Quskoenia-Weshia Union was founded directly after the Great War ended with the signing of the Treaty of Detente. Fearful that Hizuno was going to be the next target, Quskoenia and Weshia met to discuss the possibility of uniting the world. Both of them were the remaining nations left on the planet. Quskoenia was stronger than Weshia but lacked the tech necessary to maintain security upon the visitors. In addition, their existence became known to the rest of the galaxy when refugees from the Great War accidentally found Hizuno. Life across the galaxy began flooding the system in the hopes of starting anew or the war ended. The planet managed to survive by investing heavily on defenses for its planet and the fleet. Eventually, it was strong enough to survive a couple of battles. And while that was going, their augmentations began gaining popularity and the attention of those empires.
With all of those things, some of the empires paid close attention to the planet. And that got both Quskoenia and Weshia worried. That was they decided to form a union. The talks lasted for four months before an agreement was created and approved by the governments. The Cyril Agreements established the Quskoenia-Weshia Union while the governments were restructured. It also set up boundaries on what each nation could and couldn't do. Generally, the people were pleased with peace on the planet. Some didn't favor the union. Regardless, it resulted in a growth spurt. However, as the years went by, the signs of another Great War were getting clearer. Especially when The Message was received. Quskoenia-Weshia Union was one of the first nations to offer aid and shelter to the citizens in the Ashtar.
Their official stance was to remain neutral even known some government officials have suggested sending in a relief force. Privately, they were interested in obtaining the Ashtar tech but lacked a proper military to attack. Basically, they weren't interested in Agdemar.
Major Holdings
Yelnora
First planet in the system.
Motis
Second planet in the system.
Ciotis
Third planet in the system.
Hizuno
Capital world of the Quskoenia-Weshia Union.
Ruaria
Fifth planet in the system.
Yelnora
Sixth planet in the system.
Expansion Region
A region of star systems recently claimed by the Quskoenia-Weshia Union. These star systems were selected for mining and habitation operations. Some of them were even brought out by companies to be used for their own purposes. But, they had to meet government requirements before they officially owned the planet.
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Population
About sixty percent of the population was made up of Usnoi and Izien. Then, there was the remaining forty percent that came from other planets and systems. Population growth occurred during the Great War as refugees fled to Hizuno. After the war ended, some of them left while most stayed behind and started rebuilding.
Society
With a diverse population, there are thousands of different cultures and values throughout the Quskoenia-Weshia Union. Anyone is allowed to become a citizen given they fit the requirements. One wasn't granted if they had a criminal record that could jeopardize safety within Quskoenia-Weshia, for example. Of course, the process is different for refugees of conflict. Everyone within a conflict region is welcome to seek shelter in Quskoenia-Weshia controlled areas. After a certain period, they will be examined to see if they were being upstanding citizens. If someone wasn't, then they were sent back and declined refuge. If someone was, then they were offered a chance to become citizens or given enough money to rebuild back home once the conflict ended.
Economy
The economy was diverse and filled with corporations, industries, and everything else. It also had an extensive trade network and valuable banking. And it was one of the galaxy's financial centers since stockbrokers kept track of the economy during the Great War. Especially in Hizuno, which was also considered the capital of augmentations and cyberwares. It produced both citizen and military use, securing their place as an economic powerhouse. With that in mind, there were tons of companies that dealt in the field and some of them grained galactic attentions. Some of them even had factories and test sites off-planet.
Government
Quskoenia-Weshia Union was a representative democracy. There were multi-party elections, a constitution, and constitutional court.
Quskoenia-Weshia mainly focused on advancing and improving planetary and space defenses to deter invasions. For example, their orbital defense system and planetary defenses were considered to be one of the best in the galaxy. In addition, they were also considered to be advanced in augmentations and cyberwares. From exoskeletons to artificial hearts, Quskoenia-Weshia had some of the best augmentations in the galaxy. And it was adopted into civilian life and soon became popular with everyone. Yet, it also was used for military purposes and often sold to other empires. Of course, they kept something classified to have the upper hand.
Overall, their military was primarily defensive and wouldn't have been able to go on the offensive. Both the fleet and army had defense operations and protocol in place of offensive. They were focused on defending citizens and important assets in the case of war. Then, there was cyber warfare ran by the Defense Intelligence Agency with some hackers in the background. Quskoenia-Weshia was thought to be one of the more skilled in the warfare due to their lack of assault force. The government considered it to be an important tactic and often taught to intelligence officials. Meanwhile, the ground forces contained standard firearms and armors with an understand defense doctrines.
There was only one area within the army that was considered offensive: Orbital Drop Force. In the case that the enemy managed to take over an area or a planet, the ODF were deployed with the intent to recapture the area.
Military service wasn't forced upon its citizens and refugees. Instead, people that joined were rewarded greatly especially when they managed to join the OPF.
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QWU Pandora was considered to be the pride ship of the entire fleet. Most standard hyperdreadnought would have been designed for offensive purpose. Instead, Pandora was outfitted to be mistaken as a floating fortress. And it was also designed to house almost the entire Orbital Drop Force. Those brave men and women had another ship, which acted more as a civilian station than a spaceship. Its main weakness was that it lacked the capability to charge into battle. After all, it was designed to protect valuable planets from any enemies.
I just spent like 2 hours making the OP for my own little RP, so excuse me if I only make the NS tomorrow! But I already have teh idea down!
I'll be using one of my most favourite races of little fairy-like creatures who are lowkey geniuses with teh attention spam of a squirrel on cocaine. They are the sort of people to make a breakthrough technology just for fun and then throw it away to work on an automated coffee-cup refilling machine. I'm sure you'll find their incredible curiosity and general cheerfullness to be quite uplifting in a genre where most people want to make bigger guns than the others, hehe :D
Any less official names your nation or its people may have
General Information
Minor Belligerent
Overview
The Aldarshu are four armed, draconic humanoids that physically tower over most sentient species of the galaxy. A designer species built from the ground up to be a terrifying shock trooper, they proved too powerful to control and in time broke free of their bondage, shattering the empire built on their backs and driving their slavers into distant stars. While many assumed a species bred for battle would devolve into anarchy and infighting, the Aldarshu proved themselves to be the exception, tempering their warlike nature and building an empire on a code of honor and the rule of law that could stand among the other, natural races of the galaxy.
History
The Aldarshu were the creation of the Nezath Directive, a moderate power on the galactic stage established long before the Ashtar arrived in this part of the universe. The Directive is populated entirely by the Nezath, a bipedal humanoid creature whose appearance is hidden behind containment suits. The reasoning for this is largely unknown; their xenophobia and relative isolation have prevented anyone from really getting close enough to find out, and their planet's temperate climate doesn't seem to necessitate the suits. The most plausible theory is that the Nezath possess a severely compromised immune system, either from a fluke of genetics or a mutation brought on by chemical or nuclear warfare. The need to manage their health would explain how their primary contribution to the galaxy, besides the occasional military foray, was their highly advanced biotech and medical technology, some of it benevolent and truly innovative, but most of it relating to their most notorious practice; tank breeding.
With a weakened physical form, few resources to dedicate to heavy industrial machines, and a relatively isolated empire with few species to use as labor, the Nezath were infamous for their practice of creating tank-bred species to perform tasks for them. The Tankers, as some called them, were customized for specific tasks, be it hard labor, military service, or even administrative tasks, and many were built with incredibly short lifespans and a fanatical desire to serve the whims of their Nezath overlords. They regarded the Tankers as tools to be used and fitted to perform tasks, and even sold "models" to criminal elements or unscrupulous governments for quite a fine price.
One of these tank bred races were the Yuu-Wen 5 (Nezath for Legion Model 5), a massive, four-armed draconic race designed to be an unstoppable force on the battlefield. Gifted with an innate knowledge of combat and tactics, as well as an extremely resilient durability, the fifth model was unique in that it could not be programmed with the same kill switch that the other Tankers possessed. This was not a problem of course, as like all military units in the Directive their purpose was to be fed into the meat grinder of battle until the day was won. The Fifth model would merely last longer, and there was always going to be a good war to throw them into. After all, the Nezath Directive were not shy about going after weak targets or taking decisive action when a chance arose to quash a threat or secure a valuable commodity. Who could hope to stand against them?
To say the Directive was blindsided by the arrival of the Ashtar would have been an understatement. They were in fact the first to be made examples of when their fleet was utterly annihilated in a preemptive strike on the enigmatic newcomers. This defeat forced the Directive onto the back foot, and for a time it looked as though the formerly cold and heartless Nezath was preparing to rethink its place in the galaxy, open up to outsiders and change from what they were.
And then the unthinkable happened; a Yuu-Wen 5 refused an order.
It was a doomsday scenario thought to be impossible. With no wars to cull the population, the same resistance that prevented the shortened lifespan from being effected caused the mental hold the Nezath had on their tank bred soldiers to decay. The Nezath position grew desperate, their attempts to cull the population hampered by their devastating losses against the Ashtar, but in time it became clear that their best soldiers, bred to be the most terrifying effective fighting force in the galaxy, had grown completely out of their control. Disobedience became violence. Violence became rioting. Riots became rebellions. And at long last, on the planet Aldarshu, a band of the tank-bred soldiers, slaves to a brutal despotic empire, raised a flag over the tallest building.
The rebellion on Aldarshu was the straw that broke the camel's back. With a cause and a banner to rally behind, the Yuu-Wen 5 shed their designation numbers and took the name of the first of their kind to rally for freedom. The rebellion tore through the Directive's holdings like a firestorm, and planet after planet fell before the righteous fury of the Aldarshu. The Directive was utterly devastated, losing the majority of their empire, including their home planet, and it was only the intervention of the Ashtar that saved them from being wiped out entirely. The Nezath population scattered throughout the galaxy, and what was left of the leadership set up a government in exile that was adopted by the Sigma-Jalaryian Ascendancy as a client state and later absorbed into the Ascendancy itself, ending the nightmare of Aldarshu enslavement at last.
Born in fire and fury, the Aldarshu would have probably burned itself out if the Ashtar hadn't intervened heavily on their behalf, helping to keep opportunistic powers away and working to repair the damage done in the massive uprising (a fact that perturbs many of the remaining Nezath, since they got no help by the Ashtar when the Aldarshu rose up). Peace and stability gave the Aldarshu the chance to see themselves outside of the scope of war, and it was here, during a time called the Forging, where this legion of tank-bred soldiers became a proper galactic nation. Building a strong, stable government with a military sheen, this time period saw rapid industrialization, the advent of public services and education, and most notably the opening of the formerly closed off Nezath core worlds, bringing in new people and new ideas to help the fledgling nation grow into its own image.
They never stopped being soldiers though, and even in the peace time years the Aldarshu's skill and tenacity as warriors shone through, if not in their battles then in their culture, beliefs, and even their government. And they had long memories as well, thus it was only natural that when the Ashtar suddenly and mysteriously vanished, they were among the first to jump into the Great War, settling grievances with some of their neighbors and putting their new armed forces to the test. They were steady participants in the war, seen in many of the major battles and earning fame for relieving the brutal siege of the Taulron planet Barisol in spite of long odds. No victory was as important to the Aldarshu people, however, as seeing their signature on the treaty ending the Great War. Long regarded as outcasts or misfits because of their tank-bred, slave soldier histories, their being included as a proper nation in the peace negotiations was the final step in the forging of the Aldarshu Order, which emerged in triumph as a new power ready to make its mark on the world.
Major Holdings
Aldarshu Prime: The Capital of the Order, the first planet in the defunct Directive to fall to the Aldarshu Rebellion. A tropical planet that was once little more then a stockyard for batches of clone soldiers, the slave pen that first flew the banner of the Aldarshu stands at the monument in the center of the gleaming metropolis that was built around it. With few natural resources outside of extensive hydroelectric facilities, Aldarshu Prime is largely an urban administration center, serving as both an important trade hub in the order as well as hosting the government plaza and the bureaucratic institutions that manage and micromanage the day to day goings on in the Order.
Urtaria: A sandy sun-blasted world, with the major cities clustered around oases and rivers that dot the surface. Urtaria was used by the Nezath to battle-harden the Aldarshu and under new management it serves the same purpose, albeit slightly differently. Despite it mostly being a desert, a cluster of rivers near the northern pole created a unique blend of different terrains and environmental conditions, perfect for training soldiers in every climate. Today the planet hosts the largest number of military bases and outposts on any Aldarshu world, as well as the prestigious Urtarian Academy, where the best officers and leaders are trained. Urtaria is also a huge energy provider as well thanks to extensive networks of solar panels across the surface.
Nez: The former homeworld of the Nezath species, now under new management. Despite early efforts to raze the planet in retaliation, cooler heads prevailed and it was rebuilt much like the rest of the Order, and is the only place where a sizeable population of the Nezath still live. A lush temperate world, the cloning labs have since been torn down and replaced with respectable and ethical scientific institutions, where some of the best and brightest arrive to innovate and experiment. The strife of the uprising still runs deep however, and the planet is host to a political movement urging reconciliation with the defeated Nezath despite less savory elements elsewhere in the Order that demand the purging of the slavers from Aldarshu space for good. Today a statue stands in the capital city depicting a Nezath and an Aldarshu shaking hands, while the Order mulls over new legislation allowing the wayward Nezath to immigrate back to their homeland.
Des and Nin: A double planet located in a dense asteroid field, the dual planets are the industrial heartland of the Order. Precious minerals are mined Des and the surrounding asteroids, are taken to Nin for refinement, and shipped out to shipyards and factories all across the Order. A large portion of the mining and refinement is done with the help of automation, thus the planets have a small population compared to other key regions, consisting mostly of administrators and technicians, and of course military forces.
Andjety: The planet Andjety itself is a dead world, its population having annihilated itself in an atomic war that destroyed the ecosystem long before even the Nezath showed up. While still a magnet for archeologists interested in pre-spacer civilizations, the Andjety system is more importantly known as the hub of the Aldarshu Order's navy, home to the most extensive shipyards in the region as well as the command center for spacefaring operations in the Order. The population of the Andjety system largely resides in the bio-domed satellite orbiting the dead planet, one of the largest of its kind with an extensive defensive system keeping the people, as well as the naval commanders, safe.
Demographics
Population
The population of Aldarshu Order planets is, naturally, overwhelmingly Aldarshu. The Aldarshu stand at nearly ten feet tall on average and are largely reptilian in appearance, easily distinguishable by their extra set of arms and secondary set of eyes. The Aldarshu are unique in that they are tank-bred, created to be fearsome warriors. To that end they serve their purpose well, and they are renowned for their natural strength and incredible endurance that might fool some onlookers into thinking that they are merely dumb brutes. Being tank bred also means they do not have the means to reproduce, thus it is a common practice for Aldarshu parents to simulate the experience via cloning to create new children. It's a necessary action, but a taboo one, as it is considered a sign that they are not a proper species like the other great races in the galaxy, not to mention that the Order regular needs to trade for medical tech to prevent the Aldarshu genetic code from decaying in successive generations.
Small minorities of other species inhabit the Aldarshu planets, most notably the race that's infamous for creating them, the Nezath. Humbled by the collapse of their directive, the more normal-sized race are still as enigmatic as ever, well-known for the distinctive sealed suits that hide their appearance from the outside world. Relations are cool between the Nezath and their former slave soldiers, naturally, but given their sordid history things could be a lot worse for them, all things considered. One thing is for certain, though.
You don't get to see what they look like behind the helmet. Bad things happen to the people who try.
Society
The Aldarshu Order is defined by their unique status as a designer race bred by another species, and equally defined by the inherent desire to move past that stigma. Aldarshu are by design naturally inclined to work and coordinate together, and are most comfortable in rigid command structures with their day to day activities dictated by tight schedules. This would have in any other instance led to a race favoring authoritarianism and fanatical loyalty to a single strong leader, a mindset that the Nezath worked to cultivate in the pre-rebellion days when the Aldarshu were merely shock troopers, but when a flag was raised over Aldarshu prime, the belief in a higher authority that can do no wrong was shattered. With the help of new allies in the Ashtar, instead of collapsing into infighting as expected, the Aldarshu re-evaluated their position, attempting to reconcile their freedom with their inclination for order. The result was the Kuresan.
The Kuresan, roughly translated as the Brotherhood, has come to signify the bond that all Aldarshu share with one another, redefined from a series of genetic codes to encourage cohesion to the desire to band together to show that they are free and independent like any other race in the galaxy, and deserve to be treated as such. Thus the Aldarshu Order became not just a nation or a galactic empire, but the collective will of the Aldarshu people, joining together in once voice to say "I think, therefore I am." It's a touch confusing to outsiders to say the least, who tend to regard such lofty language as populist or socialist despite Aldarshu society being so orderly and scheduled.
Thus the Aldarshu moral code is centered around the Kuresan, with their actions defined by this nebulous concept. Service to the state, militarily or otherwise, is considered something to be proud of, as well as acting charitably and honorably towards friends as well as enemies. The displeased are encouraged to make their voices heard, and to the Aldarshu even good leadership should be challenged if necessary.
It's also worth noting that the Kuresan is the only form of spirituality that the Aldarshu practice, given that they are atheists who reject the idea of creator beings since their creators were the Nazeth. Rather they believe that the Aldarshu share a collective spirit that connects them to their long dead ancestors, and as such notable figures of the past become venerated in their death. And all Aldarshu are ready to fight and die as they did; combat training is a mandatory part of a developing Aldarshu's education, and they are never afraid to use it when the time is right.
Economy
The Aldarshu Order is entirely a state-controlled economy, and what little free enterprise exists is heavily regulated. As a result, the Order is largely self-sufficient and produces as much as it needs to run the day to day functions of the state, at least in terms of physical goods. The Order does recognize the importance of a vibrant economy however and has allowed a limited degree of free trade, closely watched and neatly folded into the bureaucratic mechanisms of the state. It's not the Wild West, but a wily trader can still turn a profit in Aldarshu space, provided they have the right forms filled out.
Tourism and scientific expeditions are a common sight in Aldarshu, thanks to the Nezath keeping their systems closed from the rest of the galaxy and the Aldarshu themselves being unusual to the other races that visit them. Aldarshu metallurgy is highly sought after as well, and the Order is happy to trade their excellent refined metals for use in construction, keeping the best materials for themselves of course. What the Aldarshu want in return tends to change on a whim thanks to the highly regulated economy, but there's always an appetite for foreign cultures among the Aldarshu, a population eager to see all the exotic, luxurious artifacts that their neighbors make. In addition, they also regularly trade in biotechnology, exchanging their own tech for advances to help keep their genetic code strong during cloning.
Government
The Order is governed by a mixture of representative democracy and bureaucratic administration. Merit factors heavily into the selection of new leaders, with education or a period of government service (military or otherwise) being a requirement for most leadership positions, especially the elected ones.
Inspired by their neighbors, the Aldarshu established a central government with a single legislative body, called the Masuran Assembly. Representation is determined by population, and while all representatives, known as Masurs in the Aldarshu language, serve for life, there is a mechanism in the legal code where a snap election may be declared at any time to oust a Masur. The Masuran Assembly serves to voice the concerns of their constituents, draft laws, and elect the Grandmaster of the Aldarshu Order.
The Grandmaster of the Order is the political head of state and the supreme commander of all military forces under the jurisdiction of the Empire. Like the Masurs, the Grandmaster serves for life and can also be voted out of office if need be. The Grandmaster performs what is expected of the head of state, along with his council of ministers, the Lazul Council, who are approved by the Masurs to act on his behalf and oversee large segments of the Order's resources, as well as provide advice to the ruler. One of these roles is the Chancellor, a sort of vice-ruler who manages the government in the event that the Grandmaster is leading men into battle. The lower governments of the planets and states on the planets generally follow this model of governance, depending on the local situation.
The Order also has a bureaucratic system that manages the inner workings of the Empire, their members chosen entirely on merit and who keep the industry and economy rolling as well as providing essential services to the populace in terms of health care and education, among others.
Technological Information
Major Techs
Aldarshian Titanium: The Aldarshu's talent for metalwork is second to none, and their best creation in this field is the rare alloy Aldarshian Titanium, built with rare materials only common in Order territory and forged by beings bred for war and innately experienced with the concept of battle damage. Aldarshian Titanium is lightweight and malleable, and possesses an uncanny ability to resist and absorb energy, kinetic or otherwise, making it perfect for every military application from body armor to reinforced hulls.
StimGel: This bio-mimetic gel is a Nezath invention, made to treat serious battlefield wounds but has since been refined and perfected by the Aldarshu. StimGel is made of cloned stem cells modified to grow and develop at a rapid pace, replacing wounded or missing flesh and blood with brand new material indistinguishable from the old. StimGel medkits are standard in all Aldarshu military units, where it is a fast and easy fix to normally debilitating and even fatal wounds. StimGel is also invaluable to doctors, where it can be used to assist in surgeries and, with some modification, even be used to regrow brand new limbs and organs.
Zarinometry: Zarinometry is not a physical technology, but a special branch of mathematics and mechanics that the Aldarshu have an innate understanding of. Derived from military programming given by the Nezath and codified and recorded so it can be studied and taught, Zarinometry is effectively a mashup of mathematical theory and ballistics that the Aldarshu apply to their everyday lives. The obvious usage is military of course, what with allowing their guns and weaponry a degree of accuracy that other galactic empires have difficulty matching. Zarinometry is also utilized in their programming and computer technology, making even their computer guided targeting systems more accurate. A secondary benefit to this unique branch of science is its difficulty; it's hard for non Aldarshu to understand all the nuances and different theories that go into the subject, making it difficult to decipher and infiltrate their computer systems, which uses code derived from Zarinometric theory. Zarinometry is also utilized in their warp drive FTL engines, helping predict more efficient pathways through warp space.
Military Information
Military Overview
At first relying on their tried-and-true strategies of shock attacks and brute force, the military doctrine employed most often by the Order emerged in the crucible of the Great War as a method of utilizing the resilience, firepower, and the powerful assault tactics in their arsenal to their greatest effect.
On the surface and among the stars, Aldarshu military strategy focuses on the preparation of the strike just as much if not more then the strike itself. This doctrine encourages careful planning and maneuvering, avoiding foolhardy engagements and positioning their forces on the proverbial higher ground, harassing the enemy with skirmishes, artillery, and other attrition tactics until an opening presents itself where they can press their advantage. Bullets, after all, are cheaper then bodies, and the Aldarshu can always be counted on to take more punishment then the enemy can deal them, and give out more punishment then the enemy can take.
Fleet/Navy
Dreadnoughts: The first generation of Dreadnought class vessels manufactured by the Order towards the end of the Great War was the Mosull Class. Built to lead fleets into battle, the Mosull is a bruiser built to lead the charge, equipped with heavy armor, mass drivers, and rail guns alongside the usual standard armaments. The most notable Mosull Class is probably the Mosull-Gal, which serves as the flagship for the Grandmaster of the Order. Since the message was broadcasted and the treaty lapsed, the Order has resumed manufacturing and updating of the Mosull class, improving its capacity as a command ship as well as commissioning a new Ezirol Class dreadnought with a more balanced approach towards combat.
Battleships: When the Order entered the Great War, the vessels that led the charge were the Ovek Class battleships. Ornately designed and renowned for their ability to punch holes in the toughest armor plating with their mass driver armaments, the Ovek Class led the Grandmaster and his generals to victory in the war and even as its glory days are long behind it, the ship can still be found as an honor guard or in the reserves keeping order in the untamed reaches of space. After the war, the Ovek Class evolved into the Ovekal Class, later the Ovekal-Lin and Ovekal-Shu variants, a superheavy armored and long-range artillery variant respectively, all of which didn't quite live up to the expectation of its predecessor thanks to the treaty but nevertheless was an important step in the evolution of Order military strategy. With the lapsing of the treaty, the third variant, Ovekal-Ren, was instead retooled into the much more effective Overen Class, able to properly lead fleets and support their larger Dreadnought cousins with their heavy cannons and armor.
Battlecruisers: The little brothers of the Ovek were the Eiso Class vessels, another classic ship from the Great War. It filled a similar roll to the Ovek on a small scale during the war, but radically changed in the post war period. In fact, it differed entirely in that its Detente Era successor, the Eisoren, was both more experimental and more successful then the Ovek variants. The Eisoren was the first made in the mindset of the new military doctrine, and as a result was built with more fleet support options, such as point defense, target hardening, and computer-assisted range-finding. The post-Detente successor the Eisorenek continued the reputation of the original ship, and its less militant design has lead it to be used as flagships in diplomatic missions where a softer hand is required.
Cruisers: From the Great War Kilesh Class to the more modern Himaro class, the cruiser has long been the workhorse of the fleet, the front-line fighter able to trade blows with the enemy, holding off assaults as easily as they do leading them. Equipped with good armor and strong batteries (the gun kind not the Duracell kind), the Himaro and the newly designed Himaroku are ready and prepared to bring on the fight.
Destroyers: Destroyers diverged in two directions following the Great War, the old strategy and the new strategy. The old resulted in the Tiso Class, less a ship and more a large artillery piece with a ship built around it, that is brought into battle for long-ranged firepower and bombardment. The other variant, the Osh Class, is a considerable divergence in that it's built as a scouting and harassment vessel, able to slip in and cause trouble and get out before they take too much of a beating. Both are glass cannons, the Tiso more so then the Osh, so they are rarely seen without support from the larger vessels.
Frigates: Aldarshu Frigates are largely seen in support of the destroyers and cruisers, oftentimes fulfilling similar roles in regards to scouting and front-line assault. The Oss Class is the most common variant used at this time, with modest firepower for its size, but the Ossven Class variant is a troop transport, filled with marines and grouped with Cruisers to serve as boarding parties and infiltration teams.
Corvettes: Corvettes are defined by the hardy Kare class, rugged and reliable and serving with some modification since the Great War. It is most commonly used as troop transports and patrol ships, usually in the reserves and more commonly used to combat pirates and bandits rather then any military threat. That being said, experimentation is ongoing in regards to a new variant designed to disrupt enemy fleet movements, the Karelon Class.
Strike craft: Aldarshu Strike Craft are a recent development, made in line with their new change in tactics. They are often loaded onto battlecruisers and cruisers where they join in battles to cripple enemy ships or in skirmishes to harass them. Due to biological limitations, ie their physical size, their lightest S Class fighters are heavier and slower then most others in their class, with them and the interceptor K Class relying more on their firepower then their maneuverability in a fight, as is expected. Their bomber class, the Y Class, is a more ideal strike craft, able to be equipped with armor penetrating and high explosive weaponry in a modular fashion.
Army/Planetary forces
The foot soldiers and ground forces of the Aldarshu are often distinguished between the regular army
Things to be done -all of military and tech -fix the grammar and spelling issues that I probably left in there -culture sections for the Untar and Vuln(at some point)
Official Nation Name
The New Roman Republic (De Publica Romanorum Novum)
Any less official names your nation or its people may have
Antonβs Republic, New Rome, Nova Romae
General Information (an overheading to space things out a bit)
Nation type (Major Belligerent, Minor Belligerent, Non-Combatant)
Major Belligerent
Overview
If there is any one thing that can summarize up the entirety of the New Roman Republic, it a romanticization of the Roman Republic and the Roman Empire of Earth. They have adopted the language, culture, style, and mannerisms of the old Romans. However, this rebuilt version of Roman is uncanny in its appearance. The historical records of the colonists who originally founded the colony are incomplete β as such the New Romans had to fill in with other cultural elements or their best approximations of what Roman culture and life was. While this has created something that is vaguely Roman on the surface, key elements of former Roman culture are missing. The end result however is a culture and nation unique to the age of interstellar travel that wasnβt previously seen in human history.
History
The Solar War something that had brought disruption to the lives of several peaceful colonists in the outer human colonies. The end result was colonists that had become dillusioned as their once idyllic colonial lives was interrupted by resource shortages and men being pulled away to fight the war. This was only further compounded by the piracy caused by the Solar War, which effected the outer systems the most as they were unable to defend themselves. Anton Russo, a governor of one of the outer colonies as well as former naval officer, attempted to step up to the plate to help defend these colonies by rallying various traders and other civilian ships in the area to help defend against the pirates, and while progress was made they were unable to defend all of the outer colonies, leaving several to rot as crime became rampant.
With the end of the Solar War and the civil unrest in Sol, many humans also fled to the outer colonies, only further straining their already limited resources. Anton Russo once again rallied various civilian ships, but this time for a different purpose. He spread a message throughout the outer colonies that the collapse of current human civilization was inevitable as a result of the chaos of the Solar War, and invited those in the outer colonies, regardless of who they were, to join him in and expedition beyond known space to find a new home somewhere else in the stars. The expedition group swelled in size and ended up leaving the known stars of human civilization.
The group traveled around for a while, some colony ships splitting off to go and form their own colonies, but the bulk of the group remained with Anton Russo. They ended up happening upon a wormhole during their travels. The group saw this as a chance to explore somewhere in the galaxy that previously been unseen by human eyes. The wormhole however behaved strangely compared to all previous science the group had on wormholes, causing even more of the colony ships to be split from Antonβs group, and causing the main group to crash land on a fertile world that would later become as New Rome.
Within the initial few days of the crash, Antonβs colonist had found themselves on a planet that seemed to happily sustain life, and with animal and plant life that would be edible to human life β but another problem reared its ugly head. It quickly became clear that the gravity of the planet was actually higher then Earthβs, and while it was manageable and parts of the colony ships were salvaged to build dwellings that created Earth-gravity, workers still had to leave their dwellings to travel to farms and mines of the new colony, and as such suffered physical injuries as a result.
Anton, who had by this point become the de facto leader of the colonists, consulted with several scientists who had come along with the expedition. It was quickly agreed that the only true long term solution β since the FTL engines of the ships had been to damaged to be able to attempt to find a new world β was to genetically modify the whole population of the colony. Genes were extracted from some of the local wildlife and modified to be compatible with the human genome. Within a month the entire population had undergone gene therapy and was now capable of living comfortably in the higher gravity of the planet. A side effect of this therapy is this new subspecies of human β which would later become known as the Romus Humans β was far stronger as a result.
It another few months after this mass gene therapy that a few colonists decided to crack open the old historical and cultural archives from Earth in attempt to figure out what values the colony should adopt. Most of them were irreparably damaged in the crash as well as several lost from the colony ships were lost in the travel to the wormhole as well as those lost when traveling through the wormhole. Most of the historical records of the 21st century and beyond remained clear, but everything prior to that remained unclear and murky. The colonists were somehow drawn to Roman history β but were initially confused. They found myths and stories talking about two gods called Ares and Mars, but they as if they were one in the same, but the damage to archives made it difficult to figure the truth behind the situation. The conclusion made by the colonists was that they were twins who represented different aspects of war β Ares representing disciplined soldiers, honor in battle, and the honing of oneβs personal skill while Mars came to represent blood, brutality, and personal glory earned in war. The result was the formation of The Cult of Ares and Mars while the colonists continued to explore to reconstruct the rest of the Roman Pantheon.
The Cult also ended up assigning something to Anton that would become unexpected. The Cult declared that Anton was the son of Ares β and fated to lead the colonists to a destiny of rebuilding the glory of Rome among the stars. To this day it is debated by scholars outside the New Roman Republic whether Anton truly believed himself to be the son of Ares or whether he merely saw the Cult as a way to begin rebuilding human civilization in this sector of space, but either way the result was the same. Anton drove the Roman bent far further and officially declared the colony to be the nation of the New Roman Republic and changed the name of the planet from New Terra to New Rome. He founded the initial Senate as well as became elected as one of the two consuls. This is also the point where the colonists sometimes referred to the new nation as Antonβs Republic β since the senate and the other consuls often deferred to him and he was so integral in the founding of the new republic.
As the New Roman Republic rapidly grew, primarily due to the heavy use of artificial wombs to help grow new Romus humans without creating genetically similar beings, so did people began filling in other aspects of the New Roman Pantheon. With damaged historical records, the New Romans adopted Nephthys as their Goddess of Death and the Underworld, figuring that since she was an Egyptian Goddess and Egypt once apart of the ancient Roman Empire that she was probably at least associated with the Old Roman pantheon. Jupiter would later be updated to become God of Space as the New Romans figured the old Romans could not have known about the extent of the stars. Neptune would also enter the pantheon continuing to hold domain over the sea. The titan Gaia also entered the pantheon as Goddess of the terrestrial domain, such as the Earth and Planets, and was also believed to have helped the rest of the pantheon ascend to their godhood over the other titans. The rest of the Old Roman pantheon was also adopted into their original positions, with Vulcan also being assigned the aspect of spaceship building. With the rest of the pantheon filled out, New Rome entered a cultural golden age with a wide variety of new paintings, literatures, myths, and poems being written about the restored pantheon. Latin was also adopted as the primary language of the Republic, with English mostly being taught only so that the old archives could be studied.
With New Rome thriving and becoming a heavily developed world, the New Romans finally rebuilt their FTL ships and began exploring the era around them. They also began studying the wormhole that they had initially traveled through to see if it could be used to develop a better method of FTL. The Republicβs initial explorations in their solar system and the surrounding one discovered more remnants of the initial expedition, having founded their own colonies and were peacefully developing. Most of them had found Earth-like worlds and thus were able to avoid the mass gene therapy the New Romans had to employ. The New Romans began trading peacefully with these colonies as the Republic began spreading out to new worlds within the local area.
Relations quickly began deteriorating however as The Cult of Ares and Mars remained the dominant religious influence. To them these colonies represented an oppturunity to begin rebuilding the Roman Empire of old and to bring the glory of the gods into space. Several priests and priestesses began to say that Ares and Mars had granted them visions of the New Romans standing victorious over the colonies, with the flag of the republic proudly flying over them. It wasnβt till Anton himself claimed that he had received a vision of himself leading a grand fleet that the New Romans became onboard with the idea. The industry of the Republic turned towards building warships, as they began gearing up for a war.
Primo Conquestum, otherwise translated to as First Conquest, is the day that New Roman ships destroyed the small fleet of the nearby human colony of New Germany and marched their forces down onto the surface, raising the flag of New Roman Republic over the colony. To this day it is celebrated as the beginning of New Romeβs empire and recognized for integral the victory was in inspiring more New Romans to sign up for the rapidly expanding New Roman military.
New Rome went on to continue conquering nearby human colonies, and while they were a many great victories, there were naturally some setbacks as the wealthier colonies were able to muster fleets able of beating back the New Romans. The fleet personally led by Anton however, never suffered a defeat, neither did any troops that he led in battle. The end result was an even greater mystique placed around Anton as most of those who followed the New Roman pantheon truly believed him to be the son of Ares and was to lead the New Romans to greatness among the stars
New Rome was eventually able to consolidate most of the local human colonies under their control, which lead to greater economic power as the resources of these colonies were directed towards rapidly expanding the Republic. This was also about the time the Citizen-Resident system was introduced, giving the conquered human populations a chance to stand side by side with the Romus Humans in terms of political power and influence. Many of the conquered populations also adopted the New Roman pantheon as not all to dissimilar to the Old Roman Empire, the New Roman Empire found ways to incorporate their Gods and Goddesses into the wide structure of the mythos.
Psionics also started showing up among both the Romus Humans and the conquered humans. The commonly excepted explanation was that they were either the children of gods or had been blessed with some small portion of divine power. Anton himself ended up becoming a psionic, so most of those who had adopted the New Roman pantheon ended up believing the explanation. The psionics often ended up being deployed directly on the frontlines, where their presence was thought to help bless the troops to victory and their powers often played key roles in battles against human colonies who had not yet been able to train their own psionics for war.
The flurry of signals from all this conflict was picked up by a nation known as the Untar Confederation. A race of intelligent psionic humanoids that were almost entirely a dark tan color and only had a few other physical variations. They made contact with New Roman Republic and were incredibly weary due to how aggressive they were. It was about a year after first contact that the Untar decided to declare on the New Roman Republic, in a hope to contain the Romans and achieve victory over them.
The Untar entered the war realizing that it would be long and difficult but thought that their victory was assured due to their superior technology. The problem quickly arose however when the Untar realized the sheer scale of the New Roman Republic. Despite their superior technology, their species had a low birth rate and a longer gestational period then the humans. While the Untar were able to easily win early battles, when it became clear the the Romans could muster far superior numbers of troops and ships, they were quickly put on the back foot in the conflict, loosing battle after battle as the Romans were simply able to absorb far more losses then the Untar.
This all culminated in the Battle of New Rome, where the Untar amassed their fleets and planned to initiate a Scorched Earth plan to eliminate the Romanβs advantage in the war. The mass of ships however was detected in FTL far before they arrived, allowing the Romans to prepare a defense and amass their own larger navy over the New Rome. The result was a battle where the Romans may have suffered a heavy blow to their fleets, the Untar navy was almost entirely wiped. The Romans took a few months to prepare themselves and launched a mass offensive against the Untarβs worlds.
The Untar lost world after world as the Romanβs fleet launched their conquest. Roman forces once against suffered heavy losses on the ground, but the Untar simply did not have the ability to muster more men then they could. The Romans finally arrived at the Untar capital world of Aerin, where the last of the Untar navy was destroyed and the Untar Confederation finally surrendered, allowing the Romans to achieve victory. The Untar Goddess known as Dela was incorporated into the New Roman pantheon as the Goddess of Psionic powers. The Romans now ruled over a large empire spanning multiple systems and world and were quickly becoming the major power within their local sector.
The real victory for the New Romans in the Untar conflict however was their technology and scientific prowess. Their technology was quickly incorporated into the next generation of New Roman ship design, all of which would remain staples in the New Roman navy till the Great War. The industrial technology however was incorporated into the first Forge World. A barren world in a system was stripped down and converted into one massive factory incorporating Untar technology and techniques. The result was a massive increase to New Roman industrial capacity and also a shrine to Vulcan β as the construction of such a world was viewed as an act of divine worship to his greatness.
A decade in Earth years followed the Roman-Untar War where the New Roman Republic experienced a minor golden age. During this time, they built a second Forge World and continued to expand the borders of their Empire as well get in contact with various members of the galactic community and begin integrating themselves into the wider galactic trading network. Anton Russo also finally retired from leading the Republic, where he said Ares had told that it was his time to rest, the dreams of a great New Roman Empire realized. His son, Enrico Russo, well-educated and trained in the art of governance and war, would be elected as a consul, alongside a veteran admiral of the Roman-Untar war known as Andrea Costa, who believed the New Roman Republic was not done expanding their great empire.
The study of the wormhole that the initial expedition came through lead to the ability for the New Romans create their own artificial wormholes. These required a large amount of space and power however β restricting them to creating an instant network of FTL gates between major points within New Roman space. The discovery was still important however, as it greatly expanded the militaryβs ability to maneuver within their own space as well as made trades between the major core worlds and the capital far easier to carry.
New Rome also made first contact with the Vuln along their border β a species of avians who shared some of the militaristic qualities of New Rome. Initial relations were actually good with the Vuln β as both them and the New Romans viewed each other as honorable warriors, but as the Empires expanded towards each other and resource rich systems as well as colonizable worlds quickly ran out, it became clear that relations would not remain stable with the Vuln for long.
Anton Russo, having lived far longer then a normal life-span, finally passed away in his sleep. The Cult of Ares and Mars however quickly declared that he hadnβt truly died β saying that his spirit had ascended to the heavens where he was given ambrosia and was to join the gods in immortality. This gave rise to the Cult of Anton, where he is worshipped as the hero and assigned the role of the Protector God of the New Roman Republic. The third Forge World was also commissioned, once again greatly expanding the industrial capacity of the New Roman Republic.
The major industrial project of the time however would end up being the Kuat Drive Yards, constructed around Kuat β a industrial world that was already important due to itβs shipyards and industrial capacity β had several massive rings of shipyards constructed around the planets. These shipyards would to this day serve as New Romeβs primary site for the construction of new military vessels, as well as having several prototype labs where new models of ships are constructed and tested.
Relations with the Vuln also finally reared itβs head. Celesa, a system which was agreed as a neutral zone between Roman and Vuln and was never to be colonized nor have any military ships or installations within it was discovered by a group of Roman traders to be playing host to a Vuln military installation. The Romans contacted the Vuln government and ordered them to destroy the station. When they refused, both sides sent fleets to a battle that became known as the Skirmish of Celesa. The battle ended in a decisive Roman victory, wiping out the Vuln fleet as well as station.
Early attempts were made by diplomats on both sides to prevent Celesa from turning into war β but the two Consuls completely prevented that. Andrea was a staunch worshipper of Mars and sought to lead fleets again for her own personal glory, while Enrico desired to match the great accomplishments of his father. The end result was that both the consuls shut down all proposals for peace, and the Roman military readied itself for war. The Romans were the first to strike, making a quick thrust into Vuln space.
Unlike the Roman-Untar war prior, the New Romans found that war to be far easier. Not only did they have superior numbers, but the incorporation of the Untar and their technology also gave them a technological edge over the Vuln. Vuln worlds quickly fell and they tried to sue for peace but to no avail. Both Andrea and Enrico had chosen to personally lead fleets, and neither was willing to stop till the Vuln had totally fall to the submission of the New Roman Republic.
The New Romans using the resources of the conquered Vuln to help construct their fourth Forge World, leading to what was declared as the New Pax Romana. The New Romans were at the height of their power and one of the de facto major powers of the galaxy. The entirety of the republic lived in luxury and despite a small number of Vuln and Untar rebellions that continued to occur throughout this period they were easily quelled, with the vast majority of the population preferring the stability afforded by the New Roman Republic. This period of Pax Romana would continue until the Ashtar arrived in the galaxy.
The arrival of the Ashtar was the end of the New Romanβs Pax Romana. The New Romans were no longer able to engage in the glory of war that they so desired. The New Romans became angered by the Ashtar β feeling that they crippled any true abilities for the New Romans to expand and gain power.
New Romans made several attempts to try to conquer various minor powers along their border, but each time they thwarted by the Ashtar. The Ashtar also forced the New Romans to mothball half of the shipyards at Kuat as an attempt to make aggression far more costly for the New Romans β severely crippling the ability for New Rome to build new ships. They sat in silence, begrudgely accepting the position that they had been put in by Ashtar. They began licking the wounds that had been caused by the Ashtar while waiting for a sign from the Gods that it was the right time to strike and regain their status as the glorious empire of New Rome.
When everyone realized that the Ashtar had vanished, New Rome quickly seized itβs chance and went on a conquest spree within their local space. They most took on minor powers β primarily Human, Vuln, and Untar states that had fled Roman hands or banded together to try to stand against the Romans. The initial victories in the war gave hopes to the Romans that they would once against stand on the pedestal of being one of the greatest empires. Their hopes quickly turned for the worse however as they simply were not prepared to face the major powers.
New Rome had not drawn up any real battleplans for fighting the major powers β or at least not ones that were extensive enough to serve as a useful framework for fighting the major powers. Expecting that they would go into the war and easily defeat them as they had done the Vuln and other minor nations previously, it was quickly apparent that this was not the case. The New Romans lost ground, but strategy was changed to match the reality of the war the were fighting. The New Romans were also able to bring the rest of the Kuat Drive Yards back online, helping them build the new ships needed to face down the Great War.
The New Roman Republic quickly found themselves at odds with the Asrian Ascendancy however, which proved to be a disaster. The New Romans, only have gotten the Kuat Drive Yards fully back online part way through the war, simply could not muster the same amount of dreadnoughts as the Ascendancy. The Ascendancy used this to hit the Romans were hit hurt β their Forge Worlds. One ended up being totally destroyed when a Darkstar unknowingly targeted supports for one the antimatter reactors on the planet, causing a cascade effect which has left a scarred world incapable of recovering from the damage caused it. The remaining three were captured at different points in the conflict, their industrial capacity used by the Asrians during the war.
New Rome: As the capital of the New Roman Republic, New Rome is important due to governmental reasons, but beyond that, it is also in a key position among the core worlds to serve as a vital trade hub, meaning it also act as the primary economic center of the Republic as well. It also holds huge cultural value β some of the largest temples to the New Roman Pantheon are on New Rome, as well as the resting place of Anton Russoβs body.
Kuat: Kuat stands as one of the most important military and industrial targets in the Republic. In addition to the large amounts of factories on the surface responsible for producing ship parts, the planet is also surrounded my a massive ring of shipyards known as the Kuat Drive Yards. The shipyards provide huge production capacity for ships to the Republic, as well as offering dry-dock and repair space to help keep the fleet running.
New Germania: As the first world that the New Romans ever conquered it represents an important historical point for them β but it is also a massive agricultural world. New Germania is dotted with huge complexes of farms as well as itβs oceans even being covered in a variety of farms. New Germania is key in supplying the industrial and population worlds that do not have the same food supply as other colonies and agricultural worrlds.
Aerin: The Untar Home World. In addition to being a huge population center, it also is the primary technological center of the New Roman Republic. A variety of research departments make their home here do to easy access to trained personnel.
Vulnia: The Vuln Home World. It is primarily a population center as well as financial center for the outer colonies. It also is the home of New Roman naval forces that operate within the outer colonies
The Forge Worlds are one of the greatest achievements of the New Roman Republic. Massive planet-spanning factories that are capable of large amounts of industrial output, they are key economic points as well as shrines to the God Vulcan. A total of four have been constructed, all in differing states of repair due to the Great War as well as a lack of the specialized components needed to repair their massive anti-matter reactors.
Forge World 01: Still fully operational.
Forge World 02: Only at a third itβs total capacity. Three of its four reactors are awaiting the special containment components needed to bring them back online.
Forge World 03: Offline. All of the reactors went offline as the Asrians did not have the know how to repair them.
Forge World 04: Ruined. The destruction of one of itβs reactors has left the planet scarred and the atmosphere destroyed. Science vessels and small military patrols are the only things left, as they scavenge for information on how to prevent such a future disaster.
Demographics
Population
Romus Humans: Representing about 40% of the total population of the New Roman Republic, Romus Humans are considered the dominate species of the Republic. Compared to their human brethren, they are stronger and have greater muscle densities, and also tend to live longer life spans on average. Sexual dimorphism as well as the wide range of phenotypic traits are for the most similar to humans.
Humans: Representing 20% of the total population, the human populations of New Rome are your bog-standard homo sapiens. The occasional trait and genetic alterations not displayed in the rest of the human population occasionally shows up here do to New Roman populations having spent multiple generations away from the main human populations, thus creating their own gene pool.
Half-Romans: As Romus Humans still carry mostly human genetic markers, Humans and Romus Humans are fully capable of producing viable offspring. Known as half Romans, they make up about 10% of the population and can display increased strengths anywhere from the human baseline to that of the Romus Humans.
Untar: Representing 10% of the population, the Untar are a bipedal race of humanoids. They lack any large scale genetic variation in terms of phenotypic traits, with most of the population have largely dark tan skin and darker patches of hair. Their other notable traits are a low birth rate as well as increased intelligence and universal psionic ability.
Vuln: Representing the last 20% of the population, the Vuln are a humanoid race of avians. Their wings are for the most part vestigial and seem to be left over from their genetic past, however Vuln still capable of using their wings for gliding as well as slowing themselves down if falling from air. Genetic variance tends to be in the color of their feathers, with mostly darker colors displayed. No known Vuln, at least inside of the New Roman Republic, has displayed any capacity for psionic ability.
Society
New Roman culture isnβt so much Roman culture as it is a poor clone of it. The damaged historical and cultural records have left the gaps to be filled in to be used religious and cultural authorities for their own purposes. For example, it is often taught that the only reason that the Old Roman society fell was due to exterior forces and spies from within, ignoring many of the factors that the Romans caused themselves that led to the downfall of the Empire. The result is that the Old Roman society is often painted as being the highest point of cultural development for human society, and had it not been for itβs downfall, it would have led humanity into a golden age and let them ascend into space far earlier then they actually did. New Rome thus attempts to mimic the Old Romans as much as possible. Buildings are often grandiose and used marble or metal forged to look like it to match the architecture of the Old Romans, Latin is the official language of the Empire and it is usually dominant language where Romus Humans and Humans live, and clothing while still being more modern in take as elements of the Old Roman styles.
One of the other central themes that is prevalent is almost zealotry that a huge part of New Roman religious life. Once again do to damaged records the New Roman pantheon while mostly be similar to the one the old Romans had been altered with various deities from other cultures. There was also a huge loss of the mythos β leaving a lot of stories that would paint the Gods as being more spiteful and hateful missing from the rebuilt mythos, painting them in a much more positive light. New Romans thus are much more devout to their Gods β with most expected to pick at least one by the time they turn of age to be their primary God of worship. Those who enter the Priesthood will obviously choose the God they are a priest or priestess of, but for everyone else, it usually has something do with their profession. Pilots, merchants, and traders along the space lanes will usually pick Jupiter, factory workers and miners will choose Vulcan due to is associations with the forge, and soldiers will pick Ares or Mars. Everyone in the Republic is also expected to worship the supposedly ascended Anton Russo β as he is their divine protector and will keep the New Roman Republic from ever truly falling like the Old Romans did. While all of these have created a much more devout and zealous New Roman Republic, they still tend to be accepting of other religions β viewing the Gods and pantheons of other religions as merely the same deities with different names or incarnations.
New Roman culture is also tends to focus more on the collective rather then the individual. It is taught that in the vastness of space with Empires spanning hundreds of worlds and trillions of souls, the individual matters far less, and thus oneβs life is best spent in service to the collective. Individual members are often still upheld as great men and women that should be respected and revered, but this is often added with a heavy dose of those individuals only being able to rise to their status due to the nature of the collective and their service to the collective. It is also this belief in collective that lead to the formation of the resident-citizen currently in use today, as it was believed that one had to earn their place in the collective before being allowed greater privileges.
Economy
The New Roman Republic is by in large a mostly industrial nation, but their economic largely centralized. What that meanβs is that most worlds are specialized in a few different types of economic fields, with their only being a few worlds such as the Capital that boast a wide variety of different industries. Agri-worlds, industrial worlds, the forge worlds, and mostly urban worlds are a common site throughout the New Roman Republic. The economy is also largely dominated by a variety of government owned mega-corporations that are responsible for overseeing the vast majority of the New Roman economy. These large mega-corporations arose primarily from the collective-worshipping nature of the New Rome, but a few smaller corporations still due exist.
When it comes to trade, the New Roman Republic primarily exports a wide variety of industrial goods. Refined metals, alloys, industrial machinery, and a variety of components for ships and weaponry. New Rome usually also has to sometimes rely on food imports. Due to the largely industrial nature of itβs economy, during times of war when food resources are more scarce New Rome has had to import food to keep up with the demand. This was particularly damaging during the Great War when despite having more then enough resources for trade, were unable to import food to keep up with demand. This led to rioting on the outer colonies β the worlds most often effected by the food shortages. Recent projects in years have focused on incorporating hydroponics into New Romeβs urban and industrial worlds, as well as several new colonies being settled primarily to be turned into more massive agri-worlds so that New Rome may finally be able to go to war without worrying about a long term food shortage.
Government
New Rome is governed by two primary bodies β the Consuls and the Senate. The Senate acts as the legislative and judicial portion of the Republicβs government. They are responsible for passing all legislation as well as being responsible for setting up the court system as well as confirming judges for the major courts. The Consuls consistent of two elected individuals from the senate, and are the primary military leaders, with one overseeing the navy and the other overseeing the planetary-based forces of the Republic. They both have votes in the Senate and are also responsible for overseeing the law enforcement and diplomatic departments of the Republic, as well as a variety of other government agencies.
Another important aspect of the New Roman Republicβs government is the distinction between non-residents, resident, and citizens. Non-residents are anyone is anyone who has immigrated to the Republic and was not apart of a conquered population. They have to await at least one year before being able to become a resident, and essentially have no involvement in the political process. Residents are anyone born with the Republic or were a member of a conquered population. They can vote in the elections for Senate as well as their own local governments but are incapable of holding any government office. Citizens are any resident or non-resident who has spent at least two total years of service in any branch of the military or is distinguished via serving the Republic as either a high level engineer or scientist. Citizens can hold government office as well as having an extra vote to use during elections
So I'd originally intended to give everyone an additional hyperdread every now and then. Do people want more of them in service or do y'all like the uniqueness of them?
Im not sure if anyone knows the implication but the last IC post regarding cover projects and what not relates to FedNat superdread building. IE: We're building more so it'd be weird to have to change that now.
In that case, I'd say leave it up to players. In my case, for now the Jalaryians are sticking with one Hyperdread. Although maybe once Galactic war kicks off, they'll probably build more.
The Order, Four-Arms, Dragons, Tankers (considered a slur), Blues (nickname for the Azurian Guard)
General Information
Minor Belligerent
Overview
The Aldarshu are four armed, draconic humanoids that physically tower over most sentient species of the galaxy. A designer species built from the ground up to be a terrifying shock trooper, they proved too powerful to control and in time broke free of their bondage, shattering the empire built on their backs and driving their slavers into distant stars. While many assumed a species bred for battle would devolve into anarchy and infighting, the Aldarshu proved themselves to be the exception, tempering their warlike nature and building an empire on a code of honor and the rule of law that could stand among the other, natural races of the galaxy.
History
The Aldarshu were the creation of the Nezath Directive, a moderate power on the galactic stage established long before the Ashtar arrived in this part of the universe. The Directive is populated entirely by the Nezath, a bipedal humanoid creature whose appearance is hidden behind containment suits. The reasoning for this is largely unknown; their xenophobia and relative isolation have prevented anyone from really getting close enough to find out, and their planet's temperate climate doesn't seem to necessitate the suits. The most plausible theory is that the Nezath possess a severely compromised immune system, either from a fluke of genetics or a mutation brought on by chemical or nuclear warfare. The need to manage their health would explain how their primary contribution to the galaxy, besides the occasional military foray, was their highly advanced biotech and medical technology, some of it benevolent and truly innovative, but most of it relating to their most notorious practice; tank breeding.
With a weakened physical form, few resources to dedicate to heavy industrial machines, and a relatively isolated empire with few species to use as labor, the Nezath were infamous for their practice of creating tank-bred species to perform tasks for them. The Tankers, as some called them, were customized for specific tasks, be it hard labor, military service, or even administrative tasks, and many were built with incredibly short lifespans and a fanatical desire to serve the whims of their Nezath overlords. They regarded the Tankers as tools to be used and fitted to perform tasks, and even sold "models" to criminal elements or unscrupulous governments for quite a fine price.
One of these tank bred races were the Yuu-Wen 5 (Nezath for Legion Model 5), a massive, four-armed draconic race designed to be an unstoppable force on the battlefield. Gifted with an innate knowledge of combat and tactics, as well as an extremely resilient durability, the fifth model was unique in that it could not be programmed with the same kill switch that the other Tankers possessed. This was not a problem of course, as like all military units in the Directive their purpose was to be fed into the meat grinder of battle until the day was won. The Fifth model would merely last longer, and there was always going to be a good war to throw them into. After all, the Nezath Directive were not shy about going after weak targets or taking decisive action when a chance arose to quash a threat or secure a valuable commodity. Who could hope to stand against them?
To say the Directive was blindsided by the arrival of the Ashtar would have been an understatement. They were in fact the first to be made examples of when their fleet was utterly annihilated in a preemptive strike on the enigmatic newcomers. This defeat forced the Directive onto the back foot, and for a time it looked as though the formerly cold and heartless Nezath was preparing to rethink its place in the galaxy, open up to outsiders and change from what they were.
And then the unthinkable happened; a Yuu-Wen 5 refused an order.
It was a doomsday scenario thought to be impossible. With no wars to cull the population, the same resistance that prevented the shortened lifespan from being effected caused the mental hold the Nezath had on their tank bred soldiers to decay. The Nezath position grew desperate, their attempts to cull the population hampered by their devastating losses against the Ashtar, but in time it became clear that their best soldiers, bred to be the most terrifying effective fighting force in the galaxy, had grown completely out of their control. Disobedience became violence. Violence became rioting. Riots became rebellions. And at long last, on the planet Aldarshu, a band of the tank-bred soldiers, slaves to a brutal despotic empire, raised a flag over the tallest building.
The rebellion on Aldarshu was the straw that broke the camel's back. With a cause and a banner to rally behind, the Yuu-Wen 5 shed their designation numbers and took the name of the first of their kind to rally for freedom. The rebellion tore through the Directive's holdings like a firestorm, and planet after planet fell before the righteous fury of the Aldarshu. The Directive was utterly devastated, losing the majority of their empire, including their home planet, and it was only the intervention of the Ashtar that saved them from being wiped out entirely. The Nezath population scattered throughout the galaxy, and what was left of the leadership set up a government in exile that was adopted by the Sigma-Jalaryian Ascendancy as a client state and later absorbed into the Ascendancy itself, ending the nightmare of Aldarshu enslavement at last.
Born in fire and fury, the Aldarshu would have probably burned itself out if the Ashtar hadn't intervened heavily on their behalf, helping to keep opportunistic powers away and working to repair the damage done in the massive uprising (a fact that perturbs many of the remaining Nezath, since they got no help by the Ashtar when the Aldarshu rose up). Peace and stability gave the Aldarshu the chance to see themselves outside of the scope of war, and it was here, during a time called the Forging, where this legion of tank-bred soldiers became a proper galactic nation. Building a strong, stable government with a military sheen, this time period saw rapid industrialization, the advent of public services and education, and most notably the opening of the formerly closed off Nezath core worlds, bringing in new people and new ideas to help the fledgling nation grow into its own image.
They never stopped being soldiers though, and even in the peace time years the Aldarshu's skill and tenacity as warriors shone through, if not in their battles then in their culture, beliefs, and even their government. And they had long memories as well, thus it was only natural that when the Ashtar suddenly and mysteriously vanished, they were among the first to jump into the Great War, settling grievances with some of their neighbors and putting their new armed forces to the test. They were steady participants in the war, seen in many of the major battles and earning fame for relieving the brutal siege of the Taulron planet Barisol in spite of long odds. No victory was as important to the Aldarshu people, however, as seeing their signature on the treaty ending the Great War. Long regarded as outcasts or misfits because of their tank-bred, slave soldier histories, their being included as a proper nation in the peace negotiations was the final step in the forging of the Aldarshu Order, which emerged in triumph as a new power ready to make its mark on the world.
Major Holdings
Aldarshu Prime: The Capital of the Order, the first planet in the defunct Directive to fall to the Aldarshu Rebellion. A tropical planet that was once little more then a stockyard for batches of clone soldiers, the slave pen that first flew the banner of the Aldarshu stands at the monument in the center of the gleaming metropolis that was built around it. With few natural resources outside of extensive hydroelectric facilities, Aldarshu Prime is largely an urban administration center, serving as both an important trade hub in the order as well as hosting the government plaza and the bureaucratic institutions that manage and micromanage the day to day goings on in the Order.
Urtaria: A sandy sun-blasted world, with the major cities clustered around oases and rivers that dot the surface. Urtaria was used by the Nezath to battle-harden the Aldarshu and under new management it serves the same purpose, albeit slightly differently. Despite it mostly being a desert, a cluster of rivers near the northern pole created a unique blend of different terrains and environmental conditions, perfect for training soldiers in every climate. Today the planet hosts the largest number of military bases and outposts on any Aldarshu world, as well as the prestigious Urtarian Academy, where the best officers and leaders are trained. Urtaria is also a huge energy provider as well thanks to extensive networks of solar panels across the surface.
Nez: The former homeworld of the Nezath species, now under new management. Despite early efforts to raze the planet in retaliation, cooler heads prevailed and it was rebuilt much like the rest of the Order, and is the only place where a sizeable population of the Nezath still live. A lush temperate world, the cloning labs have since been torn down and replaced with respectable and ethical scientific institutions, where some of the best and brightest arrive to innovate and experiment. The strife of the uprising still runs deep however, and the planet is host to a political movement urging reconciliation with the defeated Nezath despite less savory elements elsewhere in the Order that demand the purging of the slavers from Aldarshu space for good. Today a statue stands in the capital city depicting a Nezath and an Aldarshu shaking hands, while the Order mulls over new legislation allowing the wayward Nezath to immigrate back to their homeland.
Des and Nin: A double planet located in a dense asteroid field, the dual planets are the industrial heartland of the Order. Precious minerals are mined Des and the surrounding asteroids, are taken to Nin for refinement, and shipped out to shipyards and factories all across the Order. A large portion of the mining and refinement is done with the help of automation, thus the planets have a small population compared to other key regions, consisting mostly of administrators and technicians, and of course military forces.
Andjety: The planet Andjety itself is a dead world, its population having annihilated itself in an atomic war that destroyed the ecosystem long before even the Nezath showed up. While still a magnet for archeologists interested in pre-spacer civilizations, the Andjety system is more importantly known as the hub of the Aldarshu Order's navy, home to the most extensive shipyards in the region as well as the command center for spacefaring operations in the Order. The population of the Andjety system largely resides in the bio-domed satellite orbiting the dead planet, one of the largest of its kind with an extensive defensive system keeping the people, as well as the naval commanders, safe.
Demographics
Population
The population of Aldarshu Order planets is, naturally, overwhelmingly Aldarshu. The Aldarshu stand at nearly ten feet tall on average and are largely reptilian in appearance, easily distinguishable by their extra set of arms and secondary set of eyes. The Aldarshu are unique in that they are tank-bred, created to be fearsome warriors. To that end they serve their purpose well, and they are renowned for their natural strength and incredible endurance that might fool some onlookers into thinking that they are merely dumb brutes. Being tank bred also means they do not have the means to reproduce, thus it is a common practice for Aldarshu parents to simulate the experience via cloning to create new children. It's a necessary action, but a taboo one, as it is considered a sign that they are not a proper species like the other great races in the galaxy, not to mention that the Order regular needs to trade for medical tech to prevent the Aldarshu genetic code from decaying in successive generations.
Small minorities of other species inhabit the Aldarshu planets, most notably the race that's infamous for creating them, the Nezath. Humbled by the collapse of their directive, the more normal-sized race are still as enigmatic as ever, well-known for the distinctive sealed suits that hide their appearance from the outside world. Relations are cool between the Nezath and their former slave soldiers, naturally, but given their sordid history things could be a lot worse for them, all things considered. One thing is for certain, though.
You don't get to see what they look like behind the helmet. Bad things happen to the people who try.
Society
The Aldarshu Order is defined by their unique status as a designer race bred by another species, and equally defined by the inherent desire to move past that stigma. Aldarshu are by design naturally inclined to work and coordinate together, and are most comfortable in rigid command structures with their day to day activities dictated by tight schedules. This would have in any other instance led to a race favoring authoritarianism and fanatical loyalty to a single strong leader, a mindset that the Nezath worked to cultivate in the pre-rebellion days when the Aldarshu were merely shock troopers, but when a flag was raised over Aldarshu prime, the belief in a higher authority that can do no wrong was shattered. With the help of new allies in the Ashtar, instead of collapsing into infighting as expected, the Aldarshu re-evaluated their position, attempting to reconcile their freedom with their inclination for order. The result was the Kuresan.
The Kuresan, roughly translated as the Brotherhood, has come to signify the bond that all Aldarshu share with one another, redefined from a series of genetic codes to encourage cohesion to the desire to band together to show that they are free and independent like any other race in the galaxy, and deserve to be treated as such. Thus the Aldarshu Order became not just a nation or a galactic empire, but the collective will of the Aldarshu people, joining together in once voice to say "I think, therefore I am." It's a touch confusing to outsiders to say the least, who tend to regard such lofty language as populist or socialist despite Aldarshu society being so orderly and scheduled.
Thus the Aldarshu moral code is centered around the Kuresan, with their actions defined by this nebulous concept. Service to the state, militarily or otherwise, is considered something to be proud of, as well as acting charitably and honorably towards friends as well as enemies. The displeased are encouraged to make their voices heard, and to the Aldarshu even good leadership should be challenged if necessary.
It's also worth noting that the Kuresan is the only form of spirituality that the Aldarshu practice, given that they are atheists who reject the idea of creator beings since their creators were the Nazeth. Rather they believe that the Aldarshu share a collective spirit that connects them to their long dead ancestors, and as such notable figures of the past become venerated in their death. And all Aldarshu are ready to fight and die as they did; combat training is a mandatory part of a developing Aldarshu's education, and they are never afraid to use it when the time is right.
Economy
The Aldarshu Order is entirely a state-controlled economy, and what little free enterprise exists is heavily regulated. As a result, the Order is largely self-sufficient and produces as much as it needs to run the day to day functions of the state, at least in terms of physical goods. The Order does recognize the importance of a vibrant economy however and has allowed a limited degree of free trade, closely watched and neatly folded into the bureaucratic mechanisms of the state. It's not the Wild West, but a wily trader can still turn a profit in Aldarshu space, provided they have the right forms filled out.
Tourism and scientific expeditions are a common sight in Aldarshu, thanks to the Nezath keeping their systems closed from the rest of the galaxy and the Aldarshu themselves being unusual to the other races that visit them. Aldarshu metallurgy is highly sought after as well, and the Order is happy to trade their excellent refined metals for use in construction, keeping the best materials for themselves of course. What the Aldarshu want in return tends to change on a whim thanks to the highly regulated economy, but there's always an appetite for foreign cultures among the Aldarshu, a population eager to see all the exotic, luxurious artifacts that their neighbors make. In addition, they also regularly trade in biotechnology, exchanging their own tech for advances to help keep their genetic code strong during cloning.
Government
The Order is governed by a mixture of representative democracy and bureaucratic administration. Merit factors heavily into the selection of new leaders, with education or a period of government service (military or otherwise) being a requirement for most leadership positions, especially the elected ones.
Inspired by their neighbors, the Aldarshu established a central government with a single legislative body, called the Masuran Assembly. Representation is determined by population, and while all representatives, known as Masurs in the Aldarshu language, serve for life, there is a mechanism in the legal code where a snap election may be declared at any time to oust a Masur. The Masuran Assembly serves to voice the concerns of their constituents, draft laws, and elect the Grandmaster of the Aldarshu Order.
The Grandmaster of the Order is the political head of state and the supreme commander of all military forces under the jurisdiction of the Empire. Like the Masurs, the Grandmaster serves for life and can also be voted out of office if need be. The Grandmaster performs what is expected of the head of state, along with his council of ministers, the Lazul Council, who are approved by the Masurs to act on his behalf and oversee large segments of the Order's resources, as well as provide advice to the ruler. One of these roles is the Chancellor, a sort of vice-ruler who manages the government in the event that the Grandmaster is leading men into battle. The lower governments of the planets and states on the planets generally follow this model of governance, depending on the local situation.
The Order also has a bureaucratic system that manages the inner workings of the Empire, their members chosen entirely on merit and who keep the industry and economy rolling as well as providing essential services to the populace in terms of health care and education, among others.
Technological Information
Major Techs
Aldarshian Titanium: The Aldarshu's talent for metalwork is second to none, and their best creation in this field is the rare alloy Aldarshian Titanium, built with rare materials only common in Order territory and forged by beings bred for war and innately experienced with the concept of battle damage. Aldarshian Titanium is lightweight and malleable, and possesses an uncanny ability to resist and absorb energy, kinetic or otherwise, making it perfect for every military application from body armor to reinforced hulls.
StimGel: This bio-mimetic gel is a Nezath invention, made to treat serious battlefield wounds but has since been refined and perfected by the Aldarshu. StimGel is made of cloned stem cells modified to grow and develop at a rapid pace, replacing wounded or missing flesh and blood with brand new material indistinguishable from the old. StimGel medkits are standard in all Aldarshu military units, where it is a fast and easy fix to normally debilitating and even fatal wounds. StimGel is also invaluable to doctors, where it can be used to assist in surgeries and, with some modification, even be used to regrow brand new limbs and organs.
Zarinometry: Zarinometry is not a physical technology, but a special branch of mathematics and mechanics that the Aldarshu have an innate understanding of. Derived from military programming given by the Nezath and codified and recorded so it can be studied and taught, Zarinometry is effectively a mashup of mathematical theory and ballistics that the Aldarshu apply to their everyday lives. The obvious usage is military of course, what with allowing their guns and weaponry a degree of accuracy that other galactic empires have difficulty matching. Zarinometry is also utilized in their programming and computer technology, making even their computer guided targeting systems more accurate. A secondary benefit to this unique branch of science is its difficulty; it's hard for non Aldarshu to understand all the nuances and different theories that go into the subject, making it difficult to decipher and infiltrate their computer systems, which uses code derived from Zarinometric theory. Zarinometry is also utilized in their warp drive FTL engines, helping predict more efficient pathways through warp space.
Military Information
Military Overview
At first relying on their tried-and-true strategies of shock attacks and brute force, the military doctrine employed most often by the Order emerged in the crucible of the Great War as a method of utilizing the resilience, firepower, and the powerful assault tactics in their arsenal to their greatest effect.
On the surface and among the stars, Aldarshu military strategy focuses on the preparation of the strike just as much if not more then the strike itself. This doctrine encourages careful planning and maneuvering, avoiding foolhardy engagements and positioning their forces on the proverbial higher ground, harassing the enemy with skirmishes, artillery, and other attrition tactics until an opening presents itself where they can press their advantage. Bullets, after all, are cheaper then bodies, and the Aldarshu can always be counted on to take more punishment then the enemy can deal them, and give out more punishment then the enemy can take.
Currently, the Aldarshu armed forces, known as the Order Guard, is made up of citizen soldiers proudly serving the state, well-trained and reliable thanks to a natural inclination for war and mandatory military training in education. The Order Guard is further diversified into the Legion, the ground and planetary forces, the Stellar Guard, the naval and fleet personnel, and the elite Azurian Guard.
Fleet/Navy
Dreadnoughts: The first generation of Dreadnought class vessels manufactured by the Order towards the end of the Great War was the Mosull Class. Built to lead fleets into battle, the Mosull is a bruiser built to lead the charge, equipped with heavy armor, mass drivers, and rail guns alongside the usual standard armaments. The most notable Mosull Class is probably the Mosull-Gal, which serves as the flagship for the Grandmaster of the Order. Since the message was broadcasted and the treaty lapsed, the Order has resumed manufacturing and updating of the Mosull class, improving its capacity as a command ship as well as commissioning a new Ezirol Class dreadnought with a more balanced approach towards combat.
Battleships: When the Order entered the Great War, the vessels that led the charge were the Ovek Class battleships. Ornately designed and renowned for their ability to punch holes in the toughest armor plating with their mass driver armaments, the Ovek Class led the Grandmaster and his generals to victory in the war and even as its glory days are long behind it, the ship can still be found as an honor guard or in the reserves keeping order in the untamed reaches of space. After the war, the Ovek Class evolved into the Ovekal Class, later the Ovekal-Lin and Ovekal-Shu variants, a superheavy armored and long-range artillery variant respectively, all of which didn't quite live up to the expectation of its predecessor thanks to the treaty but nevertheless was an important step in the evolution of Order military strategy. With the lapsing of the treaty, the third variant, Ovekal-Ren, was instead retooled into the much more effective Overen Class, able to properly lead fleets and support their larger Dreadnought cousins with their heavy cannons and armor.
Battlecruisers: The little brothers of the Ovek were the Eiso Class vessels, another classic ship from the Great War. It filled a similar roll to the Ovek on a small scale during the war, but radically changed in the post war period. In fact, it differed entirely in that its Detente Era successor, the Eisoren, was both more experimental and more successful then the Ovek variants. The Eisoren was the first made in the mindset of the new military doctrine, and as a result was built with more fleet support options, such as point defense, target hardening, and computer-assisted range-finding. The post-Detente successor the Eisorenek continued the reputation of the original ship, and its less militant design has lead it to be used as flagships in diplomatic missions where a softer hand is required.
Cruisers: From the Great War Kilesh Class to the more modern Himaro class, the cruiser has long been the workhorse of the fleet, the front-line fighter able to trade blows with the enemy, holding off assaults as easily as they do leading them. Equipped with good armor and strong batteries (the gun kind not the Duracell kind), the Himaro and the newly designed Himaroku are ready and prepared to bring on the fight.
Destroyers: Destroyers diverged in two directions following the Great War, the old strategy and the new strategy. The old resulted in the Tiso Class, less a ship and more a large artillery piece with a ship built around it, that is brought into battle for long-ranged firepower and bombardment. The other variant, the Osh Class, is a considerable divergence in that it's built as a scouting and harassment vessel, able to slip in and cause trouble and get out before they take too much of a beating. Both are glass cannons, the Tiso more so then the Osh, so they are rarely seen without support from the larger vessels.
Frigates: Aldarshu Frigates are largely seen in support of the destroyers and cruisers, oftentimes fulfilling similar roles in regards to scouting and front-line assault. The Oss Class is the most common variant used at this time, with modest firepower for its size, but the Ossven Class variant is a highly reliable troop transport, filled with marines and grouped with Cruisers to serve as boarding parties and infiltration teams.
Corvettes: Corvettes are defined by the hardy Kare class, rugged and reliable and serving with some modification since the Great War. It is most commonly used as troop transports and patrol ships, usually in the reserves and more commonly used to combat pirates and bandits rather then any military threat. That being said, experimentation is ongoing in regards to a new variant designed to disrupt enemy fleet movements, the Karelon Class.
Strike craft: Aldarshu Strike Craft are a recent development, made in line with their new change in tactics. They are often loaded onto battlecruisers and cruisers where they join in battles to cripple enemy ships or in skirmishes to harass them. Due to biological limitations, ie their physical size, their lightest S Class fighters are heavier and slower then most others in their class, with them and the interceptor K Class relying more on their firepower then their maneuverability in a fight, as is expected. Their bomber class, the Y Class, is a more ideal strike craft, able to be equipped with armor penetrating and high explosive weaponry in a modular fashion.
Army/Planetary forces
The Legion makes up the bulk of the foot soldiers and land troops in the Order Guard. Soldiers in the Legion are often specialized, but can be relied upon to be heavily armored and powerfully armed, with some accounts comparing Aldarshu Legionnaires to small tanks rather then foot soldiers thanks to their resilience and size. Equipped with their heavy modular assault rifles and backed by powerful artillery cannons and support tanks, Legionnaires can afford to be patient, entrenching and playing safe until the time comes to attack, charging forward under fire and closing in with explosives, rapid concentrated fire, and deadly bladed weapons. One critical part of the legion is the Wardens, a peacetime segment of the Legion which performs policing and anti-piracy actions, and the Stellar Guard has marines that function in a similar capacity to the Legion.
While most of the Aldarshu armed forces are citizen soldiers, the Azurian Guard are dedicated warriors, shock troopers and infiltrators well-versed in the tried and true tactics of the Aldarshu. Made up of the best warriors the Order has to offer, the Azurian Guard are often found in specialized roles on the battlefield, such as sharpshooters, paratroopers, and elite marines on the larger fleet vessels.
Hyperdread
The Vodimal Class began life as a glass cannon dreadnought, an attempt to mount the most powerful gun possible onto a vessel before it was upscaled to a hyperdreadnought. Bristling with powerful cannons, missile platforms, and a dedicated strike craft force alongside an elite Azurian Guard regiment, the Vodimal is a titan among titans, but the gun it is built around is the real firepower, an immense railgun exploiting the energy absorbing properties of Aldarshu Titanium to fire a single, deadly blast with enough speed and force that merely passing by enemy ships can inflict damage. The explosion from the shells can annihalate all but the toughest opposing ships, and the shockwave from the blast can cripple enemy fleets, wiping out smaller ships and cracking the hulls of the larger vessels.