Korvar Empire

Creator: Amaker

Sporecast Link: http://www.spore.com/sporepedia#qry=ssc-500789429823

The Korvar, also known as the Repzork, are a race of highly aggressive saurian-like creatures who emerged unto the galactic scene from their war-torn homeworld of Kovas five hundred years ago. While they are rather young compared to larger empires, the Korvar have already proven themselves to be a powerful and ever-growing force in the galaxy. Militaristic and expansionist to an extreme degree, they have spread rapidly across the stars, building their empire atop the ruins of those who have attempted to stand in their way. If left unchecked, it is likely the Korvar will attempt to conquer as much of the galaxy as they can reach, leaving billions dead in their wake

Though unified under one banner, the Korvar are driven by a number of differing ideologies that permeate through different parts of the Empire. Many are driven by a zealous faith in the Goddess known as Syleris, who is said to have created the Korvar and made them the overseers of her creation. Her devotees seek to exterminate races that are 'unfit to live' and plunge the galaxy into a state of constant war which will only end when the strongest races have been left to rule. Others earnestly believe that it is the Korvar's destiny to become the most powerful empire to ever be known in the galaxy; such individuals work hard to improve the Empire and prove its supeiority in any way they can, whether it be improving their technology or defeating their foes on the battlefield.

The militaristic and imperialistic ideals of the Korvar make them a grave threat to their neighbors; war is commonplace in the frontiers as the Korvar expand and fight to defend their territory from those who attempt to stop them. As a result, many look at the Korvar and immediately come to the conclusion that they are simply xenocidal and destroy everything in their wake; which, upon closer inspection, is not the case. The Empire has a slowly growing number of member races within its borders, races which have adopted Korvar ideology and fight alongside them on the battlefield. They also have a number of allies that they trade resources and technology with. Such races are ones that are seen as similar in some way to the Korvar themselves, and thus are either seen as 'brothers' by the faithful or as valuable assets by others. This view, combined with the threat posed to their culture by the Peacekeeper Alliance, is why the Korvar have joined the Warlord Pact in the Great War.

= The Empire =

Aelovi
Aelovi, translated roughly into the 'heart,' makes up the core worlds of the Korvar Empire. As well as containing Kovas, the homeworld and political capitol of the Empire, Aelovi is comprised of colonies that were founded before unification took place. The colonies here are very well developed, each containing billions of people and vast metropolitan areas. A number of large factory centers and starports also reside here, helping to provide for the civilian and militaristic needs of the region. Aelovi is the major hub for trade, culture, and the military, essentially making it the beating heart that helps to sustain the rest of the Empire. As such, it is well defended, with each planet providing its own garrison and fleet. If Aelovi were ever to be conquered, whatever was left of the Empire by that point would rapidly disintegrate and disappear from the map.

"The Iron Shield"
Located on the edge of Aelovi, the Iron Shield is a border blockade that protects the region from invaders; it is the last major line of defense between an attacking army and Kovas. The Iron Shield's primary base of operations is Guardaros, a major fortress world that acts as the primary command center for the region as a whole. The blockade is made up by a large number of vessels and mobile space stations that are constantly patrolling the region. Traffic through the blockade is restricted to a few heavily guarded check-points, with any attempts to use other means being met with detainment or destruction of the intruding vessel. The Iron Shield is in a constant state of flux as older vessels are replaced and scrapped and other vessels are taken out and deployed to be deployed elsewhere, though there is a strict rule that the blockade must have a certain number of active vessels at all times.

Middle Rim
Outside the Iron Shield lies the varied middle colony worlds, collectively referred to as the 'Middle Rim.' A small number of the worlds, particularly the ones right next to Aelovi, are colonies that were also formed before unification, but for the most part the rim is made of colonies claimed after unification took place. Compared to the extensively developed core worlds, the planets of the middle rim vary greatly in their stages of development and the role they serve in the empire. The region is often referred to as the empire's 'breadbasket' due to a majority of the nation's food being produced in its array of pastoral worlds. Many factory worlds, mining colonies, and metropolitan areas also exist here, with cities becoming progressively more common as one approaches the core. Unlike Aelovi, which has never grown in its history, the Middle Rim is slowly becoming larger as colonies in the further rims become more developed and meet the qualifications to be considered Middle Rim worlds.

Outer Colonies
Outside of the Middle Rim lies the Outer Rim, the last major rim to have a major civilian presence within it. This region is comprised of worlds that have been captured within the past several decades, and are mostly urban, pastoral, or industrial in nature. Many of the worlds were formerly occupied military planets that have been handed over to the civilian government; such colonies tend to be both better defended and more developed, and thus boast a higher population compared to other Outer Rim worlds. Other colonies are the result of private colonization efforts. Many minority groups or those who have been discriminated against come to this region to find solidarity among other like-minded individuals. Other private efforts include corporations claiming the worlds for the purposes of tapping into pristine resource deposits, as well as those looking to create pristine 'resort worlds' where one could take a vacation. Like the Middle Rim, the Outer rim is constantly growing, and becomes more and more developed as one goes inward.

The Frontier
Referred to as both the Frontier and as the 'front lines,' the Frontier is the final rim that makes up Korvar territory, and also the most dangerous. It is here where many of the Korvar's wars and skirmishes take place, as such it is often a chaotic region constantly in a state of flux as territory is gained and lost. The region is controlled primarily by the military, with most worlds acting as fortresses, outpost, factories, mining stations, or as watch post to spot intruders. Very few civilians reside here, and the ones that live very close to the Outer Rim worlds.

As conflicts come to an end and a region in the frontier stabilizes, one of two things will happen to a colony: either it will remain under control of the military permanently, or it will be gradually developed to be accepted into the Outer Rim and begin housing civilians, in which case the military will hand governing power over to the newly appointed governor.

'The Dead Zone'
Main page: The Dead Zone

Also called the 'Memorial Systems' and 'Zone of Silence,' the Dead Zone is a deserted region of space that once comprised the core worlds of the now-defunct Naelkvan Empire. Once a thriving and prosperous sector that housed hundreds of billions of people, the location was rendered uninhabitable a little over a century ago by the Korvar at the end of a long, bitter conflict that had devastated both sides. As a final show of force to a foe that had remained defiant to its end, the Empire razed the planets in the sector by relentlessly bombarding them with nuclear weapons, completely destroying the biosphere and turning its vast cities into ash and rubble. Today, the worlds remain desolate and ruined; serving no possible purpose, the region is unguarded and there are no plans for development. It is viewed as a testament to the Empire's superiority and as a memorial to those who died.

States
States are colonies with sufficient industry and population necessary to sustain themselves without outside help. These worlds are semi-autonomous; governed by an elected governor and a legislature, these worlds can set their own regulations and laws so long as they do not violate greater Imperial Law. These worlds are still expected to give the government taxes, resources, and troops when requested. All states have a military garrison, usually made up of soldiers raised on the planet itself. States are also expected to aid in the development of nearby colonies by sending them resources and personnel when necessary.

Kovas
Main page: Kovas

Kovas is the heavily industrialized homeworld of the Empire. It is from here where the Emperor and His royal family reside and rule over the Empire. Populated by billions, the world is covered in vast, dense cities with deep underground districts to help streamline transportation and grant more room for a growing population. It is considered by the devotees of Syleris to be the holiest location in the galaxy; thus, the world has numerous temples and holy sites located on it, including Trel Shakul, the largest temple in the Empire and the main base of operations for the Neivelin church. For defense, the world has a personal fleet backed up by a network of orbital defenses both in orbit and on the surface, as well as a large garrison on the surface that helps to keep order during peaceful periods.

Kovas is divided into six continents: Korvaris, a lush continent filled with jungles and rivers, as well as mountains to the east; Avron, a small continent that is similar in many ways to Korvaris save for being much flatter and possessing mountains in the central region; Kalkrik, a temperate and frozen land covered in frozen tundra, steppes, and mountains; Chelksrin, a large, flat continent with savannas that becomes deserts towards the west and hilly wetlands to the east; Lekeron, a continent close to Chelksrin that has large mountains to the north and south and a flat plateau region in the middle; and Quolvri, a temperate continent featuring many mountains, lakes, and a frequently frozen region to the north. Over the course of history, much of the natural environment has been damaged by constant war and pollution; however, over the past two centuries, the Korvar have been making efforts to clean the world and restore what remains of the environment, an effort that has been backed both by the devotees of Syleris and nationalist alike. Through these efforts, many regions of Kovas have been restored and declared off-limits to construction as a means of preserving the Korvar's heritage and important cultural landmarks.

Galdaris Fortress
Galdaris Fortress is the beautiful and heavily defended home of the royal family. It is a large, triangle-shaped facility that covers about two square miles in total. The facility is protected by several layers of defenses: underground shield generators protect it from orbital attacks, two layers of walls and a large number of automated turrets hinder ground advances, three anti-orbital guns keep ships at bay, and the base's own garrison of elite honor guards can make short work of any standard soldier. The base also features underground bunkers, tunnels, and is surrounded by a military facility within the walls. Standing at the very center of the defenses lies Galdaris itself, a building that is in stark contrast to the plain, utilitarian structures which protect it. The building is tall, built in an older, antique style modified to fit modern needs. It is adorned with statues and icons of various people and events; it is as much of a luxurious palace as it is a government facility and heavily armored fortress. Access to the palace, as well as the rest of the fortress, is strict. The only people allowed in are guards, high ranking military officials, or those with special permission.

During an invasion, Galdaris is to be used as an active military command center and can attain manual control over many aspects of the surrounding city, such as electricity, water, gates, and bridges. The Fortress can essentially turn the city into a confusing death trap for the attackers if properly utilized.

Setralkyus


A bustling urban center within the Middle Rim, Setralkyus is the largest population center that is within the area currently affected by the Great War. The world has a moderate climate, with numerous temperate zones inhabited by grassy plains, forest, and taiga to the north. Much of the land is flat or moves down into canyons and ravines. Mountains are predominantly on two of the continents, with an active volcano range present in one of them. Currently, much of the planet remains wild, though numerous urban centers are scattered throughout the planet, with forts and defense installations located in and around the centers.The planet's main export is in its food, which is by many to be considered a delicacy, as well as a mining industry that has developed in the mountainous regions.

With the Korvar's intervention into the Great War, Setralkyus has been put on a state of constant alertness. Though it has yet to be attacked, many fear that the colony will be attacked in order to cut off a source of potential recruits. As such, the planet has been heavily reinforced, with more troops than ever before being stationed on and around the system and the forts and orbital installations upgraded and strengthened.

Varhos
Varhos is a mining colony located in the inner edges of the Outer Rim and in the same sector as Setralkyus. Varhos is predominantly warm and dry, with much of the land surrounding the equator being vast savannas and deserts surrounded by hills and mountains. Tropical jungles and oasis are scattered throughout in the few wet regions. As one goes north, the land levels off into plateaus and steppes until eventually becoming cold tundras in the extreme northern latitudes. Colonist and corporations alike came to Varhos to exploit the vast reserves of metals such as titanium and metal. The planet has been experiencing steady growth due to trade deals with other colonies and the military, which has been using the raw materials to help supply the region. As an outer colony world, Varhos cannot defend itself very well, and only had a few small garrisons defending it until the military reinforced the region as part of their preparations for the Great War.

Military Colonies
Unlike states, which are controlled by civilian-elected officials, military colonies are directly controlled by the Imperial Armed Forces. The types of installations and level of development of these worlds varied widely from small outpost tasked with monitoring nearby space to vast fortress worlds meant to protect a vast sector of colonized space. Military Colonies are scattered all across the Empire, and are especially common in the Frontier, where captured worlds become Military Colonies by default. Some of these worlds, as previously mentioned, do become civilian colonies once they have been secured and cleared of nearby threats. Before handing them over, the military often undergoes a vast clean-up operation to remove debris, deconstruct unnecessary bases, and clear the way for civilian habitation. Only a portion of the military's original infrastructure will remain once the process is complete, though they do leave behind a small garrison to protect settlers.

Detelvek Research Facility
Main Article: Detelkek

Located in the Middle Colonies in a fairly secluded location, Detelvek is a heavily fortified military research installation that was created to contain, study, and reverse-engineer some of the more unusual or dangerous objects that were discovered around the region, as well as acting as a testing ground for new and exotic military equipment. Recently, the world has been used to research the Biomatter's anatomy as well as equipment stolen from the Margan, particularly their crystals and bionic enhancements. The world was chosen for its treacherous and difficult terrain; much of the ground is rugged, mountainous, and hilly, and the planet itself didn't have much to offer to a civilian populace, ensuring that interest in the planet from outside sources would be minimal and that trespassers would wind up lost. Its climate is no better, with much of the world being brutally cold in the winter (save for around the equator, which stays chilly) and cool and wet summers. Fairly little wildlife exist on the planet, and the ones that do are often small mammals and avians.

Due to the sensitive nature of the research located here, Detelvek is well-defended and has a number of fail-safes in the event of a major containment breach or a hostile take-over to ensure that nothing ever leaves. A small orbital blockade surrounds the planet to keep vessels at bay, and a garrison of elite troops patrol the facilities on a daily basis. Traps and turrets are scattered all around the facility. If all else fails, the bases are rigged with several thermonuclear warheads that will destroy all facilities and everything inside of it.

Haldron Fortress World
Haldron Fortresses are military installations that are located in important regions of Korvar space. They are by far the largest and most important of the Korvar's military installations; whereas lesser fortress worlds often have a number of bases scattered across the surface, a Haldron is best described as a fortress that sprawls over the planet. Every inch of ground is utilized as the world is converted into a monolithic multi-purpose military installation made up of factories, training facilities, residential areas that can house millions of soldiers, command structures, and a vast array of defenses. Subterranean networks dig deep into the earth to make transportation and storage easier. The oceans, too, are utilized, with large filtration devices built into them to provide clean water as well as various other tasks like specialized training. In orbit reside a number of starports which repair and construct new vessels. In order to keep the world habitable, a large network of life-support facilities are scattered around that help to provide clean air, and more recent Fortresses have additional ways to keep the biosphere functional and lessen the health risks to personnel on the surface.

Haldron Fortresses serve three primary purposes: first and foremost, they are organizational hubs that help to connect nearby military installations as well as assisting in the planning, organization, and deployment of troops. Large-scale operations are often planned in the confines of these fortresses, the the worlds themselves serve as a gathering point for all forces involved. Secondly, they defend nearby colonies against attacks. Thirdly, with their large factories and training facilities, Haldrons are often one of the biggest supplier of recruits and supplies in their adjacent sectors.

Understandably, Haldrons are among the safest locations within the Empire. In orbit and on the surface are a large number of anti-orbital guns and anti-air cannons backed up by a constantly-present defensive fleet. On the surface reside a perimeter of shields, walls, turrets, and traps at every corner, making a ground invasion a slow and deadly endeavor. As well, millions or even billions of soldiers are on the surface with the full arsenal of the Imperial military at their disposal. However, the number of troops and vehicles present is in a constant state of flux as they are moved to and fro the battle lines, a watchful commander could likely plan an attack while reserves are low, but the likeliness of reinforcements and present defenses make any attempt on a fortress a long, grueling endeavor likely to devastate the attackers even if they were victorious.

Haldrons are extremely expensive to build and maintain, as such, only seven currently exist, and they are built in either tactically important or economically vital areas of the Empire. They are also massive resource hogs, necessitating hundreds of metric tons of resources to be given daily to keep the factories running and the flow of war materials flowing. This provides a lucrative opportunity for some, as they can lease their raw materials over to the military for a good profit as well as protection.

Though the destruction of a Haldron has never occurred, attempts have been made and have at least been partially successful. Given these worlds often serve as a major part of the Korvar's military doctrine and defense plan, keeping the planets under their control is paramount to them. The loss of one would constitute the loss of tens of thousands of armored units, as well as the region becoming disorganized and panicked at such an unexpected event.

Zykorus
Main Article: Zykorus

The latest and most advanced Haldron Fortress to date, Zykorus is the current primary command center for all military forces involved in the Great War and is considered to be the most valuable strategic asset in the Korvar's fight against the Peacekeepers. Prior to its colonization, Zykorus was a large planet about 1 1/2 times larger than Kovas. The world had two continents, with one being a supercontinent that encompassed nearly its entire hemisphere. The center of this vast landmass was subject to hot, dry summers and cold winters, the land became wetter as one moved outward, eventually transitioning from plains and forests to marshlands and jungles. Today, none of this is visible, and has been lost under the Korvar's massive industrialization. The world was chosen to become a Haldron due to its strategic location during contemporary campaigns and the presence of nearby worlds such as Varhos and Setralkyus. Construction of the world took many years, and by the time it was finished, the events that would spark the Great War were only a few years away.

Zykorus has received increased attention due to its value in the conflict; troops have been moved from across the empire to muster here and prepare for conflict against the Peacekeeper Alliance, and numerous officers from high command have taken refuge to more directly observe the conflict. Thus far in the conflict, the world remains unscathed by the conflict. It was attacked by the Margan early on as the Margan attempted to test the Korvar's strength; but the attack was a failure, with the Korvar driving back the invaders relatively quickly and with minimal losses. As it stands, the world has been used to organize and launch invasions of the Betel Recyclers, Aeveria Confederation, and Empire of Diablos.

Guardaros
Guardaros was the first Haldron constructed and serves as the guardian of the Core Worlds. It began construction a few years after unification as a means of acting as a main hub for military activity outside of the homeworld, as well as the other functions that modern Haldrons serve. It saw a greal deal of usage during the first few decades as the Empire expanded outward, however, as the distance between the core and the rim grew larger and other fortresses were built, Guardaros began to serve a more defensive position. In modern times, Guardaros serves primarily as a guard and a major training facility for recruits coming from the core worlds. It also serves as the main headquarters of the Imperial Military. The world still has a sizeable garrison and orbital fleet, and acts as the main hub for activity within the Iron Shield.

It has also taken a variety of other roles as its offensive duties started to subside. Many of the Korvar's elite infantry are shipped here from across the empire to be trained, as well as many officers. Secret research programs have also propped up on the world's moons; for example, the first walkers and energy weapons were produced here. Many important prisoners from alien empires are also brought here for interrogation and execution.

Occupied Territories
Occupied territories are planets that have recently been captured by the Korvar military either through the complete extermination of opposition forces or the defenders following through with an unconditional surrender; the term has also been used in regards colonies which rebelled against the government. Occupation zones are most common in the frontier and the outward-most portions of the Outer Rim. Occupied territories, like military colonies, are controlled and developed by the military. These worlds are often comprised outposts and forts built among the ruins of previous inhabitants as the empire simply hasn't had the time to rebuild. Once a region has attained stability, it works its way to becoming a more developed military installation or a colony for citizens. In the case of the defenders surrendering, the military takes control of the government and defense, but may leave certain government officials to act as figureheads. Such worlds are treated as protectorates, receiving protection and assistance in rebuilding in exchange for a tax. Some of these colonies eventually become states, solidifying their presence as a member state within the empire, though others have had to be exterminated for causing more problems than they were worth.

= History = Main page: History of the Korvar

The Second Korvar Empire




Reign of Emperor Zervath
In modern time, the Korvar continue to do what they have done for centuries: expand their empire and bring destruction upon their enemies. Their empire is vast and prosperous, and the military is the strongest it has ever been.

In the year 523, the previous emperor, Emperor Katath, died. His son, Zervath, ascended to the throne and was crowned emperor soon after. He has largely gone to follow the steps of his father. Thus far, his leadership has gone quite smoothly, his nationalistic love for the empire and its ideals making him quite popular. On the military side of the government, the Grand Xel'va of the time died a few years after Zervath rose to the throne. Ahkavas, his second-in-command, was promoted to Grand Xelva, becoming the supreme commander of Korvar forces.



The Korvar are locked into wars on practically all sides. Some are small and negligible while others have dragged on for years, even decades. One such conflict is the twenty-seven year long war between the Korvar and the Zorock Republic. The war began when the Zorock launched a surprise offensive into Korvar territory, hoping to to subdue their enemy quickly and to halt their expansion in the region. The offensive was somewhat successful for a time, it managed to get deep inside of the outer-rim territories, occupying many of the colonies that was in their path. The Zorock showed how truly unaware of Korvar culture they were at this period, though. As they tried to show the residents why Zorock ideals would benefit them more and help them bring an end to their endless wars and imperial government. What happened instead is that the colonist fought against Zorock control even more, wanting nothing to do with these "modifications."

Meanwhile, the Zorock offensive rapidly began to lose steam. Overwhelming Korvar reinforcements pushed enemy forces back out of their territory and reclaim their colonial worlds. After some time, the Zorock offensive was completely repulsed, and the Korvar began pushing into Zorock territory, and managed to grab several colonies before being stopped. Twenty-seven years later, and the war is at a stalemate. Neither side has been able to beat the other side, and territorial gains are constantly gained and lost. Many of the colonies in this region have been turned into military fortress planets in response to the fighting.

War is a natural thing to the Korvar though, the numerous wars they face is not something to be afraid of. Rather, it is a challenge, a battle of who is the most fit for the universe. A fight that the Korvar have won and profited from numerous times before, and will do so again, until the day their empire ceases to exist.

The Great War
557A - Ongoing

Biomatter Crusade




= Member Races =

Biology


The Korvar are Saurian-like creatures that resemble certain reptiles from Earth, notably crocodiles and mythological dragons. Their average height is between 6'6 to seven feet in height (2.02 - 2.15 meters). Though they visually resemble reptiles in most aspects, the Korvar are a warm-blooded species. They are a muscular race, with most individuals being capable of lifting an armored person of similar height off the ground. Their fingers and feet end in sharp black claws designed for gripping and tearing hunks of flesh off of prey. Most of the body is protected by thick, hard scales that form a natural suit of armor; smaller, softer scales cover the stomach, joints, and the the neck to allow for flexibility. The scales are quite resilient and offer decent protection against slices from an average metal blade. Their scales come in a variety of colors and shades: red, green, brown, black, white, and rarely, blue. These colors often come from spending generations in certain environments with the exception of blue, which is a semi-rare genetic mutation. Jutting from the base of the skull are three spikes made of hardened bone; these spikes are a mating display, and serve no purpose in combat. The most peculiar part of their physiology are the two wing-like appendages on their back. Though they resemble wings, and are believed to have been used for gliding millions of years ago, the 'wings' are today used to disperse heat so as to prevent the body from overheating as well as for body language.

The Korvar's snout is on average between 1-1 1/2 feet(0.3048-0.4572 meters) in length, depending on the overall size of the individual. Their teeth are large and pointed, designed for grabbing unto prey and rendering them unable to escape. The powerful jaw muscles are capable of clamping down with incredible force, so much so that they can break bones and even dent soft metals; however, the muscles which open their mouth are much weaker by comparison, making it easy for someone to hold their snout closed. The Korvar are incapable of chewing their food and do not possess lips, and thus swallow their food whole. This allows them to eat one large meal and then go several days before needing to eat again. A number of small spikes adorn the snout, specifically the chin, the top end of the snout, and besides the mouth. These horns need to be trimmed every few weeks so as to prevent them from growing too long and causing complications with fitting on helmets and potential harm to others. Their nostrils and eyes are located on the top of their head, allowing them to breathe while the rest of their body remains underwater. Their eyes come in a variety of colors, including red, orange, green, and yellow.

Korvar are completely carnivorous; their body is unable to digest a large quantity of vegetables and fruits without experiencing problems. They can consume a small amount of certain plants, but this is more than not used as a flavoring alongside spices and seasonings when cooking meat. Their immune system, spit, and stomach acids are all quite strong, which allows most Korvar to be able to consume raw meat with little to no issues; raw meat is in fact preferred by some, and remains a cultural norm in some circles.

The Korvar have well developed senses. Their eyes, positioned so as to provide binocular vision, have evolved to be able to discern pray from the thick jungles of their homeworld, a trait which helps them to spot infantry on the battlefield in modern times. Their sense of smell allows them to track a smell for a few miles until the trail would go cold. Their ears, which are located a few inches behind their eyes, can hear certain high-pitched sounds that other races may not be able to perceive; though they are no better at detecting low-frequency noises than human ears. To prevent water getting inside and damaging the ears, small skin flaps within the ears block the passage when submerged in water. Another sensory trait that developed during their development were nerve endings at the tip of their snout which allows them to sense and track vibrations through the water.

The Korvar are an egg-laying species that use sexual reproduction between a male and female. Once the male has fertilized the eggs, the female will lay between five to seven eggs that will hatch after seven months. The eggs need to be kept warm, and thus will usually be kept inside an incubator until they hatch. The temperature the eggs are kept in also influences the gender of the children inside; slightly cooler temps tend to produce males, whereas warmer temperatures tend to produce females. Couples will often use this to control which gender they will receive, or will have two separate incubators so as to have a mix. When ready to hatch, the hatchling will break themselves out of the egg. At this stage, their claws and spikes have not grown and will need a few months before they begin growing. Until they're about a year old, they are unable to eat meat and instead consume insects. They'll reach complete maturity by the age of twenty and will typically live up to 150 years of age.

Empire of Ilsur (Nevelin)
"At this point we may as well be brothers." - Overseer Selenos.

"While many were skeptical of having the Nevelin join our ranks, history has shown that it has been a significant boon to our nation." - Chronicler Haladas.

"Please take your discussions on high culture to the Lekon." - Anonymous officer.

The first nation to join the Empire, the Nevelin are a species of humanoids who hail from the temperate world of Ilsur. Long-time allies of the Korvar, the Nevelin have played an important role in the Empire's history both scientifically and militarily.

Biology
The Nevelin are humanoid mammalians that range from 5 1/2 feet - 6 1/2 feet(1.6764-1.8288 meters) in height, with males usually being a few inches taller than females. They possess thick, hairless skin with a rough texture; the skin acts as a sort of biological 'armor' that protects them from predators. Their skin is naturally black or various shades of grey, with some individuals possessing splotches of different colors across their body. Many suggest that new skin tones will develop as the Nevelin spread their people to new environments, though it will likely be many centuries before this begins to occur. Their eyes, meanwhile, can be blue, green, purple, violet, or yellow. They are omnivores, and can eat the vast majority of foods with little to no issue, though a notable exception within the empire is their inability to consume raw meat. Like Aeverian humans, they have an array of teeth, with pointed canines and incisors at the front and molars in the back of their jaw. Their thin, sometimes sinewy arms and hands end in four long, bony fingers that each possess pointed claws; this allowed them to find food in small, hard-to-reach spaces on their homeworld. The Nevelin's feet each have three toes; two in the front, and another in the back. Each toe has a hook-shaped claw and function similarly to fingers, being capable of gripping objects or curling into a fist. This allows the Nevelin to maintain their stability even on rough, rocky terrain. However, they are not a physically impressive race, an average Nevelin being on par with a physically fit human.

The Nevelin have clear, colorless blood when oxygenated rather than red blood. This blood is an amber-yellow color when not oxygenated. This is due to the fact that their blood chemistry is based on Coboglobin, which uses cobalt rather than iron. Coboglobin performs best in warm, oxygen-rich environments such as their homeworld, which has a significantly higher level of oxygen than most other terrestrial planets. Unfortunately, this means that the Nevelin perform very poorly in cold environments and will slowly begin to suffocate to death on planets with lower oxygen levels. In order to survive in such environments, the Nevelin wear special breathing equipment and have invested heavily into their terraforming technology.

The Nevelin use sexual reproduction between the male and female. Once the female is impregnated, she will carry the baby in her womb for about ten months before giving birth. The child will take about twenty years to reach maturity, and can live up to about 120 years naturally barring illness or injury.

Zenuran Union
"Everyone was laughing when we thought of the prospect of fighting the Zenura. Then we learned the definition of 'army of giants.'" - Erelak Nolva, one of the soldiers present during the first land engagement with Zenuran forces.

"Never underestimate someone compensating for their small stature." - Overseer Nalada.

"How did you get in there?!" - Anonymous Ilvera during their first training exercise with a Zenura.

A species of short, semi-aquatic squids originating from the cold planet of Zenur, the Zenura were the second race brought into the Empire. The Zenuran Union is best known for its advanced robotics technology and their extreme national pride.

Biology


The amphibious Zenura are omnivorous squids that originated in and around the cool forest and marshes of Foldom on the world of Zenur. They are a small species, the smallest member race within the Empire, in fact; they stand at a measly 3 1/2 - 4 1/2 feet(1.0668-1.2192 meters)in height. They posses eight limbs, four of which are used for locomotion while the other four are used for manipulating the environment. Their 'hands' are made up of three smaller, flexible tentacles which each end in small spines that inject a paralyzing venom into prey. Their feet are somewhat similar to cartilage, and possess enough strength to keep them standing upright while remaining somewhat flexible. When idle, Zenuran skin is soft and smooth, and has a brownish coloration with blue and yellow spots throughout. Just under the skin are several thousand chromatophores, as well as just as many rounded protuberances on the surface. The chromatophores allow the Zenura to manipulate their skin color while the protuberances modifies their texture to mimic the environment they are currently in, rendering them nearly invisible. Their large, circular eyes can be one of three colors; bright blue, teal, and yellow. They do not possess any bones, allowing the Zenura to be extremely flexible; they can fit inside of spaces smaller than themselves.

Zenuran blood utilizes haemocyanin rather than hemoglobin; haemocyanin is based on copper instead of iron. As a result, the Zenura have colorless blood that, when oxygenated, turns blue. They're a cold-blooded species. While underwater, regulating their temperature is a simple task; they need only to migrate to an area with a healthy temperature. Thus, when water is present, the Zenura will often stay in the water to regulate their temperature. While on land, if no nearby water is present and they're not wearing an environmental suit, the Zenura will stay inside or in the shade for as long as possible.

A typical Zenuran diet includes fruits, fish, insects, and certain vegetables. Their mouth is a sharp, durable beak that can easily bite off a hand within one or two bites. In front of the beak are six small tentacles which help to hold prey in place and assist in communication. They bite off a chunk from their meal and swallow it whole. These small chunks take longer to digest than chewed food, allowing the Zenura to go a fair amount of time between meals; though it isn't as long as what a Korvar is capable of. As they possess no lips, teeth, or tongue, the Zenura's only method of communication is through clicks, squeaks, growls, and their skin. The tentacles in front of their mouth are used to assist in speech; moving them in certain ways while talking affects how they sound, specifically the tone and volume. Theor skin is used to help convey their emotions and feelings by shifting its colors. A fair amount of their vocalizations are also in a low-frequency pitch. All of these factors have made Zenuran language the most difficult to understand in the Empire, as a translator alone is not enough to get the full intended message and it is nearly impossible for other races to speak.

The Zenura have well-developed eyesight and hearing, though their sense of smell suffers both on land and underwater; they can only perceive strong, nearby smells. Their ears are more suited towards low-frequency noises, which has resulted in many Zenura wearing hearing devices to help them perceive other noises and to communicate. The most impressive sense of the Zenura is their ability to detect and track even subtle vibrations through the water, ground, and air, making them excellent for detecting hostiles and tracking them down.

The Zenura are an egg-laying species that utilizes sexual reproduction. The reproduction process takes place entirely underwater; the female first lays several eggs in a secluded and safe location. Once this is done, the male comes and fertilizes the eggs. After a few months, the young Zenura come out as 'tadpoles' which have four fins and four tiny tentacles. Over the course of about three years, these tadpoles will metamorphosize into adolescents, their fins becoming arms and their size increasing in multitudes. Once the process is done, the Zenura will go from breathing in water to breathing air, and will come to land to finish maturing and live out the rest of their life. They will finish maturing by around the age of thirty, and can live up to the age of 250 barring crippling injury or illness. This life-span has been increased up to 300 with medicine and cybernetics.

Jaset Confederation
"I'm not sure the Jaset realize how lucky they are; if the emperor was any less patient... " - Overseer Garsav

"Despite their history, they're actually very competent fighters. Now if only they'd stop bickering for at least a few minutes." - Taern Noldora, co-commander of a Korvar-Jaset hybrid regiment.

"The very definition of a dysfunctional species." - Joldm Basur, Noxelva of the Grand Army of Ilsur.

Biology
Occasionally mistaken for Korvar at long distances, the Jaset are a race of sturdy reptilians that evolved on the hot, dry, deserts of Jasur. They have a purely carnivorous diet, consuming any sort of cooked or raw meat as well as the various insects that inhabited the jungles of their home planet. Their teeth and claws are sharp and curved, designed for tearing off hunks of flesh rather than holding unto prey. The Jaset are a species well known for their unusual development and extreme sexual dimorphism. Male Jaset, which range from 5 1/2 - 6 feet(1.6764-1.8288 meters) in height, are covered in dull, gray-green, scales which are smooth to the touch and overlap with each other. The scales can also be a dull red or brown, or even completely gray. On their back are two rows of short, blunt outcroppings of bone. They have a single keratin horn that is often used as a weapon to gore opponents. The frills on the side of their heads, which are a mating display, are pointed downward, and can be manually moved around. Their short, stiff tail is mostly unusable outside of maintaining their balance. Male Jaset primarily utilized endurance hunting to take down their prey. They pursue their prey as a pack, wearing out their food with constant pursuit or injuries. They can go two or three days without food before they begin to experience hunger.

Female Jaset, meanwhile, are much larger than the males, averaging 7-8 feet(2.1336-2.4384 meters) in height. Their scales are more vibrant and colorful than the males, with common colors being green, red, and brown with yellow, brown, or gray splotches spread throughout. Female Jaset, as well as the males, can have either red, green, yellow, or black colored eyes. They possess two horns, one smaller than the other, on their head, and their frills point straight outward rather than drooping down. They also do not possess the bony outcroppings on their back, instead having a very short 'sail' that goes down the length of their back before stopping at the base of the tail. Their tails are much longer and more flexible, allowing them to sometimes be used as weapons. Female Jaset are almost universally stronger than their male counterparts, though they aren't able to sprint quite as quickly as males can. During their evolution, Jaset females rarely went out to hunt, instead leaving the males to go out and collect food for them. This often left the mother[s] alone with their children, and is believed to be the main reason female Jaset evolved the way they did; males worked in packs to eliminate pray whereas the females often had to fight alone or in much smaller numbers to protect the young.

Jaset lay eggs and reproduce sexually with a male and a female. A single female will often mate with several males over a period of a few days, with each male usually fertilizing at least one of the female's eggs. After a few days, the female will then lay the eggs. At this point, hormones overflow the female and drive her to fiercely guard the eggs, making them a possible hazard even to her mates; as such, females are often left alone and excused of duties during this period unless absolutely necessary. Unlike Korvar eggs, the temperature has little impact on the gender of the hatchlings. After a few months, the newborns will break out of the eggs and will require a proportionally large amount of food in order to sustain a period of rapid growth that last for about a year. Jaset officially reach adulthood around the age of seventeen, and they will generally live up until about 80 or 90 years of age without medical or cybernetic assistance.

Yin'vair Dominion
"With us, you will never be slaves again." - Empress Yivahn, shortly after the Yin'vair became an official member of the Korvar Empire.

"I'm glad to see we managed to remove the Yin'vair from the xenophobic bunker the Naelkva had forced them into." - Overseer Nralik

"I have never seen a being able to run so fast." - Anonymous marine.

Once a people subjugated by the domineering Naelkva, the large-but-fast Yin'vair are the most recent species to become a member race in the Empire. Having been long repressed and suffering extensive damage from their oppressors, the Yin'vair seek to rebuild their nation, restore their pride, and claim glory for their species.

Biology


The Yin'vair are large, raptor-like reptilians which evolved in the forests and plains of their homeworld, Nordak. They stand between 7 1/2 - 8 feet (2.286-2.4384 meters) in height and between 8 to 10 feet(2.4384-3.048 meters) in length.

Karkareta
= Technology = Though the Korvarians still possess advanced technology in their own right, the empire is still one of the less technology advanced empires in the galaxy. Change comes somewhat slowly in the empire thanks to their conservative nature and slow, careful approach to science. Many innovations are thanks to the studies of their scientist, though the Korvarians are well known for stealing and reverse-engineering technology from alien empires.

Robotics and Cybernetics
Due to the pressures of the medical field and the military, special emphasis has been put into developing efficient cybernetics and bionics. Many medical procedures relating to the replacing or repairing limbs have become trivial as a robotic replacement can quickly be produced and installed. Robotic life-support systems have also been developed that help keep a person alive after grievous injuries, or to just help keep someone alive well after their natural expiration date. These systems, being somewhat new, are still somewhat bulky and less efficient compared to other empires.

The military has devoted a large amount of resources in the development of combat augmentations for its soldiers. Many soldiers who have decided for extended or permanent service to the empire have received augmentations to help them perform better on the battlefield. A good example being many combat medics, who place robotic arms in place of their wings they they can more easily move around the metal parts from body armor.

Many also have the desire to go to the extreme end of augmentations, giving soldiers the option to replace most of their fleshy body with combat-oriented parts. A secret program was even created to help make the idea a reality. The program, called Project Orsaron, has been making steady progress thus far. It profited quite well from the brief war with the Margan, where many Margan corpses were secretly taken so they could be taken apart and reverse-engineered. The fruits of Orsaron's labors have yet to be fully realized, but they have already made great strides such as fully robotic limbs and organs.

Cloning
The Korvar's venture into cloning technology began near the end of the Sevalria War. Reconnaissance forces sent to an abandoned Bavrian military installation discovered the first cloning facilities deep in the facility's interior. Though the facility was abandoned and deactivated, the cloning stations still worked. A small number of such facilities would be discovered across the ruins of the Bavrian civilization. The facilities were carefully taken apart and moved inside of Korvar territory. After several attempts at replicating the technology, most of which ended in failure in one way or another, scientist were able to successfully replicate the cloning procedure

The cloning was an imperfect process. Clones still took several years to reach adulthood, and had to be carefully monitored to make sure nothing went wrong with the clones. However, given that clones could be raised to be completely loyal to the government and had no family connections, the idea of cloning became popular among the more atheistic scientist and military generals. In secrecy a small army of clones were created and deployed on small empires in order to gauge their effectiveness, and proved to be quite successful.

The concept of cloning quickly turned into a controversial topic among the government and upper echelons of the military. Many were opposed to cloning for ethical reasons. They claimed that using the clones as expendable soldiers was both immoral and expensive. The religious community was outraged, stating how the cloned have no souls and that if they died, they would have no life after death. Many went as far as to declare the cloning a heresy. Others claimed that they were misinterpreting the holy text and that they would manage to go into the afterlife, and that having the clones could protect the lives of "more important" non-cloned individuals.

In the end, the Emperor sided with those opposed to cloning. He commanded that all living clones be given the choice to either serve in the military or settle on a secluded planet until death. Those who chose to serve were once again put to use on the smaller, uneventful fronts in order to not attract any attention. He also ordered that all cloning facilities be deconstructed and brought to Kovas, where they were stored somewhere in Galderis Fortress. The debate about cloning continues for many within the military and scientific community, though little progress has been made on the technology since then. Little information of this has reached the general public, and the facts are mingled with speculation and rumors.

= Government =

The modern Korvar government is a Constitutional Monarchy that has three branches: Executive (the Royal Family), Senatorial, and Judicial. Each one has checks and balances to keep the other in check, though the Emperor still holds greater power than the other two branches. This government was established long before space exploration began with the 'Charter of Powers,' more commonly known as the Imperial Covenant. The Imperial Covenant -named so because all major political factions signed and approved it after extensive negotiations- is the Korvar's constitution; it is the cornerstone of the contemporary government and establishes the powers that each branch holds as well as the rights of the general population.

Planetary Government
= Culture =

The culture of the Korvar Empire is a vast and complicated subject that has no singular answer to any question. Centuries of expansion across various new and exotic worlds, each with their own unique challenges; exchange between the various cultures -including alien ones- as well as historical events have all had a major impact on the Empire's people. Dozens, perhaps even hundreds, of cultural groups have formed on individual planets across the empire, making it impossible to easily summarize the nation's culture. Fortunately, all of these cultures have roots: the various cultures of Kovas. It is from this point of origin that all the various cultures can trace back to; and with many cultures having at least some similarities to their parent, an understanding of the homeworld's culture is a good way to begin understanding its various descendants. As such, this document will focus primarily on the cultures of the homeworld, the same will apply to the various member races of the Empire.

Arkevon
 Notable Arkevon: Emperor Zervath, Xelva Ahkavas Teldiv

 Physical Description 

The face of the Empire, the Arkevon originate from the continent of Korvaris, where the Korvar are believed to have originated as a species. Physically, they are often average in terms of the species' height, with some individuals leaning towards the taller end of the spectrum. Their scales can be various shades of either red or green; green being more common in the western and southern portions of Korvaris while red was more common in the north and eastern regions. Their large snouts are shaped like a V, with both the top and bottom jaws being equal in size; the teeth of both jaws interlock with each other and are easily visible. They tend to have two or three pairs of horns situated around the base of their jaws, but they do not have them anywhere else on their snouts.

 Summary 

The Arkevon are best known for their militaristic culture, extreme religious zeal, and for being the force responsible for unifying the Korvar into a single, vast Empire. The Arkevon have been fighting for most of their history; whether it be fighting among themselves, repelling foreign invaders, or conquering neighbors, the Arkevon have a violent and bloody history, with periods of peace being short and brief. One of the most significant driving forces behind the fighting is the Arkevon's devotion to their goddess, Syleris. For hundreds of years, wars were fought over how the text was to be interpreted and applied, and it was only with the creation of the modern Empire and re-establishment of an influential Deltausyleris (translated roughly as 'Children of Syleris') church that the fighting began to subside. In modern history, this same devotion was one of the driving forces behind the Korvar's push towards unification, and serves to justify their goals and policies of conquering territory and eliminating those deemed unfit to exist.

Family

The Korvar are naturally a very social race; complete isolation is a strange and alien concept even to the most introverted of individuals. Different cultures have developed different ways in which to reflect this social nature, some focusing on the family unit while others point towards the greater community. Few cultures emphasize the importance of family more than the Arkevon. Arkevan families tend to be both large and tight-knit. These families -both nuclear and extended- tend to live in very close proximity to each other; in fact, they sometimes reside in one very large house if it is possible. All individuals are expected to help around the home in some way, whether it be by doing daily chores or helping to pool resources together for larger projects and purchases. A few of these families have become fairly influential in their local sectors through doing this, as they often become involved in politics or form corporations; the most notable examples being some of the weapons manufactures that cooperate with the Imperial Military. This large family model has had a major impact on Arkevan colonization and how their cities are built. Cities tend to be quite large and spacious where possible to allow for more room. Meanwhile, many newer families or splinter-groups tend to travel to newer, less-developed colonies to begin anew before the world becomes more urbanized.

Arkevan families tend to be matriarchal, with women taking leadership roles around the house and oftentimes in corporations (though notable exceptions do exist). The reason for this is steeped in both tradition and religion. Women have traditionally been the ones to stay at home, raise the children, and maintain the home while the men went out to fight; though women are now drafted in modern times, they still have a greater tendency to settle down and contribute more of their time to the family than men. Goddesses have also been a common part of Arkevan religion, and many holy texts support the same idea of females taking leading roles in the family.

Honor and integrity play big roles within the Arkevan family. A person is expected to sacrifice themselves in some way for the good of the family when necessary and are encouraged to continue following in its footsteps, aspects which have had a notable impact on individuality within Arkevan society. Shame and dishonor also play into this; a person who brings shame upon himself in some way, such as by lying or breaking the law, is said to bring shame upon his family as well. Continued offenses of a few individuals can tarnish the reputation of the whole family, which can have a severe impact on their social standing. Employment, relationships, and other opportunities can all be put at stake by dishonor within a family. The exact definition of what honor and integrity is can vary from family to family, but the punishment for such actions are often quite similar. Shamed individuals are expected to try and redeem themselves in some way; this often means they must either seek the forgiveness of the person they have offended or make up for it through work, such as community service or the military. In more severe cases, such as a murder, the person responsible is often disowned and labeled a 'Zjindok.' Becoming a Zjindok is often a permanent and crippling mark on a person's identity; few will trust them, and most families will not welcome such individuals into their homes. Redeeming oneself as a Zjindok is a rare and oftentimes difficult task that can take several years or even decades, but more often than not these individuals wind up in prison, homeless, or reside in backwater colonies that are less than reputable.

Marriage is another large part of the Arkevan family; continuing one's bloodline is seen as one of the main goals in life besides military service. Though the individuals in question are often allowed to chose whom they wish to marry (pre-arranged marriages have been a dying practice in most regions), the need for keeping dishonor from the family has strong influence on one's choice of a partner, and thus individuals from families with a blemished reputation are typically avoided. As well, homosexual relationships are strictly forbidden, and considering they are illegal, can result in imprisonment; polygamous relationships are also frowned upon, but are not illegal. When a couple does become married, they must make two decisions: which family they will move in with (if either), and which surname to adopt. If they move in with a familt, they will adopt that group's surname. If they decide to split off and form their own group, they will often adopt the surname of the wife.

 Sports

Arkevan sports are a reflection of their martial culture; combat sports, particularly with imitations of real weapons, are very common, and exist in multiple formats. One-on-one duels, team competitions, and the usually less formal free-for-all 'pit brawls' are all common aspects of the Arkevan sports scene. Commonly used weapons include hammers (hammer dueling is a particularly popular sport), pole weapons, maces, flails, staves, daggers, axes, and shields; all of these weapons are modified in some way so as to make them less fatal, especially bladed weapons, which are kept dull rather than sharpened. Historical accuracy is an important part of these fights, so participants have trained for months or even years in how to accurately wield and use them as soldiers would have. Some competitors go even further by wearing an accurate replica of ancient armor while fighting, with plate armors from the First Korvar Empire, Lekon Kingdoms, and ancient Telkevon Empire all being popular choices for replication. Firearms have also become popular in the Arkevan sports scene, with squad-based war simulations matches using non-lethal rounds and other shooting competitions now being commonplace. Advancements in virtual reality has seen increased usage, and are used to simulate various environments.

 Religion

Religion has historically been a major aspect of Arkevan culture, and remains so to this day; most Arkevon claim to believe in a faith, with the majority of them proclaiming their allegiance to Deltausyleris, the belief of the Goddess known as Syleris. The most important aspect of Deltausyleris is the belief that the Korvar were tasked by Syleris to act as the 'overseer' of all creation in the physical realm. They were to not only lay claim of the galaxy, they were to judge whether sapient life deserved to exist; if they lived in life-manner to the Empire, with a militarized culture and policies, they are seen to be deserving of life. Those who shun the use of force and seek peace and harmony are deemed unfit and subsequently destroyed. The exact interpretation of what this means has long been contested and debated; and though a settled definition that satisfies most individuals have been found, other denominations have still created their own, some much more extreme than others.

Deltausyleris -as well as many of its denominations- have developed and spread across the Empire and its various cultures; it is the largest religion in the Empire, followed by many trillions of people, including many aliens from the various member races. Though it is not officially a state religion, it forms the basis of much the Empire's ideals and goals. Most of the Royal Family, including the current Emperor, are also followers of Syleris' teachings. The official 'head' of the faith is the Deltausyleran Church, a powerful institution that predates the Empire. Though the Church officially has no actual governing power, it works closely with the Imperial Government, and has its own private order enforcement unit in the form of the 'Guardians of the Flame;' or, much more plainly, the 'Inquisition.'

Lekon
Notable Lekon: Varo Arvintis

 Physical Description 

The Lekon and their culture formed on the continent of Lekon; a continent with many harsh mountains, a dry, desert climate, and two rivers that played a major role in their survival and culture. The Lekon stand around the average height range, and their body tends to be thin and sinewy, making them seem weaker than they actually are. Lekon scales are particularly large and rough, and some individuals have scales that form two or three rows of small 'spines' that travel down their back and tail; colors vary between various shaded of brown, light green, or gray. Their V-shaped snouts are half as long as the typical snout of other races, but it is also wider, giving them a stumpy appearance. They can possess many pairs of horns on their head, including right above their eyes, up to three pairs on their 'cheeks,' and a horn on the tip of their snout.

Summary

The Lekon have practically been defined by their philosophical and critical approach to life. It can be said that they are less interested in 'how' the world works and more invested in discovering 'why' the world operates as it does. Subjects such as religion, fate, general philosophy, and morals are all common subjects for the Lekon to discuss. As a result, many Lekon are very open minded and willing to listen to and debate new ideas, even if they were to come from an alien of a hostile nation. This belief in critical thinking and discovery helped to eventually give birth to modern science, as the Lekon once had the two essentially merged together. Many different camps exist within Lekon society, perhaps moreso than in other ethnic groups. This can be easily seen in their view of the modern Empire; many view the Empire in a good light, seeing it as an ultimately benevolent force that is doing what is right; others view it with contempt, seeing it as violent, destructive, and delusional; others would say that there is no objective form of good nor evil, and thus the Empire is neither.

Sports

The Lekon participate in a large number of athletic sports, many of which date back to ancient times. Marathon running, stave dueling, foot races, pole vaulting, and swimming are all common, but the most popular physical sports are wrestling, boxing, and kickboxing. The Lekon are also notable for having introduced and legitimized 'mental sports,' which challenged one's intellect and strategic ability rather than their physical prowess. These originated with ancient board games played by Lekon royalty. Some of these same games are still played today, as well as many new additions, such as simulated war games. Mental sports have become popular with other cultures, notably the Arkevon, Kalkrik, and Quolvan.

Religion

Lekon religion has two deities; Gaura, the goddess of death, and Galandil, the god of life. Gaura is depicted as very old, with dark, worn colors, a thin frame, and large wings that she can use as a pseudo-cloak. She was surprisingly benevolent and kind for her sphere of influence, and was said to be the wisest person in the world. Galandil is described as being a strong, youthful individual with smaller wings and bright colors. He was more energetic and could be hot-headed, but had his heart in the proper place. Whereas Gaura was wise, Galandil was said to possess all of the knowledge of the world. The centers of worship for these two were at the two main rivers of Lekeron which bore their name; Gaura River is to the south, whereas Galndil is situated in the north.

The Lekon's holy scripture was based almost entirely on the words of these two deities; the Lekon often came to them seeking knowledge and wisdom, often to find an answer for a specific problem that they had, be it philosophical or corporeal. Sometimes, Gaura and her wisdom proved correct, whereas in other cases, Galandil was right. This demonstrates one of the cornerstones of Lekon thought; knowledge and wisdom are both equal in terms of importance and that without both, a person is not whole. Without wisdom, someone with knowledge may be be able to properly apply it, whereas one with wisdom but not knowledge may not know why something is and may not be able to adapt their viewpoint to new information and shifting societies.

Siserian
Notable Siserian: Vier Elseron

 Physical Description 

The Siserians originated from the easternmost parts of Chelksrin, where the capitol of the ancient Telkevon Monarchy once resided. A lush land filled with marshes, jungles, and lakes, the region was a stark contrast to the savannas and deserts that dominated much of the continent. The Siserians are considered to be one of the more bizarre ethnic groups in terms of their appearance, and were considered by some to be a separate species until genetic testing proved otherwise. Siserians tend to be thin and somewhat short, though they possess long tails. Their scales are smooth all across their body, though are not as durable as the harder, rougher scales of other races. Scale colors tend to range between shades of brown, green, or blue. The most notable aspect of the common Siserian is their long, thin 'U' shaped snout; the snout is only a few inches wide, earning them such derogatory terms as 'pencil snout' and 'twig face.' Their top row of teeth are larger than their bottom row. Horns are common on Siserians, with most having three pairs or horns on their jaw's base, as well as a single horn on the tip of the snout.

Summary

Though many of their neighbors are known more for their violent tendencies than anything else, the Siserians have developed a reputation for their mercantile-culture and diplomatic solutions to problems. Even when they were more inclined towards conquest as the Telkevon Monarchy, they frequently looked for ways to peacefully absorb entities or tried to get them to surrender rather than outright attacking them. When the Monarchy dissolved and the resulting chaos ceased, the Siserians abandoned the idea of conquest behind and instead focused heavily on trade. With ready access to the sea and many exotic resources in their borders, the Siserians rapidly became a powerful force in the world of trade, having at least one defined trade route that led to every major continent (with the exception of Chelksrin, which they resided on). While they are not well known for being a military force, the Siserians did possess a strong navy that they used to defend their merchant vessels and maintained numerous well-built forts to hold off land invasions. Despite induction into the Empire, the Siserians maintain their mercantile and diplomatic ideals, and have produced many notable diplomats and economists over the centuries.

Sports

The Siserians enjoy a great variety of water sports; boat racing, diving competitions, swimming, and hunting are all popular physical activities. They have also taken many other sports and created underwater variants of them, such as wrestling. On land, shooting competitions, particularly with older weapons such as bows and crossbows, are also common, as is javelin tossing. One of the more notable Siserian sports is a form of fencing; though swords never saw extensive usage throughout Korvar history, the ones that were used were often designed specifically for jabbing and stabbing targets. The Siserians used these types of swords fairly often in actual combat, and it is from here that the sport of fencing evolved from. Often done in a dueling format or with a small group, the goal of these matches is to land a blow on a vital part of the body, such as the head or around the heart. Protective clothing prevents actual injuries from occurring in these matches.

Religion

The Siserians have long had a simplistic and deist-like view in regards to religion; Siserian religion dictates that all of creation was created by a single, all-powerful God. After giving his creation guidelines by which to live by, this unnamed God left the physical realm, rarely if ever interacting with the world from that point on. He was, by contrast, an active force in the spiritual realm, judging the souls of the dead as they arrive and sending them to their permanent new home. It is assumed that this belief system was heavily influenced by the fall of the Telkevon Empire; the Telkevon were much more religious, and believed in a much more active pantheon of gods. Some of these gods were believed to be actively working towards the Empire's betterment. The Telkevon's violent collapse undermined these god's authority, and had many questioning how much influence they truly exerted on the world, the eventual result being the modern Siserian belief system.

Religion often is not a large topic in Siserian society; the faithful often keep their faith to themselves unless the topic arises; and relatively few individuals feel the desire to actively spread it. This often gives the impression that Siserians are atheists when the opposite is often true. Siserian beliefs are one of the more popular belief systems within the Empire, and has developed into many nuanced forms across the colonies. Varioud individuals from different religions have either converted to it or have adopted some of its tenants in some form. This often comes as a result of them questioning the nature of the god and their supposed involvement or influence in world affairs.

Lyvr
Notable Lyvr: N/A

 Physical Description 

Whereas Siserians originated in the lush jungles of eastern Chelksrin, the Lyvrn developed along the rivers in the savannas and scorched deserts of central and western Chelksrin. Due to Chelksrin being used by many to reach various parts of the globe, the Lyvr's appearance has been heavily influenced by outsiders. They are divided into two groups: Western and Eastern. Western Lyvrn tend to be the taller of the two, being around average height. Their scales are rough and durable, and come in various shades of brown. Their snouts are stumpy and shaped like a 'V.' They may sometimes have a set of horns above their eyes, as well as two pairs around the 'cheeks' beside the jaw. Eastern Lyvr tend to be a bit shorter than their western counterparts, and have smoother scales like the Siserians; though their scales share the same colors, with the added addition of blue and green. Their snout is a few inches wider than a typical Siserian snout, but is still considered thin by comparison to the average. The horns on their snout are a mix between the Siserian and western Lyvrn layout.

Summary

Like the Arkevon, the Lyvr are well known for having a bloody and violent history; however, the context behind this conflict is quite different. With the collapse of the unifying power of the Telkevon Monarchy in ancient times, the region broke down into chaos and war fueled by cultural differences, land disputes, and resources. Of significant importance were Chelksrin's many rivers and lakes, as they provided fertile soil for cattle grazing and easy access to commerce. The only truely unifying aspect of the Lyvrn for some time was their combined desire to take the easternmost portion of Chelksrin away from the Siserians; the Lyvrn were not ignorant of how much better the territory was than theirs, and would sometimes temporarily band together in an effort to take it, only to fail again. Even as frequent infighting slowly declined as strong powers were established (often with foreign support in exchange for resources and safe passage), explosive episodic fighting and continued efforts to take eastern Chelksrin made the region perilous. Chelksrin was finally brought together a few decades before the beginning of the space-era by a combined effort of the Arkevon and Lekon, who helped allies in the region in invading and conquering it. Decades of military cooperation and cultural exchange have helped to bring peace between the once wary nations of the Lyvrn.

Sports

With waging war no longer considered a viable way of solving disputes, sports have come to fill the void of settling minor disputes in a significantly safer and more controlled manner. The Lyvrn have developed an unusual desire for speed in their competitive sports; various types of racing and other fast-paced sports are common, and many have taken their desire for going fast to ridiculous degrees. This speed is most evident in one of the Lyvrn's -and the Empire as a whole- most popular sports, Garlgathi. Garlgathi is a full-contact sport that pits up to four teams of twelve against each other in an extremely large arena which can be various shapes. The game has two different variants, each with slight changes to the goal; in one, the goal is to take a ball and move it through an enemy's goal; in the other, the goal is to take another team's marker (often a flag or) and move it to their own marker. Participants are fully expected to fight each other as they attempt to reach their goal, and are even equipped with special suits of armor designed specifically for the event. These suits feature built-in jetpacks, allowing participants to fly across the battlefield at speeds unmatched in almost any other sport. Players are also armed with a Lenka, a long pole 'weapon' which features a hammer head on one end and a scoop on the other; this can either be used to move the ball around or as a weapon.

Garlgathi is understandably a dangerous sport, and many precautions have been put in place to minimize serious injury, such as the armored suits. Jetpacks are also built with a very sturdy casing and a specialized fuel mix to make them less likely to rupture or explode. Medical personnel are always present for immediate response, and a large, invisible shield protects the audience from projectiles and participants. The arena itself is built to make falling from the sky far less damaging thanks to a soft floor and no hard objects such as rocks; these items are instead simulated by virtual reality. Despite these dangers, Garlgathi has become incredibly popular throughout the Empire, and annual championships are held on Kovas.

Religion

A single, dominant religion has never been able to maintain a strong grip over a significant portion of the Lyvrn population until the Unification Era. Before then, the fierce tribalism between the various nations greatly inhibited the growth of religions outside of its nation of origin. The various groups who used Chelksrin to get from one continent to another have also had a major impact on the development of Lyvrn religion; aspects of Lekon, ancient Telkevan, Arkevan, Kalkrik, and even Avrin and Siserian beliefs could be found somewhere in a Lyvrn city-state. These various cultural influences often resulted in very different beliefs between the states, which often resulted in more conflict between them. Since unification, religious divides have slowly begun to become less prominent; many old religions died out in favor of new ones, most from foreign nations. The largest religion in Lyvrn society is Arkevan Nevelism, with the next two being the Lekon's teaching and Siserian Deism. A few of the old Lyvrn faiths still exist, but these are comparatively small and hold little influence outside of their small communities.

Avrin
Notable Avrin: Empress Vailovi

 Physical Description 

The Avrin, hailing from the continent of Avron, are readily recognizable by their sheer size; the Avrin are often much larger than an average-sized Korvar, with some individuals reaching more than seven feet in height. The most notable result of their great size are their exceptionally large wings which, depending on the individual, are either an tool for intimidation or a cumbersome burden. Avrin scales are generally various shades of light green, or sometimes a mix between yellow and green. Their jaws are structured in a 'U' shape with the top jaw being slightly larger than the bottom, resulting in a small overbite and the top row of teeth concealing the bottom row. Their snout often lacks horns, but may sometimes have one or two small pairs at the base of the jaw.

Summary

The Avrin are best known for their isolationist and neutral worldviews. For the majority of their known history, the Avrin preferred to keep to themselves, and seldom ventured outside of their continent to interact with the outside world. In the times they did interact with outsiders, it was usually in trade deals instigated by the foreign party or travelers passing through; though they did sometimes close their borders off. The Avrin seldom used their military in offensive movements, instead using it to defend themselves. They have always been opposed to many of the ideals that now permeate through the Korvar Empire, such as its militarism, its expansionist goals, its religious dogma, and the government. The rest of the Empire views the Avrin with varying degrees of acceptance; some tolerate them, while others fiercely oppose Avrin culture and want to see it eliminated. Indeed, Avrin culture is in fact 'dying,' its values and ideals have slowly been in the decline among the Avrin population as more and more embrace the Empire and its goals. Those who still cling to their traditions often face discrimination in many parts of the Empire, and have thus formed their own communities that are isolated from others; however, they still must abide by Imperial law, and mandatory military conscription. What will ultimately come of Avrin culture is up to debate, but most believe that it will be gone within the next few centuries, assimilated into the militaristic machine of the Empire.

Sports

Somewhat ironically, Avrin sports are comprised of a variety of martial arts involving the use of their hands, feet, and sometimes their tails. Weapons are also used, but less frequently. Though their origins are murky at best, these martial arts are believed to have been developed by individuals traveling to other nations; they often did not have weapons on them, so they would learn combat techniques in the event they were attacked. Other theories point to a more religious significance, believing that some ancient Avrin were looking for a more 'civilized' and disciplined form of fighting than just brawling. Combined with their large size and strength, a skilled Avrin fighter could quickly defeat opponents from other nations. The techniques are useful enough that many military personnel are trained to use them, at the very least at a basic level.

Religion

Traditional Avrin religion revolves around two pantheons; one pantheon is dedicated to nature and emotions, such as forests, the seas, love, and anger; the second pantheon is dedicated to civilization and its concepts, such as construction, animal husbandry, and war. In the days before the creation of the world, these two forces clashed; the gods of nature nature believed that civilization would destroy them and that its concepts would destroy the world; the gods of civilization saw nature as holding back the progress of life. Many weeks of debating and arguing would ensue before it was seen that the two could co-exist so long as a careful balance was maintained. Thus, as the Avrin were created, they were told to embrace civilization, but never to forget and senselessly destroy nature; this is the backbone of many of the Avrin's doctrines and goals.

In modern times, many Avrin follow this belief in some form or another; they strive to find a balance between the two concepts as well as trying to control their own emotions by not allowing themselves to be 'controlled' by them. Avrin settlements are often very clean and environmentally friendly, often incorporating flora and other parts of nature into their design; this has actually been picked up by others despite the Avrin's overall reputation. Many also chose to live in the outer rim, away from the metropoleis that have dominated the inner rim worlds. Many work in environmental activism, helping to repair damage done to the environment; notable examples include helping to repair the homeworld of Kovas and their work on the Jaset's homeworld of Jasur. In the field of emotions, some Avrin are notoriously hard to provoke extreme emotional reactions from, as they view these displays as immature and foolish.

Kalkrik
Notable Kalkrik: Cyrom Kartarak, Chief Cybernetics Engineer Nahtev

 Physical Description 

Often nicknamed as 'Kriks,' the Kalkrik people come from the cold continent of Kalkrik. They tend to be either average height or somewhat short, with small wings and a small tail but a stocky, muscular build. Their scales are small and tightly packed together, helping to seal them from cold air while making them smooth. Colors range from a dull shade of white to shades of gray to charcoal black. Their snouts are V-shaped and are equal in width, but the bottom jaw is slightly longer than the top, giving them a slight overbite; this results in most of their teeth interlocking until the one reaches the tip of the snout, where the bottom teeth are significantly more prominent. They often have no horns on their head, but may occasionally have one or two jutting from their chin.

Summary

The Kalkrik are historically known best for their fierce independence and ingenuity. Life on Kalkrik was harsh and unforgiving, with frequently cold weather, deadly wildlife, harsh terrain, and the possibility of resource shortages; the people living here had to find any way they could to adapt and survive. Before easy methods of heating were discovered, many Kalkrik lived in underground settlements based inside of mountains and hills; not only did these protect them from the harsh weather and wildlife, they were close to necessary natural resources as well as easily defensible. From these settlements, the Kalkrik would slowly expand outward in an effort to dominant their homeland. They acquired a great deal of national pride from this feat, and saw themselves as a strong people who were subject to no one. The Kalkrik have an extensive history with the Arkevon, with whom they fought over the many islands which sat between Kalkrik and Korvaris. Of note is Vahro Island, which changed hands several times over several hundred years before the Arkevon finally managed to permanently claim it shortly before the space era. A great deal of animosity existed between the two during the initial years of unification, but this has declined down significantly over the years.

Sports

The Kalkrik people are very competitive, both towards the wild and towards other people, and this is reflected in their participation in sports. Both physical and combat sports are extremely popular. Many Kalkrik are present in various competitive circles, and they have adopted many sports from various foreign cultures. One of the most popular and oldest Kalkrik sports is a form of gladiatorial combat where either one person or a small team is put up against a dangerous animal that was captured. The fighters, each armed with weapons of their choice, are tasked with slaying the animal. Despite protests from some groups, the sport remains popular in the modern era, and has even seen adoption by other cultures, particularly the Quolvan and Arkevon. Injury is a very real possibility for the fighters depending on the animal used (the risk has actually increased with the use of exotic wildlife from other worlds), but many precautions are taken to minimize the risk of crippling injuries or death.

Religion

When it came to religion, the Kalkrik believed in a wide pantheon of nature gods, some of which were working for their benefit whilst others were attempting to work against them. The malevolent god's sphere of influence included the troubles that the Kalkrik people had to endure; such as fierce blizzards, freezing temperatures, aggressive wildlife, and hunger. It is said that the mountains of Kalkrik were created by benign gods as a way of safeguarding the Kalkrik people and allowing them to grow. This ancient faith served as a unifying power within Kalkrik society, as much of their practices were centered around not only following their deities, but spiting and defying those evil spirits that supposedly targeted them. This was done in a variety of ways; performing rituals in what was considered hostile grounds, carving symbols, killing dangerous animals, and expanding out of their mountains homes. One of the ultimate aspirations of these faithful Kalkrik was to 'defeat' their enemies by conquering the continent of Kalkrik itself, a goal that took a very long time, but eventually became a reality.

As more of Kalkrik was developed and their understanding of the world improved, the Kalkrik began to gradually shift away from religion, moving towards ideas akin to humanism and rationalism. Though not nearly as aggressive as the Quolvan, religion began to be shunned by the general public, with some coming to view it as a means of stripping one's independence away. Other view it in a more positive light, seeing it as a tool for unifying people and giving them a drive in life. In the modern era, most Kalkrik have moved on to either atheism or a form of deism. A minority of people still follow other faiths, such as Quolvan Gaela or Nevelism.

Quolvan
Notable Quolvran: N/A

 Physical Description 

The Qolvan inhabit the central regions of the continent of Quolvri, as well as many of the islands surrounding it. They tend to be a bit taller than average, and have small, tightly-knit scales akin to individuals of Kalkrik descent. They possess dark, gray colored scales that are sometimes pitch black; a rare genetic mutation sometimes adds a dark purplish hue to their scales. They possess large wings, almost to the point of being disproportionate, unlike those on the Avrin. They have wide, U-shaped snouts with interlocking teeth and jaws of equal size. Like the Lekon, they have horns right above their eyes, as well as on their snout. They can also have them on their chin and along the base of the jaw.

Summary

Secularist, freedom fighters, hypocrites, and xenophobes; these are some of the terms many have used to describe the Quolvan and their culture. The Quolvan are remembered for their ferocious opposition to the Korvar Empire and all of its tenants in the pre-unification era and during the early days of the unified Empire. The basis of Quolvan thought is that the Korvar themselves are a superior species that was to lead its own destiny, without the intervention of religion or under the dominion of either aliens or authoritarian governments. They were the inventors of democracy, believing that the Korvar should have a universal right to choose their leaders. Seeing the Empire as a threat, it was the Quolvan who formed the greater Quolvrin Republic to try and stop the Empire's growth. While this Republic lasted for several centuries, it was ultimately defeated.

Once one digs deeper into Quolvan history, however, they see the truth of their hypocrisy; the Quolvan repressed and for a time enslaved the neighboring ethnic group of Quolvrin, the Altan. This stemmed partly as retaliation, as the Altan often tried to break out of their peninsula into Quolvan territory, but was also born of the belief that the Altan were 'inferiors' who needed to be 'enlightened.' Their fierce opposition to religion also resulted in a large-scale effort to repress it within their territory, banning them and imprisoning their devotees. They were also very xenophobic towards alien life, believing that all life was inferior and deserving of death or enslavement to make room for Korvar expansion. Some of these beliefs do remain today, but are generally in considerably milder forms or in small extremist pockets spread throughout the Empire.

Sports

The Quolvan have been pioneers in more futuristic sports than the others have; traditional sports are, as a result, slowly dying off in Quolvan culture, or have seen assimilation into other cultures until they have few similarities to their original format. Examples of the Quolvan's utilization of the latest technology include hovercraft racing, zero-gravity sports, and the increasingly-popular Mechanized Combat. In these matches, robotic constructs are built by teams and sent against each other to fight until either one is maimed or destroyed. The Quolvan have utilized virtual-reality simulation extensively, with the most notable example being a larger-scale version of Mechanized Combat. Here, two 'pilots' take control of simulated full-size military combat walkers.

Religion

Despite their efforts to stomp out religion from their society, they were never completely successful; religion continued to be practiced in the more remote regions under Quolvan control, where most would not bother to look. Ancient Quolvan religion is comprised of a vast pantheon of Gods, each having its own specialized sphere of influence. The Gods all resided in Gaela, which was divided into its own sections depending on who resided where. One was not expected to worship all of the individual gods, and instead people called upon them in specific cases. Depending on which god an individual called upon the most, they were moved to that god's domain in Gaela. This religion had already been in a slow decline as the Quolvan began to modernize, but was nearly destroyed when their contemporary views began to form. Followers of Gaela are few and far between, with most in the furthermost corners of the Empire.

Altan
Notable Altan: Valxelva Likaros, Priestess Qalrovah

 Physical Description 

The Altan developed in the northernmost peninsula of Quolvri; cut off from the rest of the world by jagged mountains which made travel difficult and time-consuming, they developed largely independent of any other culture. They are short and thin, with tightly-knit scales that can be many different shades of gray and black. They often have two row of tiny 'sails' going down their back, akin to the Lekon. Their wings are the smallest of all ethnic groups, which occasionally gets them mocked, much to the Altan's frustration. They have a short, V-shaped snout that bulges slightly at the end. The jaws are even in size, and the teeth interlock with one another. Horns are uncommon, but a pair may be above the eyes and/or the tip of the snout.

Summary

The modern Altan comes from a history of discrimination and hatred; before the era of space-flight, the Quolvrians had cut them off from the rest of the world, considering them to be degenerates and inferior creatures. At one point the Quolvrians went as far as to capture and enslave the Altan race, using them for menial labor in oftentimes poor conditions. Even when this practice was outlawed and the Altan were released, they were never given the same rights as their counterparts, and had no representation in Quolvrian government despite pressure from some of their allies. The Altan did not receive equal rights until the Quolvrin Republic was absorbed by the Korvar Empire. The Empire proved very benevolent towards them, providing them with equal opportunities, economic aid, and education. As a result, the Altan have picked up on some of the cultural ideals of the Korvar, and have become very loyal to them and their cause.

Sports

Most of the Altan's athletic sports are derived from other cultures, most notably the Arkevon and Lekon. This is because many of their own sports had long been lost or suppressed during the years spent under Quolvan authority; the Quolvan simply destroyed references to them so that they would gradually forget, a feat made easier by the fact that the Quolvan were a comparatively primitive people at the time. Altan now partake in many various sports, though they tend to stay out of Quolvan athletics despite the actual occupation having ended centuries ago. Onwe sport that has managed to survive through the ages is a simple ball game called Chenvaus; two teams are assigned to knock a ball into the enemy's goal. Arms, hands, and feet can all be used to move the ball, and one is allowed to tackle an individual to take the ball from them. This is a common sport played by many children and teenagers, and is among the more common athletic sports played by military personnel during off-times.

Religion

In ancient days, the Altan's religion revered the sun as a god; this god provided the Altan life, light, warmth, and protection. The moon was also seen as a god, but it was the opposite of the sun; it provided only death, darkness, cold, and danger. The stars were the agents of the moon, and would come down to deceive and torment the Altan. It was believed that the moon was constantly chasing the sun and trying to kill it, thus why it would sometimes flee 'below the ground' and cause nighttime. They held many superstitious beliefs regarding how one was to behave during the day and the night; many trinkets were used as they were believed to ward off the moon's servants, and they never strayed into areas that were very dark, believing that they would become possessed by evil spirits. People who revered the moon in any way, be it an Altan or a foreigner, were killed, as they were believed to be agents of the evil god. To this day, the moon and stars are often used by the Altan to portray evil in artwork and literature.

When the Altan were enslaved by the Quolvan, the Quolvan worked extensively to destroy and crush the Altan's faith, calling them 'deluded' and 'foolish.' Ironically, this only strengthened their resolve, as the Quolvan were subsequently viewed as being agents of the moon trying to deceive them. In time, however, as more became known about the moon and astronomy, more Altan did begin to abandon the faith, or believed in a radically different variant of it. Many Alta adopted the Arkevon's religion soon after being absorbed into the Empire, as it provided them with a newfound purpose and goal in life. In the modern era, traditional Altan religion is considered dead, replaced by the Arkevon's faith or by others.

Religion
Main page: Neivelin

Religious freedom is allowed within the Korvar Empire. The vast majority of the population still worships a deity, with only a small minority being atheist or agnostic. Most religious beliefs stim from Kovas. Though there are cases of more recent cases of folklore and superstitions forming on backwater worlds, most of which are small cults shunned by other parts of society.

Deltausyleris
The vast majority of Korvar, estimated between 75-80% of the population, follow a religion called Neivelon. Neivelon is an ancient religion that goes all the way back to the Korvar Kingdom on the homeworld, and survived to later influence the Korvarian Empire and mold them into who they are now. Many members of the royal family, including the emperor, are also followers of Neivelism.

Believers in Neveilon worship a goddess named Syleris. According the the holy text, Syleris created the physical universe we live in to test her creation, to see if they are worthy of entering the afterlife to live their days as part of her kin. Unlike many religions which would encourage peace and love between alien races, Neivelon does the opposite. To prove one's worth to Syleris is to rightfully claim what they believe is theirs through war. The weak, peaceful, and timid are efficiently killed off as they are seen as "failures" unworthy of being with the goddess. Meanwhile, the like-minded conquerors ally amongst themselves to spread across the stars and earn their rightful place in the afterlife. This lends itself to an intense belief that their way is the best way and that other races challenging that or being different may not deserve to exist.

Believers in Neivelism normally do not seek out to expand their religion and convert other races to it. It is possible to be accepted by Syleris without even knowing the she existed. This is because one proves themselves through their expansion and warring, rather than their faith in the Goddess. The Korvar are completely open to other races joining in on the religion, and usually will talk to others about it if the topic arises, or if they do indeed seek to convert others.

Unlike many gods, who would be there to help their spawn whenever prayed to or when they believe divine intervention is needed, Syleris is also different. As the created must prove themselves, they receive no divine help from the goddess herself, and must fend for themselves. The only exception being the ancestral spirits of a believer, who choose to come to the aid of their family when called upon.

Despite no divine assistance, the goddess did leave for them three "gifts" for the Korvar. These three gifts are water, light, and air. Water was the most important of the three, as it allowed them to cleanse themselves and provided life. Light brightened the darkened path and allowed the Korvar to see. Air was the most powerful, an invisible force that controlled the weather, and like water, was needed for survival. All three of these 'gifts' also have more destructive aspects to them. Water could rise up and sweep away the earth. Light could become blinding, and also represented destruction, such as by fire or volcanoes. Air could become fierce, tossing objects into the air and directing both water and fire.

Language


For all formal interaction within the Empire and with alien species, the Korvar use Krylgalon, a language which has its roots back in early history. Krylgadon is one of the more complex languages within the Empire. The alphabet is made up of dozens upon dozens of letters, each producing its own unique sound. Many of the letters are variations of parent letters. For instance, the letter for "ar" is the parent letter for "ah" and "al." This basically means that the letter for "ah" and "al" are based on a modified version of the letter "ar." Some of the noises that are produced are not audible on hearing range of many species, including humans. This helps to make the language excessively hard to understand and neigh impossible to properly speak.

Body language plays a very important role in communication as well. The tone and meaning of a word can be completely different depending on how the person is acting whenever they say it. One of the most important body parts used in body language are the wings. For example, a person raising their wings to make themselves appear bigger is being aggressive and intimidating, pulling back the wings and tilting the head shows curiosity.

Outside of formal conversations, other languages can be observed being spoken. One specific example is the language that the Kalkrik Confederacy used before being absorbed into the Korvarian Empire, Qualvo. The language has managed to survive thanks to the Kalkrik's stubbornly independent nature and long-time aversion to other cultures.

Education
Education consist of 10 primary grades and one pre-schooling class to help students prepare and teach them basic language skills. Children begin going to school around the age of five. These students learn the basics, such as math, language, science and history. Education within the empire is highly demanding, with students requiring high grades to succeed or fact starting all over. Most schools work around a nine hour schedule. Breaks between schoolwork are only done once a week, with the exception of holidays or time off for family or medical related issues. Because the children are drafted into the military once they are of age, students also have a rigorous physical education and are given basic skills to help them in the military and life.

Most children finish their primary education around the age of sixteen or seventeen. At this time they are not legally considered adults. To be considered an adult in society, they must pass through military training and fulfill the required service in the military. If they manage to survive and leave the military, they are considered legal adults within society. At this time many take education courses based on what jobs they are interested in, which function similarly to their primary education.

Economy
The economy runs on a system quite similar to a free market. Corporations and individuals are allowed to own land and privately run their businesses without government intervention. This economic freedom has allowed companies to flourish within the empire and has helped to progress the Korvar technologically and economically. Though the majority of corporations do operate in the private sector, others work extensively with the government, especially when it comes to research and mining.

A large portion of the economy is backed up by their rapid production, trading, and constant warring with alien empires. Planetoids and asteroids are constantly being mined out for every last ounce of ore, while the Korvar war machine consumes alien empires and salvages what is left. This has made small empires, such as the Betel, almost irresistible targets for the war machine, as their small size and weak armies normally make them vulnerable targets. The Korvar also have an extensive trade network with their allied empires.

Transportation
The vast majority of transportation within the empire,both planet side and in space, is handled by mass transportation. The idea of personal transportation was never very common save for the early days of automobiles. The need to move large families and their belongings made sure to jump start development of mass transportation methods. Today, large groups of people and supplies can quickly and efficiently be moved across Korvar territory. Most civilian transportation is handled by privately owned corporations, with some exceptions which include the government and military, which use their own transportation network. All official transportation craft have at least a few CDF troops or soldiers inside in order to protect the passengers and keep order.

On the well developed planets, such as those in the Core, cities provide a a variety of ways to travel throughout the planet. Most cities have an intricate subway system connecting the city with the other cities on the planet. Ground side railways and bus stations are also prevalent, along with airways that are also suited for launching craft into space. On largely undeveloped frontier worlds with no mass transportation present, most people use large vehicles which can move up to 8 passengers.

Transportation in and out of the Empire is fairly limited. Civilians are generally not allowed to travel anywhere outside of the empire unless it is space owned by trusted allies or for the purpose of colonization. Likewise, aliens also have a hard time getting into the empire, needing to be checked by both the Korvar and the alien's own race. The alien must also be from allied empires, with all other being turned back or detained.

Holidays
 Gylsare 

Gylsare is a week long holiday celebrating both the new year and the supposed anniversary of the day the Goddess created the universe. It is the most significant holiday within the empire. The beginning of the festivities is marked with families offering sacrifices to the Goddess. It is quite common during this time that many alien prisoners are offered to the Goddess. These sacrifices are taken and cooked in massive bonfire and eaten in gigantic feast which also serve many other delicacies from across the empire.

Once the feast has concluded, the remainder of the week is spent celebrating. Many will spend hours praying to the Goddess and their ancestors while others will participate in fighting tournaments. The military also participates in the festivities, participating in marches throughout the empire. This is one of the very few times that a soldier is allowed to be sent home during their 15-year required military service, though they cannot go home if they are currently in a campaign.

 Sa'ter Orvain (Day of Unification)

Sa'ter Orvain celebrates the day the Korvar Empire won the War of Unification and unified the world under one banner. It is a day of military parades and paying respect to one's ancestors who were involved in the war, Korvar or not. Many families pay their respect and pray at the numerous cemeteries dedicated to those who died during the war.

 Xarteron Hakon (Emperor's Birthday)

Xarteron Hakon celebrates the birth of the current leader of the Empire. Many come in celebrate in the streets as the military parades through the cities. Many of the royals also come out and participate in the festivities. Xarteron Hakon has an interesting quirk in that it is the only holiday that changes dates. Once the emperor is replaced by his son, the date of the holiday changes to the birthday of the new monarch.

= Imperial Armed Forces = Main Page: Korvar Military

= Notable Individuals =

The Royal Family
The ruling family of the Korvar Empire. The Royal family are descended from three separate royal families that merged together after the Great World War as part of their unification: the original family of the Korvar Empire, the remnants of the Lekon royal family, and the ruling council of the Lyvairn Dominion. As previously mentioned, most members of the Royal Family serve as military or government officials. Because of the busy lives of the adults, the children are normally raised by their respective parents rather than everyone. They also have much more rigorous education courses and training exercises in order to get them ready for their positions within society.

Diplomat Orva
= Political Status with Other Empires =

Warlord Pact
The Korvar are open to other Warlord-affiliated empires and wishes to ally with as many of them as possible, many seeing it as a continuation of the commands the goddess had given them. Some in the empire are wary though, particularly of the Margan, given their xenophobic, genocidal nature putting many on edge.

Margan Empire
Status: Alliance 

"They are nothing more than tools, a temporary ally for a temporary problem. Once the Peacekeepers are defeated, we will turn our attention towards them and their deranged 'Holy Goal.' " - Xelva Ahkavas Teldiv

"If I could, I would have had the Margan all killed and their leaders fed to Karnas. Alive." - Noxelva Joldm Nassadis Basur

"I need a moment to think. Leave me be." - Kelevien Valrus shortly after the Golden Blade armada sacrificed itself, allowing Kelevien and her fleet to escape from the Aeverian Border Blockade.

As it currently stands, the Korvar Empire and Margan are allies. For a brief time during the Korvar's entry into the War, the Margan were attacking the Korvar in order to test their merit. Eventually the Korvar won and were formally entered into the Warlord Pact. Many do not believe the Margan, believing their highly xenophobic and genocidal nature will bring them to conflict with the Korvar down the line.

The Xeverra
Status: Alliance 

"Something seems, off about them. I don't know what it is, but they creep me out." - Anonymous soldier.

"Their ideology is strange to say the least, but we have common enemies and want the same conclusion to the conflict. I am happy to work alongside them." - Field Commander currently in joint Korvar-Xeverra operations.

"Their arsenal of robotic constructs is impressive, I believe we can learn something from them."

The Korvar first encountered the Xeverra during fighting in the Betel warfront. The two quickly became friendly on the field and began cooperating together against Betel forces. An official alliance followed shortly after. The Empire as a whole see the Xeverra's ideology as quite strange, but are willing to accept and work with it.

IAE
Status: Alliance 

"They possess a powerful military and have the backbone to use it. Their technology is superior to ours in many ways, especially when it comes to energy weaponry and space travel. I may not agree with all of their philosophies, but they are valuable allies, we must work with them more in the future." - Diplomat Orvah.

"I can only stand being around them for so long; they are far too bureaucratic for my tastes." - Vier Varo Arvintis.

"They really seem to enjoy those masks, are they embarrassed about something?" - Anonymous Jaset soldier.

Zaretian Monarchy
Status: Alliance 

"I trust the Monarchy far more more than I trust any other Warlord power." - Vier Varo Arvintis.

"The Zaretians are valuable allies with a vast and powerful military. We must do everything we can to support them." - Valxelva Kelevien Valrus.

"I foresee a very beneficial alliance between our two nations." - Diplomat Orvah

The Korvar as a whole like the Zaretian Monarchy much more than some of the other races in the Warlord Alliance and wish to become close allies with them. They view the Monarchy as being in good moral standing and view their king as a sort of savior for taking control and putting the Zaretians in their militaristic path. Improving relations and keeping Breys in power were two main reasons the Korvar became involved in the combined-offensive against the Aeveria Confederation.

Asanian Syndicate
Status: Neutral 

"I could write an entire novel about everything that is wrong with the Syndicate."

"Disgusting."

"The Syndicate is little more than a fast-burning fire; for a time, they will pose a threat to all who encounter them. However, they cannot survive with their current rate of growth, and will collapse under their own weight."

Though on the same side in the Great War, the Korvar wish to keep their distance when it comes to the Asanians. They despise Asanian culture and leadership, seeing it as a dystopian horror show. Their heavy use of cannon-fodder tactics has made them even more unpopular among the military. Many generals have said that they outright refuse to ever work with them unless it is deemed absolutely necessary.

Peacekeeper Alliance
The Korvar believe the Peacekeeper alliance is a threat to their agenda and survival. Because of this, all Peacekeeper-aligned empires are considered major threats.

Empire of Diablos
Status: War 

"It is truly a shame that the Diabloians have chosen the wrong side in this war; we could have made wonderful allies. They shall burn for their betrayal."

"The Diabloians appear to form the true backbone of the Peacekeeper military; shatter it, and the rest should follow."

"At last, a true opponent comes forth!"

Korvar forces have recently begun engaging Diabloian forces around their border planets. The Diabloian front is being commanded by Vier Varo. In the short time since fighting began, the Korvar have already developed a respect for the Diabloian Empire. Many praise their military strength and the fighting prowess of their infantry. Diabloian forces have proven very effective against Korvar forces early on in a battle, leading to them scoring several early victories, though Varo's forces have scored their own share of victories.

Betel Recyclers
Status: War 

"Trash. Both literally and figuratively."

"Cowards."

"The Betel are living on burrowed time; their destruction is an inevitability."

The Betel Recyclers are the second Peacekeeper race the Korvar have encountered. At first, the Korvar thought the Betel were just another, albeit slightly more primitive, Peacekeeper race that they would have to crush. However, more observation quickly discovered that Betel worlds are covered in metal and trash, basically being gigantic resource nodes. As such, a plan was made to sweep through Betel territory, claiming the trash worlds and eliminating the Betel at the same time.

Upon first contact with the Betel, the Korvar were beaten back and retreated. However, further pushes into Betel territory have resulted in several victories and many Betel casualties. Their forces are slowly but surely approaching the important refuse planets with no sign at the moment of stopping.

Aeveria Confederation
Status: War 

"We shall shatter their armies into dust, burn their worlds until they are but ash, and slaughter their people until none are left!"

"Of all of the Peacekeepers, the Aeverians pose the greatest risk to our very beliefs. Only their complete destruction ensures our survival."

"I relish the day in which we shall see Iliveria burn."

Karahotdoum Empire
Status: War 

" Ok, I have to admit, the Karahotdoum make good music." - Anonymous soldier

"Why are their eyes behind their ears?" - Notes from a surgeon performing an autopsy.

"The galaxy truly is cruel." - Anonymous Pilot upon discovering Korvar are incapable of playing saxophones.

As it stands currently, the Korvar have not had any direct interaction with the Karahotdoum Empire. However, there are some Karahotdoum in the Betel front helping to train the Betel military. Many desire to seek to strike them directly, but no such plans have been created yet.

Sauran Solidarity
Status: War 

"This war has turned the Sauran into an example; it personifies how the ways of 'peace' will inevitably lead to destruction. We must be careful not to one day fall into the same trap. "

"And I thought the Avrin were strangely gentle for their size."

"They have brought this upon themselves."

The Rach
Status: War 

"Command, we need an EOD squad at the armory. Somebody managed to steal everything except for a boot; we think they might have left a bomb in it." - Anonymous Jaset Soldier.

"It was there just a moment ago, where did it go?!" - Vexn Ingeok Olindi shortly before being assassinated by Rach spec-ops forces.

"I've always found the stealthy ones to be much more entertaining to fight than the average grunt." - Anynymous Halrog officer.

Though the Rach and the Korvar have yet to officially encounter one another, the Korvar have been closely monitoring the region affected by the Great War to ensure that Rach intrusion is kept to a minimum. Out of all the Peacekeepers, the Korvar have a special fear of the Rach. They know what such a stealthy species is capable of doing to their supply lines and command structure, and have grown paranoid about assassinations and sabotage. Extensive work is being done in the realm of anti-stealth technology, but it is still not efficient enough to completely halt Rach stealth tactics.

Luminarians
Status: War 

"Is this some sort of sick joke?" - Anonymous Soldier upon viewing footage of a Battlestation.

"Remember when I said to never underestimate the short ones?"- Overseer Nalada

"I'm jealous; we need something bigger." - Anonymous Zenuran engineer.

Thus far, the Korvar have had no official engagements with the Luminarian Empire. Most of their information comes from records and the other warlords. As a whole, the Korvar are impressed by their military technology, especially their mechs and battlestations. Many can also sympathize with their core values, mostly the philosophy of preserving their lives. Engineers have already begun looking into the possibility of creating battlestation-sized machines, but the technology to put them together, and the plans of what they would even be, do not yet exist.

Kastalian Survivors
Status: War 

"Come, join your brothers in the next world!" - Anonymous Varnas.

"I was not expecting a fat bird when I was told they were one of the ancient superpowers of the galaxy." - Diplomat Orvah

"Their glory days have long ended; in time, they will fade away like the rest." - Vier Fortsa Lonvai.

Delani Republic
Relation Status: N/A, empire destroyed

"It was fun while it lasted."

"I was looking forward to butchering them..."

"The Asanians killed them? That's an unfortunate way to go, I'd rather fight the Diabloians."

Military forces engaged the Delani early into their involvement into the war. By this time the Delani were already weakened by attacks from other Warlord, like the Asanian Syndicate. Direct engagements with the Delani were largely pulled back once the Margan began attacking. Since then, the Delani Republic has been destroyed. No effort has been made to hunt any survivors down, but they have attempted salvaging what they could from Delani remnants.

Holy Nepharian Empire
Status: Neutral 

"Bah, now I have to wash all of this off!" - Anynymous soldier after having stabbed a Nepharian to death.

"We shall enlighten them to the true Gods of this world." - Chaplain Charndis Netar

"They are a fanatical bunch; practically impossible to break their morale. This will make for an interesting fight." - Vier Helgva Desenvi

The Nepharian empire was the first empire officially attacked by the Korvar on a on remote mining world. This attack was mostly done because of the resources on the planet. It turned out to be an isolated incident, as the Korvar quickly became more involved in the Peacekeeper-Warlord conflict and decided to leave neutral forces alone unless they prove to be a risk or prove advantageous to try and conquer. Nepharian forces have yet to respond to the attack, though troops near and on the conquered world remain on standby.

Khasii Consulate
Status: War 

"A literal goldmine of riches and resources that is sadly hidden behind an entire species of vain and pompous avians."

"Your third eye grants you enlightenment? Then you shall be forever blind." Anonymous soldier moments before stabbing a Khasii's eye.

"Even our art isn't this absurd." - A Lekon soldier observing a Khasii painting.

Transmetallic Confederation
Status: Neutral 

"The Margan seem to hate their guts, I'll take their word for it. The TMC does not come off as trustworthy." - Noxelva Kelevien Valrus.

"What we have learned indicates that the Transmetallic Confederation is very, very bad at diplomacy." - Diplomat Orvah.

" I can understand color-coding your infantry, but why are their snipers yellow?" - Anonymous Nevelan sniper.

The Wingle Union
Status: Neutral 

"Remind me why I should care." - Noxelva Nazatek Sadim Nokture Malad

"They seem, complacent. They have yet to become directly involved in the war. We shall see how far this will get them." - Diplomat Orva

"Another nation trapped in a delusional view of how the universe works. In time, we shall shatter their illusion." - Vier Varo Arvintis

The Korvar have little information regarding the Wingle Union. From what information they do have, they seem to be a complacent, weak race. One that is too focused on neutrality and peace. Nevertheless, few resources have been put towards an assault against them due to their apparent inactivity and due to the presence of much more apparent enemies such as the Peacekeepers.

The Gronian Imperium
Status: Neutral 

"Leave them be, let them kill each other in their petty civil war. If the opportunity arises, we shall come; but for now, sit back and watch the carnage unfold."

"How are they supposed to eat anyth- oh.""

"The Gronians wish for us to leave them alone? Then we shall let them; while they idly sit behind their walls, we shall amass our forces. Once the Peacekeepers are gone, they are next."

Zorock Republic
Status: War 

"Hypocrites, that is all they are." - Emperor Zervath.

"The Peacekeepers lose any perceived legitimacy if they let them in." - Diplomat Orvah.

"I will bathe in your blood!" - Anonymous soldier from the 'Skull Eaters' regiment.

The Korvar and Zorock have had been at war since they first encountered each other a little over 27 years ago. The Kingdom launched an all-out offensive against the Empire in an effort to wipe out the Korvar and end their expansion and genocide forever. Though initially successful, the Korvar counter-offensive forced Zorock troops out and back to the border. Since then it has been a stalemate, with neither side gaining or losing any significant ground. The border colonies have long been abandoned and replaced with military installations.

Nalstros Space Pirates
Status: War 

"Persistent." - Anti-pirating division soldier.

"They remain a constant threat to our outer colonies. They strike fast, hit hard, and disappear as fast as they have arrived. I fear they will remain a permanent threat." - Commander in the anti-pirating division.

"For being as thin as a stick, they can be surprisingly strong." - Anonymous Korvar soldier.

For as long as any can remember, the Nalstros have been a persistent nuisance to the Korvar Empire. Though they pose little threat to the more developed colonies and military fortress worlds, the danger they post to the outer colonies cannot be ignored. A large and well-funded division of troops dedicating to hunting down and repelling the Nalstros was formed quite some time ago and has been fairly successful at repelling raids, if they can respond in time.

Biomatter Swarms
'''Status: War. '''

"I have witnessed hive-minds before; but this, this is unique. I refuse to believe these creatures are natural." - Anonymous soldier

"They are a cancer upon the universe. We must not hesitate in destroying them." - A commander within the Anti-Biomatter brigade.

"There seems to be some intelligence behind these creature's actions, I wonder how far this intelligence goes." - Researcher from the Detelvek Hazardous Research Facility.

The Korvar's first encountered the Biomatter very shortly before entering the Great War. Since then, incidents have begun popping up in the frontier worlds, albeit slowly. While most incidents have been minor, a small number of worlds have been lost to the creatures. Many are terrified of the potential threat the creatures pose to the empire, as the Korvar currently have little understanding of what exactly the Biomatter are or where they come from. Recently, a task force was created with the task of responding to attacks from the Biomatter and to wipe out any infected planets with any means available. There have also been secret meetings to see if they can somehow join up with another task force in order to receive their experience with the creatures.

Ulqo Sovereignty
"Traitors. Abandoning your own people? Fleeing from the responsibilities required of you? The Ulqo have committed treason, and we must bring punishment down on them."

"You have forced the Empire's hand; we did not want it to end like this." - Unidentified Soldier to a group of captured Ulqo soldiers.

"Your star gods are frauds! Abandon this senseless cause before it destroys you!"

The relationship between the Korvar and Ulqo is an unusual one. The Korvar are furious at the Ulqo for having fled from the empire and are seen as traitors throughout society. On the other hand, most do not wish to kill off the Ulqo. They want the Ulqo to face punishment, but still see them as a part of the empire and wish to see them absorbed back in. When an Ulqo settlement is discovered, the response units will attempt to get them to surrender, and will only fight them if they resist.

Trivia

 * Back in their early creature stage, the Korvar developed a symbiosis with a small bird creature. The bird would clean their teeth while they were sunbathing far back in the earliest days of their evolution. Given it is still a fairly common practice for many to bask in the sun in the early morning, and the fact that many keep the bird as pets, the symbiosis never went away, and still continues to this day.


 * The Korvar's name for the Milky Way galaxy is Keros Valeris, which roughly translates to "Sacred Home."