Korvar Empire

Creator: Amaker

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

The Korvar, also known as the Repzork, are a race of highly aggressive reptilian humanoids who emerged from their war-torn homeworld of Kovas onto the galactic scene over five hundred years ago. They seek to claim the universe for themselves and exterminate what they believe to be the "lesser races" of the universe in order to please their goddess, Syleris. Over the course of their existence, they have rapidly spread, building their empire on the ruins of those who were in their way. The Korvar are determined to see their goal of domination and extermination succeed, even if it takes millennia to complete.

Along with their extreme militarism, the Korvar are famous for their brutality. They show little to no regard for innocents and civilians when on the offensive, and will use any resources available to win a conflict. Those who survive a successful siege are taken captive and either taken for interrogation or forced into slavery. Slaves are often worked to death and live in horrid conditions. Once slaves and captives have used up their worth, they are tortured to death, executed, or even sacrificed so that they become a slave in the afterlife. To be a captive within the empire is a death sentence, one very few have escaped.

The Korvar's expansionist policies and war-mongering nature makes them a significant threat to their neighbors. War is commonplace among the ever-expanding empire, and it shows no sign of ever slowing down. Despite this, the Korvar do not seek the destruction of all other civilizations. They seek to ally themselves with those they see as being similar to themselves. Empires built on the foundations of war and violence are seen almost as 'brothers' to the Korvar. This is part of the reason they have joined the Warlord Pact in the Great War.

Aelovi
Known to other races as the 'heart,' the region known as Aelovi contains the oldest and most developed Korvar worlds.

States
States are planets that have developed enough to be able to economically sustain themselves without constant government supervision. States are often controlled by a governor who has some ability to create legislation for that state as long as it obeys Imperial law. States are required to offer both economic and military assistance to nearby developing colonies. All states have a military garrison to help act as peacekeepers and to act as an early response unit in the even of an invasion. The garrison, if unable to beat back an enemy, can at least hold them off long enough for reinforcements to arrive.

Kovas
Main page: Kovas

Kovas is the homeworld and location of origin of the Korvar Empire. It is here where the emperor and his royal family reside and rule the empire. It is a heavily industrialized world, with factories, vast cities, and military facilities scattered across the region. Only a portion of the land remains fairly untainted, mostly for historical and cultural reasons. Being the historical and cultural core of the empire, Kovas is deeply revered across the empire, and the loss of the planet would be a crippling blow to the empire as a whole.

Kovas is divided into six continents: Korvaris, Kalkrik, Avron, Chelksrin, Quolvri, and Lekeron. Korvaris and Avron are warm and humid, and are covered mostly in jungles and forest. Chelksrin and Lekeron are dry deserts, though Chelksrin's eastern end is more temperate, as it wasn't on the receiving end of the rain shadow caused by Chelksrin's mountains. Quolvri was a much more temperate continent, being farther away from the equator. It had a high elevation, being very mountainous. Lastly, the continent of Kalkrik was the northernmost continent, closest to the north pole. Because of this, it was cold throughout the year, and has freezing winters, it was also mountainous similar to Quolvri.

Because Kovas is so important to the Korvar people, the planet is heavily defended. Many ground-side garrisons occupy the planet, helping to keep the peace when the homeworld is not under attack. Many anti-orbital cannons and static defenses also exist outside and within cities, ready to shoot down any invading force in the air. A large defensive fleet resides within orbit, along with numerous defensive platforms. During times of peace these platforms are also used for training troops for fighting in such installations.

Ghaldaris Fortress
Gahldaris Fortress is the very heart of the Empire, it is where the Emperor and his royal family reside and rule the empire from. The Fortress is an immense and well defended installation, with walls and turrets surrounding the perimeter and underground shield generators protecting it from air strikes and artillery. In the center of the base is the Royal palace and namesake of the base, Ghaldaris. The environment inside the palace is quite different from the outside. The interior is colorful and decorated with religious and historical artifacts. The only people allowed inside are the Honor Guards, high ranking military officials, or those with special permission from the emperor himself.

Outside and around Ghaldaris reside about two thousand highly trained guards. These vanguards prevent anyone grom getting past the walls or anywhere near the palace. Within the walls of the palace reside the Arnan, the Honor Guards of the royal family. These guards have devoted their entire life to ensuring the safety of the royals and are some of the most experienced veterans available.

During an invasion, Galderis is used as a command center to manage troop movements. From within many components of the city are can be manually controlled, such as city gates, defensive emplacements, and electricity to the city. Underground with the shield generators is also an elaborate underground tunnel network that leads to other places within the city, allowing evacuation from the base if all else fails.

Varhos
Varhos is a average sized world located in close proximity to Zykorus. The planet was colonized for its large metal deposits, which were rapidly put to use to construct the military fortress on Zykorus and to produce weapons and armor. Despite the planet's brutal arctic climate, the planet's population grew rapidly thanks to the mining operations and security granted by the neighboring fortress world. As such, Varhos has yet to suffer from any major attack, and was left alone by Margan forces. Outside of its mining operations, Varhos is also utilized by the military as a training ground for arctic warfare and survival training.

Prior to the Korvar colonization, Varhos was occupied by another race called the Queldar, who were also intent on mining the planet for its resources. Colonial Expansion forces battled with the Queldar for a month before forcing the Queldar to retreat. Many attempts to claim the planet would be made by the Queldar and other empires. After a few more years of fighting, the military was able to secure the planet and surrounding sector for themselves and begin full colonization efforts.

Cetralkyus


Cetralkyus is a large colonial state located fairly close to Zykorus. The planet is the largest source of new recruits for the military fortress world. Cetralkyus was colonized a few years before Zykorus began construction. Cetralkyus grew rapidly, going from a few scattered towns to several large cities covering much of the planet. Some parts of the planet still remain wild, and attempts have been made to preserve the wildlife for research and conservation.

Like many Colony worlds, Cetralkyus has a sizable military garrison on it. The garrison consist of Civil Defense Forces as well as soldiers. A few bases and outpost also exist outside city limits as well. An elaborate tunnel system connects many of the bases and the cities, allowing forces quick and easy transportation. Cetralkyus has received a larger military garrison than normal, largely because of the Great War. The already stationed C.D.F (Civil Defense Forces) and military guard were bolstered significantly with forces from inactive fronts.

Military Colonies
Separate from the civilian colonial worlds, Military colonies are planets maintained and controlled directly by the military. These planets can serve a large variety of purposes from defending Korvar space to researching sensitive subjects. Each sector of imperial space will generally have several colonies dedicated to many different purposes, depending on how well developed the sector itself is. Rather than the civilian system of having a governor for a state, military colonies are divided to sectors, with each sector having a figurehead based on the most important base. Smaller bases will also have lower ranked leaders stationed on the worlds.

Detelkek Research Facility
Main Article: Detelkek

Located deep within a secluded region of Korvar territory, Detelkek is a heavily fortified military research installation initially created to contain and study the recently discovered Korakzra, or Biomatter. Since entering the Great War, the facility has had additions to make way for other research programs, notably the crystals that the Margan utilize and Margan cybernetic implants retrieved during the brief war between the Korvar and Margan. The base's existence is classified, only the personnel who work there and the higher-ups of high command are aware that the base exist or know where it is. Even the members of the Warlord Pact have not been made aware that the base exist.

Due to the nature of the subjects being studied here, the Korvar have been zealous about making sure that nothing goes wrong and that if something did go wrong, it would not be allowed to leave Detelkek. A large naval fleet forms a small blockade which surrounds the planet and keeps intruders at bay. A garrison of elite forces guard the surface and also exterminate anything that escapes containment. The facility has numerous fail-safes in the event of a massive containment breach, such as flamethrower turrets, explosives laced with Margan crystals, and numerous nuclear warheads in the event that all has been lost and the only way to stop it is self-destruction.

Thus far in the planet's history, there have been no such containment breaches. Neither Peacekeeper nor Warlord forces have discovered the facility and it has gone without any sort of threat. Whether it remains this way has yet to be seen.

Haldron Fortress World
Haldron Fortresses are the largest and most developed of military colony worlds. These massive fortresses serve three primary purposes. They act as the last line of defense for colony worlds, reinforcing and resupplying fleets and smaller fortress worlds, and serve as a hub for military activity in a sector of space. Haldron Fortresses are organized into sectors spread across the planet's surface. These sectors are all dedicated to a certain purpose. For example, Sector 4 on the Planet Zykorus being dedicated to production of arms and armor. Underneath the surface is an elaborate system of tunnels which are used to both held defend the base and expand its operating capacity.

As one would expect, Haldron Fortresses are some of the most well defended planets within the empire. The bases are littered with anti-orbital defenses and anti-ground emplacements for when enemy forces manage to touch down. Not to mention the fact that the planets are surrounded by large fleets and have a garrison of forces reaching into the tens of millions. However, the number of combat ready forces on Haldron Fortresses is in constant flux, as many of the troops and ships are sent to reinforce war fronts and Fortress worlds.

Haldrons are extremely expensive to produce and maintain. Therefore, there is only a fairly limited number of these bases spanning Korvar territory. Most Haldron Fortresses lay in only in the well developed sectors in space, and built near the most important planets in the region. The bases are also massive resource hogs, consuming metric tons of resources in order to produce more war material. It is not uncommon for nearby resource-rich worlds and asteroids to be mined out specifically to feed the fortresses.

Though successful attacks on Haldrons are extremely rare, they do have vulnerabilities that can be utilized against them. Given the number of able troops are in flux, there can be periods of time where the number of ready forces can be low compared to the maximum capacity of the base. They can also be indirectly hurt, such as by disrupting supply lines between mining worlds and fortress worlds. The loss of a Haldron and the forces on it is enough of a blow to knock the entire region's military command into disarray and is a massive drain on resources and troops, which puts the region in jeopardy. Therefore, the defenders will fight every step of the way to ensure that does not happen, making any attempt at an invasion, no matter how well planned, hellish to accomplish.

Zykorus
Main Article: Zykorus

The newest and most advanced Haldron Fortress to date, Zykorus is the official command center of troops involved in the Great War. All plans pertaining to the conflict are made here. This has made it the single most valuable planet pertaining to the Korvar's efforts in the conflict. If the planet was to be conquered, the primariy rallying point would be lost and numerous top officials would theoretically be captured or killed, resulting in troops becoming scattered and disorganized. To prevent such a catastrophe, the planet has a much larger garrison and fleet surrounding it than it normally would, and extra defenses have been added in and around the planet.

Zykorus was colonized a few years before the Great War broke out. It was chosen to become a fortress world due to its strategic location and its proximity to other important colonies such as Varhos and Cetralkyus. The resources to build the base came mostly from its own mineral reserves, nearby asteroids, and the mining operations on Varhos. Construction was officially finished five years after the Rach retreated into the Warp.

Thus far in the war, Zykorus has only been attacked once. The attack was done by the Margan, who at the time were testing the Korvar's military. Margan forces were unable to gain a foothold on the planet due to the multitude of anti-air guns and the vast fleet that surrounded the planet at the time. Those who did manage to land were slaughtered by Korvar troops. Ultimately, Margan forces had to retreat. Damage to the base was minimal and was repaired relatively quickly.

Currently, a massive amount of troops are being shipped into and out of Zykorus to serve in fronts against Peacekeeper affiliated empires, such as the Diabloians and Betel. Other forces are also being amassed for other threats such as the Biomatter. High Admiral Likaros' fleet also resides here, awaiting for orders from Likaros herself.

Gardaros
Guardaros was the first Haldron Fortress ever constructed and is the guardian of the Korvar core worlds, particularly of Kovas. It was constructed 150 years after the Korvar rose into space and served as both a military command center and as a large production and training center, much like modern fortresses. As Korvar territory expanded and distance grew between the core and the rim, Gardaros' objective of guarding the Core Worlds became less urgent. More and more forces from Gardaros were shipped to the front lines and to more vulnerable colonies. Today, Gardaros largely serves a more supportive role, training core world recruits and sending them where they are needed most. However, Gardaros still has a sizable garrison in the unlikely event of an attack and to keep the peace in the core.

Since its construction and it taking on more of a backseat role when it comes to military campaigns, Gardaros has taken on a variety of other roles. Many of the most elite Korvar forces are shipped from across the empire to be trained here. Many secret research programs also occur on the planet and its moons. For example, many of the first mechs and energy weapons were first tested here. Many important prisoners from alien empires are also brought here for interrogation and execution.

Biology


The Korvar are reptilian creatures that resemble a cross between a crocodile and a dragon. Their average height is between 6'6 to seven feet tall (2.02 - 2.15 meters). They are a very muscular race, capable of picking up someone even if they're in armor. Most of their body is covered in hard, bony scales which acts like a natural suit of armor. The only soft spot is the stomach area and directly below the mouth, which are both covered in soft scales. Their scales can come in a large variety of different colors. Such as red, blue, brown, green, white and black. Similarly, their eyes can develop several different colors such as orange, green, red, and yellow.

Their head consist of a long snout which is about 1 1/3 feet to two feet in length, depending on the individual's overall size. Their teeth evolved to be pointed, allowing them to grab hold of prey and tear off hunks of flesh. Thanks to strong muscles in the jaw, they can close their mouth with incredible force, capable of shattering bones and denting lighter metals. Unfortunately, the muscles for opening their mouth are not as strong, allowing for someone to literally hold their mouth closed. The Korvar do not chew their food, and instead swallow it whole. This means that their metabolism is very slow, they can go for several days without needing to eat another meal.

Their hands have four fingers, all of which end in sharp, pointed claws meant for holding onto prey and tearing their flesh. Their feet have three toes with sharp claws, with a smaller claw in the back of the foot. Protruding from the back of their skull are three spikes which are used to attract mates. Two large wings protrude from their back. The wings are vestigial parts which lost their main function long ago. Though they can be used for brief gliding, they are more often used for body language. Males have an extremely hard, bony plates which covers their entire lower arms and legs. Most females do not possess this trait. The exact time the trait developed is uncertain. The Korvar have a strong sense of sight and smell. Their eyes, which are positioned as to provide binocular vision, evolved to be able to discern prey in the thick jungles of their homeworld. This has helped them today in spotting enemy infantry on the battlefield. Their sense of smell allows them to trace a specific smell for several miles. In comparison, their sense of hearing is quite average. Their ear holes are located in the back of their head, above the spike which protrudes from above the jaw. They are an egg-laying species. Once the male has fertilized the eggs, the female will lay up to five or so eggs into an incubator. After about seven months, the babies will hatch out of the eggs, using their head and hands to push their way out. Their wings and head spikes have yet to fully develop at this time, with the spikes just being small stumps. They reach adulthood around the age of twenty-five. They will generally live on to be 125 years, depending on livelihood and genetics.

Pre-Unification
''The following document shows a Korvaris-centric view of Korvar history. At the same time, the earliest parts of history have been lost in many places due to sheer age and extensive warfare.''

The Age of Tribes
Archaeological evidence suggest that the first sentient Repzork originated in the thick jungles of northeastern Korvaris. Relocation was not very common due to the plentiful resources on the continents, allowing early tribesmen to settle down and settle. Initially constructed on the ground, at some point many began to build their settlements amongst the trees. It is believed that this was to make it harder to attack.

Though food was plentiful in the region, that did not stop tribes from fighting over land. Fighting over hunting grounds and water sources were common place. Early rivalries were often the reason for the destruction of many tribes. A few tribes did, however, manage to get along. These tribes would assist one another in fighting common threats and share resources. Oftentimes they would come together to form one tribe.

As time passed, tribes began to move more towards the western and southern regions of Korvaris. The more aggressive and expansionist tribes drove many to flee for their own lives and to find new land to settle. This, among various other reasons, would eventually drive some to leave the continent altogether and discover new lands. This migration would eventually go to cover almost all of the continents on Kovas.

Beginning of Civilization
The date and location where civilization began to develop is unknown, the place and people long lost in the unwritten annals of history. Many theories have come about as to why people began to abandon their old, tribal ways. The most popular and sensible theory is that a multitude of tribes likely banded together against common enemies for protection. These united tribes eventually developed a official system of government and put together the first cities, thus beginning the era of civilization.

In the earliest days of civilization, metals had yet to be fully utilized for architecture or military purposes. The most common resources of the day were wood and stone, which were both extremely plentiful and easier to work with at the time. Some tablets even suggest that some attempted to make armor for soldiers out of stone and wood, but it is unlikely that they were ever successful. Bronze and iron were both eventually discovered, but it still took some time before they saw extensive use.

The first major civilizations formed on the continent of Korvaris. It would be a few centuries before foreign nations rose up, The first of these formed on the eastern portions of Chelksrin, with the western half following suit a short time later. It was normal for one or two particular empires would have dominion over most of the continent for a time before dissolving and being replaced.

The extensive fighting would have the unfortunate side-effect of damaging or destroying many relics from the time period. What has been discovered and deciphered ultimately gives an incomplete and at times scattered view of early Korvar history.

Significant Empires of the Time Period
 Alget Kingdom

The oldest civilization thus far discovered, the Alget Kingdom formed in central Korvaris around the year 5278BU. They are the result of numerous small city-states uniting together due to common goals and for protection from outsiders. They developed such basic inventions as the wheel, basic mathematics, and a primitive system of writing utilizing hieroglyphics. At the same time, they were quite a vicious people, invading many of their neighbors, taking the populace as slaves.

The Alget civilization lasted for a few centuries before eventually disappearing from records. It is believed that invaders from both the east and the west coupled with salve revolts within the kingdom eventually tore it apart and made way for invaders to claim what was left as their own. Despite this, many aspects of their culture would survive their demise, thanks in part to their extensive population of slaves who moved to other lands.  Gahvoletran Empire

Gahvoletra emerged in the eastern regions of Korvaris during the decline of the Alget Kingdom. They gained the most from the Alget's decline, taking over most of the eastern half of the kingdom. Afterward they expanded north, eventually colonizing the island of Vahros. At their peak, they are believed to have taken the eastern and southern portions of Korvaris as well as Vahros Island.

The Gahvoletrans made many contributions to civilization. The most significant of which was significant improvements and mass use of bronze working. Their military was the first to have mostly bronze weapons and armor. Some of their other contributions include a primitive calendar, a cuneiform-like language, improvements in math, and the first system of roads which connected multiple cities together.

The Gahvoletrans began to decline when the island of Vahros fought for and won independence. The island was one of their major sources of metal and stone. The loss of the island dealt a crippling blow to their military and economy. This left them vulnerable to the kingdoms of the west, some of which were plundering the now vulnerable border towns. At the same time, inner political infighting boiled over, resulting in a large civil war which resulted in the different regions of the kingdom breaking apart and becoming city-states, effectively destroying the civilization.

Kingdom of the Lovaiso

The Lovaiso Kingdom formed on the western coasts of Korvaris. Seperated from the major powers of the time who were mostly in the central and eastern regions, the Lovaiso had an easy time expanding its territories. Despite that, they never expanded very far, only taking the eastern coastal regions and parts of Hasrid Island.

The Lovaiso are notable due to their mercantile culture. While they still had a military and viciously went after those who threatened them, the Lovaiso were ultimately more focused on building alliances and trade routs than they were in conquering. They were the first civilization on Korvaris to leave their home to do business with nations of other continents. Their trade routes would help to bring in new ideas and culture into Korvaris and help to speed along technological development.

The Lovaiso began to decline after a disastrous war with one of its neighbors over a disputed border. Much of its military was eliminated during the conflict, opening it up to raids from other nations. They were finally conquered by the Telkevon Empire, a large empire that originated from the continent of Chelksrin.

Rise of Foreign Civilizations
A few centuries after the first civilizations formed on Korvaris, the first foreign nations began to arise. An important note regarding this era is that the continents on Korvaris are close enough so that one person could move from one continent to the next. As a result, the notion of a "new world" never really happened. The short distances between continents would play a major role in the development of the people living on them.

The Telkevon Empire

The Telkevon Empire was one of the first and most historically significant civilizations to form in the western deserts of Chelksrin. They were the descendants of the first nomadic groups who began their migrations away from Korvaris a few centuries prior. Much like the other groups who came to Chelksrin, they avoided the desert regions and stayed near the rivers which were rich with fauna and plants. Initially, the Telkevon inhabited the coastal regions to the north, but for reasons lost to history they migrated east towards the mountains. This would ultimately turn out to be a boon as the region had both large ore deposits and had fertile soil for raising cattle. It would be here that the nomadic people would settle down and construct their capital city of Natevl, marking the beginning of the Telkevon Empire.

Within a few years of its foundation, the Telkevon became the dominant power in the region. Their military was larger and had better training and equipment compared to many of their neighbors and large stocks of cattle meant that they could sustain a large population. One of the biggest advantages they had was their use of iron. The Telkevon were some of the first to discover and use iron on a large scale. This gave them a clear advantage over their enemies, who were still using either bronze or leather for their armor.

First Korvar Empire
Duration: 5287BU-3007BU

The Korvar Empire is considered to be one of the last of the ancient civilizations, but also among the most important. The empire is believed to have formed around northeastern Korvaris after several smaller states united together. Much of their government bears similarities to what is in use today, making them one of the first truly "modern" imperial governments. They are considered to be among the earliest known ancestors of the modern day Korvar ethnicity and modern Korvar Empire. Much of their culture and ideology survived their demise and carried over into the present, helping to mold and form the Repzork into what they are today. One important cultural aspect of the Korvar was their religious beliefs. Around the time the empire formed, the religion of Neivelism was spreading wildly across northeastern Korvaris. This combination would help spread the religion as the Korvar rapidly expanded across the continent.



The Korvar went on numerous military campaigns in an effort to expand their borders, and proved to be brutally efficient fighters. One of the many reasons for their success was the fact that they domesticated the Karnas. The Karnas is a very large reptilian creature that was extremely strong and had a venomous bite. Being so hard to capture and resistant to training, many in the past were unable to successfully tame the beast, but the Korvar had managed it, albeit after some time. Unprepared to fight such a new enemy, many quickly fell to the Korvar and their mounts.

The Korvar were not always so brutal, however. They did give the option to surrender before attacking their enemies. They would surround a city or fort, making it unable to go outside unless they gave in to the Korvar demands and gave up. If they did surrender, they received privileges others did not, such as lessened tributes to the Korvar and more freedom to travel. If they did not surrender, the Korvar would attack and overwhelm them until they finally gave in.

The Korvar were able to take over all of Korvaros within about a century. They would soon begin campaigns outside of their home continent. They managed to annex both Vahro and Hasrid Island. They also managed to annex small parts of the Qualdris Islands and eastern Chelksrin. Archaeological evidence even suggest that they attempted to explore or even colonize Kalkrik, but no evidence of permanent settlements has been found.

Outside of their expansive military campaigns, the Korvar did have peaceful relations and trade with other civilizations. It is known that they had trade routes with the Kingdom of Lekeron and nations in western Chelksrin. It is unknown however if they interacted with the Avronians or Quolvrans, as little to no evidence can be found from the time period.

Most historians agree that the Korvar Kingdom managed to last somewhere around 1,500 thousand years, making them one of the most successful and longest lasting civilizations in history. It was a numerous host of problems that would lead to their fall from grace and ultimate destruction.

Civil War & Collapse
Though the exact details are still debated, and not everything of the time period is well recorded, historians have managed to piece together a somewhat broad image of the decline of the Korvarian Empire. It was a slow, painful decline from grace that eventually shattered it apart. One of the first, and perhaps most obvious, was that they had extended a vast distance. Though they had the ability and roads to get from one place to another, communication was still slow, and the military had trouble keeping control over its vast expanse of land. This is believed to be one of the larger problems that the Korvarians faced, as their military was being spread thinner and thinner as they expanded, and as a result, they began to lost more campaigns, and eventually, territory. The first known piece of land to be permanently reclaimed were the Qualdris Islands, and overtime, their grip on Chelksrin would be lost as well. As more territory was lost, so was resources, food, and trade routes, all of which had a devastating impact on the Korvarians.

Another pressing issue was the imperial bloodline of the Korvarians. Though the records are shoddy and likely biased, they do show a common trait, that the Korvarian leadership eventually became greedy and corrupted, but also deformed and seemingly unstable. It is known that during the time period, incest was somewhat common between royalty. The consequences of such actions was not known at the time, so it only got worse as time went on. This is believed to have aided in the imperial bloodline becoming inept at leadership. The poor decisions made by those in power contributed to both increasing economic instability and the people becoming more upset.

These political, economic, and military problems would eventually boil when the emperor of the Korvarians, his wife, and his children were all murdered by the military as they attempted to claim control over the empire. Loyalist to the royal family and those wishing for a new government began to fight each other across the capital city and soon across much of Korvaris. This fighting served to do nothing more but make matters worse for the empire, and would be its death sentence. With no stable leadership and infighting destroying it from the inside, the Korvarian Empire fell apart. The war crippled its economy and military, leaving it unable to maintain its control over its territory, and much of it was lost and became up for grabs by other civilizations. What was left of Korvaris itself was a small territory around northeastern Korvaros, but it is believed to have slowly died off.

Though the empire died, what it left behind did not. Neivelism had become a firmly established religion on the continent, and many of the surviving Korvarians went on to either form their own small nations or live in the now independent territories, helping to preserver their culture, ideals, and technology.

Revival of the Korvar Empire
The first references of what would become today's Korvarian Empire begin about 1,600 years after the collapse of the Korvarian Empire. They had formed somewhere in southeastern Korvaris, near what was left of a massive Korvarian port city. The Repzork were heavily influenced by Korvarian culture, and by extension, Neivelism. This was to the point that much of it became their core principles. They believed that war was the only path to prosperity and peace. They sought to unify the continent and the planet under one banner. They needed an amassed army and supplies though, something that would take time to build up. Instead of attacking the mainland, they first attacked the nearby Qualdris Islands. The islanders were quickly overrun and taken over. Mining of the islands rapidly began and much of the populace was conscripted into the military. Soon after, they went on to successfully invade Hasrid Island, followed up by the Knalkrik Islands.

The Repzork also reached out to support of foreign powers. They built up relations with the Lekonians of Lekeron and some of the Lyvairn states of Chelksrin. The reason the Lekonians were not considered targets of invasion was because the Lekonians and Korvarians had almost always been good trading partners and allies throughout history. The Lyvairn, though a divided people, had strong fighting abilities, and some of them were sympathetic to the Repzork's goals. They primarily traded with these foreign powers, but eventually also went on to assist each other militarily, especially the Lekonians and Korvarians.

With supplies and troops coming in from their own reserves and their island territories, and the support of allied powers, the Repzork saw themselves fit to finally invade Korvaris. What would follow would be several decades of war as the Repzork swept through Korvaris, capturing territory along the way and having once powerful nations submit to them. Those who surrendered were spared from the relentless attacks. Within the span of a few decades, all of the continent, along with all of Vasrid Island, was under the control of the Repzork. The Repzork immediately went ahead to fix the damage they had caused and solidify their presence to ensure total control.

Following the war was a large wave of people attempting to flee the continent. Many were captured and taken back before escaping, but some did manage to escape. Many fled to the eastern regions of Chelksrin. Others went with a much deadlier option, fleeing to the frozen hell known as Kalkrik. Kalkrik was the perfect place to disappear. Few people traveled here, and most nations did not bother to inhabit the land, seeing it as too dangerous. Many of the refugees who fled here were in the northern regions of Korvaris and on Vasrid island, and had few other options.

Life on the continent was brutal and unforgiving. The fierce cold weather killed off many of the people who fled here. People were forced to cooperate if they wanted to survive. Many fled into the caves to stay warm and dry, venturing out only to get food and materials for building and clothing. Complex underground settlements were constructed, some of which were almost cities in their own right. As they began to stabilize themselves and adapt to their environment, the population slowly but surely began to rise. The communities decided to band together for their own protection and to ensure they would not fight amongst themselves. Thus, the Kalkrik Confederacy was formed. They stayed in hiding on Kalkrik, almost never venturing outside for a very long period of time.

Back on Korvaris, the Repzork worked towards expanding their global influence. One of the first official actions of the Repzork Empire after taking Korvaris was to assist their Lyvairn allies who were working to unifying the other Lyvairn nations, similarly to the Repzork Empire had not too long ago. Seeing an opportunity to improve their alliance and potentially more resources and technology, the Repzork sent a large force to help train and reinforce their Lyvairn allies. After several years, the combined forces had managed to sway others to their side or conquer them. The new unified state was called the Lyvairn Dominion. The Repzork left a military garrison on the continent for some time to help keep order and attempt to relieve old tensions between the various different nations.

The Global War
Duration: 97BU-0BU

What has become known as the "Global War" or "War of Unification" was a world-wide war that would prove to be one of the defining moments of Korvar history. The war, initially starting in an attempt to halt imperial influence on Kovas, soon became a war of world domination, with factions attempting to overcome and destroy the others so that they could reign supreme over Kovas.















Rise into the stars
 0U (Unification)- 75U 

With their eyes looking up, the Korvar worked to get working craft capable of going into space. Within a few years, they were able to launch the first individuals into orbit. A short time later, the first walk on the moon was achieved. With the technology in their hands, they worked on the next big step, colonizing a planet. The candidate for colonization was the neighboring planet of Datogavo, a planet which by that time was already shown to have water and plant life on it.

Colonization efforts on Datogavo proved to be successful. Along with water and plants, it also had wildlife and breathable air on it, making it the perfect place for colonization. The success helped to spur further exploration into colonizing other parts of the solar system. However, there were no other habitable worlds in the solar system. Many colonies in these worlds quickly became either mining or military worlds for training and research. Many asteroids in the Sagoda asteroid belt were also exploited for their resources, proving in huge mineral worth to the fledgling empire.

Though the Korvar had no encounter with alien life at this point, many believed that their discovery would be inevitable. Many were afraid and paranoid of potential alien hostility. Due to this, the military was rapidly expanded during this early period to try and form a competent defensive force. Vast improvements to military technology and equipment came about from this period, such as the first generation of power armor and the first armed spaceships. After many years of research and development, the Korvar managed to create their first FTL engines for spaceships, making traversing outside of the solar system more practical. These models were still somewhat slow and energy intensive, making travel to other solar systems somewhat slow. Soon after they began to move out and colonize habitable worlds outside the solar system.

First Contact
90U - 114U

By 688AU, the Korvar managed to expand to several more systems, forming a respectively large empire for their age. Travel and communication between the large expanse of space was still somewhat slow at the time, but the military had largely managed to keep the empire stable and in line. They did had not encountered any sentient extraterrestrial life yet, but many were still searching, and the military was keeping a close eye where they could.

In the later half of the year 688AU, sensors picked up unknown objects heading for the colony of Ilkrav, a military industrial world that was a fair distance from the homeworld. Forces were quickly mobilized to intercept and identify the intruders. A small fleet composed of a few cruisers were the first to intercept the unidentified targets, which turned out to be alien ships. Requesting orders, they were told not to open fire, the Korvar wanting to know of the intruder's intentions before attacking.

The intruders requested for communication between the two, to which the Korvar agreed and opened communication lines. Though initially unable to understand one another, the intruders sent translators over to the Korvar which allowed them to understand each other. The intruders identified themselves as being from a race called the Nevelus, a young, militaristic empire who profited from trading with other empires for weapons, technology and resources which they used to expand their borders and influence. The Nevelus claimed that they wished to become friendly with the Korvar and wanted to trade with them.

Though the two ended the discussion on peaceful terms, the Korvar were still unsure of the Nevelus. The two maintained neutrality between each other for several years. The next emperor in the Korvar Empire helped to pave the way to reaching friendly terms with the Nevelus. After a few more years of negotiations, the two signed a formal non-aggression pact and arranged for trading to begin between the two nations.

Korvar-Sekral War
130U - 132U

Reaping the technological benefits of their new allies, the Korvarians were quick to put their newly traded equipment to good work. New, faster starship engines were produced, allowing for ships to traverse system to system considerably faster than before. New weapons and armor were also produced, making for a better equipped military. Soon, they began another surge of expansion through space. Over a period of nineteen years, several more systems were brought under their control. They did not encounter any more alien species during this time.

In 715AU, a reconnaissance force discovered an alien colony on a mineral rich world. These aliens were the Sekral, a race of bird-like creatures. The Sekral were territorial, being defensive of their territory but largely leaving races alone unless it was for diplomatic reasons. After a few more months of reconnaissance and consideration, the decision was made to invade and annex Skeral territory, both to claim the land and resources, and to prove their military strength. The first ever invasion armada was formed under the command of Grand Xel'va Valkaro.

Xel'va Valkaro launched a surprise assault on Sekral territory. Having the element of surprise and using overwhelming force, Valkaro's forces were able to score a few victories early in the war. This turned out to be short lived, as the Sekral reacted with a large counteroffensive which aimed at forcing the invaders out of their territory. Valkaro was forced to retreat retreat fortified positions on the worlds they had claimed. Korvar forces were ordered to hold back Sekral forces while the empire formed another invasion fleet.

Unfortunately, the Korvar were unable to hold the Sekral at bay. The defenders were forced out of Sekral territory with a large portion of its force destroyed and were pushed back into home territory. It was around this time that the second invasion fleet came in and reinforced the first fleet. Despite this, the situation continued to become more desperate as the Sekral pushed further and managed to land troops on outer colonies. A few colonies were lost over several days of fighting, but the Korvar managed to hold their ground for some time.

Eventually, the Korvar came and asked the Nevelus for assistance in the conflict in exchange for a portion of the territory and resources. The Nevelus, seeing it as economically beneficial and as a chance to bolster trust with their ally, agreed, and dedicated a sizable force to assist Korvar forces. Refreshed with Nevelus troops, the two empires managed to break back into Sekral territory and slowly take over outer worlds.

The alliance slowly gained ground until they reached the Sekral core worlds. The core worlds were heavily defended and highly well developed as one would expect, so enemy resistance was strong. Fighting would rage on for a year as they slowly wore down Sekral forces and defenses. Ultimately, the Sekral were unable to prevent the two empires from reaching their homeworld. Despite heavy casualties, the Korvar and Nevelus managed to successfully invade the Sekral homeworld and executed many of the political leaders. With the loss of their homeworld and leaders, the Skeral empire dissolved, with many survivors fleeing into other parts of space.

The Korvar, though they were victorious, had suffered heavy casualties over the course of the war and had to spend quite a bit of resources to rebuild their fleets. There was also a sense of humiliation in some, as they were unable to completely crush the Skeral with only Korvarian forces. For the most part though, many were glad that the Nevelus agreed to help, believing the Korvar Empire may have been severely damaged or even destroyed if they did not intervene. As agreed, Sekral territory and resources were split between the two allies.

A short year after his victory against the first war with an alien empire, Grand Xel'va Valkaro died of heart complications. His death was mourned by many throughout the empire. His second-in-command, High Admiral Lorkai, would go on to replace him and serve in several more campaigns against alien civilizations.

132U -177U

Many advancements are made with salvaged Sekral technology. Space travel, military technology, and computing see particular improvements. Another massive wave of colonization of space begins. The Empire grows several times larger over the course of several hundred years. The economy also has a boom during this time thanks to increased trading and mining. Encounters with alien empires begins to increase during this time. Some alliances are created, but wars are becoming more commonplace. During this period the Korvar managed to score their first victories against alien empires without needing allied assistance. This went further to help them technologically, but also to increase their morale and confidence as a race.

Emergence of the Ulqo Sovereignty
312U - 315U

Sevalria
498U - 509U

Though Sevalria had devastating effects on all sides, its victory sparked off a massive wave of patriotism which surged through the empire once victory was secured. The Korvar felt powerful, even invincible. They felt that even if the empire was destroyed, that they would never die, they would just rise right back up. What followed this wave of patriotism was a rapid expansion of territory, which now included former Bavrian territory and what the Korvar lost in the war. For a period of time, the population also began to rise up abnormally fast, which was caused by both the patriotism of the time, and many of the veterans of the war returning to their home colonies.

The war not only served as a morale boost, its spoils also served the Korvar well. Bavrian technology was immediately taken and reverse-engineered to be put to use during and after the war. This helped in the development of several things, such as Gatranus Power armor, Mechanized Infantry Battlesuits, energy weaponry, shielding, and improving or even revamping many of their vehicles.

Modern Times
 Present day, 557A-Onward 

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

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



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

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

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

The Great War
557A - Ongoing

The Korvar's entrance into the Great War began after they unintentionally expanded into a sector that was affected by the conflict. After the discovery of seemingly abandoned planets with a large amount of debris and abandoned military and civilian centers left behind. The Korvar were curious as to what happened, and decided to investigate further to see if anything of use was on the planets. It was during this time they began noting similar phrases such as "Peacekeeper" and "Warlord" showing up in what could be recovered and repaired. Unsure of what exactly to do, they decided to reinforce their expansion forces and claim this abandoned territory and continue expansion, but more cautiously.

First contact with a race involved in the war was with neither a Peacekeeper or Warlord, it was with the Nepharians located on a mining planet. After taking over the planet, the remaining survivors were tortured for information regarding themselves and the war. Gathering what they could from them, they had managed to get a basic outline of the conflict. This information was relayed to the Imperial Admiral, who then discussed with Zervath on what to do. Seeing a potential of allies within the Warlord faction and assistance is attempting to destroy what sounded like a major blockade for them, it was decided that the Korvar would align themselves with the Warlord faction.

Soon after this decision was made, military resources in that region and nearby were fully mobilized for the coming war, forces in inactive fronts were relocated here, mining and production were stepped up, planets were further fortified, and Grand Xel'va Ahkavas took refuge on Zykorus to personally observe the conflict.

Below are major events that have occurred during the war:

Korvar-Margan Alliance
Not too long after declaring themselves member of the Warlord pact, the Margan took notice of the Korvar and decided to test them to see if they were worthy to be considered allies. The Margan broadcasted a message directly to the Korvar and other races located in that sector of space. Realizing they were about to be attacked, war fleets that were intended elsewhere were called back in to defend the homeland. All military forces were mobilized in order to repel the Margan threat and many colonies were forced into a lockdown state.

The first Margan assault took place on a small outpost planet. The Margan's rapid attack and use of tunnelers and crystal weaponry, both of which the forces on the outpost had never seen before, helped the Margan to defeat the defenders and claim the planet. Their next target was the Halceron Fortress World of Zykorus. The attack on the Fortress World was a short lived one, Margan forces were immediately attacked by the massive amount of troops and ships stationed on the planet, and forces who got past the orbital defenses were repelled by ground-side AA and ground defenses. Once the Margan retreated, an invasion fleet was sent to reclaim the lost outpost world. After a few days of heavy fighting, Margan forces on the planet were forced out. Soon after, the Margan considered the Korvar to be a worthy addition to the Warlord Alliance. Fighting was called off and negotiations to an official alliance began. The two later became official allies, despite outrage from many.

Public opinion on the Margan is largely negative. Many do not trust or like them, calling them paranoid xenophobes who should face nothing more than destruction. Most believe that when the Peacekeepers are defeated that the Margan will immediately turn on their former allies and attempt to exterminate them. Some smaller groups say that the alliance should not have occurred at all and that they should have stayed at war with the Margan for their trespass and spilling of Korvar blood. The higher tiers of government see the alliance as one of necessity, the Peacekeepers are a larger threat than the Margan, so they will both work together until the time comes that they must both fight.

Korvar-Betel War
Ongoing

The war with the Betel Recyclers began a short time after the Korvar formally entered the Warlord Pact. The first encounter between the two began on a small Betel colony. Believing the Betel force to be weak and inept, a fairly small force was deployed to take out the defenders and claim the world for themselves. The assault caused extensive damage upon Betel forces, but they were eventually pushed back. It was only a short time after that the Korvar learned of the real nature of the Betel and their alliance with the Peacekeepers. It was decided to completely wipe out the Betel and claim their resources before they became a serious threat. A large invasion force was amassed under the command of General Varo and launched against Betel territory, officially beginning the Korvar-Betel War.

The push into Betel territory has proven to be quite successful so far. The poorly trained and poorly armed Betel forces have proven largely unsuccessful in pushing back Varo's forces. Despite that, the advance is still fairly slow. The problems hindering the Korvarians are the Betel's unpredictable nature, guerrilla warfare, and their toxic environment. The trash worlds of the Betel are difficult to navigate and some have gotten lost in the toxic labyrinths. Some vehicles and weapons, such as heavy artillery, cannot be used due to the risk of accidental friendly fire. The Korvar have compensated with the use of walker units, increased jetpack usage, and specialized filters to cleanse the toxic air. As the war continues, more races have become involved. Karahotdoum officers have been sent to help train Betel forces. Kastalian forces and Aeverian air assets have also begun to become involved, adding pressure to their advance.

Alliance with The Xeverra
The Xeverra, a race of large snake-like creatures, were a race that had been at war with the Betel for some time before they became involved with the Great War. When the Korvar began pushing into Betel territory, they were completely unaware of the existence of the Xeverra. The two encountered each other during an assault on a Betel colony. Though by this time they knew little about the Xeverra or their intentions, they decided to assist them at engaging the Betel and then begin negotiations. The two formed an alliance and agreed to begin joint-operations against the Betel in an effort to balance the playing field against their Peacekeeper foes.

Korvar-Khasii War
Ongoing

Korvar-Diabloian War
Ongoing

The first engagement with Diabloian forces began shortly before the Korvar were invited to join the Warlord Conference. The Diabloians were chosen as a target of invasion because of them being seen as one of the most powerful Peacekeeper races, and fighting them would help to prove the Korvar a worthy member of the Warlord pact and would help in applying further pressure to the already preoccupied Diabloian military. A large invasion force, which included several of the elite divisions were amassed under the command of General Varo, who was previously involved in the attack on Betel territory. The large force was rapidly deployed against a small number of planets around the Diabloian's outer rim territories.

The Diabloians have proven to be one of the most difficult battles the Korvar have fought so far in the Great War. Their infantry is much superior to Korvar infantry thanks to their size and strength, and a close-quarters battle can quickly end in a soldier's demise. Their armor, though not as common or varied as Korvar armor, are still powerful and well armored, and can prove to be more than a match for Korvar vehicles, Worse yet, their strategy of blitzkrieg like rushes and quickly ending the battle can cripple or completely destroy landing forces if they are unable to set up in time, which has resulted in failed ground assaults.

To combat the Diabloian's strength, an increased number of heavily armored assets, such as Korvaros Tank Hunters and Mechanized Infantry Battlesuits have been deployed on the battlefield. Heavy weapons like the Galeron Impaler and Kadar AR have also become more common. The size of infantry groups has also been increased to help them focus down Diabloian infantry. An increased emphasis on setting up defensive fortifications and artillery batteries has also been put in a place to help repel Diabloian rushes.

Public opinion on the Diabloians is somewhat mixed. They are seen as powerful and capable fighters, a worthy opponent for the Korvar to combat. Many also appreciate their emphasis on their honor codes and comradeship between troops. On the other hand, the fact that they are members of the Peacekeepers is considered abhorrent. Many wonder why a warlike race like the Diabloians would decide to side with someone like the Peacekeeper alliance rather than join up with other warlike empires. Nevertheless, any battle with the Diabloians is welcomed, being both a worthy battle and to gain the respect of the Goddess.

Invasion of the Aeveria Confederation
Ongoing

Main Page: Does Not Exist

The Invasion of the Aeveria Confederation is a major military conflict fought between the Warlord Pact and the Aeveria Confederation. The objective of the invasion is two-fold: Break through the Aeverian Border blockade and attack the Aeverians at their core, and to is to cripple Aeverian military operations in Zaretian territory and to help them get back on their feet. The major Warlord belligerents of the assault are the Korvar Empire, Margan Empire, IAE, and the newest Warlord, The Xeverra. The Warlord commanders of the assault included General Likaros and her forces as well as Generals Alo'Kizan and Ni'Vola of the Margan Empire.

The Warlord assault was split into two separate groups, each attacking a different part of the Aeveria. The allied forces were tasked with assaulting the border blockade while the IAE and Xeverra are being sent to aid the Zaretians. Along with attacking the blockade, the allied objective is also to prevent reinforcements from entering Zaretian territory.

Biomatter Crusade
Ongoing

Conflict between the Korvar and the Biomatter began on a small outpost world known as Nalg-11-C a few months prior to the Korvar joining the Warlord Alliance. Nalg is a cold, rocky outpost world located on the fringes of Korvar territory. At the time, it was used as a checkpoint and as a monitor to watch the surrounding region for any intruders. Defenses on the planet consisted of numerous small, scattered outpost, some of which were built inside of mountains. It had a small garrison, one large enough to repel raids and pirates but not enough to halt an invasion force.

In the early half of 557 AU, a small vessel crash landed on Nalg with little warning. Numerous search teams were sent to the crash-site to investigate and search for any survivors. It was at this point that they discovered the vessel was filled with the yet-to-be identified Biomatter. The search teams were unable to eliminate the creatures and quickly retreated to the closest bases. All outpost were immediately alerted and put on lockdown and a distress signal was broadcasted to all nearby vessels. The Biomatter quickly began to assault the surrounding outpost; fortunately, they were unable to advance very far. Freezing temperatures and a lack of sufficient Biomass slowed the Biomatter down drastically. By the time reinforcements arrived, the combined forces of numerous outpost managed to exterminate most of the creatures and completely destroyed the vessel they originated from. The planet was quickly quarantined off and the event was hidden from the public. The completely alien nature of the creatures and their unknown origins earned them the name 'Korakzra,' an ancient Altrin word meaning "Beast of the Otherworld."

Since then, more outbreaks have occurred within Korvar space and are slowly going deeper into their territory. While many of these outbreaks have been successfully contained, some planets are unable to withstand the horde and have been lost completely. High Command's response to this has been rapid and brutal. Completely infested worlds have been quarantined and bombarded to the point they they are devoid of all life. An increased number of troops and vessels have been amassed in the effected regions in order to ward of attacks. Efforts have since been made to retrieve live samples of Biomatter and study them in order to discover any vulnerabilities or ways to somehow reverse infection. These scientific efforts have been both unsuccessful and inconclusive as the Korvar had yet to encounter anything like the Biomatter until that point.

With their origins unknown and their biology unlike anything seen before, the superstitious Korvar have come to a drastic conclusion on the Biomatter. They believe that the Biomatter are a demonic hellspawn that originated either from the fields of Qualdara or from another, unknown realm of reality. Their parasitic and virulent nature makes them out as an affront to all life and to the Goddess herself. A victim of the Biomatter is a slave held against their will, one that must be freed by death. The Korvar could no longer simply defend themselves from outbreaks; they had to exterminate all traces of Biomatter from the galaxy in order to restore the purity of what the Goddess had created. By a decree of the Emperor, a task force was to be made to hunt down and destroy the Biomatter wherever they appear. This began what is now known as the "Biomatter Crusade."

The newly created Biomatter Task Force has been put under the command of General Elseron, a highly capable general from the biological checmical warfare division of the military. The personnel in the task force is made up mostly of elite Sektra soldiers, troopers trained to use deadly biological and chemical agents. They have their own special armor and weaponry, such as assault rifles with explosive rounds and experimental energy weaponry. The task force has thus far been largely successful. Most outbreaks they could respond to have been contained and any infested planets have been cleansed of all life. On the other hand, many of these outbreaks have been either fairly small and easy to contain or were simply destroyed from orbit. They have yet to be fully tested against large scale outbreaks on heavily urbanized worlds. An interesting note regarding the task force is that they have a very neutral stance on the Great War. They have no authorization to attack Peacekeeper or Neutral forces unless absolutely necessary. They will go to any planet to exterminate the Biomatter, even if it means helping the Peacekeeper Alliance. Even though the Peacekeepers are despised, they would much rather see Peacekeeper controlled planets rather than planets assimilated into the horde.

Zorock Intervention in the Great War
"They're never going to leave us alone, are they?" - Likaros

Korvar
 Notable Korvar: Emperor Zervath, Grand Xelva Ahkavas

 Description:  The uniters of Kovas, the Korvar are the most numerous and influential of the ethnicities in the empire. They originate from the continent of Korvaris, the land where the Korvar species originated. The inhabitants of the Havros and Knalkrik Islands are also considered to be Korvar because of similar genes and culture. Physically, they are around medium height, and have either red or dark green scales. They have somewhat longer tails than other ethnic groups due to it being seen as attractive, and because the long tail helped to remain balanced on the trees in their early history. Their head spikes are also the longest of all ethnic groups. -wip-

Lyvr
Notable Lyvr: N/A

The Lyvr originated in the vast deserts of western Chelksrin, a vast, unforgiving land with little water and food. They are the oldest non-Korvar ethnic group, originating from the first few waves of migrants who left Korvar millennia ago. Their scales are typically a light and sandy in coloration, but can occasionally be much darker. They have a sinewy, yet still muscular build and are around the same height as the Korvar.

In many ways, the Lyvr are similar to the Korvar. Both are hungry for war and conquest, and both have a history of fighting amongst themselves. What's different is the reasoning for the fighting. The Korvar have been driven by faith and ideology, the Lyvr have been driven by both hatred and natural resources. Where loyalty lies also differs. In Korvar culture, loyalty to the state is most important. In Lyvr culture, one's dedication to their own tribe is far more important than to any nation. As a result, the Lyvr were very xenophobic and often attacked outsiders. This only began to change very late into pre-space history. Lyvr history was not always of bloodshed and war among themselves. Early in their history, they were unified under one empire: The Telkevon. The Telkevon were so successful in unifying the Lyvr because it was founded when most Lyvr still lived in one general area, making them easy to unite. The deep-rooted bitterness had yet to develop by this point. This changed when the empire began its decline and its leadership fell apart. Civil war quickly broke out as different parties fought for powe while at the same time developing bitterness and hatred for everyone else. To make matters worse, the culture of the region went under major shifts. The eastern half of the empire was influenced by both the Korvar and Sycer while the western half was influenced by the Lekon and to a lesser extent the Quolvri.

Syceran
Notable Syceran: Vier Elseron 

Description: The Syceran originate from the eastern region of Chelksrin. Separated by a vast and jagged mountain range that was nearly impossible to traverse and having a much more tropical climate compared to the west, the Syceran developed quite a different culture. Most Syceran have very light green scales, but closer to the coast many have blue colored scales, an unusual mutation that became very prominent in the region.

Lekon
Notable Lekon: Vier Varo

Description: The Lekon hail from the continent of Lekeron, a somewhat small continent that resides east of Korvaris. The first Lekon are believed to have migrated from both Chelksrin and Korvaros. Much of the continent is covered in a vast, mountainous desert, making it very hard to attack but also limiting living space. Their scale color ranges from a light shade of brown to Korvar-like red. They have the shortest tails and longest snouts of all ethnic groups, traits which have developed entirely because of vanity.

The Lekon have almost always been a very unified and community-oriented people. The small amount of living space on Lekeron helped to keep people together and form a unified government that had control over the entire continent. Though they have been close allies to the Korvar for centuries, they never developed the same militaristic aspirations that their neighbors had. The Lekon were generally more content with keeping to themselves and trading with the other empires. Instead of swords and armor, the Lekon are dedicated to the arts and philosophy. Many of the most famous artist and philosophers have been Lekon. Many still come to the Lekon to study their works and purchase Lekon-made crafts.

Avrin
Notable Avrin: Empress Vailovi

The Avrin hail from the lush jungles of Avron. They originated from a mix of ancient Lyvr and Lekon migrants who settled on the continent for its bountiful food and cooperative climate. In terms of physical appearance, the Avrin are among the tallest ethnic groups, standing taller than most Korvar by a few inches. Their skin is mostly green much like many Korvar, but have a noticeably darker shade. They are well known for being the one group of people that have not had their wings reduced in size over the past few centuries. If anything, they have actually gotten slightly larger.

The Avrin have always been an anomaly when compared to their neighbors. While their neighbors were focused on wars and expansion, the Avrin chose a path of nonviolence and isolation. They They strayed away from world events and avoided interaction with their neighbors unless they threatened the homeland. However, if one came to Avrin simply to travel or to move from one place to another, they were often left alone. Occasionally, people from Avrin would appear in other continents, usually attempting to preach an ideology of peace. Sadly for them, they were very often ignored, if not killed.

Much of the Avrin's early history has been lost or twisted into legend. For a long time, their history was passed down to the next generation by stories and legends told from memory rather then being written down. It was only during the rise of the second Korvar Empire did Avrin history start to be written down. Much of the written history tells of their interactions with the Lyvr, Lekon, and much later on, the Quolvri. From what is known, the Avrin have dealt the the Lyvr the longest of the three. Raiders from Lyvrn territory would occasionally come to Avrin coastal settlements in an attempt to sack them. The interactions with the Avrin and Lekon largely dealt with trade. The two were trading partners early on in recorded history. The Lekon would also sometimes help repel Lyvr raiders. The two drifted apart as the Korvar's influence within Lekon society grew and the Lekon became more militaristic.

In the decades leading up to the War of Unification, the Quolvri became close allies with the Avrin. At this point in history, the isolation of the Avrin was starting to hurt them more than it helped. They were behind technologically and did not have a defense force that would be capable of repelling invasions from their neighbors. The Quolvri attempted to help them by providing them technology and resources. The Avrin, however, believed that if they remained neutral in any conflict that they would be safe from attacks. Unfortunately for them, this did not ring true when war broke out. Indeed, they were one of the last nations left standing, but were attacked by a joint force of both Korvar and Lekon forces. By this time the Quolvri had already been defeated and were incapable of providing reinforcements. The Avrin surrendered not long after, sacrificing their autonomy for safety.

In modern times, the Avrin are a largely forgotten and ignored people. They are ambivalent towards the rest of the empire and tend to keep to themselves. They often group together and form their own small communities, most refusing to blend with other cultures. For the most part, they have retained much of their original culture and traditions. They do not agree with the empire's militaristic policies, but see fighting it as a fruitless endeavor that would waste lives. Instead, they have turned their efforts to helping other Korvar in non-violent ways, such as working as doctors and scientist. Resistance movements do exist, but they are seen by other Avrin as both pointless and brutish.

In the past two centuries or so, some notable individuals who are exceptions of the Avrin's traditions have arisen. Among these are empress Vailovi, the current wife of Emperor Zervath. Rather than follow the path of those around her, she embraced the mindset of the empire and rose up the ranks in the military to become a general before becoming a royal. Her and other individuals have led some to believe that Avrin culture is very slowly dying out, and that within the next few centuries Avrin culture will cease to exist. Only time will tell if they are correct.

The Avrin are often looked down upon by much of society, particularly by the Korvar and Lyvr. Their peaceful, isolated nature is seen as a sign of weakness and many believe that if it was not for the militaristic policies of the empire then the Avrin would have been destroyed or enslaved long ago. Individuals such as Vailovi are seen as examples that the rest of the Avrin should follow. At the same time, most tend to just ignore the Avrin and leave them to do their own thing so long as they keep within the law. Some extremist, however, see things differently. They wish to see the Avrin all destroyed. They see the Avrin as violators of the laws of the Goddess. These people are often singled out as lunatics and hypocrites by those around them. The law very clearly states that no Korvar is to be harmed unless they pose a risk to you or to your family, Indeed, the Avrin have not posed any threat to the Empire, and are unlikely to anytime soon.

Kalkrik
Notable Kalkrik: Cyrom Kartarak, Chief Cybernetics Engineer Nahtev

 Physical Description: The Kalkriks are the smallest ethnic group in the empire. They are descendents from refugees and runaways from both Korvaris and Quolvri who fled to evade imperialism and persecution. Their time on the icy continent and aversion to foreigners helped to retain most of their original culture, making them noticeably distinct from all other culture groups. Most Kalkriks have white colored scales, some being a light shade of grey. They are tied with the Quolvans as being the shortest of all ethnicities.

Quolvran
Notable Quolvran: N/A

 Physical Description: The Quolvran originate from the northwestern regions of Quolvri and are believed to be among the youngest of the major ethnic groups. Contrary to most other governments in history, the Quolvran had a much more democratic system of government, which put them at odds against most other empires. They are among the shortest ethnic groups, even shorter than the Kalkrik. Their scale color ranges from black to a dark grey.

Altrin
Notable Altrin: Valxelva Likaros, Priestess Qalrovah

Description: The superstitious and xenophobic Altrin developed in the northwestern regions of Quolvri. Cut off from the rest of the continent by jagged mountains and their own legends, the Altrin developed into a culture entirely different than the Quolvrians. The Altrin resemble the Quolvrians in many ways, such as a short stature and black scales. One would have to look at the finer details to tell them apart. Altrin have longer horns on their head, smaller wings, and have a deeper voice than their Quolvrian counterparts.

The Altrin originated in the northwestern regions of Quolvri. Due to most of the region being surrounded by jarsh mountains which made travel extremely difficult, they were isolated from the rest of the continent for a long time. In that time, they developed into a theocratic and xenophobic nation. The Quolvrians eventually found them, and initially tried supporting and uplifting the Altrin. Instead, the Altrin attacked them and stole from them. The two got into several wars over the centuries, some of which were fueled by the Altrin religious fanaticism. A few years before global unification, the Quolvrians finally managed to defeat the Altrin and occupied the territory. Shortly after, the Korvarian empire, taking advantage of the Quolvrian's weakened state, invaded and took over both groups.

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

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

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

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

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

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

Divine Moral Code
Around the time Syleris came down to enlighten the Korvar, she gave them a moral code that they were to follow. Through the millennia it has been used, it has gone relatively unchanged. Though as times change and the Korvar discover more things about life beyond their world, the interpretations have changed to a certain extent.


 * You will worship no one beside Me. I am your sovereign Goddess. You will serve me and me alone, for I have created you. Those who defy this command shall be the first to be devoured by Vahlsrod.


 * Do not harm your brethren unless you must protect yourself or others. Those who harm their brethren shall be punished on the level of their harm. Those who spill blood shall be put to death.


 * Preserve racial purity. Male will not marry with male, nor will female marry with female, lest they be banished from their homeland. Those who fornicate outside of their brethren shall be put to death.


 * Honor and revere your ancestors.

The Spirit World
The spiritual world that encompasses all things is collectively referred to as Gaulderog, an ancient word translating into "The land of the living and the dead." There are three realms in Gaulderog, the realm the physical world resides in, known as Keilvar; Oovros, the land of the Goddess; and Vahlsrod, the land of eternal punishment. When a soul leaves the body, the soul is taken by servants of the goddess and cast into the realm they have been appointed to.

Before the realms were created by the Goddess, the universe was made up entirely of a ethereal substance called Qualdara. At the time, Qualdara was formless and served no purpose, having nothing to mold it into form. The goddess took the substance and formed it into the three worlds. She then formed life from the substance. An infinite amount of the substance is still outside of the worlds, still formless.

Oovros is the land where Syleris and those who have proven themselves worthy go to live after they die. They are no longer required to kill others or to claim the land, having proved themselves to Syleris. Oovros is said to be a incomprehensibly large land filled with beauty and majesty unknown to the physical world. The majority of the souls live in a megalopolis where billions of people from many species and many different time periods live together in peace. Though no longer needing to kill, combat is still a big part of their existence here, with many sparring and fighting on a daily basis. The fear of death has been removed, as the spirit is impossible to destroy.

The spirits in Oovros are allowed to leave the realm at any time to look at the other places, whether they be the infinite void, the physical world, or even Vahlsrod. The most well known example of this being when family members pray to them for assistance from the physical world.

Vahlsrod is the land of punishment in Neivelon. Vahlsrod is described as a seemingly infinite, lifeless forest. The land is dull and grey, being completely monochrome. Rather than pain and torment being the punishment, people sentenced to Vahlsrod are faced with an never ending feeling of isolation and depression as they aimlessly wander the forest. Spirits here cannot interact with the environment or with each other, in fact, they cannot see one another. There is said to be no way to escape Vahlsrod. Once someone is sentenced here, they remain here for all of eternity. A small gate that leads to Oovros resides here, guarded by two large, metal guardians. The gate is there to taunt the prisoners, reminding them of what they had failed to do.

Spiritual Entities
There are numerous entities that the Korvarians pray to and worship outside of Syleris. Many have different traditions and methods of worship different from the other.

Syleris

 The Yeilxer

The Yeilxer is the collective term for the spirits of the dead that have proven themselves worthy and live with the Goddess in Oovros. It is most commonly used to refer to one's ancestors. Ancestral worship is one of the tenants of Neivelism. When one is to pray to the Yielxer, they are to place three items that are important to them or that belong to the family around them in a triangle shape when praying. It is believed that this acts as a sort of "conduit" between the person the his ancestors. Families come together to make prayers to their Yeilxer, traditionally in the morning or evening hours. It is not unheard of, especially in the smaller colonies, for other families to group together at certain locations to pray together. Prayer sessions can last for either a few minutes, or go on for several hours.

Kavrass

The Kavrass is said to be among the most powerful creatures to have ever been conceived by the gods. It is described as a gargantuan flying monster, capable of blotting out the sun even from afar and crush the vast mountains of Oovros with ease. The beast's eyes glow like the sun, its teeth are hot to the touch and sharper than any blade, its head is crowned with three horns upon its head. The Kavrass' body is covered in razor-sharp scales that are coated in blood and grown in the likeness of daggers. Its tail could sweep aside entire armies, its feet trembled the earth, and its wings could create mighty windstorms. His breath could vary from a stream of poisonous water, jets of fire or a blinding beam of light that would permanently blind those in its wake. The origins of the Kavrass are unspecified, the holy text only stating that it came from a much older period. This has led many to believe that one of the gods created the creature during the war between themselves, and that the Kavrass somehow survived the destruction of its realm and wondered the plains of Qualdara before somehow finding its way back into the world.

According to the holy text, the Kavrass emerged from the fields of Qualdara and entered Oovros, the realm of the Goddess, after an extremely long period of wandering. The monster immediately went on a rampage, destroying everything in its wake. The Kavrass quickly caught the attention of Syleris and her followers, who immediately went out to fight the creature. They soon found the beast, which immediately began to attack them. The beast and Syleris fought for a month before the Kavrass was finally subdued, though the means as to how are not specified. The Kavrass did not die from the fight, however; it was simply incapacitated for a time. When the beast awoke, instead of attacking everything in sight, it submitted to Syleris, accepting her as its master. Syleris was impressed by the beast, and was inspired to make the Karnas, a creature that was domesticated by the Korvar later on.

The Kavrass has come to represent immense strength, bravery, and perseverance. Someone being compared to the creature is considered to be one of high authority and strength within society. It has also come to represent something that is new, such as the Karnas. One primary example of this is within the military, which had named the first walker design, the Kavrass Assault Walker, after the beast. While direct worship of Kavrass is fairly uncommon, many do pray to the creature for its blessing, particularly with new technology. It is also customary for families to make a prayer to the Kavrass upon the laying of their first batch of eggs.

 The Xelvalder

The Xelvalder are bird-like creatures that transport the souls of the dead to the afterlife. Without these guides, souls can easily become lost within the massive size of Gaulderog. Most souls would wind up endlessly wandering the void between the realms trying to find the afterlife. The creation of the Xelvalder made sure that the problem would not occur.

The Xelvalder are described as massive birds, with a wingspan of about seventy-five feet and a length of about fifty feet. Their feathers are large and pointed like a sword. Their feathers come in a variety of colors, such as red, blue, black, green, white, brown, purple, and yellow. Their beaks are long and pointed, and are lined with serrated teeth. The Xelvalder use three different methods for transporting souls. For those going to Oovros, they ride upon its back. For those bound for punishment in Vahlsrod, they are picked up by the feet or carried by the mouth, and experience intense pain all along the way.

Prayers to the Xelvalder are usually made after a battle or the death of a family member. They pray to the birds to provide a safe and trouble-free voyage for the souls. Being that they transport the ancestors of someone into the afterlife, many pray to and worship the creature during prayer services to their ancestors, thanking them for showing the souls the way they were meant to go.

Traditions
One common tradition is offering sacrifices to the Goddess. While animals are most frequently used for this ritual, it is not unheard of for alien prisoners to also be offered as a gift. The offering is taken near a source of water and has water poured on its entire body. This is done to signify to the goddess that this is a gift for her. The creature is then cut open from the chest down to the stomach area. According to the holy books, slicing open someone is the easiest way to release their soul from their body. The organs and meat are all harvested, cooked in a fire, and then eaten by everyone involved in the ritual. It is believed that the spirit of the offering is taken to the afterlife by Syleris to be used as a servant for the rest of eternity.

Family
Korvar are social creatures that like the group up and stay with the ones they know. As such, families tend to be very large and tight-knit. Multiple generations of the same family tend to live together, or even within the same house if its possible. If they can't live in the same household, they will often try to live within the same city or apartment complex. Every adult in the family is expected to help support the rest of the family. This can include anything, from helping raise the children, to pitching in money so they can afford better housing or other expensive items. The drive to have large families helps to spur colonization in the frontier worlds as families will find the more spacious, resource rich worlds to settle down. It has also led to many cities being built to be fairly large and spacious.

Marriage is considered to be between one man and one woman. Larger marriages are uncommon, but allowed by law. Homosexual marriages are illegal, considered to be unnatural and an abomination of the natural order of life. Once married, couples have to decide where to live. Deciding to live on their own is rare and is generally frowned upon, so they normally make the decision to live in the housing of one or the others family based on a number of factors, such as finances and family size.

Most couples have a large amount of children over their lifetime. This is due to both nature and the pressures of their militaristic society. It is encouraged to have children so they can come into the work force and so they can serve the emperor in the armed forces. Some families can have upwards of twenty to thirty children, rarely even more. The entire family helps to raise and teach the children, showing them their crafts and preparing them for their future in the military. If a child returns from the military alive, they come back to live with their family until they find a mate.

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

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

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

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

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

Civilian
The Korvar Empire is controlled by a supreme leader, either an emperor or empress. This individual has control over everything within the empire. The extended family of the emperor also form the royal family, the most powerful and influential family within the empire. Though the supreme ruler makes all official choices, the royal family can also put in its input, and many of them serve prominent positions within the military and government. The emperor has a small council of advisers, all of whom are considered the biggest experts in their field, to help their leader make decisions. Though most of them have no real say if the leader thinks differently. The Emperor can rule the empire for as long as he lives, though the option to step down and let someone else within the royal family take over does exist, albeit, it only happens rarely. Once the emperor dies or leaves office, the oldest of his children is declared the next ruler of the empire. If the emperor had no children, then the spouse will take control, or the closest relative. If no one from the Royal Family is there to take power, the military will take control.

Though the emperor has the final say in everything, all states within the emperor do have a form of self-government. Each planet has a governor in order to exert executive authority on the planet and to make sure the planet economically develop. They are also allowed to put forth laws or regulations specific to that planet, as long as they do not defy imperial law. The planets are not allowed to have any say in alien relations, however. They must also pay a tax to the government and answer to any of its inquiries. Frontier worlds that are not considered states do not have self-government. Instead, they are controlled and maintained by the military until they have developed enough to gain some independence from military rule.

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

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

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

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

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

Fashion
Outside of the military, most civilians wear light, loose fitting clothing which wraps around the whole body like a coat. It is designed to be one single piece, rather than separated into shirts and pants like many other species. Clothing can be tightened around the waist and shoulders for colder weather, though most keep a second set of heavier, warmer clothing for cold climates, or use heat-generating suits if they have the money. Clothing tends to be highly decorative and colorful, with many vibrant patterns and images weaved into the fabric.

Mask are also popular throughout the empire. These mask tend to be fairly large, and are carved into the visage of mighty creatures from mythology. These mask are particularly common at religious ceremonies and celebrations. Some mask have also been made in the visage of aliens, and are normally a sign of respect or even admiration of the race.

For the higher echelons of society, colors such as blue and purple are symbols of high status and wealth. Power Armor has also become a status symbol for the rich. Those who can afford it can purchase a custom made suit of fully functional power armor to their exact specifications. These suits tend to be much less practical for the military, being vibrant, colorful, and adorned with decorations.

Sports
The majority of sports are highly competitive and involve some form of combat. Friendly rivalries between towns, cities, and even entire planets have become a norm within the empire. Advances in technology and expansion into space have only helped to add to the variety of competitive sports. Advances have also helped to revive certain sports, as they previously had a bigger risk of being fatal to the competitors. Some sports are much more recent, such as competitive shooting.

The most popular and oldest sport involves combat between either two people or a group. Participants fight with either their hands or with blunt melee weapons. The rules vary by how it is set up. With melee fighting, the intention is to disarm or incapacitate the other person or team. With fighting with fist, the looser has to be knocked unconscious or forced down to the ground. The individuals who have become masters of this sport were called into the military to help train recruits learning how to use melee weaponry.

Holidays
 Gylsare 

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

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

 Sa'ter Orvain (Day of Unification)

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

 Xarteron Hakon (Emperor's Birthday)

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

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

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

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

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

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

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

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

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

Conscription
All citizens must enter mandatory military training once they finish school. There are few exceptions to this law, such as severe disability and education level. Before training even begins, the recruits must do a test to gauge their intelligence as well as basic physical education classes. If they pass the test, training officially begins. If they managed to get through training, they must then serve the empire for fifteen years. Only then can they decide to leave or stay. In the event of an emergency, a re-draft can quickly be established, recalling all people who left the military within the last few years back into the armed forces, though this is extremely rare.

Failure to comply with the draft is considered shameful and cowardly, and people who do it face serious consequences. Those captured face prison time and being forced back in. Drafted individuals get a mark on their identity stating that they served, and those who did not serve do not have this mark. If they somehow avoid capture, they would still be unable to own a home, means of personal transportation, or job. Those seen trying to help a person who has evaded the draft face imprisonment.

Traditions
The enlisted members of the military have a myriad of traditions and rituals. Some of these date back all the way to ancient practices and the holy scripture. Many soldiers will tattoo their wings or mark their armor with the insignia of the battalion or squad they are in, both as an identification mark and as bragging rights. Painting one's armor is also common. Many, such as the royal guard as an example, also use extensive religious imagery in their armor paint. Prior to a battle, it is common practice to pray to their ancestors for strength and guidance over the course of the fighting.

When a soldier dies on the field, the soldier is taken out of their armor, cut open in the torso, and cremated. Both the identification tag and helmet of the fallen soldier is sent back to the family to keep as memories. The rest of the armor is taken to be recycled. People who knew the person in the military will tend to keep small trinkets that belonged to the person, or if they were close friends, write the person's initial somewhere on their armor.

One tradition that catches the eyes of many other alien species is what the Korvar do with their defeated enemies. Enemies that haven't been completely scorched or poisoned are gathered up, cooked, and eaten by the troops. The highest ranked soldiers get the enemy forces of the equivalent rank, I.E a general will eat the enemy general. This tradition dates back to ancient times, where victorious clans would consume their enemies both to insult the enemy and supposedly absorb their strength. The tradition itself had died for a time around unification of the world into a single empire, but resurfaced when warfare with aliens began.

Grand Xelva
The Grand Xelva is the highest ranking officer in the Korvar Military. Answering only to the emperor, they oversee all actions of the military and have complete control over all of its actions. They are typically individuals of prominent status, one who has achieved greats feats and has dedicated their entire life to serving the empire. They are cunning and brilliant, one of the best strategic minds on the battlefield. Troop morale becomes practically indestructible when a Xelva is present. Oftentimes, however, the Xelva does not take a direct role in a conflict. Instead, they reside deep within the empire, directing the actions of the military through lower ranking officers. When a Xelva does become directly involved in a conflict, it is often for something of supreme importance and it is met with the full might of the Korvar military.

Valxelva
The Valxelva is the right-hand man of the Xelva and is the one to inherit the Xelva's position when they die. They hold much of the same authority that the Xelva has, the only difference being that the Xelva grants them that authority. Essentially, the Valxelva only is limited by what their commander gives them. For example, the current Valxelva, Likaros, has total command over military forces in the Great War. Her authority is limited to that front alone. To move troops from one frontier to her command requires the approval of the Xelva.

While the Xelva rarely takes direct involvement in a conflict, it is commonplace for the Valxelva to do so. The Valxelva is often sent to important conflicts in place of the Xelva. They are also sometimes sent to represent the military in political meetings with aliens. As well as allowing the Xelva to continue overseeing the military overall, this serves as a perfect opportunity to train the Valxelva and test them to see if they are prepared for their future role.

The selection process for a Valxelva is lengthy and extensive. Candidates must go through extensive background checks to ensure a clean record and complete royalty to the throne. They must also be tested on their competency and strategic capability. Other topics such as their views on alien life and faith are also considered. After all of this is done, the Xelva will then choose who they believe is best fit for the position. That candidate must then be approved by the emperor. Once approved, they undergo a coronation ceremony where they will then officially become the Valxelva and the heir of the Xelva.

Vier
The Vier are high ranking officials tasked with leading a war against an alien race. This is the highest position an officer will likely reach in their career, the next highest rank being the Valxelva. The amount of troops a single Vier has under its command varies wildly, depending on the scale of the conflict. Those in charge of eliminating small or pre-space empires typically have a few fleets and millions of soldiers. Viers involved conflicts such as the Great War will sometimes have billions of soldiers and a vast armada under their command, especially against such foes like the Diabloians or Aeveria Confederation. Like the Xelva, Vier rarely serve on the battlefield. They spend more of their time within the fleet or a nearby fortress world, overseeing the conflict from there.

Helves
Helves are officers who command a portion of the Vier's forces. There are two separate kinds of Helves. The first type is in charge of troops invading a planet. The second kind commands an entire fleet. The two Helves often work together towards a singular goal. One keeps the orbit clear and provides support to ground forces while the other eliminates enemy resistance on the surface. Though quite rare, several Helves can be deployed to a single planet. Such a thing only happens during large-scale attacks such as invading a homeworld.

Ilsarohs/Olsoro
The Ilsarohs and the Olsoro are officers who take command of a portion of a Helve's forces for a specific mission. Both work almost exactly the same way, but for different situations. The Ilsaroh leads ground forces and is one of the highest ranking commanding officers to serve on the battlefield. They typically command their troops from within heavily armored assets such as walkers, but some occasionally operate battlesuits. The Olsoro, on the other hand, is a rank specific to naval forces. The Olsoros are typically commanding from the larger and more powerful vessels of a fleet.

Taern/Nahe
The Taern are field commanders. They command a portion of an Ilsroh's forces and are normally sent to accomplish specific objectives. They serve directly on the front lines, fighting alongside their soldiers. They are among the most dangerous soldiers on the battlefield, both exceptionally well trained and equipped with some of the best gear available. The armor of the Taern is made for both protection and intimidation. They have powerful shield generators built into their armor and are covered head to toe in layers of armor plating. Their helmets are often molded into the shape of specific creatures or individuals, typically ones from mythology or derived from wildlife on Kovas. The equivalent of a Taern is also used to describe the leader of special operations forces during a mission.

The Nahe is the captain of a vessel. It is a very broad term in that it applies to anyone in command of a vessel, no matter how large it is or what it does. The term has also become used to apply to the commanding officers within exceptionally large land-based vehicles. They wear very similar armor to what a Taern has, only with a few differences. These being a mandatory jetpack on their back and a life-support system built into the suit for zero-g environments. Though the Nahe rarely ever become involved in direct combat, they will move to repel boarding parties if the situation becomes dire enough.

The Yalvrn
The term Yalvrn, like the Helves, is used both in ground and naval operations. It is a rather broad term for the numerous officers under the command of a Nahe or a Taern. They can serve a variety of different roles, from commanding a group of artillery cannons to leading a group of squads on the battlefield. As such, they also vary in what equipment they use. Their armor and equipment is relatively standard, normally derived from standard infantry gear with some modifications to improve protection.

Qror
The lowest ranking units in the chain of command, the Qror leads squads of infantry into battle. They typically command between three to ten soldiers, sometimes more depending on the objective. Their gear is the same as what is used by standard infantry, just with different colors to help identify them. Most Qror also have large banners mounted on their back to help raise troop morale.

MKIV "Gatranus" Power Armor


The "Gatranus" series of power armor is the current generation of power armor used throughout the military. The armor is made up of hard plates of metal that encases the entire user, including the wings and the spikes behind their head. Lighter armor is placed around the joints to keep movement as unhindered as possible. Underneath the armor is a tight, bullet-resistant jumpsuit that minimizes damage whenever a bullet makes impact. The armor also generates a shield around the user, giving them time to rush to cover or retaliate if caught under enemy fire. If a projectile does make it past the armor and injures the user, the suit responds with injecting pain relievers and a foam-like substance into the wound to prevent bleeding.

The power armor was designed to be extremely modular, to the point that individual pieces of armor can be removed and replaced, allowing for nearly limitless versatility. As a result of this modularity, many soldiers take the liberty of modifying their armor. Many brigades have personalized armor set that their forces use. These personalized suits often reflect the tactics that brigade uses. As a result of this, many soldiers, though on the same rank, do not look alike. As well as the modularity, the armor also contains several other features. A temperature control unit inside the armor bases internal temperature on what the temperature is outside, preventing the user from overheating and freezing. The HUD within the armor allows the user to monitor vital signs, suit integrity, and has a radar to detect friendly and enemy forces. A small camera is also present within the helmet, recording everything that the soldier sees. This allows commanders a first hand view of enemy forces and can also be used for law enforcement. The HUD, like the armor itself, can also be modified.

Outside of the armed forces, several other groups and factions also use the Gatranus. The C.D.F (Civil Defense Force) use their own special version of the armor. Certain private security forces have their own bought directly from military suppliers, Though this is quite uncommon given the prices the suits go for. Specialty versions are also made for alien empires to use, these models being tailored for their specific anatomy.

MKII "Xekelyin" Infantry Battlesuit


Developed shortly after the Gatranus Power Armor was issued, the MKII Xekelyin Battlesuit is a large, heavily armored exoskeleton suit used by all divisions of the military. They can work as both support and direct assault, using their heavy armor to soak up damage and their heavy weaponry to plow through enemy forces and provide suppressive fire. All soldiers receive special training before using the suit due to its significant increase in size and decreased mobility, as well as the new weapons available to them. Like Shock Troopers, Xekelyin suits can be deployed via orbital drop, however due to their size only one can fit, leaving no room for anyone else.

Thanks to the increased strength and size of the Xekelyin, the infantry using them have their own class of weaponry. These weapons are too heavy to be used by standard infantry. Small turrets which seek out enemy targets can also be placed on the shoulder. The weapon systems are designed to be modular, allowing for the suit to change its armament when not on the field.

Versions
Fairly recently, different versions of the Xekelyin have been developed to fill in more specific roles, such as air or underwater combat. roles. Normally these are issued to separate divisions of the military.

 Altrin

 Kalkrik 

The "Kalkrik" Model Xekelyin was the first variation of the original Xekelyin design to become widely recognized and accepted into most divisions of the military. Designed by a team of engineers who believed the first model did not have enough armor, the Kalkrik is a ridiculously durable bulwark. Its job is to take the brunt of enemy fire, provide cover to infantry forces, and clear a path for infantry to get through. Though initially designed for use with shock troopers, it quickly found its way in other infantry divisions.

Much of the Xekelyin's original chassis was rebuilt during the designing of the Kalkrik. Though looking quite similar to the original, it is made with heavier, more durable materials. Several more layers of armor plating were also laid over most of the body, the thickest of which is in the torso, at about 1 1/2 feet. This, coupled with a shield generator built into the back, has made the Kalkrik impervious to small arms fire and grenades. Most suits also have a large shield attached to one or both arms, improving their ability to provide cover and also acting as an excellent tool for bashing foes.

Given that most users of the Kalkrik are wielding heavy shields, many tend to go for weaponry that can be placed on one arm. One popular weapon is a arm-mounted autocannon whose armor-piercing ammunition makes quick work of lighter battlesuits and infantry. Users tend to mount explosive weaponry to their shoulders such as rocket launchers and grenade launchers. Some users, however, do not use shields, instead opting for heavy weaponry such as heavy machine guns.

The primary weakness of the Kalkrik is mobility. Little was put into the suit's mobility during its designing. So while the suit is incredibly durable, it is also painfully slow and sluggish compared to all other Xekelyin models. Its extreme weight prevents it from being used in certain environments, such as marshes where it could become trapped in the mud. Nevertheless, the slow moving behemoth is a force to be reckoned with on the battlefield, and has become rightly feared by many soldiers.

 Sycer 

The newest iteration of the Xekelyin design, the Sycer is the empire's first flying battlesuit. It was designed for traversing rough terrain and keeping up with the normally highly mobile Xeskerah and Seervas, something the other models are incapable of. The entire design had to be revised and modified in order to make it capable of being so mobile. Much of the heavy plate armor were removed. The torso was made smaller and less bulky, the shoulders are not as wide, and the legs were modified to be able to resist falling and hard landings. High powered jumpjets, some of the most powerful thus far, were installed into the back and legs to allow the suit to both jump across the terrain and fly across the battlefield. The Sycer has become popular for raids and ambushes where it can quickly enter the field, wreck havoc on the enemy and escape with minimal damage.

Shortly after the Sycer was first introduced on the battlefield, pilots discovered an interesting fact about the jetpacks. Though they could not keep up with fast flying aircraft such as fighters, they were capable of keeping up with slower, low-flying gunships and dropships. It became something worthy of bragging and respect for Sycer pilots to chase down and destroy enemy aircraft or even to jump aboard and pull the pilot out. The tactic has become so famous that it is now included in the training of how to use the suit and is considered a completely valid tactic.

Sycer tend to use the lighter weapons of the battlesuit arsenal which can be wielded with their hands rather than being mounted unto their arms. Sycer prefer to use these types of weapons since they typically need both hands for traversing the battlefield or boarding a ship. Recent additions to the suit include heat-seeking rocket pods that were added for taking down aircraft and armor.

Being the least armored of the battlesuits, the main issue with the Sycer is that it can't stay alive for very long unless it is constantly on the move. While skilled pilots can easily keep up and avoid being hit, many new pilots have fallen into this trap, making the Sycer the battlesuit with the highest skill bar and highest mortality rate. Anti-Air weaponry such as lock-on rockets and flak have also proved to be deadly efficient against them.

 Lyvrn 

Ballistics
The oldest and most common weapon category, ballistics have remained popular even thousands of years after leaving the cradle of Kovas. Ballistics technology has advanced extremely far since then. Most weapons can be modified to fit a certain type of ammunition, allowing for a large amount of versatility on the field. Other reasons behind ballistic weaponry's success is their ability to be very easily and cheaply mass produced, as well as their stopping power being popular with most infantry forces. It is highly unlikely that ballistic weaponry will ever go away.

Avkon Carbine
A common sight on the battlefield, the Avkon is a well-rounded, standard-issue carbon. It is designed to be a balanced and versatile weapon, remaining strong against infantry without being too recoil intensive. It is fairly modular and can have a variety of attachments added to it to fit in just about any situation. The versatility of the Avkon has made it popular outside of the military as well, specifically planetary police forces, who use a modified, less lethal version of the weapon.

Ghador Automatic Shotgun


The Ghador is a standard issue automatic shotgun. It fires heavy slugs at rapid succession and fairly low spread, making it effective at quickly taking down armored units at close range. The shotgun has become immensely popular among Esaroh Troopers thanks to its ability to quickly clear a room. It has also gained traction with anti-Biomatter task forces, who use it to take advantage of the Biomatter's reliance on close range. The Ghador also has a semi-automatic mode that makes it easier to aim and compensate for recoil.

Halvus Semi-Automatic Rifle
The Halvus is a semi-automatic, long ranged support weapon. It functions as a middle ground between the extreme range and power of sniper rifles with the fire rate of other rifles. The Halvus works as a small coilgun, firing somewhat slowly but accurately and dealing heavy damage to enemies. The light weight and well-rounded nature of the Halvus has made it popular with police and reconnaissance forces as well.

Saqueris Sniper Rifle
Used exclusively by spec-ops forces such as the Coseron and Ilveras, the Saqueris is a long-range rifle used for support and assassinations. It is essentially a miniaturized railgun capable of launching projectiles at an extremely high velocity for an extensive range. It can launch differing types of rounds depending on the situation, such as anti-tank or explosive rounds. The drawback of the Saqueris is that is takes time to charge up to fire, making it useless at close range.

Gaver Submachine gun


The Gaver is a light-weight, high power submachine gun used extensively by stealth and infiltration forces and as a general purpose sidearm by many other infantry classes. The Gaver fires light pistol ammunition at a rapid rate, shredding lightly armored infantry units. The lighter ammunition also makes it less recoil intensive and more comfortable to use.

Kadar Heavy Assault Rifle
The Kadar is the bigger brother of the Avkon AR. It focuses on raw power, sacrificing accuracy for a more powerful punch. Though its reduced accuracy and recoil make it highly impractical for long-range engagements, it is immensely popular with front line infantry who engage mostly in short-medium range combat, where the Kadar shines. It has also grown popular amongst certain spec-ops divisions, such as the Halrog Commandos and Arnan.

Caderis Light Machine Gun


First developed shortly before the Korvar-Zorock war, the Caderis LMG has been the mainstay squad-support/anti-infantry weapon for well over two decades. With its large magazine and high fire rate, it has become famous for being able to hold down positions for extended periods of time and mow down any soldier that comes in its wake. Modifications allow the Caderis to be mounted on a tripod, allowing it to be used on vehicles and fortifications.

Iolus Missile Launcher
The Iolus is a light-weight and versatile shoulder-mounted rocket launcher. The Iolus can be used to both dumb-fire straight towards a target or lock onto a target. The Iolus is designed to accept multiple types of rockets without any modifications, allowing a user to change from an anti-vehicle loadout to an anti-infantry loadout on a dime. Some examples of Iolus ammunition are a rocket which penetrates enemy vehicle armor and then detonates inside to kill the crew, and another which splits into smaller rockets to cover a wider area.

Orlas Grenade Launcher
The Orlas is a heavy grenade launcher capable of launching up to eight grenades in rapid succession before needing to reload. Like the Iolus Missile Launcher, it can utilize several ammunition types, some of which are shared with the Iolus. Others are more unique, such as remotely detonated grenades and magnetic mines.

Xalgon Automatic Pistol
Used throughout the empire by both military and police forces, the Xalgon is a lightweight automatic pistol. The Xalgon fires small rounds which are able to pierce most light armoring at a rate slightly slower than most machine pistols. Its lightweight and easy-to-use nature made it popular with more mobile forces, such as the Xeskerah. Most of the time however, the Xalgon is simply used as a backup for emergencies rather than as a primary weapon.

Sedalta Semi-Auto Heavy Pistol
The Sedalta is a very powerful, highly accurate pistol used as an alternative to the Xalgon and Ahvaris Shotgun Pistol. Though slow firing and ineffective against groups of enemies, it can easily incapacitate or outright kill armored infantry at fairly long ranges. It is most frequently used by those who prefer the more inaccurate, automatic weapons such as LMGs or heavy assault rifles.

Ahvaris Shotgun Pistol
An alternative to the Ghador, the Ahvaris is a 4-shot semi-automatic pistol that fires the same rounds a Ghador can. It is just as powerful as its larger counterpart, but it looses its automatic functions, accuracy, and ammo capacity. Despite this, it is still good for quickly dispatching someone in close-quarters. It is especially popular with many Esaroh, as they can use an AR like the Avkon and still have a shotgun on hand when necessary.

Energy Based
Hand-held energy weapons are a fairly uncommon sight in the Korvar military. Development of plasma and energy based weaponry is still ongoing, leaving them to be less advanced than other races. As a result, energy weapons are costlier, bulkier, and tend to overheat quicker than other empire's energy weapons. However, these problems are slowly being resolved as their technology advances.

AB-19 Xerxa Energy Repeater
A step further into the development of energy weapons, the Xerxa is a heavy automatic weapon that rapidly fires bolts of plasma. It operates much like a LMG, having a massive battery and high rate of fire to unleash a hail of energy to suppress enemy infantry. The Xerxa is highly effective at overloading enemy shielding and melting enemy armor. As it currently stands, the Xerxa suffers from being considerably heavier than most other infantry weaponry and can quickly overheat due to sustained firing.

X20A Gakera Laser Cannon


An experimental weapon developed only a few months ago, the Gakera is a large laser cannon focused on taking down enemy armor. After charging for several seconds, the Gakera will unleash a beam of energy at a target with pinpoint accuracy, destroying anything in its path. The power of the beam allows it to go through walls and armor, making many defenses largely worthless against it. Due to a long cooldown and recharge time, The Gakera is mostly used as a support weapon, picking off slow enemy vehicles and defenses from long range.

Quedar Energy Pistol
Large and bulky for a pistol, the Quedar is a plasma-based weapon that discharges fairly weak bolts of plasma capable of causing extreme burns and melting light armor. While many think the weapon is weak due to this, it actually has another purpose that makes it much more dangerous. The true benefit of the Quedar is its charging function. The Quedar can focus about half of its battery power into a single, concentrated blast of plasma. This is primarily used to overload enemy shielding or burn a hole straight through a soldier. However, this does use up half of the plasma battery and overheats the weapon. Most squads have at least one trooper armed with a Quedar specifically for taking down heavy enemy shielding.

Melee
The reintroduction of melee weaponry came as a surprise to many throughout the military. For centuries, many considered the concept of melee weapons to be obsolete and archaic; something that was to be left behind in ancient history. This began to change with the introduction of energy technology. Many began to experiment with creating blades made of plasma energy. Within a few months, the first plasma blades prototypes are created and issued to what would become the first Xeskera infantry divisions. The test proves to be a rousing success,the blades effortlessly slice through enemy armor. Soon, more plasma-based melee weapons would be created and issued to the military.

The revival of melee weaponry has caused many to look at alternatives to plasma melee weaponry. One such alternative that is gaining traction are weapons utilizing spinning chainsaw-like blades. One problem that some have with plasma-based weapon is their utilization of bulky batteries and the fact that they cauterize the injuries they inflict, preventing heavy bleeding. Chainblades, on the other hand, leave gruesome injuries that cause extensive bleeding and makes cuts that are more difficult to quickly heal. They also have a psychological effect on the enemy due to the extremely loud noise that they make. The flaws of the chainblade lies in its ineffectiveness against heavy armor. They are much more useful for slashing through groups of lightly armored infantry. Since they also need to be revved up to work, they are useless on stealth missions, where the quiet him of a plasma blade is much more subtle.

Elavru Polearm
A popular weapon among Seervas and the Arnan Royal Guard, the Elavru is a light, two-handed pole weapon based on a traditional design from ancient times. At each end is a large blade, both of which face opposing directions. There are currently two different versions of the Elavru. One uses the standard plasma blades. The other, somewhat more recent version uses chain blades. When mastered, the Elavru can be a terrifying weapon on the battlefield, effortlessly slicing through swathes of infantry. The weapon is fairly uncommon on the battlefield because of the time it takes to master its capabilities.

Haldak Warhammer
A warhammer is to the Korvar as a sword is to a man. Hammers have always been a part of Korvar iconography and culture and remains so to this day. The Haldak is a continuation of this long tradition. With a blunt head on one end and a spike on the other, the Haldak can knock someone off their feet or pierce through power armor with ease. There are two versions of the hammer, one that is one-handed, and another that is held with two hands. One-handed hammers are more popular with soldiers whereas the two-handed one is commonly used by battlesuits.

Voldar Spear
A weapon design older than the Elavru, the Voldar is derived from ancient holy text. In the text, a three-pronged spear was used by the goddess as a conduit of her power and as a symbol of her authority. The Voldar of modern times is designed for piercing enemy armor, making it useful for dispatching heavily armored infantry and some vehicles. The Voldar, like the Elavru, is primarily used by the Servas and Arnan. Xeskerah have also been picking up the weapon, albeit a somewhat shorter version, as they like its power against single armored targets

Galrov Mace
The Galrov is a heavy mace which can dent and penetrate infantry armor thanks to the flanges on the head of the weapon. The small version of the Galrov is somewhat uncommon on the battlefield, as its normally more effective at melee ranges to try and stab enemies rather than swing at them. A much larger version of the Galrov exist for mechanized infantry battlesuits, which is much more popular. The larger version can easily take out a clustered group of infantry or smash a light vehicle in one blow.

Orezon Chain Axe
Orezon are small, one-handed axes designed for hacking and slashing infantry to pieces. Its light weight and small size has made it one of the more common sights on the battlefield, being used by many soldiers as a way to quickly dispatch an enemy. The most famous users of the Orezon are the Xeskerah, many of whom make it their go-to for hacking an enemy to pieces while they use their wrist blades for stabbing more armored targets. Some users are known to carry around two of the axes, allowing them to take down individually units at a faster pace. Other battalions go a step further, with some of their forces carrying around a small bag of the axes to toss at enemies and replace lost axes.

Qovolis Dagger
Qovolis are short, lightweight daggers. They are frequently used by many spec-ops troopers, primarily the Ilveras, as a tool for silently dispatching targets. They are designed with piercing through armor, making them deadly even to heavily armored infantry. Many soldiers on the field also use the Qovolis, usually sticking it to their weapons to work as a bayonet. Many Xeskerah have a dagger strapped to each wrist, both to make room for extra weapons to hold and to make it easier to quickly stab someone, or even to ram into them using their jetpacks.

Unique
Weaponry that doesn't fit in either the ballistics or energy weapons category. Not many of these exist, but the ones that do can be devastating on the battlefield.

Galeron Impaler Rifle
One of the many recent military developments, the Galeron Impaler Rifle uses high powered coils to launch large spikes at extremely high velocity, going straight through heavy infantry armor and obstacles and sometimes known to stick enemies to walls and other hard surfaces, giving it its name. The Galeron has become very popular among heavy infantry and commando units for its sheer destructive power against heavily armored infantry and light vehicles. However, due to its ammunition type being fairly exotic among Korvar weapons, it can't accept any other type of ammunition aside from the spikes.

Oruvai Acid Sprayer


The Oruvai is an experimental weapon that is currently exclusive to chemical warfare divisions. It sprays out a long stream of corrosive acid that rapidly melts armor and flesh alike. It is often used to melt cover being used by enemy forces and for melting down heavily armored infantry and battlesuits. It has also proven highly effective against vehicle armor. The weaknesses of the Oruvai are in its ineffectiveness against shielding, which is does hardly any damage towards. To compensate, Oruvai users tend to bring Quedar pistols with them.

Mechanized Battlesuit Weaponry
Weaponry for Xekelyin Battlesuits are much too large to be used by regular infantry, but are also much more devastating. Sometimes the increased size allows for more unique weapon to be installed can't be miniaturized for infantry. As such, these weapons are placed into their own category.

Kravat Assault Rifle
The Kravat is a battlesuit-sized assault rifle. In terms of standard infantry weapons, the closest equivalent would be Kadar. Kravats are popular among those wanting a bit more mobility and frontline assault forces, as the weapon is considerably lighter and smaller compared to other weapons, and is held rather than mounted to an arm. Many like to mount large bayonets or grenade launchers to the weapon for extra versatility, and also mount longer-range weapons to the shoulders to make up for the Kravat's fairly low accuracy at long range. Like the Kadar, the Kravat produces heavy recoil, though the battlesuit has the strength to handle it fairly easily.

Halvon Autocannon


The Halvon is a very large, two-handed belt-fed machine gun. Initially designed as a heavy machine gun to be used on armored vehicles and mechs, it was soon downsized and changed to instead be used by battlesuits in order to give them a viable way to provide suppressive fire to a squad and cleave through infantry with little effort. Its closest infantry counterpart would be the Caderis LMG thanks to its high fire rate, similar purposes and massive magazine. The ammunition is stored on the back of the battlesuit in a fairly large but durable pack. Since it needs both arms and the back, few other weapons can be mounted on a battlesuit using the Halvus save for on the shoulders.

Vailes Miniguns
Though the Halvon was immensely successful and remains in use today, its large, bulky size makes it difficult to maneuver it in the close quarters of a base or starship. Many, especially in the Esaroh divisions, began requesting a smaller Halvon that could be used effectively in CQC. The answer was the Vailes. The Vailes is a 6-barreled minigun that can be mounted on one arm, making it light and easier to maneuver compared to the Halvon. Though it is not as accurate at medium to long ranges, it can spew out bullets at a very high rate of fire, mauling any infantry stuck in its wake.

Nelvak Scattercannon
The Nelvak is the general-purpose close-quarters combat weapon of the Mechanized Battlesuit. It works like a gigantic version of the Ghador Shotgun, firing a volley of anti-personnel rounds that shred infantry and battlesuits to shreds. It can have both automatic and semi-automatic fire. It is mounted on only one arm, allowing the user to also wield another weapon, normally a heavy melee weapon like the Galrov. The Nelvak is especially popular with the Esaroh as the large groups of enemy infantry and armor can be quickly overwhelmed with a few Xekelyins wielding the weapon.

Ar37 Plasma Thrower
The futuristic relative of a flamethrower, the Ar37 is a heavy weapon that fires a stream of superheated plasma at enemies. Like the Oruvai, the Ar37 makes quick work of infantry and armoring, but it also has a slightly higher range and can rapidly overload enemy shielding. However, like other energy weapons, it is more expensive to produce, overheats very quickly, and relies on heavy batteries to function. Currently, there is no infantry variant of the Ar37, as current models are much bigger and bulkier than even the Xerxa Energy Repeater

Qala AA Miniguns


The Qala gives the firepower of a Gantrivost AA tank into the hands of Mechanized Infantry battlesuits. The Qala consist of two large miniguns mounted unto the back of a battlesuit. Targeting the enemy and moving the guns is taken care of by an A.I and hydraulics. The guns are capable of locking unto and taking down most enemy gunships and low-flying ships, and can hit ground units if they're high enough. Though they can't place weapons on their shoulders, the fact that the Qala is back-mounted means that pilots can also wield other weapons, some popular choices being the Kravat and Nelvak.

Helgok Mortar Cannon
The Helgok is a large mortar cannon that is mounted unto the back much like the Qala Miniguns. This allows the pilot to act as a highly mobile light artillery piece able to be right there along the front lines and provide support to squads in places where the heavier artillery can't target without risk of friendly fire. Pilots utilizing the Helgok tend to stick with supporting squads of infantry who can help protect it against close enemies and provide extra ammunition. Unlike the Qala, weapons can be mounted on the shoulders, weapons which tend to be focused on close-medium range combat.

Veleke Toxin Sprayer
Used only by chemical and biological warfare divisions, the Veleke is one of the least conventional weapons in the Korvar arsenal. It is a system of small sprayers spread out across the chassis of a Xekeltin, all connected to one or more central tanks located in the back. These sprayers propel highly toxic, normally invisible gasses out almost constantly. A battlesuit essentially becomes a walking cloud of death. A single suit can quickly flood a building or any small, enclosed space, making it completely uninhabitable.

Divisions
The Korvar military is divided into a multitude of divisions that differ in training, strategy, and coloration. Each division works together on the battlefield to ensure victory for the Korvar. Due to the specialization, some of the divisions largely incapable of working alone unless under perfect circumstances. If there was no space division, it would be neigh impossible to achieve orbital superiority and ground forces would quickly be destroyed, for instance.

Each division has two main colors. The 'standard' colors are used for standard infantry forces. 'Elite' colors are used to signify more experienced and oftentimes more specific infantry forces. Individuals within the lower half of the chain of command also use the elite coloration to signify their rank. The darker the shade is, the higher the rank someone is. This changes when someone becomes a high enough rank, where their division color is replaced by purple, the colors of High Command.

The main divisions of the Korvar are: the Crimson Hammer, Steel Bulwark, Vahlsrod's Maw, Zenith, the Peacebringers, the Eyes of the Goddess, and the Ascendant's Chosen.

Crimson Hammer
Standard Colors: Maroon

 Elite colors: Fuchsia

The sledgehammer of the Korvar military, the Crimson Hammer is by far the largest and most well-known of the divisions. Draftees who finish their training are most often placed into this division. Their role is that of shock troopers, they spearhead major ground offensives during an invasion. They epitomize Korvar doctrine, using overwhelming firepower and heavy armor to overwhelm their enemy. The equipment utilized by the division is typically standard issue, with no real modifications specializing it unless it is decided to be necessary.

In terms of relations with the other divisions, members of the Crimson Hammer get along best with Steel Bulwark and Zenith, both of whom they work with extensively during an invasion. They admire the efforts of both the Peacebringers and the Eyes of the Goddess, but can often end up taking both for granted. Views on Vahlsrod's Maw, on the other hand, are quite mixed. Some support them while many see them as less brave and battle-hardened than themselves. The two often argue about who is better.

The colors of the Crimson Hammer are derived from mythology. Red comes from the color of the Kavrass' scales. Fuchsia is taken from the color that Yeilxer take on when they enter the physical realm. The allusion being that the commanding officer is like one's Yeilxer, someone who is to be respected and followed.

Elsekt


The Elsekt are the most numerous infantry and are the standard infantry of the Crimson Hammer division. They are the first soldiers to appear on the battlefield and engage enemy forces. They wear the default version of the Gatranus armor, giving them a moderate amount of protection while still allowing some mobility. Many of them wield small arms weapons such as the Avkon AR and Ghador shotgun. They also wield a pistol and a melee weapon, typically a dagger or mace.

As Trilta gain experience on the field and become proficient in a certain area of combat, they receive new armor and weapons to fit their style and eventually are promoted to a respective position. For example, an Elsekt who is mobile and mastering close quarters combat will receive jetpacks and melee weaponry and eventually work their way into becoming Xeskerah

Steel Bulwark
Standard Colors: Dark grey

Elite Colors: Steel

The Steel Bulwark is considered by many to be the spine that supports the entirety of the Korvar military. The Bulwark serve two purposes: First, they defend the Empire against invaders; Secondly, they support the main ground offensive during Korvar invasions. They are skilled engineers and soldiers, capable of both constructing forts and tearing them down. They are responsible for most of the fortifications built in the Korvar Empire over the past four centuries. When on the offensive, they land on a planet alongside the main attack force and fortify the area, solidifying Korvar presence. They utilize siege-style tactics, letting the main force isolate the enemy into their main fortifications and then relentlessly bombard them until their defenses have been shattered. Bulwark units reflect their philosophy, being covered in more armor than any other division and wielding heavy weaponry designed for supporting their allies.

The Steel Bulwark tends to get along well with most of the other divisions, especially the Crimson Hammers. Everyone in some way relies on them, so typically for one to have an issue with them and be taken seriously they have to have a very good reason. The only real point of contention is sometimes with the Peacebringers. Though the two often work together, many Peacebringer brigades are seen as liabilities who are inept at reliably supporting Bulwark forces.

The colors of the the Bulwark comes from their occupation. To them, grey represents rubble and debris, the destruction they leave on the battlefield. Steel, on the other hand, is a reference to their role as defenders of Korvar territory and the gleaming metal of their forts and armor.

Vahlsrod's Maw
Standard Colors: Green

Elite Colors: Brown

Literally translating to Hell's Mouth, Vahlsrod's Maw is a division dedicated to utilizing chemical and biological agents on the battlefield. The Maw is the youngest of the divisions, originally starting as a sub-division of the Steel Bulwark before becoming their own separate division. Maw troops are most often called in when traditional forces are not successful. Many parts of Maw doctrine are burrowed from Steel Bulwark but are modified to fit Maw standards. They turn the battlefield into a uninhabitable, toxic wasteland in which nothing can survive. They bombard the enemy from afar with rounds filled with toxic gasses that discharge once they land on their target. Once an enemy has been sufficiently weakened, the Maw sweep in and eliminate any survivors. Out of all divisions, the Maw has the most equipment that is made specifically for themselves. This extreme specialization makes it largely useless outside of the division, but makes their own assaults all the more devastating.

The Maw gets along best with Steel Bulwark, from whom the Maw gets most of their members. The Maw also has good relations with the Eyes of the Goddess, who often assist their operations on the battlefield to great effect. Similarly, they view Zenith the same way. They don't hold much care for the Peacebringers, seeing relatively little point in their existence. As mentioned earlier, the Maw and the Crimson Hammer do not see eye-to-eye. Some members of the Maw see themselves as superior to the Hammers and believe that the Maw will eventually take the Hammer's place.

The colors of the Maw represents nature. Green is the color of nature itself, the place where the Korvar discovered their first biological agents. Brown literally represents dirt, the place where the bodies of all who die eventually return to.

Sektra


The Sektra are the soldiers that make up the biological and chemical warfare divisions of the military. They use a unique suit of armor specifically tailored for surviving the biological warfare that the division is known for. Their highly resilient, pressure-sealed armor can withstand toxic environments for week at a time before requiring maintenance. This has made the Sektra popular on the Betel front, where the highly toxic and polluted environment is dangerous to many troops. Many of the systems used in their suits has also been given to standard infantry serving on the battlefront.

Most Sektra use a mix of weapons, both weaponry available to other divisions, such as the Kadar and Avkon, or weapons unique to them alone, such as the Oruvai Acid Sprayer. Sektra in the Biomatter task force are even more specialized. Many of them use explosive rounds which, while not as effective at piercing armor,can easily go through flesh and blow it apart.

Zenith
Standard Colors: Orange

Elite Colors: Gold

Zenith is essentially the "space navy" of the Korvar, they encompass almost all Korvar space vessels and are involved in almost all naval operations with few exceptions, such as the Biomatter Task-Force. They are similar to the Steel Bulwark in that they share the goals of defending the empire from threats and supporting the other divisions during a conflict. Their role during a conflict is of supreme importance, they are both the primary means of transportation between worlds and are the only ones capable of maintaining orbital superiority. As well as maintaining the fleets, Zenith also has a large number of infantry trained for boarding enemy vessels, the Esaroh. The equipment of these soldiers is typically centered around close-quarters combat, but some special exceptions to this have occurred before.

Zenith view the Steel Bulwark as equals to them. They both rely on each other to some extent; Steel Bulwark helps construct shipyards and orbital stations while Zenith keeps the skies clean. They also like Crimson Hammer since the two also work together quite often. Views on the Peacebringers are shared between the Steel Bulwark and Zenith. The work of the Eyes of the Goddess are appreciated, but like with Crimson Hammer, can end up overlooked by lower ranking infantry.

The colors of Zenith relate to astronomy. Orange comes from the classification of the sun that Guardaros, the first Haldron Fortress world and major naval shipyard, orbits. Gold (not to be confused with the bright yellow that the royals use) is derived from a constellation in the skies above Kovas.

Esaroh


Esaroh Troopers are space combat specialist. They are trained for deterring enemy attacks on their own vessels as well as boarding and capturing enemy ships. Along with their combat training, Esaroh are also trained in maintaining and repairing the ship. Their armor for Esaroh is made to survive in the vacuum of space, being equipped with internal pressurized air tanks and jetpacks so they can easily move around in and outside of a ship. Esaroh troopers rarely ever intentionally touch down on planets, being far more used to fighting in vacuum and in starships. Esaroh are normally armed with CQC weaponry. Popular choices include the Gahdor Automatic shotgun and the Avkon AR. Rarely, long ranged weaponry is also utilized, but this only occurs if boarding an extremely large vessel.

Esaroh forces board enemy ships in groups of up to 75 men per-boarding vessel, with multiple vessels latching onto a ship in various spots. Most boarding operations are normally done to capture special targets and/or disable the ship from the inside. Occasionally, however, Esaroh will board a vessel to permanently capture it, either to use it on enemy forces or because their own ship was crippled.

Peacebringers
Standard Colors: Light blue

Elite Colors: Dark teal

The Peacebringers are occupation forces. Once the other divisions have successfully taken over a planet, the Peaceringers come in to control the populace. Much of their time is spent enslaving the population and putting down resistance movements. Once a population has lost its purpose, it is the Peacebringer's responsibility to eliminate them. They and the Steel Bulwark often work in conjunction on occupied worlds. The Bulweark builds fortifications and bases while the Peacebringers keeps hostiles off the Bulwark's back. Most Peacebringer soldiers either come from the C.D.F, the militarized police force of the Korvar; of the Crimson Hammer division. Peacebringer training is centered around combating guerrilla fighters, and their equipment typically prefers mobility and light arms, with some exceptions depending on the occupied race.

The Peacebringers often feel under-appreciated by the other divisions, especially by certain members of the Crimson Hammer, making many Peacebringer officers bitter towards the other divisions. The only two divisions the Peacebringers get along well with are the Eyes of the Goddess and Steel Bulwark. The Eyes work in the background to support Peacebringer efforts while the Steel Bulwark wards off invasions. As said earlier, however, relations between the Bulwark and Peacebringers are not mutual.

The colors of the Peacebringers comes from the depiction of the color blue within Korvar culture. Blue, synonymous with water, is calm unless it is agitated, a fitting way to describe many Peacebringer operatives. Teal refers to the same thing.

Eyes of the Goddess
Standard Colors: Sepia

Elite Colors: Rust

The Eyes of the Goddess, simply referred to as the Eyes, are the special-operations forces of the Korvar military. They deal with all operations that cannot be solved by traditional military means, such as assassinations and intelligence gathering. They are also called in to alleviate highly dangerous or delicate situations. Of all divisions, the Eyes have the most variety when it comes to equipment and roles. Infantry within the division are segregated into specific roles and task. For example, the Ilvera handle situations involving stealth while the far less subtle Halrog Commandos operate with situations requiring more firepower. The Eyes are not just used against alien civilizations, they are also used within the Empire as a secret police force, ratting out dissentors and getting rid of them before they become problems.

The Eyes themselves don't really have any issues with the other divisions, though this is a moot point given that they rarely directly interact with the other divisions. More often than not, their interactions with other divisions involve disguising themselves in order to spy on them and root out any traitors. The frequency of these spying operations have never been disclosed, but it has done more than enough to make many people paranoid of them.

The colors of standard Eye operations, Sepia, comes from history. The first people to really use dedicated stealth forces were the desert-dwelling Lyvr, who can sometimes have sepia-colored scales. Rust is a reference to how they help to slowly break down an enemy force, much like rust corrodes iron.

Ilvera


Masters of espionage and deception, Ilvera are elite stealth units in the special-ops branch in the army. Ilvera encompass all stealth and espionage operations in the military, from assassinations to spying to destroying key targets prior to an invasion. All Ilvera operatives are extensively trained towards a certain role, making them extremely proficient in that area. When operating on the battlefield, Ilvera sneak well behind enemy lines where most other forces can't get to and eliminate key enemy targets. They also sabotage enemy supply and communication lines, causing a logistics nightmare within the enemy force. Most weapons popular among Ilvera are light weapons, such as a silenced Gaver Sub-machine gun, Halvus rifles, and a silenced pistol of their choice. Most Ilvera also carry a small melee weapon, normally a dagger for quickly eliminating single targets.

Some Ilvera are stationed on civilian worlds, acting as a secret police force. They are used to spy on politicians and other positions of rank within the populace, as well as military personnel. If someone is condemned as an threat to the empire and its people, they either get captured and imprisoned or assassinated. The assassinations are generally framed to make it look as though political enemies or rebel forces were responsible, concealing the existence of the Ilvera operatives and stirring up opposition and hatred for that group.

Halrog Trooper


While Ilveras are trained to stick to the shadows and avoid the bulk of the fighting, the Halrog Troopers are trained to do the exact opposite. Halrog are elite commando units trained for high-risk raiding operations against enemy forces. Whereas the Ilverus are quiet and subtle, the Halrog are vicious and blunt. They rush through enemy bases, gunning down anyone and anything between them and their objective. As such, they are equipped with the heaviest and most durable armor and shielding of all special operations forces.

In contrast to Ilverus' preference in light weaponry, most Halrog forces prefer heavier weapons with more stopping power. Such popular weapons include the Kadar AR, Gahdor Shotgun, and Galeron Rifle. Though more uncommon than in Seervas forces, some Halrog will equip themselves with a melee weapons along with as jetpacks for the added mobility. Popular choices include wrist-mounted Qovolis Daggers or the Elavru Pole arm.

Coseron


The Coseron is a highly trained elite sniper unit from the spec-ops division of the army. Their main objective on the field is to pick off enemy commanders and other valuable targets in order to break the chain of command and weakening the enemy force. Trained in stealth and equipped with light armor and a stealth generator a Coseron can sneak behind the enemy battle line and quickly run away if needed. Thanks to the Korvar's naturally slow metabolism they can stay out in the field for extremely long periods of time, some have been known to stay out for weeks without resupply. To help achieve this, most Coseron have a large meal within a few days of an operation and also bring smaller rations with them to supplement while them while they are on mission.

The Coseron is armed with a heavy Saquaris Sniper Rifle which is modified to fit different types of ammunition depending on the mission. The rifle does not feature a scope, instead relying on the Coseron's specialized helmet for aiming at enemy targets. In the event Coseron are caught, they are armed with an SMG or shotgun to defend themselves, as well as combat daggers.

Ascendant's Guard
Standard Colors: Black & Yellow

Elite Colors: N/A

The smallest and most secretive of the divisions, the Ascendant's Guard's sole task is ensuring the continued safety of the royal family. The entire division is stationed at Ghalderis Fortress. The Guard is split into two separate groups: the Haldrg and the Arnan. The Haldrg are the larger of the two, estimated to be made up of about one thousand personnel. They protect the area around Ghalderis, though are not stationed within the palace, nor do they directly guard the royals. The Arnan, estimated to be about one hundred personnel, are considered the to be elite forces of the division. They protect the interior of Ghalderis fortress and are directly responsible for protecting the royals. Only the most fanatical and experienced Korvar have a chance of becoming a Haldrg, let alone an Arnan. It requires complete devotion to the Emperor and decades of training and battlefield experience.

The Arnan view all divisions the same way: lessers who are not to be trusted until the emperor says otherwise. They trust no one, and will not hesitate to use deadly force if it is deemed necessary. Their emperor-given authority cannot be challenged by anyone once someone is in their jurisdiction, even the Xel'va must follow their directions. The only ones except from these rules are the royal family and anyone the emperor deems trustworthy.

The colors of the Arnan are the same used by the royal family. This is to show their position and to make their authority as the Emperor's chosen guards clear.

Arnan


The Arnan Guards are soldiers who have achieved one of the most prestigious and respected positions in the military: becoming a Honor Guard of the Royal Family. They are the most experienced and trained soldiers in the empire, having spent decades in the armed service and many of them having participated in some of the most ferocious fighting on the front lines. With the skill bar being so high, only a few Arnan Guards are known to exist. Though the exact number is unknown.

In some cases, the Arnan will be sent on task that will not involve protecting the Royal Family. They will often be sent in place of the Royals to send secret messages or to protect someone else, most often an important military commander such as General Likaros. Rarely, they are sent in place of Ilverus to kidnap or dispatch of someone, as they are much more difficult to trace.

Ironically, a small number of Arnan are from the royal family itself. These guards, who were typically born after the first or second born who become heirs, decided to remain in the military permanently rather than enter the world of politics. The most notable royal member of the guard, and also an exception to the above is the Emperor's daughter, Alivaris, the second-born child. Having no interest in Korvar politics, she instead ascended the ranks to become an Arnan and is currently tasked with guarding her brother, Karetath.

The Arnan Guard are well known for being fanatic towards the Goddess. They follow all rituals and traditions presented in the holy text to the letter, and will typically pray to the spirits and offer sacrifices before taking on any mission. Their armor's color, yellow, represents one of the three 'gifts" from the goddess, in this case, light. The symbolism being that light is ever present, even at night. The Arnan's armor has imagery and symbols carved into the plating, many times to the owner's specifications.

Civil Defense Force (C.D.F)
The Civil Defense Force, more commonly known as the CDF, are the forces stationed on colonies to enforce law and to protect the population. While not technically a military division, they are practically an extension of the Military's power. All CDF forces having combat training and a large portion of them coming from the military draft. CDF goes to great lengths to ensure that the law is being followed within their district, using tactics that would seem overtly dystopian in other civilizations. CDF Officers are allowed to profile and question anyone based on suspicions, and can open fire on anyone fleeing them, though most of the time the ammunition is nonlethal. They also have many post stationed throughout colonies with armed guards watching for suspicious activity and taking in individuals for questioning.

CDF uses modified versions of the Gatranus Power Armor. Unlike the default military colors, these suits are colored in a bright red/gray coloring, with the captain having black instead of grey. The armor a user wears depends on the situation at hand and their position. During standard patrols, most CDF Officers use a lighter, mobile version of the Gatranus, which is on-par with that of a soldier. Riot officers use a much more durable suit of armor, making it akin to the CDF's version of the Shock Trooper. When it comes to weaponry, the most commons are the Avkon AR, Gahdor Shotgun and Halvus rifle. Officers use non-lethal ammunition mostly, but have spare clips with lethal ammo if things get too dangerous. Aside from primary weapons, they also have stun batons, different types of grenades, and a pistol.

For large disturbances such as riots, the CDF can also utilize armored droids known as "Casovis Enforcement Droids." These robots stand at about 8 feet tall and are armed with two large, blunt weapons on the arms, which can be switched out when needed. Casovis can charge headlong into a crowd, knocking everyone out of the way and dispersing crowds very efficiently. They were also constructed to be fairly fast and agile, allowing them to pursue fleeing targets, who they can either capture with net launchers or incapacitating them. Casovis are not used on normal operations because of their tactics being destructive and they can easily cause great bodily harm to individuals.

During an alien attack, CDF forces work to protect the civilian population while the military garrison holds off the invaders. CDF evacuates civilians into evacuation ships and bunkers, eliminating any alien who somehow gets in the way. Most officers do not go to combat alien forces, despite being armed enough to do so. Instead, they stay with the civilian population to ensure order and to protect them in the event aliens manage to find them.

General Infantry
Not all infantry forces are specific to a single division. Some classes are used across most if not all of them, though how common they are depends.

Servas


Servas are former Elsekt trained to utilize jetpacks on the battlefield. Servas can take on a variety of roles, from reconnaissance to squad support to acting as assault infantry. Their jetpacks can them to hover in one place as well, allowing them to lay down suppressive fire from a high vantage point. Servas have two versions of power armor depending on their role. Reconnaissance forces wear light armor to allow them to move quickly through the battlefield. Combat Servas have heavier armor with larger plates, given that their hovering can make them vulnerable.

Many Servas have a preference for either heavy automatic weapons for enemy suppression or mid-long range rifles for picking off enemy units. Also because their jetpack allows them to quickly move in-and-out of a fight, Servas are one of the few infantry classes currently trained in using melee weaponry. One such popular weapon is the Elavru. Another choice is the Voldair spear.

Xeskerah


Introduced shortly after the revival of melee weapons, the Xeskerah are lightly-armored melee infantry that utilize jetpacks on the battlefield. They are primarily used for taking down individual units and ambushing enemy squads. They can dart across the battlefield, making them difficult to hit and making it easy to get in range and then flee when the job is done. Xeskerah use very light armor, some of the lightest of any infantry class. While this allows them more speed, it only takes a small amount of firepower to take them down. To compensate, designers fitted on a durable energy shield. Their mobility has made them very popular in crowded environments, such as cities and forest, as they can easily traverse the normally harsh terrain.

Xeskerah are armed with two wrist-mounted plasma blades that are designed for piercing enemy armor, making them perfect for countering heavy infantry. They are armed with one or two hand-held melee weapons of choice as well. Popular weapons among Xeskerah include plasma axes and daggers, both of which are designed for slashing groups of lightly armored infantry. Along with melee weaponry, Xeskerah are also equipped with explosives, their mobility allowing them to quickly place traps and destroy enemy emplacements and get away with minimal harm.

Vehicles
Notice: Only models still in production are shown in this document, retired vehicles are omitted.

Light
Tekarak Light Tank

Fast and maneuverable, the Tekarak is a light tank meant for harassing enemy forces or eliminating groups of infantry. It is a somewhat uncommon sight on the battlefield, only used for assaulting the smaller enemy outpost and almost never used on the main battlefronts. The Tekarak is most popular on the frontier worlds as it is easily constructed and maintained, and like the Kaldrak has decent speed for travel between outpost. It is also used extensively by the CDF, particularly by riot forces, albeit this version has different weaponry. The standard Tekarak is armed with two heavy autocannons which are effective against light armoring.

Kaldrak Infantry Fighting Vehicle

The Kaldrak is the go-to Infantry support and transport vehicle. It is faster and more mobile compared to many vehicles in the military, being moderately armored and having hover technology. The Kaldrak can carry up to six passengers as well as one pilot and gunner. These traits have made the Kaldrak especially popular on the frontier worlds, as it can quickly traverse the untamed terrain and quickly bring troops from one outpost to another. On the battlefield, the Kaldrak uses its mobility to quickly dodge enemy fire so it can deliver and support allied forces. It is also utilized by medical forces, who use the Kaldrak to bring wounded soldiers back to a nearby base so they can be healed.

Weapons wise, the Kaldrak is armed with a armor-piercing autocannon for picking off and suppressing enemy infantry. Between the autocannons are two small railguns for armored targets. It also has two smoke grenade launchers that provide cover for infantry, as well as a small missile launcher for taking out enemy gunships.

Gavros Gatling Mech

A replacement to the aging A3170 Siege Walker, the Gavros walker is designed to eliminate enemy infantry. Its small build allows it to fit in tight spaces, and its armor allows it to resist most small-arms fire and light ordinance while remaining fairly mobile. It has become popular for close-quarters combat such as urban areas or heavily fortified fortress worlds. The Gavros has also found itself in a variety of other roles as well, such as a squad support mech and being used to quickly raid small enemy outpost.

The Gavros is armed with two large autocannons that can quickly mow down enemy infantry and light armor. The most latest model of the Gavros also features more modular weapon systems, allowing for the autocannons to be switched out for different weapons, allowing for more versatility on the battlefield. The engineers also updated the autocannons to a more modern model, making it simpler to change the ammunition type on the automatic weapons.

Medium
Xarvok Assault Tank

One of the oldest serving line of vehicles vehicles in Korvar military history, the Xarvok is a heavily armored main battle tank designed for spearheading assaults. The tank has remained in use for thousands of years thanks to its balanced offensive and defensive capabilities as well as its ease of production. The tank has heavier armor compared to many race's MBTs, allowing it to take more hits in exchange for a loss in mobility present in other tanks. Though this makes it a somewhat poor choice for hit-and-run attacks, the Xarvok's armor easily allows it to lead direct assaults on enemy positions.

The Xarvok's main guns are two large armor-piercing rail guns, which are able to be either fired at the same time, or individually to hit two different targets. It is also armed with a HMG for taking out infantry targets. The HMG can be replaced by other turrets as well, though it is not a timely process that can be done on the field. Because of the fact that the tank has treads, it is less agile than hover tanks, and at more risk of being crippled if the treads are damaged. The slow nature of the vehicle also makes it poor at hitting fast, lightly armored units, and the vehicle itself has nothing to directly counter air unless its HMG is replaced with an AA specific turret. Despite these flaws, many refuse to let go of the Xarvok, and it is believed that it will be a very long time before a replacement is made.

 Gantrivost AA Tank

The Gantrivost is a medium-armored Anti-air tank designed for eliminating hostile air with precise shots. Built on a decently armored, three-treaded chassis, it can move and keep up with the attack force fairly easily. On the battlefield, the vehicle is either kept behind the main line with other AA and artillery emplacements, or when on the move, near the middle of the group so it isn't immediately vulnerable. Its common for the tanks to work in conjunction with Xekarvai and Deralis tanks, having the Gantrivost focus on light targets while the Deralis/Xekarvai focus on the heavy units.

The Gantrivost is armed with two heavy autocannons that rip apart enemy planes. These cannons are more accurate that flak, but don't have the spread flak rounds do. To counteract this, the Gantrivost has an advanced targeting AI to help lock on enemy ships quickly. These cannons can also be used on ground targets to cause respectable damage, but this is only done for emergencies. To keep enemy infantry at bay, it is armed with a forward-mounted machine gun.

Xekarvai MLRS Platform

The Xekarvai is a heavy artillery vehicle designed to launch a barrage of missiles at an enemy force. It has multiple firing modes, being able to either lock on to individual targets, making it effective on air units, or launch a barrage of unguided missiles, good for suppressing or taking out a large number of ground forces. Even further, it can be loaded with multiple types of ammunition for more versatility, much like the Iolus. Outside of its missile pods, a turret is mounted near the cockpit of the vehicle, which can have multiple weapons installed into it.

Though it would seem like the MLRS is incapable of defending itself against close range vehicles, this is not always the case. The placement of the turret allows the MLRS to target nearby enemy vehicles. This tactic is only used defensively because of the risk of friendly fire, and potentially a catastrophic explosion if the enemy managed to hit the rocket pod and a missile goes off. The Xekarvai is heavily armored, however, and is normally supported with surrounding forces, ensuring that this is a fairly rare occurrence.

Dreavarok Battle Mech

The Dreavarok is the de facto main battle mech of the Korvar. Specialized towards combat in more closed-in environments such as cities, the Dreavarok is balanced in regards to both speed and armor, to allow it to take hits while easily navigating the normally harsh terrain. Dreavarok operate in groups of up to 4 per squadron. These squadrons work together to flank and attack enemy forces from multiple directions, using their mobility to make quick potshots before charging in when defenses wear down.

Fitting its title, the Dreavarok is armed with a different weapons for different roles. Located on the right arm is a heavy machine gun for infantry and light armored vehicles. A large railgun is located on the left arm, and is used for more heavily armored targets such as vehicles and buildings. The railgun has fairly impressive range, allowing it to take out enemies from long range before approaching to strafe enemy infantry with its autocannon. Like the autocannons on the Gavros, the weapons of the Dreavarok can accept multiple types of ammunition. For example, the railgun can be fitted with a timed-round that is effective against gunships. Still experimental and an odd sight to see for many, the Dreavarok is also armed with a large plasma blade under its machine gun. This blade can be used to slice through enemy mechs that get close to it. These abilities make the Dreavarok a deadly threat on the battlefield.

Kavrass Assault Walker

Following a line of what was the first walker ever designed, the highly mobile and heavily armored Kavrass is the smallest and most common walker in the Korvar military. The Kavrass acts primarily as a walking tank, using its mobility to get in places vehicles like the Xarvok would have much more trouble getting to. It can also be seen following closely behind allies tanks on the field, using its height to its advantage against the enemy. The arsenal of the Kavrass allows it to serve multiple roles, making it very versatile on the battlefield.

The Kavrass' main gun is a large railgun meant for enemy buildings and vehicles. The cannon can utilize multiple types of ammunition, including armor piercing rounds or rounds that explode and release acid in all directions, making it effective against infantry targets. The Kavrass also has a heavy autocannon mounted at the front for shredding light infantry and vehicles. The Kavrass has no default anti-air weaponry, however it can sacrifice its main gun's power on ground units to fire rounds specifically for air units. Ground power will be compensated by explosive or heavy armor piercing ammunition in the autoturret.

The Kavrass is not unbeatable, however. Aside from its main gun, it has nothing protecting its sides or back. If enemies get too close, the gun may be unable to target it, leaving the vehicle vulnerable. Though it is still heavily armored, it has the least armor of all heavy walkers, leaving it vulnerable to heavy vehicular weaponry, especially in the joints of the leg. Despite these flaws, the Kavrass is a widely popular vehicle and its versatility on the field cannot be ignored.

Heavy
Korvaros Siege Tank

The first design in a brand new line of armored vehicles, the Korvaris Siege Tank is the current pinnacle of Korvar tank designs. It is a heavy tank designed for eliminating heavy armor and fortifications. To accomplish this goal, the Korvaros is armed with a large, extremely accurate railgun that fires a projectile which pierces right through armor. On the other hand, the cannon has practically no splash damage, so it is not useful against groups. To deal with nearby infantry, the tank is also armed with a HMG. Like the Xarvok MBT, the machine gun can be swapped out for another weapon. To increase its deadliness and further defend the tank from smaller threats, a small squad of soldiers can go inside of the tank.

The Korvaros is a very well-armored tank for the most part. Its heavy, slanted plate armor and unique shape help to deflect most projectiles and lessen their impact. It is nearly invulnerable from the front and the sides. Unfortunately, its back is not as well protected, and can be pierced with heavy weaponry.The armor also makes it incredibly sluggish, even by standards for hover tanks. To help counteract these weaknesses, most Korvaros work in groups of up to four, helping cover one another flanks and often times surrounding enemy units.

Deralis Heavy AA Tank

The big brother of the Gantrivost, the Deralis is larger, more armored, and more armed than its lighter counterpart. It was only recently developed, but is already rising in popularity quickly because of its improvements over the Gantrivost and is expected to eventually replace it. The Deralis is armed with two heavy, gauss-powered gatling guns that fire armor-piercing explosive rounds. The guns reduce most fighters to dust and can quickly dispatch larger vessels. Because of its armament, the Deralis is also highly effective on enemy ground targets, which has led to it occasionally being used to suppress enemy infantry and shredding light-medium armor vehicles.

Oovros Heavy Laser Tank

The Oovros is an newly developed experimental vehicle that unlike many other vehicles which utilize ballistic weaponry, utilizes a heavy laser cannon. The laser cannon is capable of firing either in a single, concentrated blast of energy or in a beam of energy for several seconds. The beam itself is very powerful, able to easily cut through enemy armor and shielding like butter. The extremely long range of the laser turret allows it to fire from a very far distance,safe from most enemy fire. If enemies do close in however, it can fire on them, but the fire rate would be slow, leaving most of the defensive work up to nearby troops. The Oovros was designed for "sniping" specific enemy units as well as serving an anti-orbital role by attacking enemy vessels in their vital spots, such as engines and weapons. To maximize effectiveness the Oovros is normally deployed in squadrons that are scattered around the battlefield, allowing for a large field of vision.

So far the Oovros has proved to be a reliable unit on the battlefield, and is expected to leave the experimental phase soon to enter full production for standard use. However, it does have problems that need to be fixed before entering full production. The turret overheats fairly frequently and it takes several seconds to cool down depending on how long it was in use. The energy core used for charging the weapon is also somewhat unstable, making it possible, though uncommon, for the core to catastrophically explode if it is too damaged. Because of these flaws the Oovros is kept in the hands of only experienced generals, namely General Varo.

Vahlsrod Super-Heavy Siege Mech

The Vahlsrod is the largest bipedal assault mech currently in production. It towers over most other armor units, it can take a heavy beating thanks to its heavy armor and durable shielding, at the cost of losing the mobility and close-quarters effectiveness that the Dreavarok possesses. The Vahlsrod fills a super-heavy support role, picking off enemy units and defenses with its two large railguns, allowing friendly units to move in.

The Vahlsrod is armed with two massive, tri-barreled railguns on their arms. These railguns fire three rounds simultaneously for one very large blast. The railguns easily pierce most enemy armor, making them extremely effective against enemy mechs and heavily armored vehicles. Like the Dreavarok, the Vahlsrod is also armed with two massive plasma blades in the event large enemy units manage to close in. The railguns take several seconds to reload, and in that time the mech is almost completely vulnerable, having no other ranged weapons to attack with. To compensate, most pilots tend to fire their weapons one at a time, giving time for their weapon to reload if the target goes down in one hit.

Helkarak SPA

The Helkarak Self-Propelled Artillery is a heavy walker designed for long-term bombardments against enemy fortifications. It is currently the mainstay artillery bombardment vehicle, being the perfect fit for the Korvar's long term, siege style of warfare. The Helkarak was developed to replace its old predecessor, the SASR Artillery Tank. Though immensely effective when first deployed, the SASR eventually became obsolete, its main gun not meeting up to new standards and its heavy armor mixed with its treads making it a nightmare to utilize in some terrain. It also did not have much room to store ammunition, needing to resupply fairly frequently.

In response, engineers developed the Helkarak. The walker was significantly larger in order to store much more supplies as well as receive a heavier weapon. The walker was also given legs to help improve its mobility. The Helkarak is armed with a heavy artillery cannon based off a modified dreadnaught cannon, following the philosophy of "throw out as much power as physically possible in one go." The cannon produces so much recoil that smaller vehicles are unable to handle the recoil and get crushed. This hasn't stopped the cannon from being adopted into other designs, such as point-defense turrets and starships. The Helkarak proved hugely successful and has been the mainstay artillery tank for the past two hundred years.

As it is an artillery walker, the Helkarak has no reasonable way to defend itself at close range, especially against air targets having to rely on support from other forces. The cannon has also proved dangerous to allied forces, causing friendly fire because of the massive blast radius and/or collapsing buildings. As such it is not used in certain situations, most notably, the Betel war front.

Dekaroth Fortress Walker



The Dekaroth is a heavy walker designed to support an advancing army. It stays behind the main line and provides heavy artillery support. The Dekaroth is armed with three primary weapons. The first is a heavy artillery cannon mounted on its back. Though somewhat slow, the cannon is extremely powerful and is capable of destroying most unshielded fortifications within a few hits. On its sides are large rail guns which work as both defensive measures or long range cannons. Mounted directly under its "head" are two heavy laser cannons. These cannons provide suppressive fire for allied forces and allows the Dekaroth to defend itself from close attackers.

Because of the design of its legs, the Dekaroth is extremely vulnerable to falling over if its legs are damaged. It also performs rather poorly in harsh terrain, limiting the areas where it can be deployed. The Dekaroth also has no anti-air weaponry and its support-oriented weaponry makes it ill-suited for directly taking on hostile vehicles. Because of these flaws the Dekaroth is grouped with other units and AA to help sustain it.

Superheavy
Gaulderog Armored Assault Fortress (AAF)

One of the the largest ground unit in the Korvar military, the Gaulderog is the pinnacle of superheavy siege weaponry. The gargantuan walker serves as a direct assault unit, using its heavy armor and weaponry to plow through enemy lines, allowing passage for allied forces. It also has the capability of carrying a decent amount of troops and armor, but these are more often than now used for holding guards and supplies to help keep the walker running. The Gaulderog is armed with a large array of weaponry. Its main weapon is a massive plasma cannon capable of both shooting a beam or charged shots. situated on top of the walker. On the front of the vehicle are several rail guns, all of which can be independently controlled, this allows it to attack any target directly in front of the walker. Situated near the main gun are several missile silos. These missile launchers can be used to either lock on and attack air units, or to unleash a flurry of missiles MLRS-style into enemy fortifications.



The first Gaulderog walkers were developed several years after the first walker vehicles were created. At the time they were developed as support units, staying behind an army to barrage the enemy in artillery fire and suppress enemies with its smaller turrets, similarly to the modern Dekaroth walker. Improvements in technology and the introduction of the Dekaroth made designers redesign the Gaulderog, making it larger, more heavily armored, and outfitting it with more direct weaponry. The redesigned Gaulderog quickly became famous for its ability to demolish enemy lines and turn the tide of battle, and became an image of strength and perseverance within the empire.

Despite it being the best of the Korvar vehicle arsenal, it is not without its own flaws. The Walker functions poorly in rough terrain, being too large and bulky to move around. The main energy cannon can also overheat if used too often, potentially damaging the vehicle, or more rarely, overload and disable the turret permanently. Finally, the Gaulderog is also extremely expensive to produce and maintain, limiting its numbers.

Vaildag Mobile Command Center (MCC) "By the Goddess, what have your engineers been doing?!" - Collective response of the first Vaildag pilots.



Developed by a team of eccentric and determined engineers, the Vaildag Mobile Carrier, or MCC for short, is the latest in heavy siege weaponry available to the Korvar military. Driven to develop a counter to the Aeveria's Overlord MHAC, designers initially were looking to create a large walker that would dwarf the Gaulderog in size and could stand up to the Overlord in a 1-on-1 fight. Unfortunately, the design had to be revised due to lacking the technology necessary to build and maintain something that large. This resulted in the large, tank-like design that is seen today. Nevertheless, the current design is still a fearsome machine capable of mass destruction on the battlefield and is rapidly becoming a feared asset of the Korvar army.

On the battlefield, the Vaildag acts as a large mobile command center capable of carrying troops directly to the front lines and batter enemy forces with heavy weaponry. Inside of the behemoth is enough space to fit numerous tanks and several hundred soldiers, allowing it to safely transport a small army without the risk of air assaults. Its heavy armor and advanced shield generators allow it to shrug off all except for the heaviest blows to its hull, allowing it to crawl undeterred into enemy territory and deploy its forces. Not to be outgunned, the Vaildag is also armed with a impressive array of weaponry. The first and foremost is a much larger, modified Selkron anti-orbital cannon. As well as being able to serve as artillery, this cannon is capable of blowing a hole straight through heavy armor. Located on top of the bridge are two double-barreled artillery cannons which, while not very precise, can deny an area to enemy forces or pin down forces. Numerous smaller point-defenses are also scattered along the hull to take down approaching missiles and air units. Helping to its defense is the fairly large entourage of vehicles that are usually seen following it, both to protect the tank and to protect the commander inside.

Despite being a fresh and still fairly experimental design, the Vaildag has already earned its reputation amongst the military's elite as a fearsome asset capable of unparalleled destruction when properly used. Nevertheless, designers are still working on ways to improve the design and some day develop the technology to create the Vaildag as it was originally meant to be.

Light
Alvarak Raider Craft

The Alvarak is a small, armored sea vessel designed for making quick, continuous hit-and-run attacks on enemy forces. Too small and light armored for the open sea, it is used in smaller areas such as rivers and lakes. It sacrifices armor for speed, making it hard to hit as it releases a barrage rockets and bullets. The Alvarak's weapons systems are fairly modular, allowing for the craft to take different weapons into the battlefield. Two known examples are an MLRS-Like missile pods for locking on and taking out enemy units, and a turret based on the Xarvok Tank designed for bombarding enemy targets. The Alvarak is also armed with two small turrets, most commonly fitted with HMGs or missile launchers.

Kilihoth Skimmer

Medium
Heltas Submarine

Heavy
Holqok Basttleship

Nilves Bombardment Vessel

Light
Tagorak Drone Fighter

The Tagorak Fighter Drone was designed as a way for forces to wrest control of the skies and defend cruisers with reduced risk to pilots. As implied, it is a drone controlled with an artificial intelligence, normally one built inside of the ship or base they are deployed from. They are lightly armored, making them one of the less durable units in the army, but also very fast and agile. Tagoraks are deployed in massive swarms meant to overwhelm enemy air through sheer force of numbers with little regard for their own self preservation. A destroyed Tagorak is salvaged and recycled to make a new one later. The Tagorak has a simple armament of two autocannons and two missile pods, both of which can be switched out or have different rockets or bullets loaded into them, though this is seldom done unless it is done in the factory. Tagorak's are susceptible to weapons with a high blast radius and EMP, both of which are capable of taking down a large number of them at once.

Medium
Caltreon Fighter

The Caltreon Fighter is the go-to air superiority fighter. Able to fly in both atmosphere and in space, Caltreon can pursue enemy targets anywhere in the sky. Keeping with doctrine, the Caltreon has heavy armored plating that many other fighters may forgo because it would slow them down. To help alleviate the loss in speed, an afterburner was added that allows a temporary boost in speed, allowing them to close in on enemy forces or dodge incoming fire. Caltreon squadrons normally consist of groups ranging in size from four to seven ships, sometimes larger or smaller depending on the mission objective.

Caltreon Fighters are armed with three weapons. For standard dog-fighting, they have two heavy autocannons that shred apart light armor. For more heavily armored targets, such as dropships or heavy fighters, they have two railguns situated near the cockpit. Missile pods are located on both of the wings, which are normally used when engaging multiple targets or targets that are very durable.

Havros Gunship

Based on age-old designs from the pre-space era, the Halvros Gunship focuses on supporting ground forces and launching raids on enemy forces. The Havros is heavily armored for an attack helicopter, allowing it to take multiple hits at the cost of speed. Gunships are deployed in groups of varying sizes that hunt for enemy units and support allied forces. Despite its armor it still has two major structural weaknesses, the glass cockpit and the base of the propellers.

The default Havros is armed with three weapons. Mounted on the nose is an autocannon for eliminating infantry.On the wings are two railguns which can be used on light and medium vehicles. It also has two missile pods which can lock on to enemy gunships and ground targets alike. The weapons systems on the Havros can be changed fairly easily, allowing the Havros' armament to take on different roles.

Heavy
Xelvalder Close-Air Support Gunship

Among the most feared assets of the Korvar air force, the Xelvalder is a heavily armored CAS plane meant for laying waste to enemy armored columns and providing heavy firepower to support an advancing ground force. The plane is well known for being very durable, having some of the hardest and thickest armor plating of any air vehicle in the military. As such, it can sustain a heavy amount of damage and still be able to fly for a period of time.

The primary weapon of the Xelvalder, along with its most famous, is its two massive "Lavahn" gatling cannons. These cannons spew out high explosive armor-piercing rounds at an extremely high rate of fire, shredding apart armor and infantry with terrifying efficiency. For precise, heavy blows on specific enemy targets, the Xelvalder can also be armed with rocket pods and various types of missiles. Though a terrifying beast to ground forces, the Xelvalder is not so fortunate in the air. Its heavy armoring, while making it durable, makes it vulnerable to much faster and more nimble interceptors. With no way to match their agility or adequately hit them, they are unlikely to stand a chance against other ships. As such, Xelvalder are normally escorted by fighters or deployed where enemy air resistance is nullified.

Neilset Bomber

The Neilset Heavy Bomber is the mainstay bomber plane. Like the Celtreon Fighter, it is capable of both flying into space and in a planet's atmosphere, allowing it to deploy directly from carriers rather than having to be transported like the Telvekon. The Neilset can be used to both carpet bomb a wide area or drop more precise bombs on heavily fortified positions or the massive armored vehicles that many empires possess. The plane gives up some of the heavy armor playing possessed by the Telkevon in order to have more speed and capacity for bombs. The somewhat weaker armor's vulnerability is somewhat nullified by fighter escorts protecting the bombers and the fact that the Neilset can fly very high into the sky.

The Neilset can be armed with a wide variety of bombs, allowing them to take on various different objectives. If needed, it can also drop nuclear warheads and other superheavy explosive ordinance. When it comes to defense, it possesses three turret pods, each of which can turn and target independently of each other. The turrets are effective at getting rid of enemy fighters and gunships, but have little effect on ground forces.

Starships
The starships of the Korvar fleet epitomize Korvar engineering and doctrine. They are mobile walls, massive in size and heavily armed and armored. They can both hold their ground on the defensive and act as a spearhead during an invasion. While most of these vessels cannot enter orbit nor are they agile, their durability and firepower easily make up for it.

Light
Nahvahliska Boarding Craft Used exclusively by the Esaroh, the Navahliska is a heavily armored boarding craft. It can carry up to seventy-five soldiers, making them capable of quickly flooding a ship with masses of soldiers if enough of the ships manage to dock. Boarding bays are present on both the front and side of the ship, allowing for multiple angles of entry. To ensure a safe landing, Navahliska have heavy armoring and shielding, and also tend to have an escort of some sort with them. Normally consisting of Caltreon and Tagoraks.

Though not possessing much firepower, the Navahliska does possess a few broadside cannons. These cannons are more for weakening or blowing a hole into the hull of a ship rather than combat against enemy forces. Aside from these cannons, they are completely unable to defend themselves from enemy forces.

Garasa Battlecruiser Having a fairly odd design which evokes ancient battleships, the Garasa Battlecruiser is meant to provide support fire to the fleet. They stay directly behind the offensive cruisers, picking off enemy targets and weakening the larger vessels. It is among the smallest and least armored ships in the fleet, though this is still the Korvar's standard for low armor. Its small size and relatively low armoring allows it to remain maneuverable and quickly move up with the fleet or flee if required.

The Garasa's weaponsy consist of its multiple broadside cannons. These cannons can target ships individually, but they tend to only target one or two enemy vessels at a time. These cannons fire their high velocity payloads in rapid succession and can cause a large amount of damage in numbers. Outside of the broadside guns, the Gasara is largely defenseless. It has no frontal weapons and relatively few point defenses compared to other ships.

Medium
Asara Destroyer

The backbone of the space armada, the Asara is the mainstay destroyer of the naval armada. Heavily armored and fairly large for a destroyer, they are less mobile than other cruisers, but they make up for it in firepower. It's primary goal in space battles is to act as the main battle tank of the fleet, taking on enemy forces and backing up the larger vessels such as the Qualdara Dreadnought. Most of the Asara's weapons systems are based on taking out enemy cruisers. It has numerous heavy turrets located on the side which can simultaneously release a salvo of fire at the target. Broadside cannons near the back can be used both offensively and defensively. It also has a fair number of small turrets lining the hull to repel small craft and a few Tagorak fighter bays.

Elgone Support Carrier

The smaller cousin of the Hacerod, the Elgon is a smaller ship in the carrier class that is aimed towards supporting the fleet. Instead of storing troops and armor, it stores fighters, bombers and other spacecraft that is can deploy during a battle to support both the fleet and ground forces. The Elgon has the most Tagorak Drone bays of any starship currently in production, allowing it to launch a gigantic horde of them at once. Much like the Hacerod, the Elgon is stationed around the middle or back of a fleet as to prevent it from taking any harm.

Most of the Elgon's defense relies on its Tagorak drones, fighters, and point-defense turrets that are scattered around the hull. Two railguns protrude from the sides which allow it to attack enemy forces from a fairly long distance. It has no other means of directly attacking enemy vessels, and is unable to provide orbital bombardment support to ground forces.

Heavy
 Hacerod Invasion Carrier The Hacerod is a extremely large carrier used for transporting armies to planets. These cruisers are the main method of deploying ground troops and supplies to a planet to invade it. These massive ships can carry thousands upon thousands of soldiers and vehicles. They do not participate in space combat, being far too vulnerable and valuable to be worth it. They tend to stay in the very center of the fleet to ensure maximum protection. The loss of these carriers can be crippling to the invasion of a planet, making them high value targets to enemy forces.

The Hacerod has several weapons for supporting ground forces. It's primary weapons are three large cannons that can independently move and target enemy forces. These orbital bombardment cannons are capable of wiping out entire outpost in a single hit. Two smaller cannons can also provide lighter support and have some anti-ship capability. The ship also has four large hangar bays to deploy fighters and dropships, but also have four large ports at the bottom of the ship for deploying larger craft. The hull of the Hacerod is littered with point defenses, more so than most other ships. They have no real anti-spacecraft weapons, meaning it can't defend itself very well.

Syleris Capital Ship Fittingly named after the Goddess of Neivelism, the Syleris Capital Ship is the "brain" of a fleet and invasion force. Inside these ships are the generals and admirals of the armies present in the fleet. It is here where the strategies for a war and fleet movements are planned. During the battle, these ships provide logistical support to both ground and space forces and help keep them all organized. The loss of these ships can be a crippling blow to a fleet and wreck chaos on their forces. Like Haceron Carriers, they are not situated at the outer edges or rim of the fleet, being somewhat closer to the center. The ships are heavily defended, having extremely durable armoring and shielding. Several destroyers also surround the cruisers, preventing any ships from getting close. If boarding parties do manage to get on, they would have to get through the several thousand soldiers which reside inside.

The Syleris has several anti-ship and support weaponry. It is covered in the standard point defenses and also possess hangars capable of launching fighters and larger craft. Several hordes of Tagorak swarms can also be deployed to bog down enemy forces. The frontal cannons, though firing slowly, have a very long range and pack a devastating punch. Unlike other ships like the Qualdara, the Syleris does not have any broadside cannons. This is to leave more room for armoring and it was viewed as unnecessary, as the cannons are generally used offensively and the Syleris is not meant for being directly offensive.

Superheavy
Qualdara Dreadnought

While the Gaulderog is the top-tier ground assault vehicle, the monolithic Qualdara Dreadnought is one of the crown jewels of the Korvar naval fleet. These massive cruisers are only in the largest fleets, and in few numbers because of the immense amount of resources and time required to build them. They are the vanguards of their respective fleets, being some of the first into the battle. Qualdara primarily serve as anti-ship cruisers, using their heavy weaponry to eliminate opposing ships and its armor to take the brunt of the enemy fire.

The Qualdara is armed with a vast array of weapon systems. Point defenses litter the hull of the ship in order to repel fighters, bombers, and boarding craft. Numerous anti-ship turrets are also spread along the hull to hit enemy ships from all angles. Numerous broadside cannons also come from the sides. Several frontal cannons can also unleash a devastating volley of fire capable of almost instantly crippling enemy ships. The most powerful of these cannons being the one in the center, which is capable of blowing a hole straight through most ships.

Though the Qualdara can make quick work of enemy vessels, it cannot survive or maintain itself without support. It is unable to deploy fighters due to having no hangar bays unlike carriers and capital ships. It also has no way of attacking ground targets, meaning it cannot hope to support troops. Its immense size and mass also makes it unable to enter atmosphere, and also makes it very slow and sluggish when it comes to movement, meaning any faster ship can easily outrun it.

Ikatan Mobile Orbital Bombardment Platform

"See? This is what happens when you let the R&D department get bored and stare at orbital defense platforms all day."

Often referred to as the "cannon of the Goddess" or the "sky smasher," the Ikatan is a large vessel that is primarily for obliterating enemy fortifications and decimating armies. The entire design revolves its main gun, a large railgun that is the length of three Qualdara Dreadnaughts put end-to-end. Though it can only fire once every ten or so minutes, the round itself is capable of turning everything in its vicinity into rubble with pinpoint accuracy. In the case of fortifications built into mountains, special bunker-buster ammunition can be loaded, making all but the most well fortified positions at risk for an Ikatan strike.

The flaws of the Ikatan rest in the fact that it is both highly specialized and incredibly expensive to produce. Less than ten of these vessels are known to exist, and only two have thus far been deployed to the Great War front. Defensively, the Ikatan is only capable of defending itself from smaller vessels such as frigates and fighters with its point-defenses and limited Tagorak pods. Without an escort, the ship is a sitting duck. Nevertheless, the power of the Ikatan, both psychologically and physically, proves its worth on the battlefield.

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

Vaxelva Likaros


High General Likaros is the current second-in-command of the Korvar military and counterpart to the Grand Xel'va Ahkavas. At only 67 years old, she is unusually young for her position. She rose through the ranks quickly, showing a natural finesse for commanding troops on the field. She is a highly versatile commander, being able to adapt to a rapidly changing battlefield and make decisions on the fly. Her numerous victories and flexibility got her chosen as High General over Varo. A somewhat controversial decision as many believed Varo would get the position. She has proved most of her critics wrong over the years, leading the forces of Ahkavas to victory several times over the years and personally bringing destruction to several empires. When the Empire entered the Great War, Likaros was put into command of all forces in the new frontier. This was largely in part due to both the magnitude of the conflict and to put her experience to the test and she is a worthy replacement of Ahkavas.

Likaros is known to be quite outgoing and friendly when outside of the battlefield. She maintains several friendships within military high command, such as Ahkavas and General Varo, despite her and Varo originally competing for Likaros' current position. When on the battlefield, Likaros is incredibly charismatic and unrestrained, going all out with her assaults, a trait shared by General Varo. Likaros tends to toy with her adversaries, taunting them over the comms and misleading them into making tactical errors before punishing them with brutal force. She does have respect for her enemies, much like other commanders, but it becomes more suppressed the more the enemy begins losing. She is known to be one of the most religious generals currently in the military. She follows the holy books down to the last letter, and makes it quite known. Her helmet is made in the image of the Xelvalder, her personal interpretation being that she sends her enemies into the afterlife, thus being similar to Xelvalder. Many of the symbols and insignias used by her troops are also of a religious nature.

Vier Varo


Varo is amongst the military's most experienced and outspoken generals. He is the general of the highly experienced 2nd Imperial Expansion Army. Varo has mastered Korvar military doctrine, utilizing devastating artillery strikes and heavy armor pushes to overwhelm the enemy and wear them down. Experience has also humbled him, to an extent. Varo can see when something has become a lost cause and will immediately try to retreat, not wishing to send his troops into a meat grinder. He's grown a hatred for races that utilize cannon fodder type forces and sees those relying on hit-and-run style attacks as cowardly. His experience on the field almost got him to the position of High General of the Army, however Likaros managed to beat him by a last second decision. Despite losing out on the position, his service record is still filled with victories, and most welcome the sight of him and his forces on the battlefield. Varo has numerous bionic augmentations in his body. One reason is that he developed a normally fatal heart condition and he had cybernetics and bionics placed inside to replace the heart entirely. Another, and perhaps more important reason, is that Varo is a large supporter of increased use of bionics within the military, at least for those staying permanently, as a way to extend their life and keep them in top performance. Not being one to idly sit by, he decided to show support by replacing many parts of his body with bionics. He did not stop there, requesting a personalized battle suit that would be controlled with the help of his bionic enhancements. Though rarely on the field, he does wear it when on campaign, both as protection and intimidation.

Previously General Varo was deployed against Betel forces. Though his forces could crush the Betel in terms of strength, Varo was forced to change his strategy in several ways to adapt to the Betel's completely foreign and unusual environment and military strategy. He is noted for his intense hatred for the Betel, referring to them as cowards and primitive vermin that deserved nothing more than destruction. Feeling his expertise was needed elsewhere, Likaros has since had Varo and his subordinates deployed against the Diabloian Empire.

Ilsarohs Syrelia


Commander Syrelia is one of the newer commanders in the army, only earning the rank three years ago. Syrelia's combat experiences comes from her time on the Zorock battlefront, one of the more violent and destructive fronts before the Great War began. As such, her strategies tend to focus on countering highly mobile forces, which ultimately led to her promotion. Syrelia holds respect for the Zorock, as shown by her helmet, which was made in the style of Zorock Gartok soldiers. She had the helmet designed after a squad of Gartok nearly killed her during her time as a Field Commander.

Though capable on the battlefield, she has much to learn in the ways of commanding troops. Syrelia has known to be extremely confident about her abilities and her forces, sometimes being overconfident. This has led to her sometimes overextending her forces and getting them into unnecessary and dangerous situations. Her overseers tend to pair Syrelia with another commander to make up for the current weaknesses in her ability. Despite her flaws she has still managed to attain many victories under her belt. Her experienced with highly mobile and guerrilla forces has led to her deployment on the Betel front.

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

Margan Empire
Status: Alliance 

"They are like a strange perversion of what the Goddess had created us for. One one hand, they cleanse the universe of the unworthy and continue to prove themselves worthy of being in the goddess' kin. On the other hand, their xenophobic nature will eventually bring them to conflict against us, at least that is how it seems. We will have to remain diligent and cautious with this race." - Ambassador Orvah, a few hours after the peace talks with the Golden Blade Dynasty.

"We are not true allies. They are tools, a means to an end. Once the Peacekeepers are gone, we can deal with these beast." - Emperor Zervath

"I will only work with them for so long. If I could, I would have them butchered and their leaders fed to Karnas. Alive." - General Varo to Xelva Ahkavas shortly after the peace treaty was signed.

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

The Xeverra
Status: Alliance 

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

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

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

IAE
Status: Alliance 

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

Zaretian Monarchy
Status: Alliance 

"They are perhaps the closest an alien race has come to being what the Goddess envisioned. Their military is vast and powerful, a true sight to behold. I am truly glad to be on their side in this conflict." - Diplomat Orvah

"For too long the Monarchy has been besieged by the Aeveria menace! The time has come to strike back, to destroy what they hold dear, and to free out ally from grasp of these beasts!"- High General Likaros shortly after the Warlord Conference.

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

Asanian Syndicate
Status: Neutral 

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

"We are on the same side, but that does not mean I wish to work with them. I cannot put up with what they stand for." - Emperor Zervath.

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

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

Empire of Diablos
Status: War 

"The Diabloians are truly some of the best fighters in the Peacekeeper Alliance. I'm impressed by their military strength and tactics. It is refreshing to be fighting them instead of the trash hoarding Betel. It is a shame they chose the wrong faction to side with." - General Varo.

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

Betel Recyclers
Status: War 

"Trash. Both literally and figuratively." - Diplomat Orvah

"Cowards." - General Varo

"Their time will come, they cannot hold us back forever." - Commander Syrelia

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

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

Aeveria Confederation
Status: War 

"They will face justice for their crimes against the Zaretian Monarchy and its people. The Aeverians will weep as their world's burn and their people are sacrificed to Vahlsrod." - General Likaros

"I do not see how the people of the Aeveria tolerate living with one another. Their culture, their identity, their sovereignty, would it not all be under threat if they all lived together? How can they trust that one race will not decide they are better than the others?" - General Ahkavas

Karahotdoum Empire
Status: War 

"Ok I will admit it. I like their music. There I said it." - Anonymous soldier

"Tell me again how they see?" - Anonymous Officer

"Some of these Betel have noticeably improved in their fighting ability, I'm actually getting slightly worried. - Soldier

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

Sauran Solidarity
Status: War 

"A prime example of how being peaceful and docile gets you nowhere in this universe." - Likaros.

"They deserve everything they have received." - General Varo.

The Rach
Status: War 

"Command, we have a problem. The entire armory is gone. Whoever just stole it must have a sense of humor, they left a boot." - Anonymous squad leader.

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

Luminarians
Status: War 

"Is this some sort of sick joke?" - Anonymous Shock Trooper

"It's strange to think that these massive war machines were created by midgets."- General Varo

"We need something bigger." - Anonymous engineer.

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

Delani Republic
Relation Status: N/A, empire destroyed

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

Holy Nepharian Empire
Status: Neutral 

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

Khasii Consulate
Status: War 

"A goldmine of riches and resources, hidden behind a wall of pompous, egotistical bird-men." - General Varo

"Your third eye provides you enlightenment, you say? let's see how long that gets you here." A Shock Trooper moments before impaling a prisoner's third eye.

".....What kind of nonsensical art is this supposed to be?" - Soldier after a successful raid on the Khasii.

Transmetallic Confederation
Status: Neutral 

The Wingle Union
Status: Neutral 

"We will deal with these complacent fools later." - General Varo

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

The Gronian Imperium
Status: Neutral 

Zorock Republic
Status: War 

"They demand "freedom" and "peace," yet all they bring is death and warfare. They are nothing more than liars and hypocrites who, if they win, will force all to follow their rules. We will exterminate them, there is nothing more to it." - General Varo

"I respect their military, but I would much rather see them all eviscerated and burned alive." - Commander Syrelia

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

Nalstros Space Pirates
Status: War 

"Persistent. Very persistent." - Anti-pirating division soldier.

"They are a constant threat to the outer colonies. One minute you'll be fine and then suddenly they're raining from the sky and stealing everything in sight." - Commander in the anti-pirating division.

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

Biomatter Hordes
Status: Full-scale Genocide 

"I'd rather be the personal manslave of the Peacekeepers than absorbed into the horde." - Anonymous soldier

"They are a blight upon the universe. They seek nothing more than the assimilation and enslavement of us all. We must not waste time in destroying them." - A commander within the Anti-Biomatter brigade.

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

The Nevelus
Status: Alliance 

"They saved us in our first war, we saved them during Sevalria. I think we broke even." - Anonymous Officer

"They are masters at what they do. Excellent traders and a strong military. A shame they got hit so hard, but they're getting better." - Diplomat Orvah.

The Nevelus are among the closest allies to the Korvar. The two have created a close bond through trading and assisting the other in their military conflicts. The two have managed to maintain these good relations quite well for the 2,000 years they have known each other. After the Nevelus' crippling defeat in the Sevalria war, the Korvar have gone far to help the Nevelus rebuild, giving them aid and supplies as well as helping to keep order. Thanks to their help the Nevelus have gotten back on their feet and can now participate in the galactic scene.

Ulqo Sovereignty
"Traitors. I can understand if they do not believe in the Goddess. But abandoning your own people? Running away from the responsibilities that are required of you? They have committed treason, they must be punished."

"You forced us to do this to you, we never wanted to hurt you." - Unidentified Soldier to a group of captured Ulqo soldiers.

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

Trivia

 * The horns located on a Korvar's head are constantly growing and need to be trimmed. This is especially important in the military with the use of power armor. If the horns on the head are not trimmed, a helmet will be unable to fit. The worst possible scenario being that the helmet becomes stuck to the head, which has been known to happen on prolonged battles.


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


 * The Korvar have come to believe that they were not the only race to have been created by the Goddess Syleris, nor were they the only one to have been enlightened during her time in the universe. They believe that many of the warlike races, including several races involved in the Great War, as creations of the Goddess. However, their faith in her was eventually twisted and evolved into its own, seperate form. These races are the Zaretians, Margan, IAE, Diabloians, and Necraal.