Posts : 259 Join date : 2014-01-06 Location : Evanthar
Subject: The Kal'Bavakorian Hegemony Thu Feb 12, 2015 3:43 am
Insignia of the Kal'Bavakorian Hegemony
Anthem of the Kal'Bavakorian Hegemony
Formal Name: The Kal'Bavakorian Hegemony Informal Names: The Hegemony, the Kals. Abbreviation: TKH Population: Twenty Billion Kal'Bavakorians
Technology Tags:
Atmospheric Control Systems- Kal'Bavakorians require a very specific atmosphere in order to survive indefinitely. Thus, over the years the Kal'Bavakorians have become very adept at creating their own environmental suits and at developing terraforming technologies. Their atmospheric technologies are some of the best known; surpassing even Alarei technology in the field.
Genetics- Kal'Bavakorians rely heavily on organic technologies; not trusting basic AI after a previous drone insurrection years ago. Instead the Kal'Bavakorians use adapted Kal'Bavakorian brains and enhanced genetic technologies to create 'Organic Intelligence'; an organic counterpart to the AI. Their knowledge extends to enhanced medicines and drugs, making Kal medicine and bio-weapons very potent.
Energy and Plasma-based Weaponry- Kal'Bavakorian scientists left bullet-based weaponry in the past. Their knowledge of plasma and energy-based weaponry and equipment, including shielding technology, has far surpassed any known species except the late Alarei.
Long-Range Tachyon Communication Systems- The Kal'Bavakorians are an expansive race, and thus require powerful communication technologies in order to stay connected throughout their large empire. Through a system of Light Stream-based communication buoys placed in deep space between systems, Kal'Bavakor stays in constant contact with it's worlds.
Dual Warp Core Technology- The Kal'Bavakorian battle doctrine relies on quick and violent attacks at close range; not only planetside but in space as well. Thus, after years of technological expansion, the development of the Dual Core Light Stream Drive was finished. It was placed in every ship in service, allowing any craft in the Kal'Bavakorian navy the ability to enter the Light Stream twice in quick succession. The only drawback is that it must jettison the heat from the previous jump beforehand.
A Kal'Bavakorian dressed in a religiously inspired environmental protection suit.
Species: The Kal'Bavakorians are a race of short, blue skinned water and air breathing humanoids. Kal'Bavakorians have a shade of silvery, golden, or dark brown hair, with brown being the rarest color. They have white pupils that are walled with a silvery, luminous sclera, which gives Kal eyes a subtle glow. They have the ability to see very well in the dark, and have very good vision. Their ears are somewhat pointed, giving them better hearing, and their necks are covered in thick but adjustable scales that are also on their shoulders, kneecaps, outer thighs, elbows, on their heart, and their respective gender areas to give them extra protection. Kal'Bavakorians also have three fingered hands, as well as two toes on each foot. Each hand and foot is webbed to allow better swimming. Kals have six gills on their stomachs which allow them to breath underwater. Kal'Bavakorians cannot smell as well as humans can, however, due to their enhanced natural eyesight and hearing.
Kal'Bavakorians require very cold temperatures to be comfortable in their environment, and require very humid air to survive indefinitely. They are able to breath in non-humid areas for short amounts of time. Kal'Bavakorians are unable to live in dry locations, especially in locations such as deserts, and cannot survive in extremely hot locations. Kal'Bavakorians have a natural lifespan of 200 years, with the process of wrinkling and becoming 'elderly' beginning at about 150 years. Kal'Bavakorians, due to the extra gravity of their homeworld, are also a great deal stronger than a normal human. They have the ability to lift very heavy objects and have very dense muscles, making them adept fighters and workers.
The major difference between Kal'Bavakorian males and females are the male's sharp horns composed of reinforced Kal'Bavakorian bone jutting from their chin and from their extended elbows. Males also have sharp fins protruding from their cheeks, which open and extend out in response to anger or uncomfortable stimuli. Males are noted to have greater height and strength than females, as well as less neck scales and no groin-scales. Female Kals have brighter eyes, a greater increase in agility and slimness.
Female Kal'Bavakorians give birth to children through a two step process. An egg is fertilized within' a female Kal'Bavakorian, but after five months the female gives birth to an egg instead of a finished child. The egg must then be connected to a nutrient and hydration source and must be protected for the next six months. At this time, female Kal'Bavakorians become extremely hostile and very territorial. Females are given maternity leave for about a standard year after giving birth to the egg, six for the egg's protection, and another six for the actual baby's protection.
Kal'Bavakorians are able to speak through both normal and Kal channels. When speaking Kal, a language no other species is able to vocally duplicate, Kal'Bavakorians use their snake-like tongues and odd throat structure to create 'clicks', 'hoots', 'cooing' and other noises. Their throat structure also allows them to eat harder, larger sea creatures. Kal'Bavakorians also have the ability to separate their lower jaw in half, creating a mandible-like jaw which allows them to swallow and consume larger sea creatures, as well as allows them to let out a bellowing screech-like war cry.
Kal'Bavakorians are carnivores, eating hardly any greens at all.
The Empress of the Alliance; Empress Elena Ru'Shia. She is dressed in the Armor of the Exalted; a suit of armor from ancient times meant for the noble rulers of Kal'Bavakor.
Culture:
Kal'Bavakorian society is separated into Citizens, Civilians, Indentured Servants, and Slaves. Citizens are allowed to vote for a political, hold political office, have the right to protest, to petition and appeal a law, etc. Civilians are only allowed basic rights, such as freedom of speech, press, schooling, etc. One is born as a Civilian, even if their parent is a Citizen. Citizens are held in higher regard in their society and, in most scenarios, have the easiest time to earn a permit to travel to another planet or own a spaceship. They are usually the rich, though many Civilians are also very wealthy, and vice versa.
The current Kal'Bavakorian Caste System has been divided into three sectors:
The Mel'Va, the caste of Knowledge. They handle diplomacy, leadership, science, and are generally the most knowledgeable of all the castes. They grow to become councilors, scientists, tacticians, etc. They are best known for the arts, such as song, dance, foods, and other cultural icons of a peaceful variety. The only Mel'Va that really communicate with other species outside of Kal'Bavakorian culture are artists and diplomats.
The Turra, the caste of Warfare. They are the soldiers, generals, and weapon manufacturers of the Hegemony. They grow to become just as mentioned, and handle advanced weapon construction and development. They are also some of the best starpilots of the Kal'Bavakorian race. Because of the importance of combat in Kal'Bavakorian culture, the Turran Caste is the largest of the three castes.
The Yu'Olva, the of Development. Their cities and starports rise high into the skies, and they are regularly tasked to assist colonies and even the other nations with construction projects. They build warships, transport ships, manufacture the most resources, and are known as the best traders in their society. While also very connected to other species and much more known than the Mel'Va, the Yu'Olva are less known to other species than the Turra.
Unlike in the past, castes can now interbreed, and people can move from caste to caste, though only if they are deemed 'unworthy' or 'unable' to commit to the tasks of their own caste. Most caste members of the Turrans, for instance, must serve in the Kal'Bavakorian military at some point; giving them instant Citizenship once they do. If the Kal is deemed unable to handle the rigors of life long warrior training, they will be sent to a new Caste to perform there.
To be able to become an 'adult' in the eyes of Kal'Bavakorian people, a pubescent child must finish their 'Right to Passage', a ceremony in which they begin the passage from child to man or woman. It may be a personal mission given to them by their parents or one followed by a community, such as the 'Swim to the Heart of Kal'Bavakor', where a child must swim down a chasm, deep down into the oceans of Kal'Bavakor; stopping every so often to read over important passages written along the trail by those who have performed the ritual before them. Only once they finish and return to the surface will they be seen as an adult.. If they fail, they must retry the same trial until it is completed. More accepted nowadays is the Arena, where children are sent to spar or train in order to gain respect and prestige that might allow them to join a Federal Service.
While Kal'Bavakor has actors and television shows, they are usually considered to be a 'faulty' level of entertainment. Instead, promoted by the government on Kal'Bavakor, new music and promotional shows have been created that display new creations, singers, and performers of a certain skill. Singers are the most revered of Kal'Bavakorian entertainers, and thus are the most popular. One of the most respected music genres of Kal'Bavakorian culture is 'Electronica'; one of the only forms of music that can be edited to use alien languages instead of Kal.
Sports are also a huge part of Kal'Bavakorian culture, as the game of Water Ball and the 'Dravoon Racing' sport are some of the most competitive and watched games on Kal'Bavakor. Dravoon Racing is the largest spectator 'sport' in all of the Hegemony. Twenty racers on Dravoon mounts begin a race among a large circuit, and their main objective is to get the most points. Winning the race gives the most points, but doing tricks, knocking other riders off their Dravoons, and other interesting actions also award the racer points. Breaking the rules of the game removes points or can disqualify the racer altogether. Thousands of people come to the circuits that to watch and celebrate such an occasion, whilst billions watch from their HTVs (holo-televisions).
The way to become a Citizen and become a high class member of Kal society is to join a Federal Service, such as the Hegemony's Sentinel Corps, or the Stellar Guardians. Some positions that do not involve military service, such as the Research Division, Citizens Guard (which helps with natural disasters), Construction, or any other sort of work that benefits to society also count. After a set amount of time a Kal becomes a Citizen and earns their special rights, as well as special wages each year for their service.
Indentured servants are part of Kal'Bavakorian society, usually used as servants when someone commits a small crime. They are forced into working for others who order their contracts from the government, and will be set free after a set amount of working days; usually counting up to a year of total service. People without work can actually become servants themselves and, once their contracts are finished, they are given a large sum of money from the government and the ability to own a house. Their contracts are given out to richer Kals or businesses.
Kal'Bavakorians, even Yu'Olvans and most Mel'Va's, relish combat. It is a central part of their culture, and is not only used to handle conflicts. Disagreements, some rules of law, and the exchange of the title of 'Emperor' or 'Empress' to an offspring are all handled through close quarters combat and duels. The predatory origins of the Kal'Bavakorian race is one of the main reasons this cultural mindset exists.
Slavery is a known, yet somewhat distanced, part of Kal'Bavakorian culture. Criminals who have performed advanced crimes, as well as prisoners of war, and those sold into extended Slavery or who have fallen to 'Loan Gunkas', the government-funded equivalent of a loan-shark, are slaves. Different from indentured servants, who need only serve a small term of being a 'respected' slave, actual Slaves are seen as grit beneath ones boots; to be used for dangerous or boring work positions. While regulated slavery is allowed, the Hegemony does not condone the use of slavers, nor the capturing and forcing of innocents into slavery. Sadly, this remains a problem in Kal'Bavakorian life. Kal'Bavakorian Slavers are known to periodically move against Kal'Bavakorian or alien colonies on distant worlds in order to kidnap and sell sentient species into slavery. Kal'Bavakorian slaves are also illegally sold on the black market to other races, although Hegemony military officials have been using new tracking devices to crack down on these acts.
There are five 'sacred' positions in Kal'Bavakorian government, with each having an individual that takes the position from previous family, or because they are the best and brightest of the Kal'Bavakorian race. These positions in the Hegemony are the High Lord/Lady of the Stellar Guardians, the Empress of Kal'Bavakor, The High Lord/Lady Ambassador, The High Lord/Lady of the Sentiel Corps, and the High Lord/Lady of the Colonies. While there are many more positions, including the Lord/Lady of Inter-species/Domestic Trade, etc; these positions are not considered 'sacred'.
Homeworld Name: Kal'Bavakor, residing in the Un' System. Homeworld Location: K-10, the Un' System Homeworld Description:
Mel City, the capital of the Kal'Bavakorian government, where the representatives of the many states and worlds in the Hegemony meet.
Unlike most planets home to life, Kal'Bavakor an inhospitable landscape. Triple the size of Earth, and with 2.4 times the level of gravity, life identifiable to human beings would be void. Even with these alien features Kal'Bavakor is a world of multiple biomes; ranging from lush, pink forests to glowing blue meadows and massive ice ranges. The majority of Kal'Bavakor has an average temperature of 10 degrees Fahrenheit and, with the planet also being very humid, is home to some of the most violent terran storms known to any race. While there are massive amounts of plant life on the planet's surface, ranging from fields of massive 'Kalla' plants to forests of massive pink Nutra Trees, mammal life has only small footholds in the many oasis' on the planet's equator.
The oceans are home to the majority of life on Kal'Bavakor, with massive squids, shark-like monsters, and fish of all sizes, shapes, and colors roaming the corral cities and dark underworlds of the planet. The water is many degrees warmer below the surface due to the planet's massive lava core which releases heat discharges into the depths of the ocean. Only in the last two hundred years have the Kal'Bavakorian people pushed their way onto the surface of the planet, setting up massive metropolises around the planet's oasis' and, with growing technology, throughout the planet's many continents. Orbital elevators can be seen coming from these metropolises, allowing the quick and cheap transport of items to trade with foreign races and other planets in the Hegemony.
Kal'Bavakor also has thick rings of ice and minerals orbiting the planet, giving it spectacular yet dangerous rings that are visible from the planet surface.
Political System: After the fall of the Alliance, the Hegemony replaced it as the representative body of Kal'Bavakor, and all Kal'Bavakorian colonies in the galaxy. Run from the capital city of Mel in what was once the nation of Mel'Va, the Hegemony is a half-theocratic, half-aristocratic government with democratic and monarch-based tendencies controlled by the Empress of Kal'Bavakor and her hereditary line, the Ru'Shia Dynasty. A bi-cameral legislative and advisory 'congress' known as the Council of Advisors, with members from each state on Kal'Bavakor and from each colonial center in Hegemony territory, advises the Empress and votes on specific matters that require extensive resources, such as declaring war, setting up new colonial centers, or to vote on issues specific to a certain sector of space. The Council of Advisors is elected by the people from their home states or home planets, and has several other councils beneath them to support their endeavors. But even with a voting council, at the end of the day the Empress has total control over the Hegemony.
History:
From the beginning, the Kal'Bavakorians lived in the depths of Kal'Bavakor; deep within the oceans of their violent world. To them, there was no 'above' the water, though they knew it existed. They remained in the safety of the waves as they built tribal camps, industrial cities, then bustling metropolises with the assistance of their new sources of energy, including Gu'Run genetically enhanced organisms and Planetary Thermal Energy, both of which generate electricity at a startling rate, either when feeding on local flora or when passing massive pockets of thermal energy from the core into the oceans, respectively. The Kal'Bavakorian people grew in intelligence and in strength; constructing bustling underwater cities and finally breaching the barrier of the surface.
They traveled in masses like pilgrims on a mission. Millions of Kal'Bavakorians breached the Old World and passed through to the surface, conquering the land, the plants, and the animals of which they had never met. The old cities of the past fell and rose again as new diseases were met, new republics and dictatorships grew and crumbled, and ten new modern nation states rose to take control over the new Kal'Bavakor; not simply one of water, but of land and sea. At first, all was peaceful, as it always seemed to be. The Kal'Bavakorians saw a new rise in political rights, in freedom, in happiness in general as technological prowess exploded. The Space Race had begun, and the future of the Kal'Bavakorian people seemed to be secured... Until the Kalla Fields were discovered.
Nestled within' the confines of the deepest forests of the Vastra Continent were the Kalla Fields. At first, their discovered was made by scientists of the nation of Bosb'Balla; which did their best to keep it hidden from the world community. Such an action reflected badly upon the Bosb'Balla, and their discovery was quickly found again by other nations using simple satellite technology. It instantly took the world by storm, and for good reason. Seemingly a grass with glowing properties; this flora had the unique ability to increase intelligence when inhaled or smoked and, when ingested with the right ingredients, had the ability to increase cellular regenerative abilities; increasing the lifespan of the being by years. Such flora, which was quivkly discovered in many forms around Kal'Bavakor, became a huge political issue. While some nations praised the flora as the future of Kal-Kind, others shrugged it off as a freak of nature, demanding it be destroyed and removed off the face of the planet.
The discovery of the Kalla Fields also brought to light another horrible truth: The deep set political and culture issues that had originally remained dormant on Kal'Bavakor. Issues of caste, religious beliefs, slavery, and technological advancement were called to attention, bringing about just as much conflict as the Kall Fields had originally. The World Union, led by the esteemed Ru'Shia Noble House in Mel'Va, quickly collapsed as the true problems that plagued Kal'Bavakor flooded the minds of all. What was once a peaceful world now stood in the mist of the Great World War..
The Great War was quickly heralded as the worst sentient conflict in recorded Kal'Bavakorian history. With the Hugresh' pitted off against the Free Alliance, each 'representing' a large alliance of Kal'Bavakorian nations that shared similar beliefs, the war quickly escalated into a genocide of racial, cultural, and political differences; each side trying to prove their lifestyle and ideals were the superior kind. Kal'Bavakorian spacecraft bombed cities, armies invaded nations, underwater battleships blasted industrial centers into oblivion, and millions were caught in the crossfire.
It took ten Kal'Bavakorian years for the great turning point came. With the Hugresh and Free Alliance forces throwing everything they had at one another, the many nations involved had weakened tremendously. The neutral Alliance, led by the nation states of Mel'Va, Turra, and Yu'Olva, had remained silent. Watching. Waiting. Preparing. And within time, the group had finally found it's time to strike. The Hugresh and Free Alliance had prepared a minor cease fire, only to prepare for a second wave of violence and destruction. Ten years after the wars start, the alliance formed by the three major city states had prepared a military force that was headed by the original peacemakers of Pre-War Kal'Bavakor: The Ru'Shia Noble House. With the Emperor of Kal'Bavakor at the lead, their armies crushed all opposition and marched into the political centers of the other two factions, and therefore ending the greatest war in Kal history in under eight months.
With Kal'Bavakor marked permanently by the conflict, the three leading nations assumed full control over the entire planet. Each of the three victorious nations dissected the planets above and below-water cities and sectors into three quadrants and caste centers, each now under the full control of Mel'Va, Turra, and Yu'Olva. To make sure such a war would never happen again, while at the same time preserving such a powerful tool, the great Kalla Flora was exempted from use commercially; becoming more of a religious or military object than anything else, and it was only to be used in important situations. To further ensure no civil wars, the three nations took full control over caste life; confining the three main caste-cultures to the three nations. To continue a powerful political control over the planet as well, the unnamed alliance held a summit and re-established themselves into the Alliance of Kal'Bavakorian Nations, establishing it as a 'world state' headed by the Ru'Shia Family.
With this new political foundation, and a shaky, yet united Kal'Bavakor, the world began to rebuild. The Space Program, grounded and split when the war began, began with a re-new'd vigor, and was fully supported by the entire planet. New outposts and mining installations in the meteorite belt of the Un' System quickly came to fruition, and expansion to new worlds was no longer a dream, but a reality. Even more interesting were reports of extraterrestrial activity which was reported by military and civilian star-gazers. The new and powerful Alliance, having rose from the ashes of a war torn Kal'Bavakor, was ready to expand, to make money, to conquer... And most important of all; to ensure the permanent survival and dominance of the Kal'Bavakorian race.
Second Interstellar War to Post-War
The tensions between the many nations, and specifically between the Alliance and the Coalition, soon became too great after the Teffuel Fuel Crisis; leaving many starfleets stranded and colonies without needed resources. The exact origins of this short yet bloody conflict are forgotten in the fires of nuclear war, but Coalition and Alliance craft, joined with New Terran and Valkari warships, were soon pitted against one another. At first the war against the United Systems Coalition and their Valkari allies had gone swimmingly. Their ground troops were no match for the Legions of Kal'Bavakor, and the humans were easily gutted and swept away. With support from New Terra, the enemy alliance had been beaten back from the Teffuel Mining Fields and, with the Kal'Bavakorians and New Terrans re-invigorated with fresh fuel lines, the Coalition initiated a violent pushback that would seal the fate of billions..
The Genocide of the Ballo'Krechka and Hallo'Wai Systems.
Expending the last of their critical fuel lines, Coalition scout craft managed to find two massive hotspots of Alliance space; the city worlds of the Ballo'Krechka and the embassy worlds of Hallo'Wai. What followed was complete and utter murder as Coalition Inter-Stellar Ballistic Missiles (ISBM's) with nuclear payloads enveloped the worlds in these systems without warning. There was no defense, and barely any survivors. In retaliation, the Alliance of Kal'Bavakor initiated a three-pronged attack on Talarin, the Chicago System, and the Washington System. The assault against Talarin was a colossal failure, leading to the destruction of multiple warships but further decimating the wartorn world. The Chicago and Washington Systems, however, were utterly decimated as Kal'Bavakorian energy weapons consumed the worlds in radiation and flame.
Soon after, these fleets ran out of fuel, and were forced to return home; ending the war prematurely and leaving the Kal'Bavakorians with a bloody taste in their mouths. With the Hallo'Wai and Ballo'Krechka systems gone, and with critical supply lines lost after the helium-3 ran dry, the Alliance entered a dark time over a twenty year span. Food riots took place in the streets of Mel, and the Empress of Kal'Bavakor was nearly overthrown by Hugresh rebels in a massive demonstration at the Throne. Communication with Amarath and the Imperial System was lost for years..
In time, however, the darkness rose. In order to retain control, the Empress of Kal'Bavakor fell back to the roots of Kal'Bavakorian culture; their religion, and their love of conflict. The Hegemony rose from the ashes of a fallen Alliance after the three remaining nation states of Kal'Bavakor were dissolved in favor of a planetary government. Thousands were arrested in the change of office, and Kal'Bavakor was changed overnight. Demanding total support from her populace, the Empress enacted measures to repair their damaged worlds, and re-establish the empire they had sought to build.
Scout ships were sent into the void; discovering small sources of fuel and energy for which to sustain fleets. Battles were fought with the small races that had appeared in the Kal'Bavakorian's absences, and they were cut down without mercy. "For the good of Kal'Bavakor," said the Empress one day. "Once my people are safe and content once more, then I shall worry about the others that inhabit our space.."
Through violent, yet efficient means, the food riots ended, and communication with the colonies was re-established. When the armies of the Hegemony marched onto the broken streets of Amarath and the war torn plains of Tak'Vega, the leaders of these worlds bowed their heads and exchanged their flags for that of the symbol of their new Hegemony.
The Kal'Bavakorian empire had become stable one again. Upon hearing the call of the Armistice Station, over twenty years after their last appearance there, they decided it was time to appear once again. No longer would they stare in fear at the beings in space. Now they were the masters of their destiny, and their foes would cower in fear at their new and invigorated might.
Planetary Systems:
K-10; The Un' System: The home system of the Kal'Bavakorian people and their Alliance of Kal'Bavakorian Nations. This system holds six planets within' its grasp in the following order: The Gas Giants Kullueorth and Beufot, and the planets Kal'Bavakor, Oasis, Ruthor, and Nalla. This sector is the home of the political and multiple industrial centers for the Hegemony, and is the cultural center for the entire empire. Massive starcraft patrol the space around this system, while trade and mining ships dart back and forth between these populated sectors at all times. While Kullueorth and Beufot are mined for their valuable gases, most of which power Kal'Bavakorian warships and energy weapons, Kal'Bavakor uses these gases and mined resources to built craft in the massive orbital Foundry. The third planet of Oasis has been turned into a planetary nature reserve; holding only simple research stations, while the entire planet is devoted to protecting endangered life from almost every known Kal'Bavakorian controlled world. Ruthor is an icy husk of a word, and is mainly used for mining by the various corporate powers that inhabit it under the watchful eyes of the Hegemony government, and Nalla is a massive trade and military hub. Nalla handles all incoming ships, both military and civilian, handles trade, and is a quick rest stop for all who enter the system.
The second system to be colonized by Kal'Bavakorians, the small Amarath System has become a manufacturing powerhouse of immense proportions. With most of the seven worlds in this system reduced to simple husks of destruction after a massive solar flare over a few thousand years ago, the Amarath System houses the bulk of corporate and state-controlled mining and manufacturing plants. Only two worlds are habitable; their atmospheres reinforced by advanced Kal'Bavakorian technology: The planet of Amarath, and the world of Sivaron. Each of these planets are developing into massive manufacturing plants controlled by the Yu'Olva caste; creating starship parts, foods, bio-tech, conducting research into new technologies, and housing dozens of planetary trade and R and R facilities.
The home of the new Hegemony's Imperial High Command, just on the edge of Human Space. The yellow main sequence star 'Imperial' holds multiple dead planets and a large asteroid belt at the edge of the system, leaving only the worlds of Tak'Vega and New Nalla to be inhabited except for mining installation and underground military outposts on these life-lacking planets. The Svu'Kavsi and Stellar Guardian's secondary command centers are on Tak'Vega, defended by huge planetary batteries and a massive orbital defense system which sports multiple refit and refueling stations for the Hegemony Military. It is the 'Reach' of the Kal'Bavakorian Hegemony; a dangerous series of stormy, violent worlds covered in the hexagonal insignia of the Hegemony, and under the direct governance of the Imperial Military High Command. It is a fortress system; utterly impenetrable against any fleet or ground force currently known, and populated by Kal'Bavakorian warriors, indentured servants, slaves, and the occasional unhappy non-Warrior Caste Kal. Hegemony research centers on Humans and other Aliens are centered on New Nalla, including the central database for the entire Svu'Kavsi Intelligence Network. Tak'Vega, as well as housing command centers for the Svu'Kavsi and Hegemony Navy, is home to a massive defense force, and carries enough planetary and orbital Light Accelerator Batteries to demolish an enemy fleet.
Any alien setting foot in this space would be destroyed immediately, and any Kal'Bavakorian who wishes to live a long, healthy life must watch their back.
Last edited by EyesofMarch on Thu Mar 12, 2015 1:38 am; edited 11 times in total
EyesofMarch Admin
Posts : 259 Join date : 2014-01-06 Location : Evanthar
Subject: Re: The Kal'Bavakorian Hegemony Wed Feb 18, 2015 11:57 pm
A fleet of the Hegemony's Stellar Guardians deploying multiple high-yield nuclear weapons and energy bombs onto an unnamed world .
Military Specifications: The Kal'Bavakorian Hegemony's military consists of three military arms and numerous citizen sectors. The three main arms of the Hegemony's military are the Sentinel Corps, the Stellar Guardians, and the Svu'Kavsi Intelligence Division. The Sentinel Corps is the new rendition of the Alliance Legion where the most elite of a decades long training and apprenticeship program become Sentinels; the ground and air forces that watch over Kal'Bavakorian worlds from military bases and outposts. The Stellar Guardians are the naval arm of the Hegemony; managing the Stellar Marine detachments and warfleets to protect Kal'Bavakorian colonists and detachments from orbit. The Svu'Kavsi Intelligence Division handles all intelligence operations to recover information on alien species, pirates forces and internal struggles, and can operate as a secretive arm of the Empress' will. The Research and Science Collective, the Scribes Division, Colonial Defense and other detachments, as well as the Sentinels and Stellar Guardians, are controlled by the Hegemony government and the Imperial High Command. The Svu'Kavsi operate under their own jurisdiction.
The Hegemony military operates under a 'intervene, assault, escape' doctrine. The Hegemony relies on moving in quick to an enemy force, engaging them with intense fire and overwhelming attacks, and then retreating in order to regroup before preparing another assault to wither down an enemy force.
The size of the Imperial Sentinel Corps is currently: 1,200,000 Citizens. The size of Imperial Stellar Guardian's personnel is currently: 600,000 Citizens. Reservists: 3,000,000 Citizens.
All-Purpose Gear:
Votra Orbitals Unit-5 Environmental Suits. Coming in many colors, shapes, and varieties, these suits are used by the Kal'Bavakorian people when traveling to locations their bodies cannot handle, such as hot, dry, or rocky landscapes. The environmental suit has become almost a religious object since it's creation, and it has become a common item in almost every Kal'Bavakorian household, used by colonists, deep space explorers, citizens, and diplomats alike. It can survive a decompression in space, and has an oxygen recycling center that allows the wearer to survive indefinitely in non-oxygen environments. Comes with a special port in the mouthpiece to input food and drink in. Special variants come equipped with survival gear, transmission gear, and weaponry.
Hakachi 092 Flight Suit. Used by both military and commercial pilots in spaceflight, these suits represent some of the hardiest and most advanced flight suits available to Kal'Bavakorians. Sporting advanced life support systems, first aid, a light OI attachment, and other survival gear; these suits are key for a pilot going into dangerous territory.
Jasar Security and Enforcement Armor. Used by Kal'Bavakorian police forces on Kal'Bavakor and in the colonies, it has a variety of crowd control and de-escalation equipment available. The armor is not meant for heavy combat, nor is it designed to take a heavy beating. It does, however, defend from glancing plasma and energy shots and protects against taser cannons, blunt weapons, and crowd control gas. Due to a change in law enforcement policy, these armors are meant to cause more fear in individuals than to give an aura of security, and their design reflects this.
"Sentinel Corps Infantry And Armor Units":
Kas'Ka Infantry Armor Systems. Used a decade ago as the basic armor for assault infantry during the Great War, it still sees use in security forces, planetary militias, and Frontiersman and woman groups. Although it is not strong enough to handle heavy direct fire from more advanced weapon systems, and cannot compete with Korun combat armor, it is still recognized as a viable defense system, and it is seen as a symbol for past conflicts. Contains environmental systems, tracking, and scanning systems that are updated in newer armors. Can be upgraded with special modules for special situations.
Korun Multi-Role Combat Armor. Designed by the military research facilities in Turra, this combat armor is used both for ground forces, as well as orbital and EVA soldiers. Depending on the role of the soldier, the armor can be used for combat in all known environments, with multiple attachments should the environment change. Comes equipped with low weight armor, advanced HUD, ammo counter for mass driver rifles, and long range communication equipment added along with survival gear. EVA and orbital suits can survive a fall through the atmosphere of a Terran planet should they have the correct kinetic shielding and orbital jump-shoot. Advanced suits have a variety of uses, including defense against plasma attacks, reinforced armor, and personal shielding systems.
Hash'Nar Heavy Infantry Armor. The Hegemony required new suits of armor to distance themselves from their Legion past and thus created the Hasn'Nar Armor System. This armor allows Sentinels the same abilities granted to them by Korun Armor, while incorporating many systems of the more advanced powered armor developed by the Alliance. The Hash'Nar Armor System also has extra power systems and heat defenses for the use of new, prototype long-range plasma weaponry, as well as HUDs, heavy ballistic and energy defenses, infrared and night vision systems, and advanced scanning systems.
Zaf'Khatar Heavy Mechanized Infantry Armor Systems. A more powerful suit of powered armor used for smashing enemy emplacements and strong enough to easily wield MA-87 Magnetic Chainguns and Beam Cannons, these suits are designed to take extreme punishment while still being small and mobile enough to be applied in small tactical or stealth teams. These suits are designed to carry extra ammunition and survival gear, as well as to destroy hardened enemy emplacements with nuclear or plasma-based detonation packs to allow lightly-armored Sentinels to move in for a final kill. Capable of EVA and orbital drops.
Viola-99 Blessed Armor. If a non-Kal ever spots such a figure wearing this type of armor, they are either looking at the most powerful of Kal'Bavakorian leadership, or their personal soldiers. While made to look like the 'Armor of the Exalted', it is much more modern, and made for combating the most versatile of enemy forces, or be the most comfortable and supportive of wear possible. So expensive are these suits, that only members of the Ship Masters, Military Command, or the Hegemony Government can wear them. They come in two styles: Those made for comfort, and to show the wearers ability and power, and those made for combat. They are made to reflect the more personal aspects of Kal'Bavakorian culture; aspects that are utterly alien to outsiders, and are extremely sacred to the Kal'Bavakorian people.
Sacred Armor of the Imperial Watch. Warriors who wield this armor are members of the elite Imperial Watch; a force that has existed since the first Kal'Bavakorian dynasty to defend the planet's first royal family thousands of years ago. These suits of armor, while made to look ancient and reflect the ancient beginnings of the Imperial Watch, are stronger than meets the eye. Their cloaks are energized to defend against Slot Sword and energy weapon attacks, and their armor plating is thick, yet flexible to allow these warriors to perform well in combat. Armed with dual-bladed Slot Lances, ranged plasma weaponry and given advanced helmet uplink systems to allow them to better protect their escorts, these warriors are the best of the best in the Hegemony, and are feared by all who oppose them. The Imperial Watch, as per tradition, is an all female force.
Svu'Kavsi Intelligence CA-001 Armor. Properties and Abilities Classified, although it is rumored to contain some of the best first aid, environmental control systems, survival gear, communication systems, language decoders, and in-field interrogation equipment the Hegemony can muster. Updated with new technologies far greater than the 109 variant, it is updated with a more modern look to represent the change Kal'Bavakor has gone through. Like the Imperial Watch, the Svu'Kavsi are an all female force.
Mechanized Legionnaire MK.20 Suit. Recognizing the need for a quick reaction force able to be dropped from orbit into a combat zone, the Hegemony Science and Research Collective began developing a tank-like suit of mechanized armor able to be used in tight quarters and on the battlefield. A nine foot tall behemoth suit of pure power was developed. Energized by Beufot Element; this suit is covered in thick armored plating, and carries a multitude of weapon systems that can include Thermal Grenade Launchers, Light Mortars, rail-guns, heavy automatic rail-cannons, etc. Is manned by a single Kal'Bavakorian operator. This mobile suit can move with speeds up to 40 MPH, and can be dropped from orbit to Sentinel teams in need of quick armored assistance. Is updated with advanced technologies form the original Mk.19 suit, and comes with a special Slot Blade attachment.
Vasakar Light Recon Vehicle. Capable of carrying around three Kal Sentinels and a single turret operator, the vehicle is capable of reaching speeds of around 150 MPH. Equipped with light armor, survival equipment, and is capable of traversing light water areas, although not as well as it's heavier, armored sisters. Used primarily for recon and guerrilla combat.
APC-090. The Armored Personnel Carrier of the Sentinel Corps. Comes equipped with missile defense systems, rail cannons, and laser cannons for defense against light enemy vehicles, and multiple light kinetic turrets for defense against infantry forces. Can carry around an entire Sentinel Squad, or around thirty Kal'Bavakorians in each vehicle. Capable of water travels and thruster-induced speeds for short times.
ATCV-71 All Terrain Combat Vehicle. Used primarily in special force deployment on foreign worlds or, in heavy combat, as a support tank for use beside MST-1's, the ATCV-71 is the Hegemony's go-to vehicle when something needs to be destroyed quickly. While not nearly as powerful as the MST-1, the Combat Vehicle can carry a small force of Sentinels, can go quickly over most terrains, and can be inserted into a hostile zone via orbit.
MST-1 Walker Tank. The main combat tank for the Hegemony Military, this mechanized unit, which stands around twelve meters tall, is home to an elite crew of six pilots, a small area for troops to be restrained in whilst the vehicle is moving, and is armed with a large electro-pulse railgun which fires large electrified, depleted-uranium rounds at immense speeds. Also has multiple turrets around the vehicle for defense. MST-1A can be outfitted with an artillery cannon for long-range combat operations. Has rotors that allow for water movement.
NCV-101 Naval Orbital Command Vehicle. Used for invasions of worlds with oceans and high water levels, this vehicle is the size of a modern day aircraft carrier and comes equipped with ten 250mm Railguns, numerous 20mm Combat Batteries, and numerous anti-missile and kinetic driver turrets for defense against light vehicles, as well as to assist invading soldiers in combat. Can carry twenty MRF's (Multi-Role Fighter), as well as numerous MST-1's and MST-1A's, as well as armored personnel carriers for land invasions. Able to be dropped from orbit without damage. Naval vessel only.
"Stellar Guardian Naval and Air Units":
MRF-02 Multi-Role Orbital and Atmospheric Superiority Fighter. The main superiority fighter for the Hegemony, able to be used in both space and in atmosphere. Larger than most fighters, it makes up for it's size in a sizable armament of tracking very low-yield nuclear tipped missiles, HEAT Anti-Ground rockets, and Kellen Pepper Bombs. Can be outfitted with many modules to change its role.
SRB-03 Single-Role Orbital and Atmospheric Bomber.
MRDS-75 Transport Orbital and Atmospheric Dropship.
CSG-098 Combat Support Atmospheric Gunship. Capable of being deployed from orbit, via atmospheric frigate deployment, or by cargo transport to planet, this VTOL-capable gunship is armed with two heavy automatic railguns, a single plasma burst cannon, several point defense lasers and four missile racks armed with heat seeking AGM and AA missiles as well as anti-personnel flechette bombs. Capable of deploying one Legionnaire mech suit into combat as well.
NMRF-'Olva'-Class Multi-Role Freighter. Different variations are used by the Stellar Guardians and citizens to transport different cargos. Can carry thousands of tons of supplies and gear across the cosmos, and carries basic plasma cannons and point defenses.
Intel-05 Svu'Kavsi Light Stealth Corvette. Classified, and only a few in service. Used for stealth infiltration operations, advanced intelligence gathering operations. Has a mini-hanger able to hold two craft; either a shuttle and a interceptor craft, or two of each. Can hold a crew of twenty Kal'Bavakorians.
Hegemony NMRF-'Elena'-Class Multi-Role Combat Frigate. Able to carry a crew of 30 spacecraft in it's rather large hanger; usually consisting of twenty MRF-01's and ten SRB-03's. Carries missile batteries, plasma and laser cannons and a single, large Magnetic Accelerator Rail Gun (MARG). Also carries PEWB (Plasma Energy Weaponized Beam), as well as multiple point defense laser systems. Capable of atmospheric flight.
Hegemony NMSRCC-'Turra'-Class Single-Role Combat Cruiser. Designed without large hanger bays, Turra-Class Cruisers are designed to punch through enemy formations with ease. Equipped with dozens of close range plasma batteries, mid-range laser cannons, and long range missile racks as well as a Short Range Light Accelerator Cannon and two MARGs. Ships above this class are not capable of atmospheric flight.
Hegemony NMRB-'Violent'-Class Multi-Role Battle Ship. The workhorse of the Hegemony's Stellar Guardians, this ship is capable of launching up to one hundred fighters and bombers, and carries over two hundred energy-based batteries and missile racks, three MARGs, and two SRLACs. Like all Kal'Bavakorian craft it is best used at close range, although it is also capable of long range combat abit less effectively.
Hegemony NDSC- 'Shield'-Class Defense Super Carrier. The 'Tank' of the Alliance Grand Navy, able to withstand an incomprehensible amount of enemy fire, especially due to it's revolutionary kinetic shielding technology, as well as magnetic well generators that power the ship's anti-warhead field. Carries a massive detachment of allied military forces, orbital bombardment cannons, and point defense systems. Houses the most advanced OI and CDC systems available. 2,000 fighters and bombers.
Houses an OI. Able to fire the Long Range Light Accelerator Cannon; firing a beam of focused energy at the speed of light with such energy as to utterly melt the hull of a frigate-class ship in a matter of seconds, and causing severe structural collapses throughout an entire craft.
Hegemony CCA - 'Usurper'-Class Astronomica Warship. Larger than any Alliance or Hegemony vessel ever fielded, and too massive to be classified as a super dreadnaught.
"Imperial Infantry Weaponry":
All Hegemony weapons are bio-metrically locked to the Kal'Bavakorian race.
Slot Sword. A weapon used exclusively by Kal'Bavakorians, it is a weapon of a greater era. When activated, it ejects an energized metallic band that is soon consumed by directed ionized plasma; making a powerful blade that can slice through almost any material known. It is a favorite of Sentinels, line officers and diplomats, and comes in a variety of shapes, sizes, and power outputs. Those powered by Helium-3 itself are the most powerful of blades.
'VOR' Kinetic-Machine Pistol. In use by Alliance officers and military personnel who excel in Slot Sword combat; this weapon is a back-up in case these officers or Close Combat Specialists should lose their main source of armament or come under attack by hostile ranged forces. Able to carry low caliber 50 round magazines, reinforced by a small electromagnetic rail system which allows these 'snub' machine pistols to pack an extra punch.
LRR-98 Acceleration Rifle. Since plasma or beam-based weaponry just aren't effective at long range, Imperial High Command decided it was important to keep a single Acceleration Rifle in service for long range combat. Designed by Turran and Yu'Olvan scientists at the Science and Research Collective, this weapon is both cheap and effective. It uses advanced acceleration systems to fire pellet-sized rounds at .25 the speed of light. These rounds allow the magazine capacity of one of these weapons to extend up to over 300 rounds and still retain the power of a normal rail rifle round. Effective from medium to long range.
BEUFOT-1 EC Rifle. The first energy weapon developed and put into use by Alliance military forces. This rifle is charged with a special compound mined from the atmosphere of Beufot; one of the gas giants orbiting the Kal'Bavakorian home system. While it was first determined to use Helium-3 to produce a more focused, powerful blast; the mineral was found too difficult to find and therefore use as an ammo source. Due to the energetic nature of the Beufot compound used in the rifle, the plasma blast released by this rifle disperses violently in front of the weapon, and loses it's energy a few meters from the barrel of the rifle. With this problem, the plasma weapon was categorized as a 'Shotgun', and is now used for close-range combat and ship clearing. One battery charge holds 10 blasts.
THUNDER-05 Rocket Launcher. Able to carry high-yield explosive rockets and low-yield nuclear payloads; this weapon is the prime anti-aircraft and anti-armor weapon in the Hegemony. Able to lock on to heat signatures, as well as scope out targets with it's magnification settings. Capable of carrying one missile at a time.
RSF-03 Rail Cannon. The only sniper rifle in use by the Alliance at this point; this rifle shows the next generation of military rail weapons in the Alliance. The rifle has a five round drum magazine and a rail-cannon powered by Beufot gas compounds, as well as a x35 magnification scope and multiple rounds for special occasions. Can carry anti-armor, hollow point, EMP, explosive, fire rounds, and multiple more, although many of these rounds are reserved for special operations and Svu'Kavsi combat teams.
PC-02 Plasma Rifle. It can fire magnetically accelerated plasma bolts that can sear through most metals and cover. Carries grenade launcher, Beufot-Gas battery packs, and multiple attachments for enhanced operating. Short to mid-range weapon. Carries a magazine charge for 40 shots each battery.
BLR-227 Beam Rifle. Fires a continual beam of energy that, upon contact with material, cuts through most substances such as a scalpel may cut through flesh. Objects that are not immediately cut are overheated, and may melt. Weapon overheats, and may require replacement of barrel, or battery recharge. Heavy Weapon.
HACR-2092 Heavy Accelerator Cannon. Only able to be handled by a crew of three or individuals in heavy infantry armor, these weapons are capable of punching through meters of thick concrete and inches of titanium-based alloys. Using the same basic technology as the hand-held Accelerator Rifle, the HACR projects rounds at nearly .15 the speed of light, and carries a magazine capacity of 500 rounds.
"Hegemony Fleet":
Fleet of Yearning Retribution -'Usurper' Class Astronomica Warship "Spirit of Ballo'Krechka" -NMRF-'Elena'-Class Multi-Role Combat Frigate "United" -NMRF-'Elena'-Class Multi-Role Combat Frigate "Vigilant"
Last edited by EyesofMarch on Wed Mar 04, 2015 6:48 pm; edited 20 times in total
EyesofMarch Admin
Posts : 259 Join date : 2014-01-06 Location : Evanthar
Subject: Re: The Kal'Bavakorian Hegemony Thu Feb 19, 2015 2:19 am
Hero Character:
Name: High Lady Ambassador Halla Za'Tar Race: Kal'Bavakorian Age: 84 Allegiance: The Kal'Bavakorian Hegemony Gender: Female
Backstory:
Previously the ambassador to the New Terran embassy on New Terra, Halla Za'Tar's unique diplomatic abilities, likable nature and ability to withstand the lure of violence caught the eye of Empress Elena Ru'Shia. Without a moment to spare, Ambassador Halla Za'Tar was made the High Lady of Ambassadorial Duties for Kal'Bavakor, and she now runs the entire Diplomacy Corps. While relations with foreign species are strained or non-existant, the duties of Hall Za'Tar are to made friends and allies for trade and future combat operations. She is not afraid to get her hands dirty, and is prone to going to foreign worlds herself to meet with ambassadors and diplomats of foreign species.
She is a focal point for the Kal'Bavakorian/New Terran relationship.