Repzork Empire

The Repzork Empire, also known as the Korvar, or more rarely as the Kalrian Empire (Pronounced [Rep-zork], [Kor-var], and [Kal-rian] respectively) is a imperialist fascist state founded by Arkevan refugees who had fled the soon-to-be Empire of Galdera during the closing years of the Wars of Unification over five millennia ago. After spending over one hundred years traveling through space, the Repzork settled on the world of Alrukai and officially founded the empire, devoting themselves utterly to ensuring their own survival through any means necessary. In the years since, the Repzork Empire has grown to encompass well over a thousand systems, several client states, and has established close alliances with other militaristic empires, most notably the Zaretian Monarchy. Their current ruler is Emperor Zervath V of the Nezekar dynasty, which has ruled over the Repzork people since before the exodus.

The Repzork have played a major role in the Great War. They were one of the founders of the Warlord Pact alongside the Margan Empire and the Zaretians. With much of their military already mobilized and undergoing gradual modernization due to the ongoing Cold War with the Holy Nepharian Empire, the Repzork were able to fully commit their forces immediately, and as result, quickly dealt several harsh blows against the unprepared Peacekeepers. It was not until the intervention of the Karahotdoum Empire, and later, the Empire of Diablos, that their advance was slowed. Later, the Repzork would induct the Skrey into the Pact and launch an invasion of Betel space, where they would meet and ally with the Xeverra. During Operation Thunder Charge, they launched a massive invasion of Diabloian space alongside the Margan Orion Dynasty and participated in the assault on the Aeveria border blockade. Though having taken heavy losses during the offensive, they still participated in the subsequent invasion of the Rach homeworld, Norsus.

In the months leading up to Norsus, the Repzork encountered the Empire of Galdera, who were answering to a distress call sent by aliens the Repzork were attacking. A skirmish quickly broke out, though the Repzork were ultimately forced to retreat. The two quickly declared war against each other, with the Galderans launching an invasion of Repzork space, though the empire was able to significantly slow their advance. Unbeknownst to the Repzork, the Galderans had been working on a system of Warpgates to connect them to the Great War. Shortly after the invasion of Norsus, the gates were finished, and the Galderans emerged, launching a second, larger invasion of Repzork forces, this time with Orsaron supersoldiers acting as the vanguard. Having been drained by their offensive against the Peacekeepers, particularly the Diabloians, the Repzork have quickly been placed on the defensive as they search for a means to push back their ancient rival.

Pre-Founding History
The Arkevon who would eventually become the Repzork can be traced back to ancient history. These Arkevon resided in the north-northwestern reaches of Nolsaria in various kingdoms that were united by their common faith in the deity, Oltavar, who they believe was an Arkevan-born demigod who had ascended to godhood by slaying and devouring the creator of the universe. Along with most other Arkevon on Nolsaria, these kingdoms joined King Xarvok in eliminating their mutual enemy, the Karusar, who resided on the nearby continent of Chelksrin. The Karusar were soon exterminated, making travel across Kovas less treacherous and opening most of Chelksrin to colonization. But it was during this time that Deltausyleris, the faith that would eventually become the state religion of the Empire of Galdera, started to become widespread. This caused tensions and eventually all-out war between the adherents of Oltavar and those who followed the teachings of Syleris. Ultimately, those who fought for Oltavar lost, and in order to avoid the Nolsarians, fled north to the frigid continent of Kalkria, becoming the Kalrian people. They created vast underground kingdoms to escape the cold while simultaneously making them extremely difficult to attack. Conflict would continue sporadically with the Nolsarians, especially over the island of Hasrid, which lies between Kalkria and Nolsaria.

The Kalrian Empire, as it came to be known, grew to eventually become one of the global superpowers alongside the Nolsarian Empire, the Lekonian Monarchy, and others. Up until the cold war between these powers, the Kalrians and Nolsarians continued to fight over territorial and ideological disputes, sometimes resulting in widespread and destructive wars. Most were prompted by the Kalrians attempting to reclaim their ancient homeland or over Hasrid, which became even more important due to its vast reserves of metals and oil. The Nolsarians had come to refer to the Kalrians as 'Bloodthirsters' due to their grisly religious practices; but instead of being offended, the Kalrians embraced the term. They were the second superpower to develop interstellar travel, having stolen designs from the Nolsarians. In the ensuing colonization race, they established a sizeable empire for themselves.

Seeking to defeat their rival once and for all and usher in the Galderan age, the Nolsarians invaded the Kalrian Empire, marking the beginning of the Wars of Unification. The two would fight for the next 26 years in what would be the longest front in the entire war. Initially, the war was a stalemate; the Kalrians fought bitterly against the invaders and scored several victories, inflicting heavy losses upon the Nolsarians in the process. But as the war dragged on, the Kalrians began to lose their momentum, and the Nolsarians gained the upper hand, forcing the Kalrians to resort to increasingly desperate measures in order to achieve victory. But even this proved insufficient. It became increasingly clear that the Kalrians were going to lose.

But the Kalrians did have a backup plan. In the furthermost edges of their territory, the Kalrians assembled a small 'exodus fleet'. The Kalrian royal family, officials from high command and the government, as well as hundreds of thousands of citizens and soldiers were all loaded into this fleet while remaining Kalrian forces distracted the Nolsarian army by feigning a last stand. With the Nolsarians distracted, the exodus fleet escaped into unexplored space, never to return. The Nolsarians only became aware of what had transpired only after they had engaged the Kalrians. Numerous attempts were made to locate the Kalrian fleet, but they failed. The Nolsarians focused instead on ending the Wars of Unification and eventually organizing the Empire of Galdera.

The Kalrian exodus fleet spent the next five years blindly traveling through space, their only goal being to get as far away from the Nolsarians as possible and eventually begin Kalrian civilization anew. Most of the passengers and crew, including all government and military officials, were preserved through cryogenic stasis; only a skeleton crew of engineers, guards, doctors, and pilots stayed awake so as to maintain and protect the vessel as needed. A combination of extra fuel reserves and solar power was used to keep the ships powered. The fleet was in near-constant movement and only stopped when maintenance and/or refueling was required. This placed considerable stress on the FTL engines in the later years, necessitating more and more maintenance to keep them running properly. These years are referred to as the 'silent years' as the only records of it come from those who stayed awake, a few whom had died over the course of the trip.

Late into the fifth year of their travels, the exodus fleet came across a natural wormhole. A debate quickly broke out among the crew over whether or not they should try traveling through it; the Arkevon had been long aware of wormholes and were capable of traveling through them, but also knew that the portals were unstable and could collapse upon themselves. Seeing as it was their best chance at escaping the Nolsarians for good, the Kalrians ultimately decided to take the risk and entered the portal. For the Kalrians, the ensuing trip lasted only a few minutes, but in real space, it was over a century before the Kalrians emerged on the other side unscathed.

Founding
The Kalrians spent the next four months searching for a planet to inhabit, during which the wormhole collapsed, leaving them no other option than to keep going. Eventually, they came across an uninhabited earth-like planet that would soon come to be known as Alrukai. Given its pristine condition, the Kalrians decided to make the planet their new home. The exodus fleet landed on the planet's largest continent, Kalria, and the passengers were awoken from their cryogenic slumber. The government's first actions were to formally declare Alrukai as the new capitol of the empire and to draft and sign the Kalrian Proclamation of Independence, which served as both a new constitution and as an agreement between the colonist to defend their independence against any and all threats no matter the cost.

But while the Kalrians had seemingly escaped the Nolsarians, they were still wary. They were in an unfamiliar environment and were in a position of weakness, since they had lost nearly everything to the Nolsarians and had to completely rebuild. Most feared that if the Nolsarians did not find them, then an alien race would; the Kalrians had not encountered intelligent alien life by this point, but the general consensus was that they were out there and had simply not been discovered yet. To prepare for potential conflicts, the Kalrians prioritized building up their military and heavily fortifying their cities and installations, many of which were built underground. Religion also played a role in the Kalrian's rapid militarization; free from outside influences, the worship of Oltovar, which was established as the state religion, flourished, and military buildup was seen as a way to appease both him and the ancestors. The faith grew so much that Kalrians began to refer to themselves as Repzork, or Korvar in certain dialects, both names referring to the name of Oltavar's divine servants. The government eventually decided to rename the nation into the Repzork Empire as an expression of their devotion.

During these early years, the Repzork flourished. Free from outside threats, their industry and population quickly exploded. Shortly after settling Alrukai, they expanded to other worlds within the Alrukan system, and eventually, to other nearby star systems. They focused primarily on resource-rich planets and asteroids, the materials from which would be poured into the military and in constructing more fortifications. The empire's military spending less left resources for domestic development, but in the wake of the Wars of Unification, it was seen as a necessary sacrifice to safeguard the fledgling nation.

First Contact
Roughly a century and a half after settling on Alrukai, a Repzork colony was attacked by the Delrusar Imperium. The Delrusar, a relatively young and aggressive imperialist state, sought to conquer and pacify the Repzork as they considered them to be an existential threat. The invaders soon overran the colony, but the Repzork, who were waiting for this moment, mobilized their military and launched a massive counter-offensive. Though the Delrusar had superior technology, they had vastly underestimated the Repzork's unwavering ferocity and combat prowess. Several years of bloody fighting ensued as Delrusar colonies were razed to the ground and the Repzork slowly marched towards the Delrusan homeworld. Instead of invading, the Repzork, seeking to preserve their men and make an example of the invaders, destroyed the Delrusan homeworld through nuclear bombardment, effectively destroying the Delrusar Imperium. Remaining Delrusar were hunted down and killed over the following years, ultimately resulting in the Delrusar's extinction. But while victorious, the Repzork were severely drained from the conflict, and would need several years to recuperate from their losses.

But despite their losses, the so-called 'Contact War' instilled much-needed optimism and pride into the general population, which was still anxious about its future. The conflict had also proven to them that they were still capable of engaging in interstellar conflicts. Among the religious, certain rituals that had long been phased out saw a resurgence during the war, the most notable being the acts of sacrificing and consuming captured prisoners, which had previously been considered taboo. For the government, the Delrusar's brash actions served as the perfect justification for their continued paranoia of outsiders and their rampant militarism, which they doubled down on in the years that followed. Obedience, duty, and an utter lack of mercy for the Repzork's enemies would become a cornerstone of imperial culture.

Expansion
Since the defeat of the Delrusar, the Repzork have blazed a path of death and destruction across the stars, building their empire atop the bones who have stood in their way. The Repzork kill and steal indiscriminately from most alien races, seeing them as little more than an obstacle to overcome in their goal of appeasing Oltavar and increasing their own might. They have driven multiple alien species to extinction. But, they do not destroy every alien they come across. Over the years, they have formed alliances with several other militaristic nations that they saw as being worthy of the gift of life. Whether they were religious or secular mattered not; if the Repzork saw them as fitting within Oltavar's vision, they would not only live, but they would find a loyal ally in the Repzork Empire. They would trade technology and resources, fight together in wars, and split the spoils of victory. Some of those they have conquered, instead of being utterly exterminated, have instead been turned into 'client states'. These client states provide the Repzork with resources and auxiliary soldiers. And while they do have limited autonomy, they are still ultimately under the Repzork's control and must rely on them for protection.

By this point, fears regarding the Nolsarians had, for the most part, abated. None had seen a Nolsarian in millennia, and there was little interest in discovering what had become of them. Some believed that the Nolsarians had ultimately failed in their efforts and collapsed whereas others felt that they were still out there, but were a far-off threat to be dealt with later. The upper echelons of the government still possessed the coordinates for Kovas and the former colonies of the Kalrian Empire, but they kept a closely-guarded secret, and all were forbidden to use it without the sovereign's permission.

Separation from the rest of the Arkevan gene pool has had a small but notable affect on the Repzork population. While Arkevon in the Galderan Empire were a diverse mixture of various ethnicities/sub-species, the Repzork were almost exclusively of Kalrian blood, and what influence other ethnicities did have has been almost entirely bred out. As a result, the vast majority of Repzork are relatively homogenous in appearance. Their snouts are V-shaped, their wings are typically on the smaller side, their scales are red, green, or black in coloration, while their eyes are red, orange, or yellow. Some Repzork are also somewhat smaller on average when compared to a Galderan-born Arkevon; this is because many choose to live in underground cities, a tradition that the Repzork retained from the days before the Wars of Unification. Others, however, still build on the surface, and these Repzork slowly became taller than their subterranean brethren.

The Repzork's ruthless pragmatism has brought them much prosperity, and in their eyes, blessings from Oltavar for the good work they have performed. Just like the Galderans, they have grown large and powerful, with an ever-growing military, countless worlds under their rule, and a population that is zealously devoted to the empire and it's aspirations. They have became feared in their local sector, with many referring to them as various titles such as 'demon', 'blood drinker', and 'dragon'. But while the Galderans have constructed an inclusive society that shared this prosperity with as many people as possible, the Repzork excluded those they saw as unfit, including even their own people.

Not all Repzork have approved of the direction the empire has gone. There were isolationist who did not want to meddle in the affairs of others, pacifists who felt the military should only be used for self-defense, those who opposed the exploitation of client states, and other small opposition groups. While similar groups had a voice within the Galderan Empire, they found no warm reception from the Repzork government. The empire singled out these groups as being unpatriotic and endangering both the nation's ability to defend itself and the blessings it had received from Oltavar. These citizens, being Repzork, still retained the rights of any other citizen, but due to their alienation by the government, were effectively robbed of any sort of representation and were either forced to conceal their views or relocate to isolated communities. These isolated communities came to be known as the 'dissidents'.

Others refused to stay in the shadows, and despite the risks, would make their voice known in any way they could, including public demonstrations. Some took this a step further and became a part of various rebel movements that continue to fight against the empire. These rebels are usually not a major issue for the military, but every now and then, they manage feats that can severely hinder their efforts in a particular region, though unfortunately it is often at the cost of civilians who are caught in the crossfire.

But discontent has not been limited to the lower echelons of society. The most well-known rebel was actually a member of the royal family, a woman named Princess Isalya Nezekar. Several years before the death of her father, who reigned as emperor at the time, Isalya, having grown sick of the suffering the Repzork were causing, began plotting a coup. She amassed a group of loyal followers which included military personnel, some royal guards, politicians, and various small rebel groups scattered across the nation. The princess' part of the plan was relatively simple; during the night, while the rest of the royals slept, her and her detachment of loyal guard would silently assassinate the rest of the royal family while they slept and would claim the throne by force. The princess knew this would throw the empire into a state of civil war, but was hoping that her own followers would be able to pull through and that the client states would be able to operate as a drain on loyalist resources.

But her plotting did not go unnoticed. The captain of the royal guard had long distrusted Isalya, having been aware of her discontent with the empire. While he was not aware of the plot, he kept a close eye on the princess, and stayed close to both the crown prince and the emperor. The captain proved to be the downfall of the entire plot; on the night that the regicide was to take place, the captain had hidden himself in a room adjacent to the crown prince's. He had been doing this for the past several weeks as part of a hunch he had about Isalya's intentions. Shortly after Isalya and her guard entered the prince's rooms, the captain and three of his men burst through the door and, noticing a dagger clutched in Isalya's hand, opened fire. Isalya was wounded, and several of her guards either died or fled. A firefight broke out across the palace between the rest of the guards, with the loyalist quickly gaining the upper hand and dispatching most of Isalya's followers. Isalya was taken into custody, and after a long series of painful interrogations, was publicly decapitated. What followed these events was a purge within the government in which anyone who was sympathetic towards Isalya was stripped of their power and imprisoned. While the princess' plot was an utter failure, the fact that a royal would try to overthrow the regime is still seen as a sign of hope for all who fight against the empire.

The Great War
Main pages: Repzork-Nepharian Cold War, Great War, Galderan-Repzork War

Pre-War Events
A few decades prior to the Great War, the Repzork caught wind of the Zaretian Monarchy, which had been taken over and heavily militarized by King Breys several years prior and had been rapidly expanding its borders. Impressed by their vast army and fierce reputation, the Repzork sent emissaries to the monarchy to discuss an alliance between the two nations. Though the two had certain ideological differences, they had much more in common. After several days of talks, the Zaretians signed a treaty with the empire. Since then, the two have traded techniology and resources, shared technology, and have fought alongside one another on the battlefield.

Later, the Repzork began expanding into a region of space that was within the sphere of influence of the Holy Nepharian Empire. Several minor alien nations, as well as various ancient artifacts, resided in the area. The Nepharians had been spending the past several years gradually turning the natives into dependent states. They were also providing them with weapons in exchange for artifacts and were establishing migration routes for Nepharian citizens. Seeking to expand their influence and claim the artifacts for themselves, the Repzork moved troops into the region while proposing alternate, oftentimes better deals to the natives while introducing them to the teachings of Oltavar. For one reason or another, certain aliens quickly side with the Repzork and eventually began attacking Nepharian supporters. This triggered a cold war between the Repzork and the Nepharians, with the region becoming a hotbed of proxy conflicts between its inhabitants. Initially, the Nepharians held an advantage as they already had a presence in the region, but following the Phyle Kran Rebellion, the Repzork gained the initiative as the Nepharians were thrown into disarray.

While the Repzork and Nepharians contend over artifacts, sometimes to the point of small-scale fighting, neither side has committed to a full-scale war. In fact, the Repzork have sold some of the ancient artifacts they have collected back the Nepharians as they have no use for them; this form of appeasement is tolerated as it provides the Repzork with funding while allowing them to focus their efforts on more important fronts.

The Repzork eventually encountered the Khasii. Finding them to be unworthy of life and wanting to acquire their vast riches, the Repzork begin raiding Khasii colonies, with attacks increasing in intensity as time progresses. Though the Khasii boast a strong military, it is extremely small, and as a result, they need to rely on their allies in order to defend themselves. Though the empire is occasionally repelled, they still find success, and accumulate a great deal of wealth in the process.

Outbreak of War
Following their defeat by the newly-formed Peacekeeper Alliance, the Margan approached both the Repzork and the Zaretian Monarchy to negotiate an alliance to fight back against the Peacekeepers. While both parties were wary of the Margan and their xenocidal ways, they knew they could not ignore the threat the Peacekeepers posed to their way of life. As such, Emperor Zervath, King Breys, and High Priestess Massachiah agreed to meet in Breys' palace on the Zaretian throneworld of Zartar. Just as talks began however, the palace was attacked by Rach operatives tasked with assassinating the three leaders. The assassins were repelled by the guards, though they sustained several casualties over the course of the attack. Outraged by the Rach's brazen move, Zervath and Breys both pledged their support to the High Priestess and the three create a pact with the stated goal of safeguarding their way of life from those who would try to police them and subsequently declared war on the Rach and the Peacekeeper Alliance as a whole, marking the beginning of the Great War.

Alongside the Margan and Zaretians, the Repzork launched a massive offensive against the Peacekeepers, focusing especially on the Rach, the founders and leaders of the alliance. The Rach quickly suffer catastrophic losses as while they are masters of stealthy, their military was not prepared for large-scale conflict. The combined offensive forces the Peacekeepers on the defensive. Warbot Industries and the Confederation of Derahs launch a combined counter-attack against the Repzork, with both armies deploying their vast reserves of autonomous forces as the vanguard, though this did little to slow them down. Shortly thereafter, the Karahotdoum Empire, having decided to directly intervene in light of Warlord atrocities, joined WBI and the Confederation in their assault. The Repzork managed to hold the line for some time, but due to the Zaretian's crushing defeat at Zetta Secundus at the hands of the Aeveria Confederation, both the Repzork and Margan were forced pull back in order to cover their flanks. To assist the monarchy in rebuilding and revising its navy and combat doctrine, the Repzork sent them engineers, resources, and tacticians. They also sent weapons to the Conkirite Dictatorship, who declared their allegiance to the Pact after their rival, the Acropolan Empire, formally joined the Peacekeepers.

The Warlords regained the initiative when they were joined by the Necraal, who mobilized their large and heavily mechanized armies against both the Aeveria Confederation and the Confederation of Derahs. The empire focused its efforts on the Karahotdoum and WBI. However, the Peacekeepers were soon joined by the Empire of Diablos, who launched a major offensive against the Warlord Pact. The Repzork suffered heavy casualties at the hands of the Diabloian army and lost a sizeable chunk of the territory they had captured before they were able to stabilize the front. In response, several weapons development programs initially aimed at countering the Aeverians and Karahotdoum were redesigned to deal with Diabloian assets.

A few months later, the outpost world of Nalg-11-C was attacked by Biomatter of Hive Asag, a young hive that had not been encountered previously. In response, the empire deployed troops into Nalg's local sector to hunt down and exterminate any signs of infestation that they came across. But while the empire believed the Biomatter to be an affront to Oltavar, they were still considered to be low priority due to the war with the Peacekeepers. This changed with the fall of the urbanized world of Rotunin to the forces of Hive Fafnir. Realizing that the Biomatter were a bigger threat than they had anticipated, the empire began a 'crusade' with the goal of wiping them out. In a rare moment of cooperation, many from the Dissident communities came forward to volunteer, as while they did not agree with the Repzork government, they recognized the threat posed by the Biomatter to all life.

While invading a WBI production world, the Repzork made contact with the Skrey, who were attacking the planet in order to acquire technology and were unaware of the ongoing war. After some initially rocky negotiations, the two agreed to assist each other in fighting a mutual enemy. After the battle, the Repzork opened talks with the Skrey and introduced them to the Warlord Pact. The Skrey promptly joined, and the Warlords began providing them with technology, weaponry, and logistical support. Later, the IAE also joined the Pact after talks with the Necraal, though they limited their support to weapons and materiel.

Following the Zaretian's failed assault on the Betel homeworld, the Repzork launched their own offensive against the Recyclers, hoping to claim their vast trove of resources for themselves while simultaneously destroying the new Peacekeeper before it became a major threat. In their first engagement, the Betel managed to narrowly defeat the Repzork and forced them to withdraw. But the Repzork kept pressing their offensive and scored several successive victories, with a number of Recycler colonies falling in the process. But while imperial forces are superior to the Betel in almost every aspect, their efforts have still been hampered by the unique environments of Betel planets as well as by guerilla fighters who can keep fighting months after an invasion. Their advance into Betel space would eventually lead the Repzork to Xeverra, who had been raiding the Betel for their resources for some time. The two became quick allies, and the Xeverra became a member of the Warlord Pact.

While the Repzork were focused primarily on the Great War, they were still engaged in small-scale conflicts elsewhere, primarily in order to acquire new territories and resources to support the war effort. During one of these invasions, the aliens the Repzork were attacking sent out an open distress signal; this transmission was caught by a scout fleet belonging to the Empire of Galdera, who sent a response fleet to investigate. As soon as the fleet arrived, the Repzork opened fire on them, assuming they had come to help the defenders and not realizing who they were. The Repzork had the upper hand until Galderan reinforcements arrived and pushed them back. It was during the subsequent ground battle that both the Repzork and Galderans realized that they were fighting their fellow Arkevon. Though this caused confusion among Repzork troops, they kept fighting until they were forced to withdraw from the system.

After interrogating several prisoners, the Repzork learned what had come of the Nolsarian Empire and that they were still devoted to the teachings of Syleris. Knowing that the Galderans would almost certainly retaliate, the Repzork mobilized as many troops as they could and warned the Warlord Pact of the events that had transpired. Not long after, the Galderans launched an offensive into Repzork space with the goal of bringing them under compliance. Though the Galderans possessed superior technology, the Repzork were able to, for the most part, hold them at bay. The Galderans soon discovered the Repzork's involvement in the Warlord Pact and the Great War, and began to secretly construct fortress worlds with built-in Warpgates that they would later use as forward bases against the Warlords.

Operation Thunder Charge & the First Battle of Norsus
Five years into the war, the Rach were on the brink of defeat; their military was crippled, and most importantly, the stealth generators protecting their homeworld, Norsus, were falling. To plan how they would deal the killing blow to the founders of the Peacekeeper Alliance, Warlord leaders convened on the Margan Worldship, Holy Thereia. Rather than an all-out assault, the Warlords agree to launch several simultaneous offensives against the major Peacekeepers, leaving them unable to reinforce Norsus. This operation is code-named Operation Thunder Charge. The Repzork, alongside the Orion Dynasty, are assigned to attack the Diabloians. A smaller force is also sent to assist the Xeverra and Golden Blade's assault on the Aeveria Border Blockade.

A few weeks later, Thunder Charge is initiated, and millions of Repzork and Margan forces were deployed in unison against several Diabloian colonies. Caught by surprise, the Diabloians had little time to prepare before they were set upon by Warlord forces. Heavy fighting broke out across the sector, particularly on the Diab colonies of Ailvanos, Sevethos, Baltreos, and Dekeos, all of which are eventually captured by Warlord forces with the exception of Dekeos. After establishing a foothold in Diabloian space, the Warlords advanced until they lost momentum following their defeat at the Seldos system. They are eventually pushed back to their foothold, but not before causing significant damage to several colonies and seeding many of them with devastating crystal infestations. The Diabloians mounted a major offensive against the Warlord foothold, but ultimately failed to push them out. Repzork forces immediately began to fortify the foothold, which would later be used to mount further offensives into Diabloian territory.

Meanwhile, Repzork forces played a small but important role at the Aeverian Border Bloakcade. Warlord and Aeverian forces fought for several weeks, during which the Warlords dealt considerable damage to the Aeverian navy and their outer colonies. However, they failed at breaching the blockade; the Aeverians lured the Warlords into a trap and surrounded them. Though they sustained considerable losses, Repzork, Xeverran, and Zaretian ships were able to escape after the Golden Blade fleet sacrificed itself to hold the Aeverians at bay. Repzork forces involved in the assault erected a monument in their honor in the days following their escape.

Though they failed to breach the blockade, Thunder Charge was a resounding success. The major Peacekeeper powers had been knocked into disarray, leaving Norsus open to attack. However, most of the Warlords had incurred severe losses, the Repzork especially due to their ongoing war with the Galderans, and were unable to mount a major assault on Norsus. This left the Margan and the Zaretians with the task of finally defeating the Rach while the other Warlords held held their ground. Nevertheless, the Repzork and other Pact members did send a small number of troops to assist in the invasion.

The invasion of Norsus began as soon as the last stealth generator fell, and quickly devolved into a bloodbath as the Rach defenders were swiftly overwhelmed. Though still reeling from Thunder Charge, the Peacekeepers sent a small number of reinforcements, though they proved insufficient to hold back Warlord forces. Repzork troops involved in the invasion played a minor role by engaging Diabloian forces. At the conclusion of the battle, with the Peacekeepers covering their retreat, the Rach opened a portal into the Warp and fled into it, the Margan chasing after them. Peacekeeper forces promptly retreated, having no longer having a reason to defend the world, which fell under the control of the Zaretians. With the Margan gone, the Repzork and Zaretians were left as the de facto leaders of the Warlord Pact.

Post-Norsus
Several weeks after the fall of Norsus, the Empire of Galdera completed the construction of its fortress worlds. A vast armada under the command of Vier Varo Arvintis, whose flagship was the IANV Her Majesty's Rergards, a Goddess-class assault dreadnought, was sent through the warpgates and deployed into the region. As this took place, the Galderan empress, Kazadair III Hieruset, broadcasted a region-wide message proclaiming the Galderan's presence in the region as well as their intent to defeat the Warlords. The Repzork scrambled to prepare their defenses, but they had little time before Varo's forces arrived and launched several simultaneous attacks against the Repzork and other Warlord targets. At the forefront of these attacks were the Orsaron, cybernetic supersoldiers that the Galderans had been amassing for several years prior.

The Repzork suffered heavy losses at the hands of the Galderans and were pushed back on almost all fronts. This is especially the case in Betel space, where Repzork forces were at risk of total defeat. In an act of desperation, the Repzork have enacted a scorched-earth strategy and have utilized weapons previously not authorized for the front, such as orbital bombardment and plasma bombs, to even the playing field while denying resources to the Galderans and Peacekeepers. This has in turn displaced many Betel, some of whom have turned to committing terrorist acts on Repzork and Xeverran colonies in retaliation.

At the Diabloian foothold, Repzork forces have managed to hold their ground with the help of Necraal and Zaretians, who sent in troops to make up for the Orion Dynasty's absence. The front is currently locked in a tenuous back-and-forth stalemate, with some planets and systems changing hands frequently.

Territory
The empire is divided into several 'spheres', also known as sectors. Each sphere is specialized towards fulfilling certain roles and has its own distinct cultural traits. As the empire continues to grow, more spheres will be created as the need arises. Scattered among the spheres are the Repzork's various client states. For the purposes of mapping and directions, 'north' is considered to be in the direction of the galactic core.

Spheres

 * Sector 01/Royal Sphere: The Royal Sphere is the innermost sector of Repzork space. It is comprised of colonies established during the earliest years of the empire, and includes the worlds captured from the Delrusar Imperium. The most prominent world here is Alrukai, the capitol of the Repzork Empire and the home of the royal family. The worlds here are predominantly urbanized and are heavily populated. The culture of Sector 01 is heavily conservative and refined; the vast majority of citizens here are wealthy and are zealously loyal to the government and the teachings of Oltavar. But there is also a hint of humbleness among them, as a number of worlds in the Sphere require resources from other colonies in order to fully support themselves.


 * Sector 02/Command Sphere: The Command Sphere is reserved exclusively for the military and is the second largest sphere of the empire, only lagging behind the Middle Sphere. It is here where the vast majority of troop training, arms production, and military research takes place, and is also the location of high command. It also acts as the final line of defense between an invading force and the Royal Sphere. Civilians are not permitted to enter Sector 02 unless they have been granted access by an officer or are passing through to get to Sector 01. However, there are residential areas for soldiers that are not currently deployed on a battlefront and for those who have decided to permanently remain in the military.


 * Sector 03/Middle Sphere: Sector 03 is the largest and most populated sector of territory and is constantly growing as new colonies are added to its domain. The worlds here are diverse, ranging from dedicated mining colonies to urban centers focused on trade with foreign nations. The majority of the nation's food and resources are gathered from here, making the Middle Sphere extremely influential in the empire's politics despite not being as wealthy or as powerful as Sectors 01 and 02. Most of the empire's client nations also reside here by virtue of the empire's constant expansion; like the Command Sphere, citizens are not allowed to enter the client states unless they have been granted access or need to pass through to reach elsewhere. Military fortress worlds also dot the Middle Sphere and are tasked with protecting nearby colonies.


 * Sector 04/Outcasts Sphere: A relatively small sphere located within the eastern portions of Sector 03, the Outcasts Sphere is where most of the empire's 'dissidents', those who disagree with the Repzork's policies and way of life, reside, segregated from the general population. Any so-called dissidents that are found elsewhere in the empire are generally relocated to this sector. Travel is not restricted, though is generally ill-advised and will result in suspicions about the traveler's loyalties. Those in the outcasts sphere are notably less well-off than their more loyal neighbors, with some living in poverty and/or in overcrowded settlements. The government maintains a tight grip in this sphere and works around the clock to maintain order and indoctrinate the populace, particularly the young; loyalty to the empire is usually rewarded with the ability to leave the Outcasts Sphere and move to Sector 03. The government maintains order by having the populace perform meticulous busy-work, severely restricting their access to weapons, and making the sphere as a whole reliant on other sectors to maintain and protect itself.


 * Sector 05/Outer Sphere: As its name implies, the Outer Sphere is the outermost portion of the empire's territory. It can be divided into the inner portion and the outer portion. The inner portion is comprised primarily of recently-established colonies. The outer portion is governed chiefly by the military, and is where the empire fights the majority of its wars; as such, the outer portion consist of various military installations. Outer rim colonies are typically sparsely populated mainly due to the fact that the Outer Rim is the most frequently attacked sphere. To incentivize population and keep potential overpopulation issues in the other spheres at bay, the government offers benefits to those who reside in the Outer Sphere as well as compensation in the event of an attack, though this has not been as successful as the government hoped. Those who reside in this sector are often seasoned military veterans as they are more willing and prepared to deal with the potential hazards of living in the sector.


 * Sector 05-2/War Zone Blue: War Zone Blue is the sphere most directly involved in the Great War. It is made up of numerous fortress and production worlds as well as colonies captured from various Peacekeeper powers, namely the Diabloians, Betel, Rach, WBI, and the Karahotdoum. War Zone Blue is also the most chaotic and unstable region of imperial space, with colonies frequently changing hands as the war progresses.


 * Sector 05-3/War Zone Red: Until recently, War Zone Red was where the fight against the Empire of Galdera was taking place. Since the Galderan's intervention in the Great War, Red has calmed significantly, with only occasional skirmishes between the two; however, both parties keep diligent watch of the sector.


 * Sector 05-4/Quarantine Zone Black: Zone Black is where the Repzork's efforts against the Biomatter of Hive Asag are taking place. As a precautionary measure, the colonies here have been evacuated as troops combs through the region and attack any sign of infestation that they come across.

Notable Colonies

 * Alrukai: Alrukai is the capitol of the Repzork Empire. Its public infrastructure and government facilities, with some exceptions, are situated underground while numerous fortresses on the surface ward off invasion. Plans are currently underway to construct a massive planetary shield that will protect the entire world from orbital bombardment. Said shield is to be supported by a network of nodes scattered across the planet's surface that are powered by Alrukai's core and by solar energy. If successful, the Repzork intend to construct similar networks on other high-value worlds.


 * Volusai: Volusai acted as the primary military command center until it was superseded by Valakar Station. Today, it is an exceptional training and production center that manages the military's activities within the Royal Sphere, allowing Valakar to focus elsewhere.


 * Valakar Station: Valakr station is the empire's largest existing starbase and serves as the headquarters for the military. As well as acting as a mobile command center, Valakar is heavily armed and armored, features built-in hangars, factories, and stardocks. It also has several thousand guards inside of it at all times. Valakar is currently in orbit around Alrukai.


 * Drekelsis: Drekelsis is an isolated world on the furthest edges of Repzork space that is used for researching the Biomatter. The world was selected because of its predominantly cold climate, which has been caused by an ongoing ice-age, as well as the fact that the world has relatively little biomass for the Biomatter to feed on. The installations on Drekelsis require life-support systems as Repzork cannot breathe the planet's atmosphere.


 * Baltreos: A former Diabloian colony, Baltreos was captured by Repzork and Margan forces during Operation Thunder Charge. Having since been extensively fortified, the Repzork now use the planet as their primary forward base in their war against the Diabloians.

Government
The Repzork government is an absolute monarchy with all power ultimately resting on the emperor or empress. Due to the empire's vast size, most positions are delegated, leaving the royals to focus on the most important matters.

Jurisdiction
The empire's Spheres are broken down into sub-spheres, which are then further broken down into progressively smaller sub-divisions that are each overseen by one or more appointed officials. Both civilian and military controlled territories operate in this manner, though they have distinct differences. In civilian territories, most positions are comprised of elected officials. Officials in higher jurisdictions can also call to have lower-ranking officials removed, but this requires a vote by the lower official's constituency before they are removed from office. The only exceptions to this are if the lower official has been accused of a crime or if the emperor has demanded their removal. In military territories, commissioned officers are appointed to oversee an area, rather than elected, and can be removed at anytime for any reason. The military can take command of a civilian territory or colony when deemed necessary, such as during an invasion, or if the previous ruler was killed.

Colony
Colonies are administered by a governor who serves a six-year term. Generally, a colony's first governor is decided by the District leader, or in the case of Systems with multiple colonies, by the lead planet. Subsequent governors will then be elected by the populace. In other cases, particularly with former military colonies in the Outer Sphere, a military official will be in command of a colony until it is deemed fit for an election.

System
Star systems with a single colony will be administered by that colony's governor. In the case of planet's with multiple colonies, the most developed colony is chosen as a system's capitol. The governors of each colony will meet at the capitol on a regular basis to discuss issues and vote on policies.

District
Districts are comprised of multiple systems. They are overseen by district managers, who are officials that represent each system within the district and serve five-year terms. A district's capitol will be decided by a vote between the managers. The boundaries of a district are based heavily on population; ideally, each district within a sub-sphere will have roughly the same population, ensuring that the populace is equally represented.

Sub-Sphere
Sub-spheres are made up of two or more districts and are administered in much the same way. They are overseen by senators, who represent their sub-sphere in the legislature. Like district,s sub-spheres are divided by population to ensure equality within the legislature. A consequence of this is that sub-spheres can vary dramatically in size; for example, sub-spheres in the Royal sphere are small whereas some sub-spheres in the Middle and Outer spheres are very large.

Client State
Client states are alien races which have either surrendered or have been conquered by the Repzork. The first client state was created in 2273 by Empress Valodara II, an uncharacteristically diplomatic monarch who had long considered the Repzork's tendency to outright destroy alien races to be wasteful and unnecessary. Since the program's inception, several conquered races have been turned into clients, with a few even gaining the Repzork's full trust; however, not all conquered races will become clients, and for one reason or another, will still be exterminated.

Initially, client states are governed by the military, with one or more specially-trained commissioned officers being assigned to oversee the Repzork's activities in the occupation zone. The military's primary goals are to reestablish order, rebuild the infrastructure to acceptable standards, and provide aid to the wounded, hungry, and sick. Once the client state is considered ready, the military passes the role of leadership unto the sub-sphere, which will then appoint one or more individuals to oversee the client; a garrison of troops will remain behind to defend the client state from attacks and to enforce the empire's authority. The client state is allowed limited autonomy and can both elect their own leaders and produce their own laws; however, while these leaders are permitted to negotiate with their appointed overseers, they cannot overrule them, and their laws can be rendered void by the Repzork if they see fit.

In exchange for limited autonomy and protection from foreign threats, client states are required to provide the Repzork with a portion of the food and resources they produce every month, any new technology they create, and anyone eligible to serve as auxiliary soldiers in the military. The amount that each client state must provide varies on a case-by-case basis. Auxiliaries are required to undergo an indoctrination program before serving as a means of ensuring that they loyal-or at least obedient- to their superiors. Once they complete indoctrination and training, most auxiliaries will serve specialized and/or supportive roles. Those who prove their merit and loyalty can ascend to higher ranks and become officers and have other auxiliaries under their command. Though extremely rare and very controversial, a few auxiliaries have ascended up the ranks to become generals and even have Arkevon serving under them.

Client states are subjected to a barrage of propaganda and indoctrination programs, most of which are aimed at the younger generations, at least initially. This is part of the Repzork's goal of 'reforming' the client states and making them become more like the Repzork, and thus, fit to exist in the galaxy and live alongside Oltavar. Those who show genuine loyalty towards the Repzork receive various benefits, such as more colonies, reduced resource and food taxation, the right to visit and reside on Repzork colonies, and even representation within the senate, though this has thus far only happened a small handful of times throughout history.

Royal Government
The Royal government is the authority responsible for managing the empire as a whole. It is split into the Sovereign, Legislative, and Judicial branches.

Sovereign Branch
The Sovereign branch is the supreme governing authority in the empire. It is controlled by the reigning emperor or empress, who rules either until they die or they retire, in which case the throne will be passed down to their chosen heir, which is traditionally their significant other or one of their children, though there have been rare cases of other family members being chosen instead. There is no limit to the sovereign's power; their commands are absolute, and cannot be overruled.

Since before the Wars of Unification, the position of Sovereign has been controlled by the Nezekar dynasty, a dynasty that has its origins in ancient Nolsaria before the followers of Oltavar fled to Kalkria. While the Hieruset dynasty of the Galderan empire is comprised of members whose ancestry can be traced back to multiple dynasties due to intermarrying following the Wars of Unification, the Nezekar dynasty is almost entirely comprised of Kalrian blood, much like the rest of the empire. The Nezekar tends to lean heavily towards traditionalist ideals, militarism, and the teachings of Oltavar. The current emperor is Zervath Nezekar V, who has ruled for 54 years and is currently 91 years old.

Legislative Branch
The legislature is a unicameral body of representatives from the empire's sub-spheres. It is their task to produce and vote on legislation, which if passed, will move up to the sovereign for approval. In theory, the legislature holds no actual authority, as the sovereign can veto any and all of their legislation, remove senators, and declare his own decrees that do not require a senate vote to be approved. In practice, however, most monarchs (though not all) have instead cooperated with the legislature to pass laws that the majority agrees on and have only dismissed legislators for violations.

Judicial Branch
The Judicial branch's task is to apply and enforce the laws passed by the sovereign and the legislative branches. Every colony, district, and sub-sphere have their own network of courts; if a case manages to move past all three, the case will then be moved up to the Sovreign's Court, which is comprised of judges appointed by the reigning monarch. If in the rare case it is moved past the Sovreign's Court, it is then presided by the emperor or empress personally.

Armed Forces of the Repzork Empire
The Armed Forces of the Repzork Empire (AFRE) is the empire's military. It is the nation's largest, most influential, and most well-funded government institution. The emperor or empress acts as the commander-in-chief. Below the emperor is the Marshal's Council, which enacts the emperor's will while also acting as an advisory board. The council is comprised of the highest ranking officers from each service branch. While the council has predominantly been comprised of Repzork, officers from client states have been able to attain seats, albeit very rarely. The subject, like others, remains controversial, and the monarchy has gone back and forth between allowing and forbidding client races from council membership.

The AFRE is comprised of the Army, Navy, Marines, and the Air Force. Both the Army and the Marines are responsible for land-based operations, but the Army tends to operate within imperial territory, where it defends against invaders and helps maintain order, whereas the Marines works in close conjunction with the Navy and is deployed to foreign and unclaimed territory. The Marines also defend Navy ships and participate in boarding operations. The most senior officer of each branch is the Lord Marshal, of which there is one per branch. Below the Lord Marshals are the generals, who oversee land operations, and admirals, who command fleets. Generals and admirals are deployed to a front in pairs or evenly-sized groups.

The AFRE is well-rounded and can adapt to most battlefield scenarios, but they excel in offensive maneuvers. Repzork doctrine generally revolves around gradually wearing an enemy down through constant attrition and sieges. The Navy organizes its fleets into layered formations that advance towards the enemy and will either encircle them or exploit a weak point in the enemy's formation in an attempt to scatter them. Ground operations rely heavily on the use of mechanized units backed by infantry support. In terms of design, Repzork military equipment emphasizes quality over quantity, and focuses primarily on armor and firepower. Some vehicles do forego armor for speed, and are used chiefly for harassment and hit-and-run tactics.

All able-bodied citizens, including those in the Client States, are required to serve a minimum of four years in the military after they complete their primary education. Soldiers are allowed to return home if they have been severely injured. Once the mandatory service time has concluded, soldiers can either return home or continue serving. All veterans are automatically entered into the reserves, and will be required to train every three months in order to keep their skills sharp. While not currently mandated by imperial law, some planets punish certain criminals by forcing them to serve in the military.

Culture & Society
The Wars of Unification, the exodus, and the early post-exodus years all had a significant impact on Repzork culture. Prior to these events, the Kalrians, despite their continued rivalry with the Nolsarians, were slowly becoming more democratic, more secular, less imperialistic, and more open towards outsiders. But during the colonization of Alrukai, the Repzork's focus shifted completely towards ensuring the survival of their nation at all costs, and in the process, these values were seen as having bred weakness and were gradually discarded in favor of a fascist ideology that emphasized military superiority, absolute loyalty to the government, faith in Oltavar, and the purity of the Repzork race.

The Repzork place victory above all else when it comes to war, and they are willing to utilize any available strategy to gain an advantage over their adversaries, even if it comes at a considerable cost to themselves, up to and including entire colonies. To them, so long as it does not endanger the empire as a whole, no price is too high, no sacrifice too great, and no tactic is 'dirty'. Most do not have any concept of honor or mercy, at least towards foreigners, and see such ideas as expressions of weakness and/or foolishness. In fact, the Repzork will often use an enemy's morals against them to goad the enemy into making a reckless decision or to lure them into a trap.

Reverence towards the military can be found throughout society, especially in propaganda, where they are featured extensively. Media glorifying service, war, and conquest is commonplace. To valiantly fight and die for the empire is considered to be a great honor. Most Repzork are trained from a young age how to fight and service equipment such as weapons, ensuring that they will be ready for proper training when it is time to serve. Pacifism has no place in society, ans is generally a quick way for one to find themselves relocated to the Outcasts Sphere. Disrespect towards the military is also heavily frowned upon, though criticism towards individual members is not, depending on the context.

A xenophobic streak runs through Repzork society, though it has very slowly waned with time. In the early days of the empire, due partly to their conflicts with other imperialist powers such as the Delrusar, the Repzork generally distrusted or outright hated aliens, considering them to be lesser beings that stood in the way of progress. The empire did not hesitate to destroy any nation that it came across. This only began to change when later emperors saw the potential benefits of allying with other like-minded military powers and of the subjugation of defeated enemies rather than their outright destruction. In modern times, most Repzork still consider most life to be inferior, though they make an exception for their allies and loyal clients, considering them to be equals. Nevertheless, sometimes extreme distrust of any and all foreigners is still relatively commonplace in some areas.

The Repzork have fought hard to maintain what they view as their 'purity', which to them, is both biological and cultural. In days past, they would sterilize those who had genetic abnormalities in order to prevent them from spreading their genes; many were also opposed to the idea of breeding with other ethnic groups besides their own, though this viewpoint was on the way out. Advancements in genetic engineering have allowed the Repzork to cure most ailments, or at least prevent them from spreading into the offspring, causing sterilization to die out. Breeding with other Arkevon was not an issue in the post-exodus years until the recent appearance of the Galderan Empire. Though unlikely to occur, procreation with Galderan-born Arkevon was swiftly banned, as the Galderans were seen as not only as genetically impure, but also culturally impure for having mingled with other alien cultures.

Though men and women possess equal rights and privileges and are both required to serve in the military, the government frequently encourages certain gender roles. Males are encouraged to stay in the military for longer periods of time while women are typically expected to return home and help maintain the home front, which to the Repzork means the empire as a whole. This has resulted in many occupations being dominated by women, including jobs important for maintaining the military, such as weapons production and research & development. The government also encourages women to have many children and provides benefits to new and large families. Many notable exceptions to these norms do exist, such as Likana Raldalvi.

Most Repzork architecture emphasizes function over form and is utilitarian in design, with exceptions typically being religious or ceremonial in nature. As stated before, most cities are constructed underground, and are typically located underneath a mountain or other large landmasses. Entrances are typically located at natural or artificial choke points. Occasionally, these cities extend above ground, though are still primarily subterranean. Above-ground cities also exist and have gradually been becoming more commonplace in certain regions. Regardless of location, cities have a noticeable military presence within them and are well-fortified with bunkers, turrets, and shield generators, and traps. Likewise, many military bases are also situated underground, though it is uncommon for subterranean bases to be built in unclaimed and/or contested territory.

Oltavar
The vast majority of Repzork follow the teachings of the god, Oltavar, also known as the Allfather. According to lore, Oltavar is a god of war, death, challenge, and destruction who lived alongside a pantheon of gods and goddesses. They were the most powerful beings in the primordial realm of Helia, where the gods each carved out their own domain and created divine servants to enact their will and tend to the land. The gods lived in relative peace until they went to create Kourva, the realm of mortals. They quickly began to argue over how Kourva should be created and who should create the life within it. Arguing soon escalated into violence, and the gods began to wage war against one another. The gods fought for many years, but one by one, they were defeated by Oltavar, who consumed their bodies in order to claim their power. By the war's end, Oltavar was the only god left standing, and thus was the undisputed king of the universe. The servants of the dead gods fled into the Qualdar, the chaotic darkness that surrounds the realms, and would forever be known as demons.

With his newfound powers, Oltavar began creating the mortal realm. He began by lighting a great fire within the Qualdar; this fire, which continues to burn to this day, spread rapidly across the unending darkness, and in its wake, left behind ashes and embers. Oltavar used the ashes to create the planets and asteroids, while the embers were used to create other celestial bodies, such as stars and galaxies. He brought water to Kourva by taking it from the seas of Helia. Oltavar then took some of the water, enchanted it with his powers, and mixed it with dirt to create plants and animals.

On the final day of creation, Oltavar took a knife and sliced his own arm. He collected the blood from his wound and poured it into Kourva. Some of the blood fell into the sea while the rest fell unto the ground. The blood that dripped into the sea created the Arkevon, while the blood that fell upon the soil produced the Karusar. Oltavar then breathed life into the Arkevon and Karusar, granting them souls. The god then taught the Arkevon and Karusar how to live a good and righteous life and charged them to be Kourva's stewards. But while the Arkevon welcomed Oltavar and saw the Karusar as their brothers, the Karusar rejected Oltavar's teachings, and sought to kill the Arkevon as they saw them as competition. In response, Oltavar cursed the Karusar, declaring that they would one day be destroyed, a prophecy that would be fulfilled many years later. After concluding his teachings to the Arkevon, Oltavar ascended to his throne in Helia, from which he can see all of creation.

Oltavar's teachings are codified within the Ilvaina, ancient text that is said to have been written by the priest and priestesses who spoke to Oltavar personally. The book also contains instructions for various rituals, tales from both Kourva and Helia, a complete history of Oltavar, the gods, and their servants, a book detailing various other mythical creatures and spirits, songs, poems, and a small number of prophecies towards the end. Several additions have been made over the years by individuals who supposedly had encounters with Oltavar and other divine beings, but whether or not these texts are considered canon is a matter of fierce debate and varies between sects.

The main tenets of Oltavaran faith are the reverence of Oltavar and the ancestors as well as living a righteous life. Worship of Oltavar is generally a community affair and takes place at outdoor temples and shrines. The faithful gather to praise the Allfather, beseech him for his blessings, and to thank him whenever they find success. As the so-called lord of war, it is especially common for military personnel to come to Oltavar before and after battle. Ancestral worship is just as important as revering Oltavar himself, and in some sects, is considered to be even more important, as Oltavar placed a great emphasis on pleasing one's ancestors. Whereas rituals dedicated to Oltavar are held in public, ancestral worship is considered to be a private affair, and takes place in a secluded place alone or with one's family members. The living some to their ancestors for guidance, strength, and to ask for forgiveness for transgressions.

To live a righteous life is to please one's ancestors while also proving one's worth to Oltavar, even if they not know of his existence; unlike many other religions, faith in Oltavar is not required to earn a place in the afterlife. Compassion towards the poor, sick, and needy, defending one's brothers, bravery, serving in the temples, and taking care of the environment are just some of the ways in which one earns the favor of Oltavar. The Allfather is said to have little patience for cowards, arrogance, those who destroy for no reason, murderers and liars, or those who take advantage of the downtrodden. There is no default way of pleasing one's ancestors, and it can vary from bloodline to bloodline. Military service is seen as one of the greatest ways to earn Oltavar's favor, particularly those who fight valiantly. Some believe that honor is also required, though this is another matter of debate. Those who have appeased Oltavar and their bloodline earn a place with them in Helia. Those who do not are doomed to wonder the Kourva as spirits or are cast into Qualdar to live in eternal darkness.

For most of its history, there was no single religious body to unify the followers of Oltavar. This is because it was seen less as a rigid religion and more of a semi-flexible set of traditions and values. In fact, there is no name for their belief system; adherents simply refer to it as Oltovaran faith. As a result, each community and/or nation had their own interpretation of the Ilvaina. Though this did cause some conflict, they were still largely unified by their uncompromising belief in Oltavar himself and a desire to appease their ancestors; to kill one simply for having different beliefs was frowned upon in most communities. This changed following the Wars of Unification and the subsequent exodus when the government appropriated Oltavar's teachings to push their agenda. Oltavaran faith was made the state religion, and a government-funded church was established, as well as a list of accepted and 'unpatriotic' beliefs. While controversial at its founding, this church has since become an accepted and massively influential force within the religious community.

While other religions are legally tolerated within Repzork space, followers are not allowed to display their beliefs in public, and instead must do so in the privacy of their own homes. The government reserves the right to ban 'dangerous' beliefs and arrest those found practicing them.

Sacrificial Offerings
"The soldiers of the Peacekeeper Alliance are little more than food to Oltavar."

"You have no reason to be afraid, for this is a gift. You have been spared from the darkness of judgment; you shall serve Oltavar well in the next world." - A Repzork priest moments before sacrificing a prisoner.

"Command assumed that the facility was just another prison camp, no different from the ones the Zaretians use, if a bit smaller than usual, so we were tasked with going in and liberating it. Get in, get the prisoners, and get out. Standard procedure. But we we approached the camp, we quickly noticed that the Repzork had seemingly abandoned the area. We encountered no resistance between us and the camp, not even a single soldier. It was a strange sight, but nevertheless, we decided to keep going. It was as we reached the camp perimeter that we realized something was wrong: the stench of blood and cooked flesh overwhelmed our senses. Most of us figured that they were in the middle of cooking breakfast when they upped sticks and left, so at the time we didn't think much of it.

''Given the camp was apparently abandoned, we decided to just go in through the front gate. One of the battlesuits yanked the gate open, and. . . that is when the truth finally hit us. The camp's central courtyard was littered with blood splatters and bits of bone. Four burnt-out bonfires dotted the yard, one in each 'section'. In the very center was a large stone slab almost entirely coated in blood, must have been some sort of altar, if I had to guess. We found a bunch of discarded weapons and pieces of armor packed away in some crates near one of the tents.''

''We searched all around the camp for any signs of life. We found nothing, not even a single corpse. For days we searched the area around the camp hoping that maybe, just maybe, someone had managed to escape. Nothing. They're all dead. Every single one of those prisoners perished. I'm still trying to understand it; how could a modern people do something so horrid?"'' - Excerpt of an interview with an Aeverian soldier.

Ritual sacrifice of both animals and sapient beings is an extremely common practice among the followers of Oltavar. Sacrifices can be dedicated either towards Oltavar himself or towards one's ancestors. Offerings to Oltavar are typically celebratory in nature, and are performed to give thanks to the god, such as after a victorious battle. They can also be performed out of simple reverence or as a means of repentance. Offerings dedicated to one's ancestors are more solemn in nature, and are performed as a means of requesting the ancestor's blessings or to seek forgiveness for bringing shame to the bloodline. Some believe that Oltavar and ancestral spirits consume the souls of the slain as a means of gaining their strength, though others believe that the spirits are instead taken as servants and pets. Outside the empire, the practice is viewed with abhorrence, and has commonly been featured in propaganda as a means of painting the Repzork as bloodthirsty monsters. Such depictions, however, have done little to shift public opinion within the empire.

Due to its its sacred nature, only trained officials, such as chaplains and priest or priestesses, are allowed to perform the ritual. Each step of the ritual must be adhered to closely, particularly if the offering is dedicated to ancestors; while Oltavar is said to be forgiving of small accidents, one's relatives may not. Before the ritual can begin, the area must be prepared. An altar, which is often little more than a stone or metal table with braces to lock limbs into place, is set up in a spacious outside area. Placing the altar inside of a building or an enclosed space is generally frowned upon. The altar is then washed water as a means of 'cleansing' it. Several bonfires will then be set up around the area. Once these preparations are complete, the priests will wait until nightfall. While they wait, the priest will adorn themselves in long, flowing robes and a skull mask.

Once the sun has set, the ritual officially begins with the lighting of the bonfires. Oltavar's faithful then gather around the altar as the priest bring forth the offerings one-by-one and place them upon the altar. The offering then has water poured over them to cleanse them and safeguard their journey into the afterlife. Meanwhile, the priests will recite ancient prayers and chants, which will persists for the rest of the ceremony. After washing the offering, the priest will then pull out a dagger and stab it into the offering's torso. They will then cut a whole around their heart before reaching in with their hands and extracting the organ, which will be lifted up towards the moon as the priest praises Oltavar. The offering's corpse will then be cut into pieces and roasted over the bonfires before being consumed. The priest responsible for performing the ritual will consume the heart while the lesser priests and soldiers eat the rest. This process is repeated until there are no offerings left. If the offering cannot be consumed, then the body will instead be incinerated.

The Repzork are selective about who is chosen as an offering, as it is not only a sign of praise towards Oltavar, but it is also a show of respect towards the offering. The offering cannot be too young nor too old, nor can it be sick. Those seen as unworthy of the gift of life, such as the Betel, are also disqualified, as they are seen as cowardly, dishonorable and unintelligent. Conversely, Diabloians are seen as being the most worthy offerings from among the Peacekeepers. Those who do not qualify for the ritual are either incinerated, indoctrinated (if young enough) relocated to a client state, or are used as test subjects in the empire's various research programs.

According to Oltavar's followers, ritual sacrifice was among the many lessons taught to the Arkevon by Oltavar. While it is uncertain when the first ritual took place, there are many cave paintings depicting a primitive form of the ceremony, making it one of the oldest cultural practices in Arkevan history. It is widely believed that Karusar and animals were both used as offerings, but once the Karusar were wiped out, they were replaced with Arkevon, as there was no scripture explicitly forbidding it. Over the next several centuries, the use of Arkevon as offerings declined. New interpretations and morals came in staunch opposition of the practice, which was compared by many to murdering one's own siblings. It was gradually banned in many locations, and those found performing the act would be publicly humiliated and executed. Eventually, it was banned completely. From then on, only animals were to be used as offerings.

The use of intelligent beings as offerings did not return to the spotlight until the war with the Delrusar Imperium. Multiple regiments, with the support of their chaplains, took prisoners and systematically sacrificed them over the course of the campaign. Word spread quickly, sparking a debate as to whether or not the act was permissible. It was ultimately decided that they were no different from the ancient Karusar, and thus, it was valid. Since then, the act of sacrificing aliens has become a mainstream aspect of Repzork culture and is done on a scale many foreigners would consider 'incomprehensible.' Every year, hundreds of thousands, if not millions, of individuals are used as offerings. It is especially prevalent during religious holidays.

Technology
Though the empire is about as old as the Empire of Galdera, the Repzork are noticeably less technologically sophisticated than their rival. This is due primarily to their conservative views and their differing ways of interacting with outsiders. Most Repzore believe in the notion of 'if it's not broken, don't fix it'; simply put, if there is no immediate need, the Repzork will continue utilizing tried-and-true technology until they are either forced to change or they are presented with something undeniably superior. In regards to aliens, while the Galderans actively work to incorporate new member states and adopt anything considered useful and/or legal, including technology, the Repzork do not do this, with the slight exception of some of the more privileged client states and trusted allies, with whom they will sometimes work with to produce new weapons and tools, such as when they helped the Zaretians rebuild their navy following the monarchy's disastrous defeat at Zetta Secundus, and in turn when the Monarchy assisted in the Repzork's efforts to replicate the Aeverian Overlord. Their conservative mindset has gradually shifted during the Great War due to the need to stay competitive with multiple, sometimes more advanced foes such as the Empire of Diablos, Aeveria Confederation, and and Empire of Galdera.

Transportation
The Repzork's method of space travel is simplistic, but effective: they utilize engines which simply propel a ship at Faster-Than-Light speeds in a straight line towards the destination. Though not as fast as more advanced methods of travel, Repzork FTL engines have been designed to be as stable and as energy efficient as possible. As a result, they can take a great deal of stress before being rendered inoperable. A ship can make multiple jumps relatively quickly before needing to stop and recharge. This was demonstrated to an extreme degree during the Aeverian Border Conflict, where Likana Raldalvi made several consecutive jumps with her Battleship, the Xelvalder, before its engines gave out.

Most terrestrial combat vehicles achieve locomotion via treads, wheels, or a mix of the two. Hover engines are used to a lesser extent; however, Repzork anti-gravity technology is not as advanced as it is in other societies, and as a result, is not as fast nor as efficient, limiting its use to lightly-armored vehicles which typically compensate by being heavily armed and/or extremely fast. Over the past two centuries, they have also begun to create walkers, though development was slow-going prior to the Great War, which saw walker development placed on the forefront of the empire's efforts due to the large number of mechanized walker units utilized by all sides of the conflict. Prior to the war, the tallest walkers were about 50 meters in height. Just prior to Norsus, the Repzork developed the ODV-3 Vasekar, which stands at over 250 meters tall and now serves as the empire's most powerful terrestrial assault weapon.

Most aircraft utilize rotor wings, jet propellers, or both. Anti-gravity engines have slowly become more common as the technology improves, though is still relatively rare. The majority of aircraft are designed to be used in both space and in an atmosphere, though some notable exceptions do exist. Starships, up to and including cruiser-class ships, have been fitted with large anti-gravity generators that allow them to operate within a planet's atmosphere. Most (though not all) carriers, battleships, battlecruisers, and star bases are all too large and heavy for current anti-gravity technology.

Body Armor
The majority of Repzork military personnel utilize some form of powered exoskeletal armor. This armor is comprised of a jumpsuit, an exoskeleton frame, and the armor itself. The jumpsuit is comprised of a black, skintight material that has a layer of gel inside of it. This gel helps insulate the user while also providing mild protection against ballistic projectiles without hindering the user's mobility. The exoskeleton is the frame upon which the armor and systems are placed upon. A set of internal hydraulics are used to bear some of the armor's weight and augment the user's strength. The armor plating itself is typically thick, rounded, and reinforced with extra plates. Spikes and studs are a common feature, and are sometimes used as weapons or torture devices by slicing and/or bludgeoning the victim. The 'cranial dome' where the optics are located is typically fashioned after a skull. Various pieces of cloth, such as waist and shoulder capes, are common decor. Each suit is painted for a particular environment, and is purpose-built for a particular task, role, and/or environment. All armors feature a moderately powerful shield generator.

Pilots, certain special forces operatives, and other specialized units either utilize a significantly trimmed down form of body armor or wear a non-powered suit. Both will sometimes have an internally or externally powered stealth module to provide some protection. Officers may also forego armor in favor of a more traditional officer's uniform.

Weaponry
Ballistics and other solid-projectile weapons such as railguns comprise the vast bulk of the empire's arsenal. With some exceptions, infantry weapons tend to focus primarily on firepower and take advantage of the exoskeleton found inside of power armor suits to enhance their power without hindering the user, at the cost of making them unfit for an unarmored individual to use. Energy-based weapons, particularly those utilizing lasers and plasma, have become increasingly common over the past few decades, though much like anti-gravity technology, these weapons have largely been inferior to their contemporaries. They generate heat more rapidly, have reduced range, and are more sensitive to the elements, necessitating more frequent maintenance. This has changed rapidly since the start of the Great War as the Repzork continue to modernize their army and reverse-engineer any and all technology they can salvage from the battlefield.

The empire also makes use of a wide array of chemical and biological weapons that they most frequently employ against heavily entrenched positions. Most recently, they have acquired the means to reproduce the incendiary dust that the Galderans first developed.

Warlord Pact
The Repzork find themselves split in regards to the Warlord Pact; many trust at least some of their members, most notable the Zaretian Monarchy and IAE. Most, however, have their doubts about the pact and its members. Races such as the Margan and Asanian Syndicate cast doubt on whether the Repzork should rely on them as allies. Regardless, for now, the empire works with the Warlords, mostly as a means of defeating the Peacekeeper Alliance.

Zaretian Monarchy
Status: Alliance 

"I trust the Monarchy far more more than I trust any other Warlord power."

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

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

The Repzork 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 Empire became involved in the combined-offensive against the Aeveria Confederation.

Margan Empire
Status: Alliance 

"They are a tool, a temporary ally for a temporary problem. Nothing more, nothing less. And once the Peacekeepers and the Galderans are defeated, we will turn our attention to them and their so-called 'Holy Goal'."

"They chased cowards into the void, leaving us to fight on our own, and you expect me to put any faith in them? Madness."

"If it was up to me, I'd have them all burned to death."

Necraal Kingdom
Status: Alliance 

"Their honor is a weakness, but I can still depend on them to get the job done."

"Stay behind the Titans, they'll clear the way!"

"We have our way of life, and you have yours."

Skrey Nation
Status: Alliance 

"Their simplicity is their strength. They don't need any complex weapons or tactics; just give them a big enough gun and drop them right on top of the enemy."

"Maybe we can convince them to become a client state. I'm sure we could bring them to their full potential."

"Dumb, but reliable."

The Xeverra
Status: Alliance 

"Their beliefs are strange to me, but we have common enemies and seek the same goal, so cooperation is natural. I am happy to fight alongside them."

"Their arsenal of robotic constructs is impressive, to say the least; I believe that we can learn much from them. "

"Something seems a little off about them. I don't know what it is, but they freak me out."

The Repzork and Xeverra first encountered one another during a conflict against the Betel Recyclers. Realizing they had a mutual enemy, the two quickly formed an alliance against the Betel and the Xeverra officially became members of the Warlord Pact. On an individual basis, many Repzork find the Xeverra and their ideology strange and foreign, though they are willing to put this aside in the face of far more important issues.

IAE
Status: Neutral 

"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."

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

"They really seem to enjoy those masks, are they embarrassed about something?"

Asanian Syndicate
Status: Neutral 

"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."

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

"Disgusting."

Though on the same side in the Great War, the Empire 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.

Conkirite Dictatorship
Status: Alliance 

"So long as they keep the Acropolan preoccupied I don't care what they do."

"When we have the resources, we'll help them finish off their old rival."

"Are they really allies, or do they just really hate the Acropolan?"

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

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."

"I've always found the stealthy types to be far more entertaining than the average grunt."

"It was there just a moment ago, where did it go?!"

Though the Rach and the Repzork have yet to officially encounter one another, the Empire has 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 Repzork 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.

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 will burn for their foolishness."

"The Empire of Diablos forms the backbone of the Peacekeeper military; shatter it, and the rest should follow."

"At last, a true opponent comes forth!"

Repzork forces have recently begun engaging Diabloian forces around their border planets. In the short time since fighting began, the Empire has 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 Repzork forces early on in a battle, leading to them scoring several early victories, though Varo's forces have scored their own share of victories.

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."

Betel Recyclers
Status: War 

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

"Trash. Both literally and figuratively."

"Cowards."

The Betel Recyclers are the second Peacekeeper race the Repzotk have encountered. At first, the Empire 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 Repzork 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.

Confederation of Derahs
Status: War 

"At least we can openly admit to bringing death and destruction wherever we go."

"I will bathe in your blood!"

"Hypocrites."

Warbot Industries
Status: War 

Karahotdoum Empire
Status: War 

"A bunch of stubborn bastards they all are. We keep killing them, yet they continue charging at us. Reminds me of us."

" Ok, I have to admit, the Karahotdoum make some good music."

"I can still hear their artillery three weeks later."

As it stands currently, the Empire has 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."

Luminarians
Status: War 

"Small as they may be, their are fierce fighters. I am continuously impressed by their steadfastness."

"They should have listened to their masters."

"Is this some sort of sick joke?"

Thus far, the Empire has had no official engagements with the Luminarian Empire. Most of their information comes from records and the other warlords. As a whole, the Repzork 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 

"Your glory days have long past, vermin! It is our time to claim what you could not keep!"

"Come, join your brothers in the next world!"

"By Oltavar! Retreat, fall back! Fall back!"

Acropolan Empire
Status: War 

Dragoneterran Monarchy
Status: War 

Delani Republic
Status: War 

"The Asanians got them? What a way to go; I'd rather throw myself at the Diabloians."

"I look forward to the day the last Delani meets their end."

"They are little more than a speed bump."

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.

Empire of Galdera
Status: War 

"It's ironic. They fight us because of who we are, yet it was their own recklessness that made us who we are."

"We did not join them. We certainly will not join them now."

"Die, traitor!"

Holy Nepharian Empire
Status: Hostile 

"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 Holy Nepharian Empire was the first race involved in the Great War to be attacked by the Repzork Empire, specifically an Arkevan fleet that had stumbled upon one of their mining outposts. Though it was initially done to claim the resources, soldiers found consoles that referenced the conflict, causing the Empire to launch an investigation that began the process of their intervention into the conflict. The attack on the colony would become an isolated incident, as the Empire decided to largely ignore the Nepharians and focus their efforts against the Peacekeepers. Forces remain on standby on the planet in case of Nepharian retaliation, but such an attack has thus far not occurred.

Khasii Consulate
Status: War 

"A monumental goldmine of riches and resources lies hidden behind an entire species of vain and pompous birds. Is this some sort of trick?"

"Your third eye grants you enlightenment? Then you shall be forever blind."

"Even our art isn't this absurd."

Philosophers and scholars have long argued about the existence of the Khasii. Some claim that they are a long-lost race from some ancient era of galactic history. Others claim that they are not real and are in fact figments of the Repzork subconscious. Still yet others believe that they are ethereal beings who come to taunt the 'filthy plebeian mortals' by constantly gloating about grand wealth.

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 Nevelin sniper.

The Wingle Union
Status: Neutral 

"Another nation trapped in a delusional view of how the universe works. In time, we shall shatter their illusion and show them the truth."

"They are complacent, and refuse to involve themselves in the war. We shall see how far that gets them."

"They are currently not a threat to us. As such, we have no reason to care."

The Repzork have limited information on the Wingle Union at best. Due to how they currently remain neutral and have had limited involvement within the Great War, the Repzork have decided to ignore them until either the war is over or they intervene in some way.

The Gronian Imperium
Status: Neutral 

"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 and the Margan are pacified, they are next."

"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 Repzork and Gronian Imperium have yet to encounter each other; all current information the Repzork have comes from other sources, such as the Red Rose Dynasty of the Margan. The Repzork are content with leaving the Gronians alone for the time being as they focus their efforts against the Peacekeepers and their allies. Plans for an eventual invasion have been made, but they are currently on hold.

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 Arkevan soldier.

For as long as any can remember, the Nalstros have been a persistent nuisance to the Doman's outer colonies. Though they pose little threat to the more developed colonies and military fortress worlds, the danger they pose 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 Empire'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 Empire currently has 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.