[hider=Confederate Free Nests] [center][h2]The Confederate Free Nests[/h2] [img]https://i.imgur.com/yfJHU1p.png[/img][/center] [b]Brief Description:[/b] The Confederate Free Nests are a collection of largely non-human populations dwelling in the Outer Arm Vacuus, sparsely banded together under a lax, mostly democratic governance. While mostly descended from exiles and refugees who fled the Zuukid wars, their numbers include aggregated and absorbed local dominions, as well as the occasional group “liberated” and extradited from chaotic regions of the galaxy. The relative extension and demographic scarcity of the CFN have led to cloning being widely adopted as a solution to the general lack of xenopower, and a sizeable part of its citizens (and not) are to date vat-grown. [b]Claim:[/b] [center][img]https://i.imgur.com/Qj6Oksi.jpg[/img][/center] [b]Government:[/b] Although the Free Nests technically operate under the direction of a national government, the latter’s impact on the day-to-day life and business of most of their inhabitants is minor. The great majority of non-core worlds are administered by local authorities, which, being appointed by the often ethnically and culturally diverse citizenry in accordance with its own customs and traditions, tend to vary greatly in both scale and form. Thus, one may often find such things as a continent-spanning hierarchical theocracy under the rule of an Ulthari High Skotarch flanked by a collection of regional Zsresriir corporate holdings on a planet orbited by Scorpine tribal habitats. The relative abundance of territory relatively to the exiguity of the Nests’ overall population allows those micro-states to coexist without conflict, the coveted territories of a core world can occasionally become the prize of subtle political confrontations. Overlooking this largely even conglomeration is the Transstellar Assembly, a sprawling parliamentary body comprised of representatives from (ideally) all formant sub-governments, as well as what amount to officially recognised lobby groups of major corporate entities based in Nest space. The Assembly’s functions include deliberating on and sanctioning policies of nation-spanning effect, maintaining the central codex of laws that regulates the activity of the sub-governments, and acting as direction and point of reference in foreign policy. Effective executive power is detained by distinct bodies subordinate to the Assembly. Those include the Pacifiers, which have gradually assimilated, in the interest of efficiency, organisations such as the CFN military, peacekeeping organs, corporate mercenary syndicates and intelligence gatherers; and the Repopulators, a more vaguely defined, but possibly also more far-reaching entity responsible for the supervision and at times direction of large-scale applications of the almost ubiquitous cloning technologies. [b]History:[/b] The ancestors of what would become the core of the Confederate Free Nests, non-humans of the Perseus Arm, have for the most part a history of grievances with the Orionic Empire. Many of the early Zsresriir interplanetary states, whose irrationally furious defense of their independence was virtually encoded in their genetic memory, famously refused to submit to imperial rule even when threatened with forceful invasion by their superior foe. Reasoning that it was more practical to appease the uncooperative aliens than waste time and resources in subjugating them, the young Empire offered them the nominal status of tributaries, which they were forced to accept in the face of threats of trade embargoes and isolation. While this position officially guaranteed their continued freedom, in practice the Zsresriir eventually found themselves under tacit Orionic control, and, due to their unruly nature, were quietly marginalised and pushed towards the outer fringes of the galaxy. The second majority species of the CFN, the Ulthari, fared little better. Already not very widespread due to their stringent environmental preferences, the Yre-Kelthan faith that many of them professed became fairly popular among some of the populations they had come in contact with (the Zsresriir among them). This lead to an unfortunate perception by some of the more devout imperial officials that they intended to wholly supplant Kineticism as part of a subversive ploy, and an equally unfortunate generalisation that every Ulthari was a Yre-Kelthan. As a result, practically the entire species was considered suspect, and attempts at further expansion on its part were curtailed. Harsh though the conditions of these aliens, and various others besides, might have been under Orionic rule, their positions were at least stable. This changed with the Zuukid coreward crusade and the ensuing wake of destruction that swept over the galaxy. While few actual invaders reached the outwards regions they inhabited, that space was soon overrun by raiders, rebelling subjects and would-be usurpers. The Perseus Arm vassals, many of whom had been wiped out in the first years on the collapse, chose not to try their chances any further, and fled in mass on a flotilla of captured or repurposed ships and hastily built evacuation arks. Their destination was the southern void of the Outer Arm, a zone known to be forsaken, forgotten and virtually empty save for a handful of exiles. With much of the Orionic interstellar infrastructure having collapsed, and their goal never having had any to begin with, the journey was long, and further whittled down the numbers of the fugitives. When they finally left the old edges of the Empire behind, they found that their promised space was infested by renegade Scorpine warlords and other assorted outlaws. Though exhausted, the self-exiled motley were hardened by the perils of their way, and their enemies were disorganised and largely occupied in warring among themselves. Having beaten back some of the locals and struck truces with others, they began to settle the Vacuus in a somewhat sparse fashion, thus laying the foundations of what would in time become the CFN. Centuries later, the Nests had not lost their initial unity - in fact, it had even grown, such as it was - and spread to cover an area of space rivalling the territories of more solid governances, but they remained a nation in the building. Their numbers had still not recouped from the disastrous events of the collapse, and even the assimilation of some Vacuus dwellers and the ample introduction of cloning, expected by many to be a miraculous solution to their problems, did not suffice to fully consolidate their new position. Thus, though they might have found a home, the peoples of the Nests continue to seek for more. [b]Military:[/b] With the Nests’ population being numerically far from impressive, their founders deemed further depleting it through drafts either in war- or peacetime to be inadvisable. Thus, the Pacifiers serving as the Assembly’s strong limb were born and grew as a professional force, with largely voluntary admission save for its clone troops - although cases exist where one is given little choice in enrolling, such as being constrained by debts. Service is, however, rather lengthy, and even at its end the able-bodied are considered as remaining in reserve and may be recalled at the high command’s discretion. [hider=Planetary Forces] [hider=Infantry] [u]Vat-Swarm Infantry[/u] [img]https://cdn.discordapp.com/attachments/448374702835236865/453345461944844292/Improved.jpg[/img] Hybrid clone soldiers molded on the base of the feral Zsresriir genetic template form the backbone of the Nests’ ground armies. They are typically organised in groups of six to eight, individually directed by sub-officers nicknamed “queens” or “mothers”. While physically strong and capable with their burst energy rifles, these troops are highly dependent on their leaders to operate efficiently, and are easily disoriented if left without directions. [u]Confederate Pacifier Unit[/u] [img]https://cdnb.artstation.com/p/assets/images/images/009/765/135/large/li-wenda-3b.jpg?1520788666[/img] [img]https://pre00.deviantart.net/3b03/th/pre/i/2012/284/6/1/spiderbots_by_matlatart-d31zfnj.jpg[/img] [img]https://img00.deviantart.net/57d5/i/2012/284/6/5/spider_bots_2_by_matlatart-d31zh7f.jpg[/img] While unintelligent clones are the bulk of the CFN planetary forces, the latter’s true strength lies in these specialist units. Cognizant members of the Pacifiers are organised and trained depending on their background’s traditional military customs, which they usually perform best in. Depending on the situation’s needs, they are then either assembled in uniform groups for greater efficiency, or mixed ones to increase versatility. Thus, one may easily find Ulthari electro-troopers fighting alongside Scorpine railgunners, among others. Pictured above are Zsresriir commandos and various Qiormu war-forms. [u]Vat-Breacher Heavy Infantry[/u] [img]https://img00.deviantart.net/2c70/i/2014/044/c/d/bio_mech_by_pitpaul-d769hcw.jpg[/img] For the most part, even hybrid clones can be visually traced back to their component species. This is not the case for vat-breachers, hulking monstrosities standing as high as some nations’ mechanical combat suits, and with muscular strength to match. These brutes wield heavy railguns capable of piercing moderate armour, and equipped with bayonet-like incandescent buzzsaws that make them fearsome at close range. However, the very size that gives them their advantage also makes the vault-breachers visible targets. [u]Skorr Guard[/u] [img]https://img00.deviantart.net/6dd0/i/2014/044/c/f/dark_alien_trooper_concept_by_pitpaul-d769h3f.jpg[/img] In the days of the old Zsresriir stellar nations, the Skorr Guard earned a legendary reputation in the skirmishes with the nascent Orionic Empire. This body of veteran soldiers distinguished itself for its ruthless efficiency on the battlefield, and the greatest fault most could find with it was its excess of zeal in pursuing and eliminating enemies, combatant or not. Throughout the centuries, its name never truly died, flaring up again during the collapse when its members strenuously led the defense against the waves of marauders that washed over the Perseus Arm, and later when they shattered the bulk of the opposition the Confederate fugitives met in the Vacuus. To this day, Skorr Guards epitomise the elite of the Nests’ ground forces, being experienced and well-armed to a xeno, and their mere presence on the battlefield is often enough to rouse the spirits of the most battered of troops. [/hider] [hider=Armour] [u]Despoiler War-Leaper[/u] [img]https://weburbanist.com/wp-content/uploads/2013/09/Imaginary-Wearable-Tech-Cricket-Suit.jpg[/img] A small, light vehicle, intended primarily for scouting and skirmishing purposes. Though not very effective in a direct confrontation, War-Leapers are good raiders and harassers, their agility and long striking range allowing them to mount rapid assaults on vulnerable targets and withdraw before reinforcements arrive. [u]Pestilent War-Skulker[/u] [img]https://cdn.discordapp.com/attachments/448374702835236865/448933379291873301/tank_2.jpg[/img] The slower, stealthier relative of the War-Leaper, this crawler is built to operate in exceedingly difficult terrain, such as bogs and forests. While nowhere as fast as its counterpart, it has far greater mimetic capabilities, making it ideal for traps and ambushes in strategic spots. [u]Savage War-Shredder[/u] [img]http://www.igorstshirts.com/blog/conceptships/2013/ikarus/ikarus_03.jpg[/img] The closest the Nests have to a mainline battle tank, the War-Shredder is a robust, versatile machine, capable of contending with enemy armour and infantry alike thanks to its diverse armaments. Its main disadvantage is its relatively slow movement speed, which it sacrifices in favour of better terrain viability. [u]Ululant War-Breaker[/u] [img]https://pre00.deviantart.net/9b26/th/pre/f/2011/364/f/7/daily_mech_painting_by_progv-d4koqrc.jpg[/img] A tank and artillery platform in one body, the War-Breaker is the Nests’ response to both atmospheric support and large armoured engines. Its dorsal energy cannon can strike at impressive ranges with precision, and its heavy base makes it a difficult foe to engage frontally. These strengths come at the expense of mobility, which, however, ought to be offset under the lead of a capable commander. [b]Steel Hunter Armatures[/b] Due to the abundance of mechanical battle-suits on the galactic battlegrounds, the Pacifiers have for once deviated from their formula of emphasising versatility above all and devised a specialised weapon to confront this sort of adversaries. Steel Hunters are designed to engage enemy suits at close range, shredding their armour in such a fashion as to leave it in salvageable condition - metal is, after all, a good an interstellar nation is always in need of. [u]Sanguinary Gash-Claw[/u] [img]https://cdna.artstation.com/p/assets/images/images/004/799/506/large/syukri-sabar-ravager.jpg?1486370942[/img] Fairly small in comparison to most battlesuits, the Gash-Claw is a nightmarish sight to face up close, being capable of striking with any of its sharpened limbs at dizzying speed or ramming unstable armours with its considerable weight. Variant models exist, either providing it with [url=https://cdna.artstation.com/p/assets/images/images/004/811/256/large/syukri-sabar-annihilator.jpg?1486451967]supplementary limbs[/url] to engage larger foes, or giving it a form considered easier for the acclimatisation of Scorpine pilots, complete with [url=https://cdna.artstation.com/p/assets/images/images/004/826/560/large/syukri-sabar-shatterer.jpg?1486559132]a dorsal weapon[/url] suited for targeted strikes against vulnerable cockpits. [u]Cruel Steel Bonebreaker[/u] [img]https://cdna.artstation.com/p/assets/images/images/004/839/566/large/syukri-sabar-destroyer.jpg?1486644846[/img] A more direct analogue to the bipedal suits seen elsewhere in the galaxy, the Bonebreaker is designed to grapple with that sort of enemies, incapacitating them and damaging their weapons while carving through their plating to expose the pilots. As such, it is faster and more agile than most such machines, but lacks any meaningful long-range striking ability. [/hider] [hider=Irregular Special Forces] [b]Tkarixxi[/b] [img]https://pre00.deviantart.net/8a7c/th/pre/f/2011/004/a/6/trojan_scout_by_thiago_almeida-d36ekxo.jpg[/img] While the mercenary market of the Nests is a thriving one in these times of strife, few in it can compete with the Tkarixxi. Less of a coherent organisation than a loose trade union, informal association, or, in some views, even a subculture, these fearsome combatants are found in the employ of various corporations, who are entitled to a share of the mercenaries' hefty fees in exchange for marketing their skills to clients. Having little to unify them, Tkarixxi are extremely varied in their equipment, but all possess extensive cybernetic and biological augmentations and high-quality personal stealth devices. Preferring subtlety and silence over the brutal onslaught tactics of Pacifier elite forces, they operate alone or in small groups, but are no less deadly for it. [b]Flux Reavers[/b] [img]https://images-na.ssl-images-amazon.com/images/M/MV5BYThmNjU5MWMtYzAzMS00MzFhLWI3YjAtOTNlZWQwMTBlNzgzXkEyXkFqcGdeQXVyNDI3MDY0Nzg@._V1_SX1777_CR0,0,1777,755_AL_.jpg[/img] An enigma to even the most experienced inhabitants of the Vacuus, the Flux Reavers are technically not affiliated with the CFN, though they are often employed by the latter and some suspect them of being the product of a secret Repopulator project. What is known is that all their members encountered to date are outwardly identical, suggesting they might be single-matrix hybrid clones, and wield technology of an unknown sort. While not ostensibly superior to what is used by the Nests, their equipment makes use of electromagnetic fields and charged plasma in unusual ways, most visibly manifested in their distinctive implosive blast charges and so-called "vortex lances". While reluctant to share their designs, the Reavers have proven to be a reliable mercenary force of close-quarters specialists, famous for always being "as many as they need to be". [b]Aberrant[/b] [img]https://www.wallpaperup.com/uploads/wallpapers/2013/03/17/53089/d35a1de26a73d847b08d48f960f02244.jpg[/img] Unlike dubious cases such as the Flux Reavers, these strange and often horrifying amalgams of metal and organic matter are well-known to have issued from secret Repopulator bio-plants. Many Aberrant appear to be rejected experiments, possibly failures of a rumoured project supposedly aiming to create hybrid beings with universally superior physical and mental attributes; others, however, are so bizarre that they could not conceivably be related to such a goal. Their original purpose notwithstanding, these creatures usually serve as enforcers and security detail for their creators, and known individuals, whether feral or possessed of an intellect, have time and again proved to be lethally efficient in those functions. [b]Apex Hybrids[/b] [img]https://i.pinimg.com/736x/7e/03/55/7e035522d71b767ad3837f135931a879--cyborgs-cyberpunk.jpg[/img] If the Aberrant are indeed failed prototypes, the Apex Hybrids can only be at least partial successes in those same endeavours. Similarly chimeric in nature, but far more streamlined, the rare few of them that have been recorded in action displayed incredible abilities, albeit it remains unclear how much of their performance was owing to non-inbuilt equipment. Despite this, Apex Hybrids are an extremely uncommon sight, either being deployed sparingly by the Repopulators or holding positions of authority within the organisation themselves. [/hider] [/hider] [hider=Spaceborne Forces] The CFN fleets, not unlike their planetary counterparts, are built for versatility, in this case translating to improved mobility and hybrid fighter designs. The tactics they adopt tend to emphasise these aspects, relying on targeting vulnerable segments of an enemy force to disrupt its formation with minimal losses to their own numbers. [u]Ve’rssesk Screamer[/u] [img]https://cdn.discordapp.com/attachments/448374702835236865/451458746648887296/Crescent.jpg[/img] The baseline CFN superiority fighter, the Screamer can operate both within and without an atmosphere, often proving equally deadly in both cases. Though boasting solid armour and good manoeuvrability, it is, ironically, not as fast as various of its foreign equivalents, and must often rely on the range of its armaments to close early gaps. [u]Ve’sstral Howler[/u] [img]https://cdn.discordapp.com/attachments/448374702835236865/451458720379961405/Bomber.jpg[/img] A general-purpose bomber, the Howler is most often seen supporting troops planetside, but can, if the situation requires, assault large ships in droves. Being fairly large for a fighter craft, it can deal impressive damage while not remaining entirely defenseless against interceptors, but can easily become an inviting target for enemy defense systems. [u]Ve’insir Skynest[/u] [img]https://cdna.artstation.com/p/assets/images/images/007/173/688/large/johannes-mucke-t-11.jpg?1504200513[/img] A lightly armed, but well-armoured hybrid craft, the Skynest serves as the Pacifiers’ dropship, a role which it has been observed to perform admirably even in more perilous zones. Being comparatively ill-suited for overt combat, Skynests are usually accompanied by Screamer wings, which tend to scatter as the transport is about to land in order to conceal its exact deployment spot if necessary. [u]Vsar’isske Tremor[/u] [img]https://cdna.artstation.com/p/assets/images/images/007/173/694/large/johannes-mucke-t-03.jpg?1504200521[/img] Straddling the line between heavy fighter and small corvette, the Tremor can fill either of these functions as the situation requires, all while being equally capable of doubling as a gunship in atmospheric conditions. The obvious downside is that it tends to be less effective than dedicated craft, although its ability to contend with larger ships on an almost even footing slightly offsets its disadvantages. [u]Sar’ussk Predator[/u] [img]https://cdn.discordapp.com/attachments/448374702835236865/451458776835555339/Gunship.jpg[/img] Unlike most destroyers, the Predator is known for its aptitude in damaging capital vessels, which a combination of fluid lateral manoeuvering and impressive range and power in its cannons allow it to engage surprisingly well. In sufficiently large numbers, these unassuming ships can be deadly for anything larger than a light cruiser, though they are markedly less effective in dealing with destroyers or other smaller ships. [u]Sar’serek Voidnest[/u] [img]https://cdnb.artstation.com/p/assets/images/images/007/173/689/large/johannes-mucke-t-06.jpg?1504200515[/img] The staple carrier of the CFN fleets, the Voidnest’s hangar “mouth” is of proverbial capacity, and its armour is sufficient to grant it some survivability if it should somehow find itself in the line of fire. Nevertheless, these ships are clearly not built for direct confrontations, and will move elusively behind the screen of their more robust comrades in most cases. [u]Sar’issrar Armbreaker[/u] [img]https://cdna.artstation.com/p/assets/images/images/007/173/696/large/johannes-mucke-t-09.jpg?1504200524[/img] The manifestation of the sum of the Pacifiers’ naval doctrine, the Armbreaker, despite being easily as large as most cruisers of the line, attacks in rapid dives and strikes against exposed targets in the enemy’s array, inflicting heavy damage with its almost omnidirectional armaments before retreating. While its strength lies in its fast and powerful blows, therein is also its weakness - if confronted by an equally larger ship in sustained combat, an Armbreaker is almost surprisingly easy to destroy. These vessels will therefore avoid confrontations that have a risk of devolving into a match of endurance, paradoxically enough for their reputation as reckless chargers. [u]Sar’vassre Eradicator[/u] [img]https://cdn.discordapp.com/attachments/448374702835236865/451458812973547530/Line.jpg[/img] The polar opposite of the Predator, the Eradicator is a large ship armed to destroy swarms of smaller ones, be they fighters, corvettes or even frigates. These imposing vessels tend to assume forward defensive positions, screening the rest of the fleet from an opening assault and paving the way for a counterattack. Since such a stance tends to draw the attention of most of an opposing force, Eradicators are not entirely unqualified to clash with larger foes; however, beyond their durability and the shock and awe of their attacks, they are not much of a threat to a heavy enough ship, and can be usually disregarded in favour of more dangerous targets - albeit ignoring one altogether is never a wise choice. [u]Tkkalk-Ukor Dreadnought[/u] [img]https://pre00.deviantart.net/90e4/th/pre/i/2017/024/c/5/alien_ship_v1_by_akirawrong-dawle6a.jpg[/img] Relics of a better age, the Tkkalk-Ukor dreadnoughts are the last surviving great Ulthari warships. Despite the age of their design, their combat capabilities are tremendous, with their array of colossal weapons being capable of wreaking untold devastation on the most hardened of adversaries. However, the sheer cost of building and maintaining something so enormous means that there are no dedicated assembly structures for the production of these leviathans, and the restaurated ancient models form the majority of their existing number. As such, they are rarely ever deployed, the risk of the potential monumental loss outweighing any tactical advantage they may bring to bear. [/hider] [b]Religion/Culture:[/b] Given the diversity of species, cultures and heritages gathered in the Nests, it is inevitable that the resulting picture should be much too varied and at times incongruous to comprehensively portray in brief. Nonetheless, some general tendencies have emerged within their society, and some traits have by transmission become widespread enough that, to an outsider, they might appear to be distinctive of the CFN as a whole. Ideologically, the Nests’ more politically-minded inhabitants are roughly split into two categories, or rather currents of thought, known as the Constructors and the Vindicators. The Constructors argue for the CFN’s efforts to be directed towards establishing themselves in their home space, mostly without avoidable conflicts, and resolving their internal issues and troubles before turning outwards too much. The more radical of them are generally opposed to involvement in foreign affairs, and advocate an altogether peaceful, if isolationist style of existence. The Vindicators, on the other hand, claim that the CFN must take active measures to prevent a new overgrown, stifling empire from rising again, calling for outward safety before inward satisfaction. Some go as far as to say that the only way of reliably accomplishing this would be to bring the galaxy under Nest rule and maintain it under control, while others promote the disruption of other nations’ activities. While the extremes of those movements are easy enough to recognise, the distinction becomes blurred towards the center, where they often mingle or recognise at least some of each other’s points as valid. It is nevertheless possible to discern that the Constructors are currently the dominant “faction” both in the Assembly and among the public at large, while the Vindicators are for the most part in the opposition. Religious practices are somewhat more difficult to accurately describe. Upon a first impression, it would appear that Yre-Kelthanism is dominant; however, its permutations are so numerous and mixed with different faiths that it is impossible to be certain. In its most basic form, the Ulthari religion teaches that the universe is the physical manifestation of the power of the deity Yre-Keltha, which is so vast that this is the only possible form in which one could begin to comprehend it. Beyond this point, interpretations vary. Most Ulthari consider it an exhortation to explore and contemplate the marvels of nature and the cosmos in order to better understand their god. Many Zsresriir, on the contrary, view Yre-Keltha as a distant creator and adopt a gnostic approach to the doctrine, inventing a demiurgic figure responsible for wisely guiding the course of natural events, such as their own providential evolution (an interpretation that traditionalist Ulthari find rather simplistic). Others yet see in this an invitation to a spartan lifestyle, dedicated to enhancing their own strength and honouring the god through feats of courage and endurance. Nor have the imperial religions remained untouched; the Kineticism practiced by the Nests’ human minority has nowadays little in common with that of their forebears. Some combine originally separate teachings, worshipping Yre-Keltha as the Universal Spiritus and the Zsresriir demiurge as its Divine face. Others have proclaimed themselves oracles and prophets, preaching messages of cooperation and tolerance, or simply their own more or less complex contributions to theology. Even aside from religious aspects, the Zsresriir way of life, being found everywhere and at every level of the Nests, has gradually seeped into popular consciousness and spawned some quantity of imitations. The family (the archetypal “nest”) is seen as a vital component of society to quite extreme extents - it is not uncommon for some relatives and mates to be collectively invested with certain authorities and duties of a position, and often they are seen as interchangeable, both by themselves and others, when interacting with outsiders. Large, typically polygamous families are the norm, though the inverse has also been occasionally observed, with Zsresriir pairs deciding to adopt a monogamous lifestyle. A natural exception to all of this are the Ulthari and other species whose biology is not conducive to the formation of family units. A socially relevant subject which has arisen in relatively recent times is the role of clones. Vat-grown individuals (not always replicas of a matrix; the mixing of genetic codes allows for the design of newborn equivalents, as well as normally impossible multi-species hybrids) have become an integral part of the Nests’ populations in an attempt to accelerate the settling of the Vacuus. While many of them are granted full control of their senses and function as ordinary members of society, this is not always the case; clones bred for basic military purposes or hazardous occupations are often restricted to functioning as mindless, animalistic drones following implanted instructions or rote commands. This has caused no little controversy, especially among Zsresriir, who so greatly value personal freedom, and given rise to a number of clone rights movements. Opponents of these advocates either disagree with their positions on utilitarian grounds, or point out that many of the clones in question are constructed from the genetic templates of feral Zsresriir, who by nature lack individual self-determination. Rebuttals notwithstanding, the argument continues to be contested to this day, and has even made its way into the Assembly. [b]Demographics:[/b] [center]Zsresriir - 23% Ulthari - 12% Scorpine - 16% Clones (includes hybrids) - 20% Qiormu - 8% Cultors - 8% Humans - 5% Zuukind (Forensakai, Lonoxi, Rekshai) - 3% Others (various) - 5%[/center] [b]Characters:[/b] (You don't need to go that in depth in the NS, but once we get to IC, definitely have them fleshed out, at least mentally.) [b]Relations:[/b] [u]Martian State and Coalition:[/u] Though effectively somewhat wary of the strength and significance accumulated by the Martians, the Nests consider both them and the Coalition at large to be allies of opportunity. Secretly from most of the population, the Constructor majority likewise makes use of the two states' relations to weaken the more radical elements of its Vindicator opponents and prevent them from assuming greater power. [u]The Great Resurrection:[/u] With many of their citizens being Scorpine, the Nests had little choice but to officially condemn the actions of the Resurrectionists, already viewed with distaste by Vacuus aliens and humans alike. Further yet, many suspect that the movement's claim to the Orion Arm is but a pretext for greater galactic conquest. Support to the Neo-Scorpine Empire has thus been slight, but steady on the CFN's part. [u]Zuukid Remnants:[/u] With the Zuukid having been the original cause for the decimation and displacement of the Nests' predecessors, it is unsurprising that their memory should not be regarded with much sympathy. Nevertheless, the Nests consider some of the fragmented empire's former subjects to be potentially contributive members of their society, and have taken it upon them to "liberate" any willing (usually) ones from the warzones left in its wake. [b]Habitation:[/b] In terms of demographics and infrastructure, it is fairly simple to separate CFN worlds into two distinct categories: the original colonies, now known as core worlds, and more recently settled planets. The former, while still dotted with gaping stretches of wilderness easily visible from orbit to the naked eye, are relatively heavily urbanised, boasting large metropolises and industrial centers connected by a stable transport network, though there is always someone complaining that the magnetic convoys don’t run on time. The appearance and conformation of each cluster varies depending on its inhabitants: thus, Zsresriir will live in tubular constructions riddled with den-like holes, Ulthari burrow in shallow caverns and well-humidified subterranean chambers, Scorpine inhabit flat, dry expanses of squat buildings and so forth. The second class is far more numerous, and far more sparsely inhabited. Cities are either small and scattered, or gathered in a single sprawling bulk; transportation is either scarce, or entirely left to the means of individual inhabitants. Colonies of feral Zsresriir are often released into the wilds of untamed planets, often with deleterious effects on the rare, but sometimes present local fauna. One noteworthy detail is that the terraforming practices of the Nests attempt to strike an equilibrium between the biochemical needs of its majority species. While a form of fragile balance has been found, albeit one involving some rather jarring variations between biomes, minorities are not equally favoured. As such, when travelling outside their dwellings, most are required to don an usually standard-issue (it being the cheapest alternative) [url=http://images4.fanpop.com/image/photos/14700000/combine-images-combine-overwatch-14723489-500-400.jpg]respiratory apparatus[/url], which may give them a distinct image in the eyes of their kin elsewhere in the galaxy. [/hider]