years, outliving the collapsing foundations of their homeworld, and giving rise to a so-called "Golden Age" that fostered countless new developments in both technology and philosophy.
They were ultimately, however, victims of circumstance. Though having had long-term access to a great wealth of ores in every imaginable color, flavor, and combination, the hostile sub-arctic climes were at the turn of a new, and thus far unpredicted, season. In a shift of paradigm as sudden as it was radical, the steady, if not welcoming, weather patterns of Avalas suddenly fell into a nearly perfected state of uniform permafrost. With only the most remote locals left habitable, the unprepared and unwitting - That is to say, the vast majority of the populace - fell into a short-lived anarchy, before their eventual demise. Those that survived, either in their rural and backwater establishments, or in the ethereal ruins of abandoned cities, were forced to endure two millennium at the beck and call of the elements as a shattered and blasted society.
Ridden with internal feuds over the dwindling resources, the Avalas colonists quickly divided their numbers time and time again, until only a measly number of 'clans' remained, scattered amongst the farthest reaches of the globe. In this state of living, humanity's scarce numbers gave way to a mode of thinking that epitomized the value of the individual towards a unit; a belief argued to be the most important factor in the continued survival of the species until the eventual thaw of the planet.
Heralded by modern historians as the 'Reunification,' the seasonal change brought about the reinvention (read: salvaging) of advanced computer sciences, and thus, the internet. Allowing for world-wide communication, the segmented clans with their shared beliefs were almost immediately forged into a single alliance at the parliament of Tintibulus.
Thenceforth regarded as the planetary capitol, - And, arguably, the only city worth noting - Tintibulus, one of the most intact relics of their prior achievement, has once more seen intensive human activity. Governed by their sense of self-importance and contribution to the 'whole', the people of the springtime world abide by strict, even militant, guidelines. Seeing their duty to the race as religious paramount, the prime citizen is hard-working, masochistic, and ever-vigilant to the interests of Avalas' natives.
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CULTURE: Avalas' culture is seen strongest through its military presence. With fully sixty percent of its national population in the T.A.F (Tintibulus Armed Forces), little escapes government control. This is not to say, however, that the entire populace is mobilized for war. Much of the military presence, in times of peace, exists solely for community support. Driven by a divine responsibility to the people, the great majority of these government employees are content with their station, and are unlikely to see combat.
Unfortunately, regardless of unifying ideals and a strong central government, the nation of Avalas still holds a number of feudal ideals. Namely amongst these is the private sector's capability of seizing vast amounts of property, and developing it under their name. While technically all belongs to the Exarch of Tintibulus, the companies who oversee these constructions often levy taxes on those within. A common practice is for a private industry to construct a road, then establish toll-booths along it towards a popular area. The only mitigating factor against monopoly is the fact that super-corporations are encouraged to tear one another down, often through use of force.
To this end, Avalas can often be considered a theocracy with a loose tendency towards a republic. To become an 'official' not designated by the Exarch - even by proxy - is to hold brief and temporary status, writing laws of which must be structured around decree, rather than the typic inverse. And though the nation proves fragmented in times of peace, they are inseparable in a state of Total War, wherein the Exarch steps down from his lofty seat of a God-Figurehead, and galvanizes the loose and far-flung empire into a single-minded, well-oiled, machine.
Cunning, courageous, and driven, the people of Tintibulus and its satellite-states are intensely dedicated, if not to themselves, than to their glorious ideals.
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NOTABLE TECHNOLOGY: Gifted with mineral-rich landscapes, and unspeakably vast deposits of valuable ore, Tintibulus has been the site of technological development ever since its reconstruction; and nuclear energy is a staple throughout.
Sadly, it has only been established for so long, and though blessed with such access, too little time has passed for any serious thought to be put into a new, groundbreaking, development. For this reason, other races are quick to call its people 'crude' due to their lack of advancement. In particular, their 'crippling' lack of access to Hyperspace travel and energies.
Nonetheless, any shortcomings of their finesse and understanding are made up for in full by their robust, cost-heavy, designs and clear results. The natives of Avalas were never much into dawdling over theory.
NUCLEAR ENERGY: Avalas, while still struggling with the application of Cold Fusion, has easy and widespread access to an older method simply referred to as 'Light fission.' Akin to the ancient methods of deriving nuclear energy, Light Fission produces a dependable source of energy in a safe fashion. Though equally dangerous by right of raw exhaust, radiation released throughout the reaction is minimal, as any sufficiently heavy particle will suffice for Light Fusion.
MAGNETIC FIELDS: The trademark technology of Avalas, magnetic technologies have been heavily researched and developed throughout its establishment. Its expertise with these energies is highly renown, as many advancements - such as the classic 'shield', rely heavily upon them; a prominent trait that stretches throughout the empire.
GRAVITATIONAL MANIPULATION: Discovered by the zealous development of magnetic technologies, the Tintibulus Government has utilized their rough manipulation of existing gravitational fields to solve the dilemma of inter-stellar travel. Erecting fantastic gates at the fringes of its planets, these devices (now known as 'Acceleration Gates') operate by essentially hurling a vessel towards its destination, while minimizing external interference. When the designated object nears its destination, it affixes itself to the nearest meaningful gravitational field, weak though it may be.
ION MANIPULATION: Typically used for finite or short-distance propulsion, the ion-drives used by Avalas vessels are ridiculously scaled-up versions of their more 'normal' cousins. Drawing upon the nearly limitless energy afforded to these same vessels, ion-drives can match, if not outdo, standardized, ignition based, propulsion.
QUANTUM MECHANICS: Is a field largely left unexplored by Avalas. Utilized solely for the purpose of faster-than-light, secure, communications and computing, only minimal government funding supports any future advancements.
THE OBSERVATORIUM: Built out of a behemoth of an asteroid, The Observatorium is one of the few technological advancements noteworthy of other races. A computerized monolith equipped with thousands of arrays in every conceivable strength, sensitivity, and type designed to monitor the entirety of the Milky Way and its neighbors. The Observatorium is the pinnacle of Avalas' information network, and is the little-known crux that keeps the empire together. For this reason, it is always heavily guarded.
THE GRID: A largely theoretical application of the unified field principle, "The Grid" is an as of yet unexplained phenomena that allows electrical discharge into a bizarre 'non' or 'sub' space that can be received a distant, physical, receptacle in remarkably short time. Multiple uses are being researched at the time-being, though no solid advancements except for the transfer of energies (translated into the unifying of local capacitors) has been made.
BATTERIES: The single, most-important, crux of Avalas' success as a galactic force is its unique method of storing energy. Though every race and nation has its particular methods, the designs used here are a closely guarded secret. Appearing as golden-bronze cylinders packed with a curious metallic compound of 'smooth' honeycombs, and tipped with three, twisting, appendages on either end, these devices are capable of storing mythical amounts of energy within them.
It isn't certain as to why this is so, but there seems to be a strong emphasis on the precision of the designs at their tops and bottoms. Manufactured solely by hand, these attachments somehow improve capacity exponentially. This yet unexplained phenomena has yet to be recreated by foreign scientists.
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NOTABLE FIGURES -
KYOUKA - The absolute and unquestioned head of state for Avalas, Kyouka is the present Exarch of Tintibulus. One may equate his rule with papacy for comparison.
DURNSK - "Durnsk" is a prominent last name that features heavily in the Tintibulus Armed Forces. First publicized by Christopher Durnsk's bold and effective tactics against mass crowds and riots, the name has come to refer to any member of the man's children or immediate family - for all of them are said to possess a great measure of military skill.
CHRISTOPHER DURNSK - The first to hold a torch to the family name, Christopher is perhaps the most renown figure in Avalas outside of Empire space. Famed for spearheading inquisitorial crusades and efficiently subduing otherwise seditious environments, this man serves as Kyouka's most immediate military solution to Foreign Affairs. He is presently one of the one hundred and ninety-two Templars even remotely inclined towards deployment.
CAITLYN TELESCA - The present wife of Christopher Durnsk, Caitlyn is a ruthless and cut-throat politician with a no-nonsense attitude hidden behind the softness of her makeup, and the pleats of her dresses.
KEVAN DURNSK - Essentially trying to follow in his father's footsteps, Kevan is a strong and intelligent young man with a taste for glory. Though no substantial material has been forced under his belt to-date, Kevan has proven to be an exceptionally cunning tactician and a solid combatant.
AARON DURNSK: The younger sibling of Christopher's children, Aaron is a specimen largely ignored by the media. While serving proficiently in the military out of both Tradition and a sense of Nationalism, he has since been shipped off to Xiscapia to attend schooling at a foreign university.
MILITARY ASSETS - The Following is a skeletal, "Statistic" outline of the available units at Avalas' disposal. The precise rank-and-file may be requested, but is not presently listed after a recent loss.
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INFANTRY: Tintibulus infantry are characterized by their extremely hard-hitting, magnetic-ballistic, weaponry. Often reserved for smaller-class ships, these armaments are capable of trading salvos with lesser vessels - Provided their extremely meager ammunition allows it. Though adept in space by right of their airtight suits, gas-jets, and railgun-esque weaponry, they are at a notorious disadvantage planetside, and those who can operate on the ground are few and far between.
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INITIATE - EXOSUIT TROOPER
ARMAMENT:
EXOSUIT - Airtight, heavily armored, 'shell' placed over a minimalistic space-suit. 5-Day Charge for advanced electronic support. Expensive.
MB20 RIFLE: 22mm. Accelerator-Style projection. Versatile in space, deficient in atmosphere. 35 rounds. Intended for destroying light vehicles and orbital personnel. Semi-automatic.
SPECIAL: Maneuverable in space. Armor-Breach is leaves two minutes before system failure.
ESTIMATED COUNT: 250,000 Soldiers.
INITIATE - DROP TROOPER
ARMAMENT:
BODY-ARMOR: Kevlar draping supports light, alloy, plates over vitals. Moderate protection.
GAR48 RIFLE: Gas-operated Assault Rifle. .48mm, full automatic. 350 rounds per soldier.
SPECIAL: Gas-mask. 3x Hand-Grenades. Powered Bayonet. One in fifty drop troopers is equipped with a 21mm Anti-Tank Rifle.
ESTIMATED COUNT: 100,000 Soldiers.
CLERIC - EXOSUIT TROOPER: HEAVY
ARMAMENT:
EXOSUIT: REINFORCED - Heavier version of the exosuit provides remarkable protection. Hydraulically assisted. Very slow in atmospheric conditions. Expanded inventory. Photo-voltaic cells. Very expensive.
MB20B RIFLE: 25mm. Accelerator-Style projection. Versatile in space, deficient in atmosphere. 70 rounds. Intended for destroying light vehicles and orbital personnel. Full automatic.
SPECIAL: Moderately maneuverable in space. Re-arms and re-charges nearby exosuits. Undamaged, can run for indefinite periods in sunlit areas. Armor Breach leaves three minutes before system failure.
ESTIMATED COUNT: 100,000 Soldiers.
CLERIC - DROP TROOPER - SUPPORT
ARMAMENT:
LIGHT EXOSUIT: Modest plate armor with hydraulic assist. Airtight, but not spaceworthy. 8-day charge on advanced electronic support.
LMG47 MACHINE GUN: Low Caliber Ammunition. Extremely high rate of fire for anti-personnel capacity. 2500 rounds per soldier.
SPECIAL: Provides medical attention to wounded allies. Provides ammunition to nearby allies. NOT FUNCTIONAL IN SPACE. Expensive.
ESTIMATED COUNT: 75,000
CLERIC - MEX TROOPER
ARMAMENT:
MEX Suit - The Mechanized Exosuit boasts vehicular plating and personal shielding for armor, and has enough charge to operate at full capacity for seven days. Prohibitively expensive.
MB30 x 2 - 30mm. Accelerator-Style projection. Versatile in space, deficient in atmospheric conditions. 10 rounds each. Intended for destroying lightly and moderately armored vehicles.
PMB.50 x 2 - .50mm. Accelerator-Style projection. Versatile in space, deficient in atmospheric conditions. 100 rounds each. Intended for eliminating enemy personnel.
SPECIAL - Slightly Maneuverable in space. Almost immobile in normal or high gravity conditions. Difficult to handle in atmospheric conditions.
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SPACECRAFT: The space-faring vessels of Avalas are, like their infantry, characterized by heavy armor and a penchant for hard-hitting, semi-automatic, weaponry. Still dependent upon nuclear reactions for as their primary source of energy output, the Tintibulus Armed Forces are particularly mindful of their ship's structural designs.
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FIGHTER: Light Armor and Shielding. Extremely quick and maneuverable. Can bypass larger shields. Two man crew. Very versatile; can be refit many ways.
ARMAMENT:
PMB28 x2: 28mm Magnetic-Ballistic Autocannon. Used to destroy lightly armored vehicles. Full Automatic, rapid fire. 75 rounds each.
FSPR x 10: Firespear Rockets. Flachette-style detonation inflicts grievous damage to large hulls. Does little against shields.
SPECIAL:
May be refit to transport goods, or boast diferent weapons. Can land on (and launch from) planets.
ESTIMATED COUNT: 23,000
SLOOP: Moderate armor, light shielding. Thirty-man crew. Primary escort and engagement unit. Extremely Versatile.
ARMAMENT:
MBC32 x 4: 42mm. Magnetic-Ballistic Cannon. Used to destroy moderately armored vehicles. 40 rounds each. Full Automatic.
SPECIAL:
Respectable Cargo Bay. Can be refitted to launch drop-pods or missiles. Can land on (and launch from) planets.
ESTIMATED COUNT: 7,500
FRIGATES: Heavy armor, negligible shielding, reinforced hull. Seventy-five man crew. Advanced engagement unit. Very expensive.
ARMAMENT:
IBA3 x 4: 3-Terra-watt beam arrays ionize and magnetically project hydrogen gases. Quickly nullifies shields, disrupts computer systems, and immobilizes ships.Thirty seconds sustainable fire. Sixty Seconds max charge time. Concentrated fire can lead to ship damage.
FSPMM x 80: Minimized Firespear missiles launched from multiple hardpoints. Intended to track and destroy fighters, prolonged fire may damage (or eliminate) larger vessels, though this may not be munition-efficient.
SPECIAL: Can land on (and launch from) planets. Cannot be refitted.
ESTIMATED COUNT: 1,500
TROOP CARRIER: Heavily armored. Moderately shielded. Fast, but unmaneuverable. 150-man crew. Expensive
ARMAMENT:
PBMC3 x 2: Pulse Magnetic-Ballistic Cannon. Intended to destroy encroaching boarders. 75 rounds each. Full Automatic.
SPECIAL: Loads up to 200 soldiers, including drop-pods, or 400 without. Can land on (and launch from) Planets. Up to fifty infantry (One MEX = 5 Infantry) can fire from within. (This gives Troop Carriers the alternate role of serving as 'gunships.' Can Stockpile Ammo or Cargo.
ESTIMATED COUNT: 2,500
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CAPITAL SHIPS: Avalas' Capital ships are often largely automated, serving a predominantly supportive role in the Tintibulus Fleet. Characterized by low crew-counts and computerized functions, most ships in this category are of the passive disposition. Capital Ships are manned almost exclusively by The Clergy.
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CONQUEST: Minor Flagship. Moderately armored, heavily shielded. Unusual armament. 250-man crew. Very Expensive.
ARMAMENT:
FSPMM x 50: Minimized Firespear missiles launched from multiple hardpoints. Intended to track and destroy fighters, prolonged fire may damage (or eliminate) larger vessels, though this may not be munition-efficient.
FSPM x 25: Firespear missiles are an unusual, but highly effective, ship-to-ship solution that drives a fragmentation warhead into a ship's hull; where it explodes to grievous effect.
FSPT x 8: Firespear torpedoes are one of the few explosive weapons heavily endorsed by the Avalas
military. Nuclear-tipped warheads detonate over enemy installations or squadrons. May be utilized for orbital bombing.
ESTIMATED COUNT: 200
GLORY: Automated Repair and Rearming Facility. 500-man crew. Expensive. Very prominent vessel. Commercialized.
ARMAMENT:
EMP: Advanced ion emissions systems barrage enemy vessels with variable charges at ludicrous frequencies, disabling onboard computer systems.
FIRING PORTS: Though traditionally left unarmed, government-owned, military variants of this vessel are usually refitted with long rows of firing ports, allowing up to seventy five soldiers to engage space-faring enemies from within.
SPECIAL: Repairs and restocks ships smaller than itself. May hold up to three thousand soldiers (with drop pods), or 850 crew worth in non-carrier vessels.
ESTIMATED COUNT: 25
TRIUMPH: Automated Repair and Rearming Facility. Advanced Flagship. 2000-man crew. Prohibitively expensive.
ARMAMENT:
ARMAMENT:
MBC95 x 8: 95mm. Magnetic-Ballistic Cannon. Used to destroy heavily armored vehicles. 120 rounds each. Full Automatic.
FSPMM x 100: Minimized Firespear missiles launched from multiple hardpoints. Intended to track and destroy fighters, prolonged fire may damage (or eliminate) larger vessels, though this may not be munition-efficient.
FSPM x 50: Firespear missiles are an unusual, but highly effective, ship-to-ship solution that drives a fragmentation warhead into a ship's hull; where it explodes to grievous effect.
(OPTIONAL) FSPT x 5: Firespear torpedoes are one of the few explosive weapons heavily endorsed by the Avalas
military. Nuclear-tipped warheads detonate over enemy installations or squadrons. May be utilized for orbital bombing. (Aboard the Triumph, these are often deactivated, if present at all - On account of its sensitive cargo.)
FIRING PORTS: Though bearing heavy armament, the Triumph is ill-equipped to deal with prolonged assaults from lesser vessels with its base equipment. Instead, its true offensive potential is only realized when fully loaded with troops. Supplied with nearly inexhaustible levels of ammunition, up to two hundred garrisoned troops may fire at targets from within.
SPECIAL: Repairs and restocks ships smaller than itself. May hold up to six thousand soldiers (with drop pods), or 1700 crew worth in non-carrier vessels. If destroyed, Avalas suffers a drastic morale penalty as a whole.
ESTIMATED COUNT: 5