Margan Empire

Made By: RaptorZefier

The Margan http://www.spore.com/sporepedia#qry=ssc-500466725641

Summary
Faction: Warlord Philosophy: Expand and Engage Home Planet: None (Home planet long mined of all resources and abandoned)

Description: The Margan are a zealous, Xenophobic race. They are driven by their hatred for all other species. Their species grew up at the bottom of the food chain in their homeworld being the common herbivore. Rising above this was difficult, however the misfortune they faced on their home planet hardened them as a species. No one is sure how the transition happened, but the entire Margan civilization began to forsake tying themselves down to planets in colonies. Instead they settle on planets temporarily to sap the planet of its resources, before picking up everything and moving to the next. Because of this, the Margan are masters of pushing their front and sieges, the technique being key to their survival as they push into other sentient races territories. They have a strong belief that the true nature of the universe is that of 'survival of the fittest', and that those who go against it (The Peacekeepers) blaspheme against the laws of the universe itself. They are an anger driven crusade, sweeping across the universe like locusts. For a long time, they had vanished into warp space in search of the Rach, recently however, they have returned. 

Biology
The Margan stand at roughly 5 feet tall (Around 7-8 when standing upright)and are covered in silver scales with purple markings over-top. They stand on two three-toed feet with reverse jointed legs. and have four-fingered hands tipped with small claws. Their eyes are usually green but can be different shades, and normally have a few circles under them depending on age. They have small trunk on their snouts which is a recessive trait from their days a common herbivore on their home planet during their evolution. This still gives them a remarkable sense of smell and they are capable of moving it somewhat flexibly. They have two finned ears coming from the back of their heads, which is used for temperature regulation. On their heads is a thin piece of armor, argued to be used for courtship among males back in their non-sentient days.

The Margan live lifespans relative to a human but slightly longer, 150 being considered the terminal age. They have very acute senses of smell, hearing, sight and taste. Their digestive system only able to handle plants and nuts, completely unable to handle meat. The Margan are known for not having a true 'fear' response. Margan can feel fear but don't respond to it like most species. Instead of actually being terrified they seem to get angry and spiteful. Often lashing out at whatever terrified them. This was due to the wild success during their evolution of their entire pack standing up to perceived threats as a unified whole rather then running. Though natural selection the classic fear response of retreat was bred out of the Margan and replaced with a defiant response.

Margan reproduce sexually between a male and female. The female lays a clutch of about 2 dozen eggs which has an incubation period of about 7-8 months before hatching. From there the Margan are born with pure silver scales, and grow the purple markings as they age.

Culture
The Margan have a unique culture, and a rather confusing one to other races as they obviously have a very alien way of thinking brought on by their harsh upbringings. In their time surviving on their home planet from various predators, the Margan had learned never to stay in one place too long. Otherwise surely those hunting you would catch you, you always had to be moving, always keeping things in order and always watching your back. In this way each Margan almost seems to be afflicted with a sense of paranoia. In their minds nothing is to be trusted, and everything not a fellow Margan -is- trying to kill them. This has given them a strange lifestyle upon overcoming their home planet and taking to the stars. Rather then stick to a home planet, they rather furiously mine planets of all resources with no regard to ecosystem. Only when a planet has been squeezed of all resources do they pick up their entire civilization, and move on to the next. In this way the Margan have left planetary husks behind their empire as far as they have spread, and have become notorious for having one of the strongest front lines of any race being they throw every able body onto it.

To them, weakness is an illness that must be stomped out for the betterment of survival. If there is a weak member of a pack they must be cut down lest they draw the hunters and slow down the able bodied. In this way they have ruthlessly cut down many fledgling races in space for simply being too weak in their eyes. Only when the Peacekeepers had formed did they reach real opposition on this front. It was in this time that Margan learned that one could have allies among the stars, so they sought out the strong, the like-minded and the bold to join them in their crusade. For truly weakness must be rooted out of the system, and all that remains to benefit the strong.

The Margan are a largely matriarchal society. Females, while being smaller then males, are somewhat stronger, somewhat smarter, and somewhat more tenacious then males and are thus considered the stronger of the two genders. Due to this, females often get leading rolls in Margan society and Matriarchs lead their various empires across the stars. All answer to the High Priestess, the grand leader of the Margan who makes the grand decisions leading the race as a whole. This isn't to say males can't get a seat of power, indeed if they are cunning and strong enough they have just as good a chance of taking a high seat as a female, however as history shows it is still mostly females that lead Margan society.

A Margan individual's worth is only based on their achievements. 'Strength' does not necessarily mean physical strength. A Margan can in fact be physically handicapped, however if he is a master of his trade he is of great worth in Margan Society. An example being tacticians, who may be physically handicapped through injuries in war, but are still revered for their cunning and battlefield knowledge. This isn't to say someone of lower brass cannot speak out against someone of higher worth, indeed if they can prove their point above another Margan of higher stature they are immediately worth that Margan's stature and more for their boldness and courage. Of course the repercussions of failure often keep this from happening often.

Margan tend to live in massive fleets, civilians and soldiers all together in massive fleets that roam the galaxy pushing enemy lines and draining planets dry. These are called "Dynasties" in Margan society, all are led by a Grand Matriarch but ultimately answer to the High Priestess. In this way they act as the arms of the Margan empire, sweeping across the stars but never straying from the main body. All are fiercely loyal to the High Priestess, if she makes an order -all- Margan obey without question. Again this all stems from their days surviving on their home planet, where the Matriarch who was no doubt the wisest of a herd made all the difference between life and death with her experienced decision making.

When a Margan fleet decides to invade a planet, they land most everything a colony needs. Civilian ships to drop off the civilian population, factories to produce weapons of war and begin the construction of new ships, mining equipment to begin mining out the planet's resources. In this way the Margan entrench themselves on a planet and brutally combat enemies for their territory. The prelude to the landing is often a rather brutal space battle, their fleets combating defensive fleets and bombarding defensive turrets on the planet to clear the way for landing craft. Being every civilian is trained in martial combat, it often becomes overwhelmingly taxing to root out the Margan from a planet they've landed on as civilians will often fight civil wars long after a Margan army has been defeated. Their xenophobia makes it neigh impossible to integrate them into a normal society or negotiate either at this stage. So even when successfully fought off a planet, the Margan still will terrorize planets for generations to come until their presence is completely dealt with.

The Margan fear almost nothing on an empire level, to them they were doomed to be prey from the start. All they are in their own eyes are the defiant standing against a universe seeking to devour them and all they are, physically, culturally, and spiritually. They only accept the Margan way, and only follow the Margan lifestyle. However, after joining the warlords, they did begin to learn to appreciate their allies, particularly the Zaretians their time of which they have a high regard due to their very similar views.

In terms of the grand war, the Margan are ancient, one of the first if not the first to be a Warlord. They have disappeared for long years, but even so the dead husks of worlds they've left behind and the scars of war they cut through the galaxy like a hot blade remain. Their footprint that heralded the beginnings of the grand war. It was only a matter of time before they returned to do so again. ..

Pre-History
Margan history started long ago on their home-planet. It hadn't been discovered by other sentient races so the only name is by what the Margan called it, which was "Hell" in common language. On the planet the Margan were at the very bottom of the food chain, mere herbivores that inhabited most of the planet. The reason for their dominance was due to a recent mass extinction they had survived, placing them as the primary and most successful grazing animal. Unfortunately this meant all of the predators evolved around hunting them, and furthermore fear-mongering and drawing out pain became the primary way of hunting on the planet. Using corpses of Margan to lure others into traps, torturing one so the screams of pain terrified the others to make them scatter, it all was based around scaring the Margan into scattering then often killing them in the darkness of the night.

The thing that separated the Margan from most other herbivores was that they ate the leaves of a carnivorous plant, the protein from its kills often went into its leaves, said protein greatly promoted brain growth in the Margan. Over the coming generations Margan's fear response turned into a defiant, ground-standing aggression as it was those Margan who tended to survive, and brain growth became key as outsmarting the hunting tactics of their predators became key to survival. Tools followed, along with strong social circles and eventually civilization. The mien-time had been filled with legend and superstition. Horrible beasts that hunted them lived in every corner of the world and their time as loose tribes was spent in fear of such creatures.

In a shadow of what they would become, the Margan formed 'kill teams', warriors of various tribes banding together to relentlessly hunt these monsters to keep their fellows safe. By culling the numbers of their predators it made it safer for the tribes, and their numbers exploded as predators started to be murdered in droves by these 'kill teams', eventually earning the title 'slayers'. The intimidation of such creatures became less and less as time went on, as more and more stories of slayed beasts hiding within the shadows became common around campfires. Even before true civilization had been achieved the numbers of their predators had been significantly cut down by the sheer aggression of the Margan.

This is also where Matriarchy had begun. As creatures the Margan Matriarchs had led the herds of the plains, and this carried over to being wise elders of the tribes, often being the most experienced and eldest of the Margan who had achieved the most within the tribe. Often slayers would take up this position as there was great achievement in slaying the horrors of the shadow and many Margan felt safer with an experienced warrior leading them. This naturally carried over into a Monarchy from that point forever for the Margan as Matriarchs forever led the Margan.

Conquering Hell
The time of civilization founding was an uncertain one for the Margan. They banded together into Matriarchies as Matriarchs led their respective tribes into massive territory spanning civilizations called Dynasties. They kept 'Priestesses' as advisers, Margan who were responsible for keeping tabs on and overseeing the well-fare of its people. The Priestesses were the word of the people and of the fates that saw their fancy with Margan fate. Beliefs were wide between Dynasties, all of them had a generally grim outlook on life however. Some thought the planet they lived on was a torture by a greater deity, seeing so many wild beasts hellbent on torturing them while other herbivorous species on the planet seemed to have fairly mild predator-herbivore relations. Others cited how often death was a theme in their lives, that maybe they were supposed to die, that there was something to be revered in pain and death, often these matriarchies became warlords roving over the world. Others still believed that salvation lied in hiding away from the world, as far as they could go.

It was this third type of matriarchy that was responsible for discovering the world, looking for a paradise to run away too. They burrowed deep into the earth and explored the oceans, only to find more horrible predators lurking in the depths. It wasn't for many years when air travel had been discovered, some starting to build their cities closer and closer to the skies as they became aware of the vastness of space. Naturally, their hopes were shattered when they found just how hostile space was with its low temperatures, lack of oxygen and so on. In the end the Margan race fell into a world-wide depression, granted each for different reasons but it seemed all hope had been lost.

That is until one Priestess stepped up, the Priestess in question is currently referred to as "Angel", or "Savior" as her true name was forgotten to time. She had spent much time around the people and had taken a true interest in space. It was her that suggested that the world should be culled, all other non-Margan essential life wiped out in one massive crusade, to ensure the riches of the planet belonged to them and them alone. It also ensured that they would no longer be tormented by their demons, by simply killing them all, referring to the Slayers of old who had gone out hunting the beasts in the shadows. This single idea, likely due to desperation, had been embraced by many dynasties and plans had been created to truly save themselves.

The Priestess's suggestion gave birth to the 'Great Purging', a crusade across the planet where Margan in full blown armies actively destroyed all but the plants they ate. Hunting down not just predators, but the prey to starve the predators and the plants to starve the prey. Over the coming eon the Margan proceeded to cull all life from the planet. Technology had been designed for the specific purpose of hunting down the life on the planet, and it proved wildly successful. The Great Purging robbed life of the planet, and many of the Margan's fears had been settled. For the first time in their long miserable existence, there was hope.

Leaving Hell
The culling had proved a wild success, and the Priestess had been elevated to a new rank, 'High Priestess', a figure literally worshiped by the other Margan, by this time most all Dynasties had fallen under this belief or otherwise had been wiped out by the Grand Purging which also went out of its way to unite the Margan under the belief system. Unfortunately, during the purging Savior had died, and the world had started to fall in depression again. The question became, what next? The world had been tamed, and they had made it into their personal paradise with nothing to fear, but numbers were growing and resources were becoming a problem. For some time tension seemed to be building between the Dynasties threatening to shatter the unity they'd formed.

Until another Priestess rose, again name was lost to time with only a title being earned, 'Deliverer'. This Priestess had pointed to the forgotten void of space, where with improved viewing technology created to hunt the beasts of the planet they had noticed other planets within the void. She had made the suggestion that if there were places out there, there must be a way to pierce the veil to these new planets to harvest their resources. The Margan then went into a race to come up with space-faring vehicles that could carry them to these foreign planets. This era had been called, 'The Exodus', as the Margan found themselves quickly advancing into space-faring tech from the zealous rate of research.

It hadn't been long after when space faring vehicles had become a very real possibility and they reached the first nearest planet. It wasn't at all habitable, but it had resources the Margan needed to keep going. Deliverer had quickly proposed the greatest change in the Margan lifestyle, that they had to leave this planet, take what they could and launch into the void. They had made this planet paradise, and they could make this great void theirs as well. The Margan promoted her to the next High Priestess, and began harvesting massive amounts of resources from the planet, hollowing it out as they tore out every useful ore, gas and liquid possible.

The Margan made massive ships to carry their people into space, and The Exodus had begun as the planet was abandoned, left a hollowed and destroyed shell of what it once was. There was much trial and error in the design of the ships, supporting all Margan life and being self-sustainable in space. Thankfully this actually had come to pass, and the Dynasties took to space, unified under their new High Priestess, and they began the process of mining out planets for eternity.

They had no idea this was the beginning of a whole new struggle.

Infinite war
The Margan began in a relatively isolated part of space, it gave them many decades to get used to a very nomadic lifestyle of planet hopping while living on massive vessels housing Margan metropolises, called Worldships. The vast majority of Margan population lived on these ships, along with the Matriarchs themselves. Isolated and alone, allowed to grow, it was the only time the Margan knew true prosperity. The passing of the High Priestess was a peaceful one mourned, yet celebrated by the Margan. A new High Priestess rose up soon after, High Priestess Massaciah. She led fourth scientific advances in the Margan, perfecting bionics and the way of life within space, allowing them to prosper in the void with new techniques for farming, building, and healthcare.

All seemed well, until they turned their ears to the stars. Upon the invention of more powerful radio receivers they came to a horrifying realization that they weren't alone. They picked up the signals of various alien species using radio signals as well of various kinds and strengths. Margan scientists predicted by radio signals picked up that they were not only not alone in the universe, but that they were surrounded by alien life as far as they could pick up. The Margan empire was originally terror stricken, recoiling from the knowledge and slowly slipping into another depression.

High Priestess Massaciah however, refused this change, she rose up with a speech to her people, promising them their time of prosperity and glory again. She pointed out that as previous Priestesses had taught, there was always a higher echelon to reach, that they -could- overcome so long as they worked for it. So, she made a mandate, that all aliens were to be slain, all non Margan life eradicated from the universe. Only then could their times of peace be had again. The Margan quickly found the nearest Aliens, underdeveloped civilization empires, and began practicing their arts of invasion and war.

Eons gave away, as the Margan through trial and error learned the most effective methods of war and how to keep themselves stable despite constant conflicts. They had their ups and downs, but eventually stabilized and in fact began to grow even in a constant war-state as they adjusted their lifestyles as such. It wasn't long before they ran into empires of equal or even superior technological and militairy prowess, and they learned to overcome these too. Many advances took place during this time, in weapons development, bionics, and even surgery. In this time the Archons had been created with advancements in brain surgery allowing the unlocking of primitive psychic abilities in the Margan mind.

Military hierarchy had been carved out and heroic names taken as the entire race rose up to fight against life itself in its attempt to preserve itself against the horrors life brought. This continued on for quite some time, and they became very good at what they did, forming many Dynasties to help spread their war front and growing their empire to an enormous size with methodical practices for mining out planets and exterminating life. It all seemed fine and well, until a small thief race along with other races became terrified of races like the Margan and other warmongering species, and formed the Peacekeeper Alliance.

The Margan at first attempted to face the alliance alone, but found themselves outnumbered and outsupplied against the superior force. The High Priestess herself even knew that they could not face such a combined force. Perhaps that their great crusade was doomed. That is, until Matriarch Hilda came up with the idea of forming a faction of their own. While they hated every race in the galaxy it was acceptable to work with aliens so long as the ultimate goal of total annihilation of life was met. Thus, with many like minded races, they formed the Warlord Alliance to combat the Peacekeepers.

Thus bringing us to the current timeline.

Margan Crystals


Where Margan go their signature purple crystals are often not far behind. Much about the origin of the crystals is shrouded in mystery but Margan claim the crystal originated from the depths of their since destroyed home planet, the only remnant of the planet aside from the Margan themselves. The crystals grow on almost any surface, the rate of growth can vary with temperature (Hotter temperatures more conducive to the chemical reactions that cause the crystals to continue splitting and growing), surface composition and trimming. Chemical reactions slow down as the crystal gets larger and more saturated, making it mandatory to constantly carve and harvest the crystals in order to ensure maximum growth rate.

This care and harvesting cycle have created a very specified job within Margan society based around the growth and harvesting of these crystals. Most often they're grown within specialized rooms and hallways within Margan craft, however the Margan will also put them on planet surfaces to help overrun environments given the crystals toxic properties. If it were not required for Margan to be constantly on the move the prospect of using entire planets to grow and farm the crystal would be viable.

The crystals themselves are a staple to almost every factor of the Margan's way of life. They store thermal energy and also create an energy source from the chemical reaction that produces them, making them invaluable for powering Margan machinery. The crystals are often very durable, high quality lasers and cutting materials are often necessary to properly cut the crystals. Often proper harvesting of the crystals requires specialized machinery to cut away. The Crystals, as mentioned before, are also toxic to most all biological life being the crystal is made up of a many substances toxic to common life forms. Often Margan are found in heavy armor when harvesting the crystals as a simple cut from one could result in a quick and painful death.

However these toxic and yet durable properties make them the highlight of Margan weaponry and armor. Forging swords, daggers, edged armor and even projectiles at times from the purple crystal. The notorious "Crystal Daggers" of the Melee Troops are a standard and allow for the Margan to commit quick executions once the target's armor and shielding has been pierced. As such the weapons are treated with high regard, crystal weapons raking up high amounts of kills often receive names and honors and are passed down through generations of Margan.

Philosophy


Margan society has always been one of constant conflict. Not just in the physical sense but in the philosophical sense. The Margan empire went through numerous depressions, ideals and golden ages with varying different beliefs heading them. Ultimately Margan believe the universe is inherently unforgiving and brutal, out to pit life against itself until only the strongest remains, and even then to be crushed by the infinite terrors of the universe's physical laws and limitations. Ultimately all are born to die and to survive one must overcome -everything-, even the laws themselves to survive. The most basic law of nature.

However despite this many variations of the belief came into being due to the stigma around it. The ultimate question of right and wrong being a consistent problem with the Margan. The Margan are paranoid, and xenophobic, but far from stupid and have easily noticed how many races can get along in harmony. Indeed, even with their allies among the warlords they seem to find great camaraderie in their fellow warlords. This obviously brings the seeds of doubt into the Margan mind and the question of if they are really right?

That being said philosophy and the debate of beliefs if a constant and brutal affair among Margan. A special class of citizen has been deligated to this following. Given the 'High Priestess' leads the Margan the 'Priest/Priestess' title has fallen to philosophers who discover the very meaning of why Margan do what they do. The title is definitely not as powerful as it used to be in old times on their home planet but it still carries heavy weight rivaling Matriarchs and Archons as only experts in philosophy, history and Margan relations can become a priest or priestess.

Aside from discovering the truth behind Margan existence Priests and Priestesses are charged with teaching their findings as well, to improve morale and generally help other Margan answer their own questions about their existence. It's the closest thing the Margan have to a religion, though it's more the pursuit of truth and belief and discovering the fine line between that ultimately drives Priests and Priestesses. Priest Hilon is of mention, a Priest with blood relation to the High Matriarch herself who once quoted, 'To wield a blade and lead our armies is a Margan of grand power. However, to wield a belief and allow it to drive our armies? Now that is on level with gods.'

There are various schools of belief among the Margan which have formed as a result of the different mindsets that have taken hold by the research of the Priest and Priestesses. They range far and wide but ultimately fall into 'Divine Teachings'

Divine Teachings
The Divine Teachings are various schools of belief as to the why the Margan exist, perpetuated by the Priest and Priestess-hood. Obviously beliefs vary between Dynasties and individuals, however the largest schools can be listed as well recognized followings within Margan society.

Choir
Head Priest(ess): Priest Hilon

Noteable followers:

Matriarch Hilda

Matriarch Taiki

Archon Ki-Migral

Description: The teaching of Choir is ultimately the largest of the teachings named by the 2nd High Priestess herself in her famous speech. "We are weak, as individuals. However together we are strong, and no matter the cruelties of the world we overcome together, we are not a single song. . . But a choir, singing against the cruel requiem of the universe." Choir is as it suggests, that Margan may never understand what is to come, but that they are meant to face it united. That being said many believers in Choir are content in knowing that they may never understand what their destiny is, but that their existence ultimately helps the next in understanding. It's a bleak, yet hopeful belief as it still opens the possibility that the purpose of the Margan may be nothing at all. However whatever the end is all that simply matters is what you do -now- for the Margan.

This is perpetuated by the historical lessons of the previous High Priestesses uniting the Margan for a common goal and overcoming the trials that came to them. As such many Margan following this belief system are very selfless and often make self sacrifices for charity or to help improve the lifestyle of other Margan. Many of these Margan aren't looking for gain in personal prestige but ultimately contributing to the whole of society, thus they're content with taking up relatively mundane jobs such as crystal farming or economy management knowing that without their efforts then the true heroes would never get their time in the spotlight.

Priest Hilon is responsible for teaching this exact teaching and often cites old High Priestess quotes and actions to back up the teaching. Obviously Choir's teaching is strongest in the Holy Dynasty with the Orion Dynasty being a close second. He often finds himself at odds with Priest Chu'hran due to their inability to agree on many philosophical issues. Choir is also very vague about aliens being involved in the teachings. Their part obviously ranges however it's most accepted that working with aliens is a necessary means to an end. However there's still much tension between the ultimate goal of all 'Margan' working together and how aliens play into that. Some thinking it's meant to just be Margan while others are more open minded. Priest Hilon himself finds himself at odds about it, curious about aliens but at the same time open to the possibility they were never meant to work together.

Still, most tolerate alien companionship as there's still nothing in the belief of Choir that says that using Aliens to achieve their goals isn't just another part of Margan working together to achieve their ultimate goal. That being said while often being apprehensive about meeting aliens they still do find themselves open to the idea of meeting and working with aliens.

Echelon
Head Priest(ess): Priestess Tehi

Noteable followers:

Matriarch Chilsa

Matriarch Jisa

Archon Chora

Description: The teaching of Echelon derives from the seemingly constant upward spiral of 'ascension' Margan society perpetuates. Always starting from the very bottom to conquer whatever is in their path then to ascend beyond it. Echelon is the teaching that the Margan as a whole are destined to surpass the universe itself for a higher plane of being. Whatever that means is in question, some think they are destined to become gods, masters of the very elements that tried to kill them, or even a whole new universe in and of itself. The exact end ranges, but the fact that there is -something- the Margan are meant to become is what ultimately all Echelon believers settle on.

As a result many followers of the teaching of Echelon are usually very determined individuals who see their deeds as ultimately a buildup to a greater destiny. Arguably these are one of the most driven Margan and the most determined, often pushing hard against their 'fates' to find their ultimate destiny. They're also the most optimistic of the Margan, believing a bright future awaits them. This often causes them to try to 'do the impossible', and never really loose hope in their goals. Matriarch Chilsa being the prime example as she has the goal of freeing herself of her sister's shadow and finds herself undeterred in that goal despite criticisms.

Priestess Tehi from the Red Rose Dynasty is the head Priestess of Echelon, a young priestess who believes that the Margan are destined for godhood someday and that at the end of it all they would master the universe which has punished them so. She works hard to spread her teachings and is often seen as the very embodiment of the teaching of Echelon itself, given how hard she seems to work to achieve the goal.

Echelon's teachings are actually very open to aliens. Obviously they are just an other part of mastery of the universe that is part of their ascension and thus there is no issue with working with them. The result being that Echelon followers are the most open minded to aliens, though in a sort of condescending manner.

Chronicle
Head Priest(ess): Priestess Nihara

Noteable followers:

Matriarch Pan

Archon Kalos

Archon Chapel

Description: The drawing inspiration for the Chronicle teaching is that of the stories of so many races, of their rise to greatness followed by their fall. That inevitably success or failure everything is meant to leave its mark on the galaxy but ultimately can be doomed to failure. That being said it's one of the grimmest of the teachings. Thus the name 'Chronicle' derives from the idea that ultimately the Margan are only to contribute their destiny to a greater story, for better or for worse. It still holds the possibility they will win, but unlike the other two it does not rule out the possibility that the Margan will ultimately fail.

As a result, Chronicle followers are very down to earth individuals, calm thinkers who assess situations based on its merits and on terms of thought not on terms of belief or zeal. They're known for being very stoic individuals who see many things as a learning experience and do not dwell long on shortcomings. To them loss is something to be accepted, learned from and then not dwelled upon. In a way they're the most progressive of the Margan and most stable. They're also usually the most self-inclined, ones that tend to want to be heroes or make a name for themselves.

Their Priestess is Priestess Nihara of the Orion Dynasty, she's an older priestess who while not founding the philosophy did perfect it as she had a good grasp on the universal scales. She made for a good outlet for Margan with defeatism or who were in doubt of the Margan goal to be an outlet too without sounding like cowards. In that way, she gave them a way to accept that maybe defeat was a possibility, but even if it was they were still able to make their mark on the universe. Ultimately, that gives them purpose, and helped to cure many depression issues as Margan found their purpose in simply making their own story. Willingly throwing their lives into their work to make their mark.

Unfortunately their teaching tends to be intolerant to aliens as the concept that they could be doomed to defeat leaves a strong amnosity with Margan. If you're doomed to defeat, why include aliens in the story afterall? However they still are tolerant towards aliens to a degree, while the most hostile arguably they still see it as a necessity to achieve their goals. So all in all they begrudgingly work with aliens, if for no other reason then that it will allow them to achieve greater glory.

Demon
Head Priest(ess): Priest Chu'Hran

Noteable followers:

Archon Ferivus

Doctor Thion

Commander Hisilia

Description: Demon derives from the common belief in evil beings that torture sentient creatures common in many religions. It's fitting as the belief is siply that Margan -are- evil by nature. The Margan as mentioned are not stupid and have noticed how they are almost cartoonishly 'evil' compared to other races. That being said, these Margan simply take refuge in that fact. If they are the demons of the universe, then what's so bad about that? What's -wrong- with being evil when you ultimately make your own rules? If they are destined to torment the universe forever, then so be it. The universe will weep.

Archon Ferivus has a famous quote among the belief, 'If the universe had wanted you to prance about and peace and harmony, we would not have been made!' Demon is headed by Priest Chu'Hran, a rather revolutionary Margan responsible for many great literature as a very famous writer and motivational figure. All Demon followers are known for being constantly happy regardless of shortcomings and disturbingly are usually the happiest and have the best morale of Margan. They're also known for being charismatic, absolutely reveling in their work slowly killing the universe on a level most Margan find downright creepy. However most all of these Margan are unhinged in some way, somewhat insane, having embraced that they are evil and that they do not permeate good in any way.

They often take thrill in causing pain and terror among aliens that most other Margan wouldn't touch. Most Margan want aliens to die simply because they want to prosper without them and reach their end goal, the means don't usually matter. However Demon followers tend to actually go out of their way to cause as much pain and terror on their victims as possible, enjoying tormenting their foes on a whole different level. Rather then trying to achieve their goal, they're simply relishing in their own actions. Their beliefs in the end goal are still there, they just believe the Margan have to embrace the fact they're evil to the core along the way.

That being said they're actually very open to allying with Aliens, loving having friends in causing terror, however they're easily the most hated given their almost sociopath tenancies and general demeanor. There are some Demon worshipers like Commander Hisilia who are more reserved about showing off that evil, instead choosing to show it when it's most effective and important. How ever most simply are outwardly and flamboyantly evil, often annoying their peers and solidifying the image of the Margan in the galactic eye.

Physical Augmentations
Margan tend to be fans of many physical augmentations. While mutation is often out of the question, as becoming too un-Margan is considered blasphemy, radical physical augmentation using the environment around them and modifying their bodies in a physical manner does not follow under this rule. They are still Margan in mind, and retain some of their Margan-hood in body.

As Archon-Kalos had once said, "Mutation and genetic tampering are the way to becoming something other then Margan, and supports the diversification of life. Bionics, Physical augmentations, and other technology all exemplar the will and defiance of the Margan. You may twist your body to an unrecognizable form, but that is all due to the will of the Margan, and the mind of the Margan remains intact."

Bionics


Margan have long used Bionic enhancements on themselves. Quickly mastering the art of using various pieces of robotic and synthetic replacements for body parts. The reason being they quickly realized their own biological shortcomings to other races, creatures like the Diabloians being laughably stronger then themselves. Even before they developed civilization of any kind the Margan always were well aware of their shortcomings and overcame most of their threats with sheer numbers, often causing a large death toll. The issue quickly became one of simple morals, the Margan detested their own death tolls, especially when it came to heroes of the Margan empire having to sacrifice themselves in the field due to their inferior form. There were many temporary solutions to the problem, powered suits being the first. Mecha for a time came into high use by the Margan as it helped fix their physical inferiority.

This however fell to the wayside, ultimately their mech technology was inferior quite a bit and they became more and more vulnerable to heavy weaponry. As enemies got used to their mech and power suit heavy military they started employing more entrenched positions hard for the heavy suits to navigate and fight back with heavier weapons which were harder to avoid or dig in against. Ultimately resulting in the same death toll on the end. This wasn't to mention the high strain so many power suits had on their resources.

Margan due to their aggressive mining of planets have always had a surplus of resources, but the simple factory power to pump out enough suits wasn't there, causing catastrophic logistics problems. Ultimately the Mech initiative was scrapped and power suit useage had fallen in an effort to regain suprise on the enemy by switching back to regular troops. Genetic enhancements had been looked at, but given the stigma of veering too far away from the base genetics of Margan the tampering was put down and eventually outlawed. Genetic tampering still existed in Margan society and still does, but it's never allowed to progress beyond curing illnesses or creating plagues for other races.

It wasn't until a very strange time in Margan development when the addition of Bionics had come fourth. There had been a 'Cyberhead' movement in the Margan society within the war, many Margan citizens were getting prosthetic limbs meant for war victims who'd lost them. However these prosthetic parts had remarkably more strength then normal ones, the first bionics. These first bionics were developed by a Margan doctor and researcher called Thion of the Holy dynasty. Doctor Thion had always been an avid surgeon for the war efforts, and the boom of prothetic technology along with more advanced computer tech allowed him to cobble together rudimentary bionics. Mechanical parts surveyed by computers and powered by energy.

His enhancements had become sort of a fad, he taught them to other doctors in his field of study and the trend exploded in Margan society. It hadn't been long after that Doctor Thion approached the High Priestess herself with the concept of using Bionics in soldiers to improve their combat effectiveness, all he would need is better funding to do so and more manpower. Intrigued, the High Priestess allowed this. The first Bionically enhanced squads were a wild success, catching many enemies off guard with the sheer power and speed of these enhanced Margan who'd volunteered for the surgery. When the numbers were crunched it was found the effectiveness of these troops were astronomically superior.

A sweeping change came over the Margan military and even civilian populations as it was found the bionics help them do their jobs better. From that point forward Bionics became the standard, and to drive the point home High Priestess Massaciah herself even underwent an extreme bionic enhancement operation that eliminated 90% of her biological features, and left her covered in fully synthetic skin. Most all of the Matriarchs and Archons are like this now, it being the standard, and the higher ranking a troop the more bionic enhancements they tend to have to keep up with their job. The Margan, while still using superior numbers to win often, don't usually take the casualty count they used to nor do they need quite as overwhelming a swarm to win either.

The 'Cyberhead' movement continues in Margan society, many Margan testing and playing with bionic enhancements to see how far they can push themselves. Most are in the simple visage of natural limbs and gone over with synthetic skin, making the bionic enhancement unnoticeable to anyone. However there are many that ignore the Uncanny Valley and openly disregard it, such as General Marlika Farshot who's arm was replaced with a gun when it had been removed by a Rach special ops. Something she grew very attached to and even refused a Heavy Weapons surgery due to it meaning she would have to give up the bionic gun arm.

Doctor Thion himself has replaced many of his limbs with bladed limbs to aid him in surgery, and others there just to be menacing. Some say he went mad from his popularity and success, simply doing mad experiments and furthering the Cyberhead movement. . . An obvious schism being normal Margan who hide their bionics to Cyberheads who openly mutilate themselves forming. Doctor Thion seems to be at the head of this movement, citing, 'Enhancements that fill the form of the Margan are ultimately inferior to ones that break it. We should aim for success, not be held back by stigma'.

Standing Upright
Probably one of the most curious surgeries in the Margan's arsenal of self-surgeries, yet one of the most common. The ability to stand upright is in a way a sacred right to the Margan. How the tradition began is largely unknown, however it's believed to have started early into the Margan's reach into space when they'd been combating the universe. They'd faced a particularly strong race early on who had great pride in their tall and proud stature, and portrayed Margan as vermin for their diminutive small forms. In an insult, some Margan commanders took it upon themselves to receive a spinal grafting surgery to cause them to stand upright, challenging the race, 'We stand upright like you, never doubt Margan. Whatever you can achieve, so can we.'

Since that point it's become tradition for certain officers to get the surgery. Especially Heavy Gunners and Blademasters who benefit from the high vantage point over their heavy weaponry. Giving the upright posture a practical as well as traditional use. However the surgery does not just take place in the military, it also takes place in the civilian populations of the Margan. It's an expensive surgery so usually only better-off and wealthy Margan do it, usually those of greater stature and power be it economic or political partake in the surgery. It is an excellent way of showing prestige and gaining respect in Margan circles. There are those who dislike the surgery and refuse it however, however it makes it difficult for these Margan to rise in ranks in the military and often restricts them to commanding roles ans Heavy Gunner and Blademaster roles are simply impossible let alone Archon.

The Surgery itself is very invasive but very safe due to how much practice the Margan have had with it, becoming neigh routine in their society. It involves painstaking reconstruction of the spinal column and some musculature bionics to allow the Margan to stand upright. It takes a couple weeks of rehabilitation to get used to walking in such a manner, though many Margan tend to choose to return to their lives prior to this period being up. The surgery is largely irreversible but doesn't really impede the lifestyle of the Margan either.

Cyborg Parts
Sometimes Margan opt out of the reconstruction of limbs or other lost parts via bionics and instead opt to replace them with cybernetic parts. These can include gun arms, metallic face plates, mechanical limbs, so on and so fourth. They're often not covered up with synthetic skin and some parts such as gun arms are simply impossible to do so in a comfortable manner. That being said Cyborg parts are common in military and lower hierarchy circles where time or money are insufficient to go through the synthetic skin re-grafting and careful Bionic reconstruction of skeletal systems that Bionic surgery has to offer. Cyborg Parts differ from normal Bionics in Margan society by quality, much to the confusion of other races that consider Bionics and Cyborgs the same thing.

That being said Margan slums or Margan living in the outer sectors of Margan fleets are often seen with Cyborg parts as Bionic surgeons are either too expensive or too uncommon to viably be contacted. Of note though, General Farshot of the hammer Dynasty turned down a bionic arm when her's was removed by a Rach assassination attempt in favor of being replaced with a gun-arm. Finding the functionality of the gun-arm superior to a hand held arm in this situation and as a good reminder of her struggle. (Though it's said if she achieves Archon-hood the gun may be made part of a Bionic arm somehow or removed completely to ease the already difficult Archon surgery.)

Cyborg parts are much more prone to complications as well, sometimes giving false feedback to the sensitive nervous system of the Margan or other times doing the opposite and refusing to respond. Still these often require touch-ups to work out the bugs and sometimes the upkeep of Cyborg parts can cost more then simply getting the more initially costly yet more self-sufficient Bionic surgery.

P.L.B.S. (Psychic Lobe Brain Surgery)
This Surgery is a sacred surgery gone through to create Archons. The surgery involves a long and dangerous surgery in a particular lobe of the Margan brain that has the capability to awaken latent psychic abilities, but is almost always inactive. There have been extremely rare occasions where a Margan was born withe lobe active, but often died from complications due to a lack of brain inhibitors to keep the abilities in check.

Archon Ferivus is quoted as follows, "The P.L.B.S. is more then just, turning a switch on in your brain and anyone who tells you otherwise is an idiot who has no idea what they're talking about. Without proper limiter, regulator and amplifier parts it's neigh impossible to control them properly and the few Margan actually born with the lobe active wind up exploding the head of the mother that births them while simultaneously choking themselves when the psychic powers clog up phlegm in the throat, or some such equally morbid nonsense. It's less destructive to be born with a disability like missing limbs or retardation, at least -that- can be reversed with proper bionic and cybernetic enhancements before you hurt yourself."

The surgery often involves the installment of various limiters, amplifiers and regulators into the brain to keep the psychic powers in a stable and controllable manner. Unfortunately even then it still can take years of practice to perfect properly, and the surgery can really only activate one particular ability. The various abilities the brain is capable of is vast, and is still being mapped out in its entirety by Margan scientists, meaning some are better understood then others. However all are just as risky to unlock.

The surgery is very invasive, and it's incredibly easy for things to go wrong. There's only about a 10% survival rate, and that's only for the initial installment of equipment, let alone follow up surgeries or complications that may come from it. However, the prestige and power promised by a successful surgery keeps Margan coming back to it, they're getting a higher success rate very slowly, but ultimately it's still so low there can only be about one or two Archons per dynasty and even then these Archons are restricted to one psychic ability, as it's impossible to unlock a second ability without causing a disabling amount of complications.

Any Margan brave enough to uptake the surgery, surviving or not, is recorded in a very special honor record in the halls of Holy Thereia. Those that survive to become Archons are usually neigh holy figures in Margan society, almost divine heroes who survived the impossible to better serve the High Priestess and their people. Some societies have even called Archons, 'Angels of Death', or 'Harbingers' upon seeing the grand festivities involved in the christening of a new Archon.

Post-surgery complications aren't uncommon, often some sort of mental disability accompanies even successful surgeries, but they're usually restricted to psychological effects. Examples include inflated egoism in Archon Ferivus, Apathy in Archon Chapel, and Social Awkwardness in Archon Ki-Migral.

A common question is how the surgery was discovered and how it came to such popularity. As many things in the Margan lifestyle, it was picked up from their enemies. The Margan during their burning of the galaxy came across a race adept in psychic abilities, unfortunately their technology and physical prowess were vastly inferior to the Margan and they were swiftly decimated. However, the Margan became curious of the strange ability and had experienced it before, granted in far weaker and rarer quantities in other races. Curious, they began mapping out their own minds using this particular species as a base. They eventually found a lobe in their own minds that, while much smaller and far more inferior, was similar in a way to these aliens. It took many years of experimentation, augmentation and medical research to understand exactly what the lobe was capable of.

Once they had some sort of an idea it took even longer to get to try it on Margan. At first they only could use cadavers and 'shock' activity into the brain with cybernetics to try and gauge a response, but eventually they did get living volunteers. Most all died, except one soldier called Jeenah of the Seraphim Dynasty who, through sheer defiance, -refused- to die from the surgery. She unlocked the psychic power of empathy, and became the very first Archon. Her track record was legendary among Margan, often instilling feelings of depression, dread and fear in her enemies, and instilling ones of courage and determination in her allies. Her mere presence often won entire battlefields.

She was eventually killed by a sniper during war-time, while covering a Margan retreat. However her body continued to be of use for research as the success of her operation increased the success rate to the current day success rate. Giving her legendary status, her body is preserved and coffin on display in Holy Thereia, even after the sacking of her Dynasty.

Overview:
The Margan Military is the lifeblood of the Margan Empire. Without it there's no expansions and no taking new worlds. The Margan have -never- known peace, in that way they have more experience with war then many races who in their eyes are unfortunate enough to have been restrained by it. Every civilian has martial training, and their soldiers only become more daunting as they gain experience with each campaign. Their machinery is impressive but, ultimately pales in comparison to the skill, determination and fury of their infantry. The Margan reproduce quickly, and they birth many children in a clutch of eggs. Survival is the only restraining factor that keeps their population in check. The Margan war machine knows no pause. However the caste system and ranks must still be noted.

The Margan infantry divisions are split into two 'types', melee infantry and ranged infantry. Ultimately they are always in separate squads, and both have their own hierarchy and chain of command. Ultimately there is an equivalent for every rank between both sides. The key to Margan infantry strikes are a unified combination of both their melee and ranged assets. In this way it forces the enemy to choose their targets. The melee act as a screen for the ranged divisions in open combat, and in urban combat the melee fighters act as termination squads, depending on Ranged squads to suppress enemies while they close in from an angle to force the enemy into close combat. A good Margan commander can utilize this with terrifying efficiency, outmaneuvering and overpowering enemy lines with diverse and flexible tactics.

Vehicular support is in its own category in Margan terms. They respect anyone who pilots a vehicle in combat but ultimately see more glory in being infantry and the respect in individual strength.

Ranged Units
Margan Trooper

The Margan Trooper is the basic Margan soldier. The privates of the 'Ranged' division. They carry Margan R19 Seraph pulse rifles. The R19 Seraph was designed shortly after the Margan's first encounter with the Zaretians, after examining some of the Zaretian weaponry and concluding that their own weaponry was obsolete. The R19 Seraph was the answer, a lightweight pulse rifle with a strong energy output and relatively low firing cool-down rate though at the cost of overheating issues with the gun. Even so it increased Margan ranged effectiveness in the early days of the Grand War by over 50% and proved to be a spine breaker on many enemy front lines. The Troopers themselves are trained hard in the ways of accuracy. Due to the biology of the Margan they are somewhat at a disadvantage in ranged combat. Given their eyes are on either side of their head, rather then forwards, they have excellent horizontal vision but poor binocular vision to judge distance.

To compensate they often need to train hard or use bionic enhancements to increase their accuracy. A test is issued to all Margan troops bi-monthly for accuracy aptitude. If they fail two tests in a row they are forced to get bionic eye enhancements in order to continue service. As with any Margan infantry they are fearless in any range of combat despite their lack of close-combat weaponry. The reason for this is that they work in unison with Melee squads unless under extreme circumstances. To them there's great pride in their job, they are the hammer to go with the anvil that is the melee squad. Melee squads depend on them as they depend on the melee squads. Coining the catch phrase, "Our laser fire shall be the guide of your blade. May it follow true sister."

Margan Heavy Gunner

The Heavy Gunner is the next highest in the brass for the Margan ranged infantry. They're heavily armored, and carry remarkable amounts of firepower if at the sacrifice of being somewhat slow on the battlefield. Heavy Gunners have one of two weapons on hand normally, the Margan Reaver-13 Rapid Pulse Gun or the Anti-Grox Gauss Blaster(AGGB). The Reaver 13 fires rapid small pulse laser blasts with minimal cool-down and heat issues. This weapon is perfect for mowing down infantry as the shots aren't strong enough to pierce heavy armor easily and is easily spread over a wide area. The AGGB, is a high powered Gauss weapon which fires an orange or red beam from the muzzle. It has a moderate cool-down but has been shown to be more then capable of tearing through even the most heavily armored vehicles.

A Trooper is promoted to gunner for outstanding service in the field. Upon proving great fearlessness, experience, and loyalty they are promoted to Heavy Gunner status. The bar for accuracy requirements before bionics are applied is raised even higher given the importance of the AGGB hitting its mark. It was most important during the great war as Margan often clashed with Rach forces, who's vehicles moves with unparalleled swiftness. It became a must to have gunners capable of striking Rach vehicles before they could make their retreat into the shadows again. The Reaver-13's accuracy is not quite as important as it is merely a simple spread fire weapon. Both weapons look identical, however, this was intentional by the Margan so foes wouldn't easily predict which weapon they were facing on the battlefield. Forcing the enemy to second guess fielding infantry and vehicle elements.

 Margan Heavy Rocketeer 

The Heavy Rocketeer is roughly equal brass with the Heavy Gunner. They're the alternative to the heavy gunner when terrain or scenario calls for a more mobile force or when air superiority is an issue. They're outfitted with a single weapon, the Hydrangea Heavy Rocket Launcher. The Hydrangea sports various modifications, be it heat seeking, heavy mounted, or manual homing rockets. The Heavy Rocketeer tends to specialize against both ground and air vehicles as would any rocket troop for any race. However their vulnerability while reloading the rocket launcher is an issue, often it's necessary for them to have an escort.

They really shine best in guerrilla warfare, where they can hide in buildings or among trees to take out key enemy vehicles and structures. Often this terrain being too difficult for the Heavy Gunners to be worthwhile. The Margan tend to have a love/hate relationship with the roll however. Some hate it for its lack of versatility and chunkiness versus enemy infantry. Others love it simply for the destruction and ability to break the backs of enemy armored divisions. Still, the job garners great respect in Margan circles and often the rewards outweigh the issues.

Margan Battlesuit

Once a Margan soldier reaches veteran status they're given a choice. They can either continue work in their previous position, or be outfitted for the position of Battlesuit Pilot. This change requires vast spinal surgery on a Margan to force them to walk in an upright position and to prepare their body for the stress of working in the battlesuit which can absorb direct blasts from tank shells. Margan battlesuits are equipped with the finest in Margan technology, heavy armor and shielding along with remarkable firepower in the form of dual Soulgrinder class heavy fusion cannons, hidden shoulder mounted Short Range Missile launchers(SRMs), and electrical power charged swipes of their limbs.

Each Margan Battlesuit Pilot is an experienced hero in all Margan circles. Veterans that have seen countless campaigns and wars, serving with unparalleled aptitude and competency in the 'Ranged Section' of the military. They're rarely seen in less important conflicts but are always the centerpiece in greater conflicts as well as almost never being seen in large numbers. Just the very presence of one of these Battlesuits on the battlefield makes the morale of a Margan army almost unbreakable as they see themselves fighting alongside a true hero of the Margan Empire. Even when one falls it only drives the Margan on harder to preserve the legacy of the Battlesuit Pilot. In short, the Margan Battlesuits are the leaders, heroes, elite and the fearless of the Margan. Should they be encountered all firepower should be focused on taking them down.

Melee Units
Margan Blade Fighter

Margan Blades are the basic foot soldier of the Melee portion of the Margan army. Standardly equipped with two poisoned Purple Crystal blades and basic shielding technology. They act as a screen in wide open areas for ranged units, soaking in ranged fire with their superior shielding as they charge the enemy while ranged squads set up and get perfect positions. They fight with uncanny zeal and often take their enemies off guard in close combat. Close Combat expertise and physical perfection are just as important to the Blades as accuracy is to the trooper. It is mandatory for them to train for a certain amount of hours daily in close combat and must keep their technique refined as per review of a Blademaster. If a Margan falls behind in their training they are allowed Bionic enhancements in their limbs and sensory organs to support them.

The Blades are more honor bound then the Troopers due to the sacrifice they must make to keep the ranged squads alive. They take pride in giving their blood for the ranged troops to do their job and willingly charge into their deaths to give the ranged squads a chance for victory. This isn't to say they'll throw their lives away needlessly, they're almost bred perfectionists, and will only commit such acts when it is optimal and assured to result in victory for the entirety of the Margan army. Their perfectionist attitude often catches their foes off guard, as they will quickly become frustrated at mistakes made during combat.

Margan Blademaster

The Margan Blademaster is a veteran of Margan Melee combat. Having traded in their dual weapons for one massive two-handed blade made of tempered purple crystal. Each of these blades is customized per blademaster, meticulously designed for perfection in weight, balance and strength so as not to break in combat. So powerful are these blades that they are equally effective against infantry and vehicle alike. They often accompany squads of Blades, to tutor and lead them into battle. Obviously the presence of a blademaster is a very inspiring sight to the Margan.

Upon the time a Blade reaches the skill requirements to become a Blade, they must go through learning to stand upright so as to better wield the blade, many times requiring spine re-grafting surgery. They are then tutored by many masters of the art within a dynasty on wielding a blade and fighting in this upright position. Only then are they re-released into the battlefield to serve again. Not many Blademasters were seen prior to the Margan disappearance, the integration of melee into the militairy had been but in its infancy prior to their disappearance. That being said not many know the potential of the Blademaster, there can be only speculation as to how they perform on the battlefield. Though many demean the idea of using a sword in times where guns and rockets are prevalent. Others say with modern shielding technology the Blademaster could viably revolutionize the art of war as it's currently known.

There are also variants to the Blademaster that don't use a Sword. Instead opting for other melee weapons more suitable for their combat style. These can include the following:

Lancemaster A crystal-tipped Lance, while poor at swinging to take out groups of enemies, it is incredibly good at piercing armor and is noteable for being effective at piercing Diabloian Plate to inject its toxins. Evening the playing feild in a usually fairly one-sided close-range combat situation against Diabloians.

Daggermasters Margan who have gotten used to Daggers. They favor mobility provided by daggers and are often incredibly good at moving swiftly through a battlefield before enemies can get a bead on them and moving quickly to keep up with their equally agile melee troops. Dagger Masters use many fast, swift swipes and stabs to inject their toxins usually in the weakest point of enemy armor.

Axemaster The Axemaster wields a vicious crystal axe that is remarkably good at being swung to take out swathes of enemies, though poor at taking out singular heavily-armored targets without multiple hacks, which can be costly in a melee battle. The weapon is also remarkable at cleaving through lighter mech legs, as it easily cleaves through the lighter armor and electronics.

Margan Archon

Little is known of the Margan Archon among the modern races of the galaxy. They only appeared towards the very end of the Margan's presence in the universe. They were Blademasters who had become experienced enough to be promoted to Archons. Each Archon is an inspirational leader and commander in their own rights, often with many bionic enhancements and experience unparalleled by most of their foes. They are producers of brilliant strategies and charismatic leaders among the Margan. Their very presence often put the Margan into a courage driven frenzy to prove themselves to their superior.

The equipment of an Archon ranges depending on personal choice, most are seen with a winged spear, obviously a sign of status among the Margan, gifted to them upon promotion to Archon status. The spear itself is actually robotic in nature, capable of propelling itself through the air with its wings at remarkable speeds and more then capable of piercing armor. They also are known to have powered lightening claws for close combat. Though others are seen with their swords of their Blademaster days or other close combat weapons. However it isn't their combat experience or strength that is to be feared, but their charisma and leadership. Upon joining a force a ragged and beaten Margan strike force will become a crusade of unmatched zeal and fury. Some think they may have psychic abilities at this point, capable of driving their troops with subtle psychic commands to make them unnaturally zealous. There's no way of knowing, they have almost never been seen, and all counts of them have come from Margan ruins and old stories passed by word of mouth for generations.

Margan Armor
Snapdragon X-5

The Snapdragon is the basic Margan walker unit. It's equipped with a heavy arsenal of shoulder mounted ballistic missiles and two arm guns capable of firing a plasma pulse. The Snapdragon is easily produced despite its loadout, Margan easily mass field it across battlefields. Being a Walker unit it is excellent at both scaling terrain and in urban battles. It moves almost organically thanks to flexible joints and top-of-the line engineering and AI programming. Its primary weakness is its size however, for all its speed and maneuverability its an easy target for most infantry held anti-vehicular weaponry.

Snapdragon pilots are directly connected to the machine through wires put into their own nervous systems, allowing for direct control. Most feedback is provided on a screen within the cockpit detailing the condition of the Snapdragon, external conditions and a radar marking friendly and hostile targets. Margan pilots must also be careful not to pilot the machine too long or risk sensory overload. Beyond 12 hours in time within the Snapdragon risks the body of a Margan being overloaded by sensory input and causing the Margan near-fatal trauma. By this the longer the campaign a Margan Snapdragon pilot participates in the more respect they garner among the Margan culture as a whole.

Chaingun Tank

The Margan Chaingun Tank is one of the primary vehicles for ground offensives and a standard among all dynasties. Chaingun tanks are outfitted with a single rapid-fire high caliber autogun on the front of the vehicle. While powerful enough to pierce the armor of vehicles its primary use is as infantry support. Its wide spread and rapid fire allow it to mow down enemy positions with remarkable speed. They're heavily armored on all sides, making it difficult for anti-tank weaponry to take them down. The only reasonable weak spot being the ammo cache on the back of the vehicle.

Often the rear of such tanks are heavily guarded so as not to leave enemies that opening, using the armored fronts as mobile walls. The Margan have a more disturbing use for this wall however, in their times fighting the Rach they came to the realization Rach hate confinement and are very sentimental towards their wounded. After flaying a Rach, removing its sensitive leaf-like sensory organs and stripping them of their camouflaged skin, they crucify them to the front of the tanks on the armored front plow. This has caused hesitation in Rach shooting the front of the tank and furthermore causes demoralization in the Rach as they quickly feel sympathy for their crucified brethren.

In this way the Margan are looking to applying this deadly effective tactic to other races when engaging infantry with a Chaingun tank.

Margan Weapons
Margan Weapons vary greatly. Each of them is uniquely designed for its specific role and tends to have a bit more malice into its creation then most other race's weapons. They have a little extra something, to inflict more pain, to cause a bit more burns, etc. Often Margan weapons are renown for going above and beyond in making those subject to them suffer.

Margan Crystal Melee Weapons


Margan Crystal weaponry has been a staple since the very beginning of the Margan empire on their homeworld where the highly toxic crystal was often the most effective material to forge into weapons and kill the local lifeforms with. While some had natural resistance to the toxins having evolved on the planet with them, they still weren't immune to the grievous stab wounds of a sharpened crystal. No one Margan came up with the idea of using the crystals as weapon tips and indeed it served them well. To this day the crystal serves as a primary material for melee weapons to be made of, and it isn't hard to see why.

First of all, due to the size of the crystals they can easily be carved down into just about any form of weapon with a bladed edge. Spears, daggers, swords, all very possible weapons to be forged of the toxic crystals. The crystals, being so durable and being able to be sharpened to such a sharp point as to be capable of piercing armor without dulling for a considerable period of time, make for perfect weapons even in a technological period of charged melee weapons and robotics. The benefit of the toxins, which most alien species are vulnerable too, is another bonus of the crystal weapons.

It has not only become a profession but a venerable position to be a crafter of these crystal weapons. Margan fully believing that, a well forged weapon entitles a Margan to the same prestige as the warrior who fells life with it. Being there's no shortage of soldiers in need of daggers or blademasters in need of fine weapons, there is no shortage of need for the talents of those Margan willing to danger creating the weapons. It's a notoriously dangerous job, one prick of the crystals on open skin can inject deadly toxins and kill a Margan. Often Margan only sharpen their weapons while wearing heavy armor or with bionic or cybernetic limbs so as to avoid fatal accidents. Those that can afford it will even go so far as to get energy shielding just in case.

The Crystal Weapons are often a good indicator of prestige, a weapon forged my a prestigious forger is due for much respect and have a history of being passed down through generations of Margan. Of mention is the blade 'Starbane', which was lovingly forged by a famous Margan weapon forger who later became an important priest. Starbane is looked upon with almost religious status by the Margan, being forged by a highly philosophical priest for the expressed purpose of 'Ridding the Stars of life'. It is currently in display in Holy Thereia in a museum and has many Margan pilgrims coming to see the holy relic daily.

The weapon is also a hazard to many worlds and are outlawed in certain security and foreign affair circles in other species. The reason for this being the crystal of a dormant weapon, if laid long enough, if blunt enough and if in the right conditions, -can- be the seed for crystal growth. It's not too uncommon though uncommon enough that Margan don't usually worry about it. Tempered weapons often interfere with the growth of the crystal by inhibiting the chemical reaction that allows it to spread. Obviously no Margan wanted their weapon to grow on them on the battlefield and ruin the sharpened state and weight of the weapon.

However, it's not undocumented for a Margan Dagger to have been left on a planet and forgotten only for, months later, an infestation of crystals to sprout from the same area. As such many foreign species make it a point to confiscate or simply ban altogether. Obviously due to this, some species make it a point to destroy Margan weapons after a battle if at all possible, rather then let them be stolen, recovered or allowed to fester on a battlefield.

Being a big sign of prestige in Margan society, a weapon can be easily be looked at and the prestige of its forger or who it was meant to be forged for be easily divined. Weapons from or for more prestigious individuals are often more complicated, with complex designs carved into them, more crystals lining the frame for decorative purposes or added features (such as mechanical wings) being added. Weapons made for high ranking officials, Archons, Matriarchs, Priests, heroic figures and aristocrats often have remarkable detail and loving care put into their forging. Often weapons used by important figures are also reforged with this treatment, such as Melee Blade Vissha's daggers upon her many promotions.

R19 Seraph


The R19 Seraph is the main pulse rifle of the Margan Empire. Designed shortly after fist contact with the Zaretians had deemed Margan weaponry currently inferior to the Zaretian's. The R19 Seraph was actually designed by the Golden Blade, a forger had named it the Seraph to honor a Margan he'd fallen in love with in the Seraphim dynasty. The name of the R19 Seraph came under scrutiny after the debacle with the Seraphim Dynasty but ultimately was nulled and void due to the original intention of the name honoring the pre-blasphemy dynasty not the post-blasphemy one. Though some animosity still occurs over the name most Margan don't see it as an offense and accept it as an honor towards the Seraphim in its prime, remaining dissenters being extremists more or less.

The R19 Seraph is the prime example of a well designed pulse rifle, its long frame and awkward short design make it clumsy for most other races, however for troopers low to the ground its perfectly designed for holding down their long bodies and aiming down the sights with their horizontal bodies. The recoil of the weapon is minimal allowing for quick burst shots with it if need be. Its fed power through a snap on-snap off energy clip that can be recharged. The clip itself packs enough energy for neigh a thousand shots or a few hours before needing to be switched out. However so much energy makes it prone instability when damaged and can cause a small explosion.

The shots themselves, are incendiary in nature and upon striking a biological target vaporize flesh and leave incredibly painful burns. The nature of the shots make them good at overwhelming shields and overloading charged armor but poor at actually piercing armor making them mediocre at best when dealing with vehicles or heavily armored opponents. Restricting the Seraph to dealing with unarmored targets. This is why often Troopers depend on melee troops, being their melee weapons can pierce armor. The burning sensation of the Seraph's shots earn it the nickname, "Fire Rifle" from some more primitive aliens, due to the horrible burning pain often inflicted by the shot. That being said, the R19 Seraph isn't as fatal as most rifles, however the pain inflicted can cause victims to drop their weapons, or leap out of cover from the shock and pain.

Needless to say some foreign alien agencies have banned use of the R19 Seraph, labeling it as a war crime or torture device for the horrible burns it can inflict. The Seraph's design also allows for additions and is often modified by various dynasties. The Red Rose uses the "R19 Seraph Immolator", a modification of the R19 Seraph with a napalm sprayer or flamethrower on the top in place of the upper stabilizers. That being said the Seraph Immolator has a harder recoil, but has the benefit of a scorching close range weapon, or a unique device for ousting enemies in cover. The Orion has its own modification, the "R19 Seraph Thunderstorm", also choosing to sacrifice the stabilizer's recoil benefits for a charged electrical bayonet for increased survive-ability in close encounters. The Reaper's Fist has also customized its R19 Seraph rifles but not enough to warrant a name change. Due to the bile and spores often in the air during Reaper's Fist fights the grime produced has been known to clog up their R19 Seraphs. As a result, they've had to install a filtration system into the R19 Seraph which keeps it clean and funnels the muck into capsules on the top of the gun. These capsules need to be changed when filled, but can also be thrown to act as 'Viral Grenades'.

Reaver-13 and AGGB


The Reaver-13 Heavy Rapid Pusle Gun and Anti-Grox Gauss Blaster (AAGB) are the two weapons used by Heavy Gunner Margan. Both were designed independently but their designs have become so close over time they're almost indistinguishable. This has the effect of confusing the enemy as to the loadout of a Heavy Gunner and making them more difficult to plan against. Both weapons are identical in design other then the battery packs which look slightly different in shape, one being rounded while the other is square. Most enemies getting close enough to spot that are normally already under fire. The muzzle also differs slightly, the pulse shots having to come out of the Reaver-13's focusing crystals while the Gauss blast comes out of a rectangular chamber in the AGGB.

The Reaver-13, as its name suggests, fires pulse shots much like the R19 Seraph and just like the Seraph it's notorious for being highly incendiary and being incredibly painful. It fires multiple pulse shots at a remarkably fast speed, ideal at mowing down enemy infantry and overloading shields. It's a bit more deadly then the Seraph but still holds all the properties of causing severe burns and thus leaving entire swathes of infantry badly burned and often flailing in pain. Its rate of fire often allows the Reaver-13 to completely shut down cramped hallways and alleys, and provide wonderful suppressive fire for melee squads to close in on enemies. The Reaver-13 was designed within the Holy Dynasty and is revered as a holy weapon, hence the ornamental horns on the front which exemplify Priestess Cadance who gave her blessings upon the weapon with its design, who was known for wearing a horned headpiece.

The Anti-Grox Gauss Blaster, while having a more straightforward title was designed in a separate vein and looked very different originally. It was originally perceived in the Red Rose dynasty, a heavy gun which fired a single gauss beam that could rip through armor and ignite vehicles power cores or engines with one concentrated shot. Igniting fuel and causing rather destructive explosions with whatever they struck. Naturally the weapon is primarily an anti-vehicular one, meant to cut through armor and shielding equally. The cooldown afterwards and singular shot makes it impractical against infantry though it can still be useful in hallways and cramped spaces where enemies can't fan out and remain in a line. The AGGB eventually had its design tweaked over time to look identical to the Reaver-13, a tactic popularized by General Turos himself who disguised the weapon in order to confuse enemies which simply became the mainstream. Now all Reaver-13's and AGGBs look identical and few AAGBs of the original design remain. Obviously by the name, the AAGB was originally designed to fight the Grox, though given the Margan consider the Grox themselves a "pitiful whiney cyborg species clinging to the galactic core for some self-imposed illusion of importance" compared to the other more dangerous races they've faced and are currently facing, in their opinion.

Both weapons hook up to a large pack often on the back of the Margan but can function independently. The pack itself is an advance computer targeting system, within the pack it computes the positions of enemies and maximizes the accuracy of the weapon all its own, though data is fed into the optics of the Margan Gunner anyway for optimal results. In this way the AGGB is almost always going to strike a critical and fatal blow to any vehicle it's trained on and the Reaver-13 will always mow down the maximum amount of foes. Without it the weapons function like a normal heavy gun and accuracy often suffers as a result.

Hydrangea Rocket Launcher


The Hydrangea Rocket Launcher is the main rocket launcher of the Margan army and often is issued to rocket squads. Despite its long framed design to suit a Margan's short long form, the rocket launcher is much like any other rocket launcher. It can fire up to two reload-able missiles and has a single optical flap that goes over the eye to line up shots. Their design origin comes from the Holy Dynasty back in ancient times and has remained relatively unchanged aside from targeting and power upgrades over time due to its universally effective design. Even in the earliest times of war the Hydrangea was used in conflict against alien vehicle and air assets alike.

The light frame makes it easy to carry and disassemble and reassemble on the battlefield for ease of carrying. Its targeting systems are fairly reliable and has a relatively short lock-on time when it comes to using homing missiles. The Rocket Launcher is also fairly durable allowing it to survive drops and rough-housing, though any sort of direct fire on it will fairly firmly break it. All in all it remains a solid and reliable weapon.

Where it differs is the type of ammos it can use, which tend to range wildly. Over time various types of missiles have been developed for the Hydrangea to give it a remarkable range of uses and abilities. Everything from anti-vehicular use to anti-infantry suppression depending on the enemy. So while the Rocket Launcher itself is unremarkable, the different types of missiles that it can fire is very diverse and is a definite example of the creativity of the Margan when it comes to unique ways of killing individuals.

Standard Rocket
The Standard Rocket is the basic rocket fired from the Hydrangea Rocket Launcher. It's easily produced and often can be thrown together on the front lines with ease even without factory ship backup. The Rocket has no targeting systems and cannot home onto enemies and thus only goes in a straight lines, as such requiring aim. It's impractical against fast vehicles but is very good at dealing with stationary vehicles, and grouped dug-in infantry positions. The rockets are small, easy to carry, and it's not uncommon for Margan to have masses of them.

Homing Missile
The Homing Missile is also a relatively simple design, having an onboard computer to home onto enemies. They're easily produced at factory ships and are the common answer to fast vehicles and aircraft. The missile is known for having a purple explosion as often Margan Crystals are involved in the creation of the missile and the residue tints the flames purple. When Crystals aren't used it's a fairly normal explosion. It fakes a few seconds for the Hydrangea to lock onto its target, but is hard to shake once it's been properly locked on.

Heat-seeking Missile
The Heat-seeker is an alternative to the Homing Missile for those that don't want to wait for the lock-on. The onboard computer locks onto heat sources, such as jet trails. The trade off is that it can be thrown off target by flares and other anti-heat-seeker weaponry which distract the heat-seeking tech. It's noteably useless against Rach who have ways of stealthing heat sources in their vehicles. Much like the Homing missile, if made with crystal equipment it can have a purple flare to the explosion.

Crystal Missile
The Crystal Missile is very unique but still easy to make. The can either have the on-board computer or be fired in a straight line like the Rocket. Where its function is different is in hitting the target, the missile is made out of one large, blade like missile with thrusters and computer systems on the rear. The blade of the crystal often pierces a vehicle's armor and embeds itself, then by causing a chemical imbalance in the crystal discharge pent up energy, causing a large purple explosion. This explosion will assuredly pierce through the armor given a laceration has already been made. This missile is very deadly against heavily armored targets such as heavy tanks and even large orbital craft if they come low to the ground and if used en' mass.

Crystal Shatter Missile
The Crystal Shatter Missile is another missile easily produced at the Factory Ship. It has an onboard computer and optical system below it to assess enemies under it. The Rocket is filled with tiny Crystal Shards and upon reaching a certain height over enemies explodes and rains the shards on the enemy. The dagger-like rain of toxic crystals often is enough to clear out grouped infantry and proves to make a battlefield hazardous for enemy infantry as they risk stepping on the spikes impaled in the ground. However an alternate version of the same missile -also- has a device on each of the shards which causes them to explode much like the Crystal Missile but on a much smaller scale, acting like a supressive field of small explosions. These are harder, longer and more meticulous to make however and as such are only used on heavier clusters of enemies or more important targets. Both versions of the missile are designed to deal with masses of enemy infantry and some light vehicles and are ineffective against heavier assets. Often its ineffective against enemies that have cover over their heads such as being in a bunker.

Napalm Missile
Predictably the answer to enemies in cover against the Hydrangea was the same way they usually deal with enemies in cover, Napalm. This missile, again easy to make and often produced in factory ships, is filled with scorching napalm and explodes with it upon reaching a target. When fired through the window of a bunker or over enemy infantry it unleashes a wave of scorching Napalm to strip skin and flesh from enemies unfortunate enough to be caught in it, along with leaving highly dangerous napalm on the ground to dissuade enemies retaking the position.

Crystal Drill Missile
A hard to make missile given it requires advanced computer systems between the drill, the explosives and targeting systems. Often made in orbit rather then in the factory ships which are reserved for more mass production. The missile homes in on enemies, then using a crystal drill on the front will drill clear through armored targets, before igniting a crystal explosion in its core upon digging deep into the enemy. It is meant to be used against very large targets, large ships that are giving support fire to ground assets, very large mechs, so on and so fourth. While it may not immediately take out such a target it does cause considerable damage and complications. When fired in large numbers they can decimate larger vehicles if the drills are spread out along a large body to ensure maximum internal damage. In fact the Margan have pinned a nickname to the missile as the, "Monolith Killer" when facing the Diabloians as it's one of the few things capable of drilling its way through the Diabloians thick vehicle armor.

Storm Missile
This is a missile exclusively used by the Orion Dynasty. The missile is a lot like the Crystal Spread Missile but rather then dropping crystal shards, it instead drops very sharp rods that impale themselves in the ground over a wide area. They're all -very- conductive of electricity and often are followed up by some sort of electrical weaponry. Stormlords or shock cannons are common follow-ups to this missile which allow them to electrocute wide areas of enemies, not only killing infantry but short-circuiting electronics and overloading vehicles. It's easy to produce but the level of cohesive combination of tactics to make it work make it more difficult to use properly.

Plague Missile
Plague Missiles are only used by the Reaper's Fist dynasty who have the proper gear to counter their effects. Plague Missiles are fired from missile launchers, often wide into the air to land among enemy lines. Once in the ground flaps in the side open which vent out a cloud of pathogens and viruses. They can sometimes also spew out acidic clouds that eat away at enemy armor, weapons and flesh very slowly. They are fairly easy to make for the Reaper's Fist and are often produced at Factory Ships, they're a common sight in a battlefield after a Reaper's Fist push, imbeded in the ground en' mass. They're considered a heavy biohazard by most species and are often incinerated.

Seraphim Missile
These missiles are almost never used anymore given the fall of the Seraphim Dynasty. They were impossible to make on Factory Ships and were a specialty item made by the Seraphim Dynasty. They were fired directly into the air and exploded over enemy lines, through a mix of chemicals they produced a massive phosphorous-flare-like explosion of white light. The chemical fallout of the explosion was poisonous, and the bright light caused severe burns on anyone below them until the flare burnt out. These were often set up to punish enemy infantry while an advance was made. Since the fall of the Seraphim Dynasty these missiles are rarely made and what few remain are either on display or are in very very rare use by select individuals for nostalgia or research purposes.

Hammer Cluster Missile
The Hammer of the Divine has its own unique missile, which can be produced at factory ships. Given how much more common Missile Launcher troops are in the Hammer Dynasty to compliment their mostly ranged armies, they help greatly with punishing clusters of enemies from a range with these missiles. These missiles pack a bunch of smaller rockets in them, when over a target area the missile unleashes these smaller cluster missiles. These cluster missiles then rain down on the area, littering it with medium sized explosions that tear up infantry and light vehicles, punishing entire areas and allowing the Hammer a greater area of suppression.

Hammer Beacon missile
The Beacon Missile is a very unique missile also produced from factory ships by the Hammer. This missile has a targeting computer within it that flies over enemy troops from above. It actively predicts the largest concentration of enemies before cutting out its thrusters and embedding itself in the ground. It then sends out a signal marker to Hammer Artillery to rain down fire on that particular area. These are common when used in combination with Hammer Artillery and prove a deadly combination on any enemy position and prompting enemies to try and shoot these beacons out of the sky.

Hammer Missile
The Hammer Missile is another of the Hammer of the Divine's unique missiles. These missiles are generally larger and slower then other missiles. This is due to a drastically larger explosive gain within the missile, while easier to shoot down its usually used in combination with cluster missiles to confuse enemies and keep them from shooting it down. Once it hits a target location it causes a colossal explosion of punishing power, leveling bunkers and heavy vehicles altogether and can even punch huge holes in capital ship hulls if allowed to hit by point defense weaponry.

Holy Missile
The Holy Missile can't be produced in factory ships and is only used by the Holy Dynasty itself. The missile has a crystal within it, but agitated the chemical explosion by forcing incredible heat within itself to force the crystal's expansive growth moments before collision with a target. The result is not only a massive purple explosion, but a cloud of toxic residue that chokes enemies and, larger chunks of crystal within, can even seed purple crystal -within- enemy armor which experiences a short explosive growth, causing crystals to grow through enemies. It also tends to leave behind a crystal infestation wherever it hit due to the resulting chemical reaction. It's a devastating weapon primarily used for taking care of key targets surrounded by defending infantry to take out the entire entourage in one fell swoop, or seeding ship hulls with crystal.

Margan Spacecraft
Margan Spacrcraft range from various purposes, many are for military purposes but due to the sheer scope of Margan fleet dynamics and the fact many military craft cross over with civilian craft it is deserving of its own section. They range anywhere from small landing craft to massive worldships which hold the majority of the Margan population. Margan craft are always built for very specific roles, landing craft are meant to do very specific things while combat craft each cover very specific areas of combat. However most ships can be broken up into four categories, Combat ships, Invasion Crafts, Civilian craft and finally Residential craft.

Combat Craft
The Role of combat craft is usually to combat enemy fleets in orbit and clear the way for invasion craft to land on a planet. They also defend the core civilian fleets and can even give ground support by firing main weapons on planets (Like the Oblivion Cannon's plasma bombing capabilities) or entering the atmosphere and acting as support aircraft and bombers (Such as the Stormlord). They are purely a combat role.

Margan Destoryer


Role: Primary assault flagships

Weapon Systems: Broadside mounted laser batteries with point defense capabilities. Front mounted 'Oblivion Plasma Cannon'. Various missile and anti-missile pods

Description: The Destroyer is the backbone of any space combat. It's outfitted with a remarkable array of weaponry. The sheer firepower it brings to bear causes major energy drain and as such shield capabilities are limited. To make up for this the Destroyer is a slow craft which makes up for its shielding shortcomings with vastly superior armor. It's primary design is to take out other enemy aircraft and break the spine of most enemy fleets. While its broadside laser batteries pack impressive punch some power is derived for point defense capabilities.

Its real firepower is in the front mounted 'Oblviion Plasma Cannon', which charges a concentrated plasma shot which it can unleash on a target. The plasma shot while doing average damage to shielding utterly melts through armor at a terrifying rate. Often even the most well armored of ships can't withstand a single Oblivion shot. This makes it imperative for enemy fleets to make sure their shielding is up at all times, and possibly even shut it off to preserve energy during combat or bait Margan into firing their Oblivion cannon early, taking advantage of its long cooldown period.

The Crew of the Destroyer is usually large, keeping track of the many weapons systems and various shielding and energy generators. It's a full time job and often the crew find themselves living on the Destroyer for extended periods of time. Due to this the Destroyer also has ample living and entertainment quarters for the crew during long campaigns. However extra food and water often has to come from supply craft ferrying in further supplies for extremely long campaigns where supplies run out.

Margan Stormlord


Role: Interceptors

Weapon Systems: Dual forward mounted 'Lightening Blasters', bombing bays which can be outfitted with bombs or missiles.

Description: The Margan Stormlord was invented by the Orion dynasty and finds it their pride and joy as it's effectiveness has caused it to be widely used by all Margan. The Stormlord is primarily an interceptor, mass swarms of them accompanying any Destroyer in a fleet and engaging other ships in combat. Their remarkable aerodynamic speeds allow them to act both as incredible aircraft within a planet's atmosphere and as an amazing spacecraft, being a very dynamic spacecraft. It also has unparalleled gyro tech, allowing them to make very sharp turns and loops without loosing equilibrium easily.

The Stormlord's firepower is primarily in the two forward mounted 'Lightening Blasters', it works by imposing an ion charge on a target with a short lock on period, then unleashing a powerful lightening blast from its forward mounted rods. The lightening blast is normal against shielding as any other energy weapon, however against shields its remarkably effective and causes great drain on the shielding. Due to this it often makes an excellent 'one two' punch with the Destroyer, interceptors wearing down and taking out the shielding of an enemy ship while the Destroyer brings its Oblivion cannon to bear.

It also has a payload capable of dropping bombs from its underside, weight issues can slow it down in atmosphere however. It can be given napalm bombs, standard bombs, crystal seeding bombs, plasma bombs and anti-matter bombs each having their own area of effectiveness. Napalm bombs being good against ground infantry, while standard bombs are good against ground armor. Crystal Seeding is generally for toxifying a planet. Plasma bombs are used for knocking out shielding of capital ships while Anti-matter bombs tend to be effective against capital ship armor. That being said the Stormlord is very versatile and dangerous.

Margan Missile Cruiser


Role: Support

Weapon Systems: Twin Missile pods and two front mounted laser blasters for basic defense.

Description: The Missile Cruiser was designed by an inventor of the Orion empire, another addition like the Stormlord though less lauded. The Missile Cruiser was designed for the expressed purpose of supporting a fleet. Its primary weapon are two massive missile pods capable of firing a slavo of ballistic missiles. Each of these missiles packs devastating firepower capable of overwhelming enemy ships with poor point defense lasers defending them. The missiles themselves come in many different 'flavors', some sacrifice payload for more speed while others are slower but better armored to make it more difficult for point defense lasers to destroy them. It generally tends to come down to what the situation is called for but the ship has more then enough cargo space to support a variety of missiles which can be switched out by external drones.

The ship's usual role is to hang to the back of any given fleet assault and lay down support fire, helping Stormlords and Destroyers overwhelm ships by focusing fire on key targets to bring to bear an overwhelming offensive that allows them to focus down key ships in a quick and effecient manner. The ship also has a large command hub for its commanding officers, allowing it to help with logistics and tactics during combat. It's not an often praised ship but it's an essential part of any Margan attack and well respected by the Margan populous.

Invasion Craft
Invasion Craft are meant to land on a planet and act as bases for the Margan during invasions, supporting powerful invasions and terraforming worlds. Each one has very specific roles to achieve and their roles differ throughout the stages of an invasion.

Margan Invasion Craft


Role: Primary Command and Initial troop supply

Payload: Command systems with strong logistics control and a large amount of troop pods for initial landing troops along with large cargo bays for supplies.

Description: The Invasion Craft is often the first ship to land on a planet. It acts as a command ship, having powerful logistics displays and management systems built into computers within its hull, it also has a powerful ally/enemy radar tracking system to keep track of allied and enemy movements in a wide radius. When it lands it usually brings with it a large amount of troops to secure a primary landing area to set up a base. They aren't usually seen on the front lines however, as their purpose is too critical to risk being lost on the front lines. Instead they're usually at the very heart of Margan operations.

Through the invasion commanders, generals and Archons all use this ship to relay orders, keep track of combat movements and establish orders. If a battle is going poor usually the Invasion craft is the first to leave with critical Margan of importance and is heavily defended to make sure that it isn't shot down. That being said it's rare to see Margan Invasion Craft destroyed, as Margan usually don't risk them given their very critical cargo.

Margan Carrier Factory


Role: Construction, mining and troop management

Payload: Neumerous refinery and construction facilities for various ores and producing machinery. Furthermore it holds various troop holding areas to act as a barracks along with teleportation systems that can be linked up.

Description: These ships are usually the most common sight during Margan invasions. They're usually landed with reckless abandon all over planets. The reason for this being that factory ships act as a way of mining and troop management. If teleporters can be erected in an isolated ship troops can be sent to unsuspected locations to flank enemy troops with short range teleporters linking from the hidden factory ship to the main one. This often is what makes the Margan notorious for using their overwhelming numbers to swarm enemy troops.

Upon landing the Carrier Factory has many jobs to do, first and foremost is getting mining equipment running, letting out tunnelers to make routes that connect under Margan lines to allow swift supply movement and begin the process of mining out the planet, not to mention setting up subterranean ambushes. Next is getting up teleportation systems, the short range teleporters or SRTs, are capable of teleporting troops from core troop ships in orbit to the factory ship and back again. The ships are often produced in large numbers, and as such are the most common sight during any given landing and are usually scattered widely.

This causes enemy focus to be primarily on destroying these factories, thus getting the Margan assault line under control. Otherwise they can freely 'hop' their forces between Carrier Factories and dictate combat lines easily. Should one be overwhelmed forces can use teleports if they're set up to make a hasty retreat, though it's very possible to catch factory ships before they set up the teleporters early in invasions.

Another function of the factory ship is production, it's fully capable of producing mining equipment to mine out the planet and armor to support the invasion. Snapdragons and Chaingun Tanks are often produced at these factories during combat and deployed to give unprecedented armor support. Unfortunately larger constructs like the Storm Walker cannot be produced by a factory ship and must be dropped in via orbital ships. All in all the Carrier Factory is the primary and most common sight of any Margan invasion and really the core of their invasion tactics.

Margan Colony Ship


Role: Transport and housing for non-combat Margan and supply.

Payload: Spacious supply housing along with living quarters and equipment for engineer Margan.

Description: The second most common sight of any invasion is the Colony Ship. The name is deceptive, as Margan never set up colonies on planets but instead the ship simply is a colony in and of itself. It holds living quarters for various engineers, commanders and logistics experts. Basically any non-combat Margan reside in this ship. It also is responsible for housing many large supply containers with critical metals, food, water, and ammunition to set up a base and supply an army. Colony ships aren't often seen on the front lines but are common behind them to help support established Margan territory.

The Engineers they carry are key in setting up bases, erecting mining equipment, making sure landing craft are secure, performing diagnostics checks on vehicle elements and preparing supply and command lines. Engineers are key in just about any major invasion and are an increasingly common sight mid to late invasion. Once an invasion is a success even more colony ships land for the expressed purpose of storing the ores and precious metals received in full scale planet mining.

Post invasion there's usually a mass exodus of Colony Ships carrying countless tons of metal back to the primary ship along with massive populations of non-combat Margan responsible for mining out the planet. Ultimately their leaving is the final sign of the end of an invasion. That being said the colony ships are key to just about any invasion, even if they don't carry any troops to the front.

Margan Armageddon Cannon


Role: Defensive and offensive siege weapon

Payload: Massive 'Armageddon Cannon' gun with full 360 degree rotation and displays for external use.

Description: The Armageddon Cannon is essentially a massive mobile gun. It's landed on planets to help set up lines in Margan invasions. The Armageddon Cannon's most obvious feature is the massive gun it carries which is primed and ready to fire upon landing. It fires a single massive plasma shot similar to the Oblivion Cannon on Destroyers, only on a smaller scale. They excel at dictating combat lines, punishing enemy troops with plasma bombardments or laying siege to enemy fortifications from a safe distance. They're most often set up outside of bases.

They also have external displays and monitors for external use. This is just in case cannon operators are too busy on the outside doing various other tasks to remain within the cannon and monitor its tracking. Also some other Margan like watching the view-screen when not on duty to see what's being pelted by the Armageddon Cannon. The Armageddon Cannon is usually what's most responsible for the tell tale 'magma pools and craters' that are evident during a Margan invasion.

Civilian Craft
These craft are used by the civilian population of the Margan. They're either used for personal transport, supply transport or so on. They aren't normally seen on a battlefield but can be seen accompanying it. That being said these ships rarely have weapons as their purpose is not of combat.

Supply Ship


Role: Transportation of goods

Payload: Anti-grav lift, spacious supply and living quarters.

Description: The Supply Ship is the primary mode of supply transportation around the Margan empire. An anti-grav lift on the bottom of the ship allows for easy drop off and pick up of supplies without having to land, and side mounted thrusters can be shifted in direction for both a 'Hover' and 'Forward Thrust' mode, allowing the ship remarkable mobility. Their uses range, some are used by the military to ferry supplies between Margan residential ships to Capital ships, combat lines and so on, making for critical supply transportation which justifies the large amount of armor it uses. (To protect itself against pirates and raiders. . . Rach being the primary culprit)

It's also used by private companies and other Margan civilian third parties as mass transport of supplies and goods. It sometimes has escorts to ward off pirates (Such as Stormlord interceptor support) but primarily can act on its own with proper manuvering, warp jumping and defensive capabilities. This ship is a common sight when Margan are trading among one another or with their allies in the Warlord faction. They are also a bit scary to aliens, as they've also been known to carry payloads of the toxic purple crystal the Margan love to farm and use so much, sometimes pirates are caught by suprise when the payload is actively toxic, and popping open a crate accidently seeds the vessel and openly begins spreading along the hulls. Ultimately the ship then has to be abandoned, and there are more then a few Supply Craft husks floating in space filled with the toxic crystal which has overwhelmed the ship.

Margan Speeder


Role: Fast Personal Transport

Payload: Anti-grav lift, advanced thruster control system

Description: The Margan Speeder is the primary mode of transport among the civilian population of the Margan. They can come in many designs, colors and flavors but have the primary key asset of being fast and maneuverable. They're primarily used to get from ship to ship in a fleet and also for movement within larger residential ships like worldships which can have hundreds of speeders buzzing around the airspace at a time, causing some traffic issues.

The Speeder is built for speed and maneuverability, tested and proven to be more then capable of taking tight turns and making sudden stops to hover in place. The sharpness of its turns and speed can be sacrificed for more cargo space, for the more 'family minded' Margan. They're a common and welcome sight in any Margan populated area and most every Margan citizen owns one to get here and there when needed.

Aside from this it is sometimes but rarely seen on the battlefield as a way to quickly transport commanders from one zone to another. However it's often more prudent to simply use teleporters in factory ships, so once teleporters are set up the Speeder becomes a rare and more usually non existent sight on Margan battlefields.

Residential Craft
Residential Craft are the final craft type but easily the largest. They are floating homes of the Margan, ranging in size and population count but ultimately being where the nomadic Margan call home. All pictures are to be taken with a grain of salt, as designs vary widely and there is no 'core base design' for any one given type of residential craft. Instead they are categorized by their size and population count.

Living Craft


Role: Personal Home

Population: 1 - 26

Description: The Living Craft is the base most of the residential craft. They come in many designs usually following the personal tastes of the Margan owning it. They are craft often accompanying larger fleets and house either a single Margan or their family. It comes with all the base essentials, air filtration systems, living quarters, personal quarters, and so on. To any other race they would be considered 'Mobile Homes', complete with bathes, kitchens, entertainment areas, sleeping areas, and so on. The only additions would be a piloting helm, usually an automated AI steering the ship, and an engine room for upkeeping the engines which an engineer will bi-monthly check up on.

In the above picture is pictured Archon Ki-Migral's ship which will be used as the key example. She chose the coloration herself and ultimately the ship is designed to house the many artifacts and keepsakes she likes to collect while exploring planets in her free time, thus the massive dome-shaped center of the ship has adequate storage areas. It has abnormally large thruster systems for going to one planet to the next and has reduced entertainment areas towards the front of the ship as she doesn't spend very much time outside of taking care of the stored artifacts and exploring worlds. When not in use the ship is often idling with the major Golden Blade fleet with its AI 'Dora' controlling it.

The ship has adequate space for a full Margan family of a husband and clutch of children, however Ki-Migral instead uses this extra space for added storage not having a family.

Commune Craft


Role: Community Home

Population: 200 - 1'000

Description: The Commune Craft is for a community of Margan, with homes built into the hulls and residential areas. There are often 'halls' here where community leaders of the Margan can meet to discuss important matters of business and actually have an elected 'Mayor'. Often these communities are drawn together by a common job or sometimes by extended family, however it usually means large groups of Margan are living together more or less through some sort of connection. Commune craft usually have dedicated engineers for making sure the ship is consistently functioning optimally.

Commune Craft rarely if ever stray far from the fleet, only if they have a mining community or something that requires the community to live further away from the designated fleet to they veer too far from it's safety. Otherwise the ships usually simply stay with the greater contingency of the Margan fleet in relative safety. Should danger come too close emergency orders can be fulfilled to engage warp jump and take refuge deeper within a Dynasty's war fleet.

Crime is at a minimum in commune ships so law isn't often a nessecity though some do have security personell in the larger ships.

Homecraft


Role: Floating Cities

Population: Tens of Thousands upwards to a million.

Description: The Homecraft are the floating cities of the Margan which house thousands of Margan. The Homecraft aren't often seen outside of the well protected inner borders of the primary Dynasty fleets and never on the outskirts. The shielding and armor of a Homecraft is unparalleled and often heavily guarded by heavy Margan fleets, making them almost unassailable. (Though not unboardable, making invasion a possibility if one that's never occured.) The communities aboard Homecrafts are massive, and are identical to cities most races call home on planets.

That being said many Margan companies and businesses call their homes on Homecraft and call to them thousands of Margan to work in them. Most of Margan civil life takes place on Homecraft and it's the closest thing to a 'normal' living any other race can call. Homecraft are massive hulks capable of making comfortable living quarters for thousands of Margan and require constant upkeep by swathes of engineering crews who often call these Homecraft home themselves.

Homecraft are very slow moving craft, only able to shift their drifting slightly to keep up with the flow of the inner fleet. However in cases of extreme emergency they -are- capable of warp jump, granted it takes high clearance for such a thing to be used due to structural integrity being at risk upon its use.

Worldship


Role: Metropolises and Motherships

Population: Millions upon Billions

Description: The Worldships are the core 'capitals' of any given Dynasty. Upon them live the Matriarchs of the Dynasty with their own given temples and millions of Margan around them. Countless companies reside here and the core most elite of all the fleets defend them with their lives. They are so packed full of Margan that they are considered holy ground, most aliens are forbidden from stepping foot in them though diplomats are an unwelcome exception to the rule.

Worldships are so crammed full of Margan that building upon the walls and even the ceiling of a worldship is often Necessary and constant expansion is a must. The stunning ability to build on the 'roof' of the Worldship is achieved by two massive towers called 'World Pillaers', within the center of both of them are two massive gravity regulators, a main one and a back up in case the main fails. Gravity is centered towards the roof on the ceiling and the floor on the ground level, causing perfect gravity on both spectrum. Often Lifts are used to transport people, goods and vehicles between the two gravity wells in order to keep the equilibrium and keep one from falling on their own heads.

So massive are the Worldships that Speeder travel within the Worldship is often a must. Even Margan who don't own a Speeder often use public speeder transportation to get from place to place in the massive sprawling Worldship. For a Speeder to shift gravity wells there's large circular 'gates' which help shift the equilibrium for the speeder, though due to the number of the population sometimes they can get caught up in traffic which is a daily issue.

Matriarchs often live here, and thus many Worldships carry themes based on their Dynasty and usually the patriotism of worldships are second to none. There are bi-monthly parades in honor of the military and matriarchs running the worldships and often each one has its own themes and customs that it follows. The worldships are as follows.

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Holy Thereia
Dynasty: Holy Dynasty

Unique Features: Various ancient priceless Margan holy symbols and artifacts. Home of the High Priestess and the grand center of the theater of Ferivus

Primary Goods: Crystals

Description: Holy Thereia has a long history, and is the core Worldship of the Margan at the very heart of their empire where the High Priestess calls home. If ever it were to fall the Margan Empire would be crippled as it is the primary connection between all of the major Dynasties. Holy Thereseia is home to many of grand artifacts and where the most elite of the Margan end up to be distributed through the most important parts of the Margan empire. Ultimately it has the largest population of Margan anywhere and is considered hollowed ground by the Margan, no aliens are allowed to set foot on Holy Thereia.

Its primary good output is the purple energy crystals that are farmed by the Margan. The walls are coated in vast crops of purple crystal which are constantly harvested and added to their massive stockpile to be shipped out across Dynasties to power the enormous Margan empire. No other ship grows it in quite such a massive quantity as Holy Thereia and no other Worldship has such a massive harvest. The companies responsible for harvesting the crystals are vast and very rich, giving them a powerful stranglehold on Margan economy. As a result companies responsible for harvesting the crystals of Holy Thereia have much more sway and power then most any other company in the Margan empire and are often the richest of Margan.

Among Margan Holy Thereia has a few stereotypes, it has two main stereotypes. One are that most Holy Thereian's are aristocrats, the rich and wealthy who flaunt their power here and often languish in their lavish lifestyles. The other stereotype is that of Zealots, as the most zealous and loyal of the Margan empire reside here, worshiping the High Priestess or working for her in personal jobs around her temple.

Kai-Midas
Dynasty: Golden Blade

Unique Features: Top-of-the-line military weapons and many traditional celebrations

Primary Goods: Weapon Crafts

Description: Kai-Midas is the home of the Golden Blade empire. It's a very old city though not as old as Holy Thereia. Tradition is strong in the city and is flown with pride, at every street corner are banners dedicated to the glory of the Golden Blade. Parades through the street are a bi-weekly affair and sword-fighting exhibitions are common. Kai-Midas as a result is a common stop for Margan tourists, who wish to see the grand traditions of old perserved by the Golden Blade and their fine mastery of the arts of war and history.

Its primary production are weapons, being very traditional many weaponsmiths remain in the city and the top weapon producing companies call Kai-Midas their home. The best mass produced weapons come from here and private weaponsmiths make the finest custom weapons of all. Many Margan crystal carvers and gun crafters often make it their goal opening a successful weapon shop in Kai-Midas. Kai-Midas custom weapons have an almost legendary reputation behind them and the greatest commanders and Archons often must have a weapon made from Kai-Midas.

Kai-Midas stereotypes often follow their traditional mannerisms. That being said the common stereotype is that many Golden Blade members are very tradition bound, and all very good fighters and forgers.

Stormfall
Dynasty: Orion Dynasty

Unique Features: Excellent Research and foreign relation facilities along with the largest ship docks of the Margan empire

Primary Goods: Research and development, ships

Description: Stormfall is the home of the Orion Dynasty. Electricity is a common theme of Stormfall, with electrical circuits running live electricity all around the Worldship and thunder strikes hitting poles during ceremonial celebrations. It's also traditional to let it rain with ceremonial artificial rain storms every few months. Stormfall is known for its focus on research and development, always on the forefront of technology and always developing. Some of the brightest minds of the Margan empire live in Stormfall to practice the art of research.

Meinwhile, it also holds excellent alien relation facitilies, warlords are welcome in Stormfall unlike most world ships and while tabs are kept on them at all times, many diplomatic relations go on here along with the establishment and planning of trade routes with aliens. Ultimately it's the 'friendliest' city towards aliens even though it's still terminally xenophobic. However even this isn't Stormfall's strongest feature.

All of this pales in comparison to its shipyards, it has arguably the strongest defensive fleet around it and is responsible for producing many ships not just for the Orion dynasty but for many Dynasties as the ships are painted and shipped out to other dynasties to bolster their fleets. Flying shoes with aerobatic Stormlord shows are often shown and parades of massive destroyer ships are often a joy in on Stormfall's docks.

Stormfall has a few stereotypes, the 'Ship Captain' stereotype of the Margan there often being captains of large ships. Also the 'Intelligent' Margan are here, often scientists and whatnot.

Infernus
Dynasty: Red Rose

Unique Features: Excellent military training facilities, Burner pits

Primary Goods: Propane, Napalm, Charcoal and Soldiers

Description: Infernus earns its name from the various 'Burner Pits' scattered around the city, massive puts with burning fires at the bottom which produce copious amounts of Charcoal from imported plant material. The air is filtrated constantly so that the smoke doesn't overwhelm the city, even so the city is often hot and dry to many Margan. The city has many military based training facilities where soldiers are trained before entering combat. The most expansive training of any Dynasty within the Margan Empire.

The reason for this lies in the 'warrior' attitude of the Red Rose and it's veteran soldiers. Red Rose produces so many furious and powerful soldiers that they're often outsourced to other empires to put their talents to use outside of a very high rank saturated dynasty. That being said any soldier outsourced from the Red Rose dynasty often has a great deal of respect around them, especially if they fought in the Colosseum scattered around Infernus. The Colosseums are purely for sparring purposes, no fatal combat takes place, however it's open to public eye for entertainment and many 'Gladiators' are famous through the Red Rose.

Obviously the most common stereotype of Infernus is that of Infernus's people being pyromaniacs and barbaric or legendary warriors.

Apothia
Dynasty: Reaper's Fist

Unique Features: Prime farming community, excellent Bio-research facilities.

Primary Goods: Food (Mostly Suppliments and raw plants), Genetic medication

Description: Apothia is a utopia of surplus. The city has many circular dome shaped buildings strewn about, these are greenhouse farms, responsible for producing the plants that Margan eat. They also have various refineries to turn this plant matter into supplements, producing a magnitude of food that helps feed not only their own Dynasty but many other Dynasties. Apothia has such a strong stranglehold on the food market that only food from Apothia is considered 'top quality' and the 'most nutritious'. The economy here is stronger then anywhere else and it shows.

The Matriarch has a large hand in running Apothia, it's not uncommon to see Matriarch Taiki running fundraisers or special events within the city to help further improve it. Her work shows as it's arguably one of the most prosperous and productive Worldships of them all. Bio-Research is another primary concern in Apothia, geneticists who can find little work elsewhere come here to work on the various viruses and cures Apothia produces, being the head of medical research. Also if Margan need severe genetic surgery to cure genetic defects or diseases Apothian colleges are often the best hope for any Margan.

The stereotype of Apothians is often that of a farmer or a mad bio-scientist.

Valkyron
Dynasty: The Hammer of the Divine

Unique Features: Superior Mech Production, excellent artillery displays

Primary Goods: Guns, Mechs

Description: Valkyron is the smallest of the Worldships but is still a sight to behold. The city is rife with patriotism and has common displays within the city of soldiers marching down the streets. It's an industrial place, with a great production rate of vehicles and guns. Guns being the primary focus, while most weapons are considered the best from Kai-Midas, a very close runner up is any gun from Valkyron, sometimes Valkyron rifles are even better then Kai-Midas ones.

It's industry is so strong that there's always work for Margan, always things that need producing for the young budding Dynasty. Vehicle displays are common along with shooting displays, as many marksmen also hail from Valkyron as many shooting enthusiasts end up going here. Sometimes troopers are directly outsourced from Valkyron to bolster the numbers of troopers in other dynasties.

The primary stereotypes of the Valkyron are that of sharpshooter rogue types, and that of hard working overachievers.

Theater of Ferivus
The Theater of Ferivus is a widespread entertainment industry within the Margan empire. It is very much the primary entertainment among Margan and theaters can be found on any world or cityship with traveling troupes visiting even smaller Margan communities. The troupes are actors and actresses who wear masks and revere the 'teachings' of Archon Ferivus, that of enjoying every bit life has to offer and making a show out of it all. To embrace everything life has to offer and take it to its extreme.

The Theater of Ferivus to this end goes out of its way to entertain the Margan populous, setting up large elaborate theaters with endearing plays and shows to captivate its audience with grand humor, drama and action. They're experts in the art of pulling at the heartstrings of others and even aliens who watch the displays are often captivated by the colorful presentations. It goes to show a more artistic side of the Margan most don't see. Moreover the actors of the Theater of Ferivus are very modest, every single one wears a mask by tradition so as no Margan knows the actors or actresses involved. In that way no judgement can be put on the actors and complete focus is on the characters.

A quote from a Theater actor: "If you watch a show and know the actors, you start to base the quality of the show on the actors alone. Don't deny you don't, it's your own bias. However what if you never knew what the actors were? You have to base it on the very quality of the show itself, in this way there's no under appreciated plays on the part of over expectation."

Shows include dramatic plays showing the drama of war, romance and work, they also include acrobatic shows and feats of talent hitting awestruck crowds with marvelous shows beyond just plays. Holo generators, anti-grav systems and many other unique pieces of equipment can all go into a show and make for some very creative displays. Yes, even behind all the smiles and laughter, there's a darker side to the theater of Ferivus.

Actors and Actresses of the Theater are so dedicated to their jobs, that it's very common for them to get the extensive bionic surgery to stand upright, as it helps them emote during plays and allows them to play the parts of Archons and Matriarchs better in epic historical tales.

Masks of Ferivus


"Ultimately, there is always dissent in society. Hardship and doubt, the point of entertainment is to get one's mind off of such trivialities. However what if you can't? Well, sometimes it's best to silence such doubts in a less tactful fasion." -- Archon Ferivus

The Masks of Ferivus are a secret organization within the Theater of Ferivus, a collection of assassins and spies who's purpose is to find dissent among the Margan brass, and silence it. Being the Theater of Ferivus is so popular it's guaranteeing to be visited by any sort of aristocratic Margan that hold any power. It's thereby easy for actors to gain information, and ultimately meet with these individuals. Once dissent is discovered, the Masks masquerading among the other actors and actresses of the theater, they silently put down the individual. Being an actor in the theater is the perfect cover, the masks make sure their identity cannot be revealed, and the job always brings them close to their targets regardless of reasoning.

There are many secrets the Margan wish to keep, and it falls to the Masks to tend to keep it. In this way they've kept order in the Margan hierarchy, with the blood of dissenters and naysayers. Even the High Priestess herself is only aware of the rumors of such an organization, as they operate even underneath her watch. The only one who understands the goals and operations of this society, is Ferivus himself who leads it all.

As such, the Masks have been known to go to unusual extremes to keep themselves secret and take care of targets. However the stability of Margan society takes priority over all social norms in their eyes and must be achieved at any cost. Utter loyalty to the Margan and the High Priestess are the only options and the only goal.

That being said few beings have more zealous loyalty to the High Priestess then the Masks of Ferivus, they have so much zeal in fact, that they would keep the darkest secrets from her to preserve the illusion of harmony.

Confessor
"You ever wonder why we never sneak onboard Margan worldships? Confessors are a big part of the reason. . ." -- Rach Ops

"Watch your tongue around the Confessors, or you're liable to loose it." -- Archon Chapel

"If a Confessor ever asks you if you have any sins to confess, you'd better saywhatever you feel like. They're being nice, afterall they're your last." -- Archon Ferivus



Margan Confessors are publicly known as the most zealous and righteous of the Margan empire. Each Confessor goes through Hammer Dynasty Sniper training, in order to be skilled in the use of a silent, long range weapon, but furthermore as a test of their nerves. To be a confessor is to have nerves of steel and a heart of ice for it is does what the Masks do on the forefront. The Confessors job is two-fold, to take out major threats to the Margan Empire, but more importantly to weed out dissenters and traitors, and end them. The fear struck into people by the Confessor initiative often is more then enough to keep Margan loyal to the High Priestesses words without ever straying the course.

That being said they are remarkably good at interrogation and spotting spies. They thrive on paranoia and psychology and know full well how to take advantage of this. Often it's impossible to hide anything when speaking to a Confessor as they're trained to weed out lies from the truth. They are also, notorious, for having a very short tolerance for those that lie to them. Often the phrase is coined, "Never, lie to a Confessor. A little white lie is a bullet through the head for them."

While primarily using a sniper rifle, the Confessor is also known for it's ability to fight unarmed, with daggers, and with a wide variety of other weapons depending on previous combat experience. They're almost always deadly fighters and are often selected from Blademaster and Gunner adepts. A common myth spread by the Theater of Ferivus who often portray Confessors as 'Agents of order' in their plays is that the Confessor will always ask a target to "Confess their Sins." as a last gesture of kindness before killing them.

While this may not be true, it is true that when traitors or dissenters appear in the Margan empire, or alien spies are expected to have crept on-board a ship, the Confessor is the first to know. They are always, quick, efficient, and merciless about controlling the issue in a timely manner.

Margan Invasions
Margan invasions usually go through a very specific set of steps. Depending on the dynasty doing the invasion these can change, but usually end up in the same way. Regardless the overall standard approach to a Margan invasion is as follows.

Initial phases
Initial engagement and landing: The beginning of a Margan invasion is usually two fold, first an strike fleet engages planetary defenses. Both orbital defenses and ground defenses are quickly targeted with ground assets the primary goal. The reason for this is that during the assault they will attempt to land their various factories and carrying craft onto the planet. Usually in such overwhelming numbers that planetary defenses couldn't hope to shoot them all down, however every lost cannon is a few more ships that wind up landing and unloading their deadly payload.

Entrenchment and Deforestation: The second step of the Margan invasion is to get all of their factories, troop pods, teleporters, bio spheres and anything else supporting the troops into action. Mining operations also begin here but only on a small scale as the digging vehicles and robots are often better used in dismantling enemy positions from below then mining at this point. Deforestation occurs here in two ways. First is a retrovirus that the Margan tend to spread upon landing to kill the plant life violently. Often destroying the ecosystem of a planet irrevocably. The other is manual removal with flamethrowers, napalm and other means. The Margan take every opportunity to kill every animal in sight, being they are all aliens and thus a threat. It also allows for famine and morale to weaken their enemies.

First strikes: The Margan begin their assault soon after this phase, by brutally attacking any vulnerable enemy position they can. Just about everywhere, forcing enemy defenses to scramble and denying them the chance at a counter-attack. Which naturally allows the Margan to become even more entrenched. Teleporters at this point are usually set up and consistently allowing an influx of troops and their more advanced elite squads they couldn't afford to risk in landing to come planet-side. This signals the end of the Initial Phases.

Mid Invasion
Planetary defenses erected and attack ferocity increased: At this point the Margan begin to beam down engineers, to improve the effectiveness of the various facilities and furthermore erect orbital defenses of their own, anticipating backup fleets arriving. At this point heavy vehicles have entered along with elite troops, allowing for more direct attacks in an attempt to continue out-muscling the enemy. The aggressiveness or defensiveness of this assault ranges depending on scenario and dynasty. Margan will either commit to a violent assault, targeting key enemy supply and production facilities to cripple them. Or the Margan will take up defensive positions and begin a slow, methodical crawl with artillery fire that slowly dismantles enemy defenses if they don't feel comfortable with the prior.

Strip mining begins and more fleets are called in: When victory is in sight for the invasion, the full fleet elements are called in to chase off enemy orbital defenses once and for all under the support of pre-erected planetary defenses and any fleet elements produced on the surface. Mining robots and vehicles are now used to mine vast caverns out of the planet, beginning the process of stripping it clean. Roving massive mechanisms begin roaming the planet and stripping entire mountains clean of resources which all go into producing further equipment and machinery for the Margan war machine.

End of Invasion
Destroying the enemy: This final step involves completely getting rid of all enemy elements. Usually using a combination of orbital bombardments, powerful army movements and overwhelming brute force to muscle what remains of resistance into defeat. At this point any remaining life forms are also eradicated leaving only Margan. Often by this step the planet has been stripped of plant life and the ecosystem has completely collapsed.

Strip Mining and Production: At this point all elements are dedicated to mining and production. More engineers and miners go on planet, and begin to strip the planet of all its resources and convert that into more ships, vehicles, and weapons. Surplus is put in storage to use for the next invasion. Every bit of resource is stripped form the planet, tunnel systems can go down to the planetary core as sensors pick out every last vein of ore and every last usable resource. Water is also taken, along with any other usable gases and liquids on the planet by roving robots that sense out every last piece of usefulness a planet has to offer to the Margan war machine.

Abandoning the planet: Once every last resource is stripped from a planet, even water, the Margan leave. Every building of theirs is a ship, which simply takes off back into orbit. Those that aren't are merely temporary buildings which are scrapped and hauled back into storage to be used again. The Margan leave the planet with nothing of worth. Oceans become lava lakes from mining crews piercing the earths core, and destroying the atmosphere with their aggressive production and ecosystem annihilation. The ground is left of nothing but barren rocks, barely holding themselves up over the vast tunnel systems that riddle the earth, threatening to collapse on themselves at all times if too much pressure is put on them.

Margan Dynasties
The Margan race all follow the orders of the High Priestess. However, it also splits itself into massive fleets under the command of a Matriarch who rules both military and civilian operations. Which to the Margan is an indistinguishable line anyway. Each Matriarch rules a 'Dynasty', a fleet consisting of military and civilian personnel spanning many stars. Each Matriarch leads her Dynasty a different way, having their own 'quirks', and in this way the Margan of separate dynasties are diverse. In their time in the great war, the Margan dynasties all tackled their own fronts, allowing the Margan race to assault many different places and assist many Warlord races at once while still being a unified whole. This is a list of the various known recorded Dynasties in the Margan Empire.

The Holy Dynasty of the Priestess
Matriarch: High Priestess Massaciah

Fleet Size: The Holy Dynasty is a massive fleet of innumerable ships. Suggested well in the trillions and consistently fluctuating making a solid number impossible to guess at.

Description: This is the main dynasty of the Margan Empire, the Holy Dynasty of the Priestess. This dynasty is here solely to guard, protect and serve the High Priestess. Her personal dynasty that all other dynasty's answer too. Among the Margan they are of the richest blood, the most honorable of the Margan and the most zealous. They harbor ships and elite weaponry that no other fleet has, and furthermore act as the centerpiece of the Margan Empire. Wherever this Dynasty resides is instantly considered the center of Margan power and all other Dynasty fleets branch out from it like a tree's roots.

The fleet moves the least from its original position among all Dynasties, instead it does subtle re-adjustments to facilitate the movement of other fleets. If a fleet wants to move further eastward while still being connected to the Holy Dynasty then the Holy Dynasty shifts its fleets ever so slightly to facilitate this. Making for a slow crawl across the universe while the Dynasties connected to it like tendrils sleep along in front of it crush opposition. When Dynasties came together to work in unison the Main Dynasty wore the traditional Purple colors standard for all Margan.

History: The Holy Dynasty has a long history, it started from the home planet and gave birth to all other Dynasties. When diplomats meet with the Margan it is often deep within the confines of this fleet where it is most safe. The only time it has moved a significant distance was to chase the Rach into the warp, upon causing the disappearance of the Margan race. Few races have had the chance to directly engage this Dynasty, being they must first go through one or more of the other dynasty that act as its branches across the universe.

The Golden Blade Dynasty
Matriarch: Li-Hosan

Fleet Size: Roughly the second largest of the fleets. Averaging at few hundred billion various ships with a few million flag ships spanning their portion of the galaxy.

Description: The Golden Blade is a very tradition bound Dynasty and very old. Argued one of the first to splinter off from the Holy Dynasty. They were known for being the first to bring Melee troops into wide use towards the end of their part of the Great War. Spearheading the revolution among the Margan to mass-use Melee troops. They have a strict code of conduct and have been known to follow many honor based traditions before, during and after combat. They act as a battering ram against enemies they face, forcing their greater might on the strongest of enemy positions when facing an enemy empire in order to try and overpower them. Failing this they resort to a more defensive campaign to wear the enemy down before trying again and often repeating the process until they've worn the enemy into defeat.

They were a hesitant bunch in working with other races. Feeling other races might misunderstand or defile their traditions and honorable practices. That being said while they tolerated other races, they rarely worked with them and instead tried to work alone. When multiple Margan Dynasties came together they obviously wore gold to signify themselves from other Dynasties.

History: Aside from Spearheading the Melee fighter initiative, the Golden Blade had a large impact on the rest of the galaxy. They were primarily involved in fighting against the Chelkan of the peacekeepers, and ultimately dealt catastrophic damage to the race in their time fighting them. Li-Hosan led a rather brutal and by-the-book campaign of war. She led Margan forces deep into the galaxy, and was rumored to be driving close to Grox territory to bring the war to them before the great Margan disappearance. Some say she had a desire to find the core of the galaxy, be it for curiosity or personal game no one was certain.

Dynasty Exclusive Units

R13 - Mandrake

The R13 Mandrake is the 13th installment of the Mandrake battlesuit. The Golden Blade dynasty is unique in having a position above Blademaster but below Archon in their hierarchy called the Mandrake. Initially in the first attempt at the Melee initiative they were to be the end goal but when the initiative got scrapped the Golden Blade had little to do with the Mandrakes. With the reinstatement of the Melee initiative and the now advanced shielding and bionic technology that makes it so viable and potent, Mandrakes have also seen a touch up and have become real terrors on the battlefield. The Mandrake is a powered suit equipped with standard jump-jets, pulse weaponry and physical enhancers meant to further enhance bionic installments. Further increasing the already bionically increased strength of the Margan.

The result is the Mandrake having enough strength to punch through tank armor, enough versatility to swiftly switch roles between melee fighter and ranged support, and all the while being remarkably mobile. In the hands of competent Margan the power of the Mandrake can rival that of Archons through sheer versatility and technological superiority. The R13 Mandrake has proven so successful that there has been a petition put forwards to make it standard to all other dynasties, allowing a final upper tier promotion for Heavy Weapons, Rocketeers, and Blademasters to take up should they find the surgery to become an Archon too dangerous.

The Golden Blade are glad to call this initiative theirs, and theirs alone.

The Orion Dynasty
Matriarch: Hilda

Fleet Size: Easily rivaling the Golden Blade. Though they had more capital ships they had less interceptors and landing parties.

Description: The Orion Dynasty was the most diplomatic of the Dynasties. They were the most accepting of the other Warlord races and it wasn't altogether uncommon to see them come to the aid of their fellow Warlords. If any Margan force was it could almost be guaranteed to be the Orion Dynasty. The Orion Dynasty took great pride in its pilots, valuing its fleets by heavily outfitting them and decorating them. Orion Margan were rumored to be the greatest pilots of the Margan empire. This is ironic as they lost many of their battles to the Rach, due to their unorthodox ship designs outmaneuvering them.

In terms of land forces they were the most bland, having an equal balance of Ranged and Melee forces and rarely ever deviating from standard invasion procedure. Upon a meeting of Dynasties the Orion Dynasty is signified by Blue Armor. They do have one unique trait which is the wide use of lightening based weaponry. Often using weapons that have charged blades or can fire with lightening cannons. They claim that such weaponry "Brings the storm to the foe"

They've also been known to influence weather when killing the ecosystem of the planet, using generators to cause wildly dangerous hurricanes and thunderstorms across the planet.

History: The Orion Dynasty had a large part in the Galactic overview of the great war. They were the ones that formed many of the Margan's allies and worked closely with the Zaretian race. It was they who were negotiating an alliance with the Zaretians when the Rach assassin teams appeared to try and assassinate the Zaretian king. In this way they also were the backup on the Zaretian front against the Rach and helped them push into Rach territory.

Dynasty Exclusive Units

Orion Storm Walker

The Margan Storm Walker is a unique piece of machinery only used by the Orion dynasty. It is a massive walking quadrupedal machine, wielding massive firepower. Various guns line its sides along with missile pods. Its primary weapon is its massive Lightening Cannon mounted on its back, capable of unleashing deadly accurate and fast lightening jolts equally effective on vehicles and infantry as the lightening leaps from one infantry unit to another via a charge the Storm Walker perpetuates in the air.

The Storm Walker isn't a common sight on the battlefield, often taking massive amounts of resources and time to construct if not landed on a planet. Once fielded though it is a true terror to enemies, not easily being taken down even by concentrated fire and often supported by very advanced Margan forces. It is primarily used for breaking the spine of heavily defended lines as it wades through enemies spewing lightening and gunfire. It is said the vehicle was designed by Matriarch Hilda herself, and has her blessings.

The Red Rose Dynasty
Matriarch: Pan

Fleet Size: Somewhere around 50 million flagships and a few dozen billion ships overall spanning their Dynasty.

Description: The Pan dynasty was a dynasty obsessed with Fire and the art of using it. Their Heavy Gunners were outfitted with optional heavy flamethrowers, and many of their vehicles were customized to fire plasma and napalm. They considred Fire to be the best analogy for the Margan empire, that they swept across the world and left nothing but charred remains behind. They were xenophobic of even other Warlords, being the most mistrusting of them. They found it hard to if ever work with any of the Warlords and instead focused heavily on facing the Peacekeepers.

To them, their destruction was an art, and it's found ruins and remains of Red Rose Dynasty territories held the most images and well documented pieces of the war. When a meeting of Dynasties occurred they would wear red armor.

History: The Red Rose dynasty was primarily responsible for covering close to the rear of the Margan horde, where the ITO were placed in the old days. They were responsible for battling the ITO. The ITO's advanced technology caused the Red Rose Dynasty many problems but in the end their overwhelming power and sheer tenacity allowed them to stand their ground and meet the ITO blow for blow. Who would have come out on top is never known as before the conflict could get too far the Margan's disappeared chasing the Rach into the warp.

Dynasty Exclusive units:

 Margan Napalm Tank 

The Napalm Tank of the Red Rose is a terrifying piece of machinery. Equipped with two large armored tanks containing copious amounts of Napalm which it expels from two front-mounted sprayer cannons. It's a heavily armored vehicle meant to engage in close quarters with enemy infantry, clearing out entrenched enemies in trenches and buildings as well as spraying enemies in the open. Red Rose squads often use the tank to rush into infantry positions and displace them while melee and ranged forces come up from behind to take advantage of the split forces.

Margan pilots are capable of destabilizing the napalm in the tank, causing the tanks to rupture and spread out in a wide area via small explosives. Meant as a kamikaze maneuver if enemies surround the tank with no hope of escape. Though Margan have been known to put it on a timer and run it into enemy lines after the pilot's leap out, making a napalm bomb out of the tank and a worthy distraction while melee troops charge the enemy line. All in all the Napalm tank is the pride and neigh mascot vehicle of the Red Rose dynasty.

The Reaper's Fist Dynasty
Matriarch: Taiki

Fleet Size: Slightly smaller then the Red Rose, about 40 billion flagships.

Description: The Reaper's Fist was a very methodical Dynasty. To them victory was not something to rush to but something you should carefully move towards. That being said the Reaper's Fist often did campaigns of attrition among their enemies. Creating powerful defensive lines and very slowly pushing forwards with powerful artillery cover and sheer force of will. Even among other Dynasties they were considered grim, especially for their use of Biological weaponry. They were not abject to using super viruses and other illnesses on enemy planets to weaken them before invasion. There is even evidence they had perfected a zombie virus to spread among planets.

In this sense they were slow, methodical, and neigh unstoppable. Their armies marching forwards at a slow yet inexorable pace. Often depending on their wars of attrition to wear down, weaken, demoralize and finally obliterate their foes. Upon a meeting of Dynasties they often were carrying green armor.

History: The Reaper's Fist Dynasty was responsible for pushing into the Feathercrown territory towards the beginning of the war, and quickly became notorious for their ruthless tactics and disregard for life. They left a considerable mark where they went with planets rife with plague and entrenchments. Trench warfare was almost a guarantee and practically re-invented by the Reaper's Fist Margan. They were ultimately the last to retreat when the Margan pulled out of the galaxy to chase the Rach, and came very close to having a brush with the Diabloians.

Dynasty Exclusive Units

Reaper's Fist Plaguespreader



The Plaguespreader is the pride and joy of the Reaper's Fist and the unspeakable horror of just about everything else. What it is, is a bionic construct designed to look like an animal, covered in every inch by a nutritious ooze that harbors countless plagues, pathogens, bacteria and viruses. Its skin literally ripples with cancer and everywhere it goes it unleashes a broad thick cloud of illness and sickening puss. At first sight many Margan jumped the "blasphemy!" gun thinking it was a living animal the Reaper's Fist had been breeding, but calmed down upon finding that it wasn't actually a living thing but a bionic construct.

None the less it is a disturbing creation that many Dynasties find wildly abhorrent. Just being near it can infect you with countless plagues, touching it can rot the skin off of your body and as if that wasn't enough it's capable of launching a projectile 'vomit', which is essentially a compacted mixture of all of the organisms living on its surface. There are countless horror stories of seeing soldiers writhing on the ground as the Plaguespreader looms over them, spewing its noxious vomit on the hapless soldier.

What sick Margan designed the thing is a mystery, what is known is it's become a common sight among Reaper's Fist assaults due to its incredible effectiveness and unsettling presence which utterly murders enemy morale.

The Hammer of the Divine Dynasty
Matriarch: Chilsa

Fleet Size: Roughly 10 billion flagships and a smaller fleet then the previously mentioned fleets.

Description: The Hammer of the Divine was founded by Chilsa, one of the sisters of the High Priestess. The fleet cherished ranged firepower and often got in long artillery battles with enemy forces. They were the most resistant to the melee change and even when finally conforming to it their melee forces were minimal compared to their ranged forces. They were one of the few to make use of snipers and dedicated artillery vehicles.

Cilsea once explained this to the other Dynasties, 'We are too divine to be touched by the enemy. They are unworthy of meeting our flesh with their hands, so we cut them down from afar.' They enjoyed the idea of working with other races but ultimately didn't really get to do so. When a meeting of Dynasties happened they usually bore orange armor.

History: The Hammer of the Divine covered the side opposite of the Reaper's fist, and ended up facing many different aliens that had never had the chance to choose a side. Responsible for wiping out many races long before having a say in the matter. They were just coming to the edge of warbot territory when the recall order was given out, thus much of the Hammer of the Divine remains unknown and unseen to many races.

Dynasty Exclusive Units

Margan Atillery

Margan Artillery was invented and perfected by Matriarch Chilsa herself. The war machines have a massive artillery barrel which fires a highly explosive ballistic shell over a remarkably long distance. The vehicle is literally perfect for breaking enemy defensive lines and punishing charging forces. Its relatively defenseless in close combat, so they're often kept to the rear of lines. Unfortunately due to the nature of the Rach they proved utterly ineffective against the Rach and fell out of use while chasing the Rach through the warp due to the inability for the Rach to make a defensive line the artillery could actually punish. They came back into use with the Sauran colony attack upon leaving the warp and Chilsa is very happy to give them a chance again at proving their worth in the Margan military.

The Seraphim Dynasty
Matriarch: Jisa (Deceased)

Fleet Size: Dismantled

Description: The Seraphim Dynasty was one of the original Dynasties along with the Golden Blade. Matriarch Jisa was a sibling of the High Priestess and led her people with great fervor. The Dynasty had been known for its remarkable zeal in combat and unmatched ego. They often saw themselves as the very chosen of the High Priestess and divine among all others. They were often easily offended if foes had not heard of their dynasty before and were quick to fight for little better then that reason alone. Every action was a glorious divine spectacle to be viewed by the universe.

History: They had served the Margan empire loyally for a very long time. However due to their flamboyant actions they actually ended up having races they brought their wrath upon worship them. Thinking them primordial gods bringing their wrath upon lesser species. The Seraphim Dynasty allowed these races to live so long as they continued to pay tribute to the Seraphim Dynasty and serve them more or less as cultists and slaves. This action had been seen as a gross defiance of Margan ways, harboring non-Margan essential life.

It culminated just before the disappearance of the Rach when all of the other dynasties turned on the Seraphim Dynasty, and in one overwhelming attack crushed their fleets and destroyed the dynasty. This left only the scattered wreckage of the once grand fleet floating in space while the other Margan leapt into the warp after the Rach. To this day remains of the lost fleet can still be found raining down on planets after being trapped in orbit. They remain a testament to the unflinching omnicidal fervor of the Margan.

Individuals of importance
The Margan have a rather complex hierarchy within each dynasty, Archons, Matriarchs, Commanders and 'noble' figures all making up a rather complex chain of command. These list some of the most important figures in Margan Society.

Matriarchs
The Matriarchs are at the top of the Margan Hierarchy, each an empress in her own right as she leads an entire dynasty. Each one has gained this position through the earning of great prestige within their society. That being said each of them are legends, and they are followed unquestioningly by their people.

High Priestess
Dynasty: Holy Dynasty

Weapon: none

"Run" -- High Priestess upon facing the Peacekeepers for the first time.

"The High Priestess had ascended to something most Margan can only dream. She is a god by rights, she does not demand worship but action." -- Emperor Gorach of the Rach empire.

"We call her a priestess, for if there are any demons in this universe surely they are terrified of her very presence along with all other life." -- Archon Ferivus

The High Priestess is the grand leader of the entire Margan Race. A religious and royal figure at the same time, she was a veteran of countless wars which earned her prestige beyond reckoning. Her exact age is unknown, her bionic enhancements have replaced most all of her body so she is not restricted by normal life spans. She cannot even ingest food anymore and instead is sustained by the Margan Crystals in power compartments in her armor. She has remarkable intelligence and wisdom in most any situation and time and time again has proven to be a source of guidance of the Margan. She is the final word in Margan society, and all listen to her and her alone.

Personality wise she's normally very subdued and distant, usually only speaking in short bursts and even then in a very wise tone. She chooses usually to communicate through action, while usually dormant sitting upon her throne she will suddenly issue orders and commands on a split second, and never trivial decisions. She's known to smile and even laugh, but usually this is only around her most trusted advisers including Archon Ferivus. One such snap order was the destruction of the Seraph Dynasty, which completely caught the Matriarch of the dynasty off guard in the surprise attack.

The High Priestess is known for being a terror in combat. She wields some of the most advanced shielding technology the Margan have at their disposal along with a body of bionics which by rights is a living arsenal. She also has many aesthetic enhancements, the most telling being the bionic angelic wings on her back which all blood relations have to show the tie back to the high priestess. Assassination of the High Priestess, as a result, is impossible as it is highly unlikely one individual could find a way to easily and quietly kill her without getting killed themselves.

She usually resides in the very core of the holy empire, quietly sitting upon her world ship as she closely monitors the actions of the other matriarchs and the twists and turns of the various dynasties as they rampage through the universe. The only time she's known to leave this point is either to take care of an important emergency or to engage in diplomacy with other warlords. When negotiating with most non-allied races she tends not to have a hand in it at all and even when dealing with allies her appearances are rare at best.

Among the Margan she is worshiped as a god, her word is absolute and many actions are done in her name to impress her and her alone. Despite this, the High Priestess position should she ever die is not a well debated topic. Most Margan agree that the High Priestess will choose a successor should she ever die prior to death, failing that the most prestigious Margan among them would take the throne as blood lineage holds no weight in Margan society other then being a simple mark.

Her motivations seem to coincide with all Margan beliefs, like all Margan she seems to want to see the Margan be the only lifeforms left in the galaxy and preaches these teachings with religious zeal. Personal aspirations are not known except by her closest advisers. However she is known to care deeply for her family, often visiting her sisters to check up on them and see if they are doing well, sometimes bestowing gifts or advice as she takes on an elder sister role to all of them. She's even shown this trait outside of her family at times to matriarchs, archons and other figures of leadership in times when she feels they need guidance. This trait naturally makes her beloved among all Margan.

Not much else about the High Priestess is currently known.

Li-Hosan
Dynasty: Golden Blade

Weapon: Sword

"To Li-Hosan upholding tradition is just as important as the victory itself." -- Matriarch Chilsa

"I don't believe the Golden Blade would be half as regal as it is now without Li-Hosan." -- Matriarch Taiki

"Dot your I's and cross your T's around Li-Hosan at all times or you will feel the Golden Blade." -- Archon Ferivus

Li-Hosan is a very old Margan, having led the Golden Blade almost for as long as the High Priestess has been in power. She's very driven by tradition and Margan law. She's been known to drive the traditional cultural beliefs of the Golden Blade before most other goals. Still she is very experienced and as such remarkably capable of balancing victory and proper following of said traditions. This isn't to say that Li-Hosan is beyond change and indeed if its found necessary she's not afraid to try new things for the sake of victory. Such an example would be her spearheading of the melee initiative and drive to push for melee troops to become standard in the military through the Margan empire due to its effectiveness.

Li-Hosan is very commanding in her tone, having a very regal attitude and holds herself with high regard. She was once a warrior in the Margan military quite some time ago and often finds herself reminiscing of 'simpler times, before factions had been formed'. She obviously is not a fan of working with other races, finding them impeding on her traditions too often. In this way the Golden Blade often finds itself standing alone though its considerable size allows such with little issue.

Most Golden Blade offenses are very by-the-book. They follow a strict code of traditions both pre, during and post battle. Often doing pre-battle rituals and chants to prepare for coming combat. The result of this is the morale of the Golden Blade being utterly unshakable, a fact which Li-Hosan prides herself on. She often says, 'There is little weapon stronger then the power of sheer belief.' This has earned Li-Hosan great respect and often much speculation as to whether or not she'll take over the High Priestess throne should anything happen to their leadership. Li-Hosan has blatantly stated a few times though that, no, she will never take up the cup of High Priestess.

Her reasoning behind this is that, 'I know my own weaknesses, I am not fit for the position of High Priestess, I have enough humility to admit this.' As to what those weaknesses are she never elaborates. The only one expected to know would be Archon Ki-Migral, who she sees almost as a younger sibling. She's very warm and friendly to the Archon and often gifts her wisdom to her when needed. She trusts Ki-Migral as a very capable adviser and Archon in her dynasty.

Hilda
Dynasty: Orion Dynasty

Weapon: Electrified Gauntlets

"Hilda is the friendliest Margan you'll meet. Keep in mind Friendly still means horribly xenophobic and murderous in Margan society." -- Rach Ops Lead Kertak

"Hilda loves dealing with aliens, some think this is heresy. I see it for what it is, learning about future targets. Keep your friends close and enemies closer after-all." -- Matriarch Taiki

"Why so Blue, Hilda my dear?" -- Archon Ferivus prior to a punishment by beating from Archon Chora

Matriarch Hilda is leader of the Orion Dynasty and head of Margan - Alien relations. She's the most friendly to other races, though still only really tolerant to other warlords and outright hostile to anything else. At first her suggestion of diplomacy of other races was considered borderline heretical, however, upon formation of the Pacekeeper faction it's been generally accepted as a wise decision against such a massive foe. For this she's actually gained a massive amount of prestige for breaking conventions and ultimately saving the Margan from an impossible war. Had they not joined the warlords, the Margan would be hopelessly outnumbered and overpowered by the Peacekeeper's collective strength.

Hilda herself is very welcoming to aliens of like-mindset such as the Zaretians or Asanians. She speaks with wisdom but never talks down to the races, not that she doesn't think she's superior but she knows better then to insult possible allies. She's also known for spearheading many different initiatives, being a very active individual when it comes to suggesting new ways the Margan can take their military and lifestyle. Often she's seen as one of the most active Matriarchs in genuinely improving the Margan way of life. This obviously includes having designed the strongest weapon of the Orion Dynasty, the Stormwalker.

Her skills in weapon design stem from her origin, unlike some of the other Matriarchs she did not become a Matriarch from being a warrior but rather from being a forger of weapons. The weapons she made while younger were top-of-the line and revolutionary in many ways. Many common gun and dagger designs are thanks to the designs of Matriarch Hilda. Her weapons became standard to Margan and as a result she gained unparalleled prestige. She even went so far as to tweak older weapon designs to be more effective, actively improving everything she could and single-handedly increasing the effectiveness of Margan military operations by more then double.

As a result, her promotion to Matriarch came not from directly spilled blood of enemies but from her magnificent designs which so strongly influenced the Margan military. By all rights she's said to be a revolutionary among the Margan, and as a result much like Li-Hosan has been suggested for being the next High Priestess. Much like Li-Hosan however, she turned down the offer, stating, 'I love my dynasty. I don't think I could ever leave it to lead the Holy dynasty.' Still, her contributions to the Margan empire as a whole have put her on a level equal to the highest brass the Margan have to offer.

Pan
Dynasty: Red Rose Dynasty

Weapon: Immolated Cyber Axe

"If there was ever an example of the offensive fury of the Margan, then Pan is that example manifest." -- Archon Chora

"Matriarch Pan is the perfect balance of leader and warrior, never forget that." -- Melee Blade Vissha

"So how did the first contact between the Gronians and Pan go? Wait wait let me guess. 'BURN BURN BURN ALIEN ALIEN STICKUPMYASS HRRRNNNGGG' " -- Archon Ferivus speaking to Archon Chapel

Archon Pan came to power as a rather unorthodox ancient Blademaster in a very old Melee initiative that failed prior to Hilda coming to power, before proper shielding technology and bionics made melee troops worthwhile. Rather then using the standard sword she was well known for using a Cyber-axe instead. Despite being decidedly an inferior weapon the matter of taste and choice by Pan was non-negotiable and she set to work working twice as hard as any other Blademaster to master her weapon of choice better then they could master theirs. In the end it not only payed off but wasn't enough to save the old melee initiative. She found herself being one of the few Blademasters left over from the initiative.

Still she proved herself in countless battles, and even as she swiftly became the last Blademaster she still showed unparalleled fury in combat and leadership to her squads. Her axe came to receive a name, 'Firestarter' as she had modded it to spew flames along with her slashes, enjoying the burning of enemies. Her countless successful campaigns and massive headcount earned her a promotion to Matriarch as the Red Rose empire splintered off of the Golden Blade. She led the Dynasty to countless victories, but threw out many of the traditional beliefs of the Golden Blade in favor of replacing it with sheer fury. Over the years Pan's fury has died and her wisdom grew, she now stands as a paragon of the in-between, the balance of being a furious warrior and a good leader.

She can show overwhelming fury at moments and stark calmness another, capable of switching on a dime making some believe she may very well be bipolar. Despite this she's known to be unpredictable and truly a force to be reckoned with. Her fascination with fire and its symbolism as all that is Margan has become the widespread almost religious belief of her dynasty. 'We are the flame that cauterizes life' being the common mantra. It first manifested with the axe Firestarter, insisting the flames gave the axe just that extra punch it needed to get her out of the tightest of spots. Since then she has preached the flames as the ultimate design of the Margan, the very avatar of what they are.

Upon following the Rach into the warp Matriarch Pan expressed her distaste, she detested chasing at shadows and became more and more eager to face real foes again, not swinging at shadows and ethereal warp beings. In the end when they returned to the universe the Red Rose volunteered to take on the most fronts, assaulting Norsus and the Gronians simultaneously. Some think they may have overextended themselves, but it's not a huge criticism as all they need to do is rotate themselves to the rear and let another Dynasty take up the chalice if things become too much.

She was quick to choose Gronians as a target, a very stalwart race capable of holding its own. However it was their attitude that irked her, their stuck-up behavior and lack of humility. Matriarch Pan began the offensive to strike fear into them, to teach the Gronians that though they are ancient and strong, they are not infallible. For all their transgressions such as harboring races and so on it was this attitude that irked her the most. Indeed her meeting with their commanding officer drove this point home. Even now she continues to plan a full scale invasion of Gronian assets, to either seriously wound or crush them.

Her relation with Archon Chapel is sort of a strange one. She shows her wise side more to the Archon then anyone else, and the two often debate strategies together. They rarely worry of one another, each confident in the other's talents. However it is obvious they would be quite devastated if anything were to happen to the other. Perhaps it is simply an unspoken camaraderie between two old unorthodox warriors, no one is certain.

Taiki
Dynasty: Reaper's Fist

Weapon: Syringes

"There's something innately terrifying about an individual who can smile and be very pleasant while so many beings are dying slowly around her. . . " -- Archon Chora

"I think if there are demons in this universe they would viably be put to shame by the suffering caused by Matriarch Taiki." -- Matriarch Pan

"Taiki brings fourth great gifts for all. Side effects may include cancer and inevitable death." -- Archon Kalos

Matriarch Taiki started as a very humble Margan. She was a farmer of Margan plants, the only food they ate, long before proper supplements were devised it was necessary to grow huge fields of the plant to feed the Margan's ever booming numbers. Unfortunately as numbers grew the slow growth rate of the plants became a problem and the Margan risked starvation as a result. Taiki took it upon herself to fix the problem. There hadn't really been much in the way of Margan geneticists up till this point however Taiki took up the job swiftly. She spearheaded a movement for genetic scientific pushes in the Margan empire in those vulnerable days and uplifted their research ten fold. Taiki quickly found an obsession in researching life and how it could be tweaked with genetics, as she bio-engineered faster growing plants that produce more leaves and fruit to feed more Margan.

In just a few decades the Margan starvation crisis had been averted completely by Taiki's efforts. However the toll it took on Taiki was obvious, Taiki had now become obsessed with genetics and microbiology. She went even further, creating pathogens to weaken enemies and strengthen allies. She tried to go further, but lack of funds became an issue as many of the research material was rather expensive to make, being not many Margan simply produced them. That was, until she was approached by the High Priestess with the opportunity to become a Matriarch. Her efforts literally saving the Margan race had earned her the most prestige in Margan history, literally every kill from her birth on and any that would ever be made again were thanks to her efforts and she was allowed a portion of prestige for each one.

Taiki took up the offer, becoming Matriarch of the newly formed Reaper's Fist. From then on, the Reaper's Fist became one of the most infamous and by rights controversial dynasties in the history of the Margan. Taiki delved further into the creating of plagues, pathogens and so on, creating hundreds upon thousands of deadly creations created simply for the battlefield. Their effectiveness was undeniable, quickly killing large swathes of unprepared enemies. Each time a cure was found for one illness the Reaper's Fist would unleash another, creating a massive biohazard to all enemies they faced.

They furthered this belief and strengthened it with their tactics. Taiki quickly encouraged a slower approach to combat, to allow pathogens to weaken enemies. Thus a modified type of trench warfare was reinvented by the Reaper's Fist, a slow crawl across battlefields as swathes of enemies fell to illness and plague while troops marched on unheeded. While the Reaper's Fist dove deeper and deeper into becoming the greatest pleague-bearers of the galaxy, many other Dynasties remained appalled.

With the creation of the Plaguespreader, the Dynasties suddenly began to fear their sister dynasty. Their methods were terrible even to the normally remorseless Margan, however, the raw effectiveness of it caused it to mostly be brushed under the carpet, Margan have become more and more used to it over the years and much of the old controversy has died. Taiki currently is still obsessed with her plague creations, however despite the grim work many are caught off guard by her personality.

This is due to the fact Taiki is fairly talkative and friendly. It's easy to forget Taiki wasn't a soldier, given her intimidating reputation, however by rights she was a farmer and scientist, she was not a soldier. That being said as far as Matriarchs go she's very friendly and outgoing, often helping her people and supporting her Dynasty with rallies, often having social gatherings with other Matriarchs and Archons. Her Dynasty is one of the most productive, making surpluses of food, ores and so on by the refined civil work done by Taiki to improve their economy and production. That being said the most relaxed and happy of the Margan are in fact citizens of the Reaper's Fist.

This in stark contrast to the grim and somewhat mad Archon Kalos, who she confides in an adviser and sees almost as a son to her. She sees Kalos as a product of her work, and a testament to the unyielding power of the Reaper's Fist. Though, she wishes he would 'lighten up', and that his attitude does nothing to ease the suspicions of other Dynasties. Still, she trusts in him fully and he in her. None the less the two are as different as night and day and those who have come to know the two are often astounded they get along so well for being so starkly different.

As it stands Taiki has taken to warring with the Karahotduom, choosing them as a target due to their very strong and robust bodies. She wants to try various plagues that degrade the muscle and rob the Karahotduom of their strength. Furthermore the war with them had been suggested by Archon Ferivus, who upon learning of their chemical warfare history found it an ironic justice to be turned on by the Reaper's Fist.

Chilsa
Dynasty: The Hammer of the Divine

Weapon: Various guns

"She is my sister, but judge her by her own merits, not mine. For the rain of ordinance she brings to the battlefield is of her design, not mine. " -- High Priestess

"Chilsa is destined for great things. I pity those who get in her way." -- Archon Chora

"I must say every time I speak with her I find my living quarters more and more uncomfortable upon returning to them." -- Archon Ferivus

A horrible rumor going around is that Chilsa came to be Matriarch of the Hammer, a splinter of the Orion dynasty, through her sisterhood with the High Priestess. Anyone who has known her long enough knows that's not the case, all that she has she built on her own. Matriarch Chilsa was a trooper in the military for a long time, after outstanding performance she was boosted up to Heavy Weapon user. Her unparalleled vision and judgement allowed her to be an amazing marksman with the weapon, showing superior ability in suppressing enemy infantry and sniping vehicles depending on the loadout she was given. She'd gone through many battlefields and faced many aliens down with the vastly immobile heavy weapons gun, tearing down swathes of enemies as a result.

This was really where the idea for the Hammer of the Divine was born, she became fascinated with the idea of using long range combat as a basis for war. After-all, what did melee matter if you kill your enemies before they can get close? With enough suppressing fire it can absolutely pin enemies and rob them of choices they can viably make against you. To this end she came up with the first ever Margan artillery pieces and indeed perfected the idea. Working with engineers she created powerful artillery pieces capable of punishing enemy defensive and offensive lines without the need to be anywhere near them. The artillery pieces proved absolutely overwhelming to many more defensive based races.

She'd also made it a point to make modifications to many of the trooper guns, increasing power output and cutting down cooldown time. This allowed her troops to fire rapidly and punish enemies with a hail of consistent fire. This wild change in tactics caused her to become regarded as the mother of modern ranged combat in the Margan history books. Unfortunately however, this was overshadowed by her sister becoming High Priestess. Chilsa continued on however, soldiering through it all and with a remarkable victory breaking an alien fortress world with her advanced artillery tactics ensured herself a spot as a Matriarch.

So she did, splintering from the Orion Dynasty was her own personal dynasty, the Hammer of the Divine. Many whispers then were of her riding the coattails of her sister, and that was why she had become matriarch, disregarding her personal achievements. To this day it makes Chilsa somewhat vain and cynical, it's a shadow that regardless of her efforts she's never been able to escape. Otherwise Chilsa has shown to be a friendly individual, being helpful to her dynasty and warm to Archons and other Matriarchs. She lacks any Archons for the Hammer dynasty yet, being too young of a dynasty, though it is about time they receive one and candidates are being looked at.

In the meintime they must borrow Archons from the Holy dynasty to oversee major offenses, much to Chilsa's dismay this often ends up being Archon Ferivus. No Matriarch hates Ferivus quite like Chilsa, who by rights cannot understand why her sister keeps him around. She often issues death threats to the man, and while he tens to humor her they both know that the threats are hollow. He still does his job well and it's obvious she would enrage her sister if anything ever -did- happen to Ferivus. The man was insufferable, but that wasn't punishable by death like it or not.

Chilsa herself is looking into a full scale invasion of Sauran territory, the big proving ground for her. However, before she can she wants an Archon at her disposal, a Hammer Archon.

Archons
Archons are warriors of various jobs who have been promoted to one of the highest seats in Margan society. Each one has to survive years of hardened service and become heroes in their own rights before taking on a very potentially fatal operation to tweak their minds into supporting psychic powers. As a result each Archon commands a type of psychic ability, while powerful they're only restricted to that one school. So an Archon who uses Telekinesis is only capable of Telekinesis and not mind subjugation or other psychic driven abilities.

Despite this these abilities added onto their extreme bionic enhancements and combat experience makes them fierce on the battlefield and capable of single handedly twisting the flow of battles. Many Archons also act as an advisory role to Matriarchs and heads of major invasions.

Archon Ferivus


Psychic Ability: Telekinesis

Weapon: Spear

"Ugh. . . I'm fairly certain his existence is a sign the universe has no love for me." -- Archon Chapel

"I know of only one Margan who turns a reasonable battlefield into a chaotic theatrical display of his own ego." -- Matriarch Chilsa

"I'm sorry, I couldn't hear any of you over my divine display of destruction!" -- Archon Ferivus to a troop of enemies

Archon Ferivus is the personal archon of the High Priestess and one of the highest ranking Archons within the holy empire. He acts as the right hand of the High Priestess often going places where she can not to do her will as she remains within the confines of the holy dynasty. Despite his amazing prestige most of the higher ups are usually terminally annoyed by the man. He's known for treating war and death like his own personal theatrical play. Each death being a grand drama while each explosion is a spectacular show of grandeur. He's been known to draw the most enjoyment of war of any Margan in existence and as such is found exasperating by most Margan. The only one he doesn't seem to bother is the High Priestess herself.

This has earned him the nickname "Jester", as some think only the High Priestess is amused by his backwards sense of humor. Others say he's shown to suddenly be deadly serious around the High Priestess but all of this is merely hearsay. Due to this flamboyant mannerism Archon Ferivus is known for making less then wise decisions in combat in order to sate his desire for theatrics. He will purposely enrage, toy with and goad enemies to make the most emotionally straining situation possible on enemies and their troops, all the while enjoying every moment of it. He's even resorted to almost cartoonish feats of 'evil' such as kidnapping loved ones to drive a commander into emotionally fueled assaults. 'Tending to the fields of drama', as he calls it.

His psychic strength is Telekinesis, allowing him to move objects with merely a thought. He's shown to be remarkably powerful with the ability, tossing tanks around like mere toys and even bringing down small cruisers. Often the power is used for less tactical persuasions and on a whim often used to cause random and sudden explosions by damaging fuel lines or detonating grenades. The Archon often does this with no provocation whatsoever even when simply passing through an area, causing many Margan to duck and cover when Ferivus is around. Again he describes this as, "The light show of the beautiful play of war".

Archon Ferivus is also known for being very creative with the ways he torments his enemies. Often he comes up with unique ideas which he suggests to other Archons to torment other races usually capitalizing on their weaknesses as a species. As of currently he has many 'plans' for the Sauran which he met during the Hammer's initial assault on a Sauran fringe world. His favored weapon is a spear with mechanically enhanced "Wings' similar to the bionic ones that are on the High Priestess bloodline. The feathers are known to have very small thrusters built into the feathers, causing them to 'glow' blue when thrown and propel the spear at remarkable speeds. This can be further enhanced with his telekinesis to allow the spear to punch through even thick tank armor.

His ties to the High Priestess are not known, however he is known to be a favored by the high Priestess. He recovered the fastest of any Margan from his surgery and mastered his new found psychic strengths just as quickly. By some he is considered a prodigy, even if he is the most annoying of any Archon. The High Priestess none the less is known to have a very close relation with the archon, confiding in him above all others and treating him as her personal adviser. Some say there's a maligned intelligence behind his flamboyant exterior but this has yet to be seen.

Archon Ki-Migral


Psychic Ability: Hypersensitivity

Weapon: Butterfly sword

"Ah, the lotus of the Golden Blade, like a delicate flower that can tear your head off." -- Archon Chapel

"When you meet her you can't help but wonder how something so frail and soft spoken became an Archon. Then you see her fight and you get your answer." -- Archon Chora

"Fear the shy ones." -- Archon Ferivus

Archon Ki-Migral is known to be the least ambitious of any Archon. She's very soft spoken and submissive, never raising her voice and often spending her time in meditation. She's a close companion to her Matriarch Li-Hosan who respects Ki-Migral as one of the most competent Archons. Ki-Migral, while soft spoken, is known for being wildly successful in her campaigns. Her raw ability and tactical mind combine into a rather fierce force for foes to deal with. She's known to come out of nowhere with utterly brilliant tactics and achieve amazing feats in combat.

In large part this is due to her psychic power, 'hypersensitivity' where her psychic abilities manifest as being able to increase the capabilities of her own mind on whim. Allowing her to control bodily functions on a manual control while also slowing her perception of time. This allows her to make complex decisions and notice minute details in even the most stressful of situations. This compliments her combat style of using a jet-pack, allowing her to do mid-air split decisions giving her remarkable air control even at the incredible speeds she moves at. She's been likened to a blur, simply moving through enemy lines and dropping enemies in an instant.

Ki-Migral, despite her impressive record is the most mysterious of the Archons however. She rarely socializes with the other Archons, often being a result of her shyness and quiet demeanor which is very unusual for Margan. How she became an Archon is an absolute mystery, some say she was one of the first blades, possibly even the first melee blade. No one has any proof however aside from her sheer talent with blades so it's a debated topic. She was tutored by Li-Hosan and taught much of her combat prowess from the matriarch who she has a sisterly bond with. Often only really warming up to the Matriarch and only being social with her.

When faced with enemies Ki-Migral is usually very quiet and even then soft-spoken. However many of her troops find her silence morale boosting, she never shows worry or fear, just a very quiet sense of duty that many of her troops attempt to emulate when on the battlefield. Some describe fighting Ki-Migral as a bit unsettling, as it's impossible to read how worried, frustrated, happy or confident she is. Archon Ferivus in particular is very vocal about how she, "Must show her rage! Her emotions! Such silence is not at all entertaining!" Ki-Migral and Ferivus as a result often do not interact much as Ferivus has largely given up on trying to get any form of reaction from Ki-Migral with his antics.

Archon Chora


Psychic Ability: Mental Suggestion and "Psychic Bitch Slap"

Weapons: Lightening Katar and Crystal Dagger

"Ah Chora, I don't think any Archon quite inspires hope for the future like her." -- Matriarch Taiki

"Many Archons are warriors who happen to lead the Margan as a result. Chora is an exception, an Archon who leads and is a warrior as a result." -- Matriarch Hilda

"I. . . How did you do that?" -- Archon Ferivus after the 'Psychic Bitch Slap' incident

Archon Chora came into power after a magnificent tour of duty as a blademaster. Her crowning moment is being caught off guard by a Rach Stealth Ops, and even with the electric blade in her back turning around, breaking his spine and crushing his skull against a wall. She still holds the electric katar as her primary weapon of choice, seeing it as an irony and insult against the Rach. Her sheer defiance against death was only one asset, that which really made the Matriarch choose Chora as an Archon was her resourcefulness. Chora was unafraid to deal with aliens or use extreme measures for victory's sake, actually having had worked closely with the Zaretians for some time.

She was exactly the kind of Archon the Matriarch needed and she signed up the Blademaster for proving immediately. Chora passed with flying colors and went through the operation, choosing Mental Suggestion as her psychic power of choice. The power allows her to make subtle suggestions to the mind of many beings in a wide area, demoralizing foes with whispers of defeat in their heads or splitting headaches, or driving allies into a massive morale boost by whispering promises of victory into their minds and easing their pain and worries. By rights Archon Chora is a walking banner of hope for all she fights alongside and a totem of despair to her enemies. She carries herself as such, acting with paramount leadership and bravery refusing to show any signs of weakness in front of her troops or allies.

Still, her mental stability is often in question, there was a small complication in the surgery to her mind that caused her to 'Hear the thunder in her head'. She's since said she can hear the constant beat of thunder in her mind, sometimes giving her crippling headaches and making her obsessed with electricity, the staple of the Orion Dynasty. The disability is a blessing and a curse, causing crippling migranes at times but at other times giving her a 'beat' to go off of in combat which paces her and causes her to be deadly. She describes it as the blessings of the thunder, but most think it's simply an euphoria she gets from 'believing' its a blessing, in a way boasting her own morale.

She's also the only Archon to have mastered a psychic ability outside of her chosen area of expertise, knowing a very small amount of Telekinesis in the form of the "Psychic Bitch Slap", manifesting a psychic hand which backhands someone from most any distance. As of thus far she has only used it on Archon Ferivus when angered by his antics. Chora has a very student-teacher relation with her Matriarch. She sees the Matriarch as a remarkable well of wisdom and a true revolutionary she can learn much from and often attempts to emulate. There are few things in the world Chora loves more then knowing her leadership and influence has helped spread her Matriarch's wisdom.

Archon Chapel


Psychic Ability: Mind Dominance

Weapon: Dual Daggers

"Archon Chapel is unnerving beyond words. I've met many Archons but. . . There's just something wrong about him." -- Rach Ops Lead Kertak

"I wish I could say what Archon Chapel feels at any given time. He's cold and calculated about his every move, it always seems like he has a plan even when you know he doesn't." -- Archon Chora

"Oh goody the stick in the mud again. . ." -- Archon Ferivus

Archon Chapel was another of the old failed Melee initiative however unlike Pan he never became a Blademaster. Instead he remained a melee trooper up until the initiative's dismantling. He continued to serve as a Melee trooper however without the massive weapon or armor of the Blademaster he was wildly vulnerable compared to other troops. Chapel was a quick learner, and resorted to guerrilla warfare often. Favoring urban or jungle environments he would hide and ambush enemies, slitting throats and leaving corpses strung up to intimidate and demoralize the rest of enemy troops. He became a legend, 'The Margan Beast' or 'Margan's Horror', quickly earning prestige through the sheer fear he inflicted on his enemies. While he never had a high kill count, he always killed where it counted.

Unfortunately by the time he was ready for upgrade to blademaster the initiative had long been scrapped and he found himself the only melee blade remaining. He continued his work but it only got harder and harder for him as his body wore down. Eventually however, his sheer determination and defiance in the face of overwhelming odds earned him the right to become an Archon just as the Red Rose formed by splintering off the Golden Blade. Knowing this was his only chance at further service he agreed, and became an Archon choosing the power of Mind Dominance.

This psychic ability was driven from the mind games he played with his foes while committing to Guerrilla warfare, the psychic ability allows him to cloud the minds of enemies and cause hallucinations. It was considered a very unassuming ability and was a poor choice for many Archons at the time until Chapel got his hands on it. From there he turned it into a terror weapon, causing entire battalions to turn on themselves and pitting brother against brother, leaving the Margan to only clean up the rest. He'd never forgotten his guerrilla roots, and often is unafraid to take the most brutal and horrific path to victory if need be.

Archon Chapel has a reputation for being unsettling, even among his fellow Margan. He's a reminder of the grimness of war and how it can turn someone into a real monster even among their own. He often is a very blunt and serious person, being brutally honest with other Archons and often not holding back when criticizing them. This has caused a rather twisted relation between himself and Archon Ferivus, Ferivus often enjoying annoying Chapel while Chapel takes joy in ruining Ferivus's antics with his blunt honesty. There's no doubt they respect and are ultimately allies, but they have a very begrudging friendship stemmed in rivalry.

His choice to serve on Norsus was to relive the days of guerrilla warfare once more. Upon a planet of chaos and sprawling urban environments, wreaking horror on enemies and leading his men to victory against impossible odds. In this respect he loves the Norsus conflict, and intends to enjoy himself before being pulled back to become involved in the inevitable Gronian conflict. Archon Chapel by rights respects the Gronian's rather serious and regal attitudes but can easily see why Matriarch Pan wishes to crush that. He has taken notice of Lady Calpria upon Norsus, and has been thinking of ways to ruin her and her troops morale on the side of his more immediate duties such as helping the IAE offensive.

His relation with Pan is a strange one at best, the two are often very serious with one another and exchange information in mild tones. Pan tends to be a bit more formal but Archon Chapel isn't normally bothered by this, they have a warrior's camaraderie and respect between each other and as a result seem to work well together despite differences.

Archon Kalos


Psychic Power: Fear

Weapon: Scythe

"Hardship kills some people, it makes others stronger. To Kalos? It did both. . ." -- Matriarch Taiki

"I fully believe Kalos is immortal, no living being can be through what he has and keep going." -- Archon Chora

"Kalos, I admit you have bested me. You really are the superior cliche." -- Archon Ferivus

Kalos was a fairly average Margan to start, he was an engineer in the military and worked on the various landing craft to set up factory and invasion ships upon landing. He was fairly proud of his work and made it a point to work hard on anything he was provided with to support the soldiers doing the fighting. However, during one invasion a surprise counter-attack by a particularly sadistic race hit the camp, ravaging the soldiers. Their lines having failed, Kalos found himself caught by these aliens, and tortured. The race in question were truly sadistic in nature, enjoying the pain of other races and mastering the art of torture. Kalos was subjected to a serum that greatly amplified his senses, including touch. They then began making incisions on his body.

Piece by piece, small cuts each of which felt a horrible pain he'd never been aware of. His body being slowly dismantled and torn apart as they got bolder with larger and larger chunks, taking parts of him away, shocking him, injecting him with poisons. More then once he'd blacked out only to be forced awake again for it to continue. It wasn't until much later when a support team had arrived and wiped out the aliens, saving him. Piecing him back together was a difficult task, they had been cut off from the fleets and on a hostile planet he found himself in a hopeless situation.

He was an engineer, in a foreign land, only a small band of Margan with him as what bionics they could find in the wreckage of their invasion fleets were used to reconstruct him as best they could. He could at least walk, but he looked like the living dead. Skeletal bionics showing in places, flesh dangling off, he was a mess, and that serum still made him feel uncontrollable pain. He felt fear, that he would be like this forever, that he wouldn't survive, that he would return to that torture. However, as with all Margan, this fear led to determination, and it made him angry. He picked up a gun and a blade, and pushed on with the squad.

Over the coming weeks the squad was picked apart by alien elements, members being dragged off while camping at night. Kalos's fear grew, and his hate grew. He continued pressing on, hatred washing over him as he hoped for a miracle. Unfortunately, the worst came first. The Reaper's fist found the planet too dangerous to land on immediately, so they carpet bombed the planet with various plagues and pathogens first to weaken the elements. Kalos was caught in the bombardment, and became horribly ill. His muscles atrophied and his breathe became raspy with flem and puss filling his lungs. To solve this, he grabbed a re-breather and more bionics, and pressed on.

The tormenters became the tormented in the coming days, deathly ill the aliens began to weaken from the illnesses, while Kalos was driven on by his bionics and adrenaline. He began hunting down the aliens, marching clear into cities and killing them in their homes, in their fields, in their beds. He quickly became a boogeyman, a revenant meant to punish the species. His eyes foggy and glassed over, rotting flesh hanging from loose bionics, he really did look like the walking dead. When all was said and done, the race eventually died off from the plagues, and Kalos found himself alone.

When the Reaper's Fist finally landed to clean up and begin mining out the planet, they were shocked to see Kalos shambling towards them. He was rushed to a medical center, and thanks to synthetic skins and an outrageous amount of bionics had been fixed up. However the damage had obviously been done, his nerves were beyond frayed and his remaining flesh sickly. Many were convinced any living being pushed to such a point should be by rights dead, he was simply a peace of meat that somehow kept on living. Kalos did what any sensible Margan would do after his recovery, he returned to the battlefield.

Helping in further conflicts, Kalos had been hardened by his time against the sadistic aliens, he was unafraid of anything, and often marched into enemy lines with his gun cruely cutting down all that stood against him. Grevious wounds didn't phase him, he felt no pain, no fear, no remorse. After becoming the boogeyman for at least a dozen other races he was approached with the offer to become an Archon by Matriarch Taiki.

With no hesitation he accepted, he did not just believe he -knew- he would survive the operation. After having had survived so much, how could he not? Sure enough with no issue whatsoever he did survive, with his new psychic power, fear. This Psychic ability effects the innate primal fears in those around him, terrorizing creatures by simply flicking on their fear responses. Being near him was already an unsettling affair but this psychic ability pushed it over the edge.

Since then he's taken up a scythe as his weapon of choice and has a reputation as the 'Dead man', or 'The Immortal'. He often belittles other species for not being able to stomach the plagues and tortures he had too, calling them weak or frail. He's known for simply marching into battles, chunks of his body being blown off as he just walks clear through enemy fire into their lines and cleaves them down. What's worse, being near him is dangerous for most other species due to the various infectious viruses he carries in his very flesh. Simply being near enemy lines can infect them, making him a walking plague carrier.

Many other Archons are sympathetic towards him, they know he is the way he is because of what he's been through. They know he was not a soldier, he did not ask for this, he was an engineer, a man who wanted to live one of the safer jobs. Lifting up when an invasion failed, usually being safe. Yet he had no such quiet life available to him now, it was robbed from him and he can never go back. Matriarch Taiki herself feels responsible, given the carpet bombing of the planet that happened. Though the Archon insists that it was the carpet bombing that saved him, and insists the Matriarch not blame herself.

As such the Archon is zealously loyal to Taiki, seeing her as a motherly figure and a savior. She is in large part what he wants to be, a citizen, a person of the people, living a normal happier life. Something he can never truly have again. He understands that now he is an Archon, a death dealer, and the hope of many soldiers rest on him. He is a massive morale booster among the Margan, showing the sheer unstoppable determination all Margan hold within as he marches fearlessly into enemy fire.

Personality wise, his hardships have made him very grim. He finds it hard to look on the bright side of things and usually speaks in a very subdued tone. He often can't 'lighten up', and ends up having very grim insights on what are supposed to be more lighthearted situations. Ferivus has coined him the nickname 'Mood killer'. However none really doubt the terror he brings to the battlefield, and his raw effectiveness.

Other
Archons and Matriarchs are the most important of Margan society but they are certainly not the only Margan of real importance. Various Generals, Soldiers, and Civilians who are either promising or integral figures in Margan society.

General Marlika Farshot
Status: General

Weapon: Rail Gun

Affiliation: Hammer Dynasty

"Marlika has great potential, potential that should not go to waste. It is why I am so hesitant on my decision. . ." -- Matriarch Chilsa

"I'd shake hands but you seem to be missing one." -- Archon Ferivus

"Often determination is a good sign of a strong individual." -- High Priestess

Marlika was a regular trooper, but rose through the ranks to a general swiftly enough thanks to good decision making and planning. She has not undergone the enhancements to become a Heavy Weapons user however, thanks to a certain disability. During her term of service in the warp a special ops Rach cut off her right arm. She had it replaced with a rail gun she can aim with deadly accuracy. To become a Heavy Weapons user would mean trading in the gun for bionics, something she doesn't feel comfortable doing. None the less she proves a magnificent leader figure and has led many very successful campaigns.

Personality wise Marlika is fairly serious, often taking her job and duty quite seriously. Her family had been shamed in the past by Rach raiders stealing their goods, Marlika as a result finds herself working hard within the military to rebuild the prestige of her family while still doing the same for herself. The sheer determination and defiance of the general has caught the eye of her Matriarch, and she has been praised by her directly a couple of times.

She also led a successful campaign attacking a Sauran outpost colony in order to gain footage of a Margan attack for a broadcast. The success of the attack and information gathered on the Sauran has almost ensured there will be further action against the Sauran in the very near future and that Marlika will be involved. The Matriarch, obviously, is seriously considering approaching her with the offer of becoming an Archon prior to such a war however. Though she is apprehensive, as Marlika has turned down the offer to be a Heavy Weapons Margan. Still, the time is drawing closer, and the fate of Marlika will be decided.

Commander Hisila
Status: Commander

Weapon: Crystal Blade

Affiliation: Red Rose Dynasty

"Come, Hisila, we must burn this world together." -- Archon Chapel

"I don't underestimate you Hisila, but I wonder if you really are being honest about your chances on Norsus?" -- Rach Commander Nero

"Hisila, prove yourself not to me, but to the universe." -- Matriarch Pan

Commander Hisila is the head commander of the Red Rose's efforts on Norsus. She is a recently appointed Blademaster of the Red Rose empire. She served well within the warp, facing the aliens of the warp with no fear, even when faced with energy beings she kept a cool head and fought bravely. She's a very good commander by rights and has led her squad to victory many times. Pan, wanting to truly test the resolve of Hisila, chose her to head the assault on Norsus. Victory was never the objective, the objective was simply to do as much damage as possible and make the Rach as miserable as they can. All Margan know after the Norsus conflict the Margan will not be engaging the Rach again for some time as they will be actively avoiding one another, both races sick of one another by rights.

As Hisila puts it, 'The Rach are too slippery to catch, and the Rach couldn't hope to harm us. So this last offensive is our last insult to them before we move on to better things in the universe, we go our separate ways form here and wish to be affiliated with them no longer.'. Due to this understanding she was more then happy to head the attack herself. Currently though she finds the weight of stress bearing on her. She must work with unfamiliar allies against a foe that vastly outnumbers her while unaffiliated horrors also assail them. She is determined, but the weariness of her voice shows, something Archon Chapel has been watching closely.

Her potential as a Commander, possibly to be promoted to General and given much more important tasks, means that Archon Chapel is tasked with protecting her. Her well-being is in his hands, and he must act as her confidant for the remainder of the campaign despite his personal desires to enjoy himself on Norsus. Currently she is heading a joint operation between the IAE, Zaretians and herself to try and turn the tide of the Norsus Conflict. However she admits they may need more help, as they are hopelessly outnumbered.

Melee blade Vissha
Status: Melee Blade

Weapon: Double Crystal Daggers

Affiliation: Red Rose Dynasty

"Such fury. . . Such untamed defiance." -- Vissha's tutor

"To those who go to the end of oblivion and back, great things can await within the aftermath." -- Archon Chapel

"Fun" -- Archon Ferivus

Vissha as of currently is a relatively unassuming Melee blade, one of the newest batch within the Red Rose empire who are still new to the melee initiative in its new reinstated format. Vissha with her fellow blades landed upon Norsus, unlike the others she had little experience however. She finds herself now upon a very hostile planet, having to quickly learn what usually takes other Margan centuries of battle before she is swept away in the waves of war. Currently she is isolated from her command, working with Zaretians to regroup with the other Margan in the aftermath of a Virisus ambush.

She's usually a brave individual, though with issues of self-doubt. She's known for having a remarkably defiant attitude in the face of opposition even by Margan standards. Currently however she is very demoralized by the death of her close friend Hizka, who perished to a Rach Sniper in the early landing on Norsus. With no chance to give her friend a proper burial it plagues Vissha's mind as she continues on through the streets of Norsus. Where her destiny will lead and what her future holds are unkown, but as of now, it looks very bleak indeed.

Matriarch Jisa
Status: Deceased

Weapons: Palm mounted laser blasters

Affiliation: Seraphim Dynasty

"She was a fool, a poor fool who wandered too far from the path." -- Archon Chapel

"White bloodstained red forever." -- Archon Ferivus

"Sometimes we must all set an example, even if it pains us greatly to do so. . ." -- High Priestess

Matriarch Jisa was one of the older matriarchs alongside the High Priestess and Li-Hosan. She led the Seraphim Dynasty ages ago, a Dynasty who's color of choice was white and who's pride was unmatched. They saw themselves as truly divine, the closest to the High Priestess and the way of the Margan. Jisa herself had quite a bit of an ego and much like Ferivus does now she often broke into theatrics and romanticized about the greatness they were destined for. Unlike Ferivus though she tried not to annoy people with the theatrics and kept it purely to entertaining herself and others if it piqued their fancy. The High Priestess herself was quite fond of it actually and found herself often visiting Jisa to hear the grand tales of the inevitable future of the Margan and the greatness they'd achieve.

Her fellow Margan obviously mimicked this, fighting with zealous fury and holding the teachings of the Margan close to their hearts. They were eager to do the work of the Margan and vast swathes of space burned under the Seraphim Dynasty's outstretched wings. Matriarch Jisa saw each one as an inevitable step closer to destiny manifest for the Margan, she could not have seen the darkness looming over her future, however. It all started when coming across a firmly defeated lesser civilization.

Due to the theatrics, light shows and hefty speeches of the Seraphim Dynasty commanders the species began to worship the Dynasty, fearing them as gods willing to bring their wrath down upon them. Intrigued, the Matriarch postponed the demise of the species and instead tried to manipulate them into wiping out a neighboring species. They did this, without question. Marveling at the possibilities, the matriarch agreed to a truce with the race so long as they continued to do the bidding of the Dynasty. They acted as servants, moving to the whim and fancy of the Seraphim Dynasty.

As they marched on across the galaxy they found more races with similar responses, and took them in as well, soon building an entire religion under themselves. The aliens were so useful in fact that they had been allowed to live in the grant civilian ships as slaves and servants to the Margan. Matriarch Jisa intended to turn on their unlikely cultists when their work was done, but for now simply lavished in her good fortune. As with all things, this was not destined to last.

The other Dynasties found out, and were outraged. They pointed out how far harboring other species was against their teachings, the Seraphim Dynasty unable to admit its folly argued that they were only temporary alliances, and that they were completely loyal and subjugated. Things only got more and more tense, it was finally Li-Hosan who suggested ending the Seraphim Dynasty before they went rogue, and so it came to pass. Matriarch Jisa could only watch as her loved ones suddenly, and painfully turned on her.

Her work was destroyed, ships overwhelmed by the combined efforts of the other dynasties, people slaughtered for their heresy, and her empire dismantled. Eventually, Li-Hosan, Hilda, and the High Priestess herself faced down Matriarch Jisa. The High Priestess offered her one last chance to surrender, but Jisa only provided a small smile. The recorded final words were this, "I am too far gone, we both know this. I am sorry, truly, horribly sorry. I am damned, and this is my fault. I cannot be redeemed, I cannot be forgiven, far too much blood is on my hands. . . But do not give up on the dream, please."

Shortly afterwards she impaled herself on Li-Hosan's blade, and died. The High Priestess and other Margan soon afterwards chased the Rach into the warp, leaving the broken scraps of the once grand dynasty behind. The High Priestess has been quiet about the issue ever since, refusing to comment on the matter. Some say she feels guilt, or remorse, for what she had to do. All know it was something that had to be done, the Margan way had to be preserved.

General Turos
Status: General and Veteran Heavy Gunner

Weapons: Wrist mounted Flamethrower and wrist mounted incendiary small napalm rocket launcher.

Affiliation: Red Rose Dynasty

"Turos makes up for his rash attitude with his history." -- Matriarch Pan

"Turos wins some, and he looses some, but he never looses sight of the big picture." -- Archon Chapel

"Insufferable. . . He has all the ego of Ferivus but all the flamboyance replaced with brazen recklessness. While still retaining the record to justify it. . ." -- Commander Hisilia

General Turos was promoted a long time ago from a common Heavy Gunner to General by the Matriarch herself. Turos is an impulsive and otherwise reckless commander, however he has the luck, skill and talent to back up these tactics. He has his victories and his losses, but he tends to focus on the bigger picture and despite whatever failures he meets he usually finds some sort of victory in his overall goals and campaigns. He was once a Heavy Gunner and squad leader, he was renown for his colossal ego, yet his remarkable record to back it up. He's pulled off many brazen and impulsive actions that have turned the direction of entire wars which would otherwise seem impossible. He's a great fan of last stands, striking deep into enemy territory outnumbered, and of course unpredictable rushes.

He's a Margan success story in other respects as his family had very little prestige and in fact had lost quite a bit over generations by being general cheats and con artists. Yet Turos proved to be a very hard and determined worker and soldier, and rose up the ranks through sheer determination and hard work. Many point to General Turos as the prime example of how Margan society supports anyone from any walk of life being capable of becoming something great. Currently, General Turos is working on the Red Rose front facing the Gronians, TmC and Nepharians.

Opinions of other Races
The Margan have since met many races upon their return to the universe. Their opinions on what they've discovered of each race varies greatly.

Peacekeepers
Rach

"I've heard many say they are our most ancient and hated enemy. I tend to correct them, they're our most ancient and hated pest." -- Archon Chapel

"They are not to be underestimated, from the shadows they torment their opponents. However they are not to be taken as a true threat either, when light is shone on their shadows they are nothing but cowards." -- High Priestess

The Margan have had a long war with the Rach since the very beginning of the great war. They went so far as to chase the Rach into the warp upon their escape to attempt to finish the race, their hatred for the Rach was that strong. They are ashamed at their failure and honestly are disgusted with the Rach, wanting little to do with the thieves anymore. They have the policy, 'We will get back to the Rach once we've burned all of their hiding spots, otherwise they're a waste of time.'

Diabloians

"Beautiful, the visage of a demon and the heart of a warrior. So brave even when they're burning." -- Archon Ferivus

"I've never met a being so stubborn about the simple act of dying." -- Archon Chora

"I think I pissed it off!" -- Melee soldiers last words to a frenzying Diabloian

The Margan respect Diabloians as worthy foes, often wishing it was the Diabloians that they had been pinned as the ultimate rivals of, not the Rach. They see Diabloians as more worth of the title as 'Head of the Peacekeepers' then the Rach. They do see the Diabloian way of socializing with other races as a sign of weakness just like for any other race. Still, the sheer defiance of the Diabloians they find an endearing trait.

Luminarians

"Do not let their size fool you, they make up for it in vigor and intelligence. They honestly remind me much of ourselves. . ." -- Archon Chapel

"Their constructions are grand, and their battle fervor intense. They really are worthy of the title peacekeeper." -- Matriarch Pan

". . .I'm going to punt you so hard!" -- Margan Trooper taunting a Lumninarian.

The Luminarians are a more recent discovery to the Margan. They've been in heated conflict with them in Norsus where they were caught unaware by the sheer ferocity and technological prowess of the Luminarians. Much like the Diabloians the Margan have a begrudging respect for the Luminarians as they understand being a smaller race who must do great things to compensate for weaknesses. However their swiftness to come to the Rach's aid and the innate similarities in coloration between the Luminarians and Rach irk the Margan greatly. As it stands the Margan find their grand battlestation constructions awe-inspiring but ultimately a waste of resources in terms of strategy.

Aeveria Confederation

"If we are the angels of the universe, then Aeveria are without a doubt the devils." -- Matriarch Pan

"We have been gone too long. . . To let such a thing flourish was foolish of us. It must be dealt with." -- High Priestess

"A faction where multiple races work together within a faction where multiple races work together. . . Please tell me this is a bad joke, as I am not amused." -- Archon Chapel

The Red Rose's meeting with Aeveria upon the Norsus conflict shook the Margan community some. The concept of there being other factions where races have banded together was alarming to them. It meant that this may be becoming a common trend within the galaxy, a terrifying ideal for the Margan. The Margan have a spiteful hatred for Aeveria because of this and have shown more extreme cruelty to the Aeveria Confederacy on Norsus then to other races. Already Margan are planning brutal plans to try and crush or divide Aeveria if at all possible.

Karahotduom

"Such a friendly race this one. . . I do enjoy making their smiles vanish upon drowning them in bile." -- Archon Kalos

"I sometimes wonder if they take the war seriously. Then I see what they've done to our soldiers, and I don't question it anymore." -- Blademaster.

"They're like bears with guns. . . The universe is truly out to get us." -- Margan Melee trooper

Meetings with the Karahotduom have been violent as predicted with the Margan. They've taken particular delight in crushing their joint assaults with the Rach and testing the strength of the Karahotduom. The Reaper's Fist made it a point to assault their territory upon arrival in the galaxy, finding them the perfect subjects for testing their new plagues and viruses on upon being a biologically 'average' species. The Margan have quickly learned to respect Karahotduom strength, even if they find them 'funny looking'.

Necraal

"Unintelligent creatures, had they been smart they wouldn't have joined the peacekeepers." -- High Priestess

"They're an almost zealous race. Yet unfocused on us, I feel as though they have another vendetta that plagues them. Perhaps its best we leave them too that." -- Matriarch Pan

"Al Dar" -- Archon Chapel upon immolating a wounded Necraal soldier on Norsus

The Necraal are an enigma to the Margan. They've seen but remnants of the Necraal's battles with other species no Norsus and have overall been unable to engage directly with them on many fronts. However warlord records on them are pretty informative and only though that have the Margan been able to really form an opinion. They find them cowards and fools for switching sides, and are curious of their ties to the Virisus.

Delani Republic

"Ah, a race that truly bears the scars of its past. I will be glad to relieve them of that pain." -- High Priestess

"Perhaps if we leave them alone long enough they'll destroy themselves." -- Archon Chora

"No one calls our allies sh*theads." -- Matriarch Hilda

Again through Warlord Records the Margan have learned quite a bit of the Delani but have yet to really engage them other then a few orbital skirmishes. They're had pressed to form a real opinion of the peacekeepers but all in all they seem to be aware of the Delani history and want to abuse it somehow. That being said the Margan, should they engage Delani, will be quick to taunt them about their revolution.

Warlords
Zaretians

"Ah, it is good to see our old allies still on the battlefield." -- Matriarch Hilda

"Strong of number, strong of body, strong of will. For as much as the Zaretians have gone through I dare say I see the least weaknesses of them." -- Archon Chora

"Explain to me. . . Again; what, exactly, placing your Genetalia within the mouth of an unconcious foe achieves?" -- Melee trooper Vissha

The Margan are still loyal allies to the Zaretians, being the first true alliance they struck up. They easily see eye to eye with the Zaretians and their more chaotic ways, and find it easy to work with them. Obviously the Zaretian opinion of the Margan has become less then favorable due to their disappearance, however the Margan have shown humility towards this and are eager to make up for their mistakes. Starting with not only proving themselves on Norsus but evacuating the surviving Zaretians from the planet if at all possible. The Margan have been eager to reinforce Zaretian lines and get back to where they left off.

IAE

"If Aeveria is the devil then IAE is Baphomet." -- Matriarch Pan

"How did such a faction manage to get into the Warlords? If they were not so overwhelmingly strong I'd have half a mind to--" -- Archon Chapel

"I'm going to support you, but I want it to be known I really, really hate everything you stand for. Just wanted you to realize, if you die here, the only one keeping you company is someone who really, really hates you." -- Margan Trooper to IAE infantry

Margan have no love of the IAE. They find the IAE approach to incorporating other races appalling and if not for their strength and the need to work with them they would quickly turn on them. As it stands though, it is more beneficial to work with the IAE and have them help crush the peacekeepers then attack them. Especially on Norsus where things are already tense, it was the Margan who called for a joint effort between themselves and the IAE. Still, the Margan opinion of the IAE is no secret even if they have a begrudging respect for the race.

Asanians

"Feed them well, they've earned the right to feast." -- High Priestess

"So much like us, terrifying in a way. . . A relief in another. I had thought we'd never find other races with our mindset." -- Archon Chora

"Archon Chora perfected a psychic bitch slap today when I suggested we try to give them caffeine. . ." -- Archon Ferivus

First contact with the Asanians was violent, the Margan had tried to assist the Asanians in an assault only to be turned on quickly. Putting down the Asanians quickly, they encountered them again on a Diabloian planet they had been invading. At that time, the Asanians had approached the Margan with a proposal of alliance, if a bit awkwardly. Intrigued by the ferocity of the Asanians and their like goals the Margan accepted. Joint efforts against the Diabloians have been sparked and the Margan have found them easy allies. Eventually they will need to turn on one another, but that is not within the foreseeable future. So for now, the Margan simply enjoy having allies they can talk true genocide too on an equal level, even if they are rather energetic.

Virisus

"So they seek to destroy us? Perhaps they are wiser then most races we've encountered after-all." -- High Priestess

"Such terrible beings, I feel this is the one time I don't blame the Rach for being afraid and hiding. Figures this is the one time they wont hide." -- Archon Chapel

"So they seek to summon a diety? Excellent, lets let them do it. I look forwards to seeing their expressions when we kill it." -- Matriarch Pan

The meeting of Virisus and Margan was very violent, first meeting upon the surface of Norsus and engaging in brutal conflict. From one psychopathic murderer to another the fighting was bloody and brutal. For that they have a respect for the Virisus, however their worship of another being is something of a weakness in the Margan's eyes. 'We've killed gods before, they rarely stop us.' often being the motto of the Margan, or the famous 'Many races have had gods in the past. None have really done much when their followers were burning.' To this end the Margan show as much furious defiance in the face of the Virisus as they do to any other race, however many harbor a delight in the prospect of crushing the cult-like beliefs of the Virisus. Though the High Priestess herself feels that the Virisus should be working with the Margan, not against them, not when they're already faced with so many foes.

Biomatter

"If ever we needed proof of our belief in the cruelty of nature, we need not look much further then Biomatter." -- High Priestess

"Truly brilliant. Perhaps we can convince the IAE to allow us in on their alliance with the Biomatter?" -- Archon Chora

"Bravo! Bravo! Encore!" -- Archon Ferivus upon seeing footage of a Biomatter invasion.

The Margan have a strong respect for Biomatter. They see them as the true proof that life in the universe is meant to out-compete all other life and wipe it out. To this end Biomatter is not only the ultimate enemy but the ultimate ally. In this respect the Margan also realize they are actually the universes best weapon against the Biomatter. This being because their cauterization of planets will leave the Biomatter starved for biological material, starving Biomatter and cutting off expansion possibilities. The nomadic lifestyle of the Margan make it neigh impossible for Margan to run into Biomatter as the only window where they would meet would be if a spore landed on a planet in mid-Margan invasion. Even in that scenario Margan could simply leave the planet and let the Biomatter consume it to cauterize later. As it stands, Biomatter are an extreme curiosity for the Margan both as a potential foe and ally alike.

Neutrals
Gronians

"They're like a wall of resistance. It will be amusing to chip away at." -- Matriarch Pan

"I find dealing with Gronians tiring and frustrating. Even Diabloians have some sense of knowing when they're beat unlike these thick-skulled fossils." -- Archon Chapel

"I once suggested to Archon Chapel that he should use his psychic abilities to make the Gronians hallucinate one another as aliens. Oh the looks on their faces after that." -- Archon Ferivus

The Margan have a powerful hatred for the Gronians. They respect the strength of the Gronians along with their stubborn defiant attitudes. However they find their harboring of lesser races utterly disgusting and it puts them on a level below their opinion of even many peacekeepers. They also find the sheer stubborn stuck up attitude as tempting to try and break, trying to instill humility or a true sense of defeat in the stalwart aliens. The Red Rose has made it a point to assail the Gronians pretty much on this factor alone, let alone the other various reasons they have for cracking the immobile wall that is the Gronian Empire.

Nalstros

"Nasty creatures. . . Truly nasty. I like them, Lets kill them last." -- Archon Chora

"Why couldn't the Rach be more like the Nalstros? We might have something to be proud of fighting then." -- Matriarch Hilda

"They have no word for Mercy? My they have a wonderful vocabulary!" -- Archon Ferivus

The Nalstros are one of the few sights the Margan recognize upon returning to the galaxy. They often steer clear of the Nalstros pirates but will engage them as furiously as they would any other enemy should the Nalstros try to raid Margan assets. However they find the Nalstros attitude to aliens to be absolutely respect-worthy and the sheer torment they cause other races to put them pretty low on the 'Races we need to kill' list. Margan are usually fairly hateful towards neutrals but Nalstros are an exception to that rule, that being said they rarely impede Nalstros activities in hopes they'll ruin their enemies far more then they ruin any Margan operations, especially as nomadic as Margan lifestyle is making them difficult targets for pirate raids. That being said there are no Margan offensives for focusing on Nalstros assets and never have been.

Sauran

"Disgusting." -- High Priestess

"They're a strong race and defend nature as if it is their child. Needless to say I doubt there is any race in the universe they will hate more then us in the coming days." -- Marlika Farshot

"Such a sympathetic race, I believe they are truly our polar opposite." -- Matriarch Chilsa

The Margan of the Hammer Dynasty weren't spoiled for choice upon entering the galaxy. Their dynasty is the smallest and by rights they simply struck at the nearest race to them upon coming out of the warp in hopes of it being something worthy of broadcast. They were delighted to discover the nature of the Sauran upon landing, being they were everything the Margan were not. Chilsa is seriously considering full scale invasion of Sauran assets as the first true "proving" of her dynasty. The Margan loathe the Sauran and their love for nature, and make it a point to try and point out their own reversed viewpoint on the nature of life to the Sauran at every turn, even if they know the Sauran will never see things their way.

The Transmetallic Confederation

"How. . . How dare they attempt to work with Margan genetics. How -dare- they? I will take their 'Znification' and jam it so far down their throats--! ! !" -- Matriarch Pan

"I don't mind the Chromium as much as the Zn. They remind me of the Rach, and I find that provocation enough alone to commit Genocide." -- Matriarch Chilsa

"So the Zn wish to hide from the universe? Much like the Rach? Why not just, broadcast the location of their homeworld to everyone once we find it? Oh glorious day. . ." -- Archon Ferivus

The first meeting of the Margan and the Transmetallics was on an unassuming alien planet of which the Margan were wiping out the life. The sentient race there had been saved by the Zn, it was a bother but it was no reason for them to turn their attention from their normal duties by any rights. It wasn't until they had discovered 'Znified' Margan that many Margan became outraged. They began to learn more of the Zn and Chromium and quickly found more reasons to hate the Transmetallics. Currently there's a debate over which Dynasty will attack them, it's not a question of 'if' rather of 'when'.

A part of the Holy Dynasty is said to be taking an interest in such an offensive, finding the Znification, "Too great of a threat to allow to exist." Finding it a personal threat against their very way of life.

(( The rest is a Work in Progress ))