NationStates Jolt Archive


The Fundamental Guide to the Amazonian Dominion (FT Factbook V3)

Amazonian Beasts
08-01-2008, 05:37
The Fundamental Guide to the Amazonian Dominion


Third Edition


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Contents:
-Revised Combat Equipment, Vehicles, Infantry, Droids, and Weaponry
-Updating Species rosters and statistics
-Updated History to incorporate the newest chapters of the Dominion
-Revised Technology listings to incorporate the new age of advances
-A thorough guide to Biotechnology and Synethetic intelligence
-A run-down of the new ruling order



Yeah, it's the third one. 'K. Halo 3, Mass Effect...updating the other one would be far too complicated. I have a lot more to say. Not cleared for posting...yet. When it is, I'll remove this message and say it's clear.
Amazonian Beasts
08-01-2008, 05:40
A Thorough Guide to the History of the Amazonian Civilization

Age 1: Exodus

The modern Amazonian Dominion has had a turbulent history, rocked by scandal, strife, and internal conflict. The very beginnings of what would later make the current autocracy are muddied at best, though it came from the transplantation of humans from the original birth world in the Milky Way Galaxy. What this world was, or possibly, is, is still a total mystery to the inhabitants of the Dominion, but what is known is fifteen massive colony ships from the original world found their way into a vast tract of space, now calculated to be over 35 sectors in volume, engulfed nearly entirely in ionic bands known as the "Shroud". The ionic bands that encompass the Shroud are destabilizing and catastrophic to both technology and organics alike and even extend into other dimensional fields, such as that of hyperspace. Technology in the Shroud's fields shut down and eventually short out completely, relegated useless. Organics caught in the ionic fields have complete mental failures, brain contacts ceasing as they are interfered with by the unknown nature of the Shroud's affects on electricity of any kind (including those short electric bursts of the brain of organics). However, one conduit through this sphere of evil does exist, passing the outer edge of the Sagittarius Arm in a thin yet long expanse of space passing through the one-planet system of Lemort. The only planet in this system, also titled Lemort, seems very evil just by looks alone. Passing by the planet instills a sense of fear and anguish, something that can be fed upon by the evils in the galaxy. It is almost as if the Shroud itself were artificially constructed (such thought has been proposed in Dominion centers of thought, though never has evidence been found to confirm this theory). However, passage by this evil system is required simply to make it into the Shroud's safe interior.

However, the history of the Dominion does not begin with traversing the stars at any great rate, but rather, with the initial travel to space. Eons ago, a small group of explorers set out from the original world and proceeded to discover the first known world of Amazonian origin, Genesis. Genesis was a sparkling planet, exuding a radiance of life from its sparkling green surface, interlaced with oceans, seas, and mountains. The natural courses of life took place on Genesis, though the climate was generally liberal and the fates calm. It was pleasant enough for a full-fledged colony to make its home on Genesis. Over time, more and more colonists from the original world came to call Genesis home: a burgeoning population of over 7 billion eventually came to the bountiful planet. Unfortunately for the world’s ecosystem, the colonists also brought with them their technology: not yet refined into the modern world of clean technological prowess, the residents of Genesis wasted and polluted, to the extent that their stay on Genesis would be a short one-brought about by their own faults. The colonists lacked the foresight to see the dangers of their own actions: they destroyed the pristine world around them as they relaxed in comforts and accessories not required by a young space-faring humanity.

Drastic climactic change killed the sparkling splendor of Genesis. The pollutants and waste given off by the colonists wreaked havoc to Genesis’s atmosphere, slightly thinner than that of the original world. When a catastrophic accident in one of the polar ice caps occurred, the entire world begin taking a headfirst nose-dive into destruction. The planet began cooling: where once lush forests reigned, snow fell and slew the virtuous life. Colder temperatures descended everywhere, driving back the vivacity the unsullied world had once had. A disastrous stretch during three years highlighted the entire period: oceans rose, continents froze, disasters ran rampant, and millions died. Entire species were wiped out from nature’s wrath upon the careless intrusion of the humans, and the residents of Genesis were soon left with two choices to decide the outcome of their fates and their decisions: leave, or perish. With little else besides survival evident, the colonists decided to revert to the same process that had taken them to Genesis’s munificent first days. Eighteen massive transport ships, originally used for commerce, were gutted and refitted for massive exodus. Fleet defense forces-low in number, but adequate-were packed with civilians to the maximum operational point and readied for convoy defense. It was time to leave the paradise lost and to take the first step into the expanse that awaited the colonists.

The road ahead was a time of tumult and trial for the pathfinders as they ventured out across the stars, lacking any sort of communication with any others of the human race. These forgotten few, pinpoints against the stars, suffered at the hands of numerous stellar events, costing the destruction of three of the massive transport ships, several of the picket fleet, and millions of lives. Against the odds, the colonists persevered, reaching the border of the Shroud. The dark twists and the almost unnatural warps of space in the Lemort border tested the very will of the desperate, but through the passion of numbers and comrades, the colonists prevailed and entered the Shroud. No sentient species arrived to destroy them, no extraterrestrial power shot down from the heavens to scatter the victims of the Exodus, no meteor of titanic proportions blew holes through the hopes and dreams of the sacred bond that had brought the chosen few this far. Rather, the colonists finally found a planet deep in the heart of the Shroud: a frozen planet, snow covering its peaks and plains. The massive valleys of the world, however, produced a gem upon further exploration: geothermic vents spewed up into the expansive valleys and gorges, producing “green zones” of habitability without too much accommodation. Hidden beneath the dense, frigid atmosphere, the valleys were beacons of life for the colonists who had traveled far. They dubbed the planet Polus.


Age 2: Resurrection

The first year of Polus was a hard ordeal. Many of the weak amongst the colony, a full 2.3 million strong, were unable to survive the conditions of Polus or died in accidents in getting acclimated to the new world. Thousands perished in the first winter. However, with time came knowledge: like humans do, the colonists adapted, exploring, discovering unearthing their new world. Unearthing resources and scrapping parts of the old ships that had taken them to Polus, the colonists were able to turn the colony into a productive, progressive habitat of sustaining life. Higher technological processes were able to proceed as the colonists brought about a new age, though mindful of their past faults: Polus was not ecologically raped as was Genesis. The will of the colonists, mere outsiders to this new form of life, persevered over the hostile fauna, flora, and climate of Polus. What had seemed a doomed escape from a world spiraling down into turmoil now sprang light from the rays of hope and faith. Without interruption from outside forces, the colonists were able to pass a century without stop, moving up to sub-system vehicles and localized abilities, as well as easily traversing Polus.

The will of the Polusians paid off as the world grew. Other wayward travelers and lost souls, seeking the reception of the Shroud, found their way to Polus via the planet’s activity and human presence. The population began growing quickly, and humanity in the Shroud seemed to be a logical and promising future. The addition of the knowledge of others brought about the early ages of blossoming in the Polusian system. The denizens of the world were able to harvest the resources of the other planets within 300 years of taking the first snowy steps of a dismal future, able to make their lives one of looking forward, rather than to the side. Future discoveries were simply on the way, and the Polusians themselves began to feel, for the first time since walking the planet’s surface, secure.

The discovery of hyperspace brought about a new age in the time of the Shroud. With the advent of hyperspace, the Polusians could travel about to other stars and other systems, potentially bringing up massive new discoveries and launching a renaissance of the Shroud. Humanity seemed to be sealed in the Shroud as a power with the explosion of hyperspace, and the Polusians eagerly flexed the new technology. However, with the onset of something so new, so potentially powerful as this, the Polusians took their first steps to razing their core: they forgot to look at the past. Genesis had taught the Polusians to look at all angles of a problem, and with hyperspace’s discovery, the Polusians forgot this ideal entirely. Hyperspace provided a number of problems: inherent were the ones that one could face due to hyperspace itself, such as sudden death from mass shadows and course maneuvers that could land one so far off course he could never right himself. The Polusians considered these, but forgot about what they could find at the end of their jumps.

The first Polusian ship to travel in hyperspace made a successful jump to a volcanic planet, later to gain undying fame in Amazonian history, and returned successfully. The second ship unearthed a course of events that would also make history-but for different reasons, ones that would once again test the ability, resolve, and morals of the Polusians who had endured so much to this point. Upon dropping out of hyperspace, the Polusian craft came out above a desert planet teeming with life-later to be identified as Oongol. Without warning, a mysterious force dropped the craft from orbit to Oongol’s surface. The human pilots were abducted by an insectoid alien race, the Zaxarons, and tortured for the information of Polus. When it was acquired, all humans were killed, and the first war the Polusians would have to face drew upon its bloody road.

The next day, over Polus, an alien fighter swept across the sky, leaving a cloud of visible particles in its wake-its intent to draw the attention of the humans. Dispersing pods across the capital, the Polusians discovered the “gifts” of the Zaxarons to be the mangled corpses of the explorers who had descended upon Oongol the previous day. Simultaneously, a Zaxaron attack raider annihilated a mining hub at the edge of the system. The first blood was drawn, and the passion of humanity was quick to fire up. Executing a masterful engineering plan while the Zaxarons were still readying a battle plan, the Polusians equipped simple, yet effective, mass drivers to their quickest and sturdiest hyperspace-capable vessels. Basic crews that knew their operations were staffed, and Polus went to war with the insects.

The humans struck before the Zaxarons could react in a war that would prove less exciting and more of a one-sided, human conflict that would test their morality. The first strike was completely one-sided: humanity struck a big blow by completely wiping out a civilian colony of the Zaxarons on a moon in an adjacent system. The mass driver weapons proved excitingly effective at wiping out life, something the human gunners relished following the deaths of two of their own. Innocent blood was shed, and the Zaxarons could hardly stand for that. The insectoids forced a conflict over the lush tropical world that would one day find its surface covered in hundreds of meters of duracrete: primeval Amazonia. In a one-sided slugfest, the human mass weapons ripped through the energy-based defenses of the Zaxarons, while the light energy weapons of the insects barely scratched the thick armor of the human starships. The insect navy was brutally annihilated by the human resolve, and the human fleet, not content with simply taking out the Zaxaron military hand, proceeded on to Oongol, the remaining Zaxaron world with the colony destroyed.

The fight at Oongol was less a fight than a ruthless and merciless slaughter. Abandoning the humanistic principles that had guided Polusian civilization ever since the Exodus, the humans let their emotions take over and let them take the first step to future spiritual and social damnation. Leaving nothing behind, the Polusian fleet ripped open fire into the world with only a few Zaxaron patrols able to put up any sort of resistance at all. A raging inferno consumed the planet, and to simply compound matters on the surface, the humans delivered their secret weapon developed by the growing biotech labs of Polus: the Macrovirus, a lethal weapon that would serve for decades as a killer and the symbol of the Polusians’ loss of the compunction that earlier guided their every move. The virus spread rampant across the world that was already ablaze: the Zaxarons were believed exterminated. Oongol was rendered a dead world. The humans had passed their first test in the flesh, but had failed their test in spirit.


Age 3: Conflagration

The Polusians quickly spread after the only threat in the Shroud had been eliminated, colonizing other planets and setting down roots. A bountiful six hundred years, with the occasional hiccup, sparked a renaissance in the time of Polus. Three other prominent worlds sparked up: the volcanic and turbulent Vigo, the peaceful, passive Sere, and the lush, tropical Amazonia. Each planet developed into its own niche: Amazonia became the military kingpin of the humans, Sere, the breadbasket, and Vigo, the industrial head. Polus remained the political, cultural, and social capital, heading up the Polusian Commonwealth formed in 916 AF (After Founding). It would not be until 1680 AF that the Commonwealth would find its very foundations rocked and chiseled. Ever since the Zaxarons had been exterminated, the Polusians had failed to reflect on their own inner souls. As a result, the human civilization that had once been a stalwart beacon of diversity, fairness, and justice was turning into a corrupt society of shady dealings, favorable bargains, and enforced whims. However, violence was not something that was a major part of Commonwealth life-and the Polusians would learn their lesson, that when trying to get away with a corrupt government, one must enforce it.

In 1680, Amazonia had grown to a level that it was clearly the dominant partner in the three “second-tier” planets just below Polus. Vigo was powerful but not in the same category, and Sere was simply a lush world to supply the Commonwealth. Polus had centralized more and more power over the centuries. Though the other planets chafed under the rule, they failed to get out of line, instead staying meekly behind the Polusian banner in an order they had only known. Amazonia, however, was born from a different mold. Perhaps some of the fire from the warriors who had conquered the Zaxarons in the primeval Amazonian skies had taken to the people of Amazonia, or perhaps, it was something deeper. The Amazonians could see the corruption as could the others, but taking the high road, would not stand for such crooked behavior from what had once been a legit government. Rather than consolidate and attempt to peacefully gain more power through democratic processes that the Commonwealth was built upon, but rather took matters into their own hands. As the strongest military cog in the Commonwealth’s built-up arsenal, Amazonia was ready for offensive action against Polus, the Commonwealth, and humanity in the Shroud as it existed.

As the Commonwealth Parliament on Polus began falling into stall and stalemate, the Amazonians, led by Minister Vel Key-Ar, launched their feast-or-famine strategy into motion. Taking advantage of the political mess and focused attention on political procedure, the Amazonian military forces, using a new device of sensor masking, launched out from the tropical world towards tranquil Sere. The Seren military was but a weak, patrol force, comprised of fighter craft and a few patrol craft. The high-powered, well-equipped Amazonian battlecruisers quickly mowed down the Seren naval vessels and proceeded to land on the grassy rolling plains of the breadbasket world. A few fighters managed to jump off towards Polus, but by then it was too late to save Sere. A strong push by the landed Amazonians engulfed the Seren municipal centers and quickly overran the entire planet. The first victim of the Polusian War had gone quickly and ruthlessly. The Polusians were not shocked, yet were still less prepared than they certainly could have been. Amazonian diplomats and entourages were expelled from the snowy capital world, and emergency procedures began mobilizing the Polusian naval forces to engage the Amazonians at wherever they could.

Rather than pick on colony worlds and weak planets with barely any defenses and spread the forces, the Amazonians picked up from Sere and immediately moved on fiery Vega. The Vegan forces, based at the Commonwealth’s industrial capital, took on an offensive-defensive fight against the Amazonians. Rather than wait for bombardment as had the Serens, the Vegans immediately began assaulting the Amazonian navy with pick-and-roll attacks as soon as the Amazonians dropped from hyperspace. Casualties were light, but the Vegan attacks were certainly annoying. Pounding through the naval attacks of the defenders, the Amazonians dropped divisions upon divisions of infantry, artillery, and armor down to the unstable surface of the planet. A backup of Polusian ships tied up the Amazonian navy as the ground war began. Major surface engagements easily went to the Amazonians, but the Vegans soon learned their own trade. Retreating to the underground cavernous cities of the volcanic planet, the Vegans unleashed an underground war against the Amazonians-striking up from beneath, inflicting heavy casualties on sneaking attack runs, then pulling back below the surface. The war went on this way for four weeks as the navy in Vegan orbit continued to pound the surface and hold off numerous relief attempts by the Polusians. The domestic knowledge of the planet also contributed to the defense, as the Vegans were able to use the lava floes and infernos of the surface to cause devastation to the ground forces of the Amazonians. Eventually, the release of advanced chemical weapons on several underground cities that had been breached, along with the Amazonians beginning to find routes to the larger underground population centers, prompted Vegan surrender. The capital lay in wait.

The Polusians had been able to build up quite a navy, and it was still in good condition despite constant losses to try and relieve Vega from the assault. However, when the collective Amazonian navy entered in-system, full of giant warships constructed to repel any threat to the Commonwealth, it was clear that the Polusian navy had little chance. The battle played out as scripted: defense over the capital world by the warships, supplemented by orbital weapons, only slowed down the Amazonian war machine of the stars. After a fight of several hours, the Polusian navy was simply burning hulks or captured by Amazonian boarding crews. A ground shield held the capital city safe from naval fire, but a ground army dispatched to the surface would be able to move slowly through the shield wall. Polusian forces sent to intercept the ground forces of Amazonia were insignificant against the overwhelming firepower of the attackers, and the shield wall was easily breached. Several lines of defense protected the capital city, and the Polusians, desperate for survival, gave civilians weapons and hurled every single person who could hold a weapon into the line of fire. The Amazonians lacked the moral compunction of the early Polusians, and simply used heavy artillery to pound through the lines of military and civilian defenders-only cooling corpses were left behind the Amazonian machines. Static defenses took a massive toll on the attackers, but artillery and aerial strikes breached the walls to the city, allowing forces to storm in and pillage everything. At a cost of two hundred thousand Amazonians and over four million Polusians, Polus’s reign was finally at an end.


Age 4: Maturation

With Polus now wiped from the seat of power, Amazonia was located as the new capital of the Amazonian Federation. Under a democratic process but enforced by a considerably stronger military force and numerous divisions to attempt to push back the corruption that had plagued the Commonwealth, the Federation continued expansion across the Shroud. Numerous expeditions under the banner of peace spread out across the vast expanse, encountering little in the way of opposition. New sentient races joined the fledgling banner of the Federation, technology previously beyond belief came into frequent use, and peaceful days seemed to pass on towards the eternal dawn. In particular, biotechnology and genetic engineering rose at astronomical rates, spiraling like a beneficial beast that sent the people of the Federation to new heights of health and welfare. With progress came some results that were less than desirable, however: genetic testing produced a subspecies of humanity, a group that was faster, better, stronger, dubbed the Adapted. Though looking like average humans, extensive testing with genetic sequences and bioengineering had produced a “better” human, and family lineages with the new genomes slowly pulled apart from the lesser humans. Though it was at the time viewed as a medical achievement of spectacular proportions, one day the conflict between the Adapted and the Rudimentary humans would change the fate of the Shroud and its future.

A further 1400 years passed by with little to halt the advancing machine of the Amazonians. The population exploded with the new advancements in biotech and genetics, reaching massive numbers as more and more planets were colonized and settled, more stations and habitats were established along space lanes, and more uncharted territory entered the eye of the Amazonians. It was only a matter of time before the Amazonians would have to make decisions once more, and in 3004, such a time came. Unearthed by a scouting team to once-forgotten points of the Shroud, the Zaxarons of ages before had somehow survived in extremely small numbers. Their evolved ancestors, the Helots, now lived on the moon of Oongol, Helas. The Helots-now considerable individual forces due to their own genetic testing and readiness for potential attack once more-attacked a small scout ship that had landed on the planet’s surface. The Federation could have attacked once more, wiping out the race for all time-but diplomacy this time prevailed. The Amazonians offered the Helots the chance to join the Federation, rather than die to it once more-and this time, the Helots agreed. Former foes would one day be powerful allies amongst the Federation.

New races moved to the Federation banner as the Amazonians expanded outwards. Colonization of the Shroud unearthed the Chymerons, the Turians, the Tondani, the Sangheili, the Jiralhanae, the Skrawl, and the Lekgolo. The Amazonian population swelled with the acquisition of numerous species, the golden age of the Federation coming to as the Shroud reached unimaginable heights. A small stumbling point came with the planet of Vigo once more. Convinced like the Amazonians long before that the Federation now was the new point of oppression, the Vigans declared themselves independent from the Federation, pointing to numerous articles under the Federal Charter giving them the right to do so. Their cries came upon deaf ears, and the Vigans misunderstood that the Polusian Commonwealth had been a considerably smaller entity than the current Federation was. The Vigans had a good military in orbit, but the resulting Amazonian contingent that came easily smashed the space forces of the Vigans. The inhabitants of the volcanic world attempted to do as their ancestors had-hide underground and launch quick hit-and-run attacks against the resulting Federation. The main military of the Vigans was easily wiped out by the land battles that culminated between lava floes and the Amazonians quickly took the battle underground to the Vigan belowground cities and wiped out what defenses mounted. The victorious Amazonians installed martial law on the planet and quickly began enforcing harsher laws on the rebels. The Vigans would chafe under the Federation for the next period, and would see another figure soon as a conquering hero.

The natural entropy of the universe ensured that eventually, an unstoppable force would meet the immovable object that was the Federation, ruling too long for some freethinking minds amongst the Shroud. Kale Droma was a colonel in the Federation army that had fought and shined with distinction in the Vigan campaigns. His only son, Kyp, learned well from his father’s military prowess. Kale’s life would not last much longer: in the year 3012, an “assassin” cut his life short with the bolt from a plasma driver sniper. Angered and embittered by the loss of his father, and with no other real family, Kyp-a force-user who had been turned down for pursuit of the Federation Jedi due to unstable emotions-began harnessing his power He entered into the Polus Naval Academy, working into a brilliant naval officer specializing in large-scale deployments. Four years after entering, Droma, the Academy valedictorian in 3017, entered the fleet as a weapons officer on the Federation cruiser FAS Triumph of Patience. Patience was a quality that Droma lacked, however, and he took of the advantage of falling officers around him to quickly rise through the ranks of the Federation navy.

His quick rise, one of the fastest in Federation naval history, sparked disgruntlement by the old guard of the Federation navy, who believed in the power of experience. He was scheduled amongst command to be surreptitiously assassinated, much as his father had. However, Kyp, who had developed his nascent Force powers from a mysterious figure by the name of Helis, easily cut apart the two Jiralhanae assassins sent to deal with him (a matter that would later influence Droma’s preference of the Jiralhanae’s rival species, the Sangheili, over the aggressive primates). Through a comm message that came in post-mortem for one of the assassins, Droma realized at the age of 33 and a fleet admiral already that his time for decisions was up. He quickly began spreading out messages to those who were under his direct command, generally the younger captains and line admirals of the fleets-the old guard was a bit too outdated. Change was necessary, and an integral part of life-and the time for change was ready.


Age 5: Repossession

Droma’s loyal forces were tiny in comparison to the powerful Federation fleet, which had faced insurrections before. They quickly converged on Droma’s planet of concentration, Talasea (which also happened to be his birthworld). The insurrectionist fleet put up a strong defense to the Federation push, however, and repelled the first assault without heavy casualties. Droma’s innovative tactics and belief in holding nothing back worked very well in dispersing the considerably larger attack fleet of the Federation. With word of his early victory, other commanders-tired of the inefficiencies that had plagued the Federation in recent years-began to close ranks. Vigan military officers, in particular, found Droma’s cause appealing-watching their own world suffer under the hand of a government that claimed to be peaceful and fair, they wanted nothing to do with the meaningless talk of the Federation. Droma’s numbers increased as he went on the offensive, spreading out from Talasea to other Rim worlds. Even receiving help from the neighboring nations of Spit Break and Tarsonis, the Federation still could not hold back the growing tidal wave that crunched down on the Core Worlds.

As Droma closed with the inner planets of long-held prestige, he began to grow more ruthless and show his Sith side. Those who stood in the way of the invading armies were crushed without mercy; those civilians who resisted were slaughtered or sent off to internment camps. Supporters of Droma overlooked every single incident; they could taste that the Federation would fall, and more and more joined his ranks every day. The Federation only had a limited time left, and they knew it. Federation ships were falling back towards the Core as Droma’s forces began pushing in, losing numbers with each passing battle. Droma’s attacks were too frequent and too fierce with the gaining numbers edge. The example of Federation fallibility was perfectly exemplified at the Battle of Sere.

Sere had always been a peaceful planet, yet had known its share of fighting that had spread across its surface. It had a large complement of open-minded civilians who tried to act in peace and passivity, and with Droma’s forces closing, such belief was doomed. A Federation armada and three full army groups were dispatched to protect the breadbasket world, one of the Founders, but it was ultimately in vain. Droma’s blitzing attacks from all corners of the system took down the fleet in a matter of hours, and the orbiting civilian space stations that had been evacuated were tractored into the planet’s surface, causing massive damage. The ground fight was bloody and brutal as the Federation army collapsed under pressures from Droma’s forces. The civilian population was then subsequently rounded up. In what would become a trend of prejudice to follow in the coming years, those with the genetic enhancements to the majority of the population-stronger, faster, better-were left alone, while those without them-the weak-were herded towards designated areas. Some were killed, though most were sent off to work for their lives in slave camps that would become a common thread for the Rudimentary humans.

After burning through Polus and Vigo, only the capital remained to be conquered. The Federation navy attempted to make a last stand with a large contingent from the Tarsonis navy, but the forces of Droma were not to be stopped. After a grueling orbital battle, the fight went down to the surface. As Droma’s armies approached the capital, some influential leaders fled the planet and later would settle a few worlds to become the Federation Remnant. The unstoppable forces of Droma’s contingent killed those who stayed behind. The birth of the Amazonian Dominion-of Droma’s reign-was at hand.

Not all of the entire Federation was dead and gone, however. A small number of senators, passionate civilians, military personnel, and other groups were able to flee Foundation worlds and seek out uninhabited planets in the Shell. Led by the military commander Rick Winters, the survivors were able to eek out a living on several under-the-radar planets as the Federation Remnant. The coming years would not see the death of the Remnant, however: by contrast, the Remnant would grow, not into a viable force, but into something that the Dominion would eventually see and learn to deal with on a case-by-case situation. The Remnant to this day has never accumulated enough power to challenge the Sith and the Dominion, but has made itself into a surviving legacy of democracy that once was. The noble goals and minds of the Remnant still persevere, hoping for one day an opportunity to strike back against the evils that cast down the people and democracy in favor of tyranny and absolutist rule.

Droma, however, simply consumed more and more power. Systems fell and the Dominion expanded further and faster than any other time, gobbling up systems and moving beyond the impenetrable barriers of the Shroud by the Conduit’s exit gates. Systems and sectors now on the outside of the Shroud fell to Droma’s fist, as some sentient species, rather than being assimilated into the Amazonian culture, were simply exterminated. Viral weaponry and technological advancement raced, droid armies and biological weapons developing at rabid rates. Weapons of war and mass destruction became the norm, former capital Polus developing into a massive world of military training, orbital fabrication, and intelligence. Amazonia itself, the city-planet, continued to expand, only with more lethal attachments. Prowling bands of Shock Troopers became everyday occurrences, while starcruisers patrolled the skies above.

Though Droma’s reign of eight years lasted peacefully and successful, his death was little surprise to his immediate subordinates – the Chosen. The five Sith Lords who succeeded him – Nihilis, Sion, Naga Sadow, Marka Ragnos, and Ludo Kressh – wield even more power and strength, if that is to be imagined. Now, a perilous time is upon the Dominion – with strength comes greed, secrecy, and struggles between the five successors, named all by Droma to rule in cooperation and mutual strength. It is up to them how that shall best work, but the times ahead could define the new order – whether one of infighting, or one to see the greatest times ever lived by the inhabitants and civilization of the Shroud.
Amazonian Beasts
10-01-2008, 03:22
Amazonian Culture, Language, and Demographics


Language

Language in the Dominion is anything but uniform. Humanity is the standard race amongst the Shroud, and therefore the language of Humanity is foremost amongst society. Galactic Basic, once known as American English, reigns supreme in every metropolitan location, every urbanized world, every multicultural space station. However, other languages permeate throughout the stars of the Shroud. Even the Amazonians themselves once had a unique language, Amazonian Classic, that has been lost to time amongst the gasses and birthgrounds of space and time.

Universal translators are old pieces of technology containing built-in virtual intelligences that near-instantaneously absorb auditory input and re-process it as Galactic Basic. However, VIs can be utilized in all sorts of formats - Basic is simply the standard operating language. In reality, VIs have the ability to translate any language in their database into any other language so within - allowing them to solve diplomatic problems that could be compounded by linguistic barriers. Additionally, VIs within translators can utilize patterns and recognition of sounds in a completely new language not installed in the VI database to translate new languages on-the-spot in as little time as ten minutes of continuous speech.


Culture

The Dominion is a military-first society, and such focus skirts into culture and privacy, as well. However, even with such dedication to skill, aggression, and defense, the Shroud maintains a complex, yet thorough cultural network across societies and worlds. Such cultures have not sprung up as of recently, however - the Federation rather developed much of Amazonia's cultural hub that has expanded across the Shroud. Much like Ancient Rome of Human days eons ago, the Dominion stole what characteristics of the Federation culture best benefited the military system and thrived with such blending of power and finesse.

Much of the military culture of Amazonian space is dictated by the armed forces and governmental programs. Young children, from ages 6-10, are deemed "worthy" by military scouting programs and taken from their homes to serve as military warriors, tacticians, intelligence agents, and all sorts of armed professions. Such forced recruitment trains soldiers and servicemen and women who know no other than total service to the Imperial regime. Such military service, however, defines its own culture - ripping apart the traditional family unit, but driving upwards a great source of civic pride for families "selected" for this honor (as well as a handsome compensation).

Issues such as public health and the arts are severely limited. Technology now rules the day, and medical innovations compensate for every defect, disease, or infestation. Art programs are deemed "ill-advised" pursuits, serving no true purpose to progress besides entertainment and are therefore created as side profits alone. However, such arts still arise as additional pursuits for the wealthy and the well-organized, and one can make a fortune from such investments from the private sector (in such industries, for example, as the holo-vid sector).


Demographics

The people of the Dominion extend far beyond Humanity and its people and places. New species have integrated into the way of the Humans, the powerful majority of the Shroud and the masters and manipulators of politics and power. However, Humans have not controlled every aspect of the Shroud for quite some time, and still do not wield anything close to power - rather, power amongst the Dominion is shared between the races, though a "chain of command" is somewhat recognized by each and every species, albeit somewhat differently depending on who you talk to.

Whether it be a Human, Turian, or Skrawl, each race seems to have its own niche. Tondani always are recognized as great intellectuals, while all recognize the cool heads of the Sangheili. Mutual respect, fear, or rivalry has created a single civilization and society that allows all races to walk amongst each other freely and to utilize a great deal of free speech...provided it does not conflict with the government views.

All other races exist as minorities beneath the 52% strong Humanity. Some races, such as the Tondani, have only very small numbers and are rarely seen despite making a large impact in society, while others, such as the Turians and Chymerons, are seen nearly as often as Humans amongst every planet's streets. Differing ages of lifespans can lead to three generations of Jiralhanae passing through a single generation of Humans...or nine generations of Jiralhanae for one cycle of Helots.

So many statistics vary from race to race, though medical technology allows for considerably longer lifespans than ever thought possible. In addition, medical advancements have allowed for the insertion of genetic manipulation, giving Humans (primarily) powers and abilities never before achieved. Even those who lack the randomly-discovered abilities of the Force still may be designated with "Biotic" ability, a sort of watered-down Force ability, if so designated. In the growing Dominion, virtually any possibility may be achieved.
Amazonian Beasts
11-01-2008, 05:04
Species of the Shroud


Overview

More than anything else, cultural and racial diversity highlights the Dominion. Each race that calls the interstellar cove called the Shroud home provides a uniue blend of traits and benefits that serve to produce a mixture of the best from each species into a single racial identity. Humanity's clear-cut dominance is recognized by all species, however - holding a simple majority and holding the strongest imagination and drive to succeed, Humans have always held strong in the Shroud. However, even with Humanity's vice over the racial sphere, others have come to make their marks for strength, intelligence, diplomacy, and a variety of other qualities, all coming together in their own ways to craft the Dominion's racial sector into a well-tuned instrument.



Humans

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Humans are not the oldest species of the Shroud, nor the strongest, most intelligent, brutal, or cunning. They are, however, the most successful race to ever enter the boundry of the gas field. Blessed with a balanced blend of imagination, dedication, determination, mental toughness, and creativity, Humans have long countered their lack of physical greatness with acute mental and social abilities. A very sociable species, Humans pride interaction and development in community style, rather than seeking out solitude and pursuit of one's passions by their own tokens.

Humans are also the most innovative race in the Shroud, potentially in the galaxy. Their constant knack for developing out-of-the-box strategies, coupled with a strong sense of emotions, leads Humans to finding ways around nearly every problem. The Amazonian Human variant, even after evicted naturally from their homeworld of Genesis, still had the drive to overcame any and all obstacles en route to making a permanent home in the Shroud. Humanity's spread across all corners of the galaxy, the Shroud being simply one, is proof enough of Humanity's success and passion.

Physically, Humans are not anything special. Containing no spikes, poisons, or any other intimidating physical features, Humans must rely on their mental abilities to survive. However, geneticists in the Dominion have managed to amplify the natural abilities of Humans to produce better, stronger, faster, and tougher individuals. These Humans, known as the "Adapted," now make up nearly 93% of all Humans in the Shroud. The other 7%, the unmodified group known as the "Rudimentary," are in the minority though thanks to the Federation lack of promotion regarding genetic techniques, still make up a strong percentage of the Human population.

Statistics

Adapted

Taxonomy: Mammal, Primate
Natural Environment: Temperate Savannah, 79F
Avg. Height: 7'0" (M), 6'6" (F)
Avg. Weight: 105 kg (M), 72 kg (F)
Avg. Life Span: 188 Y
Maturation Age: 16 Y
Homeworld: Unknown
% of Dominion Population: 30%
Eating Habits: Omnivore
Intelligence: High


Rudimentary

Taxonomy: Mammal, Primate
Natural Environment: Temperate Savannah, 79F
Avg. Height: 6'1" (M), 5'7" (F)
Avg. Weight: 83 kg (M), 55 kg (F)
Avg. Life Span: 102 Y
Maturation Age: 18 Y
Homeworld: Unknown
% of Dominion Population: 22%
Eating Habits: Omnivore
Intelligence: Medium



Tondani

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Tondani are the secretive recluses of the Dominion, locked in internal affairs and frequently turning a blind eye to any events that do not directly affect them. Extremely suspicious of other races and highly secular, the Tondani recognize the Dominion as an asset to their race, rather than a stabilizing force. That does not prevent Tondani from serving with the Dominion; rather, it enforces an ideal that allows each individual extreme pride in their own culture and species...and frequently, disdain towards most others. Tondani are not seen as conversationalists, and certainly not as social creatures dependent on others.

The Tondani's sheer intelligence and thinking power sets them apart from others in the Shroud and makes them an invaluable asset to the Dominion. Their ability with technology, particularly biotech, has made them nearly as valuable to Dominion research and progress as the Dominion is to stabilizing local space. Though the Tondani physically are pathetic - far more so than even Rudimentary Humans - they are such masters at words and machines that frequently they can avoid conflict altogether - or if it comes to blows, stay out of a fight and let their constructs and work do the fighting for them. Regardless of their emotions (or lack their of) and attitudes, the Tondani are a freekishly smart race absolutely critical to the technological prowess of the Dominion.


Statistics

Taxonomy: Mammal, Cetacean
Natural Environment: Ocean, 73F
Avg. Height: 8'8" (M), 8'8" (F)
Avg. Weight: 65 kg (M), 63 kg (F)
Avg. Life Span: 382 Y
Maturation Age: 24 Y
Homeworld: Kuram
% of Dominion Population: 3%
Eating Habits: Omnivore
Intelligence: Astronomical



Sangheili

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Sangheili are a strong-willed, balanced race of reptilians who have made quite a name for themselves in the social order of the Dominion. With their own unique traits, Sangheili still maintain a very even character quite similar to that of Humanity. Sharp intellect, powerful muscular systems, and highly logical psychology define the Sangheili individual. They are extremely solid in nearly every phase of body and mind, and more than any other race can survive and stay calm in situations that could destroy a lesser mind. Their strong demeanor and cool heads exemplifies the discipline and inner peace of a standard Sangheili.

Despite their calm and tranquil exterior, Sangheili are passionate and fiery warriors who rely on a strong system of honor and duty to their race and government. Sangheili have extreme distaste for dishonorable actions and conduct, and are rarely ever seen committing crimes or engaging in less desirable actions. Such clean conduct has induced great trust from Humans, and Sangheili enjoy nearly parity with the masters of the Shroud. Such level of comfort has drawn the ire of the more vicious races, leading to the Sangheili culture being one wary of outside thread and possible disturbance.


Statistics

Taxonomy: Reptile, Ornithopsid
Natural Environment: Rocky/Mountainous, 81F
Avg. Height: 8'11" (M), 8'4" (F)
Avg. Weight: 212 kg (M), 193 kg (F)
Avg. Life Span: 183 Y
Maturation Age: 12 Y
Homeworld: Valen
% of Dominion Population: 12%
Eating Habits: Carnivore
Intelligence: Very High



Jiralhanae

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The cruel manipulators of injustice and dishonor, the Jiralhanae are an opportunistic and secular race of primates who value success and personal gain as their two primary goals in a life. Greed and jealousy define a race based on the race to do anything to rise to the top, leading to the species being fairly aggressive and dangerous. Natural urges spur the Jiralhanae on even more, bloodthirsty elements of nature directing a culture of lust for combat and destruction. Jiralhanae are the natural enemies of the cool and honorable Sangheili, and have fought several wars over contrasting opinions and violating beliefs.

Still, despite their flaws, the Jiralhanae are valued additions to the Dominion. Their crazed determination to kill enemies and their focused determination are valued assets that make them one of the more successful, if also infamous, species of the Dominion. Such qualities of strength and power also run well with the Sith overlords of the Dominion, maiing the Jiralhanae frequently candidates for undercover missions where finesse and public affairs tactics are eschewed for brute force and sheer power over any other quality.


Statistics

Taxonomy: Mammal, Primate
Natural Environment: Tropical Rainforest, 89F
Avg. Height: 9'1" (M), 8'10" (F)
Avg. Weight: 370 kg (M), 352 kg (F)
Avg. Life Span: 72 Y
Maturation Age: 4 Y
Homeworld: Jiral
% of Dominion Population: 10%
Eating Habits: Omnivore
Intelligence: Medium



Theron

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The Theron are a warrior race from the Rim Worlds, long since having assimilated into the Dominion. Utilizing a culture based on ruthless self-advancement and having dominated a remarkable two other semi-sentient races that developed on the planet, Theron have come to view themselves with somewhat of an elitist attitude despite having a domineering attitude towards most aspects of life. They are the race that has focused the most turbulence towards Humans, in not having been impressed with the species as the Skrawl, Jiralhanae, and Sangheili had - rather, facing the impending numbers gap and taking the best option. The race is a proud one; steeped in heritage and protective of its few territorial systems, the Theron are experts in self-interest.

Anatomically, the species is gifted with strong intelligence and nominal physical tools. Theron are often seen as light infantry commanders or in other roles where their talented and creative brains can be put to work. Lacking much in the sense of fear, Theron are occasionally brave to the point of reckless in going head-on against impossible odds. They are more than a match for any Human and are equal to the Sangheili in physical prowess; a body lined with powerful muscle and thick sinews and multiple ganglion clusters proving individual muscle clusters with their own "localized brains" controls each Theron body more efficiently. They are a race that has done the right things right and continues to serve with distinction in the Dominion.


Statistics

Taxonomy: Mammal, Carnivore
Natural Environment: Rocky, 51F
Avg. Height: 9'5" (M), 9'3" (F)
Avg. Weight: 234 kg (M), 222 kg (F)
Avg. Life Span: 56 Y
Maturation Age: 2 Y
Homeworld: Tikal
% of Dominion Population: 6%
Eating Habits: Carnivore
Intelligence: High



Skrawl

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The Skrawl are wild sentients, bearers of vicious and aggressive attitudes and focused drives of pure annihilation. The Skrawl homeworld lies bare of larger life due to the bloody nature of the Skrawl, leading to the elimination of most animal life. Historical evidence has proven the Skrawl have wiped out over six other sentient races, three of them spacefaring on their own accord, before joining the Dominion when faced with superior firepower, technology, and thought. However, the Skrawl have certainly benefited from their joining the Dominion - they rule unmatched in the physical world of strength and terror.

On their own, a single Skrawl is a terrifying force. Their animalistic mind, though quite sentient and extremely intelligent, drives an insatiable hunger for blood. A formidable physical form complements the destructive and aggressive psychological side of the species. Eight massive clawed appendages line the solid body of the unisexual arachnoreptilian race, the only such one ever found (and speculated to perhaps be artificially constructed). Bulked muscles, a split-second reaction time, and the inability - or lack of desire - to cease any sort of rampage leads to the Skrawl proving themselves physically time and again. Though psychologically primitive, the Skrawl are the most formidable and dangerous race of the Dominion.


Statistics

Taxonomy: Arachnoreptile (Arachnid-Reptilian hybrid)
Natural Environment: Rocky Wastes, 68F
Avg. Height: 16'2"
Avg. Weight: 984 kg
Avg. Life Span: 48 Y
Maturation Age: 1.7 Y
Homeworld: Utrox
% of Dominion Population: 8%
Eating Habits: Carnivore
Intelligence: Medium-Low



Krogan

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Keeping in the trend of brutal and aggressive creatures in the Dominion, Krogan are bulky reptilians of stocky stature and slighted demeanor. Constantly acting with a chip on their shoulder, the Krogan evolved into powerful hunters and wary prey on a world teeming with dangerous life and vicious predators. With bulked muscles, multiple redundant copies of most major organs, a decentralized nervous system, and thick, armor-like skin, the Krogan are nature's response for a smart, angry tank that is nearly impossible to destroy. Even killing a single Krogan can often be difficult without knowing exactly where to hit to finish one off, making the species highly sought after for guards and security.

As a people, Krogan are highly individualistic. On a homeworld where everything lives for the moment, Krogan biologically are closer to most animal species than sentient races - going unchecked, Krogan have a rapid reproduction rate and have a fierce metabolism. The race is divided even amongst its own members, and Krogan prefer to have space and stay isolated. Trust is a hard quality to find amongst a race that has fought interally dozens of times since joining the Shroud races, and innumerable times before that. Though nowhere near the quality of the Skrawl, the Krogan harness their emotional energy into releases and are a virtually unstoppable force when pissed off.


Statistics

Taxonomy: Reptile, Ornithopsid
Natural Environment: Tropical Rainforest, 91F
Avg. Height: 7'11" (M), 7'9" (F)
Avg. Weight: 355 kg (M), 339 kg (F)
Avg. Life Span: 72 Y
Maturation Age: 2 Y
Homeworld: Tachikaze
% of Dominion Population: 3%
Eating Habits: Carnivore
Intelligence: Medium



Hish

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Unlike most of the standard sentient species of the Dominion, the Hish are closer to the mindset of the Helots - outwardly showing a more animalistic nature and wild side that seems to defy conventional thought on the true definition of sentience. Underneath layers of manipulative exterior, however, Hish are dangerous, crafty killing machines, dedicated to their art of genocide and extermination and toting sharp, if somewhat single-focused, minds. Hish prefer not to share with other races, rather staying to themselves - indeed, even rarely speaking their reptilian language - to instead regulate animalistic drives and needs. Processed scans of Hish brains show an inordinately long brainstem -producing a mind crossing the sentience of humanity with the killer instinct of a predator.

Physically, the Hish is unmatched by any species in the Dominion save the Skrawl. Flanked by a tail tipped with a poisonous boney blade, sheathed in armor-like spined skin and possessing the natural speed and strength to put any professional athlete to shame, the Hish are a well-balanced design for an ultimate shock trooper. While they lack some of the brute strength that allows the Skrawl and Lekgolo to simply shatter whatever stands in their way, the Hish operate and execute with a far deadlier precision and regimen. Despite their animalistic tendencies to see any outsider not of the Dominion as a potential threat or as prey, the Hish are not nonsentient creatures that take the easiest alternatives - they are master craftsmen at planning and executing well-developed strikes to any problem.


Statistics

Taxonomy: Reptile, Saurischid
Natural Environment: Tropical Jungle, 84F
Avg. Height: 10'3" (M), 11'10" (F)
Avg. Weight: 194 kg (M), 239 kg (F)
Avg. Life Span: 68 Y
Maturation Age: 2 M
Homeworld: Gelgelar
% of Dominion Population: 2%
Eating Habits: Carnivore
Intelligence: Medium-Low



Baragwin

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The Baragwin are an ancient race, having evolved in the Shroud and lived on their homeworld of Teton for time immemorial. The ancient reptilian race originally developed in the expansive oceans of their world before evolving onto land, having well-established a terrestrial civilization by the time Humanity even entered the Shroud. Said Humans, however, were the first to introduce the Baragwin to space travel and the ability to exit the world - and the race quickly carved out a niche for themselves as master craftsmen and industrialists, having a knack for figuring how things work. The race has also developed into formidable warriors for the Dominion military and can be found in nearly every profession in the Dominion, including the ranks of Force-users.

The Baragwin bulky body frame comes from a massive bone structure with a thick framework. With an overabundance of superfast-twitch muscle, the reptilian race is surprisingly quick and responds with a reaction time faster than a blink. Their somewhat thick bodies have long inspired sloth at first sight, but the Baragwin revel in their ability to be underestimated by foes, only to respond with a superior effort in achieving strength for their species. Though somewhat simple-minded and lacking in much ability to multi-task, the Baragwin are hard and efficient workers committed to the benefit of their race and its benefactors, including the Dominion.


Statistics

Taxonomy: Reptile, Placodont
Natural Environment: Low-lying Coves, 91F
Avg. Height: 5'4" (M), 5'8" (F)
Avg. Weight: 185 kg (M), 202 kg (F)
Avg. Life Span: 49 Y
Maturation Age: 2 Y
Homeworld: Teton
% of Dominion Population: 2%
Eating Habits: Carnivore
Intelligence: Medium-Low



Lekgolo

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Striking an intimidating pose even through their outward appearance, the Lekgolo are a dangerous, yet reclusive race rarely seen in Dominion society. They are large and powerful, unique in their anatomy - Lekgolo are actually a collection of millions of sentient worms formed together to make a hive mind. Such hive mind allows the Lekgolo to think and act as an individual - in fact, Lekgolo believe they are individuals. They are not anywhere near as well-known as most of the other Dominion races due to their secluded nature, as they eschew contact and prefer to stay within Lekgolo civilization.

Another major hamper on relations is the inability for Basic communication by the Lekgolo. While every other race is able to speak Galactic Basic through their speaking anatomy, the Lekgolo use a language of vocalization and extremely subtle movements to convey their language. Only the Sangheili have been able to master the language, and are often regarded as the "keepers" of the Lekgolo. Despite their rather rarity, the Lekgolo are a fairly smart race and an excellent asset where brute force is needed. Always travelling in pairs - a life-mate couple - the Lekgolo are a deadly force physically and not smart enough to know to relent. Adding it up, the Lekgolo are friendly, though can easily be persuaded to use force and hostility to deadly effect.


Statistics

Taxonomy: Annelid
Natural Environment: Desert Mountainous, 83F
Avg. Height: 11'2" (M), 10'6" (F)
Avg. Weight: 1,162 kg (M), 1,130 kg (F)
Avg. Life Span: 32 Y (Presumed)
Maturation Age: 5 M (Presumed)
Homeworld: Legoropas
% of Dominion Population: 1%
Eating Habits: Carnivore
Intelligence: Very Low (Presumed)
Amazonian Beasts
01-02-2008, 22:36
An Overview of Shroud Space


Space in the giant spatial gas bag known as the Shroud is a somewhat complicated affair - one could call the Shroud a "mini-galaxy," complete with its own core and boundaries. But to truly know the space of the Dominion, one must know all its constituent parts, pieces, and individual sections. It is a thorough and sometimes messy union of stars, species, and planets, but it fits together in a harmony known only to the Shroud, a unique chunk of the galaxy in the Sagittarius Arm. Space is divided into three subcategories based on size:

Systems are individual solar systems. These are divided into Primary Systems - solar systems with a major colonized world, major space station, or heavy industrial or commercial center - Seconday Systems - with moderate presence, but not high enough to attract general presence of the military, and Tertiary Systems, often run solely by droids or Geth, or with limited Species intervention. Systems range from simple stars with no planetary bodies or simply planetisimals to ten to fifteen planets in a system (the Dominion record is nineteen planets).

Sectors are strict fifty-system areas of space. They are the mathematically-laid out areas of space, directed for autoritarian ease of use and flexible planning. Sectors are aligned much in accordance with the military, also - while regions are too large for general military sweep and systems are far too numerous and small, sectors are large enough, yet numerous enough, to be used as base blocks for military planning and base construction.

Regions are large chunks of space laid out for their astrological positions, features, and political importance. They are variable in their number of sectors, from some as small as three to others much larger. Regions are mostly for colloquial use or for large-scale projects - they hold less significance for their broad scope. There are six total regions in Dominion space.


The Void, the Core, the Expanse, the Rim, the Barrier, and the Warden are the six regions of Dominion space - all represent a specific area, each generally with their own subtle features.


The Void is the direct center of the Shroud, a "mini-Shroud" within Dominion space. It is a forty-sector area of space all inclosed within the monstrous Eagle Nebula, a turbulent, white nebula of titanic proportions. The Void is not so impervious to penetration as the Shroud is, however - the Eagle Nebula, unlike the Shroud, can be penetrated anywhere on its exterior. Though passable, it is still hard to navigate, and one must follow strict FTL lanes to ensure safe travel - the Void is considerably more fluid than the Shroud, storms moving to and from points and celestial bodies extremely dense. The FTL lanes are small corridors between the roiling stellar storms of the Eagle Nebula, suspended in space by opposing fronts of nature. The Void is used as the Imperial capital of the Dominion aboard the massive space station Necropolis, deep in the heart of the Void.

The Core is the foundation of the Shroud, the most respected and most important planets aligned in an eighty-five sector area of space. It surrounds the Shroud and expands slightly, a sort of ring inside the Shroud. Amazonia, Polus, Sere, and Vigo - the four original planets - all reside within the Core, and Amazonia is still the administrative capital of the Dominion where the politicians work. The Core is generally seen as the most prestigious public sector of the Shroud, and is also the home to the military.

The Expanse is the area of space immediately explored outside of the Core before safe passage into the Void was discovered. Comprised of hundreds of sectors, it is the second-largest region in Dominion space. Many resource-rich worlds lie in the Expanse, and it is a major industrial hub and center for military activities. It was once a hub for colonies and small stations, but has evolved into a center nearly as industrialized and advanced as the Core itself. Though fairly presitgious, the Expanse is viewed as somewhat second-class, where individuals work hard for their gain, a blue-collar region.

The Rim is the outer edges of safe space that borders the lethal gas of the Shroud Nebula, the lifeblood of the Shroud that keeps the Dominion cut off from outside contact. The Rim is a somewhat chaotic region, the largest region of Dominion space by far. Numerous splinter groups and hotbeds of free will reside out in the Rim, though also accompanied by a large military presence. Still, rebellions and insurrections occasionally are started out in the Rim - and promptly crushed there. It is the most focused on area in the Imperial government for its tendency to be somewhat lawless and lasseiz-faire. The Rim consists of thousands of sectors.

The Barrier is the three-sector region of space, smallest in the Dominion, that rings the Conduit in the Lemort System. Though somewhat unspectacular - in fact, not very populated - the Barrier is a hotbed of historians and military personnel alike. The Lemort System is the sole point of entry into the Shroud, a tiny passage of space where the sedintary Shroud breaks and leaves a clear area of space. Based on the dark energy levels - intensely high - in the region, and the curious fact that only a single system allows passage into the Shroud for vessels and organics alike (unless one is willing to die and have their ship ruptured by the storms of the thick, radioactive gas of the Shroud), historians have created theories that some inordinately advanced race eons ago artificially constructed the Shroud for some specific reason, perhaps as a defensive hub.

The Warden is a small region of space - thirty-two sectors - lying outside the Shroud, the only exposed area of Dominion space. It is slightly inhabited, with minimal military presence except for several systems of military centralization in the Warden. Rather, much of the inhabitants police themselves, with rogue bands and pirate squads heavily present with advanced technology in the Warden. It is an area of space where one must constantly keep their wits with them and their eyes sharp for danger, because danger is ever present. Though fairly close to anarchy, the Dominion spends little time or money out in the Warden - the Sith of the Dominion are fairly content with the defensive advantage that the Shroud provides, something not afforded by the Warden.
Amazonian Beasts
10-02-2008, 06:11
Primary Dominion Worlds



Amazonia

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Once a lush, tropical planet, Amazonia has evolved much as the original planet of origin - Genesis - did. From rainforests and jungles, Amazonia's rise to power paved layer upon layer of ferrocrete over verdant trees and dense brush. Over time, every spot of land - every spot of virgin nature - was covered by man's creation, a towering metropolis of a planet soaring high into the heights of the atmosphere. No estimates have ever been made about the cityscape's total height from the ground all the way up - partially because it's hard to distinguish ground from city.

Lights and aerial traffic light up the orbital view of Amazonia, a shining beacon towards the massive public capital of the Shroud's technology-oriented people. Standing atop the bustle of city and society is the Imperial Palace - a massive pinnacle so tall it routinely is lost in cumulus clouds on even fairly clear days. As much as Amazonia is a planet of city and urbanization, it is also a celebration to the greatest achievements of the Amazonians. Monuments, skyrisers, and collosal buildings of all sorts stand to tell all visitors about the power and pride of the Dominion.

Much of Amazonia is also revolved around its orbital scene. Within low orbit, a cornucopia of skyhooks, stations, and industrial factories plague inbound and outbound departure schedules. Traffic congestion is a frequent problem, and genuinely cited as the worst aspect of the capital planet. A triple-tiered, semi-permeable defensive shield surrounds high orbit, the defensive grid stopping what manages to get past the 300 orbital defense stations, thousands of place-point assault units, and the Capital Fleet, generally seen with the pride of the Dominion Navy - the stalwart flagship, Virulent.


Statistics

Region: Core
System: Capital
Satellites: 4
Orbital Distance: 1.4 AU
Orbital Period: 1.15 Standard Years
Radius: 6,984 km
Day Length: 28.2 Hours
Pressure: .97 Atm
Gravity: 1.1 G
Surface Temperature: 79 F
Topography: Urban



Polus

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Polus has a storied history as the original point of Human expansion into the Shroud, a pinnacle of ice and snow recognized across light-years. Not some urban jungle of Amazonia or bountiful paradise of Rydoni, Polus is a cold ball of death for those who are not careful on its frozen surface. Geologically, Polus is a planet of frigid peaks and tepid valleys, where geothermal vents produce "warm zones" of temperatures barely breaking into positive celsius figures. On a world so harsh, only the strongest animals - and pioneers - survive nature's sharp hand of punishment for ignorance.

Polus, once the capital of the large Polusian Commonwealth, is still just as important as it was four thousand years ago - albeit, in a different way. Modern Polus is the military summit of the Shroud, its freezing winds cut off from space's touch by choking spaceports, stardocks, production facilities, repair bays, defense grids, and a planetary shield. Hundreds of ships make their way to Polus everyday, a short three minute hyperjump away from Amazonia herself. Home to millions, Polus is nearly as well-guarded as Amazonia itself, military command making its home on the planet's snowy peaks.


Statistics

Region: Core
System: Foundation
Satellites: 1
Orbital Distance: 2.7 AU
Orbital Period: 1.89 Standard Years
Radius: 7,322 km
Day Length: 21.8 Hours
Pressure: 1.31 Atm
Gravity: 1.45 G
Surface Temperature: -18 F
Topography: Frozen



Vigo

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Probably the least important of the four major planets of the Shroud in the Core, Vigo is a world torn apart by physical forces and public opinion. With three major gas giants in a system with a red giant present, Vigo - despite being colossal for a terrestrial world - is but a pawn in a system of titans. The gravitational forces acted on it by the nearby star as well as the gas giants causes dramatic geothermal upheaval deep in the heart of the normally hot rocky world. As it is, Vigo is racked by volcanic activity, with eruptions simply being a part of life. Laval floes cover the world, separating rocky land into small islands of sizes varying from kilometers to only a few meters.

Vigo's people match its shifting landscape and everchanging surface. Several rebellions have sprung up from the lava planet's burning surface, spurned by questions coming from deep in the world's underground cavern cities. Mining has taken over the planet's economy, fueled by the precious resources lying within lava floes and mineral deposits on stable land. Factories, both underground and in orbit, have spat even more chemicals and pollutants into Vigo's already degrading atmosphere, making the planet an undesirable place to visit or live. For those residents lucky enough to leave the planet's trapping presence, few ever return.


Statistics

Region: Core
System: Terce
Satellites: 2
Orbital Distance: .45 AU
Orbital Period: .71 Standard Years
Radius: 10,938 km
Day Length: 9.3 Hours
Pressure: 1.12 Atm
Gravity: 2.15 G
Surface Temperature: 131 F
Topography: Volcanic



Sere

http://i36.photobucket.com/albums/e40/WR82/dantooine.jpg

One of the most pristine locales in the Core, Sere is the sparkling gem of the "First Four." Sere is a shining world of tranquility and peace, one of only three planets - the other two barren rocks - in a quiet and serene system. The planet is somewhat overlooked due to low importance, but nonetheless, it remains a world ideal for clearing one's mine and sparking democracy. With a temperate climate, fairly level and clear terrain, and covered in mostly benevolent life, Sere is quite possibly the most sought-after world after Rydoni's beautiful grasslands to visitors looking for sparkling scenery.

Sere is colloquially known as the "breadbasket of the Dominion," a world primarily of farms and art. Millions of tons of crops and livestock are exported from the world each day to the Core worlds, making Sere a major player in a society looking for something other than relying on replicator rations. Sere is somewhat technologically backwards compared to the high-tech metropolis of Amazonia, the futuristic military complexes and sprawling command centers of Polus, and the sleek and efficient factories of Vigo. Lacking any sort of major processing facilities or centralized urban sprawls, Sere is somewhat underpopulated, though its people are considerably happier than most Core populaces due to such environmental and social freedoms.


Statistics

Region: Core
System: Vela
Satellites: 0
Orbital Distance: 1.03 AU
Orbital Period: 1.01 Standard Years
Radius: 6,210 km
Day Length: 23.2 Hours
Pressure: .98 Atm
Gravity: .96 G
Surface Temperature: 73 F
Topography: Temperate Grassland



Camus

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Camus is a hidden world, one shrouded in mystery and cloaked in darkness. Lost amidst the white and light blue gasses of the Eagle Nebula, Camus's Amazonian presence only goes back forty years. One of Emperor Droma's discoveries during the Amazonian Civil War, Camus has served as the secret world of the Imperial line ever since. Camus's natural aspects only serve to drown it even more in secrecy: an incredibly thick atmosphere, combined with a highly erratic electromagnetic field, shield the planet's ground from sensor sweeps, while the ground of Camus runs deep with gorges, peaks and valleys of soft rock, and bizarre, sponge-looking plants towering over 150 meters up underneath a sky of bubbling clouds.

Camus's mysterious exterior hides a sinister purpose and dense conspiracy. Thousands of Rudimentary Humans work on the planet for the Dominion's whims, serving as subjects and victims for all sorts of projects and plans. A virtual slave world, Camus also serves as grounds for the unveiling and testing of new projects, as well as the personal retreat and command center of the ruling line. Never a public planet, Camus continues to be a mystical planet, occasionally mentioned as pure speculation but never confirmed by any outside the highest classes of military and intelligence.


Statistics

Region: Void
System: Inald
Satellites: 1
Orbital Distance: 1.5 AU
Orbital Period: 1.82 Standard Years
Radius: 4,836 km
Day Length: 27.3 Hours
Pressure: 1.31 Atm
Gravity: 2.15 G
Surface Temperature: 91 F
Topography: Savannah



Oduvit

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Oduvit is an industrial world, well-known for its unique surface. In a system cluttered with planets, Oduvit is an astronomer's dream. Technically a binary planet with a slightly larger rocky world, Oduvit "shares" several moons with its partner while also having several of its own in a bizarre game of hot potato. On its surface, Oduvit is even stranger. Rather than having any sort of flat or mountainous surface, Oduvit has a long and extending desert across its surface pocked with hundreds of thousands of sinkholes. Unlike most sinkholes, these penetrate down into the planet's surface for dozens, sometimes hundreds, of kilometers, making walking the planet's surface a dangerous affair.

With society clustered around the biggest sinkholes - some two hundred kilometers deep and dozens of kilometers across - Oduvit has become a major industrial powerhouse and center of technological advancement. With scientists regularly making synthetic breakthroughs, Oduvit has become the leading designer and builder of all sorts of commercial and military droids and intelligences. Factories run deep paths through the ground, connecting various sinkholes in a web of interconnected tunnels.


Statistics

Region: Expanse
System: Cospela
Satellites: 8 (4 shared)
Orbital Distance: 1.23 AU
Orbital Period: .98 Standard Years
Radius: 8,120 km
Day Length: 23.6 Hours
Pressure: 1.94 Atm
Gravity: 1.41 G
Surface Temperature: 88 F
Topography: Desert, Sinkholes



Vivaste

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Vivaste is a world that hasn't quite come down from an explosion of life and danger. Located in a young system with a white main-sequence star, Vivaste is one of the smaller terrestrial planets of the system, yet the only one with an atmosphere. Vivaste's combination of elements and compounds in the ground, in its oceans, and in atmosphere have given rise to an explosion of creatures not seen on any other planet. Simply put, Vivaste is extremely conducive to life. Underneath an orange sky often cluttered with rain-filled clouds, Vivaste's surface is a tropical danger zone of competing colorful planets and dangerous prowling predators.

Vivaste's living climate have lured the Dominion in to use Vivaste as its primary planet for running biological projects. As such, the planet has turned into a virtual factory for all sorts of living equipment for the private sector and the government, creating organic parts, medicinal equipment, cellular enhancers, and the biggest prize of all - the bioships of the Dominion fleet from massive breeder grounds across the planet. Adding on to this is an unstable region of subspace on the outskirts of Vivaste's system - recently opened by the Dominion to be a conduit to fluidic space, the alternate dimension of travel and life newly discovered and explored.


Statistics

Region: Expanse
System: Homas
Satellites: 2
Orbital Distance: .81 AU
Orbital Period: .67 Standard Years
Radius: 6,244 km
Day Length: 21.1 Hours
Pressure: .89 Atm
Gravity: .76 G
Surface Temperature: 101 F
Topography: Dense Tropical Jungle



Styx

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Deep out at the very edge of the Shroud, Styx is a world of danger, darkness, and mystery. Calling Styx a "world" at all is a bit of a questionable point - the planet is a hunk of rock hurtling around a late-period main-sequence star, a dead world if anything. It hisses and cracks with electricity and a high magnetic field, a dangerous place for life - yet some exists. Living creatures of Styx are hostile and tough, evolved to the low atmosphere and pressure of the world and scarcity of food and water. Completely covered by a jagged rocky surface, Styx on the outside seems like just another rocky chunk of planet to note in a stellar map and pass by.

However, Styx holds a darker secret. The world churns with dark energy, seeping so deep it seems to project a field of dread and horror across the entire Lemort system, drawing travelers in, as the Sirens of epics of eons ago. Such dark energy has proven a boon for the Amazonian Sith, using the planet as a training ground for young Sith and giving more powerful warriors energy to fuel further progress. Stranger still, Styx is the so planet possible of life in the one system that links the Shroud to the outside galaxy - and yet stranger, FTL fields of all sorts - none yet have been proven successful - seem to die out across the Styx system, a sort of damping field that drains energy. Literally, one must pass by Styx in order to enter the Shroud, or leave it - something that has bought up the rumors that the Shroud is an artificial creation of dark aliens from ages of yore.

It is because of this fact of passage that the Dominion has amped up defensive abilities across Styx's system to almost uncomparable heights. With the knowledge that it is the only passage into the system, a massive defensive grid spans the entire system, comprised of hundreds of stations, thousands of defensive platforms, dozens of vessels and command stations, and billions of homing mines. It is one of the most fortified places of the Dominion outside of the Core and the Void, a fortress of darkness and strength.


Statistics

Region: Barrier
System: Lemort
Satellites: 9
Orbital Distance: 3.89 AU
Orbital Period: 7.29 Standard Years
Radius: 2,912 km
Day Length: 56.2 Hours
Pressure: .52 Atm
Gravity: .48 G
Surface Temperature: 62 F
Topography: Rocky, Electric Wasteland
Amazonian Beasts
20-02-2008, 02:54
Secondary Worlds of Importance or Note



Rydoni

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Pristine, tranquil, and peaceful, Rydoni is the Dominion's closest analogy to paradise. A world of natural beauty shrouded in a verdant canvas of green grass plains, sparkling blue seas, and cascading waterfalls, Rydoni has long been sought out in the Shroud for inspiration in the arts and for relief from the hectic life of the rest of civilization. Natural fauna shies away from belligerence and seems to rest squarely in spots in Rydoni's food web, as if nature itself on the planet has been set in an orderly plan of balance and serenity.

Urban development on Rydoni has been severely curtailed, focused on floating cities on the shallow seas of the world, built along the insides of crevasses and canyons, or along cliffs and peaks. Even standard starships are not allowed within Rydoni airspace; instead, inbound travelers are shuttled through eight massive orbiting space stations and transferred to aerotransports, designed with the environment in mind, that shuttle them down to the planet surface. Military is virtually non-existent on Rydoni, a planet allowed by the Dominion to grow much as it sees fit.


Statistics

Region: Expanse
System: Terranueve
Satellites: 0
Orbital Distance: .99 AU
Orbital Period: 1.02 Standard Years
Radius: 6,275 km
Day Length: 26.1 Hours
Pressure: .91 Atm
Gravity: .97 G
Surface Temperature: 71 F
Topography: Temperate Grasslands



Firven

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Firven is a hot world by no hyperbole; covered in a sweltering desert, the Rim planet is only suitable for the strongest of souls. Sandstorms and extremely low humidity constantly plague the planet, driving those who can to inhabit cities born into Firven's rocky peaks scattered across the world. Those who can't are forced to cities and towns in the desert wastes or live in secluded communities. Eeking out a life is an ever-present struggle for nearly every individual on Firven.

The hostility of the planet has made it a treasure trove for the Dominion military, sending new recruits to the open expanse of sand. Across Firven, the Amazonian military maintains outposts and training locales, coordinating with one another to send fresh recruits of the military through a grinding process of training that frequently ends up killing a good portion of rookies. Those who do emerge from Firven's furnace, however, are stronger, if scarred, individuals for their experiences.


Statistics

Region: Rim
System: Kalir
Satellites: 3
Orbital Distance: .74 AU
Orbital Period: .69 Standard Years
Radius: 8,612 km
Day Length: 18.2 Hours
Pressure: 2.35 Atm
Gravity: 2.02 G
Surface Temperature: 114 F
Topography: Desert



Kuram

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Kuram is the violent homeworld of the isolationist Tondani, a world wracked by storm and power. Covered in a planet-wide ocean, Kuram suffers from a post-apocalyptic climate after an asteroid struck the world more than sixteen millennia ago. Now, constant rain blows across the deep depths of the planet via winds that frequently blow at hurricane force. The storms of Kuram are violent supercells complete with hazardous waterspouts and frequent bouts of electricity that wreak havoc on any unprotected vessel or individual unlucky enough to be outside.

It is on this violent spawnworld that the Tondani have developed a culture utterly reliant on gene modification and bioengineering. Science brought the Tondani forward into prominence within the Dominion, and the species is generally recognized as making the best scientists and researchers. Because of the sheer quality of their work and reliability of clones and devices produced from the Tondani, the species - and in particular, Kuram - is given plenty of autonomy to continue to supply the Dominion. Kuram is home to dozens of massive cities atop stilts reaching kilometers down to the ocean floor, holding massive cloning, birthing, and training facilities.


Statistics

Region: Rim
System: Agaris
Satellites: 2
Orbital Distance: 4.97 AU
Orbital Period: 7.21 Standard Years
Radius: 7,102 km
Day Length: 41.2 Hours
Pressure: 3.68 Atm
Gravity: .79 G
Surface Temperature: 75 F
Topography: Ocean



Probor

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Probor is a heavily forested world, its land surface covered densely in thick forest reaching a few dozens of meters off the ground in patches by coastlines to grass-thick patches rising kilometers off the ground in inner-continental areas, so thick that the forest floor is shrouded in thick darkness penetrated only by an occasional thin shaft of light and bioluminescent creatures. From the depths of this forest womb, dangerous and immense creatures adept at stealth and cunning have emerged, making anywhere but the canopy and the coasts deadly places on Probor.

Amazonian civilization has established monstrous communities in the upper heights of the massive forests, stretching for kilometers broad across the treetops. From such arboreal lifestyle, Probor has become an industrial nexus for atmospheric craft and civilian aerial vehicles. It is a critical world, not so much in military production, but to civilian traffic flow and continued production of new vehicles for private and public use. Military aerial attack craft emerge from specialized factories amongst the canopies for off-world exportation in high quantities.


Statistics

Region: Rim
System: Fandis
Satellites: 1
Orbital Distance: 2.88 AU
Orbital Period: 1.72 Standard Years
Radius: 6,949 km
Day Length: 28.5 Hours
Pressure: 1.73 Atm
Gravity: .94 G
Surface Temperature: 68 F
Topography: Dense Forest



Talasea

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Talasea is a curious world with deep roots latched into a culture of strength and power. Deep canyon rifts criss-cross the entire world, separating cliffs and high peaks with massive gorges hewn deep into the ground. Cool temperatures keep the planet temperate year-round, the issue emphasized by the mostly-arboreal nature of the planet's life in the tops of peaks. Mountains are generally rocky and devoid of vegetation - native life has come to develop in the densely clouded skies of Talasea and to roost in craggy mounts and caves in the sides of sky-piercing summits.

From such black-and-white topography, the settlers of Talasea have come to find lifestyle that defies aesthetic imagination. Massive natural bridges span the colossal gorges of Talasea, held in place by turbopowered repulsor projectors and energized metals inherent in the bridges. Native creatures have been genetically engineered as cheap alternatives for transportation, while massive cities have grown upon the artificial bridges to hold thousands upon each spanning structure.

Despite living a tough life between titanic summits, Talaseans are recognized throughout the Shroud as tough individuals. The planet has produced numerous Sith Lords, and is the military capital of the Expanse Region. Massive orbital space stations and minefields defend the planet against incursion and attack, while the bridge cities serve to create legions of hardened future soldiers, training from the thin air and high pressure atmosphere of Talasea to venturing on the open yet perilous cliffs.


Statistics

Region: Expanse
System: Montud
Satellites: 3
Orbital Distance: 1.86 AU
Orbital Period: 2.37 Standard Years
Radius: 7,480 km
Day Length: 32.4 Hours
Pressure: 3.96 Atm
Gravity: 1.21 G
Surface Temperature: 63 F
Topography: Rift Valleys/Mountainous



Qualas

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Qualas is Ryodoni's aquatic equivalent, a planet of sparkling ocean and colorful coral reefs. Boosted by a slightly lower gravity than standard and situated in a low-intensity main-sequence star system, Qualas is a peaceful planet of stability and natural beauty. Everything beneficial can be found in the seas, from food to exportable products in the form of chemicals within certain sea creatures. Storms are highly infrequent in Qualas's calm meteorological atmosphere, and the sparkling blue sky of the planet is nearly always a clear sight.

Qualas's residents have designed numerous cities anchored to deep sea floors by high-tensile magnetic cables. Rather than the industrious and efficiency-designed cities of Kuram, Qualas's urban metropolises are rather focused on aesthetic apparel and fitting in with the serenity of the natural order. Crustaceans and fish in Qualas's oceans supply medicinal chemicals that form Qualas's greatest marketable product, while tourism forms the planet's greatest commercial service. Often overlooked by military planners, Qualas is an important world for morale and relaxation in a civilization burdened by work and organized by efficiency.


Statistics

Region: Expanse
System: Ormalee
Satellites: 0
Orbital Distance: 1.00 AU
Orbital Period: .98 Standard Years
Radius: 5,933 km
Day Length: 19.7 Hours
Pressure: .79 Atm
Gravity: .93 G
Surface Temperature: 82 F
Topography: Ocean



Pugnor

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Pugnor is a turbulent world with a political state often in flux. A desert world by nature, Pugnor is dominated by rocky outcroppings, hills strewn with debris and boulders, and flat, open sandy expanses. The world is somewhat barren of large life, instead dominated by hardy creatures, generally not over two meters in length, built to survive the hostile conditions of Pugnor. The planet's high gravity have suppressed the formation of high peaks, making Pugnor far flatter than most other planets.

Pugnor's somewhat lifeless state has made it an ideal target world for the efficiency-obsessed Dominion. Rather than overlook the world for little more than mining colonies for its natural mineral resources, Pugnor has experienced a growth of large city-spaceports meant to reinforce the planet's status as the administrative and military capital of the Rim Region. In the space of the recent years of discovery to ignorance of the Federation to build-up by the Dominion, Pugnor has exploded in population and defense, now home to prestigious military fleets and numerous ground armies in what is likely the most heavily-defended world of the Rim.



Statistics

Region: Rim
System: Mona
Satellites: 2
Orbital Distance: 2.47 AU
Orbital Period: 1.84 Standard Years
Radius: 5,995 km
Day Length: 22.8 Hours
Pressure: 1.93 Atm
Gravity: 2.60 G
Surface Temperature: 86 F
Topography: Rocky Desert



Oovo

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Oovo is a world of tombs, death, and decay, lost in the splendor of ancient times. Naturally, Oovo is a rocky world, covered in a desolate wasteland of stone and sand. Though technically a desert, Oovo isn’t of extreme temperature nor sharing particularly desert-like characteristics – rather, Oovo is a world that seems to be naturally ancient, like an aging animal. The rocks of the planet seem to echo memories of times long forgotten, its mountain ranges low and rounded as if pressured by eons of stress. The planet truly is one forgotten by time.

Across Oovo’s surface, numerous massive tombs, catacombs, and mausoleums imprint the stiff rock of the ground. Ancient tributes to Sith Lords long gone – and some still present – the numerous vaults are part museum, part grave for the powerful leaders of the dark side of the Force. The ancient Sith Lords for the most part are all buried on Oovo, stemming from long ago when, separated from the regime of Polus and the Federation, the ancient Shroud Sith resided on Oovo as their capital world, using a long-forgotten race as their primary workers, soldiers, and servants. Now, such times of a golden Sith age are lost to history, making Oovo simply a world of historical note and one revered by the modern Sith rulers of the Dominion.


Statistics

Region: Rim
System: Caguolo
Satellites: 7
Orbital Distance: 6.82 AU
Orbital Period: 8.93 Standard Years
Radius: 7,193 km
Day Length: 39.6 Hours
Pressure: 1.64 Atm
Gravity: 1.25 G
Surface Temperature: 58 F
Topography: Rocky Desert
Amazonian Beasts
01-03-2009, 09:44
Locales of Interest



Cauldron Nebula and Pinnacle Station

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The Cauldron Nebula, located in the Core just outside of the tumultuous Void, is not only a major tourist attraction due to its sparkling colors and vivid displays of spatial beauty, but also a major entertainment hub and civic center. A web of space stations and outposts cut through the Nebula, in addition to asteroid stations and starship bazaars that crisscross the large formation. The stations provide numerous civilian attractions and permanently house hundreds of millions amongst residential districts.

Pinnacle Station is Cauldron's largest station, as well as the foremost hub for civilian affairs outside of Amazonia itself. Pinnalce also coordinates all space traffic within the Shroud itself, and is the central point for numerous trade spines and hyperroutes crossing Dominion territory. A massive station built sometime long before Humanity ever entered the Shroud - and hypothesized to be constructed by the same speculated race that artificially constructed the defensive Shroud - Pinnacle has been converted to a station of massive importance and population.



Imperial Spire

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The Imperial Spire is the central executive tower of decision making in the Dominion, and preeminent home of the Imperial Council, which makes all major decisions for the Dominion at large. The Spire is the tallest structure on Amazonia, and located deep in the heart of Dominion Center - the massive urban sprawl that serves as the capital of the planet-city. The spiraling tower also stretches deep through the urban levels of the city and even far underground the never-seen surface of the world.

The Spire is equipped with a grade-A communications and sensor suite, designed to communicate every order of the Council to the far reaches of the Shroud. The tower also has the most powerful shielding equipped to any building in the entire Dominion, with a triple-layered particle shield covering complementing an extending ray shield boundary coming off of the urban surface of the visible planet. An extensive security complement - including at least one quarter of the Sovereign Guard at all times, as well as at least one wing of fighters at all times - guards the tower.



Capital Dome

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The Capital Dome is the center for the meetings of the Imperial Senate. Within its ancient (yet frequently refurbished) central hollow, the representation of every sector convenes to discuss and decide on the day-to-day direction of the Dominion, as well as resolve problems not important enough to direct the attention of the Imperial Council. While the iron hand of the Council remains the iconic government of the Dominion, the Senate truly keeps the Dominion running without falling into lawlessness.

The Dome's large exterior still masks what is a massive cavern inside its durasteel structure. Built large enough to house a representative hoverpod for every sector, as well as a central spire for the reigning Chancellor and Primarch of the Senate, the Dome is truly a massive piece of engineering. Located in the central sections of Dominion Center, the Dome sits very close to the Imperial Spire. Adjoining rooms, councils, and other spots outside of the central hollow allow for committee meetings and other sorts, while exterior collapsible turrets and defensive shielding keep the Dome safe from attack.



Force Temple

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The Force Temple, making up the point of the "engineering triangle" that combines with the Imperial Spire and the Capital Dome in Dominion Center, is the hub for all activities regarding the Dominion Sith and other Force users in the Shroud - and previously was the Amazonian Jedi Temple, regulating the Federation's Jedi Council. The current Sith Council sits in the central spire of the Force Temple, though with the Dominion shying away towards a more secular approach rather than laced completely to one ideology, the term "Gray Jedi" more aptly fits those who grace its hallowed halls.

The Force Temple has stood on Amazonia for ages on the planet, rumored to go back as far as the Polusian Commonwealth and simply raised atop newer and newer vertical sprawl. Within can be found training rooms, engineering facilities, hanger bays, defensive structures, a shield matrix power coordination center, temple meeting chambers, and many other facilities for the needs of any and all Force users within the Temple. It is a facility generally open to the public at most parts, and even through the Droma reign and beyond has been open to Force users from all parts of the galaxy, not just the Dominion.



Sith Training Academy

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Directed by the hard-line Sith from Emperor Droma's reign, the Sith Academy on the volatile barrier planetoid of Styx serves as the premier training grounds for the Dark Force warriors. As the Dominion accepts more and more styles and views on the Force, Styx remains the sole location - other than the Sith tomb world of Oovo - swathed in the Sith arts and dedicated to the direction and advancement of the Sith Order. Nothing but full commitment can be found inside the Academy, and those who fail to fit generally wind up dead.

The Academy is a far cry from the halls and splendor of the Force Temple. Rather, the Sith Training Academy instead is a center of grueling hardship and monumental tests of strength and power, dedicated to weeding out and eliminating the weak to provide more room for the strongest Sith to continue to rule. Even as the Dominion veers to a gray area of the Force, the Sith Academy - having shaped Sith such as Marka Ragnos and Naga Sadow - continues to have a major hand in the direction of the Dominion.



Rydoni Spaceport

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The largest ground-based spaceport in the Dominion, the Rydoni Spaceport is a sight to be seen by visitors from across the Shroud. Moving millions to and fro orbital stations via environmentally friendly orbital craft and located just outside the heart of the Rydoni capital of Ioni, the spaceport has grown over the years to support the massive tourism industry of Rydoni, while simultaneously ensuring that the pristine balanced ecosystem of the sparkling planet is not set out of order by the engines of thousands of spacecraft.

In order to even access Rydoni's surface, visitors must pass through any of a dozen orbital processing stations that hold docks and other boarding facilities for spacecraft. From there, varying orbital craft shuttle the visitors to the planet, utilizing engine thrusters equipped with numerous heat sinks to dissipate harmful fumes and exhaust and preserve the atmosphere. The Rydoni spaceport has long been known as a center for bringing in refugees, as well as leaders of the Dominion for numerous conferences and summits.



Sky Nexus

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A titanic floating city in the atmosphere of the mineral-rich gas giant Iridonia, Sky Nexus is one of a network of hundreds of floating cities and platforms in the "Terrestrial Layer" of breathable gasses and comfortable temperatures of the planet. Iridonia itself is a planet rich in gasses, gaseous minerals, and other elements critical to the shipbuilding, weapons making, general supply, power, and other industries. Sky Nexus, as the largest and capital floating city, has indeed become a very rich locale.

The city is sprawled over hundreds of kilometers in the atmosphere, rivaled only by the organic planet-killing worldships in terms of scope in orbital or spacefaring ships or stations. Sky Nexus boasts industrial processing centers, mining depots in its lowest levels, an urban metropolis along its uppermost layers, residential habitats, entertainment habitats, a full military inbuilt outpost, governing stations, security, a spaceport, and much more in serving millions. Hundreds of high-powered repulsors atomize and convert the natural elements of the atmosphere to support and keep the massive city afloat. With Iridonia's colorful and vibrant atmosphere, the city provides a bountiful tourism locale as well.



Kuram Central

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Kuram Central is one of the Dominion's largest cities, research centers, science stations, and military depots situated between the rolling seas and stormy skies. It is a center of cloning and biological research, the foremost station for producing clone soldiers and holds the original copies of every genetic modification utilized for soldiers as well as the Adapted Humans of the Dominion. Kuram Central holds vast levels of test subjects as well as facilities for every clone, genetic material, disease, or other biological instrument produced - and because of the material occurring, is given a fairly free hand by the Dominion to continue work.

The city does not float on the 500-foot waves of the turbulent seas, but rather is supported by stilts that burrow through the ocean to the deep depths of the planet surface that was ravaged by Kuram's environmental cataclysm. Energy shields and a surface coating of positively-charged ions protect the city's surface against the hypercells that surround the planet's atmosphere, while hanger bays and landing pads house visitors to the city.
Amazonian Beasts
16-03-2009, 06:21
Important Personas



The Dark Side




Marka Ragnos

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The de facto leader of the Dominion Council and considered by many to be the strongest Sith of the Dominion, Ragnos has proven himself to simply be the strongest in foresight. Blessed with a brilliantly sharp mind, strong power in the Force, exceptional combat skills both with weapons and in hand-to-hand combat, an eidetic memory, and the will to get whatever needed to be done accomplished, Ragnos charged ahead of his peers at a young age. His sheer willpower and ability to frequently come out ahead in situations made him a favorite of the late Emperor Droma.

Ragnos follows a pattern neither of the dark side or the light side truly, but walks a slightly skewed middle path. Though he clearly does not adhere to the standards or moral ethics of the Jedi - standards Ragnos claims to slow one's progress - neither does the Sith Lord blind himself with passion and energy, either, but rather takes cues from both sides to create a path of greatest effectiveness in accomplishing tasks. Aiding in his quests for bringing stability under any cost to the Dominion, Ragnos utilizes his ability to see "shatterpoints" in the Force - events in tiny time windows - that pointed towards broad future events, allowing the Sith Lord to make "influenced" decisions to help his chances for success.


Statistics

Height: 7'1"
Weight: 120 kg
Age: 47 yrs
Gender: Male
Eye Color: Black
Hair Color: Black
Profile: Sith Lord
Species: Human
Homeworld: Vigo



Naga Sadow

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Naga Sadow is a younger Sith Lord who has risen incredibly fast in very little time. Much more of a true Sith than Ragnos, Sadow harnesses an extreme anger towards his rough childhood on the criminal world of Harkness into a potent Force nexus that swirls around his body. Capable of untold feats exceeding Ragnos's raw power, Sadow is a loose Sith who feels very little for others and focuses mainly on his own accumulation of power, though does not find himself above assisting or relying on others in the quest for such power. He also lacks an insatiable hunger, realizing there are limits to everything - though that does not stop Sadow from reaching higher.

Sadow's apprenticeship directly under Emperor Droma and subsequent dramatic rise brought him to the forefront of the public eye as a new leader and potential bringer of a new golden age to the Shroud that had recently been wracked with warfare and strife. Rather than focus merely on stability and the continuation of order and expansion, Sadow seeks for preeminence of the Dominion and views others - even others outside the human race - with an eye of suspicion.


Statistics

Height: 6'5"
Weight: 101 kg
Age: 39 yrs
Gender: Male
Eye Color: Yellow
Hair Color: Black
Profile: Sith Lord
Species: Human
Homeworld: Harkness



Sion

http://i36.photobucket.com/albums/e40/WR82/sion.jpg

Sion is an enigmatic Sith Lord, incredibly old yet due to his preservation in cryostasis for centuries, still in fairly young shape. From injuries suffered long ago, Sion's skin and skeletal structure is fractured in thousands of locations though his body still holds together cohesively through Sion's power in the Dark Side of the Force. He is a strong Sith Lord and a very powerful pure warrior in terms of weapons combat, not above utilizing the weaponry of "common soldiers" to make ends meet. Simply put, Sion is a survivor and a fighter.

Sion's defeat along with an army of Dark Side users a millennium ago against the forces of the Amazonian Federation precipitated his current rise to preeminence in the darker Dominion. Sion, like Sadow, is a strong Dark Side Force user and well versed in the arts of the Sith. Rather than any history pushing his hatred, Sion's current state, immersed in constant pain and agony shoved aside by his strong will and mind from his bodily injuries, inspire the Sith Lord to utilize his anger against any who stand against the Dominion's path of progress.


Statistics

Height: 6'10"
Weight: 148 kg
Age: Unknown Exact, presumed roughly 1040 yrs
Gender: Male
Eye Color: 1 White and Blank, the other Red
Hair Color: None
Profile: Sith Lord
Species: Human (Presumed)
Homeworld: Unknown



Nihilus

http://i36.photobucket.com/albums/e40/WR82/darth-nihilus-3.jpg

Nihilus is a complete mystery of a Sith Lord, a masked figure constantly swathed beneath massive flowing black robes and a cloak of solid midnight. It is even unknown which species Nihilus is, as none have ever seen the Lord's physical form at all - not even his fellow Sith Lords. The man is extremely adept at all forms of the Dark Side and various arts in the Force, a swirling beacon of energy and capable of massive feats of devastation with mere thought. He is a dangerous adversary and one of the most powerful entities of the Dominion.

Nihilus's power is derived from his fierce hunger, a major wound in the Force that can be felt from far around. Originally affected by a massive weapon during the Dominion Wars, Nihilus's massive Force affinity allows him to drain the life force from other beings - killing them instantly in a blast of energy but at the same time re-energizing Nihilus and satiating the hunger pangs. Such hunger comes and goes to such an extent that it has provoked Nihilus to consume entire planets.


Statistics

Height: 7'5"
Weight: 184 kg
Age: Unknown
Gender: Male
Eye Color: Unknown
Hair Color: Unknown
Profile: Sith Lord
Species: Unknown
Homeworld: Unknown



Nadié Droma

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The sole and genetically unaltered offspring of the late Emperor Kyp Droma, founder of the Dominion, Nadié is the technical heir to the throne of the Dominion. Though a young Sith and still learning the powers of the Force, Droma abounds with potential both with a sharp head in playing people and a strong affinity for the Force. Though raised brutally under the harsh eye of the Emperor, Nadié quickly accelerated into an independent Sith Knight entrusted in the Dominion military with carrying out missions and conducting the affairs of the Dominion.

Droma, like Ragnos, walks the fine line between the Dark Side and the Light Side in her affairs, neither committing herself to the Sith nor to the ideals of the Jedi. She is an empathic person who relies on the feelings of others to read their personalities and make conclusions on them, and blessed with a strong personality and a commanding demeanor to lead and assume roles of high responsibility with the chance at high reward. Desperation to please her father in childhood has led to Droma reveling in success and not tolerant of failure from those beneath her.


Statistics

Height: 5'6"
Weight: 49 kg
Age: 19 yrs
Gender: Female
Eye Color: Blue
Hair Color: Brown
Profile: Sith Knight
Species: Human
Homeworld: Amazonia



Athon Onasi

http://i36.photobucket.com/albums/e40/WR82/Anakinchoke.jpg

Athon Onasi, the brother and longtime companion of Federation war hero Derrill Onasi before the Dominion Wars, is an aspiring young Sith alongside the daughter of Droma. An extremely confident and strong fighter, Onasi's skill with a lightsaber is second to none amongst the third generation of Amazonian Force users in the Dominion. Once the constant sidekick to the Federation's own Onasi during childgood, Onasi has brought the famed Amazonian family to new heights in pursuing a path alongside the Force users of the Dominion.

Onasi is quick to harness his feelings and anger to complement his fighting style, allowing his body to unleash the currents of his mind into fights and to tone out distractions into a focused yet seemingly uncontrolled style capable of taking many opponents off guard. Though his own Force powers have plenty of space to grow and develop, Onasi is one quick and eager to learn if for nothing else than to develop his already burgeoning power into greater strength.


Statistics

Height: 6'6"
Weight: 104 kg
Age: 24 yrs
Gender: Male
Eye Color: Red
Hair Color: Dirty Blonde
Profile: Sith Knight
Species: Human
Homeworld: Polus



Galen Marek

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Marek is the genetically unaltered enigma of the youngest class of Sith, the dark horse amidst the most recent contenders and overlooked by many. His Force acumen, however, is nothing to be passed by - Marek is simply a dominant swirl in the Force and a massive personality. Possibly more so than any Sith in the Dominion embodying the "gray Jedi" line of thinking, Marek (like Nadié Droma) walks the line of the Force between the Jedi and Sith in making decisions, though somewhat takes this to an extreme - Marek in some ways is almost viewed more of a Jedi, despite his former master being the sadistically evil Dark Lord Sadow.

Besides being more of a lighter Sith, Marek is additionally more human than most Sith in the Dominion. Rather than harnessing emotion, Marek expresses it - exploring human personality for both his own benefit and for future situations, expanding knowledge for power and curiosity, and taking pride in his work - which is extensive. A skilled engineer, mechanic, and machinist, the Sith Knight is as adept around technology as he is capable behind the blade of a lightsaber or the swirls of the Force.


Statistics

Height: 6'0"
Weight: 85 kg
Age: 21 yrs
Gender: Male
Eye Color: Brown
Hair Color: Brown
Profile: Sith Knight
Species: Human
Homeworld: Rydoni



Revan

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Revan represents a carrying on of the legacy of the true Sith in the younger Sith, learning under the tutelage of Marka Ragnos and representing his methodical yet intelligent thought process in every move. Revan revels in the Dark Side, yet is extremely charismatic and persuasive amongst other sentients. The Dark Knight is a favorite amongst the Dominion troops for his eagerness to lead straight into the fire of battle and share conditions with his own soldiers - though Revan cares little for life, he shares sentiments with those who follow him loyally.

Under Ragnos's teachings, the Sith Knight has become an acute strategist and had he not been blessed with the power of Force affinity, would have made an expert fleet admiral or battle general. Unlike the black-ops missions the younger Sith are generally assigned, Revan has been isntead entrusted like older Sith to launch fleets under his command directly into battle and engage enemies in massive numbers. Though an expert Force wielder and fighter, Revan is best suited to battles that he can micromanage from the top of the food chain.


Statistics

Height: 6'11"
Weight: 171 kg
Age: 23 yrs
Gender: Male
Eye Color: Brown
Hair Color: Black
Profile: Sith Knight
Species: Human
Homeworld: Selana



Malak

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Malak is the most raw of the younger Sith, a warrior without much purpose and guidance under the tutelage of Sion, yet brimming with talent, potential, and fierce anger and emotion. He is not one to leave a job unfinished, going to almost reckless lengths to ensure that victories are total and final - even if such successes involve extreme displays of brutality and utterly unnecessary acts of violence and hatred. Malak embodies the Sith Order in his everyday life and in every act, never forgetting the emotion brimming inside his dark soul and despising those of it who would forgive and move in.

The Sith Knight is not the most efficient of warriors, prone to relishing in making enemies suffer rather than moving on to more important tasks not requiring sheer bloodshed. Though not nearly as strong as many of his contemporaries, Malak is a dangerous warrior very aware of his surroundings and thanks to several accidents that have led to prosthetic fittings, capable of extreme reaction times and physical power beyond that of any Sith in his range. He is a dangerous warrior when engaged in combat.


Statistics

Height: 7'7"
Weight: 193 kg
Age: 20 yrs
Gender: Male
Eye Color: Gray
Hair Color: None
Profile: Sith Knight
Species: Human
Homeworld: Probor



Carnor Jax

http://i36.photobucket.com/albums/e40/WR82/darthmaul.jpg

A younger Sith and still developing his Force powers, the hybrid human Carnor Jax swirls in the Dark Side and embraces the tenants of the philosophy of total destruction. The man is reckless on the point of danger, but still is cruelly efficient in his work and like Malak takes great joy in exterminating opposition and watching such suffering. Unlike many Sith, however, Jax is somewhat of a quiet warrior - preferring to simply dominate opponents through physical victory alone and letting his actions speak for him, rather than trying to expose every weakness through taunting and intimidation.

Jax is an expert and physical combat and hand-to-hand warfare, dominating in various martial arts as well as lightsaber combat with his double-bladed weapon. His style of combat draws his pure energy of the Dark Side into his physical abilities, and the human hybrid fights with an animalistic style that renders him nearly out of control against opponents. Though close with his fellow Sith, Jax feels very little emotion for those directly outside his personal circle and unlike the Jedi cannot even mentally empathize with opponents.


Statistics

Height: 6'11"
Weight: 145 kg
Age: 22 yrs
Gender: Male
Eye Color: Yellow
Hair Color: None, Hybrid Horns
Profile: Sith Knight
Species: Human Hybrid
Homeworld: Relaal
Amazonian Beasts
16-03-2009, 08:21
Important Personas



Non-Force Affiliated




Crypt

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A former Sangheili Elite suffering a massive accident in which his natural body was absolutely ravaged, Crypt has become a cyborg with a sadistic personality and constant need for blood to avenge his injury status. Now mostly lacking in biological parts except for some vital organs, spinal cord, and most of his former Sangheili head, Crypt utilizes his new automaton constructs to great effect with heightened reflexes, augmented mental abilities via electrical nodes he personally had installed, and quick adaptation to ideas and physical surroundings.

Crypt employs a ruthless personality into vast tactical and strategic knowledge on the battlefield to become a master field general and fleet commander. Already a bloodthirsty warrior as a Sangheili, his accident resulted in Crypt's personality nosediving and his demand for destruction and killing to jump exponentially as a tax for his own losses. Though committed to success in battle, once achieved Crypt spares no quarter for enemies and is adamant about the complete extermination of enemies, even if defenseless or helpless.


Statistics

Height: 9'4"
Weight: 360 kg
Age: 41 yrs
Gender: Male
Eye Color: Yellow
Hair Color: None
Profile: Grand General
Species: Sangheili Cyborg
Homeworld: Sanghelios



Vyraat Karath

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Karath is an older hand amongst the fleet, having once served with Droma during the Dominion Wars and earlier and being a veteran of countless battles. Karath is not a complete supporter of the Sith Order or the Jedi Order, but merely one who follows what he needs to get done and supports whatever government or whoever he happens to serve underneath. He is a loyal follower and one willing to go the extra mile for those above and below him, one generally caring about his constituent soldiers and fleet operations personnel.

Karath's strategic knowledge is extensive and the older human has made a name for himself as one of the best Amazonians ever in large-scale combat operations. The man's mind is extensive and he can quickly analyze strengths and weaknesses based on other fleet patterns, makeups, and attack styles to determine the best course of action in achieving decisive victory over opponents, qualities that have made him a deadly adversary to countless opponents over the years.


Statistics

Height: 6'9"
Weight: 123 kg
Age: 78 yrs
Gender: Male
Eye Color: Gray
Hair Color: Gray
Profile: Grand Admiral
Species: Human
Homeworld: Polus



Cassus Fett

http://i36.photobucket.com/albums/e40/WR82/Jango_Fett_flying.jpg

Fett is a member of the Iridonian warrior culture, a society of multiple species dedicated to the art of warfare and exceptionally skilled in all forms of combat and battle. Fett is one of their most elite; he is a skilled warrior, pilot, hand-to-hand combatant, and well versed with technology and equipment. The man is capable in virtually any situation possible and a formidable individual in many different surroundings.

Fett has been known to take many jobs as a bounty hunter though always considers himself an Iridonian first - even before any allegiance to the Dominion. He has little emotion in his work and for the most part becomes detached with those he pursues or aids, instead focusing inwards on his own abilities. The man travels well-armed wherever he goes - besides his normal suit of armor with a rocket pack, Fett generally carries a wide arsenal including but not limited to laser pistols, a sniper rifle, a flamethrower, dart launchers, a microrocket launcher, whipcord projector, and gas canister thrower.


Statistics

Height: 6'7"
Weight: 148 kg
Age: 39 yrs
Gender: Male
Eye Color: Brown
Hair Color: Brown
Profile: Iridonian Warrior/Bounty Hunter
Species: Human
Homeworld: Iridonia



Commander Bly

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Bly is a loyal and tested soldier, a former Clone soldier who rose up the ranks to be a full-blown commander of men and one of the more respected officers of the Dominion Army. Like every clone warrior, Bly was bred for combat through genetic manipulation and a training regimen that started from birth until the time that he turned 20 years of age. He was slated for command duty as a sergeant, yet somehow Bly managed to outperform even his own parameters he was genetically selected for and advanced as a unit commander - organizing entire armies down to small units.

Bly focuses on the individual confrontation of soldiers when fighting, encouraging his troops for greater morale and working closely with those commanders above him for the greatest possibly efficiency on the battlefield. He is a skilled soldier apart from his own command abilities, having the combat ability of any general clone soldier along with skills he has picked up from veteran service and tactics pulled from his command duties.


Statistics

Height: 6'8"
Weight: 120 kg
Age: 36 yrs
Gender: Male
Eye Color: Brown
Hair Color: Brown
Profile: Field Commander
Species: Human
Homeworld: Kuram



PK-21

http://i36.photobucket.com/albums/e40/WR82/300px-Hkfull.jpg

The HK-line of hunter-killer Assassin droids is a dangerous model of automatons, the most lethal individual infantry droid ever created in Amazonian space. PK-21, the first model ever created (designated Predator-Killer, 21st unit - as the first twenty were either test concepts or failures) was almost never conceived himself, as the line was nearly ended at the eighteenth unit, PK-18. With boosted funding from Dominion black ops, the former company responsible for the HK blueprints - Uldao Automaton Corporation - begrudgingly went through the failures of PK-19 and PK-20 before producing PK-21.

The newest Assassin droid proved to be a massive success as within microseconds of activation PK-21 identified the design team within the testing room as hostiles and proceeded to exterminate the entire group within a minute. Only a massive discharge from ion conduits in the ceiling set off by coordinators saved the entire facility from being taken down by the droid. Sith Lord Naga Sadow quickly intervened and usurped the droid for his own purposes, reprogramming it and giving it to his mechanically-adept apprentice Galen Marek to use as he saw fit - and the young Sith quickly went to work making PK-21 the most advanced and lethal droid in Dominion space, capable of executing any target at any location within the Dominion inside of a window of ten days, Force users included.


Statistics

Height: 7'6"
Weight: 235 kg
Age: 1 yr
Gender: Droid
Eye Color: Orange
Hair Color: None
Profile: Assassin Droid
Species: Droid
Homeworld: Mecha IX



Montross Ordo

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A bulky and burly mercenary frequently in the employment of Dominion sources and favored amongst the Sith Lords for his lethal effectiveness, Montross Ordo is an old veteran of numerous localized Rim conflicts and used to extreme violence and brutality amidst splinter groups not warranting the Dominion's attention. Having served with the Dominion Underground for some time as a mercenary, Ordo's extreme efficiency at knocking off horde rivals and criminal bosses earned him the eye of the Dominion, who quickly utilized the warrior's talents for other purposes.

Like his droid counterpart in PK-21, Ordo is a lethally effective man with an array of weapons and talents at his disposal. With years of combat and shady dealings under his belt, Montross is not above virtually any kind of action or idea in accomplishing a purpose and values the flow of the credit above any ideal or moral. Despite his ideas of conflict, Ordo has been known to have emotional attachments to those around him when outside the rim of the fight and refuses to sacrifice those he works with for the effectiveness of one job.


Statistics

Height: 6'8"
Weight: 204 kg
Age: 42 yrs
Gender: Male
Eye Color: Gray
Hair Color: Gray
Profile: Mercenary
Species: Human
Homeworld: Callista



Rick Winters

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A former war hero of the Amazonian Federation, Rick Winters is an idealist of democracy and freedom in the Dominion. Serving as a major in the Federation military during the Dominion Wars, the officer quickly shined above his other comrades as a quick thinking tactician and one who cared for the status of his men and civilians alike. Targeted by the Dominion forces directly after the war for execution, Winters fled the devastation on Amazonia and fired towards Elysium and the Federation Remnant colony forming there.

Winters is a personality who never backs down to pressure, always confident and sure of the morals and elements that made up the former republican Federation. Even in the bleakest of times for freedom, Winters remains solidly behind the system of the old government and unwilling to compromise. His belief in the familial unit as well as community has led to him rising up as a leader of the tight-knit Remnant colony as well as a strong, though almost over-concerned single parent to his Force-sensitive daughter.


Statistics

Height: 5'10"
Weight: 90 kg
Age: 48 yrs
Gender: Male
Eye Color: Brown
Hair Color: Gray
Profile: Federation Remnant Leader
Species: Human
Homeworld: Polus



Ivor Adega

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Adega, formerly representing the free and open world of Rydoni in the Federation Senate, is an outspoken and aggressive critic of the Dominion's way of government. Adega quickly fled the Dominion as it took power in the Dominion Wars as his fellow Senators were slaughtered, fleeing along with Winters from the capital world towards Elysium and the refuge of the Federation Remnant colony. Throughout the colony's history, Adega has remained an advent critic of the Dominion and open to any idea to bring about a counter-transition to democracy once more.

The former senator is a fiery spirit and one open to any suggestion that falls along his line of thinking, though the man is one of high morals and principles. He lacks the patience of the big picture as Winters and the Jedi, instead being much more attuned to action and looking to pursue available alternatives to success. Adega is one of the top leaders of the Remnant, and his charismatic personality and ability of speech to win over people have garnered his ideals of freedom and democracy amongst those without much hope.


Statistics

Height: 6'3"
Weight: 83 kg
Age: 51 yrs
Gender: Male
Eye Color: Brown
Hair Color: Brown
Profile: Federation Remnant Leader
Species: Human
Homeworld: Rydoni
Amazonian Beasts
18-03-2009, 08:35
Important Personas



The Light Side




Tholme Solusar

http://i36.photobucket.com/albums/e40/WR82/300px-Kenobi-EpIII.jpg

A strong and rising Jedi during the last days of the Federation, Solusar lived through a failure of a fight above the Federation world of Hagendaz and subsequent capture and imprisonment on Kynomoor to escape to the Federation Remnant colony world of Elysium. Through his time at the refugee world, Solusar's own Force powers have grown in strength and ability as he has risen to become a leader at the colony, making him a powerful asset and respected individual.

Solusar follows the tenants of the Living Force, believing in the changing nature of life and respecting and looking into life at all forms. He is a naturally curious and good-natured Jedi working well with others in tasks and missions - Solusar was a favorite amongst Federation troops before the government's deposing at the hands of the late Emperor Droma, and at the colony his charm and personality quickly won over doubters of the Jedi Order.


Statistics

Height: 6'1"
Weight: 105 kg
Age: 41 yrs
Gender: Male
Eye Color: Brown
Hair Color: Brown
Profile: Jedi Master
Species: Human
Homeworld: Issuna



Mikal Shenn-Jon


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One of the longer-tenured Jedi Masters of the Amazonian Order and former Master of Solusar, Mikal Shenn-Jon is a powerful yet wise member of the Jedi Order who looks at the ways of the Force through alternative terms. Not quite a full-fledged Light-Sider yet deeply immersed in the good of the Force - Shenn-Jon has been known quite often to interpret the Force as he sees fit to make ends meet, yet is still seen and respected as one of the greater Jedi of the recent years.

Shenn-Jon has developed an extremely good rapport with Solusar after their time together as Master and Apprentice, the two working together on a number of missions and assignments for the Jedi Order before the downfall of the Federation. At the Remnant colony at Elysium Shenn-Jon fell away from the eye of the public somewhat but kept up in maintaining the life of the Jedi, working behind the scenes to ensure that survival of the Light Side of the Force.


Statistics

Height: 6'4"
Weight: 110 kg
Age: 56 yrs
Gender: Male
Eye Color: Brown
Hair Color: Brown
Profile: Jedi Master
Species: Human
Homeworld: Tsstuno



Tra Adonis

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Long called the greatest Force-user of the past century and truly of recent times, Jedi Master Tra Adonis is a human swirling in the midsts of the Force and fully intent on its perseverance over the Dark Side even in the depths of darkness. Fully confident on the power of good, Adonis is an immense personality and a shining icon in the darkness of the Dominion for the refugees of the Federation. Adonis's fighting skills and Force affinity are second to none, an extremely able warrior for the Jedi.

Adonis was a victim of the fall of the Jedi during the Dominion Wars, hunted down by Dominion droid soldiers during his campaign on Vigo. Escaping alone in a fighter from the lava world, he was picked up by a corvette bound for Elysium containing other survivors and whisked away to the growing refugee movement. He quickly rose as a leader of the settlement, preaching patience and strength in unity as he waits for the moment to reassert the Federation.


Statistics

Height: 6'6"
Weight: 108 kg
Age: 49 yrs
Gender: Male
Eye Color: Brown
Hair Color: Brown
Profile: Jedi Master
Species: Human
Homeworld: Pugnor



Derrill Onasi

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An extremely skilled fighter pilot and former well-honored squadron leader in the Federation, Onasi is a heady and aggressive combatant in a starcraft capable of utilizing his limited but alive Force affinity to help him see fights through the cockpit of a fighter in slower time. Onasi's reflexes are higher than nearly any other human, allowing the pilot to quickly take advantage of situations through his own skills and assess probabilities far faster than the average pilot.

Though no dominant force on his own, Onasi's kills records and sparkling history of piloting made him a war hero quickly in the Dominion wars, even as his own brother Athon Onasi, a much stronger Force wielder, fell to the temptation of Emperor Droma's conquering armies. Fleeing from Amazonia, Onasi fought off a wave of pursuing fighters by himself and hypered from the system, thanks to a tip-off about the forming colony on Elysium.


Statistics

Height: 5'8"
Weight: 94 kg
Age: 39 yrs
Gender: Male
Eye Color: Brown
Hair Color: Brown
Profile: Starfighter Pilot
Species: Human
Homeworld: Qualas



Lauren Winters

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The Force-sensitive daughter of Federation hero Rick Winters, Lauren Winters is a rising personality amongst the freedom fighters of the Federation Remnant and a strong and charismatic individual of the group. She was barely a child as her father pulled the pair from the capital as it burned to Dominion fleets, spiriting away to Elysium. Though Winters has faced her share of difficulties while on the colony world, she has developed into a future face for the group and one looking to reconnect freedom to the outside.

Her Force affinity is strong, but the Jedi Order's rebuilding efforts on Elysium have forced Winters to leave her abilities on the back burner as she takes a hand in repairing the image of democracy. Taking a tutelage under Ivor Adega, Winters has skewed from her father and taken to the path of democracy through speech and reason, additionally losing Adega's sense of aggressive words and instead looking at things through a more passive and amiable filter.


Statistics

Height: 5'4"
Weight: 49 kg
Age: 19 yrs
Gender: Male
Eye Color: Blue
Hair Color: Brown
Profile: Federation Remnant Member
Species: Human
Homeworld: Rydoni
Amazonian Beasts
03-06-2009, 08:35
Technology of the Dominion




Armor

Personal armor for individual citizens and soldiers of the Dominion comes in four standard types, comprised of light, medium, heavy, and powered armor. Light armor, the weakest yet affording the most flexibility and movement, provides limited protection through woven metal fibers and pockets of energy-consuming microbes, and is frequently favored by security forces or smugglers. Medium armor, comprised generally of overlapping metal or plastic plates integrated into a woven synthetic suit, also provides a common and well-defensed availability for those seeking better, yet affordable protection. Heavy armor, generally reserved for soldiers or those seeking lives around combat, integrates solid slabs and plates into mesh and plastiform suits with full environment and speech suites, and is frequently fully enclosed. Power armor, the strongest subtype, utilizes electric bursts, power sources, and frequently virtual or even artificial intelligences to provide ease of movement and utility to the wearer.

Vehicle and starship armor comes in many wide varieties. The most frequent type of armor often plated onto freighters and bulk transports utilizes overlapping and layered series of durasteel welded on directly over the durasteel hull of the vessel. Combat warships or individual tastes can bring up durasteel sheets and blocks bombarded by charged particles to increase durability, thinned, stretched, and folded layers of plasteel mixed with durasteel layers to provide pliability against projectile shots, and even integrated electric fields within armor plate to strengthen a ship's defense.


Biotechnology

Biotechnology is a wide and diverse field within the Dominion, comprised of numerous subfields frequently exploited by singular planetary economies focused into a narrow sector. Cloning and artificial selection are by far the two most important fields to sustained Dominion life, but fields such as replicated creation, genetic manipulation, and forced evolution have been rising as of late both in government think tanks and Dominion universities.

Perhaps the most solidified segment incorporates the manipulation and direction of the Dominion genetic line. Through artificial genetic processes, a majority of Dominion sentient life has received gene alteration and therapy at some point, either before birth to create better offspring or in response to genetic disease and markers to later life. Though some throughout the Shroud prefer to experience life with the flavor lacking genetic certainty, most pick the safer route and dictate genes.

Cloning has produced a new line of soldiers and workers able to be trained from birth and looked solely as occupants of their destined profession - indeed, clones are less human and more representative of their specified place in life, whether as a laborer or soldier or miner. Conditioning during the cloning process, guided primarily from the super-intelligent Tondani, produces individuals in short growth times conditioned to accept whatever role needed at the time by the Dominion.

Creation of life and forced evolution are two recent fields brought about mainly by the more freewheeling Dominion government, testing the limits of morality to create species for niches, or accelerating evolution of species already existing at alarming rates to develop a "natural" counterpart for a field. The field has grown dramatically, with lines and corporations now built to produce anything from warrior organisms to life capable of mining asteroid minerals in a pure vacuum. While ethically questionable, the value of these fields is unquestionable in Dominion society.


Communication

Close-range and long-range communication is achieved via tight-band frequencies projected via small holes punched into the fabric of hyperspace, the faster-than-light dimension utilized generally for transportation across vast reaches of space. In projecting a small, wormhole-like gap in space, communication between ships, individuals, or other entities across a system or half a galaxy can be achieved instantly in real-time. Other, more secure options include courier hyperbots and slow, tight-beam in-system communication trapped by the set speed of light.

On a planetary surface, communication is generally relayed and controlled by a set command comm post or orbital station. On a contested, overpopulated world such as Amazonia, a network of orbital stations creates a communication web to quickly sort and process information in nanoseconds utilizing thousands of artificial intelligences in lattice networks built into the core processing units of the stations.


Medicine

Medicinal techniques vary widely in the Dominion, but the government has a set standard of both ethical treatment as well as a complete allowance for personal decision regarding one's own body. It is possibly the strongest field the Dominion allows personal freedom in for the somewhat repressive state, expecting medical practitioners to execute with complete precision while granting any patient of any age of making rational decisions (with potential overrides by parental sources of children from ages 0-18 or the state in prisoners).

Medicinal technology culminates in the near-legendary bacta, a somewhat rare substance that, when applied to the skin, ingested, or encompassing an individual, provides rapid cellular regeneration and immune boosting capability in fighting off nearly any injury or disease, no matter how severe. Bacta's rarity and preciousness restrict it to the very wealthy and to the government, so the common public relies on the slower-acting and less effective drug kolto to provide a relief to grievous wounds and threatening diseases. Though not as strong as bacta, kolto is a far more economical substance that provides still incredibly strong healing in comparison to most medical drugs on the market.

Medicinal technology extends to tools and equipment as well as drugs and supplements. Replacing intravenous access units, hyposprays and hypocaths allow for the phasing of drugs directly through skin and muscle into the bloodstream for painless infusion. Sonic cutting tools and laser cauterizing utensils provide surgeons and specialists with the equipment to effortlessly cut through flesh and stem wounds at their disposal, while bioengineered bacteria and micronanites enter the bloodstream to fight tumors, growths, and diseases directly at the spots of infection.


Propulsion

Intrasystem travel is achieved by similar technology across civilian and military lines of starship engines. Traveling through space utilizes the projection of ionized streams of particles to literally push the ship through space. Engine fronts collect, break down, and charge elements collected through space to add to internal fuel reservoirs as they move, allowing for potentially unlimited spares of engine fuel for long-term missions. Depending on the mass of the ship in question, engines can range from small, thin engine units projecting tight, high-frequency streams of particles to propel small fighters and transports at high speeds, to massive units blasting huge tides of particles in propelling kilometer-long capital ships and freighters at slower velocities.

Intersystem travel works through the dimensional transit system known as hyperspace. Separate "engines" built deeper in the starship hull charge and punch a hole in space, allowing a conduit into hyperspace where a starship's standard engines can propel the vessel at speeds far greater than light, allowing for quick travel across light-years and parsecs. Hypertravel is dangerous, however - "mass shadows," the translated bodies of real planetary objects, present a threat in hyperspace that must be accounted for, or risk deadly collisions.


Sensors

Planetary and ground sensors in the Dominion range in four different standard types and numerous minor ones. Generally, any standard sensor suite will encompass passive, active, thermal, and electric detectors. Active sensors search for activity in emissions, energy surges, and similar effects, while passive sensors detect movement and subtle events. Thermal sensors search for heat uptakes and temperature anomalies, while electric sensors, the most sensitive of the four, search for electric profiles - strong enough to pick out electric activity in the cerebrums of sentient beings amidst the background electric profile of an environment.

Spatial sensors incorporate those four (though electrical sensors are far less advanced due to sweeping a far wider area), though also bring solar, magnetic, and gravitational sensors into play. Solar detectors scan for light wave anomalies and pick out spatial profiles amidst the obstruction of light waves. Magnetic scanners detect upswings and downturns of rapid magnetic movement, while gravitational scanners, perhaps the most advanced of any in the Dominion, play across the plane of space to detect gravitational craters and dips.

Dominion sensor masking is second to none, compensating for a virtual lack of visual cloaking by anything in the Dominion. Sensor wands and scanner pads, present on the surfaces of nearly any combat-capable vessels in the Dominion, are capable of picking up sensors, absorbing them, and throwing out false readings in picoseconds that provide extremely similar readings to empty, normal space. Though a smart vessel could theoretically either detect the slight hitch in sensor returns or triangulate the positions of scanner sweep endings through Dominion vessel interception, such processes could take great amounts of time.


Shields

Shields are a simple affair in the Dominion, occurring in two completely different types that account for virtually any possible threat - particle shields and ray shields. Particle barriers provide defenses against physical, tangible threats, whether comprised of opposing missile and projectile weaponry or asteroids and debris, and extends immediately off the hull of starships to provide a close-in defense. Ray shields, a more power-consuming defense, protect against radiation, solar projections, and energy weapons of all types. Ray shields stand out a good distance from starship hulls, providing a defensive "bubble" that surrounds the entire vessel and wears down over battering.


Weapons

Weapons vary more than any other technology, coming in all sorts of shapes and sizes and preferences. Comprised generally of energy, missile, and projectile weaponry, things as fantastic as gravity-pit generators to dimensional vortexes exist to provide obstruction to enemy advances and allow Dominion warships or enterprising individuals to gain advantage in all forms of combat.

The most basic form of weapon in the Dominion, and the true staple of combat is the laser. A charged and superheated burst of energy, the laser provides a near-instantaneous shot of light-speed weaponry capable of scaling factors to merely injure to hull-shearing weapons. Turbolasers, advanced laser weaponry suitable for planetary defense and capital ship offense, provide lasers sent through four-stage accuators to charge and amplify the shot to provide far stronger shots of energy capable of annihilating smaller craft and punching deep holes in defenses.

Plasma fire is another staple of Dominion weaponry, and comes with many different varieties. The standard plasma burst provides a fast-moving burst of superheated gas capable of searing through organics to burning straight through metals and electronics. A much-preferred option is the plasma driver, an explosive, penetrating, or content-loaded projectile shell encased with a plasma coating to provide both burning initial penetration and further deeper damage and injury in all sorts of scale, from quiet assassination infantry killers to massive slugs thrown across planets.

Mass drivers are even more varied weapons, consisting of both guided missile and rocket weaponry and unguided mass. Missiles, guided by an onboard virtual intelligence and propelled by standard ion engines (and sometimes hyperdrives) utilize guidance by the built in intelligences to home in on targets and inflict damage. The most standard types include the positron rocket, a capital-grade weapon inflicting massive amounts of antimatter upon impact, to the ion rocket, a small yet maneuverable warhead capable of tracking jinking fighters and releasing a devastating concussive blast of ionized destabilizing particles. Regarding unguided weapons, flak cannons and point defense guns utilize neutronium shaved slugs capable of firing hundreds of thousands of rounds a minute from streamlined barrels able to blast away armor and cowling, while needlers and spikers deliver slices of metal perfect for delivering lethal and messy deaths to infantry and armor.