Very much WIP [hider=My Hider] Official Nation Name: Volturi Remnant Minor Belligerent General Information Overview The Volturi Remnant are the remainder of the once great Volturi Empire, that have gathered together, along with their allies, into a rather large group that no longer has any planet under their full control. They are militaristic group of beings mainly made up of the Volturi and Genetically altered life forms that serve them. They value honor and loyalty above almost everything else. They no longer have any planets their once grand empire controlled for over a thousand years. With the loss of their homes and families, the Volturi became wandering mercenaries, scavengers and traders of tech and relics. What remains of the Volturan Government is a small group of high ranking officers that keep the main bulk of the Volturi together. The high ranking officer vote one of their own into the position of High Admiral, every time the old one is killed or considered unfit to lead. History The Volturi have been a space faring people for over 1200 years, Their Empire was one of the strongest and largest spanning multiple systems, and with many alien races under their command. Decades after their empire ceased expanding, the Volturi started to lose control over most of the occupied races. The majority of races under their rule rebelled, but the Volturi had the fleets and the rebellious races had no way to destroy them or stop the armies they brought. The rebellions were crushed and subsequently, the rebellious races were purged and the loyal ones were given more rights and abilities to keep them in line. With the quelling of the rebellion’s the Volturi began to fill the purged world with loyal alien races, and the Volturi themselves in some cases. The purges caused a slowdown in the Volturi’s expansion schedule that was already severely behind schedule. The expansion of the Volturi Empire never got to continue, the population levels couldn't grow quickly enough and caused over 200 years of stagnation in the borders. The Ashtar arrived at an inopportune time for the Volturi, They had just started their expansion back up and weren't prepared for a defensive against a much larger, and more advanced foe. The Ashtar attempted to subdue a planet but it refused and called for aid, so the Volturi sent an entire battle fleet but upon entering the system found only 2 cruiser class vessels. The Volturi fleet announced their presence and engaged with the idea that it would be an easy fight. The Volturi fleet had a battleship 2 battle carriers 10 cruisers and a large group of corvettes and frigates. The Volturi began losing ships left and right before they had even entered into effective range. The Volturi fleet barely managed to scorch the front of a cruiser before they were forced to retreat with only a battlecruiser and a few cruisers remaining. The rest of the short war between the Volturi and ashtar went a lot like that first battle with the Volturi only able to knock out a single Ashtar cruiser while they lost most of their originally massive, and relatively advanced fleet. The Ashtar destroyed most of the Volturi ship manufacturing plants and wiped out all but 1 fleet, only because it fled to a black ops site and stayed mothballed until the Ashtar’s departure. The population suffered under the Ashtar’s “protection”. Some of the few loyal races decided that it was time to show their real colors and broke away from the Empire. Most of the Volturi on other planets were slaughtered by the rebellious races and no ships could get to them because of the Ashtar’s blocades. The Volturi never recovered after the departure of the Ashtar, and they were not ready for the great war and all the factions that dove on them like hungry vultures. The great war was less of a war for the Volturi and more of a struggle for survival. The Volturi attempted to recover the scraps of their empire months before the start of the great war but met with lots of resistance from all but 2 races leaving just 3 systems under the control of the Volturi. The mothballed fleet was brought out as soon as it was clear that a war was on the way, but it was old and outdated and couldn't stand up to some of the newer vessels, which was fine early war but rapidly caused the remaining scraps of the empire to crumble as they were not ready for war, nor did they have any ship production available after the Ashtar blew it all up. After a series of defeats resulting in the near extinction of the Croxin, the Volturi decided it could not allow its few loyal subjects remaining, to die without a shred of hope for survival. They sent out the few ships they had and started collecting all of the Sikaar and materials it could before the enemy fleets arrived to wipe them out. The resulting collection of species and material sparked the idea for a united project in case of the homeworld of the Volturi being destroyed. The project idea was to turn the old blacksite used to conceal the old fleet, into a large manufacturing and living zone for some of the most skilled scientists and military leaders, to hopefully allow the Volturi to come back in the case of their last system being wiped out. Unfortunately before the Emperor could relocate to the recently completed station named “Bastion” the capital was attacked and the planet was bombarded into an almost molten state. The only person of any standing high enough to take command was the High Admiral, after his seizure of control he promptly created a counsel of Admiral and other high ranking officers to better control the station which had grown to the size of a continent at this point, had 3 different species living on it, and had multiple types of manufacturing and food production centers. With the setting up of the new government and the assorted systems figured out the Volturi started taking on jobs as mercenaries, the Sikaar started salvaging operations, and the Croxin manned and maintained the station. After resources started to flow in, the manufacturing plants started up and began rebuilding the fleets and making more equipment for ground soldiers.the plants have been slowly but steadily building up more and more ships, and equipment while maintaining secrecy, while the treaty of detente forced most groups to limit themselves the Volturi were not under this treaty, but they were heavily limited by the amount of supplies they could acquire so most of their capital ships are upgraded versions of pre detente ships. Most of this is pretty optional, but some is fairly important. Notably this section should include your nation’s interactions/responses/thoughts on the Ashtar and it’s involvement in the Great War. Major Holdings Bastion: The only remaining facility of the Volturi that has been heavily modified to be (relatively) self sustaining, and capable of manufacturing ships, weapons, armor, and everything else the Volturi may need to keep their weakened but still functioning forces going. The Bastion also serves as the seat of power for the Current High Admiral. Demographics Population Volturi: the Volturi are an old race, that are vaguely humanlike. The only difference in visible appearance is that, on average, the Volturi are a head taller, slightly stronger due to the ancient warrior cultures that never quite faded. And their skin is a dusty gray color. Not an actual number, but this is the section to talk about your people. Folks with multiple species, a percentage breakdown of those species might be nice. Descriptions of all those lovely species would also be nice. 55% Volturi 30% Sikaar 15% Croxin Society Daily life and such. Not the most important section but useful for giving us a sense of how your citizens actually feel about their nation. Can include religion, fashion, etc. Economy This could go under society if you like. Mostly just make it clear up front if you’re an industrial powerhouse, a nation of refined master artisans, etc. Also things people might want to know for trading purposes. Government The government is run by the High Admiral and a large group of Lesser captains and admirals known as the Counsel. The High Admiral is in charge of the bulk of the fleet, and is the one that decides what manufacturing should focus on. The counsel runs most day to day operations and is Quite brutal in their judgement of criminals but otherwise aren't overly violent to random civilians. Foreign relations: The Voltari are relatively reclusive in the diplomacy game, but aren't hard to get into contact with through multiple agents scattered around the galaxy. They are only ever interested in talking if you are interested in hiring them or offering good trade deals on scrap and other valuable resources. My favourite part <3. Probably the most important of the demographics sections. Who runs the place, how do they run it. Since you will presumably be RPing people in your government, this is pretty critical. Technological Information Major Techs Electro casters: The Volturi have forgotten lots of advanced tech from their glory days and the Electro caster is one of the few they have not forgotten. It can be equipped on ships and in infantry groups. Mostly interested in military techs, here: FTL, weapons, shields, armor, power, engines, etc. Civilian techs are also here, and sometimes just as important. Military Information Military Overview Describe general doctrine, history, whatever floats your space boats. Fleet/Navy Your space boats. Include pics or don’t, I’m not your supervisor. You’ll probably want to have one or two of most of the classes, but it doesn’t really matter too much. I’m also including some flavour options here that you might want to consider. In short, the history of the galaxy has divied up ship designs into three waves: Great War (ships built before and during the Great War), Detente (ships built during the Detente, some wonky designs in the larger classes due to treaty limitations), and Modern (ships built in the year since the message) DO NOT put your hyperdread here, it gets its own section. Dreadnoughts: Only a few were built before the end of the Great War, the destructive potential of these vessels was a major contributor to ending the conflict. Those old ones are pretty obsolete, and any new ones are only just coming into service (mostly in secret) due to the Treaty of Detente banning their construction. Battleships: The grand old ladies that did all the fighting of the Great War. The Treaty of Detente imposed limitations on their sizes and destructive potential, so if you want to get intricate there’s 3 waves of battleships: Great War, Detente, and Modern. Great War is self explanatory, old sluggers and antiques. Detente battleships were awkward creations involving all kinds of elaborate ways to get around the Treaty without actually violating it. Lots of glass cannon designs here, or iron fortresses that couldn’t scratch each other's paint, or half baked experimental weapon systems, or novel propulsion methods that only work if nobody on board sneezes. Modern battleships are just coming into service, and are quite deadly. Battlecruisers: The “Electron” class Battle-Carrier, was the only ship of a class higher than cruiser (excluding the HyperDread) designed after the Ashtar occupation. It serves the role of heavy firepower and carrier in battle with the absence of a battleship. The Electron class has very limited point defence and 4 double barrel Electro cannons. Any other battlecruiser types were retrofitted into battle-carriers after the great war. Cruisers: Nothing special here. Destroyers: Still nothing special. Frigates: Nope. Corvettes: Corvettes can be thought of in several iterations just kidding I don’t care what you do with these things. Unless you try to just upscale what I’m trying to avoid with strike craft. Strike craft: K I’m actually gonna sort of limit these things, or rather, the things that carry them around. Strike craft have long been an important part of space combat, so most nations have them and defences against them. Historically, they’ve been used as close in support; no one’s yet figured out how to strap useful FTL drives on the things. All this means that long range strikes aren’t practical. What I’m trying to get at is Carrier’s aren’t really a thing, or at least dedicated carriers aren’t. Plenty of room for Battlestar type things (fighty-boats with a solid complement of strike craft), but no dropping off a carrier squadron on one side of the system then expecting your strike craft to win the fight on the other side. A notable exception is your Hyperdread. Do whatever you want with your super special awesome boat. Army/Planetary forces Outline some doctrine, highlight some major units. I’m not great at doing ground forces so not much guidance here. AAANNNDDD Hyperdread Storm Caller: The Storm Caller is the only ship to make proper use of our absence from the Detente treaty. [/hider]