The Kyanges Fact Book. (Work in Progress.)
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Kyanges Fact Book.
(FT: Eshirian Sovereignty.)
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Introduction: (OOC.)
For all intents and purposes, this "Factbook" is intended to be a simple reference guide to various bits of information regarding the Future Tech alias (The Eshirian Sovereignty) of my main nation which I no longer RP as (Kyanges). The information that you find here are mainly "Facts", that I have written down for sometime, have recently expanded upon, and will update every so often. This is the third version of this guide, and there have been a few major changes, most notably the revised organizational format, and a heavily updated military section, which now approaches space forces, ground forces, and more obscure branches in more detail. Most of the random "OOC" bits of information that were once scattered around the factbook have been condensed and written here to avoid clutter, and I believe that the overall "Look" of the book is improved because of that.
Specifications, detailed capabilities of various technologies, and other similar pieces of information are intended to provide an idea of they are capable of only, and are not set in stone. Technologies, numbers, and specifications are all things which I approach on a case by case basis according to RPs. For example, if there is a technology labeled as "Shield ignoring", then I will RP it as such, unless something in an RP negates that capability. One will find that I am generally quite lax on specifics and details provided that a fellow RP'er does not leap out and claim I could not do possess something when it was clearly documented here. Well, enough with my ranting and on with my factbook. Enjoy.
Who are the Eshirians?
From a distant star, and out of centuries of self imposed isolation, a revitalized race has charged headlong into the tumultuous affairs of our modern galaxy, expanding and advancing at a dizzying rate. They are the Eshirians, a race millions of years old, and set on bringing its own vision of the future to the “Savage” races of the galaxy. Thousands of years of seclusion however, have taken an ancient peoples, and bred a race that is seemingly naïve and out of place compared to the more prevalent races of the galaxy.
Despite this, the Eshirians remain confident that there is no problem their science cannot solve, and no debacle their society cannot overcome. Capable in diplomacy, as demonstrated by the many peacefully integrated minor races present within their borders, the Eshirians have rapidly expanded without bloodshed. Defended by a military hammer of extraordinary sophistication and skill, some of the most ruthless and fearsome adversaries have been stared down by the mere sight of their Sovereign fleets. Following a uniquely adaptable and unified social structure, the Eshirians have survived the test of time from every age and the problems they included.
In this new age, the Eshirians have made it clear that they are here to stay, and respectfully ask that all please try not to get in their way.
Territorial Information:
The borders of the Sovereignty have recently expanded into the "Unknown Region" of the Aphotic Galaxy through a massive expansion program detailing over 5 thousand vessels of every type. The program is aimed at expanding Eshirian power and influence abroad, as well as rediscovering and claiming several "hidden bases" of immense power and incredible technology rumored to be scattered throughout the area.
Galaxy: Aphotic/Milky Way
Quadrant: Tau
Number of Regions: 4
Number of sectors: 50
Number of Sub-Sectors: 3,000
Total Number of discovered worlds: 9,000+
Total Number inhabited: 29
Total Number occupied: 400+ (Used for various purposes.)
Current Systems: Sapherion Prime, Sapherion Major, Sapherion Minor, Sac’tec, Maru, Tar’en, Ar’nien, Tau’ni, Enian Minor, Har’tec, Mon, Renthiin, Sal’nen, Lan’oi, Ascinenar, Xien’ti, Ishir, Han’ti, Xeinam, Kyuntar, Ir’enti, Monshirnan, Hunranni, Mantaren, Rein’yen, Tsar’nin, Nantin, Linme, Tsen... More to come.
Key Systems:
Of the many worlds of the Sovereignty, there are some that manage to make a distinct impact unlike any other. From the Home Worlds, to the “Vegas” of space, there is a planet for nearly every quality under the Universe’s ambient radioactive glow. The current list of systems firmly under Sovereign control are as follows:
-The Home Worlds: Sapherion Prime, Sapherion Major, and Sapherion Minor: serve as the three main home worlds of the Sovereignty. Typically Sapherion is shortened to “Saph”, as saying “Sapherion” all the time is a mouthful, Saph Prime is the primary seat of government, and the original system colonized by the refugees of Sac’tec.
General Climate: Saph Prime, Major, Minor, all share orbital paths close to each other. So close in fact, that their gravitational fields affect each other. And as such, they share a similar climate. What makes them unique however, is that they’re paths intersect. This extraordinarily carefully choreographed space ballet is just one of the many traits that caught the attention of the colonists in the “Exodus” era.
-Sac’tec: the original home world of the Eshirian people. Rediscovered in the late 7000’s of the Standard Calender. Now serves as a museum planet, and a major archaeological site for research into the earliest days of Eshirian Civilization.
General Climate: It is recorded in history that Sac’tec was a lush tropical planet with a small temperate band in the upper northern and lower southern hemispheres. However, it seems that history forgot to mention the large nuclear exchange that took place, engulfing much of the planet in radiation and leaving the surface charred as it remains today. Large deserts are the main ecosystem now.
-Maru: a small planet in the Syran System seat of economic power for the Sovereignty. Although, it typically serves the role of pleasure planet, the name has become synonymous with entertainment, or a good time. On occasion, one will say that they’ve been “marued.” , or, “pleasured…” Not exactly the most decent of phrases…
General Climate: Maru is a small world heavily urbanized through the many businesses and industries that dot the surface. Normally this would result in huge pollution. In this case, the recycling technologies and clean energy used helps keep the planet incredibly 100% smog free. The only pollutants are excess heat and limited light pollution.
-Tar’en: A major center of military development, and located in the outer most fringes of the galaxy’s edge. The edge of the galaxy serves as the perfect test site for any weapon, and the Tar’en system it self is barren and expansive. Location of the highly secretive Latebra Scientia Advanced Research and Development Department, this world has been home to some of the most amazing technologies in the galaxy and continues to be the site of feverish development.
General Climate: Tar’en’s climate is classified… As is a great many thing on this world.
-Ar'nein: A world which neighbors the Sapherion system. One of the first worlds colonized by the Sovereignty and now serves a major center of starship construction and development.
General Climate: Ar'nein has remained diverse climates even through its transformation into a industrialized planet. Many of the shipyards orbit the planet instead of being constructed on them.
Government Information:
Since its creation, the Eshirian Sovereignty has always had a strong democratic tradition. Presidential candidates are allowed to run based on stringent qualifications. The Government has always been quick and efficient in its actions and clean in its methodology. It is a Government based on strong ideals that have been established from the Yen Ideals, (See: History) and a commitment to upholding them. The power of President of the Sovereignty is always held in check by various balances, and assures that under no circumstances may any one person, party or group may ever be given full power over the Government.
Capital: Sapherion Prime
Government Type: Constitutional Republic with very strong democratic tradition.
Conventional long form: The Eshirian Sovereignty
Conventional short form: The Sovereignty
Local long form: Aien Tii Kyang Es
Local short form: Esh'ni
Abbreviation: ES
Government Policies:
Economic Policy: Economic growth and market strength are of primary concern. Entrepreneurship and healthy market competition are encouraged. Monopolies are forbidden though large corporations are typically supported. Free trade is preferred, though tariffs can and will be instituted if deemed necessary to protect domestic business, and market strength. Sanctions, and bans on goods and services from any nation follow the same design.
Military Policy: Defense overshadows all other concerns. Overt threats against other nations are almost never made, and war is hardly ever considered. The military is typically mobilized in only in defense of Sovereign interests, including mutual defense pacts, colonial defense, protection of allies, and other foreign entanglements.
Foreign Policy: Foreign policy focuses around protection of Sovereign interests, first and foremost, the protection of the population, and second, the integrity of the border. Empty space surrounding the border is considered Sovereignty Frontier, to be explored and utilized with respect to Sovereignty interests only. Opinions from other nations on Sovereign actions are typically noted and filed away unless it comes from a nation with formal diplomatic ties. Diplomatic action is taken when Sovereign interests are threatened following a small show of military force in the offending area. Should diplomacy fail, stronger military action is taken in increasingly stronger forms until it reaches the penultimate of war itself (An ultimatum.).
Civil Policy: Civilians are granted extensive rights of protection, due process of law, free speech, and others listed in the Sovereignty’s own version of the Bill of Rights. Xenos are assumed to have these rights immediately upon approved entry into Sovereign territory barring special circumstances of criminal activity, or threatening actions taken against the Sovereignty itself. The President also holds the power to remove the rights of any individual without council, though notification is required.
Diplomatic Relations:
The Diplomatic relations of the Sovereignty are carefully regulated by the President, though most presidents have given the Diplomatic Corp a more or less free hand with establishing Non-Aggression Pacts, or Mutual Defense Treaties, requiring only that all dealings of certain types (The list of which is classified.) be authorized by her first. A trip through the the Diplomatic Corp Academy is required of all major officials and higher ranking officers in the military as the nature of their business brings them into contact with new races, cultures, and governments on a regular basis. Throughout recent history, the Diplomacy Corp has proven itself an invaluable department, having negotiated close relations with over five major nations in the past 10 years. Its diplomats, advisors, and other representatives, are regarded as some of the more talented in the sector.
Alliances:
-G.F.F.A. (The Galactic Federation of Free Alliances.)
Allies:
-Huntaer
-New Dornalia
-No endorse
-Gaian Ascendancy
-Einhauser
Societal Information:
The people of the Eshirian Sovereignty hold life, peace, and science all in high regard. Although religion is allowed, there are hardly any devout citizens in the ES. Throughout Eshirian history, there have been several bloody crusades as a new fanatical leader would attempt to convert all into their faith. After about the 300th crusade during the imperial age, religion was banned, and the citizens were brainwashed into the Yen Ideals. Nearly 7,000 years after the imperial age, religion had been reintroduced, although due to various cultural changes, there were hardly any converts, a condition which remains to this day.
Entertainment for the people of the Sovereignty comes in the form of various sports, HoloCasts, scattered PsiBars (Imagine people getting high off of each others Psi energy…), and above all, Anti-Gravity racing. One visiting various worlds in the ES would find the people rather open on matters pertaining to sex, race, or other issues considered taboo, or indecent to speak of in modern times here on Earth. The people are also very open minded and accepting, preferring reason over any immediate judgment, or irrational actions. The children of the ES are also among the most intelligent in the region, and are even capable of constructing a replicator or an AG drive by the age of 7.
Thanks to the incredibly long life-span of the average citizen, and the population's somewhat easy going regard towards sex, overpopulation and overcrowding in urban areas has begun to increase in severity, although thanks to recent purchases in the Galactic Real-estate, the issue is likely to fall from the media’s ever critical attention soon. Immigration is a fairly simple and short process as only a simple brain scan is required to determine one’s history, and other records, including what is the purpose of their visit.
All the Citizens of the ES share a common language, although thanks to various historical projects, older languages used before the unification of the Kyanges and Eshirian nations have been preserved and are used in everyday life. Like any other language, the Common language is sometimes spoken in differing accents varying from region to region however the language and the writing itself remain largely unchanged. Aliens visiting the ES are given Universal Translators loaded with 7 million of the most commonly spoken alien dialects to facilitate their visit.
Total population: 99 billion
Male: 45%
Female: 55%
Population distribution:
-Homeworlds: 1%
-Near Side Sectors: 20%
-Intermediate Sectors: 69%
-Fringe Worlds: 10%
Age structure: "And Falling." refers to the dying out of the older generation. Newer generations have massively increased lifespans.
(Biological age.)
0-14 years: 25%
15-64 years: 40%
65-80 years: 2% And falling
81-100 years: 1% And falling
900 years and above: Exact figures unknown.
Economic Information:
The Economy of the Sovereignty benefits greatly from a bustling and robust industry, and an advanced technologies sector. At the moment, the strength of the economy is the highest it has ever been, and seems poised to grow even stronger. In the past, the economy was set in a very rigid and rather sluggish government controlled environment, with little to no growth in any sectors. After a gradual and carefully planned series of steps which introduced greater freedom and a more open market to businesses, the growth was phenomenal, and the purchasing power parity of the nation jumped to remarkable levels, with many goods that were previously unattainable now were available including certain many advanced technologies that furthered the economic growth of the Sovereignty. Industry in the Sovereignty is also highly developed, with several worlds devoted entirely to the manufacturing of goods and supplies. Various words have also been completely transformed into ship manufacturing plants. While this may give the impression that the Sovereignty can churn out ships like the little toys in those 25 cent machines, this is entirely false. Every single vessel in the ES fleet is highly advanced, and incredibly sophisticated, often taking nearly a decade to complete. As such, the ships of the fleet are relatively few in number, but superbly built, every bulkhead, and weld built to exacting specifications. Such precision is present throughout every industry in the Sovereignty, from the hover cars to the toilets, and continues to be a source of pride for the government and its citizens.
Exchange Rate: 1 Ki = $2.1
Gross Domestic Product Per Capita: $30,283
Total National Production: $77,008,834,619,857
Private Consumption: $50,963,167,988,730
Government Budget: $41,374,364,107,574
Administration (0%): $0
Welfare (2%): $786,112,918,044
Healthcare (6%): $2,358,338,754,132
Education (17%): $6,681,959,803,373
Religion and Spirituality (0%): $0
Defence (26%): $10,219,467,934,571
Law and Order (10%): $3,930,564,590,219
Commerce (13%): $5,109,733,967,285
Public Transport (10%): $3,930,564,590,219
Environment (15%): $5,895,846,885,329
Social Equality (0%): $0
Government Waste (5%): $2,068,718,205,379
Economic Grey Sector: 26.02%
Grey Sector Product: $27,083,532,864,954
Grey Sector Breakdown:
Basic Necessities: 6.11%
Healthcare: 5.38%
Education: 3.39%
Transportation: 4.66%
Luxuries: 6.47%
Recovered Product: $2,572,935,622,171
Worker Enthusiasm: 83%
Government Efficiency: 95%
Consumer Confidence: 88%
Unemployment: 3.37%
Population Growth Rate: 0.23%
Nation Age: 435 Days
Literacy: 100%
National Loyalty (Individual): 56%
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Various races in the Eshirian Sovereignty.
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Eshirians:
Eshirians make up the bulk of the population in the Sovereignty. Most look like those who on Earth, are considered, "Chinese, or Japanese". There are also some more unusual characteristics, which are listed below for brevity:
-Eyes which glow of bright blue when psionic abilities are power up beyond normal levels. (Fighting with psionic powers, mind control, etc. More passive powers, such as feeling emotions, or sense of presence do not cause a glow.)
-A sort of black light surrounds the body when angered, representative of the darker energies that are building up in the body. This energy emanates from the body something like flames in slower motion.
Every Eshirian has a very healthy body, due largely to excellent medical care, and genetic alteration. This leads to Eshirian males having naturally well built physiques, and generally good looks. While females generally have strong yet more slender forms, generally good looks, and all seem to be proportionally yet uniformly endowed...
All are capable of psionic powers to a limited extent, relying on technology, and intelligence to shore up the rest of their natural limitations. Females seem to be in more control of their slightly weaker, yet more precise powers. Males generally have stronger powers, however, they are often so out of control, that is takes far more training to prepare male psionic abilities for combat, than females. The psionic powers were first reported sometime in the last 4,000 years, since then, the abilities have strangely shown little to no growth, although recent efforts have been focusing on why this is, and how to rectify it. These psionic abilities include, but are not limited to the following:
-Faster reflexes up to one microsecond.
-Improved resistance to torture, and mind control. (Although training is still the largest contributor to resistance.)
-Limited telekinesis
-Limited telepathy
-Extremely limited ability to gather psionic energy for use as a weapon. This ability increases with extreme emotional states, typically anger, or sadness.
-Some mind reading ability to those who are unaware, or not actively resisting
-Improved ability to detect the emotional states of others
-Extremely acute perception
The Eshirian's physiology is similar to a standard humans on the exterior only. Internal organs, and certain body systems are substantially different, which in the end, are a double edged sword. For example, while an Eshirian's immune system is far more robust than a Humans'. Problems arise when new medicines are developed, as the powerful immune system essentially kills off, and expels the new foreign materials immediately. However, some medications, such as vaccines, which work off of the natural immune system anyway are just as effective.
The body is also more resilient, and faster, though physically weaker than a regular Humans' due in large part to the extended efforts of genetic manipulation. However, like most anything else, a well placed gunshot in either energy or projectile form will obviously be the end of it.
(It is rumored that a certain program to enhance Eshirian Psionic abilities led to the creation of several seemingly God-like beings of immense power. None of these reports have been confirmed...)
Humans:
The Humans are not the primary race in the Sovereignty, although some may mistake them as such due to the resemblance of the common Eshirian to a human. In comparison to Eshirians, Humans possess greater brute strength but have far more genetic defects due to their lack of experience in manipulating DNA, RNA, Protein, and other essential building blocks. Humans make up less than a quarter of the civilian and military population. Their main capabilities in the Sovereignty are:
-Incredible close combat ability.
-Startlingly degree of adaptability and resourcefulness
-Unusual capacity for pisonics, indicating that they are a race on the verge of unleashing their psionic potential.
The Ascendants:
(This is basically one of our beings that I’ve decided are so powerful, that they shall remain as a plot device rather than a legitimate portion of my army.)
The Ascendants are a number of Eshirians who have undergone a special process that has elevated them to a higher state of being. They are in a sense, our own God-like uber-soldiers, but in the ridiculously high level of enlightenment they claimed to have achieved, the lower Eshirians lost control of them. Instead, the Ascendants made their own little pact not to interfere with the affairs of the lower universe unless absolutely necessary, and now dwell in the upper dimensions.
Some of these Ascendants have greater powers than the others, depending on how long they’ve been an Ascended. Their recorded powers include, but are not limited to:
-Mind reading
-Mind control (On weaker creatures, mind you.)
-Deadly storms of various energies. (What kind doesn’t really matter, just know that it’s meant to be powerful. Once again, actual results of an energy storm attack depend on the circumstances it is being used in the RP.)
-Teleportation to anywhere and everywhere, at anytime, even between dimensions.
-Capability to manipulate time in any way that they see fit.
-Shielding from all forms of attacks
-They can know everything, anywhere, at any time.
-Super powerful energy blasts like those from a DBZ show on steroids.
-Can manipulate existence itself on a whim.
-Yeah, basically uber powerful.
Kentarans
A small and primitive, pre-industrial race on the edge of the Unknown regions, this race bares little resemblance to any known race within Sovereign territory. With four muscular arms, a low bony head, two large legs, and a small armored body, the body structure of the Kentarans is extremely sturdy, and processes great strength. These adaptations would make them perfect candidates to serve as warriors in the Eshirian Military, however, initial contact with their race have been disastrous. Their entire home system has been declared off limits following the realization that the Gods they worship were really a highly advanced, yet hostile race described below.
Ashien
This extremely advanced and powerful race of beings were first encountered immediately following first contact with the Kentarans. Nothing is known of their physical form, indeed, it has been inferred that they are instead pure energy beings, through the immense energy readings found where ever their “bodies” manifest themselves. Although they have made no overly threatening moves towards the Eshirian Sovereignty, their technology has proven to be far beyond the best Eshirians have to offer. Each and every engagement with their “vessels” has ended in disaster. All ships struck by their weaponry have vanished without a trace, and all personnel descend into madness after being struck by their weapons. The Eshirian Sovereignty has declared these Xeno to be among the most dangerous yet encountered, and have warned all civilians unfortunate to make contact to immediately set a course away from Eshirian Space.
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Military.
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The Eshirian Military is a powerful force. One that utilizes some of the most advanced technologies ever conceived. Its Soldiers, and Commanders were all trained and conditioned to the highest degree. Before the collapse the first unified Eshirian nation, the Soverieign Interstellar Republic, it had already gathered an immpressive repuation of professionalism, and efficieny. From the first Eshirian conquest, to it's first, shocking defeats at the hands of the merciless Phantom hoards, and through the hard won victories which sealed the Phantoms away for good, the Sovereign Military has been the guardian of the Eshirian civilization for thousands of years.
Today, as the young Eshirian Sovereignty extends it reach ever farther into the void of space, the Eshirian military continues its proud tradition of excellence, setting a standard of power other nations in the galaxy both fear, and admire.
Military Branches: Army, Navy, ES Marine Corp., Talon SpecOps, and Home Guard. All branches are under command of the Sovereign Space Command, or SSC.
Military Age: 17
Total Enlisted: 30 million
Fighting: 10.5 million (Includes pilots, ship crew, in addition to infantry and armor operators.)
Logistics and Support: 19.5 million
17-22 years of age for compulsory military service, with 36-month service obligation; no minimum age for voluntary service.
Military Regions: Four regions. 2 fleets to each regional command. 4 sectors in each region, with 20-30 sub-sectors in each sector, with one star system in each sub-sector.
Additional General Information:
The Eshirian Military stresses speed, precision, and firepower, listed in order of importance. As such, most weapons and units are significantly smaller, and lighter than their Xenos counterparts though they pack no less punch. Though most units suffer in terms of heavy armor and sheer firepower, their speed and coordination is unmatched on the field of battle. The few units that have been designed to stress firepower have completely outclassed Xeno designs of comparable tonnage, as highlighted by devastating siege cannon armaments, and ability of small cruisers to slice Star Destroyers in half. (TBC...)
Planetary Defenses:
The Systems of the Sovereignty are defended by a complex network of listening outposts, defense turrets, chaotic space generators, extensive planetary shields and countless numbers of men and women ready to lay their lives on the line in defense of the Sovereignty and its people. The Following list details the standard planetary defenses currently in place:
-FTLi fields of all encountered types from wormhole to BS space.
-Phase cloaked mine fields equipped with small maneuvering thrusters.
-"Chaotic Space" fields.
-Upgraded defense turrets to Multi-phasic Energy Cannons, and "Thumper" torpedo turrets placed along the Frontier and in orbit of all planets.
--(Minimum 500 turrets of both types around each world. All turrets are Jump capable to adapt to changing threats.)
-Planetary shielding around all worlds. Shields include a network of generic energy shields, Proton Micro Blackhole generators, and Leaon PPAD shields.
-1 Generic Outpost station every 500 lightyears, and 1 Exas-1 type Starbase every 3,000 lightyears are placed along the expanse, enabling additional forces, and supplies to be brought up the front lines quickly, as well as providing numerous "fall back" areas for Eshirian forces to retreat to if in need of additional firepower.
-Additional defenses to be placed upon completion of listed items.
Above was a mention of a system known as the Chaotic Space Generator. Recently tested, registered with flying colors, the basic system is as follows:
Originally posted in: ES R&D/Construction Thread (http://forums.jolt.co.uk/showthread.php?p=9040167):The "Loop" defense system simply creates an unstable region of space where a vessel or any other object trying to pass will find themselves trapped in a region of un-mappable, chaotic, and inescapable space.
The system is employed at a ship level between two specially modified Shade Class Cruisers. Through a unique system of space-time fluid manipulation, along with FTL interdiction, Dimensional control and numerous other inhibitors, the ship are able to create, from any point in the Eshirian space, a maximum of two regions of chaotic space to trap unsuspecting enemy vessels trying to infiltrate Eshirian space.
(OOC: Anyone who's ever seen the episode of ST: Voyager where they're are trapped in a region they call "Chaotic Space" should have a general idea what this system does, and how hopeless it can be to try and beat it. In the end, ships trying to fly straight and steady will in time find themselves flying in circles. I suppose a way to beat an artificially generated Chaotic Space Region is to go around it entirely, since I can only make two such regions at a time, or to RP having a way to "Iron out" space, set the dimensions "Right", and then try to fly out.
I'd like feedback on this, to avoid having this be instantly branded as a godmod. I personally don't see it as an end all, since technically, while I can trap two massive fleets at once, one guy only has to send a third, and the system is trumped, forcing me to prioritize which enemy fleet or whatever will be stopped by this system.)
Space Force Information:
The Space Fleet receives the most funding out of all five military branches. Most of this is dedicated towards training of officers and crew, as well as maintenance of existing systems. The Navy plays the greatest role in all Sovereign military actions from defending the Frontier, to supporting planetary operations.
List of Eshirian Vessels:
-Behemo Grand Class Ubership.
-Arc Class Medium Dreadnaught (http://forums.jolt.co.uk/showpost.php?p=10080506&postcount=1)
-Savage Class Dreadnaught (http://forums.jolt.co.uk/showpost.php?p=10068901&postcount=1)
-Preamisus Class Battlecarrier.
-ADV Class Battlecarrier.
-Sahade Class Stealth Cruiser.
-Colossus Class Planetary Strike Cruiser.
-Arien Class Fleet Defense Frigate.
-Shade Class Cruiser.
-UL Class Ultralight Carrier.
-(More to be added when the rest are officially "Spec'ed" out.)
Fleet organization of the Sovereign Space Forces (SSF):
Fleet structures in the Sovereignty are generally more “Fluid.”, with smaller components to each fleet constantly mixed and matched to suit the differing circumstances of each engagement. Often elements of one fleet specializing in one form of attack are mixed with elements of a different fleet, offering the entire force new options in strategy led by the best in each method; thus allowing the entire force to be effectively “good at everything.”
Fleets are comprised of one or more of each type of ship. Ship types include, but are not limited to the following types, command, strike, bombardment, supply, and transport types. One task force will be equipped with greater numbers of one or more types of ships based on the standing orders for that task force and its general specialty.
Task Force (TSK): This is the smallest operational deployment of large ships in the SSF, and the name is applied regardless of Task Force makeup. A typical task force is made up of about 10 to 20 vessels specialized for whatever role the TSK is assigned. There are task forces assigned for smaller goals from ship resupply, to covert SpecOps missions.
MinFleet (MIN): A MinFleet is short for Minimal Fleet, and it is the next step up from a TSK, as well as being the most flexible Fleet division due to its "just right" size. They are typically comprised of of 2 to 5 TSK's, each assigned to a differing, yet crucial role in accomplishing a larger, particular goal. MIN's are usually assigned as to larger missions such as fleet defense and planetary crisis response.
Fleet (FL): The Fleet is the third largest operational division in the Eshirian Space Forces. Each basic FL Consists of of 2 MIN's and can be expanded to 5 MIN's. Fleets are typically assigned to demonstrate support or denounce a government or its actions in a particular area. In addition to combating enemy fleets, large battle fleets are dedicated primarily as a show of force, or to represent and clarify Eshirian interests. Other fleets may be made up entirely of support craft as part of logistics support or to provide humanitarian aid to ailing worlds.
Armada (AR): The Armada is simply a larger fleet comprised of 2 to 5 fleets. There are currently no operationally deployed AR's as it is one of the most inflexible operational deployments due its sheer size. The last deployment of an Armada was over 50 Earth Years ago, during the Second "Phantom" Wars.
Fleets:
The fleets listed here are the six most commonly deployed fleets. There are an additional two not listed here comprised of 50 of each ship type. These two fleets are only support fleets, and can safely be marked off as "Generic" fleets with nothing particularly special about them.
Home Guard: The Home Guard Fleet can trace its roots back to the earliest Eshirian Navy. Its purpose has always been, and continues to be the final and best last line of defense of the Sovereignty. Although not quite as glamorous and flashy as some of the front-line fleets, and currently crewed by many green recruits, its reputation for being some of the fiercest and toughest fighters in the SSF has earned it respect from the other fleet's and even the other branches.
Commander: Admiral Lia’na.
Specialization: Overwhelming firepower/Breaking enemy formations.
General strategies: A strategy as a whole, known as “Overkill”, and best characterized as “Using a shotgun to swat a fly.” Compared to other Commanders, Lia’na makes greater use of her dreadnaughts rather than her fighter squadrons. This preference is reflected in the Home Guard’s current fleet structure.
Sample tactics:
-Raid'n Pillage: A quick attack of heavy space artillery targeted against the largest ships in a fleet, typically flag ships or other symbols of pride for the enemy. This is quickly followed by a headlong rush of the half the fleet's forces against the enemy's. Each ship will engage a vessel of comparable or lesser power.
-Tsu-119: A mass assault of siege cannons, while dedicated space artillery vessels move up the “battlefield”. Assault vessels with boarding parties are rushed under cover of available dreadnaughts. Most of the time, this attack is used against smaller fleets.
Ships: 106
-1 Behemo Class Grand Ship.
-5 Preamisus Battlecarriers.
-20 Arc Class Medium Dreadnaughts.
-50 Savage Class Dreadnaughts.
-10 Colossus Planetary Strike Cruisers.
-5 Shield Class Frigates
-10 Shade Class Cruisers.
-10 UL Class Ultralight Carriers.
Total Small Craft Complement: Variable. Typically 20,000+
Near Side Fleet: The Near Side Fleet was established in direct response to the expanding frontiers of the Sovereignty at the time of its creation. Before Near Side, the Home Guard was the sole fleet. However, due to its rapidly thinning deployments, the SSC organized a new fleet to make up for lost “Forward Presence”, as it was called. From that time up till the formation of the Far Side Fleet, the Near Side Fleet took on the role of exploration and representation while also serving as the new front line fleet.
Commander: Admiral Eli Kiusa.
Specialization: Light attack force
General strategies: As the primary exploratory fleet of the Sovereignty, Near Side developed a more reserved approach to situations and such caution is still evident today. Most common deployments include scouting and study of an adversary before any shot is fired and Eli Kiusa herself has sponsored many upgrade programs for various light cruisers. As such, Near Side specializes in extraordinarily coordinated strikes with a fleet structure geared heavily towards scout vessels, and quick attack ships.
Sample tactics:
-Golden Duck: This simple attack involves a few steps. Once an enemy fleet has been detected, the fleet will then deploy a few scouts and fighters. Once the initial force engages the enemy, a mass barrage of space artillery commences while the small vessels engage comparable enemy vessels first, then swarm on larger ships second. Fighter screens are deployed to defend as necessary
Ships: 163
-1 Behemo Class Grand Ship.
-2 Preamisus Battlecarriers.
-5 Arc Class Medium Dreadnaughts.
-10 Savage Class Dreadnaughts.
-5 Colossus Planetary Strike Cruisers.
-10 Shield Class Frigates
-30 Shade Class Cruisers.
-100 UL Class Ultralight Carriers.
Total Small Craft Complement: Variable. Typically 20,000+
Far Side Fleet: Following the continued expansion of Eshirian Frontiers long after the formation of the Near Side fleet, the SSC once again found its defenses stretched too thinly for comfort. And once again, a new fleet was organized to defend the new borders. This time however, the Far Side Fleet was created with a more robust fleet layout geared towards modularity, and a “Plug’n’Play” approach towards fleet structure.
Commander: Commander Shoun’xi.
Specialization: Multi-front assaults.
General strategies: As the Far Fleet was set as a border guard to ever changing frontiers; the fleet has been molded into masters of a multi-front assault. Commander Shoun’xi himself has over seen nearly 3 major conflicts with fights spread across the galaxy. Quite often the Far Side may be attacked as a whole, only to retaliate on multiple fronts.
Sample tactics: The specific tactics of the Far Side Fleet are Classified for unknown reasons, though it is reasonable to assume that they focus on attacking an opponent from multiple vectors.
Ships: 391
-1 Behemo Class Grand Ship.
-20 Preamisus Battlecarriers.
-50 Arc Class Medium Dreadnaughts.
-20 Savage Class Dreadnaughts.
-20 Colossus Planetary Strike Cruisers.
-30 Shield Class Frigates
-50 Shade Class Cruisers.
-200 UL Class Ultralight Carriers.
Total Small Craft Complement: Variable. Typically 20,000+
Hellion Fleet: With the Far Side Fleet being the front line Eshirian Force, its resources were always stretched to cover the rapidly expanding borders of the Sovereignty. To aid the Far Side, the Hellion fleet was organized to provide an auxiliary card with which to deal when the Far Side Fleet was held up elsewhere. The Hellion Fleet became the second most famous fleet of the Sovereign Space Command, and quickly gathered a reputation of being extremely skilled in planetary assaults due to the Far Side Fleet's dominance of the space frontier.
Commander: Commander Kien
Specialization: None. This fleet is a basic support fleet.
General strategies: As this fleet now specializes in crippling an opponent's planetary assets, most strategies center around avoiding enemy space fleets and making a break for the nearest critical planet.
Sample tactics: Tactics of the Hellion fleet are not catalogued for unknown reasons.
Ships: 681
-1 Behemo Class Grand Ship.
-20 Preamisus Battlecarriers.
-50 Arc Class Medium Dreadnaughts.
-30 Savage Class Dreadnaughts.
-30 Colossus Planetary Strike Cruisers.
-30 Shield Class Frigates
-20 Shade Class Cruisers.
-500 UL Class Ultralight Carriers.
Total Small Craft Complement: Variable. Typically 20,000+
Flash Fleet: The Flash Fleet was established in late 5091 as a quick strike force versus the other fleets which were geared towards large scale conventional warfare. Throughout its initial deployments, the Flash Fleet suffered heavy losses due to a failure of the High Command to utilize its unique capabilities effectively. Rather than a quick strike force, old school Admirals sent the fleet out en masse, on full front attacks which always ended in disaster. It took a newer generation of younger commanders to realize the Flash’s true potential. Following a discreet command restructure in 5101, the Flash Fleet quickly became a force that no opponent ever forgot. Striking from nowhere with specialized Sahade Cruisers, the Flash Fleet would cripple an opposing command structure and will to fight within minutes into a battle
Commander: Admiral Jiune.
Specialization: Quick strike/ Crippling, one hit attacks.
General strategies: Flash places heavy emphasis on its fighter squadrons, and stealth cruisers. It fighter kill ratios are among the highest in the Sovereignty at a fantastic 12:1, while its stealth cruiser captains are the masters of infiltration. Most tatics will involve these two elements coordinating joint assaults.
Sample tactics:
-Cloud Cover: Also known as Lien-21, this maneuver involves a full rush of all fighters around a single ship. Cloaked Sahade cruisers then move in, launch a surprise attack, then disappear with volleys of missiles, and massed fighter cover. Drones sometimes replace fighters, and often, an enemy commander will never see the Sahade cruiser. Lien-21 is typically employed against command vessels or other high profile targets following Flash’s specialty.
Ships: 391
-1 Behemo Class Grand Ship.
-20 Preamisus Battlecarriers.
-50 Arc Class Medium Dreadnaughts.
-20 Savage Class Dreadnaughts.
-20 Colossus Planetary Strike Cruisers.
-30 Shield Class Frigates
-50 Shade Class Cruisers.
-200 UL Class Ultralight Carriers.
Total Small Craft Complement: Variable. Typically 20,000+
Iron Side Fleet: The Iron Side Fleet represents the Sovereignty’s first venture into the concept of dedicated Space Artillery. Fol owing the third expansion of the Sovereign Frontier, there was a noticeable deficiency of heavy support of the front line forces in battle. Before the creation of the Iron Side Fleet, each fleet was required to field and maintain its own space artillery support, often resulting in poorly trained and maintained artillery forces which regularly failed in battle. Thus, the Iron Side Fleet was formed in exclusive command of a new breed of vessels which represent the pinnacle of modern Space Artillery Design.
Commander: Admiral Jiune.
Specialization: Long range strategic strikes.
General strategies: The basic strategies of the Iron Side Fleet focus on bringing the enemy within range of its immense space artillery as quickly as possible.
Sample tactics:
-Rounda'bout: This simple tactic involves sending what few close range engagement vessels the fleet possess into combat with comparable enemy ships. The attacks will be on one front, and closely knit. This is intended to the bring the enemy fleet as close as possible, and tightly as possible, making them perfect targets for a large scale bombardment of heavy ordinance from its massive artillery guns.
Ships: 391
-1 Behemo Class Grand Ship.
-20 Preamisus Battlecarriers.
-50 Arc Class Medium Dreadnaughts.
-20 Savage Class Dreadnaughts.
-20 Colossus Planetary Strike Cruisers.
-30 Shield Class Frigates
-50 Shade Class Cruisers.
-200 UL Class Ultralight Carriers.
Total Small Craft Complement: Variable. Typically 20,000+
Shade Division:
The Shade Division falls under the command of the Sovereignty Special Forces Command, or SFC. The SFC oversees all operations deemed beyond the scope or capabilities of regular military actions and standard units. The Shade Corp is a branch under the SFC, and commands a unique force of SpecOps vessels, known as Shade Cruisers. The ships themselves are extremely durable, and equipped with all manners of cloaking equipment, high powered weapons, and FTLi countermeasures. Following the Second Galactic Civil War (SGCW), the Shade Corp proved itself in battle after disabling scores of modern SSDs of the fearsome GE (Under Unified Sith) with only 3 casualties. Keep in mind that the SSD was over 12 times larger than the diminutive Shade Cruisers.
The training Shade recruits undergo is often deemed "Hazardous to sanity" by the Eshirian High Command, and is left at a very low profile. As a result Shade crews, and troops often employ unusual or seemingly irrational tactics, often employing a wide range of subversive stratagems. While the rest of the Eshirian Military holds itself to a higher moral standard, the Shade Corp is often regarded as the one blemish in Miltary's drive for the moral high ground.
Only a few Shade Fleets are active within the Sovereignty, with even fewer elements deployed in foreign space, often without the knowledge of the "Host" nation. Shade activities are never recorded, creating a unique commradery between members as there is no one else who knows their stories. In battle, the Shade Corp strikes quick and fast, hitting at the enemy's weaknesses, with such speed and precision that opponents often believe that they are being struck by traitors, assuming that only former comrades would have such intimate knowledge of their forces.
In the end, the Shade Corp is something of the Soverignty's answer to the more ruthless opponents commonly found in the modern galaxy, representing a naive race's first step into understanding an often dark and sinister universe. Though the Shade Corp has done well in recent deployments, and serves its purposes, the Sovereign High Command tries its best to utilize this fearsome force only in the most dire of circumstances.
Ground Forces: TBA.
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History.
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Creation: The beginning of the “Ascendant Race”
Nearly 4 million years ago, the primitive people evolved on a planet now known as Sac’tec. Believing that they were a race descended from the stars and were destined the return to them in a glorious ascent; they named them-selves the “Kiant”, or Ascendants. The Kiant quickly advanced from nomadic tribes into a stable agrarian society which would persist for hundreds of years. From the start, it was apparent that they had horribly violent tendencies, yet had a keen interest in their surroundings, nature, and a great puzzlement about why they couldn’t adequately explain their own environment. It is believed that it was this interest that planted the first seeds of Kiant science, and certain major religions that survive up till this day. Their violent nature however, would be the overriding aspect of their nature for hundreds of years, and would seriously hamper Kiant development. Until the Great Awakening, the height of Kiant civilization would remain at a primitive feudal level. This strange mix of violence, interest in technology and science, and extreme belief in religion would result in much bloodshed, but would serve as the Kiant’s greatest strength in the later years.
Nearly 1,000 years into development, the many tribes of the Kiant were already embroiled in war. Although the fighting involved only the most primitive of weapons ranging from rocks, spears, arrows and clubs, the sheer ferocity, they were fought in meant for a huge loss of life. The largest tribe, known as the “Undai” or the Vengeful, held a dominant position over the other tribes for the majority of these early years, and would later develop into the powerful Hun’yen Empire of the Imperial Age.
History of War: The Imperial Age
About 3,000 years into Kiant development, 8 major feudal empires had grown out of the tribes along with 20 minor kingdoms. These empires, which were located in the Eastern Hemisphere of Sac’tec, were essentially the only civilizations that existed on the planet. Had any alien race decided to invade the planet, their job would have been quite easy, since all the major population centers were only clustered in two continents. But for the now, the aliens wouldn’t come until much later… As the wars continued, the Hun’yen Empire (named after is ruler) of the northeast quickly established it self as the dominant kingdom. Idealistic, and unyielding, Hun’yen’s primary drive was to unite all kingdoms under his rule, to form history’s first Dynasty. After 27 years of unrelenting violence, and endless bloodshed, he had succeeded. The Hun’yen, Empire became the Hun’yen Dynasty, and Hun’yen himself, a self proclaimed deity.
Those who consider Hun’yen to have been a fanatical leader with a lust for power, and a slightly unstable mind are partially correct; however, his intentions were not entirely malignant. As a man tightly bound to his own ideals, and a belief that the Kiant people were truly destined to serve a meaningful purpose, Hun’yen had, like many other leaders of the time, found the overriding violence in each person to be the most severe difficulty to overcome if the Kiant people were to develop out of the feudal eras, and into their self prophesized return to the heavens.
The Great Awakening: The Rise of Rationality, Science, and the End to 3,000 Years of War.
As Hun’yen would have it, there was no way to overcome the violent and passionate nature of the Kiants without taking drastic measures. Among these, was the path to logic, or overt and wide scale brain washing. Which path was taken is not clear, as he seemed to have merged the two, into one major ideal that would later form the basis for the “Yen Ran”, roughly translated into the Yen Ideals, or more correctly, the Yen Faith. The main aspects of the Yen Faith were quite obviously, complete, and unyielding loyalty and devotion to the state, its people, and of course, Hun’yen himself. However, the Yen Faith also espoused such ideals as gender equality, respect of life, and even the love of peace. Suprisingly, despite the peacful ideals Hun'yen tried to encourage, many conquered peoples still clung to their old ways. War, violence, and wholesale slaughter still dominated every facet of their lives. While there were mass rebellions, they would not last. In this time of rational, and logical thinking, Hun’yen devised intelligent ways to slowly eliminate resistance, rather than rely solely on brute force and martial law to put down the rebellions. In addition to the early use of force to hold off the insurgent attacks, large inquisitions were implemented to weed out the dissidents. This, coupled with largely publicized “Education Initiatives”, which were quite obviously propaganda programs aimed at children, and cleverly performed publicity campaign, Hun’yen was able to portray himself as not only a stable and effective ruler who had brought peace to the land, but also a demigod, who would lead the Kiant people to the heavens as they had long dreamed to do. Through the long run brain washing programs, the Hun’yen Government had also slowly subdued the Kiant’s deep violent tendencies, and established a stable rule where the equally deep-rooted love of science was able to flourish.
By the time Hun’yen finally died he had lived an unnaturally long 300 years, and his government, however oppressive, had finally overcome the greatest hurdle that Kiant civilization had faced up till that time, its own people. For the next few thousand years, an industrial revolution had come and gone, and Kiant Civilization developed at a dizzying rate.
The Yen Faith slowly became the very fabric of Kiant culture, integrating itself so deeply, that it ceased to be a religion, and simply became the Kiant way of life. For better or worse, Hun’yen had secured a spot in history for himself as one of the greatest leaders to have ever lived.
The Black Death: When what came from space, was far deadlier than any mere virus…
Roughly 10,000 years into the Kiant Development, the language of the Kiant had been refined and slightly altered. “Kiant” was now pronounced “Kyang”, and a new name for the people had entered acceptance. The “Eshirians”, or the “Ascended” was used as it was felt that their return to the stars has been for the most part achieved. The fourth generations of FTL vehicles were just coming online and a relatively new space republic known as Sovereign Interstellar had replaced the Hun’yen Nation, which had stood for nearly 6,000 years. Its people were reaping the benefits of genetic alteration, and there were even rumors of a newly discovered way of achieving a higher state of being, in the form of pure energy. Sovereign Interstellar controlled a fledgling interstellar empire, and was well on it’s way to becoming a galactic power, when the first reports from deep space outpost came flooding in about some mysterious force that was ripping its way through the best of the SI defenses. Thus began the 1,000-year struggle against this force. Few records survive of this enemy, although it is known that they were called the “Phantoms”, due to the fact no one was ever able to see one and live to tell about it. They were also dubbed the “Phantoms” for their dark and mysterious nature, and their uncanny and unnerving ability to strike quickly and effectively out of the shadows. It is also known that they far out stripped SI in technology, and military power. The battle was a losing one, and soon, the people of the Sac’tec would need to flee to find a new home world, one hopefully safely hidden from these “Phantoms”. At the end of the last great battle, many of the Eshirians had already fled in massive colony vessels to seek out a new home. Sovereign Interstellar would be remembered as the last great civilization on Sac’tec.
Unbeknownst to those who had fled, Sovereign Interstellar scientists had found ways to penetrate the cloak that the “Phantoms” used. Deprived of their greatest strength, the ”Phantoms” found it increasingly more difficult to defeat the SI forces, though they still had innumerable forces in reserve, ready to serve at a moments notice. In the final days of the war, the two factions were locked in a bloody stalemate, with SI forces holding the enemy off with superior technology, and the “Phantom” forces slamming the SI with endless numbers. It is not known exactly what prompted the “Phantom” withdrawal; however, it is known that just when it seemed that the SI would emerge victorious, the “Phantoms” employed one final, insidious device that proved to be the finishing blow in the war. The remaining Home Guard and straggling civilians quickly fled, while the front line forces covering their retreat were left to suffer their fate at the cruel hands of the “Phantoms”. Had those who fled first instead stayed to fight, they SI might have been able to press the brief advantage they gained when they first neutralized the “Phantom” cloaking technology.
The remaining Home Guard were either destroyed by the “Phantoms” or forced into slavery. The loss of the front line defense, coupled with the near annihilation of the civilian population meant that the Eshirian race was cut in half. This was the first split of many that would later follow. When the colonists finally managed to settle on a new world, they would be quickly divided by a number of leaders who claimed power in their respective regions.
The majority of the knowledge the Eshirians knew had been compiled into various databanks and hidden away in various ships of the ragtag fleet. Their location was held a secret and known only to the top officials of the remaining government. It is not known why this was done, but its effects were far and wide. Unfortunately, each one of the vessels carrying a databank was either lost or destroyed. This essentially threw back the Eshirian civilization to the equivalent of modern day America.
Exodus: A new hope, and a new home.
10,001 years into Eshirian development, the small fleet of ships that had escaped their ravaged home world of Sac’tec and its colonies were still searching for a new home. Escaping through a series of dangerous jumps that extended far beyond the outlined range for a “secure” jump”, most of the crew settled on a backwater planet, Earth, sometime before modern Humans had even evolved. Here, they slowly rebuilt with what ever they could scavenge from the ships they used, and rebuilt, piece by piece, a new civilization. The rest of the settlers refused to settle here, and moved on. At the time, it was not known where they did eventually land, but in the following centuries, the two splinter groups would find each other again. To those who had refused to settle on Earth, those who had chosen to stay, became known as the “Lost”.
The settlers built a small, community that flourished for years. With the new home, the age old prophesy to return to the stars gained new life. Every Eshirian felt the urge to fulfill it once again, however, they were fearful of once again loosing everything they had worked for to the “Phantoms”, whom could discover them at any time, or some other space fairing race that would try and take advantage of their current state of weakness. In the end, they stayed in the shadows, and decided to attempt a peaceful existence with as little of the old ways was possible. They stayed throughout the rise of Mankind, and its own early steps into the black of space. Around this time, the descendants of the ancient settlers received a sudden and startling word of their long lost brethren.
Rebirth: The Second Ascension and the reunion of the Lost
The few colonists that had landed a few millennia ago had slowly grown to enjoy their new home, each preceding generation taking a greater and greater number of secrets to their grave. Each new generation began to see themselves as more Human than anything else, and had long since lost the driving urge to explore the heavens. The Human desire to explore was far more than off set by their violent nature; something the Eshirians had long since bred from their psyche. For the most part, no Eshirian even knew their ancient roots in the stars. Such, was the extent of the damage caused by losing the historical archives.
The new generations of Eshirians were not much different than Humans of the time. Even their biology had grown increasingly similar as a greater number of Eshirians interbred with the Humans than ever before. However, the genetic programming of each individual Eshirian carried over to their offspring, ensuring that the core of the Eshirian Race would not, and could not be lost, no matter what extent the breeding stretched to. The basic blueprint for a limited Psionic ability, which sadly manifested itself either in “Phycic Hotline” scams, or insanity, and a deep sense that there was something else out there, was in each and every Eshirian Child.
By about 2020, there was a mainly Eshirian run nation, called the Republic of Kyanges. (My initial name in NS, when I was still MT.) It was a small and un-noteworthy nation somewhat similar to Taiwan. While the details are sketchy at best, it is believed that sometime in early 2021 of the Terran Calendar, a small group of time travelers from the future Kyanges state had decided to come to the past, and jumpstart the Eshirian Nation into launching into space. Using a primitive FTL drive technology the citizens had set off in colony ships, set off searching for a new home once again. After a short three years, a long range scout from the Eshirian Sovereignty, which was founded by those who had refused to settle on Earth all those years ago, bumped into the ships, and from there, the split race had once again become one. The day this happened is known as the day of the “Second Ascension.”.
Important Dates in Eshirian History:
-Beginning:
The origins of the Eshirian race are shrouded in mystery, masked in legend, and littered with myths, making the Genesis of Eshirian culture difficult to research. Though science has yet to provide an answer, legend points towards mythical dragons from the stars...
-First Recorded Civilization:
Over a few million years ago, the first recorded Kiant (Kyang) civilizations appeared. Not much is known about the first cultures and people of this era, however, it is known that these early settlements developed into the great Imperial Powers for which the following Imperial Era is named.
-The First Extra-terrestrial Contact:
A day which will be longed remembered. Everyone was hoping for the famous words, "We come in peace." Instead, our entire defense perimeter was scorched. The exact beings which attacked us remains unknown, however, we do know that we won. And that's all that matters.
-The First Ascension:
This was the big moment. The first test subject successfully turned into a being of immense energy appeared on this day. After the news broadcast went on the air of the new results, the lab was mysteriously destroyed. An unknown number of Ascendants were created that day...
-The Shadow Wars (Phantom Attack):
The Shadow War was the first major defeat of any Eshirian force in space combat. The eventual ending of the war left Eshirian civilization in ruins, the homeworld Sac'tec buried in rubble, and the survivors searching for a new home.
-The Great Divide:
243,647,769 people left their homes. Half of them settled on a back water planet, Earth. The rest decided to move on. It was the first time our people were split in over a few thousand years...
-The Age of the Lost:
The age where the colonists of Sa'tec on Earth slowly blended into the human population. To those that refused to settle on Earth, the others were dubbed the "Lost". This was also the time when the then new Eshirian Sovereignty was founded. One of the first orders of business for the new Senate was the issue of reunifying with those still in Earth.
-Reunification:
After thousands of years, it finally happened. From the future, three time travelers came back to the sole Eshirian nation on Earth, the Republic of Kyanges, and jumped started their interstellar travel program. A program which would eventually lead the nation to rediscovering their lost bretheren. Within a few years. The Republic of Kyanges was unified with the Eshirian Sovereignty.
-The Second Ascension:
After Reunification with the Eshirian Sovereignty, the newly restored Eshirian race once again saw a tremendous increase in in sophistication. This time, in the areas of culture. Enriched with thousands of years of contact with other races, This period was marked by growth in areas of social reform from the very hard edged, militarist society of the original ES, towards a more cosmopolitan mind set. Understanding, and culture defined the "Second Ascension."
-Second Shadow War:
Only a few decades after the reunification of the Eshirian People, a new threat emerged inside the Unknown Regions of the Ascendant's home galaxy, dubbed the "Dark Reach" of the Eshirian space. Once again, the shadow of the "Phantoms" rose to challenge Eshirian dominance. This time however, things would be different. Immediately the might of the Sovereighty came crashing down upon them, banishing them back to the dark realm from which they came. The greater half of the standing army and reserve units from all branches were depleted...
-SSW onward-
The long history of the Eshirian People continues on...
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Various Characters.
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Though the citizens of the Sovereignty number in the billions, like any other nation, there are a distinct few who stand out. Whether through a high office, personal exploits, distinction in battle, or interesting personality, this collective group add uniqueness to an otherwise bland and uniform society that defines the Sovereignty.
Ki Menoshi
Age: 28
Sex: Female
Height: 5' 8"
Weight: 124
Body Type: Anything she wants. She's Ascended.
Occupation: Persident of the Eshirian Sovereignty
Married? No
Childeren: None
Ascended? Yes, although she's also a memory loss victim.
Background: Ki Menoshi was born on Mar’en 23rd, 2540, a small world in the Ca’len sector near the out fringes of the Sovereignty. Born into a small family of hydro-farmers, she was the last person anyone would have expected to become the future president of the newly reunified Sovereignty. At the age of 17, Ki joined the Sovereign Space Command (SSC) as a combat medic where she was rapidly promoted to a field command. After the last of the Expansionist Campaigns in the early 2600’s, Ki opted to retire and return to civilian life as a member of the Town Committee in her home town. From there, her political career sped of until her election as president in 2610. Around the later years of her term, the Sovereignty saw incredible prosperity, and entered into a golden age of technological and cultural advancement. The borders of the Sovereignty also saw the greatest expansion in over millennia. Ki is currently in her fourth and final term as president of the Eshirian Sovereignty, however, rumors are abound that the senate has reviewed proposals that would extend the four term limit.
Commander Ran'tel
Age: 38
Sex: Male
Height: 5' 8"
Weight: 182
Occupation: Prominent commander in the SSC
Married? Yes
Children: 2, a boy, and a girl.
Ascended? No
Background: Commander Ran'tel joined the Eshirian Marine Corp at the age of 17. Like most of his fellow recruits, his father was also in the service. In his childhood, at the age of 3, his mother had left for another man, and disappeared, so he grew up with a deisre to learn more about her all his life. His father was KIA when he was 16, a day before his birthday, at which point it was his decision to sign up. At the age of 25, he met his wife, En'shin, a civilian doctor. They married two years later, and had two children, Kyian, and Lan'teir, (Kyian's the girl.) He has lived most of his life fighting one war or another, which has his family always worried about his well being. He feels a strong sense of duty and loyalty to his country, and especially his family. There have been rumors of him having an affair with another officer in the Corp, but these claims have had no proof, and are mostly perpetuated through people known to be his enemies. He's one of the youngest Commanders ever, and is a brilliant military strategist.
Lieutenant Semora
Age: 27
Sex: Female
Height: 5’ 7”
Weight: 130
Occupation: Prominent member of the Talon SpecOps
Married? No
Children: ^
Ascended? No
Background: Lieutenant Semora joined the ES Marine Corp at the age of 18. Neither of her parents were enlisted. At age 20, in a large terrorist attack in her home city, both of her parents were killed, just when she was considering dropping out of the service. The thought of getting revenge on those responsible has been on her mind ever since. She saw the military, which was mostly involved in counter-terrorism at the time, as a way to get that revenge. Although, by strange twists of fate, she was never assigned to any CT unit, and she never got her revenge. She remained in the service because she then had no where else to go.
Semochi Kasaka
Age: 15
Sex: Female
Height: 5’ 5”
Weight: 110
Occupation: Ascendant (Mem loss victim.) Dark Side Academy Student.
Married? No, she 15!
Children: ^ Eh...
Ascended? Yes, although she's also a memory loss victim.
Background: Semochi Kasaka is one of the few Ascendant Children in the universe. She also suffers from amnesia and does not know she is an Ascendant, although she possesses and controls a wide variety of abilities. She ran away for reasons she still cannot yet remember, and has somehow found herself a trainee in the Dark Side Academy of the Huntaerians. Here, she expects to utilize the power of the force to see into her past and discover her history. She has no intention of falling to the Dark Side however, and is manipulating the "Teachers" of the Academy to her own ends without their knowledge. She realizes that the power of the force pales in comparison to her own natural Ascendant abilities, and mocks the Dark Side followers in her academy regularly, although not always to great effect. She is one of the most powerful Ascendants, and has a long and arduous path ahead of her. Once she discovers her past, and realizes her future, she will be a force to be reckoned with.
Se'lan
Age: 27
Sex: Female
Height: 5’ 6"
Weight: 120
Occupation: Latebra Scientia Department Head (Tar'en)
Married? No
Children: ^
Ascended? No
Description: TBA
(Really Under Development.)
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The National Past Time: Anti-Gravity Racing
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Fade from black...
Hands on the wheel... You look out through your canopy to other Hovering AG racers around your own, as your heart begins to pound.
On the Holo-Projector that towers over the track, the announcer opens her mouth. You don't hear what she says over the whine of the twin turbo-jets as they throttle up mere inches behind you. Sweat beads on your forehead while the sun shines in your eyes...
3!...
Your grip tightens.
2!...
your breath grows shorter...
1!...
The whine grows louder, as the few second before the start stretches to an eternity. Suddenly...
GO!
Other AG racers all around you streak forward. Your vision, now a blur, fades in an out while instinct takes over as you find yourself in the first 270 degree turn at over 1,000 miles per hour... Plasma bolts explode, missiles rip other racers the shreds, and even the track flips up and throws every ship around like rag dolls.
Welcome, to AG racing...
Out of all the sports that have emerged over the years in the Sovereignty, one seems to have taken the population by storm. This is AG racing. With different racer teams coming in from all over the galaxy in addition to a few home teams, all vying for the coveted Gold, it is by far the most popular competition ever. Even the Government sponsors its very own AG team.
The first competition was held only a decade ago, but the sport has shown no signs of slowing down. The racing isn't as mild as the primitive competition that occurs on Earth. Here, racing involves a liberal use of standardized weaponry, all designed to blast the competition off the track. Safety and Security regulations prevent anyone from actually getting hurt, but being blasted out of first place mere meters from the finish by a well placed missile hurts ones pride just as much physical injury.
The First AG competition to invite teams from the Milky Way galaxy are scheduled to occur later this year. It is hoped that including ever more spectators from another galaxy will boost the sport's phenomenal popularity even further.
Nice. Very nice. I still have a lot to update on my own fact book.
Bump. Any input? Things you like, don't like, or whatever?
Bump. Anyone have any input? Things to change? Comments?
Bump. Same question as above.
The Macabees
24-05-2005, 02:29
Tag, very nice! Once I get this Civil War wrapped up [OOC: In a long while] I think I'll go ahead and steal your design to make my own.
Tag, very nice! Once I get this Civil War wrapped up [OOC: In a long while] I think I'll go ahead and steal your design to make my own.
Thanks. And go ahead with that design thing. Having that happen to something I made is a real compliment.
(Eh, I can't help but feel that the above reads like I'm being sarcastic. But, I'm not.)
Bump. Some things added before final release.
Bump. Does anyone have any other opininons before I make a final release?
New Dornalia
26-05-2005, 00:43
OOC: Not bad. I could've used those Orca pix, though. As it is.......:)
OOC: Not bad. I could've used those Orca pix, though. As it is.......:)
The way I see it, you still can. I didn't take any Orca pics. If I did, well, we can work something out via RP.
Bump. Still some new addtitions before real, final release. I guess it's like beta version 1.03 or something.
Once again, new additions. Almost finalized. (Work on this has been on and off.)
No endorse
10-06-2005, 03:13
VERY NICE! I like the history, very good. The nullo racing is awesome. I didnt know you were a CNC TS fan though. Ever seen the mod 'TS retro'?
This makes me depressed cause I need to make a factbook at some point... and fix my website... and do many other things that i've been procrastinating on (like make the uber-modular ship i've been thinking about for so long.)
VERY NICE! I like the history, very good. The nullo racing is awesome. I didnt know you were a CNC TS fan though. Ever seen the mod 'TS retro'?
This makes me depressed cause I need to make a factbook at some point... and fix my website... and do many other things that i've been procrastinating on (like make the uber-modular ship i've been thinking about for so long.)
Thanks. ^_^
I really tried with the history, and looks like it payed off. Also, thank you on your comment on our AG racing. I made a thread that introduced it, but it hasn't had many views.
Yeah, I am a CnC fan, but RA2 was the first CnC I got into. I'm trying to pick up on the GDI vs. NOD story right about now.
Don't feel depressed though. There are plenty of things that I never got around to, and this certainly didn't pop up over night. Plus, it's still not done. Sometimes, the more time you put off helps bu giving you more time to think about them, like this Factbook. I'd like to see this web site of yours.
EDIT: "nullo" ?
No endorse
10-06-2005, 03:43
EDIT: "nullo" ?
It's a term used in the book Ender's Game by Orson Scott Card (who lives like an hour away from me ^_^) It's short for Null-Gee, as in zero G. Yeah.
Roach-Busters
10-06-2005, 03:46
Holy shit, this is awesome!!! :eek:
It's a term used in the book Ender's Game by Orson Scott Card (who lives like an hour away from me ^_^) It's short for Null-Gee, as in zero G. Yeah.
Ah, I see. I've read that, but apparently, heh, I don't remember much.
He lives that close to you?! Do you know him personally? (Very interested now.)
Holy shit, this is awesome!!! :eek:
Thanks! I never thought that mine would even compare to yours, and to be honest, I still don't think that mine compares to your factbook. So really thanks. ^_^
Roach-Busters
10-06-2005, 04:06
Thanks! I never thought that mine would even compare to yours, and to be honest, I still don't think that mine compares to your factbook. So really thanks. ^_^
Yours doesn't compare to mine, it surpasses it by a longshot!
No endorse
10-06-2005, 04:13
He lives that close to you?! Do you know him personally? (Very interested now.)
No, but I've been to a couple of his talks, and a friend of mine has like every single book in the series signed :rolleyes:
I was wondering, what type of psychic power do the Eshirians have? You've mentioned it several times I believe.
Yours doesn't compare to mine, it surpasses it by a longshot!
Thanks again. ^_^ But you're way too modest! Your fact book is far more developed than mine imo. Your fact book, along with a few others I looked towards as a model for this one. So, I owe some of this to you.
No, but I've been to a couple of his talks, and a friend of mine has like every single book in the series signed :rolleyes:
I was wondering, what type of psychic power do the Eshirians have? You've mentioned it several times I believe.
Heh. Still, that's pretty nice. Your friend sounds like a real devoted fan.
The Psi power that they have is a "standard" Psi power, and I've made it a limited one at that, in the interests of balance and fairness.
I've imagined their psi senses to be somewhat dulled compared the Ascendants, as ascending is what will bring out their true power. I'm not really sure what you mean by type, but, they have the ability to perform limited telekinesis, psi communication and the ability to sense things around them within a certain radius. I think that I'll add to that list a bit in the future, but, for now, you can add the powers listed under the Ascendants as powers they get later on, after they've "ascended".
EDIT: I remember now, normal Eshirians can also feel the emotions of those around them. Hence, the "Psi-bars" Mentioned in the culture section. Where happy Eshirians can go and group together and sort of get high off the good feelings of those around them. I thought the idea was interesting, as well as pretty funny, and also pretty logical to me. So, well, there it is.
No endorse
10-06-2005, 04:46
Heh. Still, that's pretty nice. Your friend sounds like a real devoted fan.
you have no idea. :rolleyes: His signed books aren't to be opened/read to preserve the bindings... only open to show the signed inside cover lol
-snip-
That's awesome. A bar to get high off emotion?
I've gotten an idea about having 2 races living in my borders. The humans (who far outnumber the others) and another race whom I can't think up a name for. They have a sort of psi ability... their consciousness is entwined with all the other members of their species, allowing for instant communication, incredible thought potential, instant learning, etc. Their powers outside this are limited. They have a slight ability to feel emotions, but can be hurt through certain emotions. (only concentrated though... like a stadium focusing on one of them) Also, they have a very light ability to sense what humans think, but only for a limited radius, and only when the emotions involved are strong. (like a ship crash) They are terran-like, but shorter, thinner (we'd think they had an eating disorder), slightly faster, and much much paler. Their body structure is slightly different internally. I was thinking though that they could be capable of intermarrying with humans and having viable children too.
The humans would be the ones with no real memory of their past and the 'immature' ones to the other species. The other species would have a memory of history far into the distant past and be trying to guide the humans away from repeated mistakes and towards a sane path.
>_< I need a name, and I hope that this is not too close to your species
edit: Now that I think about it, it does seem a little too close to your species. It's just slightly different though, as their psi ability is limited to a consciousness entangled through the metaphysical plane.
you have no idea. :rolleyes: His signed books aren't to be opened/read to preserve the bindings... only open to show the signed inside cover lol
That's awesome. A bar to get high off emotion?
I've gotten an idea about having 2 races living in my borders. The humans (who far outnumber the others) and another race whom I can't think up a name for. They have a sort of psi ability... their consciousness is entwined with all the other members of their species, allowing for instant communication, incredible thought potential, instant learning, etc. Their powers outside this are limited. They have a slight ability to feel emotions, but can be hurt through certain emotions. (only concentrated though... like a stadium focusing on one of them) Also, they have a very light ability to sense what humans think, but only for a limited radius, and only when the emotions involved are strong. (like a ship crash) They are terran-like, but shorter, thinner (we'd think they had an eating disorder), slightly faster, and much much paler. Their body structure is slightly different internally. I was thinking though that they could be capable of intermarrying with humans and having viable children too.
The humans would be the ones with no real memory of their past and the 'immature' ones to the other species. The other species would have a memory of history far into the distant past and be trying to guide the humans away from repeated mistakes and towards a sane path.
>_< I need a name, and I hope that this is not too close to your species
Yep, a "PsiBar." Heh, your other race sounds like they might enjoy a few good thoughts or two. I really just liked the idea, and felt it gave a unique aspect for my nation that I really haven't seen anywhere else. Although, I haven't exactly figured out what an "Overdose" might bring. Kinda of hard to imagine. Being too happy? Strange.
Your other race sounds (That might be a name, the "Others".) pretty interesting, especially the ones you plan to make the "guiders" of humanity.
My race name actually has a long development path.
I'll try to give you the abridged version:
Take the first two letters of my relay name and put them together. That's where "Kyang" comes from. (Except the "a". That came from only the first letter in my middle name.) Somewhere, the "es" got slapped on.
Kyanges is the screen name that I eventually used here on NS. On Ns, I made my transition to FT. Looking for an FT name, I ran into the same problem of coming up with a good name. I decided to try the same route that I arrived on "Kyang" with. Mixing the letters a different way didn't give me what I wanted, so I started to focus on a single name. (eventually I settled on my middle name) My middle name sounds a lot like the "Amur" river that creates a part of the border between Russia and China. (I happen to be Chinese...yeah.) Somehow, with this, I stumbled upon the "Emir".
http://www.google.com/search?sourceid=navclient&ie=UTF-8&rls=GGLG,GGLG:2005-21,GGLG:en&q=define%3A+emir
Looking up that definition, I began to fear that people might think I'm Arabic or something, so I played with the letters trying to stick as similar a sounding word as possible, because I like the sound of the word "Emir" and eventually wound up at "Eshir". The "ian" came naturally later, and that's where "Eshirian" came from. All this took place over two days only, so it was pretty fast.
EDIT: It did sound pretty similar, but, I don't really mind. I mean, after all, the whole Psi business is pretty similar in its iterations.
EDIT 2: You know what? I just noticed that I haven't listed you nation as a friendly one yet... Sorry, I'll get on that tomorrow. For now, it's time to get off the comp and get some rest.
No endorse
10-06-2005, 05:32
Your other race sounds (That might be a name, the "Others".) pretty interesting, especially the ones you plan to make the "guiders" of humanity.
Yeah. I think I'll have several great disasters in the Human history that the other race is trying to prevent in the future. Some of the more prominent will be the great terraforming disasters and the machine wars. The other race will be a minority, blending into the humans and staying low. They are strong, but will use gentle prodding in certain areas to avert disaster.
As for the name... the "Others" is a movie lol, but that could be the slang name for them. They still need a name that they call themselves though... I'll think on it.
EDIT: It did sound pretty similar, but, I don't really mind. I mean, after all, the whole Psi business is pretty similar in its iterations.
Oh. I was worried that they might be too similar, but oh well. Note how my guys have no telekinesis whatsoever lol.
EDIT 2: You know what? I just noticed that I haven't listed you nation as a friendly one yet... Sorry, I'll get on that tomorrow. For now, it's time to get off the comp and get some rest.
O_O that's not good... I don't want to be on a general's hit list... my navy is still too screwed up from the phantoms lol. My fleets are so unorganized... it's more like a giant list of ships that need to be assigned, and a flagship that I know stays at my homeworld most of the time.
(OOC: Bump for comments?)
(OOC: Bump for additional exposure. New characters to be added.)
Bump.
Notes: Factbook 2.0 abandoned, current state of factbook revision at around 50-55%, massive changes (more specific list of changes in the intro.)
(OOC: Bump, no updates. Just a jump for exposure.)
(OOC: Bump. Minor updates in the military section, namely updated information on the Shade Corp, and the first few ships in my list of ships.
Seriously, any sort of comment would be appreciated. Well, almost every sort.)
(OOC: Bump. For exposure. Seriously, is there nothing that any one would like to see here? Anything I could add that I may not have though of/be already working on?)
(OOC: Bump. For exposure. Seriously, is there nothing that any one would like to see here? Anything I could add that I may not have though of/be already working on?)
It looks pretty good to me. Nice layout and lots of information from various subjects of your nation.
(OOC: Bump for exposure!)
New Industria
19-02-2006, 20:55
tag for interest