[h2]The Orrors Templares[/h2] [h3]Freedom Planet Alliance[/h3] [img]http://th07.deviantart.net/fs70/PRE/f/2012/362/f/7/flag_of_the_knights_templar__several_resolutions__by_jpviktorjokinen-d5pgsdj.jpg[/img] Faction Overview [b]Species:[/b] [url=http://fc05.deviantart.net/fs70/i/2012/271/3/3/alien_species_concept_final_by_zachsmithson-d5g75og.jpg]The Tarviant Order[/url] Highly esteemed in Orrors society, the Tarviant Order is made of natives from Tarvia, hence their name. Bold, willing and trustful, they were the founders of this great Order. Standing six foot tall, slim and agile, they are warriors in every right. The Tarviant lifespan is quite average for such a race, 100 years to be exact. They are quick to adapt and recruit at a very young age. They are Spartan like in concept, killing the weak to hold the strong. To discipline whenever possible, the slightest flinch or groan and they will get 10 strikes with a baton. Their body structure is quite.... strange. They have very high bone density, especially in the ribs but they are also extremely light. If one was to pick up a Tarviant without his armour on, they would be surprised as they weigh like a feather. Their genders are also very strange. The way it works is that females will almost never see the outside worlds, protected in huge monasteries. The female is hold almost sacred in Tarviant society, so their protection is outmost important. Unfortunately for the Tarviant Order, the male birth rates are declining, meaning less troops for the Orrors. The High Leaders still refuse to send women into battle, they are to be protected and defended, not used as soldiers in the front line. The Tarviant Templars have also noticed strange behaviour in the Tarviant females they are protecting. They have grown..... almost scheming. It is heresy to think of these thoughts but the Templars give a close eye. [url=http://fc08.deviantart.net/fs71/f/2013/343/d/4/alien_helmet_design_2__giger_tribute__by_janniklind-d6xefwi.jpg]Te Chi[/url] These 7 foot Giants are the second race to come into the Orrors. They are natives of Ching V, of the Tarlinius system. Ching V was a very harsh planet, the thin air and the huge sand dunes that covered it did not make it of the most hospitable ones. Te Chi developed a very strange face mask because of this, their heads almost seeming like helmets. Their skin is hard, almost rubbery, and their supposed "exposed" insides did not help their look. They are a silent race, almost never communicates with speech and when they do.... it is like music to the ears. A lyrical flow of words that appeals and makes you almost fall in love with it. Only their kin, trusted ones and male or female's [i]Kei Ling[/i] have heard this beautiful speech. Other than that, Te Chi communicate through a series of hand signals and body movement to show their intent. They also have a weird bonding mechanism, called [i]Kei Ling[/i]. When they their [i]Kei Ling[/i], they will protect, love and defend this lucky sentient until the end of one of their lives. Te Chi live very long lives, 500 years is not something to laugh about. Most of their race are bold and trustworthy, if you become ones friend, they will defend you and be your silent guardian. Te Chi are also very cruel and quick to anger, one of the few negatives they got from such a cruel world. They try to hold it in though. Te Chi have ever since meshed into the Orrors, silent and worthy. [url=http://fc00.deviantart.net/fs70/f/2010/077/8/b/Char_alien_design_eclipse_2_by_eWKn.jpg]Nar[/url] The third and final race to come into the Orrors, the Nar have proven themselves worthy of the Templar. They hail from Tak'Yo III, of the Jap system. Tak'Yo III is not barren but nor is it a paradise, it is an ore world. Filled with metal and riches beyond desire, this world is a miners dream. Gold, jewels, metal and other mysteries are hidden behind this rock. The local wildlife have adapted to this otherwise harsh environment. The Nar have developed a metal Exoskeleton that covers their whole body, tough and flexible. Due to their metal exoskeleton, they are very heavy and hard to carry. The Nar had a very tribal society before joining the Orrors, warring over edible food and such. They are also very guilty for what they have done in the past. The Purge is an event that changed Nar society forever. A race before the Orrors came to Tak'Yo III and performed xenocide to the Nar. They killed in the millions, searching every home and every land to collect Nar body mass. They died to the heavy metal atmosphere, after killing 189 million Nar and mentally scarring the rest. This has made the Nar humble and very wary of others. Other than that, the Nar have developed a kinship with the other two races in the Orrors, after they got over their xenophobic ways. They have since joined the Orrors and fought, bled and died in the name of the Templar. For the Great Crusade. [b]Description of government:[/b] The Orrors government is like a Troika Monarchy. There are the Three High Templars of the Orrors that rule over the land, make the big decisions, make the rules and regulations, etc. They also are the generals of the Orrors Templares and rule over the military and their resources. These three High Templars are a representative of every race and can only be replaced by his or her's choice of a successor. Civil war can work as well. Though bloody and ruthless. Every time a High Templar dies, in battle or otherwise, and they haven't chosen a successor yet, three Blood Trials shall begin. Every Templar, Crusader General to lowliest Squire, can participate and fight in three arenas filled with death and traps. Whoever wins each arena get assessed by the other two High Templars. They will be given an army of new Squires and must claim more territory for the Orrors, without pissing anyone else off. Whoever gets the most territory wins, the other two will either be promoted or stay as a Crusader General. Technology Overview The Orrors Templares technology focus on the more slug based technology, using so called "ancient" chemical mixes for firearms and Magnetically Accelerated Main guns. But after you see their ships in battle, their so called "primitive" weapons are actually clever pieces of genius. From the explosive, shotgun like slugs of the HAMR guns to the solid, simple but effective slugs that shoot straight through ships. They have no shield technology but have developed very thick hulls. They also have a keen love for fighters and missiles. Sending a swarm of missiles towards the enemy could never have been replaced in the eyes of the Orrors Templares. Spacecraft Overview [hider=Crusader-class Patrol Frigate] [img]https://s-media-cache-ak0.pinimg.com/originals/33/82/f5/3382f5dde52f1964de50815ef4a7e906.jpg[/img] Name: Crusader-class Patrol Frigate Dimensions: 100 meters width, 545 meters length and 150 meters height Crew: 450 crew Power plant: Mass Accelerator Drive, Sub-Light Quantum Engine Interstellar Travel: Mass Accelerator Trans-FTL Antimatter Drive Propulsion: Sub-Light PlasEngines x4 Mass: 300 Tonnes Battle Points: N/A Spacecraft Attributes Hull: 40 Powerplant: 80 Speed: 90 Maneuverability: 70 Sensors: 60 Weapons 800mm Solid Metal Penetration Slugger Count: 4 Power: 55 Description: The Solid Penetration Slugger of short, this standard weapon suits the Crusader-class in every way. Travelling at 1% of the speed of light, it shoots a solid slug capable of penetrating hull. With nothing special to it, it is just a huge pointed stake, and does what it is supposed to do. Penetrate. When going against the Orrors Templares, you will find your lower capital ships to be filled with holes and crews sent to vacuum. It is shot out into space with a small Mass Accelerator, not enough to make it expensive but enough to make the slug go faster. With an astounding loading time of 15 seconds, this gun is basically the machine gun of space. HAMR 120mm Broadside Cannons Count: 10 cannons on each side Power: 45 Description: These babies are reserved to knife fighting in the ship to ship world. It is absolutely devastating at close range, overwhelming shields with it's explosive shotgun like rounds. This also absolutely wrecks shielded ships by overwhelming them. AIVUR Missile Pods Count: 24, 12 on each side Power: 45 Description: The Antimatter and Nuclear warheads of the missiles are absolutely destructive and has a simple but effective AI inside the missile, making manoeuvres and turns to avoid point defences. They are not perfect though and is susceptible to failing. 30mm Point Defence Cannons Count: 20 Power: 15 Description: These are small point defence cannons used for knife fights and defence against missiles and Other/Special Mass Accelerated Drives can be used to back away from a fight at any angle. Meaning that the ship can still be facing the enemy as it Accelerates away from battle General Description The Crusader-class is mostly used for patrols and are used in packs, where they can use their high fire rate to their advantage. A huge advantage is their high manoeuvrability. The Crusader-class can spin on its axis, spin like a windmill and do manoeuvres that most capital ships can't. The Crusader-class has big frontal armour, thicker than the rest of the hull. [/hider] Known Fleets N/A