[[This is a incomplete app. I'm probably going to work on the history and technology this weekend. I wanna be placed between Isotope and Sigma as a one hex peice. his is because while they have puppets, they don't hold much territory outside a few outposts and their home system, instead having semi-nomadic spaceships that fly around the place.]] Faction Name: The Waypoint [also known as the "station"] Faction Type: Oligarchical Theocracy Species: Qvkr mostly, various client races of primitive stature along with associates as minorities. The qvkr are a radially symmetrical species, they look like this: They're not fully organic I should note. More a synthetically enchanced version of their original form that can dwell on land and in space. Initially they are a race of sea faring creatures before colonizing the depths of space, often preferring worlds like europa to terraform. Scale and Territory: While on the higher end in technological ability, the Station's territorial holdings are limited to the holy sector and the various puppets around the holy sector who the way has be spread to. [So i'd say advanced interstellar] Culture: The society of the Qvkr is dogmatic, but not in the abrahamic sense. The Qvkr see the world through a certain kind of lenses, a colelctive solipsism made in the intent of making the cosmos harmonic through whatever means nessecary- even if it takes deception, manipulation, torment of those who do not convert or even straight up invasion of technologically inferior civilizations that are foolish enough to refuse the way. Despite havoing developed into somerhting of a oligarchal theocracy, technology they are advanced. How is this so? Well, you must understand what the way is. The way the Qvkr see the universe is surprisingly simplistic. The Qvkr believe that the universe is naturally a harmonious place, but entropy from the development of complex life has hurt this harmony. It is therefore the responsibility of intelligent life to through whatever means nessecary liberate civilization from the chaos and from stagnation. For while the way may sound discouraging of scientific pursuits, it is not. Instead, the way purposes that technology is the cure for the chaos, and that technology is the tool necessary to stabilize civilization. For there is a ultimate technology that could bring cosmic order, for the rest of eternity. Many civilizations however, are unwilling to undertake the developments towards the way- and therefore become complacent. Meanwhile, the religious demand for the Qvkr to constantly advance and progress their technology. But they have yet to find the ultimate technology that will make cosmos out of the short lived chaos that is civilization. The daily life of a Qvkr is rather simple, they spend much their time analyzing data and experimenting on whatever matters they can. They do not have a concept of "free time"- instead they just see different activities, some of which humans would see as free time like having ritualistic sex for pleasure, playing artificial simulations [in non-dork: video games], and making sculptures out of meta-materials. All these activities are seen as just as important to getting to the ultimate technology as the other, no matter how decadent they may seem. There's two kinds of Qvkr society as of now [all the others got assimilated or wiped out], the ones where the oligarchy has the burden of figuring out the schedule for the lower qvkr classes and those that have the oligarchy place the burden of the schedule on the central class. The Waypoint generall flip flops between these two models, and currently the oligarchy places the burden on the Qvkr to plan their life patterns/schedule out. Those that don't follow their schedules tend to be punished by a week of VR torture and reeducation. Society wise the Waypoint when it comes to species are rather egalitarian, seeing any species are capable of understanding the way. However, culturally they tend to do whatever they can to eradicate local faiths and replace them with only belief in the way. Other aspects of a native's culture tend to stick around however, as long as they don't remind the waypoint of the unreligion they used to practice. Those who do practice anything not the way, or even just practice anything beside the way are seen as misguided and forced into VR torture.reeducation until they accept the way. Despite their theocracy, they do engage in diplomatic action, if only since to them it provides a way to subvert other civilizations with their faith. History: The Qvkr early on were very much a simple race, just some backwater squid beings that feared the stars with their societies living in a world much different from our own. The ancient qvkr were rather content with the seas, but this would change and change amazingly fast around 7,000 years ago. In that time, advanced qvkr societies sprung up with vast spires reaching out of the sea, and volcanic islands made into massive forges for metallurgical purposes. They never did play with fire much, but they did develop in a way that managed to have the qvkr invent writing before every laying hand on copper or bronze. Like many other species they had their golden ages, dark ages and great empires- but there is four ages of the qvkr best explained in single paragraphs. The Aquatic Age The aquatic age was the first age of the qvkr, marked by advanced, yet nomadic pods of qvkr who made outposts and settlements they migrated to and fro. These settlements would in time develop to become sprawling aquapolii. These ancient qvkr lacked any of the concepts associated with the way, and for a rather long time various empires and societies flourished, fell as did religions, cultures and ethnicities. However, the populations in their steady growth feuled a need to explore land as well as sea- and from there find large inland seas to colonize as well as strange drugs and spices exotic to the societies that encountered them. Dirt Age The dirt age is when early versions of the way started to appear, notably the concept of the final goal. Technology: An overview of the faction’s technological capabilities. Include their FTL method. Military Forces: Approximate military forces of the faction and their relevant capabilities. You can include ship classes and descriptions if you like.