[hider=The Carpathian Union] [center][img]https://i.imgur.com/aMPyU2om.jpg[/img] [hr][hr][color=598527][h1]THE CARPATHIAN UNION[/h1][/color] [/center][hr][hr] [color=598527][b]NAME:[/b][/color] Union of Carpathian Nations, Carpathian Union (Unio Carpates) [color=598527][b]GOVERNMENT:[/b][/color] Supernational Confederation of States [color=598527][b]CAPITAL:[/b][/color] Leitha (Union administrative center) [color=598527][b]TOTAL POPULATION:[/b][/color] est. 2,771,680,000 (99% Human, 1% Aluevan) The Carpathian Union is a the supernational organization formed to facilitate peace and prosperity in the otherwise divided countries of the Carpathian System. Thanks to the shared history and interconnected economy the Carpathian Union may seem to be a singular nation, and indeed more and more people call themselves Carpathian, yet in practice they are far from such. Carpathian states are spread across the system and somewhat even beyond. Space exploitation is the main industry of the system and owning a spacecraft is almost synonymous in Carpathia with owning a car. Corporations rose to power and sometimes industrial magnates have more power than the respective heads of the state. Carpathia is a relatively lawless realm with wild untamed lands surrounding the numerous metropolitan centers. Carpathians are highly protective of their freedom and rights which often puts the average person at odds with the Union. [color=598527][b][h3]HISTORY[/h3][/b][/color] The INS Leithania was one of the numerous vessels sent to colonize deep space through the gateways. As often happened the passengers for the ship were picked from the same geographical region. The Leithania was filled with colonists from Central- and East Europe. Dozens of countries, untold years of hatreds and rivalry. Making planetfall the colonists named the planet Pannonia and began to work tirelessly. After cycling through several names the system was began to known as Carpathia. They also established the Carpathian Calendar (CC) with their arrival as year zero. Yet old hatreds die hard so after a few decades of begrudging peace the colonists chose to split and form their own countries mostly based off old the national lines. To their luck the Carpathia System had multiple habitable moons and so this heralded the first split. Over the time as space exploitation became the norm so did space habitats which lead to another split and population explosion. Carpathia became a powder keg with many conflicting ideals and old wounds which never healed. Wars were a constant occurrence for decades. This went on for over a century until a new threat appeared. The Carpathians made a bizarre discovery early on. They found old ruins, temples and other traces of a foreign civilization within the system. Excavations also found ancient tombs and burial grounds. Obviously the scientific crowd was astonished. Yet little did they know that the aliens who built these monuments were very much still roaming the galaxy. As investigations later found out a certain illegal mining company encountered a strange object in space. When said object discharged weapons at their vessels they fired back, leading to its destruction. Almost a century later an investigation of the scene eventually confirmed the wreckage to be a small Ullevan spaceship. Unknown to the Carpathians at large this heralded the beginning of a United Ullevan Tribes to declare holy war upon them. Yet limited to sublight speeds it took several decades until the Carpathians realized their mistake. The year CC120 heralded the beginning of the Third Panslav War. Yet this cut short when it became obvious they had a whole new and terrifying foe to face. They were the Ullevans, an alien race of space nomads living in tribal units yet united through their sophisticated Crystal Network. Initially doubtful the Carpathians blamed each other on the raids and it took several pieces of evidence to acknowledge they were dealing with a new external threat. Most historians attribute CC122 as the beginning of the First Ullevi War. The alien technology gave the comparatively small invasion force an edge in space combat yet they lacked the means to properly take inhabited planets. The Khryshins remained a menace of colonies for over a decade until they were warded off. The aliens were defeated yet the threat still lingered on. Many attribute the First Ullevi War as the prime catalyst for the eventual formation of the Carpathian Union. The United Nations of Carpathia was established in CC134 and nowadays it's generally considered a precursor to the Carpathian Union. It was nothing but an alliance system with limited council to allow fair negotiations between member countries. Their purpose was to mend division between various Carpathian nations so they could stand united against a second Ullevan invasion. This of course happened only 30 years later. Compared to last time the Ullevans mobilized an entire armada of vessels and millions of warriors. The Second Ullevi War was gruesome and claimed almost a hundred million lives. Yet after years of struggle the Carpathians won and the Ullevans retreated back into deep space once again. Though victorious the price was too steep and there was no telling when the United Ullevan Tribes might strike again. This propelled discussions about a possible merge of countries to form a single unified government. Proposals eventually turned into demands and between CC188-190 the so-called Unification War raged across the system. Eventually the Pannon Federation and its supporters failed yet it was obvious that something more effective than the loose alliance system of the UN was required. In CC193 they announce the Carpathian Union alongside with the document of the Union Charter. Though met with mixed reaction the Union's efforts lead to stability, peace and economic upswing in Carpathia. Many cite this moment as the beginning of modern Carpathian culture. Then CC212 saw the Third Ullevi War. The enemy were numerous yet with new technology and more unified response this invasion was repelled with relative ease. The war saw a very curious development with the defection of Clan Lsalean. First they were prisoners of war but the aliens soon forged an uneasy relationship in Carpathia. Through them the Union learned many things about their so far mysterious foe. Yet while some prepared others began to discount the Ullevi threat. They were up for a rude awakening during the Fourth Ullevi war which saw the mobilization of hundreds of clans and immediately put the Carpathians on the ropes. Compared to the past encounters the Carpathians were rough technological peers with the invaders so they couldn't penetrate deep into Carpathia without encountering heavy resistance. Still, the outer rims of Carpathia became war torn nightmarish realms filled with fighting and carnage. Small countries that thrived on the rim's resources were reduced to nothing within a few years. Resource shortage and economic crisis loomed over Carpathia as the war dragged on. An entire generation of youth was lost in the flames of war. By the second half of the war Carpathians gained the upper hand yet it just refused to end. Frustration and anti-war riots dominated back at home. Accusations that the governments are scamming the people with war just to remain in power became a common occurrence. Ullevani renegades now calling themselves Aluevans made a deal with the Union. In return for releasing their families from prison camps and swearing to allow the Aluevans to form their own nation within Carpathia they were willing to teach them a few secrets about Ullevan technology and the truth behind their unity. Of course the answer was the Crystal Network which allowed instant communications across interstellar distances. Yet humans accidentally managed to sabotage the Crystal Network once, that's why the Aluevans turned renegade. If this process would be analyzed, replicated and refined they could not only stop the war but also destroy the United Ullevan Tribes as a threat. After 2 years of research at breakneck speed they perfected a weapon which could eliminate the entire Crystal Network via a chain reaction sequence. In CC263 the weapon was deployed to terrific effect. All communication between tribes was lost and the Union swept in to triumph over the aliens with relative ease. Yet while Carpathians were celebrating their victory the Ullevan remnants plotted their vengeance. This ended in the tragedy of the Zerberuss in CC269 when the deployment of a so-called Nova Bomb almost cracked into the planet's core and killed more than half the population. This single act killed more people than all previous wars with the Ullevans combined. And it went both ways because the unofficial Fifth War knew no breaks as entire fleets traveled into deep space to hunt down Ullevan city-ships. Enitre tribes of Ullevans disappeared within the first year. Albeit after extensive media coverage of the events the emotions began to cool, even if just a little. For many the Fifth Ullevan War is continuing even to this year but officially the deep space campaigns ended around CC273. Many rumors float around about "lost fleets", deep space strike forces which never returned and still fighting Ullevans in unknown realms. There are also reports of scattered tribes active in the outer rim. They continue to raid colonists and require special attention from the Union. Though begrudgingly the Aluevans were granted their seat in the Union Council and recognized as the 40th state. Zerberuss became borderline uninhabitable and more than a hundred million refugees scattered to mostly Slavic states. Yet the exposed core provided an immense mining opportunity and though small in population Zerberuss is a thriving industrial state. Carpathia experiences a long phase of demilitarization where governments struggle to justify any expansion to their armed forces yet the military industrial sector is thriving as ever with more than half their products ending as vaproware. Since their victory the Carpathian System prospers yet there is a smell of slow decay. Carpathians thrive upon space exploitation yet they began to approach their limit. Once the wheels grind to a halt the economy would suffer. Thankfully the gate system came back to life and now Carpathia faces the unknown. [color=598527][b][h3]GOVERNMENT & SOCEITY[/h3][/b][/color] The Carpathian Union is a supernational body representing dozens of independent states. Depending on your definition Carpathia has 32 to 40 semi-independent member states spread across the system and somewhat even beyond. These states often have their own official language like Panonian, Polish, Neoczheck, Daxian, Svabian and so forth. This would normally render any form of communication complete chaos but realtime translator devices are fairly sophisticated in Carpathia. When it comes to the Union's official language they chose Latin, ironically something none of the member states even speak. The Union's capital is in Leitha, an artificial moon orbiting Pannonia. Yet the city state is considered a neutral country officially free from any influence. Each member state have their own laws, customs and overall large degree of autonomy. Aside from the select few Union Laws these nations can seemingly do whatever they want. In spite of their turbulent history Carpathia has the combined population approaching 3 billion. Unlike many worlds they didn't develop a large following for posthumanism, weren't exposed to mutagenic effects and just barely mix with aliens. Yet they perceive themselves a melting pot of diverse cultures. While national governments do exist and some states got heavy restrictions on immigrants the majority of them embrace their multi-national identity and forge their own culture as a state. Being alone for centuries the term Carpathian was rarely used and when it did it bore a strong Union favoritist tone. Yet as the gate network revitalized the inhabitants began to owe up to the name immediately. Just a few months after the first contact the people would proudly proclaim themselves Carpathians as a distinction from humans of other colonies. The stereotypical Carpathian is patriotic and proud of their nationality and believe in their personal freedom. They embrace capitalism and most of the Union's famous people are rich entrepreneurs who are often viewed as role models. They are especially enamored by the myth of the "self-made man", people who rose from rags to riches through honest work. At the same time many Carpathians are distrustful of the Union or at times even their own government. They seem to prefer control by private enterprises over the government and feel taxes are wasted by bureaucrats. Carpathians have an odd relationship with consumerism. At one hand they are big spenders and always love to own new shiny toys. At the same time Carpathians especially in the rural regions want to be as independent from big companies as possible. Self-sufficiency is a popular fad among the folks... and sometimes a necessity. Space exploitation is still the most booming industry in Carpathia which means people often spend weeks or sometimes months traveling in space. Even for those who aren't hauling goods across void they often commute to another moon or planet to work. To an average Carpathian family owning a space shuttle or three is the norm, almost akin to owning a car. Another odd element of Carpathians is their militia culture. They love guns and majority of them are fervently protecting their right to own them. Some claim it is for their rightful insurance against government overreach but most just want it for personal defense and recreational purposes. Personal arms are commonly used in crimes in Carpathia, same for gun related accidents. [hider=Aliens --- Aluevans][img]https://i.pinimg.com/236x/e4/e6/64/e4e6643d32223d0d5856599bc4cd040e--character-inspiration-character-design.jpg[/img] [b]Name:[/b] Aluevans [b]Race:[/b] Aesir[hider=More information about the Aesir race]Aesir are slender and shockingly humanoid aliens. They are at average 7 feet tall and easily distinguished for their pointed ears and "magical" tatoos. While outwardly very similar to humans thanks to convergent evolution they are in fact fairly different. Biologists theorize that the Aesirs evolved for avian species instead of primates. They have hollow yet highly durable metallic bones which are actually susceptible to magnetism. They live anywhere from 200 to over 500 years and their bodies are almost entirely immune to diseases. Their bodies are adapted for zero gravity but they seem to be fine even in 2-3G environments. Yet the most fascinating aspect of them would be their ability for "magic". Aesir blood has varying quantity of so-called "quons", complex machines formed out of elemental particles. This also defines their status with a de-facto noble class dominating Aluevan/Ullevan society thanks to their natural gifts. With the help of quons the Aesir can generate power by just willing it (see tech section for possible explanation) and this is enough to power simple devices. They can also remotely control and access their technology. Aesir also reported to have something we'd call spatial senses where they can be aware of their surroundings without any conventional sensory input. This assuredly contributes to their perceived grace and inhuman dexterity. As for origins the Aesir were space nomads for untold millennia. Ullevans recorded their history in somgs and legends which were long embellished with a lot of mystical elements. It should be also noted that names and terms referring to the Aesir were the products of liberal translation the Aluevans gave Carpathia after trying to cross check with human culture. So while referrences to known human mythology are used, they are only approximate equivalents rather than literal connection between the two cultures. With that out of the way let's get to it! Once upon the time the Highborn lived in peace and harmony on Midgard. Yet as they began to discover the realm of stars this lead to a cultural divide. Vanir, the majority of the highborn who chose to remain on Midgard were finding themselves distanced from the Aesir, the poineers of space. When this alienation turned into hate it resulted in the destructive Aesir-Vanir War, or perhaps multiple wars. Yet ultimately they made truce and together they achieved great prosperity. Yet the Golden Age met an abrupt end by the divine wrath of Ragnarok. Nobody knows what happened but only a single ship was sparred, the Gimilé. Carrying the only survivors of the Highborn culture these Aesir lead by Ulleva Artha Namashtkyrta were the last remnants of their civilization. There are many conflicting tales after this point which scientists have a hard time to analyze but it's generally agreed that Ragnarok or the centuries following it also lead to the destruction of the knowledge base to produce their own technology. Instead the fragmenting tribes had to rely on Forges, ancient manufacturing plants of various size and capabilities. While always attempting to replicate their technology it seemed just beyond them. Rather they focused on salvage and maintenance of their already existing tech or turning devices originally meant for one purpose to work in another. While a sad fact this didn't stop the Ullevans to expand and spread across the stars. With the Crystal Network as their only communication among tribes they experienced the Silver Age which lasted all the way until now. With the Crystal Network gone it'd likely take centuries if not millennia to rebuild their civilization anew. The seemingly everlasting age of the Ullevans went off within a blink of an eye. [/hider] Aluevans are renegades who broke off from the United Ullevan Tribes. They used to be the survivors of a single tribe but they steadily absorbed defectors from everywhere and nowadays just represent the "friendly" former Ullevans in the Carpathia System. They have many unpleasant nicknames. As part of the Aesir race they often receive the slurs like "dagger ears" and less kind references. To the Ullevans they are the betrayers, the ones directly responsible for ruining their civilization. Generally they have a hard time to be accepted by anyone outside their community. They mostly retained their old nomadic traditions with overwhelming majority of Aluevans living in their city-ships wandering the system rather than settling down. They like to trade with other states or offer their military services. Some claim Aluevans often do piracy but so far the official representatives successfully deflected blame and swear those were the actions of mere outlaws without government knowledge. [/hider] [color=598527][b][h3]TERRITORY[/h3][/b][/color] Carpathia is a dual star system where the two stars have almost comparable masses. The large system has 16 planets total and among them 4 could support life to various degrees. In addition a number of moons were either habitable or could easily made habitable conditions for. Beyond that Carpathia also has clusters space colonies built in various ways. Overall it can be said that the inhabitants of Carpathia are spread across the entire system and somewhat even beyond. The twin stars of Carpathia attracted untold numbers of asteroids and officially there are 5 belts spread across the system, ripe for exploitation. Gas giants soon became pillars of the space industry. Carpathia is also at the edge of the Horsehead Nebula and enterprising gas gatherers often journey outside the system in their hunt for Helium-3 or even more valuable exotic gases. Though there are a number of habitable worlds, they all have to struggle with various hazards. Be it powerful wildlife, meteor showers, perpetual night or myriad of other issues. They resolved these mostly by centralizing in domed cities free from environmental risks. Yet a fair percentage of the population chose to live outside of these cities and out in the wilderness. Another even larger percentage journey the void almost all the time. Life isn't so easy in the frontiers of Carpathia yet many of them prefer this way. [hider=Capital State of Leitha] Administrative center of the Carpathian Union, it's a small artificial moon created to provide a truly neutral location for the world government. Effectively an ecumenopolis Leitha is known for its banking, computing and entertainment industry. Many people try the capital in hopes of fame and some even make it. Leitha has a somewhat controversial image since it's kept afloat basically through the Union's money. [/hider][hider=The Pannon Federation] Also referred just as Pannonia, they were the first country founded in Carpathia and they experienced steady growth for centuries. Currently it has the population of over 900 million and still growing. Pannonians are a nationality which has little if any in common with Slavs and still retain tense relationship with them. Yet this does not apply to the people in particular. Pannonia has a mixed population where the ethnic Pannonians only make up a third of the entire population. Yet being Pannonian ceased to be about language or birth but rather those under the Pannon Federation are considered equally Pannonians. In many ways the way the Federation operates resembles the Pannonian desires for the Union. They are the most staunch supporters of complete federalization and the creation of one nation and only one alone in Carpathia. Though the majority of the states dislike Pannonia to a degree they are the most powerful member of the Union by far. The planet of Pannonia is considered by far the most fertile and this agricultural dominance perhaps paved the way for their economic might. [/hider][hider=Kingdom of Dax]The planet Dax is neighboring Pannonia. It's tidally locked with only the dark side capable of supporting life. Dax, also referred as the Night Kingdom they survived the first century of their existence through sheer spite. Claiming to be descendants of the Roman Empire the Daxian society restructured to imitate them. Daxians are highly militaristic albeit economically mediocre. They have a long-standing feud with Pannonia but occasionally they forget their differences to ally against Slavs. [/hider][hider=Zerbuya] Overwhelmingly Slavic majority country settled on the planet of Zerberuss. They once had ideas to unite are Slavs under one banner and for a while incorporated many moons in their neighborhood yet the majority of Slavs did not want to be under one government so they failed. In CC269 the unthinkable happened and untold millions lost their life to the Ullevan superweapon. This rendered the planet borderline uninhabitable. Yet Zerbuya rebuilt and managed to turn their plight into an advantage. The exposed core allowed deep underground mining at immense scale and directly leech the planet's geothermal power. Iridium, uranium and more can be mined in huge quantities. [/hider][hider=Republic of Bulania] Bulania is... [to be continued] [/hider] [color=598527][b][h3]TECHNOLOGY[/h3][/b][/color] Carpathian technology is simple in concept yet can be fairly sophisticated on the execution. Plasma, electromagnetics and fusion power are the three pillars of Carpathian designs. Helium-3 is the essential fuel which drives their powerplants, be it energy production or even their cars. For utilities which doesn't require full-on nuclear plants they use plasma induction engines. Wheels were largely replaced by various hover propulsions, although flying cars are still niche. Aerospace propulsion is largely accomplished through impulse engines which can be extremely powerful for their size but also relative fuel guzzlers. Weapons technology largely adopted various plasma arms with firearms or even railgun mechanisms being considered niche or outright antiques. Industrially the Carpathians are very proficient asteroid, gas giant and nebula miners. Some may call their extraction methods wasteful or even reckless but they certainly work fast! Carpathians are also quick to establish new habitats for miners and expand. Race to acquire mining rights before the competition ensured this. Production wise the Carpathians pioneered the "nano-sintering" technology which allows producing elaborate devices with relatively little industrial investment and it can even supplement large scale production provided you don't mind the electricity bill. Metamaterials is a fairly developed field in Carpathia to the extent they can outright engineer new atoms for various purposes. In comparison A.I. development is in a very odd state. While automatized factories and systems gotten far the Carpathians didn't develop sapient robots. The furthest they got are machines mimicking animals, pet robo dogs and chimpanzees are all the rage in certain states. A.I. in general has very limited influence in decision making.[hider=Notable Technologies] [b]- Plasma Induction Engine:[/b] Standard powerplant which uses an ultracompact fusion reactor to generate heat and turn both the fuel and the compressed gases into plasma. Said plasma then passes through electromagnetic turbine blades and generates electricity. Compared to fusion reactors these engines are safer, considerably more fuel efficient. On the other hand they have inferior power to weight ratio for the obvious reasons. [b]- Magnetowheels:[/b] Also called Mag-Wheels or just MW, it's a versatile propulsion system used mainly for civilian vehicles. Wheel-shaped devices which can orient downwards and uses electromagnetism to levitate in the air. By adjusting the power on the individual wheels or changing their orientation the vehicle can steer or hover at various altitudes. The electromagnetic force also has a "sticky" effect, anchoring the vehicle to the ground. Magnetowheel systems are simple but less efficient than Levi-Plates. On the other hand they can achieve higher altitudes (often up to 10m above the current surface) and don't have issues levitating over water and other low-density surfaces. [b]- Levi-Plates:[/b] Heavy duty hover system commonly used for large machines or military vehicles. They are special plates found on the underside of the vehicle which electromagnetically levitate it off the ground. Compared to magnetowheels this system is more robust and energy efficient. The system is also resistant of battle damage as even destroying several plates won't stop the vehicle. Yet it is also often slower than magnetowheel vehicles, can achieve lower altitudes at average and often has trouble to cross large bodies of water or other low density surfaces. [b]- Nano-sintering:[/b] An industrial process where nanoparticles are layered onto a shape formed by forcefields. This allows immense degree of precision and also versatility. By just loading up a new program it's possible to create a new object immediately. Though nano-sintering doesn't replace all conventional production methods its usefulness can never be understated. [b]- Impulse Engine:[/b] A propulsion system which uses the heat and energy of a fusion reactor to provide propulsive force. Impulse engines push the fuel through them at almost the speed of light thus achieving seemingly impossible thrust ratios thanks to the laws of relativity. On the other hand impulse engines burn dramatically more fuel than conventional torch engines. Yet at the same time the elimination of propellant means they actually save significant mass and volume. In the atmosphere the impulse engine can switch to a slightly altered mechanism where the hyper-heated fuel particles flash transfer their temperature to the airflow pushed through the engines, allowing highly efficient plasma jet propulsion. [b]- Durachrome:[/b]A type of metamaterial which forms a mega atom composed of hundreds of chromium-52 atoms squished by lasers and insane pressures. The resulting material is shockingly resistant to outside forces and can form various crystalline states. Most commercial durachromes are a type of metal sponge which can have high strength and durability without weighing a significant amount. Yet more specialized applications may call for some type of monocrystalline durachrome which can have densities up to a hundred times that of steel. Durachrome is a fascinating family of materials with many possibilities. That being said it can also be rather expensive. [b]- ReTrA:[/b] Abbreviation for Realtime Translator Application, also called Retra. Carpathia has 20 official languages and even more regional languages so allowing people to understand each other so realtime translator mechanisms were incented fairly quick. Among these the myriad variants of ReTrA are the most popular by far. The software has a highly sophisticated algorythm to not only translate in real time but also actively recognize new dialects or potentially even new languages. Retra is installed on various devices with the most common being a simple earplug with sensors and sophisticated noise filters. This effectively filters out the voice of the speaker and replace it with translation. The program can also mimic the speaker's tone and inflections to a degree, albeit for keen ears the difference is still obvious.As a side effect for the outsiders the Carpathian conversations can be extremely confusing, almost like visiting the Tower of Babel. A person might talk in Pannonian while the listener responds back in Zerbian and then another interject in German. ReTrA also has a an app for written text called ReTrAViSION which can replace foreign text translated to one's own language. [/hider][hider=Aluevan Technology]While more and more Aluevans adopt Carpathian devices they continue to chiefly rely on their ancestral technology. Ullevans actually didn't invent their technology. They rather relied on their migration ships to produce them in the so-called starforges. As such not even the Aluevans truly understand what their technology can do. This and the combination of Ullevans clumsily attempting to harness their techology resulted in a strangely advanced yet socially backwards civilization. Almost every Aluevan technology only works for members of their race, via something akin to a neural link yet requires no direct contact or any physical connection. Aluevan/Ullevan devices often seem to invoke Clarke's Third Law for humans who try to understand them. Aluevan technology is claimed to be powered by the mysterious energies of dark space and said power also courses through them. Aluevan blood shows traces of something even more elaborate than nanomachines which is said to be responsible for their "magic". With sufficient training and focus they can harness this to demonstrate which regular humans may call sorcery or psychic powers. These are further amplified when they wield technology specifically to harness such. One may laugh on Aluevan starbows which seem to be stuck in the middle ages... until a single skilled archer can puncture gaping holes through gunships. Yet as advanced as technologies are they tend to be less practically designed than Carpathian devices, making the two often rough equals in effect. A soldier with a portable missile launcher may not be as fancy as Starbow wielding Rangers but arguably they are superior and far easier to train. [/hider] [color=598527][b][h3]MILITARY[/h3][/b][/color] Carpathia has three levels of military. The highest being the Union Armed Forces, the official joint military force of the Carpathian Union. Below that are each state's Home Guard, their own military force mostly reserved for defense and handling local crisis situations. Lastly there's the Peacekeeper Corps (alternatively referred as Pandurs) lead by the Sheriffs of each dependency. Peacekeepers are heavily armed policemen meant to fight local bandit gangs and crack down on dens of crime. Peacekeepers are in an unique position where they are reporting to both the state and the Union. Unlike actual police the Peacekeepers often use military grade equipment. With this out of the way it can be said that for decades the Carpathian military is relatively low. Carpathians haven't fought a war for a long while. With funding for the Union projects ever so tight the Union Armed Forces are borderline undermanned in the presence. Joining the military is generally viewed as a bottom end job chosen by people who have nowhere else to go. That being said soldiers are still respected and there's a strong culture for war veterans. There's also the myth of the "Carpathian Scout", a brave adventuring soldier with survival skills and peerless marksmanship. Indeed, as underfunded they are the Carpathian troops have remarkable shooting skills but this is also paired with generally lax discipline. There are numerous tales about the so-called "bored soldier" doing stupid stunts. Doctrine-wise the Carpathians follow the usual trends in combined arms. Their typical armaments are plasma-based and rather than changing ammo these can allow adjusting functions to achieve varying effects. Carpathian ground vehicles use hover propulsion which makes them more nimble on the battlefield. A curious vehicle are their Personal Armors, small&cheap humanoid mechs. They can fight like oversized soldiers and are popular in both military and militia use.[hider=Infantry][hider=Notable Infantry Equipment] [b]- ZB. 58 Pulse Carbine:[/b] Standard military rifle used by the Union Forces. It fires U-238 isotopes condenses into bolts of plasma which explodes violently upon contact. The weapon has a replaceable power pack which also incorporates uranium-wire as the plasming material. The condensed cloud of gaseous plasma is contained via electromagnetic fields. Depending on how the field is manipulated it's possible to have various effects so the rifle can be fairly versatile. It even has a non-lethal/practice setting where instead of uranium the weapon draws in the surrounding air and shoots plasma bolts with dramatically less effect. Since the atomic number of nitrogen molecules is less than 1/60th of the urano-complex molecules normally shot at such energies the impact is almost non-existent yet the overpressure and the energy unleashed can be highly painful or can even paralyzing so it's a popular mode for suppressing riots. It also allows soldiers to practice without wasting precious uranium. The ZB. 58 is also frequently comes with a Plasma Projector attachment. This consumes a separate type of power pack which fires a comparatively slower plasma projectile with higher uranium content. Said strands of Uranium-238 are also contaminated with durachrome particles which would not melt under these temperatures and act as micro-shrapnel. Plasma Projectors are effectively grenade launchers used by the infantry when some explosive ordinance is needed at once. They can have many detonation modes including airburst, penetrating explosive, shaped charge and even more. ZB. 58 was developed in the early stages of the Fourth Ullevan War and it has yet to be replaced. While arguably some pulse carbine designs are more advanced there isn't a significant leap in technology to justify replacement. Civilian variants of the ZB. 58 (called the CZ. 64) are widespread in Carpathia and well-liked by hobby shooters. They are also the favorite subject of gun enthusiasts to modify and tune in various ways. It's said there are more CZ. 64 and its knockoffs than all other guns on the market combined. [b]- Pulse Repeater 228/m:[/b] Pulse guns normally are limited to a fairly slow cyclic rates (180-240 RPM) for safety reasons. Pulse Repeaters are invented to circumvent this limitation. The Pannonian 228/m is one of the most profillic of this line. It's reliable and easy to service. In terms of firepower it has somewhat more strength per shot than the pulse carbine but above everything they can unleash a torrent of 2400 rounds per minute. For this purpose they use a backpack mounted power unit and a separate uranium spool for containing the plasming material. Thanks to this a single soldier can lay down suppressive fire without the need of any assistance. That being said the weapon is a bit cumbersome so the equipment is preferably stored on transports and only worn in battle. [b]- Bren-10 Assault Repeater:[/b] A very compact type of pulse repeater using parts more reminiscent of conventional pulse carbines. These are frequently used by power armored forces or those specializing on assault. Unlike the typical pulse repeaters the Bren-10 can overheat relatively quickly so controlled bursts are recommended and flash coolants packs are provided to deal with such. It also has an integrated plasma projector function which allows the weapon to clear out rooms or deal with light armored targets. [b]Demo-Discs:[/b] Carpathian equivalent of hand grenades. They are compact devices that are an inch thick and their diameter is slightly less than a palm. They are easy to store and thanks to their magneto-stabilizers can be fairly easy to throw. They can be adjusted in many ways including controlled detonation angles where the explosive force is directed towards one direction and everything behind that is relatively safe. They can also magnetically lock on almost any surface and act as demolition charges. Generally every soldier on an active combat situation carries at least 5 of these. Some specialists may carry as many as 30 Demo-Discs while also having their full equipment. [b]- [url=https://i.pinimg.com/564x/4b/53/9c/4b539c3c0f898253f283d95c2c9a1ecc.jpg]MM59 Zolja[/url]:[/b]4-tube versatile Zerb missile launcher meant for fire support. Designed during the Fourth Ullevan War these are originally meant to engage their Orbital Frames. It launches 47mm micro impulse missiles of various design but even today the most dominant type are the so-called "universal missiles". These can engage anything from bunkers to tanks to even VTOL craft and can adjust their functions accordingly. While less capable in each respective field than a specialized missiles the multi-purpose plasma warhead is more than capable enough on its own. [b]- PPA-48 Plasma Mortar:[/b] Dax-made weapon system which basically takes the plasma projector and mixes it with the features of plasma artillery. The first iteration of these were made in the last century with the current variant developed before even the Fourth Ullevan War. It has a bulky semi-circular power pack sufficient for 12 shots for what is an enlarged plasma projector. Being a mortar the plasma bolts are shot at often lower velocities and at an arcing trajectory. Beefed up field projectors keep the ball-like plasma projectiles intact for up to 60 seconds and allow for some more sophisticated modes. For example the projectiles are often set to explode 5-10m above the intended target to spread micro-shrapnel in a wide radius. Direct fire, if needed, is plausible, although with the total weight of 12kg the system isn't exactly meant for such. In terms of firepower the PPA-48 is about 25 times more potent than the typical plasma projectors you can attach on small arms and you can switch its powerpack within seconds to continue lay down suppressive fire. [/hider] [b]- Pandurs:[/b] Paramilitary forces part of the Peacekeepers and working under the Sheriff of their respective deputy. They are often war veterans who were let go after the Fourth Ullevan War and chose this instead of joining the Home Guard or various instructor positions. Pandurs are not the police but under dire circumstances they possess the same authority. They are usually called to deal with hoghly militarized criminals like bandits, pirates and gang hideouts. Though they are often requested by the police they can also conduct their own hunts so long they don't overstep their boundaries. [b]- Guardsmen:[/b] Members of a state's Home Guard. They are the official army of a specific state within the Union. Compared to Union Forces there are more boundaries when and where the Home Guard can be deployed (at least if they want to avoid war with another state). Their equipment and training levels vary extremely depending on the state's culture and how they manage them. Some may be extremely poor, barely better than the local police. Others proudly own troops of significantly higher standard than the Union Forces' average. [b]- Union Troopers:[/b] Standard soldiers of the Union Ground Forces. They are known to be a rowdy bunch but also easy to please customers. Union Marines are not much different aside from the fact that they provide shipboard and space station security instead. They are the main armed forces of the Union yet thanks to demilitarization efforts they face a lot of issues living up to that. Union Troopers can have various equipment depending on where and how they fight ranging from standard atmospheric gear to envirosuits and even void suits equipped with magnetic boots and plasma verniers. [b]- [url=https://i.pinimg.com/564x/20/4a/5f/204a5fe45f022680c9d094a27340391f.jpg]Hussaria[/url]:[/b] Expeditionary and rapid response troops also referred as the Hussar Corps. They are known for their iconic mustaches and fancy dress uniforms. Hussars have strict selection parameters. They do anything from recon to flanking attacks to brutal assaults. Speaking of which the Hussaria has a long bloodthirsty reputation and known to be merciless. While you can have some lighthearted fun in a pub with Marines, insult a Hussar and you may not see the light of day. Unlike the Union Armed Forces, the Hussaria Corps evaded demilitarization and their numbers almost approach that of the official military. [b]- [url=https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/fc3e2670-e20c-4244-be5b-f32489fec2b9/ddhhrb8-e3c64326-b0ca-45a1-a0cf-0d1768562dc7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ZjM2UyNjcwLWUyMGMtNDI0NC1iZTViLWYzMjQ4OWZlYzJiOVwvZGRoaHJiOC1lM2M2NDMyNi1iMGNhLTQ1YTEtYTBjZi0wZDE3Njg1NjJkYzcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.TlvA5gUFtf0gswYDf_P4_zNFwiHRfh0SVxvEJHcmcHo]Winged Hussars[/url]:[/b] Rapid strike forces of the Hussar Corps. They wear specialized powersuits with integrated jet glide equipment. The result is a highly mobile force of infantry who can conduct recon and flanking maneuvers. Though received special training the Winged Hussars aren't special forces. They are closer to paratroopers and light infantry of old. That being said a fair number of Winged Hussar regiments earned renown and special treatment, turning them into elites. [b]- [url=https://cdna.artstation.com/p/assets/images/images/002/809/322/large/brian-matyas-9.jpg?1465972267]Windriders[/url]:[/b] A term used to colloquially refer to personnel riding military hoverbikes. While technically vehicles these ultralight crafts are fairly easy to carry and can be seen more akin to the modern cavalry. Windriders in any military organization tend to be outriders, deliverymen and part of the recon forces. Although the Hussar Corps are known to field entire divisions riding hoverbikes into battle. [b]- [url=https://i.pinimg.com/originals/53/36/76/5336763c475fa9d0768d3fd25e186b06.jpg]Cobras[/url]:[/b] Special troops under the Cobra Force, an elite corps meant to train the most professional combatants for the Union. They usually wear power armors which grants them increased protection, increases their speed and strength and also come equipped with micro impulse jets for boosted jumps or operation in space. They are highly disciplined and act swiftly with precision. Members past 35 years are usually forced to retire after which they can become commanders, military instructors or movie stars in action films. [b]- [url=https://i.pinimg.com/564x/75/6d/85/756d851425c9645698e7ec5abefa6487.jpg]Linebackers[/url]:[/b] Alternatively called Vityaz, these troops are trained in the use of heavy power armors. They are almost akin to walking tanks, taking a lot of punishment and capable of wielding weapons too heavy for a single person to carry. They are used in situations where mobility and cover would be of little use. Be it protecting corridors, holding positions or boarding enemy vessels these tend to feature a fair number of Linebackers. Though an unit type they aren't restricted to a specific branch of military. Special forces, Union Forces, Hussars, Home Guard and sometimes even the Peacemakers utilize people wearing some type of Linebackwr armor. [/hider][hider=Ground Vehicles]Carpathian vehicles utilize various hover technologies. This allows them to ignore most terrain difficulties and can enable said vehicles to operate in low-gravity exoplanetary environments like the surface of asteroids and space stations. This is of course not the same as having flying vehicles and curiously a lot of Carpathian craft would be incapable to travel across large bodies of water. [b]- [url=https://img.roleplayerguild.com/prod/users/07ed6872-9015-4ba8-a749-66971df53c9d.png]ZIL/467 Armored Transport[/url]:[/b]Versatile craft built on a reinforced hovertruck chassis. It can be adjusted to carry various cargo or can be a personal transport for up to 12 troops. Other modifications include hospital vehicle, engineering vehicle and various weapon mounts including missile launcher and heavy plasma mortar variants. [b]- [url=https://i.pinimg.com/564x/42/da/2f/42da2f7f020733d74ac3dc3055fb3a8b.jpg]UT-55 Drużyna[/url]:[/b] Compact and heavily armored battle tank designed during the early stages of the Ullevan War. It's the so-called "Union Tank", a combat vehicle produced in every corner of the Carpathian Union. It has the crew of only two, a gunner and a driver. This and the newest ultracompact fusion technology shrunk the vehicle dramatically while maximizing armor. The Drużyna's mass exceeds 120 tonnes yet it occupies less cargo space than most vehicles. This combined with micro-jets and 3-dimensional levi-plate arrangements can make the tank surprisingly nimble, although at the cost of its top speed. The tank can have many kinds of bolt-on weapon systems including but not exclusive to pulse repeaters, plasma burstguns, plasma mortars and various missile launchers. Yet its main armament is the P125 rated Plasma Cannon. Powered by capacitors charged by the vehicle's own reactor and using a rack of 16 wire spools as plasming material. Most of these are made of uranium but up to two of these can be durachrome for hyper-penetrating shots. [b]- [url=https://cdna.artstation.com/p/assets/images/images/015/352/824/large/ansel-hsiao-tank48.jpg?1548025754]Pallos 61/m[/url]:[/b] Huge combat vehicle meant to carry the heaviest artillery in Carpathian use. They are decently armored and even have their own shield generators. When stationary this generator can even generate a small theater shield able to block incoming counter battery fire. The basic variant of Pallos uses a fearsome P240 rated plasma artillery which can unleash hell on targets hundreds of miles away. The weapon can even threaten idling starships or space installations to a degree, albeit it isn't its primary role. One weakness of the weapon is its inaccuracy. Since plasma bolts can't have a guidance system their accuracy isn't perfect. Yet aside from that they fulfill everything what physical artillery did and more while being way more convenient to use. Other variants include the Faust which is replaces the artillery with a compact Starlance (starship grade weapon) and the Orkan which is cheaper to maintain and uses specially designed impulse missiles for intercontinental range and improved capability in return for very limited amount of ammo in comparison. [/hider] In space Carpathia has a fair few curiosities. First off Carpathia has no shortage of skilled spacecraft pilots and as such they are especially proud of their starfighters. Many historical heroes were pilots and this veneration of mavericks in space continues to this day. Another is their approach to space combat which curiously draws parallels to naval engagements of the 20th century. There are escorts providing screening and deploy torpedoes. There are cruisers providing the backbone of the fleet and there are also battleships and carriers. Engagements are fought from usually great ranges and since Starlance strength drops with distance there are various zones of immunity for vessels depending on their armor and "caliber" of weapon they face. Of course there are also carriers and smallcraft which often can be a decisive factor. It should be also noted that Carpathians mostly fought pirates in the last few decades. [/hider]