Telkevan Union

Note to readers: Certain aspects of this page, primarily history, are still a work-in-progress.

The Telkevan Union is a stratocratic nation-state located in the Local Sector. The Union's government and military operates as a single entity known as the Armed Forces of the Telkevan Union and is administered by the High Chamber, a council comprised of the five highest ranking officials of the AFTU and the kaiser. Alrukai is officially the Union's homeworld, but the capital is Valakar Station, a mobile space station from which the High Chamber and Imperial Command operates. The Union's principles are based upon the Blood Covenant, the core tenant of the state-endorsed Oltavaran Faith. In the years since its establishment, the union has amassed a vast number of colonies and has annexed many aliens as client states.

History
Main page: History of the Telkevon

The following is a record of Telkevan history as recorded by the scholars of the Department of Education & Information.

Astrography
The empire's territory is divided into four spheres: the royal sphere, which contains the core worlds and the capital, Alrukai; the command sphere, which belongs exclusively to the military; the middle sphere, from which the empire acquires the bulk of its food and resources; and the outer sphere, which contains a mixture of fledgling colonies and occupied planets that have yet to be integrated into the empire. These spheres are then divided into sectors, which are themselves comprised of districts, which are made up of one or more individual colonies. Colonies are administered by elected governors, who form a council with the colonies within their district. Sectors are governed by administrators unless they are a part of the command sphere, in which case the local marshal holds power. Civilian settlements have limited autonomy, but must abide by local and sector laws.

Notable Locations

 * Vukarn Sector: Named after Grand Marshal Tagara Vukarn, the Vukarn sector is the heart of the empire, housing some of its most prominent colonies.
 * Alrukai: Alrukai is the homeworld and former capitol. Most of the civilian population resides in underground cities, though many settlements have grown to the point that they have expanded back towards the surface. Alrukai was the first planet to have a planetary shield array installed.
 * Faea: Faea is Alrukai's moon. It is currently occupied by the military, who have integrated the celestial body into Alrukai's defense grid partly by installing several large anti-orbital batteries on the surface.
 * Valakar Station: Valakar station is a gargantuan starbase that serves as the empire's capitol and as the headquarters of the AFRE. It is effectively a mobile fortress featuring factories, hangars, docks, and a variety of weapon systems for self-defense. Under normal circumstances, Valakar Station and its escort fleet travels in a circuit across the core worlds.
 * Volusai: Volusai served as the union's primary military command center until it was superseded by Valakar Station. Today, it is an exceptional training and production center that manages the AFTU's activities within the Royal Sphere.


 * Alaghax Sector: Once a modestly developed sector sitting near the edge of the middle sphere, the Alaghax sector was seized by the AFTU when the empire joined the Pact. It primarily serves as a staging area for the Diab Theatre and hosts supply chains feeding into the Baltreos Foothold. The 843rd armada is stationed in the sector to defend it from invaders.
 * Alaghax: Capitol and namesake of the Alaghax sector. Current headquarters of the 843rd armada.
 * Vilgorod: Initially founded by a community devoted to the god of engineering and of the arts, Visar, Vilgorod has become Alaghax's largest manufacturer of military equipment and is regarded as the cultural heart of the sector.
 * Thalnaeva: Fortress world which serves as a logistics base for the Diab theatre.
 * Yulzek: Manufacturing colony taken by the military to serve as a logistics base for the Diab theatre.
 * Hruthar: Command center and logistics base committed to the Sauran theatre.
 * Osgara: A gas giant home to a number of gas-harvesting facilities. Two of its moons, Zarlr and Ilhiv, house Marganite research facilities.
 * Tyzu: Over 95% of Tyzu's surface is covered in water. Deep beneath the seas are the ruins of an ancient civilization that archaeologists have been studying since their initial discovery.
 * Zyaltha A relatively new colony whose primary export is food.
 * KZE Occupation Zone: A group of five colonies home to the recently-annexed Kizanthe.


 * Linalu Sector: Named in honor of the late kaiserin, Linalu, the Linalu sector is a large and developed sector of space that is adjacent to Alaghax. Like its neighbor, Linalu was seized by the military when hostilities began.
 * Zigala: Sector command center for the Nuverian theatre.
 * Teogoth: Sector command center for the Zaretian theatre.


 * Vedrthar Sector: The Vedrthar sector is a sector of Diab space that was captured by Pact forces during Operation Sledgehammer. Vedrthar has seen some of the bloodiest fighting in Telkevan military history and is regarded by some as a warrior's paradise despite the ongoing stalemate and the sometimes abysmal conditions as a result of the consistent usage of both marganite and biochemical weapons.
 * Baltreos: Baltreos served as the capitol of the Vedrthar sector. It currently serves as a local command center for Pact forces. The command staff of the various armadas operating in the sector reside here.
 * Sevethos: Sevethos was a prominent colony that now serves as a major logistics base, its supply lines connecting it to Thalnaeva.
 * Glasos: Glasos is a gas giant currently housing several harvesting platforms.
 * Alvainos: Alvainos was a small Diab colony in which much of the infrastructure was situated underground to shield the Diabs from the frigid surface and to bring them closer to valuable ores. The Telkevon fought a prolonged and bloody conflict to secure these facilities, making the continued occupation of the planet a point of pride for those units responsible for Alvainos' capture.
 * Urdos: Urdos was a rapidly developing frontier colony which suffered an extensive marganite bombardment during Sledgehammer, initiating an infestation that has since engulfed much of the planet. The Telkevon maintain a small garrison here and harvest the crystals for use in their weapons.
 * Falkeos: Falkeos had served as a military colony until its capture by Pact forces. Though the planet suffers from a severe crystal infestation, the Telkevon continue to occupy the settlement and use it as a production center.
 * Veos: Veos is a colony which had narrowly avoided capture during Operation Sledgehammer only to fall under occupation two years later. The planet features an extensive stardock, which was repaired and retrofitted to serve Pact ships following the invasion.
 * Drekelsis: Drekelsis is an isolated world on the furthest edges of Telkevan space that is used for Xenochytrid research. The world was selected due to its distance, frigid climate, lack of biomass, and its uninhabited state. The installations on Drekelsis require life-support systems as Repzork cannot breathe the planet's atmosphere.

Government & Politics
Main page: Union Chamber

The empire is officially a stratocracy in which the Armed Forces of the Telkevan Union, or AFTU, controls both federal and military matters. The empire is directed by the High Chamber, also known as Central Command, which is comprised of the grand marshal, the head of state and commander-in-chief; the kaiser, who manages domestic affairs and speaks on the High Chamber's behalf; and the four high marshals, who each oversee one of the four branches of the military:


 * The Army, which conducts terrestrial and oceanic warfare.


 * The Solar Navy, responsible for aerospace operations.


 * The Legions, which performs expeditionary warfare.


 * Central Intelligence, the AFTU's combined intelligence and special operations forces.

The kaiser's cabinet contains thirteen departments that manage and advise the council on various matters such as client state relations, internal security, and agriculture. Below the High Chamber is Civil Command, which manages the state, and Imperial Command, which oversees the military. All decisions of the High Chamber are determined by a vote with the exception of military strategy, which falls under the supreme authority of the grand marshal. The chamber's orders are passed down to the marshals, who command the AFTU's armadas, the empire's principal military formations.

Civil Command is comprised of the Senate and the judiciary. The Senate contains the Lower Chamber, made up of elected administrators, and the Upper Chamber, marshals appointed to review, revise, and when necessary, veto laws passed by the Lower Chamber. The Judiciary is led by the Grand Court, comprised of both civilian and military judges, who enforce the laws of the High Chamber.

The empire hosts a number of client states, foreign nations which have been inducted into the empire either through diplomacy, or more commonly, through conquest. In exchange for access to trade, military protection, and a degree of autonomy, client states provide the empire with manpower, food, resources, and any new technology they develop. If a state proves its loyalty to the empire it can receive various rewards such as more land and representation within the senate. Though it remains a controversial issue, a few aliens have worked their way up to prominent positions within the government, including even the kaiser's cabinet. Within the military, soldiers from the client states, known as auxiliaries, often serve specialized roles or perform menial labor depending on their status.

All citizens are conscripted into the military once they have finished their primary education and serve for at least three years unless they are grievously injured. Once their mandatory service period has expired, soldiers are allowed to either return home, where they will be inducted into the reserves and will be required to train every few months to keep their skills sharp, or they can choose to remain in the military. Some colonies punish criminals by forcing them back into service.

Social Scoring Network
The Social Scoring Network (SSC) is an online reputation system created and maintained by the Department of Internal Security that is used to gauge the loyalty and trustworthiness of both individuals and institutions within the empire. The SSC was first developed shortly after the exodus as a means of distributing rations; those who could prove their loyalty and dedication to rebuilding the empire were granted more food, supplies, and eventually land, while those who were deemed unproductive or disloyal would receive fewer rewards, or in the worst cases, execution. Since then, the SSC has expanded substantially in terms of scope, and has become an integral aspect in the empire's internal security and culture.

The SSC is operated by a vast network of artificial intelligence constructs and Telkevon 'monitors'. The A.Is scour through the empire's vast online data networks, particularly social media sites, to record information on individuals and businesses, which will then be scored on a scale ranging from 0 to 200, with 0 representing traitors and high profile criminals and 200 representing exemplary individuals such as war heroes and those who have contributed to the empire in a significant way. Monitors ensure that the A.Is are functioning properly and take on specific cases that the A.Is are unable to perform. Both individuals and businesses are allowed to request that one's score be either increased or diminished based on their actions; for example, someone who regularly performs poorly at work and is then fired may have their employer request that their score be reduced. If claims are found to be true, the monitors will adjust one's score accordingly.

Scoring can be affected by a vast number of factors, such as who one associates themselves with, where they travel, what they post, where they work, their health, businesses practices, and more. For example, an individual with an above average score who regularly interacts with citizens who score is below a certain threshold risks having their own score deducted. How much a score is reduced or increased depends on the particular action. Some crimes, such as murder, will result in one's score being automatically reduced to 0, regardless of their score beforehand. Military service, which is required of all citizens, will only increase one's score by a marginal amount, but choosing to serve beyond one's required term and/or earning honors on the battlefield will increase the score further. Individuals who perform numerous actions that reduce their score, only to suddenly increase their score by performing a good deed, may be investigated for gaming the system if such behavior becomes a pattern.

Likewise, the SSC has implications for almost every aspect of an individual's life. All businesses and social media sites are required to have the score of their users and employees on display for public viewing. Individuals with a below average score are likely to find themselves shunned by much of society, as well as members of their own family, and will likely be denied many jobs. Legally, one's score determines their rights and privileges. Individuals with a good score can purchase land, homes, and guns, establish businesses, travel freely, and run for office, while those with a low score cannot. If one's score becomes low enough, they will be investigated for potential criminal activity, and if found guilty, will either be imprisoned, relocated to the dissident communities, or executed, depending on the crimes. However, there are a few exceptions, such as hospitals, which are not allowed to deny patients based on their score.

While the SSC attempts to remain unbiased, the system itself is imperfect, partly because of the vast scale of the empire itself. While uncommon, either an A.I or moderator will incorrectly adjust an individual's score based on inaccurate or outright false information. Affected citizens are allowed to appeal such changes, but while most appeals are handled within mere hours or days, others may remain for longer either due to a backlog or because the individual lives in a remote region not yet sufficiently covered by the SSC; the network requires time to establish its infrastructure in new regions, which has consequently made the outer rim a popular destination for those considered outcasts by society. Certain moderators may also accept bribes in order to modify scores, but those caught in the act will face immediate imprisonment and a severe deduction to their own score.

Citizenship
Citizenship is divided into brackets determined by factors such as one's origins and their social score, meaning that being a member of the empire does not guarantee the rights and privileges available to some.


 * Dissident

Dissidents are individuals who either possess a very low social score or who have not been registered into the system. These individuals have most of their rights revoked and are required to redeem themselves through service to the state. If they prove unwilling to comply, they then undergo a reeducation program to bring them back into compliance. If this also fails, dissidents are either executed or are permanently branded as Dissidents with no hope of redemption. It is important to note that Dissident has a strict definition within the empire; an individual who simply disagrees with the state or who even protests its actions by nonviolent means is not automatically considered a dissident, but one who frequently and intentionally disobeys the law or who has betrayed the empire is.


 * Inhabitant

Inhabitants are aliens that have been forcefully inducted into the empire and have only recently been organized into a client state. Inhabitants are governed directly by the military, receive no representation in the senate, and in general possess few rights. Inhabitants that prove difficult to assimilate can be liable for being broken up into groups and scattered across the empire to eliminate the possibility of organized resistance. Inhabitants serving in the armed forces often perform grunt work to free up soldiers for battlefield duty as the Inhabitants themselves are not considered trustworthy. Though the Inhabitant status applies to all members of a particular species, it is possible for specific individuals amid the Inhabitants to move up the rungs by expressing loyalty.


 * Visitor

Visitor applies to anyone visiting the empire on neutral or friendly terms, including tourist or foreign ambassadors. They are fully protected by the law, but in most cases do not have the same privileges as registered citizens. Though it is possible for visitors to apply for citizenship, it is rare, and the vetting process can take months or even years.


 * Client

Clients belong to client states that have proven their merit to the empire and are thus allowed limited autonomy, senatorial representation, and most of their rights. They can also travel outside of their borders and receive equal treatment in the armed forces, though they cannot purchase land outside of their registered state nor run for positions in the federal government.


 * Telkevon

Telkevon applies to all citizens of good social standing with the exception of those of the client states. They are guaranteed all of the rights listed in the constitution, including the ability to run for office.

Military
Main page: Armed Forces of the Telkevan Union

All citizens are conscripted into the military once they have finished their primary education and serve for at least three years unless they are grievously injured. Once their mandatory service period has expired, soldiers are allowed to either return home, where they will be inducted into the reserves and will be required to train every few months to keep their skills sharp, or they can choose to remain in the military. Some colonies punish criminals by forcing them back into service.

Culture & Society
See also: Oltavaran Faith

The central pillar of Telkevon culture is built upon the teachings of the Oltavaran Faith, a polytheistic belief system that acts as a set of rules and guidelines for every facet of life. The faith entwined within Telkevon society to the point in which the two are effectively inseparable; the faith is not seen as a distinct religion, but as a concept, one that is as real and as meaningful as the material world in which the Telkevon reside. Though officially endorsed by the state, the faith is decentralized, with no organized body guiding its followers; instead, adherents are divided into local communities scattered across the union, each of which holds to their own interpretation of the texts. Though still similar to each other in most regards, the continued expansion of the empire and the assimilation of various alien cultures have introduced new fringe beliefs, many of which have not been accepted by the majority.

Gods & Cosmology
There are three distinct groups of divine beings: the Five Scribes, omniscient beings that tirelessly record the history of the world; the Beasts, monsters who once prowled the primordial chaos and consumed everything they came across; and the gods, who usurped the Beasts and created the modern world. Each group has distinct characteristics associated with them. The Scribes represent knowledge and fate and are indifferent to the world around them, while the Beasts represent gluttony, wanton destruction, and rage. The gods embody elements of the world, such as war, courage, engineering, and storms, and play an active role in the affairs of mortals.

The Telkevon worship a pantheon of gods known as the Oltar Clan. The clan is led by the god-king Oltavar, who is married to Lluawit, with whom he has bore Hruthvar, Hruthvair, Livunyr, and Riigr, who died protecting the Telkevon from the Nygalara, the child of the Beasts. Other prominent gods include Saertu, Visar, Xitav, Faea, Yinve, Hunovo, Sarikarak, Akla, Nilzeli, Golgolag, Athovat, Faiok, Yuvon, and Vyras. Syleris, known today as the Old Enemy, was once considered an honorary part of the pantheon, but was banished after she attempted to murder the gods as part of a plot to claim creation for herself. While some particularly devoted individuals worship all of the gods equally, most devote themselves to the gods most relevant to their lives. Many politicians and commanders worship Oltavar and Saertu while a hunter would devote themselves to Akla.

The pantheon resides in Helia, where those personally chosen by the gods for acts of heroism get to live side-by-side with their creators. Those who still lived worthy lives but did not qualify for Helia instead reside in Lythra, the domain of Nilzeli. It is much like the mortal realm, but free from many of its ailments. Below Lythra is Golgolag's domain, the Pit, where those who committed heinous crimes are sent to be punished. Punishments depend on the crime, and scar the individual for life. If they prove repentant after their sentence, they are allowed to move up to Lythra to live out the rest of their days. Serious or repeat offenders may be kept in Golgolag's domain until the end of time.

There are countless more foreign gods and goddesses across the cosmos, many known but most unknown, who are responsible for watching over the innumerable intelligent races that reside in the mortal world. While these beings are seldom worshiped by the Telkevon, they may be respected for one reason or another.

Philosophy & Ethics
The Telkevon believe that existence is bound to the Endless Cycle. According to the cycle, all things are comprised of primordial chaos, which gives birth to gods who then create a world for themselves. The gods will rule this world-cycle until they and their creations are overthrown by a new generation of chaos-born gods, returning the world to its primordial state and resetting the cycle. All save for the Five Scribes are bound to this cycle; thus, all things will inevitably come to an end, including the Oltar Clan and the Telkevon. While some claim the cycle to be a necessity to maintaining the natural order, the Telkevon, committed to honoring Riigr's final words, are committed to ensuring that the current cycle survives for as long as possible, regardless of the cost. Whether or not the Scribes created the cycle or are simply observers has remained a matter of frequent debate among scholars throughout the history of the faith.

Because all things will be destroyed and forgotten, life has no inherent meaning and there is no true dichotomy between right and wrong. Rather than embracing nihilism, the Telkevon have instead found purpose through the Blood Covenant, which binds the Telkevon to the Oltar Clan and its precepts. These commandments require its adherents teach to treat others with respect and compassion, to show loyalty to leadership (and for leaders to do the same to those below them), to live with courage and wisdom, to abhor laziness and wastefulness, and to honor oaths and debts. By following these precepts, all Telkevon can find favor in the eyes of the gods and bring prestige to their family name. To reject these precepts, or worse, to live an idle or cowardly life, is considered an act of treachery.

Oltar's precepts apply to both Telkevon of the blood covenant and to their neighbors; however, they do not apply to enemies. In the eyes of the code, an enemy has already defied the law, and therefore, cannot be protected by them. There are only two exceptions to this rule: if an enemy surrenders, they are to be spared, as there is no glory in fighting an unwilling combatant; secondly, if one has sworn an oath with their enemy, the oath must be brought to its conclusion before hostilities resume, as an oath is never to be taken lightly.

The Telkevan mindset has also been tempered by modern war and the Telkevon's struggle against the Nolsarians. While the achievements of the individual are lauded, the Telkevon are ultimately concerned about the collective whole. Citizens and leaders alike have adopted a direct and ruthlessly pragmatic approach to life, doing whatever is necessary to ensure the survival of the union even if it costs them their own lives. A dignified death is among the greatest achievements one can strive for; conversely, to be a glory hound is regarded as reckless as such individuals will often throw themselves into hopeless situation in which there is nothing to gain either for themselves or their allies.

Cult Practices
Worship is both a public and private affair. Most homes have at least one room containing a small family shrine dedicated to various gods and to one's ancestors. Public worship takes place either in community shrines maintained by a priest or priestess and their assistants. Shrines contain relics that are considered sacred for historical or religious reasons. For example, family shrines often contain heirlooms while public shrines house items belonging to prominent figures from the local community. How one worships varies from deity to deity and community to community, but generally takes the form of prayers, offerings, and rituals such as singing and dancing. Revelry, while encouraged outside of a shrine, is generally frowned upon within the shrines themselves as silence is considered respectful to fellow worshipers and to spirits. Nature deities such as Akla are a notable exception to these standards, as they both encourage rowdiness and are worshiped in the untamed wilds so as to bring one closer to their 'wild heart', the primal core that exists in even the most civilized individuals.

Blood, also known as lifeforce, is the most valuable commodity a living being possesses. As such, the shedding is blood is used in various ways throughout society, such as forging oaths, marriage, and most notably, in ritual sacrifice. Animals have long been offered to the gods as a means of requesting favors from them, offering thanks, and in settling disputes between individuals and groups. These offerings have their blood drained and dripped on the altar before being cooked and eaten by those performing the ceremony. After a victorious battle, it is commonplace for the Telkevon to take worthy prisoners and offer them to the gods as a thanks offering. Though almost universally criticized by outsiders, the Telkevon view it as a badge of honor to be offered as the souls of the deceased are given a place in Helia, and Oltavar himself would be unwilling to accept individuals he deems unfit.

The deceased are cremated at pyres that are often built and maintained by a shrine. Before the ceremony begins, friends and relatives can leave gifts around the deceased as an offering to their spirit; these gifts are burned alongside the body. Such offerings generally reflect a person's status and any achievements they had accomplished throughout their life. The ashes are gathered in urns that can either be spread in a location of the deceased's choosing or kept in a family shrine. Urns are treated with utmost respect, as defacing or destroying them is a grave offense toward the deceased. In the military, soldiers are allowed to choose one piece of armor to send back to their family as a keepsake in the event of their death. Helmets, gauntlets, and breastplates are commonly chosen for this procedure. They may also decide to send back battlefield trophies or have them burned in the funeral. If the armor cannot be retrieved, the government instead sends whatever part it can.

Language & Magic
It is widely believed that all individuals, objects, places, and animals possess spirits, and that these spirits can be coerced to follow a person's will, though they must first be sought out. The principle means by which this is achieved is through the language of Kyrgalon. The Kyrgalon alphabet is made up of numerous runes that correspond to the gods and their attributes. When etched into an item, the runes create a link between the physical and spiritual realms and imbues the item with the properties of the rune. The runes are also used in standard writing, though most individuals use a modified version of the alphabet for easier writing while using the traditional script exclusively for rituals. Magic can also be performed through rituals such as dancing, singing, and reciting literature, but while runes are about drawing out and coercing spirits, verbal magic is about rejuvenating and inspiring individuals. An inspiring speech is just as magical as a rune would be in this regard.

Because of the necessities of the runes in properly utilizing magic, Kyrgalon has effectively become a universal language. All individuals throughout the empire are taught it regardless of their background. Other languages are uncommon, but not entirely unheard of, though many who speak other languages may still use Kyrgalon runes for their rituals.

Family
Telkevon families are large and tight-knit due to biological and social factors. Egg clutches can produce up to nine individuals, all of which require social interaction in order for proper development. The empire's greater focus on collectivism and ancestral reverence further discourages the separation of family members. As a result, it is common for extended family to live in close proximity to one another, if not in one large household. All members of the family are expected to contribute to the group in some way, whether it be performing chores or providing funds. Elders tend to act as the leaders of the household, but accomplished individuals may also take on this role. Over the years, some families have accumulated a significant degree of influence in local or even interstellar politics; corporate dynasties are not uncommon, and many of the arms manufactures contracted by the AFTU began as family businesses.

Marriage is a serious matter in which all members of both families are involved as it is not only a union between two individuals but also between the two families and their ancestors. Compatibility between the two who desire to marry is insufficient; the elders of both families must also determine if their families can get along with one another and whether either group would 'taint' the other due to actions members of the family had committed in the past. A family with a history of crime is unlikely to produce many marriages with those who consider themselves law-abiding citizens, even if the couple themselves have done no wrong. The SSN has only served to reinforce this mindset, as families seek to marry into other families with similar or higher scores while avoiding those with dangerously low scores, which can put their own score at risk. If the marriage is accepted, the two are wedded at a shrine, and the couple can decide to move into either family's house. Wives generally take their husband's surname, though exceptions are not uncommon. Same-sex marriages have always been legal and socially accepted with the small exception of a few dynasties frowning on the notion as the couples cannot produce heirs. Romantic cross-species relationships are strictly forbidden.

Historically, men have served as both the master and protector of the home and their family. The women would care for both the children and infirm members of the family while maintaining the household. This dynamic, despite both genders possessing equal rights, persists into the modern day, and has even been utilized by the government. While men and women are both conscripted into the military, men are often the first to be sent to the battlefield while women remain at home to maintain factories and other businesses until either the men return home or the reserves are summoned. At the same time, these roles are far from concrete, and exceptions are commonplace in the modern era. Women are allowed to volunteer for front line duty and have risen to prominent positions within Central Command.

If a child is orphaned, unwanted, or separated from their family due to the family's inability to properly care for them, the child is then adopted by the government and moved to exclusive academies. As well as receiving a better education than their peers, they also receive combat training throughout their life, and will serve in the military as Chosen once they reach adulthood. Unwanted children are also to be turned over to the government.

Art & Entertainment
The gods Visar, Sarikarak, and Yuvon are all associated with art in some form or another, and the Telkevon have followed in their footsteps by venerating the arts as a means of self-expression and social commentary. The government frequently commissions renown artist to create propaganda and design public works that commemorate the gods, national heroes, and important historical events while providing funding to art programs across the empire. Shrines create works depicting the gods, mythology, as well as local folk lore, history, and individuals. On an individual level, citizens use the arts to express themselves and their ideals, comment on the world around them, and to express support or disagreement with the government. Most works of art are realistic or embellished, but the experiences of war, technological and societal changes, and more importantly, the First and Second Exodus, have all contributed to surrealist sub-genres that reflect the changes and distortions brought about by these developments.

Contemporary art uses a combination of ancient and modern techniques. Traditional methods include prints, paintings, metalworking, glass, textiles, sculptures, and ceramics while modern forms involve film and photography. Literature leans heavily towards surrealist concepts and themes and exists in various forms, with the most prevalent being poetry, particularly epics and war poetry. The performing arts are generally a family affair, with many cities and colonies possessing their own staple 'performing families'. Music makes use of percussion, stringed, and keyboard-based instruments; brass and woodwind instruments were introduced by the client states, and groups hire aliens to blend the two styles together. Dance is especially common at shrines and in theatre plays, which have seen a massive resurgence thanks to the continued development of virtual reality.

Storytelling is as much of an art form as it is an instrument of entertainment and teaching. Travelers will go from town to town reciting tales of renown individuals and their deeds, drawing crowds of up to thousands of people depending on their notoriety. Family elders will pass down stories and fairy tales to the children so as to teach good manners and keep ancestral lore and traditions alive. Many shrines host annual events allowing members of the community to share tales with their neighbors and visitors. Though some of these stories are based in reality, most are fictional, with the understanding that their value lies in the speaker's skills and the lessons and themes presented by the story. Loremasters, military officials who record the exploits of the units they are attached to, can present their tales at shrine meetings and national ceremonies and will sometimes become traveling storytellers after they retire.

Physical activities such as exercise, hunting, and sports are a popular means of entertainment, particularly for devotees of Athovat, to whom such activities can serve as a form of worship. Exercise in particular is actively encouraged by the state as part of an initiative to maintain a healthy population; those who maintain a healthy lifestyle may receive a bonus to their social score, while those living a sedentary life are liable for a deduction. Hunters generally use rifles and may spend days or even weeks on long hunting trips, as depending on the animal, a few kills can feed a family for months. Trophy hunting is a dangerous endeavor as glory is achieved only by using primitive tools such as spears or bows against large and dangerous prey; to do otherwise is to anger Athovat and Akla. Sports are intensely competitive and involve many full-contact and combat sports such as duels, boxing, wrestling, martial arts, and competitive shooting. Famous athletes are frequently taken into the military to help train soldiers.

Games are commonplace. Soldiers often engage in card or dice games or puzzles as a means of passing the time. Strategy and war games are popular among officers both for entertainment and keeping one's mind sharp. Drinking games frequently occur at festivals and in pubs, and games ending in brawls are not entirely unheard of nor shunned. Families engage in board games and video games.

Clothing & Body Art
Traditional garbs were made to protect the Telkevon from the cold, wet climate of the Kalkrian continent. They consists of multiple layers of thick insulating materials that cover most or all of the body, including the wings, which are kept closed and pressed against the body to prevent frostbite, though this could prove unwieldy for individuals with large wings. As the Telkevon began expanding to warmer climates, they developed loose-fitting robes with holes in the back for their wings and tail. Both cold and warm weather clothes have colorful designs and feature runes, icons, individuals, and/or mythical places and entities weaved into the fabric. They are also utilitarian, featuring inner and outer pockets. Belt bags, handbags, and backpacks are also relatively commonplace for both genders.

Body art is common throughout the empire. The chest and wings are the most popular areas for tattoos, particularly the wings, leading to their nickname, 'the canvas of the gods'. The crown on the top of the head and the horns around the snout are often pierced with rings and other jewelry. Jewelry produced and blessed at a shrine are particularly popular, especially necklaces and rings, and are often imbued with magical properties designed to ward off hostile spirits and inspire confidence in the user.

Cuisine
Telkevan families eat as a group and consume one to three large meals per week, generally in the morning. Though omnivorous, the main course is almost universally meat, insects, or fish with an entire animal served to each member of the family, though this varies depending on an individual's age and the size of the animal being served. Fruits, vegetables, and spices are used for flavoring. Though various cooking techniques and meals exist, soups and stews were an entirely unknown concept until they began encountering alien cultures and remain outside of mainstream Telkevan cuisine as the Repzork's snout makes it difficulty to consume them as intended.

In the military, it is customary to host a feast before a major battle, and if victorious, afterward. These banquets are titanic endeavors often requiring upwards to hundreds of millions or even billions of animals in order to feed the attendees. Fallen enemy soldiers are also consumed during the feast as it is believed that consuming the dead grants one a small morsel of the deceased's energies. Previously unknown races are tested to determine edibility before any such feasts begin to avoid contamination. Cannibalism is strictly forbidden and can in the worst cases result in the summary execution of the offender.

Rations consist of large bars packed with energy, vitamin, and protein supplements designed to keep a soldier at optimal performance for at least one to three days. Given their size, they can theoretically be used by other races for longer periods of time, making them popular targets for theft, though they can have adverse health effects for some species.

Technology
Main page: Telkevan Technology

In the early years of the union, the Telkevon relied heavily on superior technology in order to overcome their oftentimes numerically superior enemies. While the union has grown substantially since then, sophisticated technology is still viewed as a key asset in maintaining the nation's strength. The Telkevon will seldom hesitate to reverse-engineer alien technology and integrate it into their own if they find a use for it. With the induction of the client states, trade with their neighbors, and conflict with the Peacekeepers, the development of new technology has accelerated to unprecedented levels.

Subspace engines and jump drives are the primary forms of faster-than-light space travel, with each serving different roles. Jump drives are commonplace on civilian and commercial ships such as transports and freighters that have little need for maneuvering and which need to move from one location to the next, often using the downtime during loading and offloading to recharge their engines. Military ships use subspace drives which, while somewhat slower, recharge much faster, allowing them to make accurate, simultaneous jumps, giving them a great deal of mobility on the battlefield. Research into the Void has seen the recent development of the empire's first Void-capable drive, which was used for the first time during Operation Dawnhammer to navigate Void hyperlanes.

Millennia of subterranean living have seen the Telkevon become masters of underground construction. Facilities and settlements are often located beneath mountains, plateaus and other tall natural formations, though if none are available, they can be readily built elsewhere. Entrances come in the form of large lifts that can sometimes double as a space elevator. Cities are comprised of numerous interconnected domes or caverns that can be dozens of stories tall, allowing for the use of some aircraft, and stretch for hundreds or thousands of kilometers, allowing them to house millions of residents. The 'walls' of the city are extensively reinforced and shielded to prevent cave-ins while the roof provides an artificial day and night cycle. Roads are commonplace, but are chiefly used by the military and by commercial interest, with most civilians using the rails, bicycles, or simply walking. Alien tourists can have a difficult time navigating underground cities as they are designed with a deliberately confusing and maze-like layout designed to disorient potential invaders. Waste disposal, food production, generators, and other facilities are generally relegated to their own sectors away from the inhabited areas. Trash, waste, and other materials are cleansed and recycled before being put back into the system to be reused, leaving very little if any waste.

Likewise, the Telkevon are experts at subterranean warfare. Dedicated tunneling tanks can place explosives beneath enemy positions or bypass them entirely to deploy troops directly at a target.

The AFTU's arsenal contains both projectile and energy-based weapons alongside various specialized biochemical weapons. Melee weapons such as saw blades, hammers, and spears are also used, but are not standard-issue, instead being granted to particular units for use in specific circumstances such as boarding operations and urban combat. The Great War has also seen the introduction of Marganite-based weapons such as the RS-18, a superweapon designed to produce explosive crystal growth over a wide area. A number of ancient weapons, such as hard light firearms, have been salvaged, but remain poorly understood and can only be replicated in small numbers and at an incredibly high cost.

All infantry are equipped with one of many variations of XBA armor, an exoskeletal suit of powered armor that can be adapted for use in any environment. The suit protects the user with a shield and multiple layers of armor while also enhancing their strength and speed with artificial muscles and internal hydraulics. Because of this, military firearms are built with the suit in mind, allowing for weapons to be stronger without having to be concerned about weight or recoil.

Energy shields are standard-issue for all military and police forces and are used on infantry, vehicles, structures, and starships. Facilities and large urban settlements are also equipped with shields to defend against orbital and artillery bombardment. In 3396AF, they began developing a planetary shield capable of protecting an entire planet against an invading force. The first of these was completed at Alrukai in 3457AF; a smaller version of the shield was constructed upon Alrukai's moon and Valakar Station. Some of the equipment used to produce planetary shields would later be used to produce wireless shield boosters for starships. All shields are either of the standard or directional format, and several specialized types, such as kinetic and thermal shields, are used depending on the circumstance.

Modern medicine is capable of preventing and curing the vast majority of diseases and rebuilding bodies to the point that even those who have suffered grievous injuries in battle can return to normal, at least on a physical level. Machines injected into the bloodstream that are designed to eliminate harmful bacteria and viruses are legally required for all citizens alongside vaccines relevant to their system and locations they plan on visiting. Genetic engineering has effectively eliminated genetic conditions but are strictly regulated to prevent discrimination based on factors such as height or the color of one's scales. Body parts and organs are grown in sanitary labs and are frequently used to replace lost limbs and destroyed organs, though some prefer to use cybernetics because they are seen as a badge of honor and the fact that they are generally superior to their organic counterparts. Some are outright opposed to the use of lab-grown limbs, considering them to be unclean. Every body part with the exception of the brain has a fully mechanical counterpart and can receive upgrades to enhance or grant new abilities. The military has used both cybernetics and genetic engineering for combat, with the greatest example being the Selshazak supersoldier program.

Robots can be found throughout society performing countless tasks such as city maintenance, surgery, accounting, and production. In the military, they can act as mobile weapons platforms, bombs, spies, explosive ordinance disposal, and much more. Some military and civilian robots are remote-controlled, but the majority of modern machines are controlled by an artificial intelligence. A.Is are by and large created to perform specific duties and are not capable of either independent thought nor learning or adaptation; an accounting A.I will be incapable of learning how to maintain a city, for example. Sapient A.Is with built-in loyalty and religious beliefs do exist, but are few in number and are exclusive to the government and military.

Warlord Pact
Though the Telkevon willingly joined the Warlord Pact and continue to support its goals, many have since become jaded towards the Pact and its members. Distrust towards the Margan and Asanians, the Necraal split, and the Zaretian's eventual loss of Nu-Zartar have all caused public support in the Pact to steadily decline. Though itself divided on the issue, the High Chamber and other ranking members of Imperial Command remain committed to the Pact even as they seek out new allies to join their cause.

Zaretian Monarchy Status: Alliance 

"I thought their military to be impressive until I realized they were only really using it to enslave people too weak to fight back. Without struggle there is no innovation, see now where their stagnation has led them."

"We must do everything we can to support them."

"Disgustingly vulgar. Not even the most hedonistic of Yinve's followers are so devoid of shame. I despised it at first, but, it's grown on me. It helps to cope with the stress."

Prior to the Great War, the Telkevon and Zaretians had signed a non-aggression Pact with one another. The Telkevon wished to strengthen their relations into an alliance, but progress was slow up until the Telkevon's entry into the war. Union forces would take pressure off of the Monarchy, allowing the Zaretians to focus their efforts against the Rach. The two later fought together against the Diabs, Aeverians, and the Karahotdoum.

 Margan Empire Status: Alliance 

"The Dynasties are tools and nothing more. Once the Peacekeepers are defeated, we will discard of them."

"I had a modicum of respect for them once. Never making that mistake again."

"We have in our midst an ally of the Old Enemy, never forget that."

Though the two are allies on paper, the Telkevon have been planning to betray and exterminate the Margan since before the First Battle of Norsus. To the Telkevon, the Dynasties are an affront to the gods and the ultimate hypocrites, relying on that which they hate to help them win wars. Relations soured further following the Rach Exodus, which saw the Holy Dynasty vanish and the remaining dynasties quarreling among themselves, though the two continued to support one another on the battlefield. After all that had transpired during the Interim years, many begrudgingly accepted the return of the Holy Dynasty despite their ruined reputation.

Necraal Sovereignty  Status: Alliance 

"I am noticing a worrying trend of some of our 'allies' being completely insane."

"They are the only ones among the Pact that I genuinely respect. What happened to them is a tragedy."

"If there is one silver lining to the schism, it is that it showed us who among the Necraal are truly worthy to carry their nation's legacy."

Barraku Kaat  Status: Alliance 

"They are a people of immense potential, but first they need to stop killing each other."

"Anyone who supports annexing the Kaat has no idea what they are talking about."

"They are fascinating once you look past the gruff exterior."

The Telkevon played a pivotal role in integrating the Barraku Kaat, often shortened to Kaat, into the Pact after having secured the loyalty of the ruling clan, Tazorag, and its allies. Many commanders thought the Kaat too brutish and simple-minded for the modern battlefield, though Tazorag and the great clans proved otherwise during Operation Sledgehammer, where Kaat forces dealt a heavy blow to the Peacekeepers. Since then, the Telkevon have worked closely with the Kaat and have used them extensively against their enemies.

Asanian Syndicate  Status: Neutral 

"I could write an entire book on everything wrong with the Asanians."

"I admire their technology far more than I admire them."

"I cannot decide if the Syndicate or the Margan are worse."

Though unable to deny their combat effectiveness or their advanced technology, the Telkevon view the Asanians as being no different from the Margan; in fact, some consider them to be worse due to their aggressively capitalistic culture. Because of this, the Telkevon tend to avoid Asanian forces. Like the Dynasties, the Telkevon have been planning to eventually exterminate the Asanians once the Peacekeepers have been defeated.

Peacekeeper Alliance
At the onset of the war, the Telkevon viewed the Peacekeepers as a trivial threat. Years of fighting have seen this perception evolve into a healthy respect for the Alliance, with most considering them to be worthy opponents and even showing admiration for deities such as Hekkesh and Haratahavi. Officials have expressed interest in assimilating the defeated Peacekeepers, though in cases such as the Diabs, this has been shown to be practically impossible.

The Rach  Status: War 

"The fact that they survived being chased by the Margan through the Realm of Night for ten years is a testament either to Margan stupidity or to the Rach's skills at concealment. Perhaps both."

"Their days as the Peacekeeper's guiding light ended long ago. We are unconcerned with their current affairs."

"I believed the Rach to be nothing more than an undisciplined nuisance, but war has trained them well. Perhaps they are worthy after all."

Upon their entry into the war, the Telkevon considered opening a front against the Rach, but were dissuaded partly due to the fact that the Rach were already suffering catastrophic defeats at the hands of the Margan and Zaretians. As such, the two did not clashed beyond occasional skirmishes. The Rach's military reforms following their loss at the Second Battle of Norsus radically altered Imperial Command's perception of the Rach, whose void-based technology was quickly proving itself to be a serious threat. Engineers are scrambling in an attempt to replicate the technology but have made limited progress thus far. Contrary to what some believe, most Telkevon do not consider the Rach's stealth-based tactics to be cowardly, but simply an extension of how they were made.

Empire of Diablos  Status: War 

"To fight the Diabs is to experience war in its purest form."

"Had they not joined the Peacekeepers, the war would have ended years ago."

"The children of Haratahavi are strong and proud. We can learn from their example."

The Telkevon have fought the Diabs since the latter's entry into the war, most notably in the now infamous Pact foothold, known also as the 'meat grinder', and the former Thaelvak salient, where the AFTU suffered the bloodiest defeat in its history. Many consider the Diabs to be the empire's greatest rival. At the same time, the Telkevonhold a deep respect towards the Diabs, considering them the best soldiers in the Peacekeeper Alliance. This is best expressed at Baltreos, where the Telkevon erected a statue of the Diab goddess, Haratahavi, to commemorate both the goddess and all Diab soldiers who have fallen in the foothold. Officials have considered assimilating the Diabs were they to be defeated, but trials have shown this to be nigh impossible, and the plan was discarded. Diplomats instead work to establish an alliance with one or more of the Diab clans which oppose the Empire of Diablos, which has shown promise.

Nuverian Union  Status: War 

"I pray that I live to see their worlds burn."

"It started talking to me!" - Anonymous soldier explaining why he had unloaded an entire magazine into a Nuverian vending machine.

"They have lived an ignorant, privileged existence. They know nothing of hardship."

Karahotdoum Empire  Status: War 

"I would go to a party hosted by Hekkesh."

"Their music is remarkably popular in the underground."

"Is...is that a halberd?"

Sauran Solidarity  Status: War 

"For a moment I believed that one of them was open to reason."

"They do not understand war, and therefore do not understand our ways."

The Sauran Solidarity is considered by most to be overtly ideological and naive, leaving them unprepared for the war they had helped to start by attacking the Zaretians. This did not necessarily mean that they despised the Solidarity; in fact, many commended the Sauran for their commitment to their beliefs. The Sauran's terraformation technology was of particular interest, with many viewing it as a key component in the plan to exterminate the Margan and undo the damage they had done to the galaxy. This prompted the High Chamber to send Ambassador Orva to negotiate a deal in which the Telkevon received the Sauran's terraforming technology while the empire promised that they would not attack the Sauran and would even offer them a place in the empire were their nation to collapse. The Sauran agreed and gave the Telkevon the technology, but pulled out of the deal a few years later after the Telkevon had begun utilizing Marganite-based weapons. This was tantamount to breaking an oath for the empire, and has seen the two engage in a bloody war since them.

Kastalian Survivors  Status: War 

"When you were talking to me about an ancient civilization with technology beyond our reckoning I was not expecting to be greeted with an overweight bird."

"Policy is always to get the relics before they can find it. But, if they do turn up, then we have to at least try to negotiate. We learned that the hard way."

"Their steadfast devotion to their ideals is commendable, even if I may believe they are flawed."

The Kastalians are regarded as a thorn in the Telkevon's side. As the Telkevon scour the stars in search of new technology, they inevitably discover ancient Kastalian artifacts, more often than not drawing the attention of the Kastalians themselves, who seek to reclaim their ancient belongings. The Telkevon initially resisted these efforts, but suffered such heavy losses that they now more often than not attempt to either negotiate with the Kastalians or let them claim the artifacts and leave. Efforts to hunt down and exterminate the Kastalians have thus far proven futile, though the empire still has hunting parties prowling the outer rim.

Dragoneteran Monarchy  Status: War 

"They are like the Necraal without any of the redeeming qualities."

"I can never get their names right."

"A shining example of the Peacekeeper's hypocrisy."

The Dragoneteran have never been considered a major threat, and thus no effort has been made to eliminate them. Engagements between the two are limited.

Delani Republic  Status: State dissolved 

"They were always lacking when compared to the Diabs."

"Perhaps this will teach the survivors how to wage a war."

"No fair! I wanted to kill them!"

Independent Races
Holy Nepharian Empire  Status: Hostile 

"Remember when the Mandate was our biggest worry? I kind of miss those days."

"Never get into a knife fight with them, I had to use a hose to wash all the blood off."

"They must have really ticked off the wrong god because this is a complete mess."

Virisus  Status: War 

"For every Oltavar there is a Syleris."

"What made them think this was a good idea?!"

"Die, vermin!"

Khasii Consulate  Status: War 

"I take back everything I said about the surrealists."

"The eye certainly gave them an ago, but I see no sign of this so-called 'enlightenment'."

"Painfully tacky."

Transmetallic Confederation  Status: Neutral 

"The name is perhaps a bit on the snout."

"Our efforts to acquire intelligence on their activities has only served to make us more confused."

"Think we can get them stuck to a big magnet?"

Xenochytrid  '''Status: War. '''

"I refuse to believe that they are natural. Someone or something made that."

"If I see one more person even talk about weaponizing them I will personally skewer them."

"At least they don't have a god looking over them, probably."

The Xenochytrid are believed to be in some way related to the Nygalara, the monster of myth that is said to be waiting for the right time to destroy creation in retaliation for the death of its makers at the hands of the Builders. Combined with the devastation they bring with them, the empire has made it a priority to exterminate the Xenochytrid regardless of the circumstances. Utilizing the Xenochytrid in any way is strictly prohibited and punishable by execution.