WIP OFC [hider=Nation Sheet Template] [center][h2][sub][i][u][b]Nation Name:[/b][/u][/i][/sub][/h2] Memoria Fleet [h2][sub][i][u][b]Population & Demographics:[/b][/u][/i][/sub][/h2] Across the Memoria Fleet, there are roughly 56.2 million known inhabitants spread across roughly 3 thousand ships of varying shapes and sizes. Of course there's always stowaways or lost people who aren't counted aboard some of the massive ships due to the sheer size or the tiny vessel which shadow the fleet, but its a good consensus estimate. Fyrite: 46.3% Aphid: 33.9& Sairi: 19.5% Other: 0.3% [h2][sub][i][u][b]Species:[/b][/u][/i][/sub][/h2] [hider=Fyrite] [img]https://s-media-cache-ak0.pinimg.com/236x/10/b6/85/10b685fdd16a9c7c62b7421248aa70cc.jpg[/img][img]https://s-media-cache-ak0.pinimg.com/236x/60/03/00/60030072f423e234045a3c7c0a4c7f98.jpg[/img] Humanoid, cat-like beings, the Fyrite have humanoid skeletal structures as well as some other similarities such as five fingers on a hand and red blood, however they had evolved from more feline ancestors. The most obvious difference is their tails and ears, which are both very cat like in nature; the ears of a Fyrite is highly sensitive to sound and very receptive (it should also be noted that they have no "human-like" ears on the side of their heads, their cat ears are their real ears). The skin color is typically that which resemble's humans and tans, albeit slower. However, it is rare to see a tanned Fyrite as they are actually quite susceptible to skin cancer and related diseases; life on the Memoria Fleet also doesn't exactly provide many opportunities to get a proper tan to begin with either. Their life cycles are remarkably quick, reaching sexual maturity around the age of 8, mental maturity around at the age of 14 and reach full adulthood at 16 before becoming elderly at age 50 with death typically happening in the 60's and 70's. As a sort of offset for their otherwise quick lives, the Fyrite's reproduction cycle is rather unique, sharing similarities with cats. Their pregnancy cycle is only a mere 3-4 months with anywhere from one to six children per birth. They can also have multiple births a year with little consequence. Despite what many think of them, they actually do value relationships (familial and romantic as the two largest) to quite a high degree. Its that they socially see sex and romance as two different concept with one not necessarily being directly linked to the other. Some marriages have actually occurred out of platonic love or emotional support with the children being raise in the family not being that of the mother and father, but of that born from extramarital affairs. Such relationships (and emotions in general) are actually quite common with the Fyrite who adore closeness and companionship again in a manner similar to cats. Whatever outward appearance a Fyrite may put on will be replaced with either a very loyal companionship or a very attached romance once someone begins to personally know them. Its postulated that such is the case as Fyrites or their ancestors were once very, very fearful creatures, craven of almost everything. Thus they formed close knit groups as protection and moral supports. This is also the leading theory behind why some Fyrite will appear very willful or strong or brave even though they are actually quite frail in terms of personality; in order protect themselves, they had to put on an act of strength to ward off dangers, something which has permeated long after they've ascended from their old place in the food chain. Fyrites are also quite adaptable, both biologically and socially. Their well-balanced homeostatic capabilities permit them to wear anything they want (which sometimes included nothing at all) in most climates within reason. They are also the ones who've adapted the easiest to life on the Memoria Fleet, not exactly knowing all too well the concept of what "personal space" is has both worked for and against them. [/hider] [hider=Siari] [img]http://vignette3.wikia.nocookie.net/xcom/images/3/37/Concept_-_Ethereal4.jpg/revision/latest/scale-to-width-down/605?cb=20121031031023[/img] Perhaps the complete opposite of the Fryrites, the Siari are a race of ancient, long-lived beings while multiple arms and bright orange blood who stand at an impressive 7-8 feet tall on average. They lay a (debated) claim to the most intelligent beings, at least in their own eyes. Infamously snooty and arrogance, its could be said that it was their hubris which lead to the events that caused the current state of the MF. With four-fingered hands and long, lanky limbs, Siari are undoubtedly frail and their lack of significant muscle mass means that they also don't have great endurance or strength or speed. The Siari have rubbery blueish-grey flesh, often tightly pulled across their thin bones. The have no internal lungs, instead having gland-like structures at the top of their heads and shoulders which pull oxygen from the air around them. As such, these areas are often mislabelled as "glowing bits" while in truth they are simply where the most oxygenated (thus brightest) blood is. Also as such, the Siari have quite the mask fetish out of necessity, in order to both protect their vulnerable heads (which also houses their enlarged brains) and to help purify the air around them, making them suitable for respiration. [img]http://vignette3.wikia.nocookie.net/xcom/images/2/2a/Concept_-_Ethereal.jpg/revision/latest?cb=20121026171255[/img] Several styles of Siari masks Capable for living centuries at a time, its not uncommon for some to even live up to a millennia or more assuming ideal living conditions are met, something that's rarely seen on the Memoria Fleet. Slow to age and mature, these creatures often only produce one or two offspring in their entire lives, the most fertile ever recorded for intraspecies breeding is 5 children. Of course, when breeding with a Fryrite, their offspring potential skyrockets but the natural low arousal rate, there is still a comparatively low rate. While some might expect the Siari to maintain something of an "upper echelon" in society due to their high intelligence and long lives, its not quite so much the case, namely as the Fyrite easily out number them and the Aphid... well they're the Aphid. In fact, most Siari take less of a "leader" stance and more of a "mentor" stance, often working as teachers, aids, sages; only those with great drive, zeal and amibtion work in positions of power like company CEOs and politicians but by no means dominate the respective landscapes. Benefiting their minds, it can be said that even if the Siari are the ones who caused the current situation, they are without a doubt the original founders of the old empire, being the first to venture into space and colonize as well as making AI robotics, of the most notable are the [url=http://vignette1.wikia.nocookie.net/xcom/images/f/fe/XCOM2_Archon_ConceptArt.jpg/revision/latest?cb=20160222005016]Archons[/url], strange looking machines that no one quite remembers how the design was created as they certainly do not resemble any Siari. Some older Siari tell tales on how they first discovered the Fyrites when they where simply glorified cat tribes and the Aphids as giant, unintellignet bugs before genetically modifying them into what they were today for original use as soldiers and sex slaves. However, this tale has two major flaws: there was a very small market for sexual industries within native Siari soceities and the Archons where the ones who Siari are also [i]very[/i] long term thinkers, not put off by what would seem to most races as catastrophic failures or losses and more than willing to wait a few decades or even centuries for investments to pay off. That said, they are not oblivious to failure and there are times which they will act more impetuously. [/hider] [hider=Aphid] [img]http://2.bp.blogspot.com/-uFmIryh2ZLM/UHeZnaR-xBI/AAAAAAAAAj0/VUZrgCcTUe4/s1600/Cryssalid.jpg[/img] Aphid Drone [img]https://fanbojizycie.files.wordpress.com/2016/02/2999862-2912254-xcom2_chryssalid_screenshot_01.jpg[/img] Aphid Scourge Perhaps the most alien and fear-inducing race aboard the Memoria Fleet, the Aphid are sometimes referred to as "hyper evolved bugs" as that's what they basically are. The Aphid in short are the stuff of nightmares, swift giant bugs that stand as tall if not taller than most bipedal species that whisk about on long, claw-like legs, covered in hard chitin and can are extremely venimous. They are mindless bugs with a hunger to devour entire worlds. Or so the Siari and the Fyrite like to say. While that description was certainly true at one point with some bits of it lingering on to this day, one could call modern Aphid more "civil" or "docile". Sure they still look creepy as hell and will probably make you shit your pants if you saw one in a dark hallway, but due to a lack of a hivemind, they no longer feel a compulsory need consume biomass. They still do possess quite an appetite if left unchecked and are still quite aggressive however. As such, the two other races of the MF like to toy with outsiders of how they "live with savage monsters on a daily basis", both as an ego boast and to chuckle as outsiders fearfully keep watch for such creatures as they make their way through ships. Of course, the Aphid have their own take on this seeing as they are intelligent beings who have their own language based around clicks and chirps (although their "yelling" sounds a lot more like yodeling for some reason); the Fyrite and Siari inhabitants can understand said chirps and clicks in a way similar to how people understand droid beeps in Star Wars (the Fyrite's sensitive ears can pick up the variations in tone and thus they can "learn" the language while Siaris simply have translators in their masks) and the Aphids have the ability to understand the other speech patterns. In terms of actual intelligence, they aren't nearly as developed as the other two, but make up this lack of understanding through a pheromone-based collective intelligence. Basically, the more of them are in an area together, the smarter each individual becomes. Funnily enough, some of these pheromones can also put Fyrites into heat. Born of eggs, the Aphid larva and hatchlings almost resemble purplish soft-shelled lobsters before they quickly begin to grow to full size. They can also completely forgo the hatchling process and come out as a young Drone should they have proper "incubation" (ie a machine or even a living host), but such process is nonexistent in the MF. Being genderless, Aphids will seek to grow and propagate. In the past they used to either seek out a secluded area or an unlucky host for their eggs to be directly transplanted into, but now a days there are Fyrites who are more than willing to act as surrogate mothers (they will simply deliver the eggs and not have to undergo the chest-bursting method of delivery). Younger Aphids are called "Drones" and are the most typical of Aphids species. As they age, their chitin hardens and forms more spikes and plates as their claws and tips begin to turn a bright orange, the once glowing yellow eyes turn blood red with teeth and external mandibles becoming more prevalent. These older Aphids are commonly referred to as "Scourges", referencing their brutal past. Although the Aphid are technically immortal, many of the older ones will either commit suicide or request death as they will start to feel an instinctual "completion" in their life cycle once they have laid enough eggs. This is most likely residual commands from the hivemind which told them that those too old to be as efficient as they once where, should give themselves up to feed the younger generations. It should come as no surprise that Aphids are veracious omnivores to the point they can be seen as space goatbugs. For those who are still curious on where the idea that Aphids are venomous and how they can spit poison; they can't. Its one of those things that the Fyrites and Siaris made up. However, their bodily wastes (which very slowly builds up over the course of months or even years) is known to be highly toxic as it literally everything even their stellar digestive systems can't breakdown. [/hider] [h2][sub][i][u][b]Government:[/b][/u][/i][/sub][/h2] As a whole, the Memoria Fleet functions much like a feudal government. Each ship is left to their own business with the Captain and their "Crew Court", the small group of high-ranking officials who work along side the Captain to maintain the overall ship. Given the variation between ships, the Crew Courts vary between a few of the Captain's best friends and mates to a rather extensive network or even council of advisors, officials, politicians, and courtiers depending on the size of the ship in question. Captains themselves are often granted admiralty based on inheritance in a way that monarchs would pass their title down to their children; this creates "Noble Houses", sometimes referred to as "Captain Houses". On ocassion however, a Captain House will be usurped by the people living/working aboard a ship which usually involves placing a new Captain and Crew Court in power after either letting the old Captain settle down or be throw out an airlock. Above the Captains are the Commodores, those who are in charge of commanding several ships, often of a similar type or role. So you can have an Commodore of several habitat ships or factory ships. Unlike Captains, they are actually voted in by Captains of a certain "Division" which they are organized into; it should be noted that captains and ships will remain in their Divisions even if there is no Commodore unless instructed by high powers. As such, Commodores will have their own "bannerships" Crew Courts which they command their Division from. There can be multiple Divisions of a certain role or class of ship, each marked by numbers with each individual ship marked by a letter or their name. So a typical callsign could look something like: [h3][sub][sub][b]Habitat Division 5, Ship C, [i]"Remedy"[/i][/b][/sub][/sub][/h3] Another step above the Admirals and the Commodore are the Admirals who are in charge of an entire class/role/type of ship (ie the Factory Admiral is the one who is in command of the all the Factory Ships). Leading from more impressive ships, they play a critical cog in the Memoria Fleet's administration as they are the ones who have to keep the Captains and Commodores in check while also maintaining a bureaucracy and garrison on the ships and Divisions they command. Unlike the last two ranks, Admirals are directly appointed by the Lord Admirals from amongst promising Captains, Commissars or even individuals. Finally at the top is a council of 5 Lord Admirals who act as the the head of all governmental decisions, their odd number ensures there can be no even split. New Lord Admirals are nominated by existing Lord Admirals and voted in by existing Admirals. In some cases, a Commodore or even a Captain can be voted into the position of Lord Admiral should they receive enough popular support for one of the Lord Admirals to nominate them. Generally the oldest, most cunning or most ambitious leaders, Lord Admirals lead from one of few Worldships, massive ships of that could have only been made pre-Exodus and can house millions, often so large that one can find entire villages or settlements of people who've gotten lost in them. [h2][sub][i][u][b]Laws:[/b][/u][/i][/sub][/h2] Most issues aboard a ship are resolved "in-house" either by Captains and Crew Courts or organized Iudex Courts that some Captains create to lessen their responsibility and work burden. Judgements are often final and are based on translations of the "Memoria Union Fleet Charter" (MUFC for short) that was written down by the original surviving leadership of the races on the eve of the Exodus. In the cases which a case cannot be solved locally, they are appealed upwards toward Commodores, then Admirals and the Lord Admirals need be. However, most cases are solved by the time they reach an Admiral's desk as by that point it involves so much paperwork that one side drops out. Tradition has it that no matter what process is used, the Captain always has final say in the matter and holds absolute authority in matters regarding order and discipline. However, given the relatively light crimes committed, criminals will often be assigned more work or more labor-intensive, audacious work. Repeated offenders might "accidentally" be left on nearby worlds, causing friction between the Memoria Fleet and the systems they pass through. This is done as a matter of necessity as Captains cannot afford to have someone who is non-productive on their ship. Capitol punishment is something, while frowned upon, is seen as a needed evil in the Fleet, but it only ever dealt to those convicted of treason, of which included mutiny, high-jacking and related treacherous-behavior. However, instead of firing squad, the Memoria Fleet deals the death penilty in two ways: Airlock or get eaten by Aphids. Seeing as both ways do not offer quick or a clean one, most inhabitants are effectively "scared" into follow laws, not that most would dare endanger whats left of their home to begin with. To enforce its laws and the MUFC, the Memoria Fleet uses its military-police unit, the Memoria Marines to maintain order. Because of this, the Marines have gained a taste for CQB and are adept for the type of combat often found in the corridors of ships. Each Division is assigned a "Policing Vessel" or "Marine Ship" which acts like a police station and HQ for the local Memoria Marines. [h2][sub][i][u][b]History:[/b][/u][/i][/sub][/h2] Spend at least 4 paragraphs telling us the general history of your nation. Important wars, how it came to be what it is today, and so on. [h2][sub][i][u][b]Culture[/b][/u][/i][/sub][/h2] Want to know what life on the Memoira Fleet is like? Two words: Pragmatic Survival. With much of their culture based around this idea of survivability and sustainability. This is super-important. At least 6 paragraphs on culture. This includes religion and the such. [h2][sub][i][u][b]Places/People/Organizations of Importance:[/b][/u][/i][/sub][/h2] This is self-explanatory. [h2][sub][i][u][b]Military Size:[/b][/u][/i][/sub][/h2] For the typical species, a military cannot be larger than 7% of the total population. But if you have some special reason that it should be higher, I'll most likely allow it. [h2][sub][i][u][b]Military Details[/b][/u][/i][/sub][/h2] The Memoria Fleet's military is by its very nature more of a policing and garrison force rather than that of a traditional army as much of their duty revolves around just protecting the ships. And much like what the rest of the Fleet is like, while there are standardizations in gear and equipment, they tend to be dodgy on what exactly those standards are, leaving what the local outfit for a Patrol will be to a Division Commodore, leading to no real "standard" Fleet Guardsmen. Split between the Fleet Marines and the Fleet Navy, its fairly obvious what the two branches do. The Fleet Marines, or FleeMar, is responsible for the infantry based Describe the strength, organization, command-structure, and any other necessary details of your military. 3 paragraphs minimum. [h2][sub][i][u][b]Military Tech:[/b][/u][/i][/sub][/h2] Go nuts! [h2][sub][i][u][b]Civilian Tech:[/b][/u][/i][/sub][/h2] Really go nuts! For at least 3 paragraphs! [h2][sub][i][u][b]Economy:[/b][/u][/i][/sub][/h2] While not declining, the economy of the Memoria Fleet is certainly going no where fast. It basically stands between "Stagnant" and "Minuscule Change". Between ships and inhabitants, there is no currency as there isn't much to back up a coinage with barter of goods and services for things they cannot create themselves. Due to limited space on the ships, anything which cannot be used or is no longer of use are bartered or scrapped for things which can be used. To this end, all ships will have some form of "Public Hall" which is like a mix of a market and forum where workshops, market stalls and the few entertainment venues allowed by Captains. While general goods are freely traded in a free market-styled environment, things such as food and medicine are much more tightly controlled by the Admirals and High Admirals. Food is not bought but instead issued out in rations on a daily basis, three per person at strictly fixed times and amounts. Aphids technically get more as they are allowed to feed on the ship's waste and dead bodies, of which they can digest, sating their greater hunger. Still, food and medicine flow is heavily monitored, guarded and checked in the case of a shortage/infection or even worse, a mass starvation or an epidemic. Another way which the Memoria Fleet acquired resources to feed its industrial ships is by strip-mining astroids with large pre-Exodus mining vessels and on occasion, they'll even mine out small uninhabited planets or moons, thus another point of friction between the Fleet and the systems they pass through. Races with industrial or corporate interests in a system though may offer "gifts" of ships, food or resources as a way of trying to prevent such mining from occurring, of which the Lord Admirals often accept as they are in no possession to be picky. However, they will sometimes still linger to sell trinkets and services to planets with populations as life on the Memoria Fleet tends to produce good engineers and scavengers while the Fyrite tend to find themselves a "point of attraction" for the some of the planet's younger members, either way, work is generally not too hard to find if a they decide to stay in a system. [h2][sub][i][u][b]Spacefaring Vessels[/b][/u][/i][/sub][/h2] The Memoria Fleet has many ships of all sorts of worlds and models. Many of them are bought second-hand from other systems or companies, thus creating the nickname of the "Museum Fleet" as one can see quite and array of ships from the past as they are cheap. Such ships are often either long since decommissioned or near breaking, set to be sent to the scrapyard before the Fleet manages to get their hands on them. However, no matter how worn down or old a ship may be, the engineers of the Memoria Fleet can work wonders and often put them back into a workable condition. Said ships can range in appearance and quality that range from "cobbled together flying safety hazard" to "almost looks like its brand new", of course such things depend on the state of time and resources available to the Memoria Fleet. In fact, such abilities of jury-rigging is seen throughout the Fleet, combined with a tinge of stubbornness means that once the Fleet has decided a ship, or anything in general, will work, it probably will. Please describe, in as much detail as possible, the sort of space vessel you use and how they operate. Don't forget to include the general size of these vessels, how many people they can carry, and what sort of weapons they use. This should be at least 4 paragraphs long. [/center][/hider]