Space E-war Profiles (2)

Profiles for the dead.

Re: Dinoman666's SEW Profiles

Postby dinoman666 » Thu Dec 02, 2010 7:54 pm

The Citadel Council:

Leaders: Citadel Council (represented by a Turian, Salarian, and a member of the UNSC)

Homeworld: The respective races' homeworlds, as well as the Citadel:
http://images1.wikia.nocookie.net/__cb20090207035233/masseffect/images/thumb/e/ed/MassEffect_2008-08-12_11-12-14-85.png/800px-MassEffect_2008-08-12_11-12-14-85.png
Name: The Citadel
Environment: Almost entirely cityscapes, though the Presidium mimics a temperate climate outside.
Regions:
The Presidium: The Presidium is a massive, park-like complex containing the offices of the various branches of the Council government, as well as the embassies of all the races represented in the Citadel. There are also shops, restaurants and recreational facilities, serving the wealthy residents who live and work throughout the sector. The Presidium is monitored by a Virtual Intelligence named Avina, and, unlike the Wards, incorporates an artificial 20-hour day schedule: lights are dimmed, and the holographic "sky" darkened, for 6 of the 20 hours, imitating the familiar day-night cycle.
Citadel Tower: The tower at the center of the Presidium houses the Council Chambers and the main traffic control for the station—any ship within a few thousand kilometers comes under the jurisdiction of Citadel Control. The Chambers themselves are not open to the public and access is only granted to officials and those with special clearance. They are beautifully furnished, with cherry trees and fountains, as well as numerous staircases leading up to the central platform where the Council convenes.
The Wards: The "arms" of the Citadel, known as the Wards, constitute the residential and commercial sectors of the station, housing millions of residents from many galactic species. Numerous skyscrapers rise from the superstructure, sealed against vacuum, as breathable atmosphere is only maintained to a height of approximately 7 meters. Unlike the Presidium, there is no artificial day-night cyle; as a consequence of this, commercial activity rarely ceases, and residents work and rest according to personal need. It is considered the cultural heart of the Citadel and Citadel-controlled space. The Wards are policed by the Citadel Security Services (C-Sec), whose offices and custody suites are located in the Lower Wards.
Dominant Species: Salarians, humans, Turians, Volus, Elcor, and Hanar.
Technology level: Incredibly advanced, using mass effect field technology among most of its residents.
Animal Life: None.

Territory: Citadel Space encompasses a large portion of the galaxy. At its center is the Serpent Nebula, containing the Citadel within, which acts as a major trade hub. It also contains the territory of the Turian Hierarchy, Salarian Union, Vol Protectorate, the Hanar Illuminated Primacy, the Elcor's Counts of Dekuuna, and UNSC space. Along it borders are the Attican Traverse, a largely uncolonized region of space dividing it from TGDA space, the Skyllian Verge, which divides it from the Terminus Systems and is the source of competition between the UNSC and Batarian Hegemony, and the remnants of Imperial space.

Armed Forces: The UNSC, the Turian Hierarchy, and the Salarian Union provide most of Citadel Space's defenses, primarily via C-sec and their impressive navies. The Citadel Defense Fleet is exceptionally powerful. The Special Tactics and Reconnaissance Group, or Spectres, are an elite unit of Special Operations troops who operate independently and largely free from Citadel law. They only answer to the Council itself. The Salarian Special Tasks Group also assists the Citadel Council in matters of espionage.

Philosophy:
The purpose of the Citadel Council is to unite a number of widely differing races to defend themselves from the staggering variety of dangers in the galaxy, as well as establish a major trade hub to support themselves. The Council does not believe any tales of the Reapers, nor do many of the Citadel's residents. They believe the Citadel to be a creation of an ancient race that existed before the Forerunners, left for other species to find and use (likely the race that created or found the Keepers). The Council has tried to establish relations with the Batarians, but they have refused to join the Citadel, mainly because of their bitter rivalry with the UNSC. Nevertheless, the Council is eager to spread their influence and invite other races into their fold.

Name: Keepers
Description:http://images4.wikia.nocookie.net/__cb20100914204252/masseffect/images/thumb/7/74/Keeper_at_Zakera_Ward_Level_27_Dock.PNG/793px-Keeper_at_Zakera_Ward_Level_27_Dock.PNG
Diet: None; don't eat.
Natural Abilities: Keepers are adept repairmen, and do nothing more than manage the Citadel's operation. They are completely mute and benign, and seem ignorant of everything around them. Attempts to capture a Keeper or take it into custody for study will cause the creature to undergo a sudden "self-destruct," with a form of acid being released internally. The affected Keeper literally melts into a puddle of proteins and minerals in less than a minute, preventing any serious research (as a result, the Citadel Council has made it illegal to interfere with Keepers in any way).
History: The Council simply accepts what the Keepers are, believing them to be created (they are techno-organic) by the race that also created the Citadel. In reality, they are mostly correct: the Reapers either indoctrinated or transformed the Keepers (similar to the Collectors) to be used as part of the Reaper genocide: when the Reapers' vanguard judged evolution of organic life to have advanced far enough, it would send a signal to the Keepers, compelling them to activate the Citadel's relay system and unleash the Reaper fleet upon the galaxy. However, the Forerunners, before being annihilated, managed to alter the signal receiver of the Keepers, who now effectively ignore the Reaper signal transmitted by their vanguard (which explains why Sovereign had to activate the Citadel manually). Though now useless to the Reapers, the Keepers still do their job at maintaining the Citadel, and its citizens seem to have no problem with it...
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EE's Profiles

Postby Evil Eye » Sat Jan 08, 2011 10:13 pm

Native Name: Azk- (Calamity)
Environment: Wasteland, prone to blizzards on the far side, yet with droughts on the near side of its orbit; it was dubbed Calamity in the Universal Tongue due to the appearing random weather, with no apparent pattern.
Regions: Rocky mesas dominate the planet, though there are some areas of a grassland equivalent.
Dominant Species: Calamophor
Technology level: Fairly advanced/a little above average

Name: Calamophor
Description: A rare species, in their base forms, they appear to other beings as nothing more than energy. However, in reality, they are the essence of whatever forms they are in, with no definite form or shape unless they choose to take one (explained further below). Allied with The Sheliak.
Diet: [Explained in abilities]
Natural Abilities: They are made with a newly discovered form of energy ("magical"). With it, they have the ability to influence many forms of energy around them, along with matter around them (explains the ability to shapeshift, among others). They use the energy around them to operate, rather than ingesting a substance.
As they mature, they grow out of this form, and gradually add matter to themselves, until they become a full, organic being, still with the same influence over matter and energy, which grows in strength.
They reproduce in a similar way to binary fission. Rather than making a complete copy, they let some of their chaotic energy go; with the right combination and timing, a new being is created.

Name: Sheliak
Description: They are large and nondescript, covered in rough, brown-black skin, with very few identifiable features. The Sheliak are a xenophobic race, and apart from a few exceptions, consider themselves above other life forms.
Diet: Omnivore
Natural Abilities: Not much to put here, they have strength proportionate to their size, but rely more on their technology than on natural abilities.

Name: Naz'hvøg (Naz'h) [Pronounced: nahj-vogue]
Gender: Depends on form, male in his preferred form (will be referred to as male, IE, "he" or "him")
Species: Calamophor
Description: Usually takes on the form of a humanoid creature. Thus far he has added a combination of different forms of matter to him; much of it is made up of strong metals and alloys, giving him resistance to damage or harm, as well as making him a good close-combat fighter, and giving him the appearance of an android or cyborg.
Tech: Uses energy whenever possible, as opposed to physical weapons (IE, using pure energy to create laser or plasma like blasts).
Homeworld: Unknown
Bio: He's the Captain of a crew of space-pirates. A collector of sorts, he goes on raids to "weak" planets/boards "weak" ships, salvaging and taking whatever he can from them, more often than not by force. He has never seen another one of his kind before, aside from his first mate; the rest of his crew-mates are different and varying species, though they are all fairly humanoid.


Name: Khrawnez (Kh"nez) [Pronounced: hraw-nez, h as in human or hew, or ich in the German language]
Gender: Same as above
Species: Calamophor
Description: As with Naz'h, he usually takes on a humanoid appearance of some sort. His matter is made up of a more versatile set of substances, most notably liquids and colloids, allowing him great flexibility (among other things), which makes him a formidable hand-to-hand fighter as well.
Tech: Same as Naz'h
Homeworld: Calamity
Bio: He is Nah'zvøg's first mate & adviser.

Name: Shifte
Gender: Male
Species: Sheliak
Description: He wears a unique Shelik body armor, covering most of his torso, and a fair bit of his arms and legs.
Tech: His armor contains a plethora of weapons, both long and short range (somewhat comparable to a Predator from AvP).
Homeworld: Shelia
Bio: 3rd in command
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Re: Doc 42's profiles

Postby Doc 42 » Sun May 15, 2011 1:46 pm

Drones
A drone is a Bee who has yet to benefit the Hive. The majority of a hive's population is made up of drones. Drones have very little concept of self preservation and are willing to die for the hive's benefit. Some Bees will stay drones their whole lives, if the opportunity to advance the hive does not present itself.


Name: Worker
Description: The Worker's limbs end in flexible digits, excellent for carrying objects or other life forms. Workers are generally colored darkly.
Role: Workers perform menial tasks throughout the Hive, transporting, arranging, and building where needed. Often, Workers will simply put Paka-raka to work in their place.

Name: Tunneller
Description: The Tunneler is much fatter than hormal Bee's and has no stinger. Instead of the usual mandibles, the Tunneler's mouth is circular in shape with inward facing teeth. When opening it's mouth, the outter most teeth curl back so that they point directly out. Acid coats the Tunnellers mouth.
Role: Tunnellers, as their name suggest, do almost all digging inside a hive. They eat rock and soil, like a worm would. The digested matter is excreted almost explosively. Workers then transport the rubble out of the tunnels.

Name: Solider
Description: Much tougher than average Raka-anra and coloured more aggressively. Soldiers' limbs end in 3 sharp blade like scythes, capable of stabbing through even tough armour. Soldier's backs and shoulders are covered in bond points, places where augmentals can attach. The variety of augmentals available can gear Solders to fight at range, or in different environments, for example. Soldier's carapace is much tougher than that of other castes and their resistance to pain is much higher too.
Role: Soldiers do the fighting of a Hive. They protect the Hive and go on raiding parties.
Warriors are the most common Bees, being crucial to a Hive's success as well as being able to carry out most worker duties effectively.

Name: Scout
Description: The rarest drone. Scouts are highly advanced creatures, varying depending on their hive of origin. When a spore detects a planet that could support life, a Scout is dispatched towards it inside a scout pod. The scout pod will orbit the planet for a single day, while the scout finishes the final stage of incubation, bonding with it's augmentals before deploying.

as stated earlier, scouts vary depending on their hive. Most Scouts will be tougher fighters than even Soldiers, be equipped with a variety of weapons, tools and generally be equipped with some form of stealth.

All scouts carry a host of eggs which they can inject into food sources to create the initial members of a colony. IE: They inject their young into living beings, the larve then developing rapidly, feeding off their host.

While considered drones, a Scout is essentially a thinker bee, as the act of successfully landing on a new planet is enough to elevate one. While rare, Scouts are considered the elite, and, if a colony can retain their original scout, a very valuable asset to their development of the hive. Similarilly, the death of a Scout can spell death to a new hive in the form of slowing it to a stand still.

Role: Planetary invasion.

Tyrants
Tyrants are the heavies of the Raka-anra colonies and armies. They often serve single purpose which other Raka-anra are incapable of performing. Queen's cannot produce Tyrants as quickly as other Raka-anra, and as such, their defence is crucial to the hive.
Tyrants are extremely large, growing in between 6 and 19 metres long

Name: Queen
Primary Caste: Tyrant
Description: Similar to a worker in appearance, the Queen is 12 metres long
Role: Queens organise and control Hives. They also produce all new members of the Hive. The castes a Queen can produce are determined by it's environment and it's history, but all Queens can produce most castes initially.
Abilities: Queens have extremely powerful minds, capable of telepathic communication.

Name: Hive Carrier
Primary Caste: Tyrant
Description: A lumbering 16 metre long giant with tens of smaller arms dangling down from it's chest for carrying and transporting almost anything. Hive Carrier's have 8 pairs of wings instead of the usual 2. The noise of it's wing beat is extremely loud.
Role: Hive Carriers act mainly as transport but can be augmented to perform many other duties. Hive Carriers are the primary means to navigate through space and are often sent to bolster new colonies with Thinker Bees.

Name: Launcher bug
Primary caste: Tyrant
Description: A 19 metre long lumbering giant, the Launcher is incapable of flight and has a grossly inflated abdomen. It must be carried by Hive Carriers. it's body is covered in tough plates. It's abdomen is full of highly unstable chemicals, the Launcher can mix these chemicals at will, triggering a highly explosive reaction, accelerating the mixture out a hole in place of it's stinger.
Role: The Launcher bug can load and fire special seeder pods. The pods are essentially Tyrants themselves, however, are so far deformed that they do not ressemble Raka-anra. The pods are similar to the Vong's Dovin Basals, able to lock onto the gravity fields of distant targets and pull themselves towards their destination. Some are small enough to contain just a single bee, while others can contain Tyrants. (essentially, they are able to select a gravity field and ignore all others, a power magical in origin)

The Launcher bugs can also load combat augmentals to act as artillery or anti-orbital.

(yes, completely stolen from star ship troopers :P )

Name: Marauder
Description: Sporting 4 pairs of huge wings and at 11 metres long, the Marauder is the most dangerous Raka-anra warrior. With a carapace practically immune to small arms fire, and able to take even rockets and remain airborne, the Marauder is also the toughest. Each limb ends in a long curved blade like scythe. The Marauder holds numerous bond points and is capable of carrying the most potent combat augmentals into battle.

In addition to their augmental weapons and physical weapons, all Marauders have another weapon which has become common in their caste. They can regurgitate extremely violent chemicals and gasses from their stomach, which when expelled from the Marauders mouth, ignite and form an extremely powerful fire beam, capable of incinerating flesh and penetrating armour through sheer kinetic force.
Role: Marauders provide the Raka-anra with much needed heavy fire power. Depending on their augmentals, they can be armed for almost any situation.

Augmentals


name: Wasp-dart
Function: Weapon
Description: Nest which grows and releases what are essentially bullets. Small wasp like insects which acquire a target and then 'fart' (mix and detonate the violent chemicals held in their thorax), launching them at their target at high speed. The high velocity coupled with their sharp heads allows them to penetrate tough armour

name: Web-spinner
Function: Tool/weapon
Description: A compressed silk sac, which squirts out built up webs on demand. Generally used by builders to hold things in place tempoarily while they work. Used by hunters to trap prey. Used by warriors to distract and restrain targets.

name: Ripper-dart
function: weapon
Description: Like a Wasp-dart, except it fires a slightly larger projectile with much more kinetic force. In addition, the Ripper-dart's 'warhead' is actually an egg which hatches into a 'ripper' an extremely basic bee, lacking most of it's vital organs. It immediately feeds on it's 'host' and can even become independent if given time to grow. The Ripper is not considered a bee as it does not possess an internal proboscis or any sort of accomplished intelligence, nor does it look much like one.
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Re: Doc 42's profiles

Postby Doc 42 » Sun May 15, 2011 1:53 pm

=================================================================================
Marican Legacy & the Koult War

Contents

#1 Faction profiles
#2 Marican pre-E-war history
#3 Koultian pre-E-war history
#4 The Drone War -Marican history-end- Koult history-current

=================================================================================
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Re: Doc 42's profiles

Postby Doc 42 » Sun May 15, 2011 1:54 pm

Faction Sheet
--Faction name:
--Leader/form of government:
--Homeworld:
--Territory:
--Armed Forces:
--Philosophy:
--Relevant links:
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Re: Doc 42's profiles

Postby Doc 42 » Sun May 15, 2011 1:54 pm

#1: Koult
Faction Sheet
--Faction name:
--Leader/form of government:
--Homeworld:
--Territory:
--Armed Forces:
--Philosophy:
--Relevant links:
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Re: Doc 42's profiles

Postby Doc 42 » Sun May 15, 2011 3:24 pm

#2 Marican Pre-War History

Time line:
Marican population decimated by disease and civil strife
->World government structure formed
->First space exploration begins
->first contact with other alien species
-> Peaceful relations, many lucrative trade agreements
-> First alien threat: Raka Anra. Colonists slaughtered
-> Colonists preyed upon by technologically superior bandits. Marican forces massacred by underwhelming numbers. -> Weapons technology sought and procured
-> Colonists break away, becoming part of the 'Wastelands'
-> Tyranid threat: neighbouring colony destroyed, trade partner lost
-> Explorers and adventurers return to Maricas, bringing with them technology and social reform.
-> Allies slaughtered by Tyranids, Maricas is mysteriously unharmed.
-> Sudden spike in Bandit strikes
-> Marican armed forces launch surprise attack against Bandit base and achieve total victory, eliminating the threat and acquiring much information
-> Marican 'official' expansion slows. No more additional colonies created. Adventurers and explorers continue to set out into the depths of space.
-> A number of planets and colonies appeal to Maricas to help protect them in their fledgling years. Marican Sphere is formed
-> Tyranid hive fleet detected taking to space and leaving the planet of stricken allies. Doomsday prophecies and panic rife. Pressure on Marican military forces to take pre-emptive action.
-> Tyranids ambushed by long ranged weapons, hive fleet heavily damaged, but continues on anyway.
-> Tyranids don't attack Maricas after all.
-> Morale high, Attempt made to re-claim the colony destroyed by the Raka-Anra nearly seven decades ago
-> Colony is found completely devoid of life, marican, alien, raka anra, none.
-> Armatrydanthite discovered on the colony, potent alien disease. Thousands die as disease infects marican expeditionary team.
-> Population apprehensive about neighbouring space, and the Marican's lack of information there in. Proposal to reduce size of Marican sphere amid precieved threats from border races and paramilitaries. Proposal fails.
-> A compromise is suggested a mid further advancements in ai technology. The Super Drones are first proposed
-> Adventurers recount tales of fire throwing aliens, a new energy source, named Mana is predicted
-> a 'Jedi' asks for refuge on Marican Protecorate planet.
-> Jedi is interviewed by researchers, but dissappears before more information about the mysterious powers he controls can be gleamed from him.
-> archaeologists search for and find remains of an ancient race of Mana sensitive aliens on Maricas, originally believed to be myth
-> study of remains brings forth first mana systems, including the Clearband communicator and the digital transfer matrix. First Mana Ai Drone constructed, nick named a MIND. Only the Ai's complex systems can interface with the new mana technologies properly.
-> The Mana interface chip is proposed, a theoretical cybernetic implant which would allow ordinary humans to interface with the mana technologies.
-> Numerous problems with the chip, extensive ai research required, the project is shelved until more is learnt about the technology.
-> Construction begins on the The Hive mind, one of the Super Drones previously proposed. It is hoped that Cere'kan will provide them with the frame work to return to the mana chip and develop a symbiotic ai capable of combining with a human sentience.
->After decades of work, the Super Drones are completed
-> Marican military might suddenly spikes and the Marican sphere expands
-> Neighbouring space becomes relatively quiet, with little to no alien interaction
-> New threats dealt with immediately and often with violence, automated defence systems begin to spread throughout the galaxy
-> Whole fleets become automated and remotely controlled
-> First contact made with the Koult near the edges of the new Marican sphere. Koult mostly ignored by Maricans.
-> New age 'Do-gooders' known as Karma attack Ka'roll, Koult home world. Karma believe the key to technological and social advancement are conflict.
-> After half a century, Karma's theory is proven correct, with Koultian technology having jumped forward thousands of years in terms of sophistication.
-> In a galactic irony, Karma headquarters is assaulted and destroyed by Koult forces.
-> Koult begins probing Marican sphere
-> Koult forces unable to make much progress into sphere, due to heavily entrenched Marican defence systems.
-> Koult technology continues to speed a long, integrating many Marican technologies into their own, and even improving on some systems.
-> Koult, who had believed Karma were the Marican's main military forces, are surprised when they encounter Marican military grade tech and are slaughtered.
-> Effective combat range is the main decider in the conflict. Maricans possess a nigh supernatural ability to land shots with accuracy not believed possible by conventional mathematics.
-> Virus discovered in Cere'kan, disaster strikes as the Hive Mind tears Marican infrastructure apart.
-> Cere'kan disappears into exile, 2 other Super-Drones are also lost to the depths of space.
-> Maricans attempt to maintain the sphere.
-> Koult spot the disturbance in the Marican forces, presuming some sort of civil strife, the launch a deadly series of ambushes.
-> Maricans attempt to fight off an apparent Koult invasion, only to be ambushed and take heavy casualties. In an ironic twist on history, technologically superior Marican forces are out manoeuvred and defeated by Koult forces. Another Super drone is lost in the fighting.
-> Marican sphere shrinks as the Marican military reforms. Contact is lost with hundreds of thousands of drones, these drones converge on predetermined points and await contact. It never comes. Maricans aren't able to find the planets, thanks to the devastation caused by Cere'kan.
-> The Koult Marican war lulls and a stalemate settles in.
-> Contact with Empire made. Minor skirmishes
-> Stale mate shattered as Koult commandos manage to destroy Ark'Aran, one of Maricas's most important facilities.
-> Maricas begins diplomatic negotiations, exploiting waste land connections that had been set up years previously. -> state of war is maintained, but a secret ceasefire is created.
-> The state of war justifies spending on military technologies, which then filter into the public domain, maintaining their rate of technological advancement
-> fighting with Empire spikes, a combat Super Drone is destroyed, casualties are heavy on both sides
-> Fighting with the Empire lulls into sporadic skirmishes, as neither side has any reason to continue the conflict.
-> Darth Revan re-awakens Cere'kan, spurred on by the 'lost' Cypher mind
-> Going Rogue, The Hive Mind and the Cypher make contact with minds still under Marican control and reach the 'Steel Graveyards' where the old Marican war drones collected in the past. Thousands of combat ready drones are re-awakened, thousands more are re-fitted.
-> The Swarm organisation system forms, taking from the various grave worlds.
-> Cere'kan attacks Maricas, blasting a swathe of destruction through Marican perimeter defences utilising intimate knowledge of the defences.
-> During the battle, a solar generator, a compressed sun, is cataclysmically released and fired at the Marican sun. Both suns under go super novae. The resulting devastation destroys every planet in the system and most of the battles combatants. Light from the incident created an artificial day on planets over 25 trillion kilometres away.
->Maricas ceases to exist as a factional entity, though many people with Marican origins still exist throughout the galaxy, in the wastelands or in and amongst other civilisations.
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Compy's Creations En masse

Postby C S » Sun May 15, 2011 4:57 pm

Native Name: Xordia
Environment: Extremely hot. The ground is rocky and black, with veins of red spread out across the surface.
Regions: For the most part, the planet is uniform except for the mountainous regions and a large sea of lava
Dominant Species: Xordians
Technology level: Highly advanced
Animal life: Very few due to the extreme nature of the planet. Large eel like creatures have been observed living in pools of lava, and its believed that creatures take refuge within cave systems of the planet. They would surely have adapted to the dark, and have lost all use for eyes. Jagged, brown spongy stalk-like orginsims spread out across the near molten landscape, taking in the gases of the atmosphere and thriving off of them, from CO2 to Sulpher



--Faction name: The Xordian Burning Legion

--Leader/form of government: Many members of a council decide the affairs of the Burning Legion. This council is situated in an artificial ring around the Legion's homeworld. This gigantic halo serves as the meeting place for all alien beings, for the planet's atmosphere is too hot and toxic for most life forms. Contact with all colonies can be established by the ring.

--Homeworld: Xordia

--Territory: Five solar systems and four individual planets encompasses the Xordian legion. While relatively small compared to other empires, the Legion is powerful. Resources are rarely spread thin and dispatch for space vessels is never an issue.

--Armed Forces: The Xordian space fleet is comprised of a great many, combat ready vessels. Large craft like warships and exploration vessels usually reside near the homeworld and the outer fringes of the Xordian sphere, while a great many smaller ships are on reserve for each planet. Colonies and cities are defended by automated turrets interfrated into city walls, from proton jettison guns to concentrated plasma weaponry. Asteroids are also mounted with turrets, making entering some systems from the far side almost impossible. As for soldiers, the Xordian army is large, as the Legion is constantly procuring resources from other civilizations, more often than not by force. The soldiers are well trained and well equiped, be it with weapons or their natrual skill: harnessing the power of fire from within themselves. Small, crack teams of commandos are often more effective than a full scale assualt.

--Philosophy: Ibuned with the fury of fire, Xordians believe they are the ideal warrior. Fighters who can not only use weapons, but their own bodies to end their foes. Valor is held high, and any race that declares war with the Xordians will be vaporized by the intensity of their collective rage. Be it in space or on the ground, the flames of Xordia burn hot. While this driving force unites the Xordians, they are not mindless warmongers who only think about bloodshed. Some are thinkers and artists, finding new ways to illustrate their thought process through flames. Some are passionate inventors, finding new ways to harness energy and bettering technology. Others are explorers, travelling far beyond the Legion sphere to see the universe and its grandure. The high council values their relation with other powerful races, for trade as well as war is what fuels the Xordian machine...
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Re: G4E's space E-war profiles

Postby Godzilla Forever » Fri Mar 02, 2012 6:00 am

The Zorgulon Coalition

Native Name: Haudspes
Environment: Rough and rugged; the landscape is dry and flat, very dusty and relatively lacking of water, making it a desired resource.
Regions: There are the icy wastes of the north, along with the volcanic central pateau. Otherwise, it is a simple, flat, and featureless planet.
Dominant Species: Zorgulons. They essentially wiped out every other species on the planet.
Technology level: Highly advanced, possessing powerful ray guns and laser cannons, in addition to means of intergalactic travel. They also have a wide array of mechs at their disposal, which are commonly used, due to their physical frailty.
Animal life: Large, reptilian beasts named "leviatons" roam the surface of the planet at all times, making travel on foot risky. Large planet eating creatures, akin to boars, live on the surface as well. Serval other species remain unidentified, due to lack of exploration and the Zorgulons' war mongering lifestyle.

Faction name: The Zorgulon Coalition
Leader/form of government: Cerebulon (serves as Overlord)
Homeworld: Haudspes
Territory: The control one solar system worth of planets.
Armed Forces: Consists of regular "drones", who serve as basic footsoldiers. The majority of their mechanical armaments fall under Saucer-shaped space shuttles, and land-based tripod machines.
Infantry units:
Drones: Serve as the basic footsoldier, and are armed with accurate and superheated ray guns.
Shock Troopers: Equipped with heavier armor, a repeating plasma rifle, and a plasma claw for close range combat, these are used to take a sector of an invaded planet first, and always are the first to fight.
Cleaners: Equipped with a single shot, nightmarishly powerful, and ultra-accurate ray cannons, Cleaners serve as "pseudosnipers" for the Zorgulon Coalition.
Wreckers: Equipped with the heaviest armor of all the infantry, a Concussion cannon, and a heavy metal sledgehammer, these soldiers are used in special situations that involve any vast amounts of destruction.
The Omniscient Ones: Powerful Zorgulons equipped with the second highest quality armor available and equipped with a Hellraiser cannon, the Omniscient Ones serve as guards to Cerebulon. They are skilled in psionics, and are rumored to be masters in swordplay as well.....

Ships and landcraft:
Motherships: Serve as cruiser-class craft, but are extremely large, easily being the size of a small moon and capable of carrying entire colonies on board them. Due to their size, they are rare and almost never are used outside of the primary assault on a planet. They have little in the ways of weaponry, ironically, but are equipped with powerful shields that can deflect even the most powerful plasma blasts.
Command pods: Smaller than a mothership, but still being relatively large, about half as big as most cruisers. They are agile and maneuverable.
Fighters: Small ships that serve as the primary space and air battle units.
Tripods: Basically the equivalent of a tank. Large machines with circular tops that house a crew of 3-4 Zorgulons inside and are equipped with a "death ray" (really, it's a particle beam).
Deathdealers: A large mech equipped with large forward mounted laser turrets and a giant, bladed wheel in the front, coupled with nightmarish speed and decent armor. There's a reason it's called the Deathdealer.

Philosophy: Very war-like and aggressive, and are driven by an overwhelming urge to kill.

Name:Zorgulons
Description: Originally, they were human shaped creatures, with large, bulbous heads and black eyes. But centuries of reliance on their technology has regressed them to brain-like creatures with bladed tendrils for arms, and long-stem shaped bodies that fit perfectly into their human-sized powered armor.
Diet: Their diet seems to be liquid based, due to regressing to basically living brains. Unknown what their diet was before their devolution.
Natural abilities: They seem to be telepathic, as they never communicate via normal means. They also have incredible skills with technology.
History: The Zorgulons were once a normal, humonoid species that, while violent like many species, were relatively peaceful when not at war. Unfortunately for them and their planet, their technology evolved at a nightmarish rate, and they soon began a destructive war that nearly destroyed all life on Haudspes. Somewhere in this timeframe of war, the Zorgulons slowly regressed into basically living brains, and relied almost solely on their technology to survive. Eventually, the species came to an agreement of peace, and became a democracy. But their democracy was quickly overruled, however, and has been under the control of Cerebulon, Overlord of the Coalition, for decades.

Name: Cerebulon
Gender: Male
Species: Zorgulon
Decription: http://images1.wikia.nocookie.net/__cb20111208225304/warofthemonsters/images/7/73/CER1.jpg (in armor)
http://images2.wikia.nocookie.net/__cb20111208225356/warofthemonsters/images/b/ba/CER3.jpg (out of armor)
Unique traits: He is nightmarishly crafty, and extremely cruel. In addition, he his rather powerful out of his armor compared to other Zorgulons.
Tech: He is equipped with a powerful suit of armor, far more advanced than his contemporaries, and has superior weaponry equipped as well.
Homeworld: Haudspes
Details: Cerebulon was nothing special amongst his species for a long time, simply another soldier in their military. But when given the chance, he proved that he was more than just a usable meatshield to the Coalition's leadership. When shown his tactical skill, the Coalition elected him as Master-In-Chief of all Zorgulon forces. But this aboslute power over the army became the Coalition's downfall, as cerebulon used his militarical authority to bend the will of the people against the Democratic institution and eventually usurped them at the threat of war. Now, Cerebulon rules as Overlord of the Zorgulon Coalition, hellbent on conquering every planet in the cosmos, no matter the cost....
"If none can know what lies ahead, then losing one's way is just human nature."~ Yoshimitsu

"Would you hear my desire? To take this foul blade, and use it to blot out the light forever!" ~ Ganondorf
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