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 The Republic of Orollan

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Omni



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PostSubject: The Republic of Orollan   Wed Feb 11, 2015 7:16 pm



Formal Name: The Republic of Orollan
Other Names: Valkar, Leatherhides, Gold-Bloods
Abbreviation: TRO
Population: 11.1 Billion

Technology Tags:

Kinetic Accelerator Weaponry: Kinetic Accelerator Weaponry is extremely common among the Valkari; they see energy weapons as too weak and and traditional projectile weapons as primitive.  Accelerator weapons are more efficient than traditional projectiles and more effective than directed energy weapons, but they also produce significantly larger amounts heat and thus can only be fired in short bursts.  All Valkari ships of sufficient size are equipped with an accelerator lance; these powerful weapons are capable of tearing through most know shields and armors, but they are not without their own drawbacks.
Advanced Armouring techniques: Valkari ships are typically very, very well-armoured; there's not much else to say here.
Advanced Stealth Technologies: Valkari ships are, like their creators, natural predators.  They are equipped with highly developed heat-sinks and advanced stealth systems; in addition, many smaller vessels are capable of cloaking visual output, as well.
Unprecedented Mobility: The Valkari fleet is extremely mobile for its size; even the largest of Valkari ships are more maneuverable than their kin.  They primarily use Antiproton engines during slower-than-light travel to achieve this.   Antiprotons are injected into a reaction chamber filled with hydrogen. The resulting matter-antimatter annihilation provides unmatched motive power. The exhaust of antiproton drives is measured in millions of degrees Celsius; any vessel caught behind them will melt like wax in a blowtorch.
Macroscale: The Valkari don't do 'half-assed'.  They go big, or they go home.  They are capable of manufacture on an unprecedented scale.  An excellent example of this is their homeworld's asteroid belt; the Valkari have turned their homeworld's asteroid belt into a massive weapons installation; any asteroid large enough has been fitted with accelerator cannons that are designed to cannibalize the asteroids interior.  Jumping into the system without clearance is, as a result, inadvisable.

Starting Fleet:
5x Destroyers
5x Cruisers
1x Carrier
1x Dreadnought

Species: Valkari
(pronounced: val-ka-REE)


Warm-blooded, carnivorous reptomammals, the Valkari are a hardy, stubborn people.  Their homeworld, Kaan, is by no means a comfortable place to live.  As a result, they have evolved into stubborn, difficult to kill creatures.  They have very rough, strong skin, which originated as a response to shield themselves from the radiation.  While their skin is resistant to radiation, it is by no means 'natural armor'.  They have multiple redundant organs.  They are humanoid, though they have more dense musculature than humans.  They typically stand from five to seven feet tall.  Each hand has four fingers and a thumb, all of which end in talon-like claws.  Their feet have three talons, and a 'big toe' talon.  Needless to say, their talons on both their feet and hands are capable of ripping flesh.  As such, their diet is primarily meat-based.  They prefer live meat, though they kill animals as painlessly as possible.

Valkari are tough to classify under terran standards; they are warm-blooded, give live birth, and have both breast and nipples, but are appear otherwise Reptilian.  Additionally, they grow what appears to be hair, though it is actually more akin to feathers, in terms of composition.  It grows like human 'dreadlocks', and is often cut or put up.  Their scales can range from a pale, brownish grey to black. Their heads feature horned crests, signs of virility and fertility in their culture.  They have low, often rough voices that have a distinctive 'flanging' effect.  This is due to the structure of their vocal cords.  Unlike terran reptiles, Valkari do have nipples, or, at least, structures that perform the same purpose.  They actually have two pairs, though the second, lower pair are primarily vestigial.  Females have breasts and their hips are typically wider than the males.  Their features are generally less sharp than the males, and their crests are typically shorter.  They live comparatively short lives; reaching ages past seventy is incredibly rare.

Valkari are dextro-amino acid-based.  As a result, consumption of levo-amino biota can be dangerous to them.  At best, it passes through their system without providing nutritional value.  At worst, it triggers a violent immune response that can be fatal.  Their blood is a golden yellow, resulting from the presence of a hemoglobin analog, hemocyprium.  Their visual spectrum ranges from high-infrared to blue; they are unable to see purple, but as they can see into the infrared spectrum, they have incredible night vision.  Their eyes also trap a great deal of light, in a similar manner to terran felines.

As a result of their predatory origins, the Valkari are typically adept at direct, forward thinking; they're also exceptionally skilled at reading body language, a relict of their years as apex predators.  However, they fare poorly in the realm of lateral thinking; they have difficulty with indirect ideas.  The Valkar are nothing if not efficient, even with all of their traditions and codes.

Culture

While of average intelligence, they are inherently aggressive.  This has lead to an above-average amount of conflict in their history, and they, culturally, put great effort into controlling their aggression.  As a result, their culture is focused on duty, honour, and the good of many.  Military training is part of basic schooling. Children are encouraged to spar each other by their parents.  All citizens of age must complete at least one tour of service. Being a member of the military is seen as honor, and the good of the Empire is seen as the duty of all. That is not say that there aren't other options- it's just that the predominant career of choice is a military one.

The Valkar traditionally believe that sentient beings' spirits come from a place called the Void, and that is where they go when they die; for all intents and purposes, they believe in a form of reincarnation.  They prefer to burn their bodies.  However, many do not take these things as literally today, though many still partake in the rituals.  This is the closest thing they have to a religion.

The Valkari see combat as more than simply self defense; to them, it is self expression, almost an art form.  To them, twenty minutes of combat between two people says more than hours of talking.  They hold the belief that to know one fully, you must fight them.  Combat is also a form of meditation to them.  It is not uncommon for the first meeting between to mates to include a sparring match; children are encouraged to spar each other, though in a controlled environment.  On a more grand scale, many Valkari cities have arenas.  As a result of their predatory nature and their views on combat, the Valkari are exceptionally skilled at examining one's body language.

While the the Valkari generally frown upon slavery, they maintain a form of indentured servitude. Criminals, to a certain degree, are allowed to work for their freedom- on Valkari worlds, conventional wisdom generally holds that large-scale prisons are waste of resources and that it's much better to work the prisoners rather than let them rot. The less fortunate occasionally voluntarily enter indentured servitude, often becoming assistants to those with wealth. Inhabitants of occupied worlds, under their military doctrine, also fall into this category.

The Valkari have a system of nobility- of sorts.  There are six great houses; House Athene, House Thane, House Rahn, House Harvon, House Dothren, and House Petran.  There are also a number of smaller noble houses.  House membership is obtained in one of two ways; one, through right of birth (passed down by blood); or by right of victory (successful completion of a trial given by the House's leader).  Most Valkari are a member of one house or another; membership in one of the houses is requirement for many occupations; it is taken as a sign of worth.

Valkari have elaborate, geometric markings, often coating their entire bodies.  They are called Maken.  They receive the first of them during their Day of Marking; their transition to adulthood.  While they appear to be tattoos and essentially are, they are technically chemical burns, caused by a luminescent chemical native to Kaan.  During a ritual ceremony, the markings are drawn in and then lit aflame, causing a chemical reaction that stains their scales.  These fade with time, so each time a new Maken is added, all of the previous are reiterated.  All Vakar have one in the center of their upper back, indicating their place of origin.  They also each have one on their face, marking their house.  They continue to add to these markings as they age, marking great personal victories and the like.

The Valkari have a habit of referring to other races as things other than their names; this is a quirk of how their language is translated.

Kal'Bavakorans: The House of Serpents
Humans, regardless of Ancestry or place of Origin: Children of Earth, Earthborn

Valkari technology is surprisingly advanced for such a militaristic culture, and this is not without reason. Much of their technology is adapted from alien technology found in ruins on their homeworld.


Homeworld Name: Caordikon
Homeworld Location: 12j
Homeworld Description: Caordikon is, in fact, not a world; it is a moon of the Valkari homeworld, Kaan.  However, Kaan was rendered uninhabitable by a Kal'Bavakoran assault; and as a result, the remains of the Valkari government was moved into the massive military installation built within Caordikon, where it remains.  The surface of Caordilkon is lifeless; it simply doesn't have enough mass to maintain an atmosphere.  Though the bulk of its surviving civilian populace lives in the Republic's remaining colonies, the heart of Orollan's government and military lives within Caordikon.

Political System: The Republic of Orollan is just that; a constitutional republic; though it doesn't line up completely with the human definition of the term.  There is the Senate, made of of representatives from each colony of the Republic.  The Republic's Military and Executive Branch are one in the same; the chief executive is elected from the military's ranking leaders, called Executors (though, technically, any active member of the military can be selected); this leader, the High Executor, is referred to as either the Patriarch or the Matriarch, depending on gender.  The High Executor serves for as long as they are able.  The Republic has no large-scale judiciary system; while it has local judiciary systems that vary by colony; it has no 'supreme court'.  The High Executor serves as the highest judge in cases that require it.  An outside observer might see the government as more totalitarian than one would prefer, but Valkar enjoy broad personal freedoms. So long as one completes his duties, and does not prevent others from completing theirs, nothing is forbidden. For example, there are no laws against recreational drug use, but if someone is unable to complete his duties due to drug use, his superiors step in. Those who break laws, however, are treated with little mercy.  Torture, hard-labor, and execution are all common punishments.  As a result, there is remarkably little crime among Valkari.

Traditionally, members of Valkar Government wear all black.  While to other cultures, this may appear sinister, Valkari see this as a sign of accountability.  The old Valkari saying goes, 'You might not be able to trust them, you can definitely shoot them', the idea being that there is no terrain on Kaan where black doesn't stick out.  They primarily only continue to wear black out of tradition; politicians are rarely shot.


History:
Modern Valkari have existed, as a species, for roughly three hundred thousand years.  As tribes of hunters, they spread from one continent from to the other, often following their food source.  Thirty thousand years ago, they first began to practice agriculture and animal domestication, allowing culture to begin to form.  The alien outposts on the planet date back to this era, so it can be assumed that they were attempting to observe their cultural development.  It is hypothesized that they planned to attempt to guide the Valkar into a more peaceful state, lest they be a danger to the galaxy.   Eventually, as is typical for any society, city-states began to form.  War was frequent.  The Valkari were an inherently aggressive species; war came naturally to them.

Most of their terrestrial history is typical; for a good portion of they were in conflict.  Nation-states warred with each other near-perpetually.  However, around approximately 1302 AD, the Valkar are united under one banner, through conquest, talk, and trade, by Empress Athene, who binds the Valkar by the Athene Codex, the code of honour followed to this day.  Her reign begins a centuries-long period of peace, the first of two in Valkari history.

In 1726 (Terran Calendar), the Valkari first slip the bonds of Kaan's atmosphere, and by 1813, colonies exist on every planet within the Saet system.  They flourish.  However, in 1956 AD, a civil war erupts.  The colonies, which had been mainly self-governing up until this point, make a push for independence.  The Emperor denies this request.  For fifteen years a bloody war is fought on land, sky, and space, in a conflict that becomes known as the War of Sorrow.  Eventually, the empire puts down the rebellion, but not without great cost.  Things proceed relatively peacefully for the Vakarian after that for many years, though rebel remnants continue to cause problems.  The empire continues to expand, eventually expanding to cover multiple systems, colonizing much of the nearby Orollan Cluster.

By 2442, the Valkari Empire has grown into one of the region's superpowers.  Unfortunately, the fuel crisis forces them into a cold war with the Kal'Bavakorans- a situation that eventually erupts into a bloody conflict.  The Valkari eventually manage to force a stalemate.  The Kal'Bavakorans are unable to fight both the humans and the Valkari; so, they force the Valkari to withdraw from the conflict.  Reacting to what appeared to be a massive incoming fleet in the Niccan system, the Valkari navy jumps out of system.  Instead, the Kal'Bavakoran armada arrives in the Kaan system.  They launch an unprecedented assault upon Kaan, with the intent of putting them down hard- taking them out of the fight.  They release a biological weapon, designed to pacify the Valkari, who would otherwise prove problematic as subjects of an occupation.  But the Kal'Bavakorans underestimate the planet's biosphere's reaction to the bioweapon.  It strikes the Valkari like a plague.  It doesn't pacify them- it is fatal.  Not just to the Valkari, either.  The bioweapon renders the planet uninhabitable.  Though the Valkari manage to retake their home system, it is too late.  Kaan has been lost.  The Valkari empire has been broken.

The Republic that exists today has been built from the tattered remnants of the Valkari Empire.  It is made up of seven systems spanning the Orollan Cluster (hence the name).  The Current Patriarch is Vaedros Thu'acca of House Athene; elected in the wake of the death of the Emperor's death, Patriarch Thu'acca is thought of by some to the sole reason the Valkari still exist; many wanted to focus all of their remaining forces against the Kal'Bavakorans in a suicidal frenzy- he acted as a voice of reason, risking dishonour to do so.  Slowly, the Valkari rebuild.  While they maintain an uneasy peace with the Kal'Bavakorans, they have not forgiven the House of Serpents.  To quote the code the Valkari hold so dear-

Blood can only be repaid in Blood.
Honour 5:16






Active Military: 90,305,700 (Approximate)
Reserve Military: All capable Valkari of age technically serve as reserve military, so long as they aren't responsible for a child, or they don't work in one of several fields that the Valkari see as necessary to the support of the Republic, including (but not limited to) government work, most medical fields, municipal work, manufacturing, agriculture, or education.

Military Details:   The military strategy of the Valkari is focused primarily on firepower and speed; in conflicts, they prefer to fire first.  Despite their biologically heightened aggression, they, as a culture, are not easily spurred to violence, but when conflict is inevitable, they only understand a concept of "total war." The offical motto of the Valkari military is "To the very last man, and then a little longer". Valkari soldiers are among the best in the galaxy. The Valkar militaryi is the center of their society.  All who come of age are required to serve a tour.  It is not just an armed force; it is an all-encompassing public works organization. The military police are also the civic police. The fire brigades serve the civilian population as well as military facilities. The corps of engineers builds and maintains spaceports, schools, water purification plants, and power stations.

Boot camp begins the day after the fifteenth birthday, the day after their Day of Marking.  Soldiers receive a year of training before being assigned to a field unit; officers train for even longer. Most serve until the age of 30, at which they become part of the Reserves. Even if they suffer injuries preventing front-line service, most do support work behind the lines.[/center]

Valkar Armoury


To generate ammunition, an accelerator weapon shaves a projectile the size of a sand grain from a dense block of metal contained within the weapon's body. The projectile is launched at supersonic velocities using special, tri-rail magnetic accelerators. Thousands of these tiny rounds can be produced from a single ammunition block. Ammunition is never a concern because of this, but managing the weapon's internal heat is; if a weapon is fired too rapidly, heat will build up inside of the weapon and it will overheat, forcing the operator to stop firing long enough for the weapon to disperse that heat buildup. 


Aron Modular Armor The basic armor issued to Valkar soldiers.  Manufactured by Anyaht Materials, it is easily customizable and can be customized for a multitude of different environments.
Theta-One Sidearm
Theta-Two Combat Rifle
Varkon Stormrunner


Valkari Navy

Valkar ships are fast and heavily armed (to the extreme) but their shielding is lacking and their armor is subpar at best.  All Valkari Navy vessels (save for the Diodan-Class Destroyer, which lacks the required mass) are equipped with a spine-mounted forward battery called an accelerator lance.  The size of an accelerator lance correlates directly with the size of the ship holding it; a dreadnought can fire bigger, larger slugs at faster speeds.

The ammunition of the forward accelerator lance is a liquid alloy of iron, uranium, and tungsten suspended in an electromagnetic field using gravitonic field generators- the same that are used to jump to FTL aboard Valkar ships. The molten metal, accelerated to a fraction of the speed of light, solidifies into a projectile as it is fired, hitting targets with enough force to pierce most shields and armors. Most Valkar ships are equipped with one of these mounted to the spine of the ship. They use a great deal of energy and produce a great deal of heat; thus, they take a good deal of time to use, being able to fire roughly every eight seconds without risking system overload. In an emergency, however, the safeties can be disabled, and that time can be nearly halved, though, not without risk.  Smaller ships, like cruisers, can fire faster, though they are less effective.

A dreadnought can accelerate a slug to up to 1.3 percent of light speed. It would then impact with the force of a 38-kiloton bomb; as a result, Valkari rarely use traditional nuclear weapons, though they have countermeasures against such attacks.

Diodan-Class DestroyerFast, strong, and deadly, but lightly shielded.
Shiada-Class Cruiser
Aren-Class Carrier
Jatarren-Class DreadnoughtOnly three of these massive ships have ever been built; two were lost in the Kal-Valkari conflict; the remaining, rechristened 'Sorrow Unending' after the loss of the homeworld, serves as the heart of the Valkari war machine.  A Jatarren-class dreadnaught's forward batteries have enough firepower to destroy most ships entirely.


Last edited by Omni on Wed Mar 04, 2015 10:50 pm; edited 4 times in total
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PostSubject: Re: The Republic of Orollan   Sun Mar 01, 2015 3:24 pm

There are issues with your starting fleet, including the vague term 'battlecruiser': every civilization has different definitions of that. In any case, even if battlecruisers are considered 'cruisers' for the purposes of the points system, you are 90 points over the 300 allowed.
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PostSubject: Re: The Republic of Orollan   Sun Mar 01, 2015 5:18 pm

Oh, yeah. That's from the old game, I forgot to remove it. Gimme a moment.
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PostSubject: Re: The Republic of Orollan   Sun Mar 01, 2015 5:35 pm

Fixed it!
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PostSubject: Re: The Republic of Orollan   Thu Mar 12, 2015 12:01 am

boom dis shit is good to go.
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