[hider=Nation] Name: The Arian Collective Location: (Somewhere near Techno, with five systems in their control.) Flag: [img]http://www.nationalimprovnetwork.com/wp-content/uploads/city_of_phoenix_logo1-300x290.jpg[/img] Form of Govt: Theocracy Applicable Leader(s): Great Mother Velatrianna Archon Eilmynis History: The Qoln as a race originated on a world known in their tongue as [i]Arian[/i]. Arian being largely rocky and mostly mountainous planet, produced a unique and interesting number of species. One such species proved to quickly dominate the world much as humans have done on Terra. Unlike human evolution, however, the Qoln as a race were progressively less violent and aggressive. This lead to long eras of peace throughout their early history. As the Qoln advanced toward the age of space travel, however, a shortage of resources had begun to tell. With smaller wars, skirmish, and larger battles for arable land had begun to divide the once united race. Three factions rose from this division, each centering around one of the great tribes they originated from. As time passed, these three factions fought each other on and off, though mostly remained on peaceful terms. A century would pass before tragedy struck; in the form of a virile and highly cotangent plague. It was slow at first, whipping out smaller nests and colonies. It soon became an epidemic however, as whole cities panicked. The plague took years to take its toll, but it became apparent the male members of their race were most susceptible. Many died out before attempts at a cure saw any fruit. But it only delayed the inevitable. Quatrains were put in place, often taking the form of segregating males from females. It took years but eventually the male population seemingly died out entirely. Fate would have it, however, that a Yia emissary would come upon the dying race on the verge of extinction. A cure was quickly engineered due in large part to their superior research labs. However, without any way to procreate, the Qoln seemed to be a doomed species. The Yia managed to save the Qoln once again; perfecting an advanced form of genetic cloning that used the genes of surviving Qoln's to allow the creation of new ones. In the current era, there still remains no male Qolns leaving the species as an all-female race. Due to the timely intervention of the Yia, they are heralded as something of gods by the Qoln as a whole. Technology: Qolns are masters of aerodynamics, and they understand the flow, buoyancy, and movement of air better than any other race. For example, the Qolns invented the cargo kite, a device for the aerial transport of goods and equipment. This item is a marvel of aerodynamics that provides a means for Qolns to safely transport a considerable load without exhausting themselves. Qolns mastered a number of long range means of travel by air faster than most races, and this has carried on into their spacecarfts. Though they possessed fundamental understanding of space travel before the coming of the Yia, the intervention of the Technocracies own advanced sciences gave rise to a new golden age of space travel. The Qoln own creativeness and Oliocht Graviton technolgies proved to be a master combination. Qoln have discovered means of mass producing smaller weaker variations of the Graviton Drive, such as seen in their [i]zero suits[/i]. Qolns have since built up one of the most formidable navies on their side of the galaxy, easily possessing the most organized and powerful naval force in The Technocratic Federation Of The Oliocht. The Qoln have developed new ways of employing Graviton technology, Arian technological levels are vastly superior to the Vlayisk and is roughly on par with the Yia themselves. The Arian Collective has acquired a huge specialization in Nanotechnology. It is used in the daily life of almost every citizen under Qoln rule. It has versatile uses such as making spacecraft armor more laced and decreasing their mass, or improving the quality of products that are used in Qoln trading goods as well as medicinal uses. Qolni Nanites also have offensive purposes such as jamming enemy space craft, repairing their own, or even being used in strikes against enemy orbital structures. Arian FTL communications systems are also very specialized allowing them to field much larger fleets than the other Techno nations. Weaponry and Defense The Arian Collective pride themselves on their advancements in technology over some of the other The Technocratic Federation nations during the past one thousand years. The Arian has flourished by having a zealoius beleif on technological expansion, a way of thinking fostered by the Yia. Arian makes use of advanced gravity defence well emitters that are aimed at expelling away mass projectilas, General Military Information: Qlons are not particularly warlike, but they are quite territorial— especially during spring, when a flock is tending to its eggs. At such times, they tolerate no threat to their controlled space and drive off intruders with particular ferocity. Qlons rarely fight with each other, though flocks compete for territory at times. Qlon custom forbids such disputes during nesting season, but they may occur at any other time. A territorial dispute between Qlon flocks typically takes the form of a debate, with each side presenting its case for taking over the disputed land. Such debates can rage for days at a time. If the two flocks cannot come to agreement a representative from the Great Mother may come to settle the dispute, which by then is called a war, despite the lack of physical violence. If the chieftain is unavailable, trusted allies of other races may be called in to hear the complaints. Flocks in particularly remote areas may have no one to mediate their disputes. In battle, Qoln prefer rapid fire weaponry and energy foot spikes as weapons. They also make extensive use of energy staffs and energy nets, firing them upon groups of enemies to restrict the foes’ mobility while maximizing their own. Qoln take full advantage of their flying ability and always take a three-dimensional perspective for their fights. They seek the high ground because it’s a good launching point for fire-teams and because an uphill slope slows down land-bound enemies. More experienced Qolns equipped with Zero G devices can stay aloft indefinitely, so they often zip across a battlefield and rain death down on their foes. The Qoln military resembles a collection of tribal warrior bands with no national structure, as it is based heavily on the flocks that join it. Each flock organizes its own unit as the locals see fit, and elect a leader to command them. Units from populous nests are large and well-equipped, while those from farm roost may be only a few women with small arms. There is no uniform; everyone wears what they like, though some my paint their wings assorted clan colors. The Qoln military is not an irregular militia, however; those who serve are full-time professionals. The average Qoln skytalon has devoted 20-30 years studying the martial arts. Qoln are chosen to be warriors before they even hatch, and their education from their hatching point is dedicated to sharpening their mind and body for that sole purpose. When they retire, they possess an alarming proficiency for killing. Skytalon huntresses fight individually or in pairs, depending on the tactics preferred in their nest. One-on-one, a huntress is practically unbeatable, possessing profound tactical insight, a hunter's eye, and a dancer's grace combined with the natural affinity for flight. Star Fleet The Arian Collective starfleet is well organized, will armed, and possess sophisticated technology geared toward long range space naval conflicts. Arian Collective doctrine in naval battles calls for a heavy use and focus on starfighters from bombers, superioty fighters, and, blockad runners. The Qoln thus prefer using fleets composed mainly of carriers, frigates and fighters, embodying their hit-and-run mindset with a nimble swarm rather than a slower collection of vessels. [url=http://www.phoenixium.com/CG03/DMP_Resolute_01.htm]HWSS Siren[/url] The most veteran of this caste are reserved for positions aboard Halcyon Carriers; leveraging the piloting skill of these elite Startalon allows the ship to host a veritable swarm of strike craft. Halcyon Carriers employ a number of systems to augment the combat effectiveness of their own fighter wings, as well as those of allies. [url=http://fc01.deviantart.net/fs70/f/2013/323/0/a/asari_frigate_concept_by_nach77_d6un7rb_by_roluevasvasreisa-d6uu3vl.jpg]SS Guardian[/url] [url=http://fc05.deviantart.net/fs71/f/2012/333/4/0/battleship_by_vampiredghost-d5mjcj3.png]SC Acolyte Corvette[/url] Culture: Every Qoln flock has a place it calls home—a dwelling that is either built into the side of a cliff or atop a tall outcropping of rock. The key feature of such a location is its inaccessibility: Creatures not capable of flying cannot reach, much less enter, a Qlon cliff dwelling unless the Qoln want them to. A typical Qoln dwelling is in the form of either a spiral tower (if the dwelling is built atop a cliff) or a rock-cut cave complex (if the dwelling is within the cliff). In either case, it will be divided into levels, each with its own T-shaped door (to accommodate the Qolns’ wings) leading to the open air and holes in the ceiling and floor that lead to neighbors within the complex. On planets that lack the mountainous terrain they enjoy, most nests, or cities, are made up almost entirely of free-ranging tower structures. [/hider] [hider=Qoln] Name or Designation: The Qoln Sex: An all female species Average Height: 5'5-6' Average Wingspan: 10' - 12' Average Weight: 150 lbs. Life Expectancy: 320 years Feather Color: white, red, grey, orange Physiology: Hair: Instead of hair, a Qoln will have long, downy feathers growing from her head. Most often the feathers are brown, but can be white, red, or even blue depending on the Qoln’s subspecies. Skin: A Qoln’s skin can range from various colors, to dark blue, light blue, dark shades of green, or even light grey, though aside from her face and the front portion of her torso, a Qoln’s body will be entirely covered with feathers to aid in flight. Eyes: Normally a Qoln’s eyes are solid yellow save for a black iris. Some subspecies of Qoln’s will sometimes have red eyes instead. It should be noted Qoln are nocturnal by nature, and thus possess extraordinary eyesight even in near pitch black. Appearance: Feathered wings are a Qoln’s singular identifying feature. When fully outstretched, they span 10 to 12 feet, although Qolns (when not flying) are more comfortable with them folded behind their backs. An interlocking series of ligaments allows Qolns to lock their wings in the outstretched position, enabling them to glide for long periods without tiring. The wing feathers are ordinarily white, red, grey or even sometimes orange, with black-tipped feathers appearing more often as a Qoln ages. Qolns tend to be thinner and slightly taller than humans, with most of their extra height in their legs; their arms are likewise somewhat longer. They average just over 6 feet tall and weigh around 150 pounds. Qolns have very humanoid faces. The biggest difference between a Qoln’s face and a human’s is the Qoln’s leaner pointed ears. Qolns also have larger, more ’round’ eyes that give them a slightly alien appearance but aid them in locating food and material from high altitude. Their lips slightly fuller than a human’s as well, though the difference is small. The body structure of a Qoln is geared towards lean muscle and minimizing weight in order to better maintain an airborne existence. Their bones are hollow, to minimize weight, and the materials they’re made from makes them nearly as strong as a human’s. Hips are one attribute that Qolns have in excess. Since they lay large eggs, their hips are very wide to allow the egg to pass more easily. Qolns have two sets of wings – a primary pair that grows from their backs and a secondary pair in place of arms. The secondary pair maintain most of their arm-like structure, all the way down to having elbows and being tipped with hands, though the fingers resemble sharp talons for grasping objects. Qolns have thick, powerful thighs, useful in propelling them skyward when they take flight. Their feet are tipped with razor-sharp talons that possess tremendous gripping strength. The race does not have facial hair, but downy feathers on a raptoran’s scalp can resemble hair when viewed at a distance. Female Qolns have a row of more substantial feathers running from earlobe to earlobe across the back of the head and neck. Females can fan out this neck ruff to display it; male Qolns (though not extinct) considered a wellgroomed neck ruff to be attractive. Clothing: Qoln clothing tends to be utilitarian and streamlined. Garb that’s heavy, restrictive, or too loose would impede flight, so most Qolns rely on a close-fitting shirt and a simple set of pants, or even full skin-tight body suits. Because a Qoln’s feathered wings provide better insulation than a down quilt, lightly dressed Qolns are comfortable even in cold climes. Qoln clothing includes straps and self-sealing pouches for keeping pockets closed, because Qoln in flight would otherwise drop coins and other possessions. Dangling jewelry would be disdained as an annoyance in flight. Qoln sometimes dye individual wing feathers in arresting combinations—a decorative art, not unlike the cosmetics that some humans wear. Body= [img]http://fc05.deviantart.net/fs70/i/2012/168/8/1/harpy_by_khcode-d53s7de.jpg [/img] Face= [img]http://digital-art-gallery.com/oid/9/r169_457x257_3059_Subspecies_girl_1_2d_fantasy_girl_alien_couture_earring_portrait_picture_image_digital_art.jpg [/img] Personality: Qolns have a reputation for being deep thinkers who always weigh their options carefully. They’re notorious for treating strangers coolly, yet they’re also slow to judge and usually give newcomers ample time to prove themselves worthy of friendship. They are slow to anger but even slower to forgive an insult or injury. When faced with uncertainty, Qolns usually retreat to a safe distance and settle down to observe and ponder the situation for a while. Their detractors dismiss this behavior as cowardly or indecisive, yet Qolns are perfectly capable of improvising when the need arises, and they generally stick to a task once they have decided how to take it on. Qolns seldom flee from danger; they just back off a little. Qolns love to argue and debate, whether or not they actually agree with the philosophy they are defending so passionately. They do not, however, waste time arguing when danger threatens or when they perceive that time is of the essence. A Qoln’s cautious nature takes a back seat whenever physical violence is imminent. In the blink of an eye, a Qoln's demeanor can change from serene to fierce. In combat, Qolns attack their enemies with savage aggressiveness, seeking overwhelming victory as quickly as possible. Names: A Qoln child receives a birth name from her parents(the two females who's gene played a part in her creation), which serves to identify the child as she grows up. Sometime after the child reaches adolescence she acquires a nickname—occasionally from a flock elder but often a sobriquet that just seems to stick. As a matter of practice, only members of a Qoln’s flock may refer to her by her nickname, and even then they only do so when no strangers are present. Close friends and family members often continue to use a Qoln’s birth name as a mark of affection. A Qoln may reveal her flock nickname to someone outside the flock if she wishes, but no one else may do so. Sharing one’s flock nickname with an outsider is a mark of deep respect, trust, or affection. In addition, a Qoln has a family name, which is often a compound of several descriptive Tuilvilan words. Tuilvilan is the name of their most popular native tongue. Religion: The goddess Tuilviel Maraduki, the Queen of Air and Night, was the primary deity for the Qoln's before ascension. As of now, they worship The Yia, which embodies, peace, unity, advancement, learning, and technology. In their eyes, the Yia is another aspect of Tuilviel reborn. Due to the influence of the Oliocht, many Qoln see technological advancement as the primary means of enlightenment, and many of the most devote partake of at least minor cybernetic implants. Zealous followers are little different to true androids in appearance. Psychology: Qoln don’t have the life span of extremely long living races, but they take a similarly long view in their attitude toward their place in the universe. Because they were avid hunters for most of their existence even during their space age, and thus relied on game remaining plentiful across a wide swath of land, Qoln take care of the environment and avoid fouling the places where they colonize on worlds. They also take considerable time to make up their minds about issues that do not require instant action. They can debate for days about whether to allow a given group of travelers access to their space, but should danger threaten they can mount a coordinated defense within minutes. Qolns espouse a “live and let live” philosophy. Others are welcome to their own ways, so long as they don’t bother the Qoln or despoil their lands. Qolns respect the lives and property of other creatures and do not deprive them of either without due consideration. The chaotic nature of these winged beings is expressed through the deep debates that Qoln engage in over philosophical issues and their differences in personal adornment. Qolns cooperate with others to the extent that they find it practical to do so, but they do not feel the need for others’ approval and do not allow themselves to be used by ostensible allies. The only major exception to this is when dealing with the Oliocht, or specifically the Yia. Who they often revere with almost godlike respect. Flock Structure: A typical Qoln flock consists of forty to eighty individuals. Nuclear families nest together while the children are young, and extended families usually occupy adjacent chambers in a cliff or tower dwelling. The following offices exist in a typical Qoln flock. All except the flock mother usually serves for a year, but the flock mother can reappoint a capable Qoln to an office any number of times. A single Qoln may hold an office multiple times in her life. [/hider]