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4 yrs ago
Current So, as an American, what do I do when I need to choose between illegal immigration to Canada and dying in a civil war?
5 yrs ago
Woo! Got the prick!
8 yrs ago
When you try to write an essay on climate change but it just degrades into angry rambling halfway through.
5 likes
8 yrs ago
Conquer it, conquer the bread.
2 likes
8 yrs ago
Up until today I've never had any trouble with my EUIV Japan games. Today I got stomped five times in a row before even uniting the country.
2 likes

Bio

I'm a weeaboo communist. Are you surprised?

EDIT: You probably are now, but I'm not going to tell you why you wouldn't have been like two years ago. You get to agonize over that yourself.

Most Recent Posts

Teknonick said


I know for a fact I've seen you, but I haven't the slightest idea where. All I know is that we were both on MCF.
Yeah, just credit them for the idea, and close it down if they come back and ask you to.
WilsonTurner said
Did anyone else spend their entire time while the Guild was down refreshing the Guild? I refreshed practically every ten minutes the entire time.


It was terrifying, but hey, haven't had a crash today, so whatever dark magic Mahz used, it seems to be working.

*Cue guild being down for a week*
EDIT: App now with actual religious and technological explanation! Because it hurt me when I saw the half-paragraph I had for those!



Yes. That's the Yamato, and yes, those aircraft carriers are clearly based on WWII Japanese designs, and yes, the names sound Japanese because I google translated things and then intentionally misspelled them, and the picture is anime (The scourge of all reference pictures), but that's mostly a reference to the source material, a wonderful franchise called Crest of the Stars. Everything that isn't there as a reference is there because plot.

So you can rest in peace, hypothetical reader, because I'm not one of those people that goes out of their way to use anime in everything, and I'm not someone who hates it either. I am, however, someone who spends way too much time telling other people about how they aren't something.
Prison 53-2, Char
The Terran with the gun at his head was obviously afraid, but a sad glance from one of the others quickly reminded him of what was at stake. His muscles tensed, and his eyes lit up with hatred. His face was wrinkled, but he was not a frail old man. No, nobody at his age was frail, not after WWIII. They remembered everything, and he in particular remembered the worst of it. Medina, Washington, Guantanamo-he'd seen all of them. All the pain, all the death, and all the torture. As long as he could hold on to those memories, he wouldn't be broken.

Looking the Sentinel in the eye, a smile on his face and a defiant glint in his eyes, he spoke in an oddly confident tone.

"I'll need a specific request, without one, all I can say about our military is that it's a damn sight better than yours. I bet one of your pathetic excuses for a soldier would cave to such a sad excuse for torture as this!"

Colonial Report, Civilian Colonies (Can be Intercepted)
"This is Governor Bradford of Noveau Paris. I have been elected to speak for the five colonies due to by achievements here. All colonies have reached the one million population milestone, and all have constructed their orbital tethers. My colony has already constructed a second city on the planet's moon, with an additional ten thousand living there. We've also found that there are large, bamboo-like trees on our planet, which we have used for extra housing so we can gestate more of our colonists. The El Dorado colony has begun mining the vast gas resources of the gas giant they orbit, which has an unusual amount of oxygen. New Ottawa has found dolphin-like creatures near their underwater colony, in the place of fins, these creatures have surprisingly humanoid hands and arms. Their explorers have seen shelters constructed by these creatures, which are most likely built to keep them warm during the harsh nights. New Edinburgh has also discovered unexpected creatures in the form of giant gasbags. These gasbag creatures are almost like whales, earning them many nicknames. They too, appear to be sentient. They seem to have a language of their own, though due to the Venus-like climate of New Edinburgh, they cannot go beneath the clouds. We request a small defense flee to be stationed here at Noveau Paris, as we have the largest population. As long as one of these colonies survives, humanity will endure."

Colonial Report, Epsilon Indi (Cannot be Intercepted)
=Decoding=
=Decoding Complete, Initiating Jugsaw Program=
=Jigsaw Complete, Displaying=
"Short message, Iscandarians may be close to breaking code. Kaa'ri joined UTF, delegates on way to Terra. Unexpected finds, being delivered by delegates. Population remains at 20 billion, system fully developed according to Colonial guidelines. Warships being built to supplement main fleet, following Dreadnought construction code. Declassification to the public is recommended, nothing to lose. Recommend construction of an alliance to oppose the Iscandarians, strike at all systems at once when adequate strength is reached. Epsilon Indi out."
TehAlphaGamer said
It's been a while so is there any way to get Sazkarjhia involved again?I know there's the action in Nouvelle but nothing's happened there recently so.


Hey, hey buddy, wanna' join a war?

Or you could start one, doesn't matter, just get some people shooting at each other in space. That'd be great.
I call space elves.
I would love to see this! Personally, I'd like something on the Eastern Front, but I love everything here.
Name of nation: The Hives

Species: L'Er (Eng: One of Us. Note that this is their name for themselves, not one that is used universally by species they encounter. As the nature of such encounters tend to be with feral hives developing on one of their worlds, species often believe the L'Er to be a non-sentient disease at first glance.)
There is no way to accurately describe the entire race, as many, many different forms are constructed. The most common is the small "Spore form". These are arguably the most dangerous form as they possess the ability to bite their way into their host, their organic forms have no skeleton and thus can contort to squeeze through small openings in their host that they cause with their abnormally strong teeth, which are strong enough to bite their way through armour if given a few seconds. Once inside their host, they couple with the hosts central nervous system, making removal almost invariably fatal. It is sometimes argued that they kill the host outright, though there has been no reliable study to confirm this, so it is entirely possible the host is alive and maybe conscious. The host does not have to be alive for this process, a corpse will do. Whatever the case, the Parasite has full control and begins mutating the host. The hive will use the host for a variety of purposes, including but not limited to construction, reproduction and combat.
This host will now become one of two forms. The first is known as the "Battle" form, this involves the usage of the hosts natural abilities for combat, in addition to mutations to make them stronger, such abnormal muscle growth. This is often done at the expense of the hosts brain and specific organs. Little attempt is made for long term maintenance, as the host will likely be recycled after its purpose is served. The second form is known as the "Transport" form. The is essentially a walking reproductive center for the Parasites, growing new spore forms inside massive bulbous sacks, often mutating the host past what is recognisable. This form shoots the Spore forms out of its many sacks when it sights and approaches an enemy, and has two no way to defend its self except through these spores, although it has been known to fall onto beings which have gotten too close to prevent then from running. Both these forms are called "Impure" forms. There is a third form, though its existence is debated, known as the "Thinker" form. The theory is that certain hosts have their brains kept intact and, in some theories, boosted. These forms supposedly serve as tactical planners in pre-Mind infestations, as well as scientists of sorts or advisors to the mind. Since some intelligent behavior is exhibited in all combat forms, its argued that these are just abnormally intelligent combat forms rather than a new form, though no one is entirely sure.
The next forms are the "Pure forms" These are not mutated hosts but entirely new creatures made out of collected biomass from the planets, including recycled hosts and the bodies of their dead. There are countless different forms which vary from hive to hive. The most important pure form in any hive is the Mind. Without the mind, the parasite has little coordination, and their priority is to begin the construction of a mind. This is not to say they are stupid, they possess the intelligence of their hosts, and though it often degrades over time (with the exception of thinker forms), they are smart enough to coordinate basic tactics (Supposedly thinkers coordinate pre-mind stages) There are three stages (Four if one believes the Thinker Theory)
One: Feral. In this stage, they are uncoordinated and possess limited intelligence. They are still dangerous, but less so compared to later stages. Minor displays of intelligence, such as basic ambushes are known to appear but generally their intelligence is considered to be similar to that of animals at this level. They maintain knowledge their previous hosts had, so the use of vehicles isn't out of the question. They have a weak psychic link which is starting to develop to form the beginnings of a hive
Sapient stage (Thinker theory): According to the Thinker theory, this is the stage where Thinkers begin to show up. They apparently become smart enough to employ advanced tactics, and the weak psychic field between them apparently becomes strengthened to the point it can be used for communication and these thinkers become officers for the fledgling hive. Supposedly these thinkers can be capable of communication with other races, though intelligent communication is often attributed to a later stage, and at this stage it is believed to be simple taunting
Coordination stage: A partially functional Mind has been created. The psychic linked between the organisms has now strengthened to the point that they know each others status at any given time, and they are intelligent enough to communicate with other sentient species in a proper manner, although their previous stages have often resulted in such violence that further conflict is inevitable
Hive stage: The hive has produced a fully functional mind and joined with the other hives of the galaxy. In this stage the Mind has a psychic link with the hive that is so strong that it allows him to speak with others outside the hive across vast distances. The Hive is fully coordinated and can now operate as a proper nation.

Description of government: The government consists of a hierarchy with the Tribunal, a council of three made from the Minds of the most powerful hives, who use their psychic link to communicate with each other and lead the Union of Hives. The major hives come just under them. It has been proposed that there may be some form of "Overmind" by some scholars, but nothing is proven

Description of military: The most common of this species is a small, ball like creatures with small tentacles protruding from it. It uses these tentacles to move, able to climb on surfaces thanks to their suction like design, and to couple with its hosts nervous system and seize control. Their colour varies depending on the hive, and this can be used to quickly identify which hive the Spore forms are from. They have a "beak" of exceptionally strong teeth underneath their tentacles, allowing them to bite they way in, and their lack of a skeleton, small size and relative "squishiness) allows them to fit through small openings they make in their host. They prefer to make such a hole close to the hosts nervous system in order to avoid excessive damage, but forcing their way up appendages is not unheard of. They will then mutate the host or take them to be used. A host can also be mutated if he inhales enough of a gas produced by specially made biomass, however this is a slower process than the spore forms and is less effective. This allows a very flexible army that is able to shrug off most loses in an invasion as they can usually be reabsorbed into the hive or replaced relatively easily

Technological Overview: There is no uniform technology within the hive as they tend to use the technology of their hosts. As such, their weapons range from ballistics to anti-matter. There are a few examples of Hives creating their own technology if the need arises, but given their parasitic nature it is rare. It is known that, once they reach a coordinated stage, they will use any industry they capture to arm themselves. Their space craft range from organic creatures grown around a handful of systems, to entire functional ships that have been merged with and infested by an organic substance which is hostile to intruders, often attacking them where possible.
As a result of the assimilation dynamic, as well as the ease with which they reproduce, even a small scale infection can quickly become extremely dangerous and large.

Cultural Overview: N/A

History:
The L'Er date back to evolution on a backwater colony of an interstellar nation. This "Super Parasite" was able to construct a Mind from the biomass of the rampant wild life where it was born. This Mind observed the colonists and their star ships and was able to deduce, after the assimilation of multiple individuals into the hive, that it could sneak aboard Spore forms and infect all the worlds of the species.
The Mind was able to infiltrate the ships with a small number of spore forms, each of which spread out to the species worlds. At the time, the Mind had little power as it hadn't been further developed, as a result its psychic power was weak enough that the spores that were sent off developed different hives. This separated them into three hives, the original S'Buk, and the successor S'Orp and S'Lif. Out of the three, the original was the most unlucky. The other two worlds of the species were much more developed and larger, and so S'Orp and S'Lif were able to become more powerful than S'Buk as they absorbed more biomass from the worlds and inherited more of the hosts technology, industry and infrastructure.
The Three Hives were able to slowly build up strength and eventually over run the three worlds, absorbing the necessary biomass and leading to the desire to use the host species space travel to find new worlds.
Over millennia, there were several more hives developed across the quadrant and the Union of the Hives was formed in order to advance the L'Er as a whole through inter-hive cooperation. Most of the mentioned new hives are only major to this day with the exception of one, the now Tribunal hive S'Rin. The S'Rin remained the weakest of the hives for many centuries, as they had achieved semi-peaceful relations with the sentients they had encountered and essentially sold themselves as weapons to them. The two species developed under one nation that was budding, and over time the S'Rin were able to gain more and more power, eventually changing from being a living weapon to being an equal partner in the nation. Their hive was weak compared to the others due to their lack of biomass due to having brokered a deal, one which ensured their hives survival but established a blocker to their success however the S'Rin had a plan. They developed a new type of pure form, still used by hives today, called the Worm form. This small form was microscopic and as such it was able to enter the sentients undetected and nestle inside their brain. From their it would secret its toxins to make the individual more susceptible to hive control and eventually place them under the hives control, assimilating them completely. The S'Rin used this on members of the armed forces, slowly bringing control of the military into the hands if the S'Rin. After the S'Rin had secretly gained control of the militaries minds, the organisation that had stopped the S'Rin from assimilating the species before was now on their side. Almost over night the S'Rin seized control using the military and began to assimilated the population into their hive, growing rapidly from a minor power and usurping the place of the S'Buk on the Tribunal now that they had become more powerful than their forefathers. Today, the S'Buk is only a major hive and the S'Rin still hold their place on the Tribunal.
Other hives have been produced since them, and many have come into violent contact with outsiders... And consumed them almost invariably.
Other:
The colour of the biomass varies from hive to hive based on a variety of factors

Below is a government report of known hives, excluding the minor hives which have merely been labelled as "countless" by the writer

Tribunal hives
S'Orp
S'Lif
S'Rin

Major hives:
S'Buk
S'Kif
S'Urp
S'Ein
S'Ark
S'Nif

Minor hives: Countless
I'm finished with my faction. I think. I'll explore the history and culture in the IC.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>.

Faction Designation: Conjoining of Retribution​

Number of planets: 11

Technology:
Weaponry, which generally consists of the Hound, the Roarer, Gun Runner's Mail, the Mauler, and the Hunger.

Hound: An ambiguous phrase or term primarily attributed to the pinnacle of vul’kruun high-performance self-guiding anti-ship missile technology. Advancements in relevant sensory, propulsion and warhead technical fields have resulted in vul’kruun 'MIRVs' to be driven by an inexpensive and utilitarian type of mass-produced digital intelligence that utilizes standard gravitational, electromagnetic, thermal, and radar sensor apparatuses to seek out predetermined targets. Vul’kruun hounds are furnished with single-use superposition-based FTL drives, nuclear salt-water rocket engines and RCS points that shape them into a workable analog of the customary vacuum-based fighter craft used by other factions. Hounds lack integrated weaponry, but alternatively make do with electronic countermeasure pods, evasive maneuvers, plasma windows, and passable amounts of ablative shielding to evade and weather enemy interception attempts. Hounds are transported and distributed by a diverse range of vul’kruun star crawler types, and are ordinarily launched in the thousands by vul'kruun assault squadrons. Depending on its size, one hound can play host to hundreds of self-guiding anti-ship missiles, with each missile capped with a high-yield dial-able thermonuclear warhead. Other hound types may have a sub-munition bundle consisting of missiles that are tipped with nuclear-pumped x-ray lasers or explosively-formed nuclear penetrators.

Hunger: Hunger guns are vul'kruun smoothbore firearms that are chambered for a guided gyrojet munition; the rocket-propelled bullet is shrouded by a jacket of superformance monopropellant and primer. Using caseless ammunition and an electronic ignition system, hunger guns have a cyclic rate of several thousand rounds per minute, and can accept box magazines, twin-drum magazines or ammunition belts. Hypervelocity bullet impacts usually kills enemies through cavitation and kinetic energy alone.

Mauler: Mauler guns, also known as 'mass accelerator weapons' or 'storm drums', are vul'kruun ballistic weapons that do not employ solid propellants or miniature rocket engines to propel projectiles, but instead harness centripetal force generated by a miniature cyclotron positioned near the rear of the weapon to launch charged particles at a distant enemy. Unlike most directed energy weapons, mauler guns use disposable box-shaped cartridges that bear a single firing charge, with each charge consisting of an explosively-pumped flux compression generator, capacitor and charged particle package. Compared to hunger weapons, mauler armaments suffer from increased spread, pronounced acoustic and flash profiles, and a heightened thermal signature, but are otherwise relatively reliable, incredibly powerful, fairly useful in medium-range combat, reasonably accurate, and impact targets instantaneously. Typically when the particles strike armored or unarmored soldiers (or vehicles), explosively-violent results are displayed.

Roarer: An evolution of fundamental gun technology, roarer is a moniker jointly shared between vul'krunn-made combustion light-gas and electrothermal-chemical automatic and select-fire cannon and recoil-less gun pieces. They are similar in power to electromagnetic weapons such as railguns or coil guns, but are still [hazily] similar to modern solid-propellant guns in that chemical reactions (and not powerful electromagnets) are used to propel a projectile. Roarer weapons are universally employed by vul’kruun Rage mobile gun platforms, starcraft and self-propelled artillery platforms, which use them alongside simple automatic loading mechanisms to fling nuclear or inert shells at unfortunate xeno enemies.

Gun Runner's Mail: A full-body powered exoskeleton harness donned by vul'kruun soldiers. Fed from a lithium-air cell, the suit's hydraulic rotary and linear actuators gift the wearer with super-vul'kruun physical strength and endurance. Wears can hoist and take heavier loads, wield heftier weapons and engage in strenuous physical activity without incurring increased levels of bodily fatigue and physical stress. The right and left forearms of gun runner's mail offer dedicated hard-points for infantry arms (such as hunger or mauler weaponry) to be fixed to, while the rear chassis features four semi-autonomous mechanical 'gun limbs' (or servo arms) that each play host to an individual supplementary weapon system that is designed to provide support to the war fighter during combat operations. Several gun limb weapon systems can be attributed to each servo arm, like a single hypervelocity recoil-less gun chambered for a rocket-assisted shell of intermediate caliber, a rotary grenade launcher, mauler or hunger weapon systems, or a missile cell array designed to house and fire powerful superposed-loaded ordinance. With back and thorax ammunition feed hoppers and heavier suits of soft and hard composite body armor, vul'kruun infantry equipped with gun runner's mail do not become tanks in a literal or figurative sense, but rather morph into less-armored analogs to the modern tankettes or infantry fighting vehicles of our own world.

Military Technologies Not Invented

Main battle tanks, troop carriers or infantry fighting vehicles: Vru's thick jungles and forests coupled with the vul'kruun's lack of trench warfare prevented armored fighting vehicles from rising to prominence on Vru. Experiments with AFVs resulted in the accumulation of numerous technical issues concerning vehicle weight and mechanical unreliability. In the AFV's stead, the Rage mobile gun platform was conceived, which is an armored, open-top tracked propulsion vehicle that a single vul'kruun soldier can crew and direct. Rage can offer substantial levels of direct fire support in the form of automatic cannons, multiple repeating recoil-less guns, grenade launchers, mortars, or stacked missile cells. Self-propelled guns, on the other hand, were created.

Aircraft carriers and fighter craft: Never even thought of, as vul'kruun siege gunships have operational ranges measured in the thousands of miles due to their high-capacity fuel tanks and later on-board fission reactors. Early vul'kruun air craft drew closer to the 'flying fortress' or 'air battleship' concepts talked about in speculative military technologies, and therefore completely skipped the era of the atmospheric fighter altogether. Vul'kruun siege gunships and strategic bombers are known for their heavy composite armor, weaponry and overlapping point defense systems.

Space fighters: Rendered obsolete with the creation of Hound weapons and siege gunships.

Transportation, which generally consists of the infamous Star Crawler.

Star crawlers are vul’kruun starcraft. They come in an ample assortment of classes, sizes and roles. They are fairly uniform in appearance; most star crawlers are nothing more than enormous cylinders haphazardly machined together using rudimentary ship-building procedures and archaic power tools, diminutive amounts of preliminary construction planning, and substandard building materials scavenged from past kills and other vul’kruun starcraft. Regardless of tonnage and purpose, all star crawlers are propelled using simple, effective and extremely efficient fission pulse drives, which brutally propels the craft forward through space by casually detonating high-yield ‘shaped’ thermonuclear bombs against a heavy uranium pusher plate suspended by a series of shock absorbers. Because of the forces this propulsion method enacts on a star crawler, the vul’kruun have been forced to design their vessels to be exceptionally robust, wrapping them in meters upon meters of hardened and treated composite armor plating, and turning them into an unembellished space version of a conventional, heavily-armored 'battleship' of sorts. Though bearing heavy armor, star crawlers have excellent acceleration.

Because their creators incorporated high levels of battlefield endurance, efficiency, flexibility, and inhuman brutality in their original designs, military-grade star crawlers are usually created with a lot of redundancy in mind, and are accordingly separated into independent armored and armed automated modules called Fangs. Each Fang possess its own digital intelligence construct, emergency power generation systems (usually in the form of several pre-charged power cells, which can be activated in the event that spare power cannot be siphoned from other fighting compartment), target acquisition systems, and armament and automatic loading systems and machinery, affording individual vul’kruun starcraft the capacity to prolong combat engagements even after having suffered severe external and internal damage.

For defensive systems, star crawlers are equipped with electronic countermeasure pods, polarized plate armor, ablative shielding, plasma barriers, and kinetic/missile point defense systems. Offensive equipment consists of hound cells and roarer turret emplacements. Gravity control is sustained by spinning a star crawler’s habitat module, which simulates artificial gravity through centrifugal force. RCS points positioned along the ship's hull provide thrust for spin, while bulkier, retractable nuclear thermal rockets handle planetary orbital maneuvers and course-correctional adjustments during intergalactic transit or combat. The command information center, fission reactor, crew compartments, and the ship’s FTL drive are nestled deeply within the innards of the vessel, and are further sheltered by additional alloy shielding and the sheer bulk of the Fangs that engulf them.

Species Information:
Average height: Varies

Average weight: Varies

Their mantis-like forms are supported by a protective endoskeleton, while the sturdy, cornified skin of the neck, head, trunk, and most of the lower body is encompassed by a natural armor matrix comprised of scutes and boney plates; the rest of a vul’kruun’s mass is covered in a spiked, chitin-like textile, with the entire defensive package capable of affording vul’kruun faint bodily resistance to low-velocity pistol cartridges. They possess six functional limbs: four powerful arthropodic legs for swift and nimble locomotion over most terrain types and a pair of arms and two clawed hands optimized for the precise manipulation of objects.

The upper torso and lower insect-like trunk displays notable evidence of robustness; the vul’kruun’s hostile indigenous surroundings and their unvarying, antagonistic confrontations with the destructive predators of their atrocious world drove them to progressively develop denser and elevated amounts of muscular tissue and greater muscle cross-sectional area along their rigid bulks, gifting them with an enormous quantity of upper and lower body strength. Vru, being a hefty planet with a high gravitational pull, makes vul’kruun bodily motions on worlds with lower gravity disabling, outstandingly uncoordinated and, quite frankly, hilarious to observe. Their monumental vigor, however, is heavily-augmented in environments such as these—but it is debatable whether or not this boost in material potency is any match for an enemy species that is well-conditioned for a planet of this type.

The vul’kruun are simultaneous hermaphrodites, but are capable of self-induced fertilization if appropriate mates are presently unavailable. During copulation, both members may agree to impregnate one another for a greater combined egg yield. Vul’kruun instinctively indulge in numerous cycles of reproductive sex throughout their lives--an evolutionary side-effect of their planet’s uncongenial ecology--with one parent capable of fabricating (or fathering) approximately fifteen to twenty eggs. The gestation period is two months. The parent (or the seeder) does not actively stay with the young, but instead forcibly discharges them from its presence so that they may fend for themselves. The survivors fully mature at age five, with vul’kruun typically dying from natural causes by age forty.

Vul’kruun do not consume plant matter. They are hypercarnivorous ‘bulk eaters’ with intense opportunistic feeding habits, dining on any meat or dead animal biomass that they come across without a second though, and their high metabolic rates making them out as frantic consumers of most organic and synthetic dietary material. For this reason, vul’kruun do not leave behind corpses that they have claimed, and naturally become overly-aggressive towards non-vul’kruun if they draw too close to them during food consumption.

Optical vision is decent, but is underdeveloped when compared to human vision, and lacks the ability to register certain color types. Vul'kruun do not have visible ears, but vibrations instead pass through two holes positioned on the opposite sides of the head and make contact with the inner ear. Smell is offered by powerful scent glands positioned atop the skull.

Designed mostly for ripping and pulling, the mandibles of a vul'kruun are unable to chew food. Vul'kruun instead swallow their food whole down a long, fleshy dark canal that leads to their throat, while the lack of a tongue is remedied by the presence of weak taste receptors stationed along the surface of the inner mandibles.

Government, Economy and Foreign Relations:
Predominately tribalistic, with the creation of the nation state having never come to position. Vul'kruun live in tight-knit groups of several dozen persons, with a single leader (which is normally the largest and oldest vul'kruun specimen of the crop ) acting as the formal director of the tribe. Ingrained psychological limitations that pertain to their 'groupthink' primal behaviors and thought processes withhold vul'kruun tribes from exceeding (or falling below) a precise number of members, with the maximum number of vul'kruun in a tribe ensuring that collective intelligence can be kept at a maximum level of efficiency (which prevents the tribe from being afflicted with impairing pangs of simplemindedness). Because of the Treaty of the Conjoining, tribes are fully-autonomous sovereign entities and are rightfully permitted to lay claim to the area where they are first established; this can be a space station, a moon, a ship, or a defined section of land on a planet.

While human tribal societies are historically associated with frequent bouts of small-scale warfare and raiding, vul'kruun instinctively indulge in this type of aggressive behavior exclusively against administrative bodies or states comprised of a different intelligent species, and persistently avoid confronting other members of their own biological ilk with violence, coups, one-sided ultimatums, or any other action that would negatively impact the longevity or continued advancement of the vul'kruun species. Ergo, this has resulted in a shockingly minimum measure of crime within their society and an evident sense of 'species-wide' self-preservation to course through the teeming vul'kruun masses, and makes full-scale intergalactic skirmishes with other sapient organisms have almost nothing to do with political, spiritual, or economical agendas or woes, but more about the vul'kruun naturally registering nearby foreign powers as competing xeno tribes that must be kept at gunpoint and disposed of if the threat of territorial encroachment or invasion is sufficiently daunting.

Currency was never coined, but bartering and gift-giving were mainstream up until interstellar mining operations became viable and widespread enough to usher in an era of post-scarcity economics, where vul'kruun tribes that control refineries, mining rigs and manufacturing plants circulate and funnel raw materials and finished goods into and throughout vul'kruun populated space. Planets and evolved asteroids rich in uranium deposits are strongly sought after for the creation of nuclear weapons, fission pulse drive propellant and fission reactors.

Critical to the sustainment of the Conjoining is a type of exotic matter called Mes, which when refined, fused with existing elements and then synthesized yields Nor, a type of fuel used to power vul'kruun FTL drives. Mes is profoundly rare in the universe and takes truly gargantuan amounts of power and far too much time to produce, which discourages vul'kruun tech-savvy community groups from morphing it into a usable weapon of massive interstellar destruction. Mes fuel stations, which also carry fission pulse drive propellant, repair gantries for starcraft, provisions, and other commodities essential to life amongst the stars are sprinkled in strategic positions throughout vul'kruun-inhabited space.

Military:
Vul'kruun space warfare doctrine focuses on shock-and-awe strategies with an additional focus being applied to hit-and-run maneuvers. Vul'kruun avoid decisive battles and massive engagements with enemy starships—even going as far as to flee in all directions at the slightest sight of an enemy response group or reconnaissance force--and instead direct their rage and hatred and extreme prejudice at the common people whenever they are found, which eventually urges the leaders of hostile nations to make an ethical and strategic choice: protect the people, or bolster the defenses of the factories and shipyards? Doing both is indeed possible, but now division and discord has been plunged deep into the space forces of the foe, with weakened worlds being slated for further molestation and aggression.

The land forces, which are very small, usually choose to hammer everything into oblivion with artillery fire, nuclear weapons or a combination of the two. Land forces are not usually deployed however.
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