[center][img]http://65.media.tumblr.com/643c2768882e0c4751c871e3e8a2f820/tumblr_my7w0olkQZ1t1rg2wo2_1280.png[/img] [h1]The Grand Empire of Zakaab[/h1] [h3]"We will sleep like Kings, encased within the greatest Armour the Galaxy has ever seen, so that when we awaken, we will enfetter the Universe in Eternal Rule"[/h3][/center] [b]Allegiance[/b]: The Grand Empire of Zakaab, located in a rather centralized position within the Milky Way galaxy, is fiercly neutral. This is due to the heavy militarized culture of the Grand Empire of Zakaab and their rather unique way of surviving within this new age of galactic politics. Needless to say, the fact that the Neo-Zakaabites also fight intensively amongst themselves due to cultural customs is also a factor. [b]Influence[/b]: The Grand Empire of Zakaab consisted of around 100 worlds of varying sizes and importances spread over 12 star systems, each world was designated a task, and this task was strived towards by the people of that world. For example, an agricultural world had its entire population operate and live the lives of farmers, excluding the few stationed warriors put there to protect them by the Grand Army of Zakaab. Crypt Worlds were a very quick evolution in the Grand Empire of Zakaab's influence and history, and it lead the Primal Fleet to expand the borders of the Empire and its influence a very large amount outwards from the original territories of the Empire. Now that the people of the Grand Empire of Zakaab slumber, all these planets, and even some others, are maintained exclusively by legions on top of legions of Androids and Droids. Each planet is guarded extensively by on-planet Guard Droids, and the illustrious Crypt Worlds are guarded by an even greater assortment of military droids controlled directly by KHAAR. The region where the Grand Empire of Zakaab is located in is, however, very unappealing to travelers and even galactic governments and the armies at their command. This is mainly due to the fact that no ship has ever returned alive from entering contact with this particular region of space. This is mainly due to the patrol patterns of a small detachment of around 165 battleship of the Primal Fleet patrolling the perimeter constantly. Each ship, once low on power, does switch places with a newly recharged ship inside one of the Factory Worlds. Each Primal Fleet battleship is kept in neat and camouflaged storage inside one of the massive assortments of Internal Drydocks available at any given Factory Planet. [b]Species[/b]: [url=http://pre12.deviantart.net/9167/th/pre/i/2015/255/2/e/howl_by_kr0npr1nz-d99e432.jpg]Neo-Zakaabites[/url]. [b]Species Description[/b]: Zakaab was once home to little less than flora and fauna of very particular alien origins. However, during the age of human dominance upon the Galaxy, the planet was settled and the people quickly named themselves Zakaabites. The frontier-colony of Zakaab was, for whatever reason, highly ignored by their human rulers and the planet developed unique cultural and societal backgrounds surrounding war and warfare, as Zakaab was once a military outpost, until it was abandoned in favour of more frontier-planets. Obsessed with becoming more capable and culturally attractive people, genetic modification was sought heavily and lead to the artificial evolution of the Zakaabites into Neo-Zakaabites. Neo-Zakaabites are slim but are incredibly strong due to highly dense muscle tissues and improved skeletal structures, they're more durable due to their multi-organic physiology. More aesthetic differences are their feather-like hair, and more optically improved eyes. Neo-Zakaabites also look increasingly more feminine, in comparison to regular humans. [center][img]https://cdnb1.artstation.com/p/assets/images/images/002/038/649/large/laslo-ludrovan-daddy-s-home-29.jpg?1456345541[/img][/center] [b]Government[/b]: The Grand Empire of Zakaab is in a very particular position amongst the galactic stage in that its entire empire is ruled and governed mostly by a super intelligence known as KHAAR. KHAAR was first constructed a long time ago with the simplification of Neo-Zakaabite lives as its core doctrine. Only in the last hundred years, however, has KHAAR taken up supreme authority in ruling and maintaining the Empire whilst the Neo-Zakaabites undergo the great slumber. As such, the millions of androids and autonomous service droids that maintain the lifeless husk of the cities of the many planets of the Zakaab Empire are all extensions of KHAAR. [b]Ruler/Rulers[/b]: The Supreme Ruler of the Empire of Zakaab is Autarch Mermidon Valakyr. Although, whilst the Neo-Zakaabites are undergoing their great slumber, KHAAR is acting representative and leader of the Grand Empire of Zakaab. Upon the awakening of the Neo-Zakaabites, the 12 clans, and the Autarch, resume command of the Empire and its warrior-people. [center][img]https://cdna0.artstation.com/p/assets/images/images/002/038/688/large/laslo-ludrovan-daddyvsdaddy.jpg?1456346255[/img][/center] [b]History[/b]: Zakaab saw its awakening first as the 12th colony of the original Human Empire, discovered shortly after mankinds initial ventures into the core-worlds of the milky way galaxy. Initially, Zakaab proved to be an essential staging ground for exploration and military activities within the mid- and core-worlds, but Zakaab would quickly come to be abandoned in the abundancy of resources and assets that the Empire had at hand. Those who would remain were those who were forced to remain, former military officials and soldiers located on the planet in order to maintain the former epicenter of mankind's naval efforts in the galaxy. The Zakaab Defense Army quickly realized that it had been forgotten and abandoned and approached the planet directly to survive. They dismantled their military bunkers and garrisons to produce villages and eventually cities, living off of their expertise and skills in their given fields. Several generations later and their humble origins had already been forgotten, but in their place clans and warlords had been formed. Zakaab had now turned into a land where power meant everything, and your ability to manifest your will upon the world garnered you unrivaled respect and followers. Several hundred years later and the entire planet had finally been settled, the ability of both human reproduction and biologically grown designer babies proving essential in populating the planet and, as a direct result, being able to utilize the planets resources as properly as possible. At this point economic alliances between numerous warlords had been established, an act which would prove to stand as the direct purpose as to why the 12 clans were established. After the last of the official trade alliances joined forces and formed their own clan, the world had already become a warring place. Zakaab was encased in conflict on more sides than one, but whilst miniscule in capacity, it would merely serve as the vanguard for an entire history riddled with war between clans. A history that only one person alone could cease. Mermidon Valakyr, of the Valakyr Clan, was born many hundred years after the first settlement of the planet itself. He would come to revolutionize not only Zakaabite history, but also culture and ideology, he united the clans under his own banner, unbound to the lineage of his clan, and proved himself in battle. Mermidon Valakyr won over the trust and respect of all the clan leaders of Zakaab, doing so the proper and customary way, via way of a duel. The Grand Colosseum of Zakaab, home to only the most reputable of duelists and fighters, stood as the epicenter during the Grand Spar of Zakaab where Mermidon and all the other clan leaders fought for supreme authority of Zakaab. Upon his victory, Mermidon Valakyr united the once broken and damaged empire of Zakaab under one banner, his own, and established the Grand Army of Zakaab. Under his rule, many, many planets fell into his grasp and technology advanced beyond compare. Planets were settled and industrialized at breath-taking speeds through revolutionizing new advancements in construction and engineering. KHAAR was constructed and given an increasingly expansive grip of the Empire by authority of Mermidon Valakyr. To immortalize his achievements, Mermidon Valakyr proposed to his people that they immortalize themselves within, what he called, his Crypt Worlds. Here they would be temporarily uploaded to an entirely simulated artificial world where the civilians would flourish and experience uncomparable delight, and the warriors of the Grand Army of Zakaab would experience immortal training and experience. To some, surprisingly, but to Mermidon Valakyr the fact that his people followed him into the depths of the Crypt Worlds was obvious. The many billions of his people, almost every single Neo-Zakaabite, except those whom had disappeared from the records, followed him and hooked themselves up into this artificial world. There they have remained for many hundred years, and will continue to, unless KHAAR deems it worth the risk of waking them up. [b]Military Strategy[/b]: The Empire of Zakaab is a very ancient world with deep history and much time to expand and develope its military. Without much external war to be mentioned, the internal strife of times long since passed have enforced the stategies of the Slumbering Army. The Slumbering Army utilizes the collective might of the rather powerful warships produced autonomously since the Great Sleep numerous hundred years ago. The fleet, assembled within the internal factories of designated factory worlds of the Empire of Zakaab, is very powerful, but primal. It operates on basic codes and acts solely as a supporting element for when the Slumbering Army does finally awaken. Until then, the warships operate on basic attack patterns, and whilst the ships are individually powerful, are unable to execute advanced strategies or tactics. [b]Military In-depth[/b]: The Empire of Zakaab is an entity which is very mysterious in modern time, known as the Sleeping Empire. Since long ago, the warrior-people of the Neo-Zakaabites had fought between one another, leading the tradition to hone and master the art of war to an exceptional and highly impressive degree to say the least. The Grand Army of Zakaab is the epitome of this, thousands of years of prowess condensced into the only united army in Zakaab history. [center][img]http://pre07.deviantart.net/ae41/th/pre/f/2015/166/3/6/war_tech_mech_hangar_by_andrew_lim-d8fne0w.png[/img][/center] To ensure the Grand Army's supreme power, Autarch Mermidon Valakyr introduced the concept of Crypt Worlds to his Empire. These crypt worlds would become the homes for his people until the time for their awakening would be assured. Whilst they would sleep, overseen by KHAAR, the Grand Army would undergo constant simulation training to ensure that the Grand Army, even through the passage of hundreds of years, would be the supreme authority in their fields of experience, and see to it that the Empire would remain eternal. As the people slumbered, KHAAR oversaw the Empire's barren industrial, agricultural, factory, and crypt worlds. KHAAR continued to supply the factories with their necessary resources, and maintained the cities and ensured they were clean and unpolluted by unwanted visitors. Autonomous Guard units were produced to ensure the absolute safety of the Crypt Worlds, and the Empire's Fleet was maintained and expanded upon over the hundred years of slumber. [center][img]https://cdna2.artstation.com/p/assets/images/images/000/391/570/large/johnson-ting-pirate6-resized-copy.jpg?1443930111[/img][/center] As time passed, and the Grand Army drifted deeper and deeper into simulated training through their artificial slumber, KHAAR would come to respect further and further the skills of the Neo-Zakaabites which it was defending. As such, it also realized the prospect of prestige and wealth that the Grand Army and the Neo-Zakaabites themselves could acquire should they expose themselves to others in war. As KHAAR was programmed with the directive of ensuring the Empire of Zakaab's longevity in mind, it came to further and further realize how much the skill of the Grand Army could mean on a grand galactic stage, and as such, has decided that the services of the Grand Army is available for purchase, albeit at an insanely large cost. [indent][b]The Grand Army of Zakaab[/b] Arguably the greatest military army in the Galaxy, it has lain dormant for over 400 years, and will most likely continue unless its revival is paid in due. Commonly known throughout the Galaxy as the mythical and imaginary Golden Army, the Grand Army of Zakaab are the result of the unification of not only the many tribes of the Zakaab Empire, but also the subjugation of every sentient lifeform within their influence. It now sleeps spread across 31 Crypt Worlds throughout the 12 Solar Systems within their authority. [hider=Warriors of the Grand Army][b][url=https://s-media-cache-ak0.pinimg.com/564x/4b/34/6f/4b346fb741efb8bfc68ddb3b7ca2b72b.jpg]Warriors[/url][/b]: A Zakaabite Warrior is the mainline of all Conquest Cadres and military garrisons throughout the Grand Army; it is the regular, but this does not become apartent in any lack of ability. Just like all other Zakaab military members, the Warrior has been subject to gruesome and ruthless training for over 400 years, resulting in most Zakaabite Warriors lacking emotion or personality, acting more like highly developed killers than any form of sentient lifeform. Zakaabite Warriors lack the ability to decide for themselves on anything larger than during an engagement, at which point words are not necessary to engage the enemy in the most efficient way possible. The time that was spent within the Artificial Reality is simulated and therefore passes at a much quicker rate than the real one, which leads to each Warrior having an accumulated military record of thousands of years and tens of thousands of experienced deaths. Each Warrior is equipped with a Macromega laser RK-s113, a hand-held high-powered laser rifle with extensive range, precision, and stopping power - as well as two shoulder-mounted Utility Nodes. These nodes can be equipped with numerous things depending on the environment of the mission, or simply the time of day. The nodes range from rocket launchers, additional laser weaponry, and radio communication nexuses for Comms troops. Zakaabite Warriors are ruthless and inhumane, they lack compassion, but make for the ultimate warrior; obedient, extremely capable, and unable to break orders. Whilst they would be an incredible waste of resources should the leaders of the Grand Army of Zakaab lack skill, but thankfully that is not quite the case. [b][url=https://s-media-cache-ak0.pinimg.com/564x/74/0b/3a/740b3a9b6c53797f94fc53c9736c575d.jpg]Warrior Specialists (Anti-Tank)[/url][/b]: Warriors have two specializations, one of them is the Anti-Tank specialization. A carbon copy of the regular warrior in manners of obedience and skill. The Warrior Specialist is given a path to follow upon the completion of their initiation into the Grand Army as a Warrior, one is the Anti-Tank specialization and the other is the Anti-Infantry one. Anti-Tank Warriors are equipped with, instead of the RK-s113, a superpowered variant of a similar weapon, the RAK-12. The RAK-12 is a superpowered anti-armour laser originally designed for mining, since the Grand Army of Zakaab however, it was reconstructed, repurposed, and given to the Anti-Tank Specialists given their surprisingly long range and effective stopping power. Anti-Tank Warriors can equip Reactor Nodes that grant the weapon a much increased punch at longer ranges, but are also succeptible to exploding should the process be disturbed by external forces. For this reason, the Specialists utilize a more armoured variant of the Typical Warrior Exoskeleton, the Sanguine Armour. [b][url=https://s-media-cache-ak0.pinimg.com/564x/de/1d/fb/de1dfb7c54636bd78a3c6db367e25a2d.jpg]Warrior Specialists (Anti-Infantry)[/url][/b]: The Anti-Infantry Specialist operates the Extradictor, another heavily armoured exoskeleton variant. The Anti-Infantry Specialist, just like the Anti-Tank Specialist, does not lack the resolve or the willingness of the Warrior in any regard, in fact, some would consider them more conditioned to serve their role than the rest. The indoctrination process of each Anti-Infantry Warrior Specialist is, in fact, especially built to reduce and deconstruct any resolve or will to personal freedom one could hold through the absolute massacering of innocents in the artificial reality. After this process, training remaisn typical, and consistent. In order to perform its duties, the Anti-Infantry Specialist utilizes two independent chainguns, capable of spewing kinetic energy down the range at incredible rates, as well as a sight-guided shoulder mounted Megalaser turret. It is fired by neural command, as each exoskeleton has a direct connection with neural and optical systems. [b][url=https://s-media-cache-ak0.pinimg.com/564x/47/7d/61/477d6131c3c993e9f62f709cdf2a970d.jpg]Warrior-Engineers[/url][/b]: The Warrior-Engineer is an asset most useful during prolonged campaigns on alien planets where infrastructure is scarce, or quite simply in the eventuality that Forward Operations Outposts need to be established and maintained. Each Warrior-Engineer operate in perfect unison during repairs and construction projects. This is mainly due to having repeated the same routines tens of thousands of times during the simulations. Words, much like the Warriors, are unnecessary and taking orders is everything they are capable of. Naturally, no servant of the Grand Army follow orders blindly, the necessity of following orders is strictly limited to that of Zakaab people of greater rank than their own. Warrior-Engineers are equipped with a similar weapon to the RK-s113, however, it also has a built-in weld- and grind laser modes. They are also equipped with a shoulder-mounted fabricator, as well as the Constructor-Class Exoskeleton. Warrior-Engineers sacrifice their limbs in order to better serve the Zakaab Empire, this allows their robotic extensions to operate and function much more efficiently and effectively. [b][url=https://s-media-cache-ak0.pinimg.com/564x/f8/42/5f/f8425f543bfec508e7d26fc2f935eacc.jpg]Overseers[/url][/b]: The Overseer is the mediator between High Command and the Frontline Warriors. Each Overseer oversees their own Company of Warriors and any given specialist within. Each Warrior is also conditioned extensively to follow the will of each Overseer exactly, just as each Overseer is instructed in how to lead, mediate, and most effectively handle tactical scenarios of a greater scale than their Warrior counterparts. Overseers are conditioned to apathy and forced objectivity, in order to most effectively accomplish any given mission objective, but they are also exceptionally skilled warriors, as they need greater skill in order to survive longer than Warriors for the purpose of directing local war efforts. The Overseer is equipped with Imperial Exoskeletons, a much more protective version than the aforementioned ones (not to say that the ones before this were weak, because they are far from it). The Imperial Exoskeleton also features adaptive layered armour, which gives it the ability to survive even the strongest of anti-personnel weapons, and even some anti-tank equipment by shedding its armoured layers. Naturally, each layer has less armour than the ones before it. A fully shedded Overseer looks akin to [url=https://s-media-cache-ak0.pinimg.com/564x/1d/c1/60/1dc1600ed91d4f6dff96341a779f54f4.jpg]this[/url]. Overseers are equipped with the standard RK-s113's modified variant, the RKm-s114, which is equipped with an under-slung high-caliber focused laser, for anti-tank threats. In order to sustain itself, the Imperial Exoskeleton is equipped with a high-powered internal reactor, directly connected to the Overseer's biology. This results in an interesting system, but should the Overseer be killed, the Imperial Exoskeleton will explode violently, both to ensure it isn't captured, but also due to the instability of the reactor itself. [b][url=https://s-media-cache-ak0.pinimg.com/564x/bb/26/04/bb26049cb95ccad742ee09f4183f9b23.jpg]Grand Army Protectors[/url][/b]: The Grand Army Protectors are an extensively trained, cybernetically enhanced elite combat force of the Grand Army of Zakaab's forces. Selected especially from exceptional warriors through the process of Empire-wide Colosseum tournaments, the Grand Army Protectors is one of the greatest warriors within the Empire. Enhanced though processing systems, combined with cybernetically merging the warrior to the Imperial Protector Exoskeleton unit, grants an almost unsurpassable combination of sentient thought and cybernetic might. Grand Army Protectors are trained in an almost endless scenario of situations, both in common warfare and covert operations. Equipped with an internal aviations system, the Grand Army Protector is capable of traversing distances through the air by activating jump jets for a short period of time. Additionally, the Imperial Protector is equipped with the Macromegalaser Scatter Gun MAC-Z12, which is an oppresingly capable suppressive chaingun-esque high-powered anti-infantry laser. In order to operate more autonomously and in direct conjunction with the upper echelons of the command structure, Grand Army Protectors are granted a far more extensive sense of free will through their process of military indoctrination in opposition to the regular combatants of the Grand Army. [b][url=https://cdnb1.artstation.com/p/assets/images/images/002/038/649/large/laslo-ludrovan-daddy-s-home-29.jpg?1456345541]Chosen Warriors[/url][/b]: Chosen Warriors are the most skilled combatants of the Empire of Zakaab's Grand Army regulars. As such, they are granted the privilege of commandeering the Golden Armour, the greatest military exoskeleton ever created by the Empire. The Autarch used this Golden Armour to sway the people, especially his military, to his side in joining together within their Crypt Worlds and temporarily uploading themselves to the Artificial Reality Nexus maintained by KHAAR. The Golden Armour is the manifestation of what an Imperial Warrior is striving to become, almost undefeatable in combat, the Chosen Warriors are granted the privilege of retaining free will and free reigns as to their weapons and equippment. As most Chosen Warriors are considered frontline Commanders, as their skills and capability have been repeatedly proven to their own forces, Chosen Warriors also maintain the privilege of commanding the frontlines however they see fit, unless an officer is present during the battle. The Golden Armour is almost impenetrable to regular small arms, and the typical anti-armour weaponry, only really being succeptible to aerial and orbital bombardments. The Golden Armour is also highly modular, which also ultimately leads each Chosen Warrior to act and operate incredibly independently, which is highly unique for a warrior of the Grand Army. Most Chosen Warriors, through sheer loyalty to their Autarch whom granted them their privilege as the Chosen, carry into battle his banner, and wear robes and ornamental garments made especially for their 7-8 meter sized exo-skeletons. For a Chosen Warrior, their Golden Armour is a direct extension of themselves, and through the use of artificial neural fibers throughout the machine, it is truly simulated. The ornamental garments and robes carry back long into Imperial Tradition within the Zakaabite Empire where the first Autarch, Gulzer, established the Imperial Chosen Guard, a selection of hand-picked warriors whose sole purpose were the protection and safety of the Autarch. Their robes signified their power and their skill, but mostly their alliegance to their Autarch, many times sacrificing their lives to save the Autarch Gulzer from poison. Through their ability and skill, Gulzer became the only Autarch in recorded history to die of old age, and not of blade or assasination. [b][url=https://s-media-cache-ak0.pinimg.com/564x/6d/7d/52/6d7d52ed0b353e6adfea938d3be03a43.jpg]Overlords[/url][/b]: The Overlord is a position held by the ranking commander of any military force, officially an Overseer holds the Overlord position of their Company, but Overlords are more recognized in their command of Battle Cadres (Army-sized combat groups), Invasion Cadres (All Battle Cadres assigned to a planetary invasion), Supremacy Cadres (All Invasion Cadres assigned to a campaign spanning a single solar system), and lastly the Conquest Cadre (All Supremacy Cadres assigned to a campaign spanning numerous solar systems). Overlords are equipped in the absolute greatest equippment known to Zakaab and lead the war efforts from the frontlines where the danger is at its most and their infallible and unchallengable skills are at its most needed. Overlords are equipped with an Imperial Scepter, a powerful close-quarters combat weapon of traditional Zakaabite design. Overlords are also equipped with an Imperial Sigil, a Nexus type system connecting them with the quantum network maintained through the Artificial Reality Nexus. This gives them the possibility of discussing battle tactics and strategies between Overlords in real time across potentially hundreds of light years. The Overlords are equipped with the Paramount Exoskeleton, the strongest, most capable exoskeleton ever built by the Empire of Zakaab. The Paramount Exoskeleton is much akin to the Golden Armour, merely more compact and mobile, giving the Overlord the ability to close distance rapidly through the use of internal hover engines located throughout their cybernetic legs. Overlords are also completely merged with their armour, giving them the experience of their armour being their own actual skin. Whilst they are able to feel the pain, through personal request, prolonged simulations have dulled their perceptions of pain incredibly. All in all, Overlords are officially the greatest warriors of the Zakaabite Empire.[/hider][/indent] [indent][b]The Primal Fleet[/b] The Primal Fleet are basically programmed automatons of amazing proportion and capability. Each vessel within the Primal Fleet is a fortress in its own right. What they lack, however, is complexity and do therefore defer to basic pre-programmed battle plans based on the situation at head, instead of exercising free thought to better handle more decisive engagements. The Primal Fleet is an artifact of old Zakaabite history, and hence why it is so basic, yet so utterly powerful. Mastery of artificial intelligence did not arrive until the later stages of Zakaabite history, but by this time most resources were spent on the construction of the Artificial Reality Nexus which would suspend the entirety of the people of Zakaab. [hider=Ship-classes of the Primal Fleet][b][url=https://s-media-cache-ak0.pinimg.com/564x/c8/64/90/c864909a0fd1f1c9963bc631d599d107.jpg]Low Authority Node[/url][/b]: The Primal Fleet operates via authority levels, and does so by designating each vessel design into a node. After this, the threat level dictates the amount of authority required to quell it. Set parameters like patrol routes all have a designated threat level based on the scenario and the data available through the Nexus Network operated by KHAAR and the signals emmitted by the Primal Fleet's central AI on Zakaab. The Low Authority node is the weakest of the response crafts employed by the Primal Fleet, but by regular standards of power it is more comparable to a battleship than any corvette. Much like any other vessel of the Primal Fleet, it is designed through the use of advanced artificial intelligences and highly studied reports of human psychology to inspire fear into any on-lookers. The Primal Fleet communicates through the use of quantum vibrations, vibrations whose side-effect leads to weird humming noises reverberating inside any nearby ship that is sealed against the vacuum of space. Equipped with numerous laser batteries and a high-powered superlaser in its center, the reason why the Low Authority node is weak is due to the nature of the Primal Fleet. Whilst its equipped with the most capable systems and skillfully designed, the Primal Fleet AI operates on basic code, and the most advanced thing it can do independently is calculating momentum. It follows logic and does not comply well with the unexpected. Do not underestimate the ship, however, as it is vicious in combat should you do so. Any given Primal Fleet must be specifically engaged whilst knowing that they may be stupid, but they are muscle-brains. [b][url=https://s-media-cache-ak0.pinimg.com/564x/d8/d1/01/d8d1014306ca4a8ec83f58781455bd89.jpg]Medium Authority Node[/url][/b]: The Medium Authority node is the next step in the contingency program for the Primal Fleet. The Medium Authority node is a direct upgrade to the Low Authority node and makes it very apparent considering its twice the size of the already gargantuan low authority node. The same program still persists, however, throughout every node. The only special thing about the Medium Authority node is probably the fact that it, unlike the low authority node, is capable of projecting the Quantum Network known as the Nexus to its nearby low authority nodes. Low authority nodes are unable of operating independently of any node of medium authority or greater. Basically put, by destroying all Nexus amplifiers within a primal fleet force, all ships would self destruct to inhibit their capture. Should they be without power, this function is not possible. [b][url=https://s-media-cache-ak0.pinimg.com/564x/10/46/1e/10461e2f01b4d4558d966a477fcb6420.jpg]High Authority Node[/url][/b]: Once again, it is a direct upgrade to the Medium Authority node. As akin to the previous iterations, it also doubles the Medium Authority node's size and armaments. Unlike the previous iterations, it is also host to the Quantum Relay network, allowing it and any Primal Fleet vessels within its Nexus influence to travel near instantaneously between two sectors within the Nexus network employed by the Empire. Should this node, and the others like it within a fleet, be destroyed somehow, all the ships within said fleet would be stranded, forced to fly back however many years is necessary to return to their designated shipyards. Primal Fleet ships are not replaced until their Nexus signature is erased, basically when their systems are destroyed or out of power. [b][url=https://cdna0.artstation.com/p/assets/images/images/001/009/632/large/neil-blevins-img-7444.jpg?1438117224]Supreme Authority Node[/url][/b]: The Supreme Authority Node, commonly referred to as a Primal Fleet Nexus, is the mothership for one of the the seven Warfleets that the Primal Fleet has access to. A warfleet consists of the total amount of primal fleet ships assigned to each of the seven sectors of the Zakaab Immortal Empire. Each warfleet consists of 5000 ships, but often patrol in clusters of 150 ships, and conduct war operations in clusters of 500. The Supreme Authority Node hangs ominously in orbit around the Sector Capital, using the planet's Nexus connection to then connect and maintain a quantum information network throughout their given sector. The Supreme Authority Node is absolutely gargantuan, possibly uncomparable to any other ship in the known Galaxy due to its size alone. It follows the classic doctrine of intimidation strategy, but also requires its massive size due to it acting as a potentially mobile superfactory. Supreme Authority nodes are not only given the responsibility of amplifying and connecting their sector fleet with the Primal Fleet AI's absolute commands all the way from the Imperial Homeworld, but they are also responsible for maintaining their fleet and producing replacements when a ship is destroyed. This task is often shared by the factory worlds of the sector as well, these worlds also double as shipyards and drydocks for the spaceships in order to maintain a minimum of 200 garrisoned Primal Fleet vessels on each sector planet. [/hider][/indent] [indent][b]The Servitors[/b] The Servitors are the collective name of every single droid within KHAAR's influence. Whilst this does range from both cleaning and building droids, KHAAR also has command of a increasingly massive legions throughout even the most remote of the Empire's locations. These droids were meant to act as a final line of defense against on-coming invaders, but were mostly centered around eliminating bounty hunters and raiders instead of any large army. The Zakaabites had full faith in the ability of the Primal Fleet, and so does KHAAR. Nevertheless, KHAAR employs a strict military garrison of Crypt Guard, the most battle oriented of The Servitors, in the defense of the most valuable and important part of the Empire.[/indent] [b]Other[/b]: The Grand Empire of Zakaab was influenced by Mandalore from Star Wars, there are certainly other inspirations here as well, but I am currently unable to name them. This is not because I refuse to, but because I do not recall them. [b]Characters[/b]: [hider=Karak Ubalyz the Conqueror][center][img]https://s-media-cache-ak0.pinimg.com/564x/59/00/bf/5900bf85a25c9debc409e0b04b75eb22.jpg[/img] [h1][b]Karak Ubalyz the Conqueror[/b][/h1][/center] [b]Age[/b]: Karak Ubalyz has officially lived for 512 years now, although the vast majority of that time was spent during the slumber. However, due to malfunctioning hardware and maintenance systems, Karak Ubalyz was not only awakened earlier than the rest of his species, but his age-suppressors failed and disfigured him viciously. Due to KHAAR, however, Karak Ubalyz was quickly saved from death and reintroduced to strenght-enchancements that not only reinvigorated his previously lost muscles, but even strenghtened them far beyond previous limits. [b]Species[/b]: Karak Ubalyz is a Neo-Zakaabite, however, he identifies as an Ubalyz, as most Neo-Zakaabites identify themselves following their given clan. Clans do tend to share similar physical traits, which does make it easier for this custom to become common place not only amongst the Zakaab Empire, but also on the galactic scale. [b]Profession[/b]: Karak Ubalyz was, before the slumber, a Conqueror of the Grand Army of Zakaab. A Conqueror is the rank given, by the 12 Clans and the Autarch, to especially excellent warriors of the Higher Officer positions. The rank of Conqueror is the highest ranking military rank within the Grand Army and equates to the Leader of a Solar-Cluster Invasion force. A Solar-Cluster Invasion force could range from anywhere between 5 million to 12 million warriors including their designated equipment, vehicles, and especially their given pack of the Primal Fleet which would support them. A Conqueror refers to his forces, however, as their Solar Cadre or their Conquest Cadre. As of his current profession, due to his awakening much faster and earlier than intended, and the inability of re-emerging him into the artificial reality without having to reboot the entire system, Karak Ubalyz now operates as a representative of what the common galactic denizen now refers to as the Golden Army, mostly found in rumours and fairytales in the modern age of intergalactic politics, and refers to the Eternal Empire of Zakaab and its unspeakably powerful military. Karak Ubalyz does his typical tours advising and influencing respectful and powerful galactic governments in their affairs so as to prove a viable ally for the Grand Empire of Zakaab once the Immortal Empire rises once again from its deep slumber. [b]Personality[/b]: Karak Ubalyz is a most steadfast man and follows dearly the principles and the teachings of the Zakaabite ways. Skilled in not only the art of war, but also in teaching it, Karak Ubalyz has found himself being a more reliable man than he'd ever imagined earlier in life. This would not come ot overwhelm him, however, and he makes it into a goal to remain in control and in authority no matter the chaos he is presented. One could therefore call him a most calm and collected man. In war Karak Ubalyz is not much different; analyzing, collecting, theorising, and calmly judging the steps of his every opponent both on the grand scale and on the front lines. As per Zakaabite customs, Karak Ubalyz operates and controls his army from the front, fighting alongside his men. Naturally, this alliegance is only owed to Zakaab and he keeps himself to the war table in the case should war arise during his advisory within another intergalactic government. [b]Biography[/b]: Karak Ubalyz was once upon a time merely an innocent adolescent unaware of the viciousness and the cruelty of the world around him. He was ignorant, and for it he payed dearly. His mind was conflicted, as he reached his adulthood, and would only come to shake off this sense of unease during his Rite of Passage in the local Colosseum where he would prove to the world that he was a Warrior of Zakaab and of the Ubalyz lineage, worthy of the blood within his veins. His task was easy, as it is for every rite of passage, but the task is also misleadingly difficult unless within the proper state of mind. Karak Ubalyz's task was to fight to the death with one of the other adolescents. Through remorse one would be lifted of all burdens and granted peace, but through the way of the warrior would you carry on through the hell of killing ones own comrade with their own hands. This rite of passage was made, not only to sift through the weak and the powerful, but also to prepare the warrior for the coming eternity. This coming eternity is one which would not weigh light on the scale of the heart, but in fact be heavier than anything else in the galaxy. He overcame this test, but disappointed his Elder warriors. The opponent, Karak's childhood companion and love interest, had given her life to ensure his own survival. Paralyzed, Karak had silently begun to walk the endless road of sacrifice laid before him by fate itself. He took his first step, not by overcoming the grief, but by being consumed by his sadness. He would come to reflect on his wrong doings, and without hurry, for the life of Neo-Zakaabites were biologically infinite as far as they were made aware. The results of his sobbing and reflection put him on the path towards the military, as that is what she would have wanted, she who gave her life for him. He put all dedication towards the mastery and learning of every single art of war within his access. He dedicated hundreds of hours of study to each iteration of the hundreds of scrolls regarding the artistry and mechanisms of warfare and conflict. After his first hundred years of living, his life had become his own for the first time in his life. He had accomplished the most esteemed role within Zakaab society, that of a Conqueror. It was his task to enforce his will upon the very stars, and it was within his ability to do so as he'd seen fit. He reigned above many millions of souls and their entire purpose of being, their entire desire, is to promote his desires on the galactic stage. Karak Ubalyz did not let the massive power consume him, as a Conqueror it was his task not only to maintain the Immortal Empire of Zakaab's position within the galaxy, but also to dedicate his knowledge and skill to learning those who would come after him. Unfortunately, or fortunately, Zakaab had always been a very shady figure on the intergalactic stage due to their often overlooked position within the Galaxy. As such, the only visitors which would come would be smugglers and traders, smaller empires seeking for the most desperate of tools to grab some sort of advantage. All would be put down by the patrolling Primal Fleet, the many, many thousands of autonomous battleships maintaining external peace and providing the ground works for the uniting of the 12 clans under the Autarch's head. It would not be long after that Karak Ubalyz and every single one of his warriors, and every warrior within the Empire, would be instilled within the Artificial Reality simulated within the Empire's Crypt Worlds. Each Crypt World would house one Conqueror and their military assets, granted the most advanced weaponry within the Galaxy to slumber amidsts until the day would finally come that they bear their arms towards the rest of the Galaxy. Of the 52 Crypt Worlds constructed, maintained, and supplied, Karak Ubalyz was assigned the most recently built. Whilst initially a sign of deep respect by the Autarch and the Clans, it would prove to be quite the negative as he would come to be awakened 402 years later due to hardware and mechanical errors. This would almost cause him his life, but through the powers of KHAAR and the truly proposed might of the theorized equipment and gear promised by the Autarch, he was saved and even granted greater strenght. Karak Ubalyz spent the greater time of 12 years in getting away from Crypt World KL-14, also known as Mustamondo. He left the Crypt, ensuring its remained safety and sustainability, through the guide of a very dedicated and loyal KHAAR. Over the years, Karak and KHAAR developed an extensively tight connection, at least in the eyes of Karak, due to the two being the only awake Neo-Zakaabites within the entirety of the Immortal Empire. His time spent within the Artificial Reality was not wasted, however, as each mind of the Grand Army of Zakaab was uploaded to the same artificial reality where the Supreme Commanders of the Grand Army of Zakaab, namely the highest officials of the 12 Clans and the Autarch, would train each individual soldier as well as the entire military in anything from hand-to-hand duels to squad cohesion and even entire Solar-Cluster invasion campaigns. Due to the warped passing of time capable of being achieved by uploading oneself to an artificial reality, countless battle tests and military scenarios were carried out. This leads to the uncounted side effect of a loss of individuality within each soldier, leading them to become more machine than Zakaabite, but due to the warrior culture of the Empire, it was an unexpectedly desired consequence. Due to Karak's status as a Conqueror, he did not experience the personality degeneration to the same extent as his soldiers, but he most certainly had changed after so many years spent in artificial reality. To Karak, he would consider himself many eons old at this point in time. [b]Other[/b]: As Zakaab is founded on a military culture and ideology through and through, those who are the greatest warriors are granted the greatest authority within the military. The same can be said for almost the entirety of the society. Civilians are considered the lowest class in regards to prestige, but they are nonetheless respected for the contribution they do to the Empire, whilst Conquerors are the highest ranking and most prestigious office attainable by any given individual of the Empire. The Council of the 12 Clans, as well as the Autarch are often times considered the most capable of the Empire, but this is only measured in their ability to rule the Empire. They are not weighed and valued by their ability on the fields of battle as their duties outweigh that importance. Rank is still settled internally between the 12 Clans and the Autarch in duels between these 13 establishments, but it is generally acknowledged that the greatest warriors of the Empire are Conquerors, not merely strategically and tactically, but on an individual level as well.[/hider]