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 Kentaurs 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 religion, Oltari. 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 Telkevan Union

The following is a record of Telkevan history as recorded by the scholars of the Department of Education & Information. History is divided into two eras: before the oath (BO), which denotes the time leading up to the founding of the Telkevan Union, and after the oath (AO), which follows after.

Alkarian League
Alrukai, the homeworld of the Telkevan Union, was once a colony of the defunct civilization referred to as the Alkarian League, which included a number of races that now comprise the Telkevan Union, most notably the Arkevon, who made up the majority of Alrukai's population. It was once widely believed that Alrukai was the Arkevon's native world, but archaeological evidence has since proven that Alrukai had been an uninhabited world prior to its colonization; the question of where and when the Arkevon developed remains unsolved to this day.

As a colony of the League, Alrukai was likely a major commercial and military hub due to its position along the Rhzari substream; vast production plants produced a variety of products while fortresses and training facilities were built around the planet's space elevators, which were connected to a network of stardocks situated in Alrukai's lower orbit. A sizeable portion of the population are believed to have followed an early form of Galderim, the religion of the modern Kovas Republic.

The events leading up to the collapse of the Alkarian League and the apocalyptic ruination of Alrukai itself remain unclear. Based on current evidence, it is hypothesized that the Alkarian League ultimately succumbed to infighting between the League's member species. At some point during the conflict, Alrukai's orbital defense network was disabled or destroyed, allowing an invading fleet to bombard the planet, presumably killing anyone who had failed to retreat underground and ushering in the Alkari Dark Age, of which little is known due to a near-complete lack of surviving records.

Rebirth
The Telkevan Union traces its origins to a group of Arkevon who had survived the bombardment by taking shelter in Kalzevos, a large, isolated mountain fortress located in central Olukor. Kalzevos featured a thorough life-support system that provided enough food, water, and air to support a few thousand residents indefinitely. With no way to contact other vaults or survivors, those responsible for administering and maintaining the facility were deemed irreplaceable and given high standing among the inhabitants. The administrators gradually evolved into a pseudo-nobility that coalesced into the Nezekar royal dynasty, whose kaiser or kaiserin held absolute power over the affairs of Kalzevos.

As the surface began to recover from the bombardment, the inhabitants of Kalzevos sent out explorers to survey the surrounding area. They soon discovered an abandoned, dilapidated mining facility which was subsequently rebuilt, though much of the machinery that had automated the mine was damaged beyond repair. Over the next few months, surveyors then established contact with scattered groups of survivors, a few of which had established permanent settlements. Some of these settlements, particularly the coastal town of Taklos, became valuable trading partners, providing Kalzevos with fish in exchange for metal ore. Unfortunately, Kalzevos soon attracted the attention of hostile groups who periodically attempted to capture the vault, which while never successful, greatly hampered Kalzevos' expansion.

Founding
In 32BO, Telkevon Nezekar I hatched alongside his three siblings, though only Telkevon himself survived into adulthood, his siblings either dying on the battlefield or succumbing to disease, which consequently ensured that Telkevon was next in line to inherit the throne. The heir apparent became famous among the populace for his levelheaded administration and for his courage in battle, and at the age of 31, was crowned kaiser following his successful offensive against the bandit camps which had been responsible for his brother and sister's deaths.

A few days later, during the new year festival, Oltavar, god-king of the Oltari, as well as his two advisors, Sarikarak and Saertu, appeared before Telkevon and his wife, Kilune. The god-king said that he and his brethren had taken notice of Kalzevos, which had been chosen to bear the god-king's message to the mortals of Alrukai. He then revealed the true nature of the world, speaking of the Builders who had sacrificed themselves to ensure the survival of the world, which was to be rebuilt by their children, of whom the Oltari were but one family. Oltavar Oltavar offered to teach and to lead Kalzevos in exchange for its loyalty. Telkevon asked only that the gods prove their divinity. Oltavar summoned fire from the heavens, Sarikarak used runes to animate ash molded into the shape of an animal, and Saertu, peering into Telkevon's eyes, told Telkevon all that the kaiser had ever done, sparing no detail. Convinced of their truth, Telkevon and Kilune swore their loyalty with a blood oath, permanently binding their family to the Oltari and marking the beginning of the Telkevan Union.

Acting as the Oltari's mouthpiece, Telkevon and Kilune spread the gods' teachings throughout Kalzevos, encouraging his constituents to take the oath of loyalty. Oltarism swiftly became the dominant religion of the city, giving its residents a united sense of purpose and direction. Those who refused to take the oath were protected by Telkevon himself, who said that doubt alone was no reason for persecution. Of those skeptical towards Telkevon's new teachings, most would be swayed over the following years as Telkevon I boldly expanded the kingdom, converted and inducted Kelzevos' trading partners, and defeated the city's foes in battle, all of which were used to demonstrate that Telkevon I had truly been blessed by the gods. Nevertheless, some continued to doubt, including General Xarvok Olzian, who would convert only if the gods could resurrect his brother, an act beyond the reach of the gods. Xarvok and other skeptics would eventually leave Kalzelon and never returned.

In the years leading up to his death, Telkevon I authored the first section of what would become the Keltular, the Telkevan holy book. In his final address, Telkevon urged his followers to unite Alrukai under the banner of the Oltari, for unity was the will of the gods. He died of a heart attack in 49AO at the age of 81. His body was cremated and the urn containing the ashes placed in the Nezekar shrine, where it remains to this day. The crown was passed to his appointed heir, Hralek Nezekar.

Conquest of Alrukai
Hralek followed in his father's footsteps. He expanded the Union's reach across Olukor in a long series of military campaigns. The king offered every settlement his forces encountered the chance to surrender and peacefully integrate into the Union, the king offering them a degree of autonomy in exchange for their loyalty. Those who refused were invariably conquered; if the defenders surrendered during the fighting they were spared further violence, whereas those who fought to the last would have their entire adult male population slaughtered and the women and children dispersed across the Union's territories. Conquered territories were administered by nobles appointed by Hralek himself. These nobles formed new dynasties, such as Olzilan, Vilikiah, and Kitoro. By the time of Hralek's death, the Union encompassed nearly all of the inhabited land of Olukor and had begun reverse-engineering surviving Alkarian technology on a large scale.

The Union faced its first major hurdle in 97. as it expanded into the continent of Valakar. The larger and more populous continent was home to five vault-fortresses: Dalazir, Rolsdatch, Corsu, Tuhahn, and Kustatinye. Dalazir, located near the northern coast of Valakar, repeatedly harassed Union fleets and attacked those who managed to land. The Telkevon made no headway until they made contact with Rolsdatch, who sought revenge against Dalazir; a combined offensive finally saw Dalazir's surrender. After a pause to consolidate their foothold, the Telkevon resumed their campaign. Corsu surrendered following a prolonged siege which saw the first deployment of artillery and tanks on a large scale. Tuhan launched a preemptive offensive against the Telkevon and briefly captured Corsu, but they withdrew after the Telkevon released a cache of chemical weapons. Tuhahn then allied with Kustatinye. The resulting 9-year conflict spanned across Valakar and saw both Rolsdatch and Tuhahn crippled before the Telkevon successfully captured Kustatinye, which had fought to the last man. Kustatinye would prove a valuable prize, as it contained both a sizeable cache of Alkarian-era technology and the planet's only remaining orbital elevator, albeit the structure was inoperable due to extensive damage. Nevertheless, the technology salvaged from the city ushered in a scientific renaissance that brought dramatic improvements to the Union's quality of life.

Kaiserin Vaalunar II led the Telkevon's campaign into Gahlrag in 233. A deadly plague had swept across the continent in the proceeding years, killing a vast portion of the populace. Most of the survivors eagerly joined the Union or were unable to put up a serious fight, but in doing so they had brought the plague to the Telkevon. Millions died in sporadic outbreaks until the plague was nominally contained in 241 through exhaustive vaccination and public health programs. Vaalunar II narrowly survived an infection, but at such a high cost that she stepped down in 243.

The Union's weakened state caught the attention of the Yustaf Commonwealth, a growing power on the Kalrian continent which had been quietly monitoring Telkevan expansion. They seized on the opportunity and invaded Olukor in 246 with the goal of capturing the Nezekar Dynasty. Yustafan troops besieged Kalzevos for over a year, but they had underestimated the Union's resolve; an attempt to open a second front ended in disaster as the Olzilan Dynasty almost single-handedly repelled the attackers. Kalzevos was relieved after a subsequent series of costly counterattacks routed the Yustaf. The Telkevon launched their own invasion of Kalria, but poor logistics and heavy losses led to its failure. Three more major wars would follow before the Telkevon finally conquered Yustaf in 309. The Kalrian continent would be conquered in totality by 372.

The Telkevon had been planning to establish contact with the remote continent of Feldras, but these expeditions were put on pause until after the Yustaf Wars. When explorers finally reached Feldras in 315, they found the continent to be entirely uninhabited; subsequent expeditions would reveal that the bombardment had likely triggered catastrophic tectonic activity, resulting in volcanic eruptions and earthquakes that killed virtually everything on Feldras. Colonists were denied access to Feldras until 375, when the continent was declared safe. The first new structure erected on Feldras was a vast monument dedicated to the dead, regardless of their ideology or origins.

The symbolic conquest of Ilutor, located near Alrukai's southern pole, in 387 marked the end of the Unification of Alrukai. The event is celebrated annually on Victory Day. By now, Telkevan officials had already turned their attention to the stars; having learned that they were once part of a larger empire, the Union's leadership was determined to fulfill the will of the Oltari by bringing all of the Alkarian League's former colonies under their wings.

The Bloodletting & Tagaran Reformation
The first functional subspace faster-than-light engine was created in 467 using parts salvaged from a derelict starship trapped in the ruins of Alrukai's orbital platforms. By 490, the Union had established a handful of colonies across the Alrukai system. Along the way, they encountered more survivors of the Alkarian League's collapse, particularly on Alrukai's brother planet, Vordolsus, where most of the inhabitants had regressed to an agrarian state. The ancient colony of Yinaka was, like Feldras, barren, having been reduced to an uninhabitable state.

Though unification had brought prosperity to the Telkevon, it was predominantly the dynasties and the upper-classes that had reaped the benefits. These same dynasties quarreled among themselves as they sought ever more power while undermining their opposition. Oltarism had likewise been in slow but steady decline in favor of secularism and new religious movements, which xenophobic conservatives believed would corrupt and ultimately destroy the Union. At the same time, independence movements had emerged on both Kalria and Valakar and rapidly gained momentum despite the dynasties' efforts to forcefully suppress them. Heir apparent Hrivalga Nezekar, in a bid to usurp his brother, Toldri, the chosen heir, allied himself with select dynasties and organizations, promising them immense wealth if they supported his coup. In 503, after having bought the support of the royal guards, Hrivalga assassinated the Kaiser, his heir, and several military and political officials during a meeting. Hrivalga's accomplices then moved to seize control of key facilities, though they were unable to capture the planet's primary communications relay before an alert could be sent. Clashes between loyalist and Hrivalgan forces broke out across the Union within the next few hours.

High Marshal of the Solar Navy Tagara Vukarn was the only survivor of the assassination attempt, having narrowly escaped thanks to the sacrifice of two loyalist guards. She escaped to the loyalist stronghold of Togaras, where she formally assumed the titles of both Grand Marshal and Kaiserin, as it was assumed that Hrivalga had killed the rest of the Nezekar bloodline. The majority of the Royal Military, which was still zealously loyal to the Oltari, joined Tagara, as did a number of dynasties and alien member states.

Tagara and the loyalists waged a war of extermination against Hrivalga and his accomplices,who were finally apprehended in 517 following the Battle of Zyflis, bringing an end to organized resistance. The leaders of the rebellion, after being paraded across Kalzevos, were publicly disemboweled before having their wings torn off with rope, causing death by sanguination. The rank-and-file soldiers and civilians that had supported Hrivalga were given the opportunity to redeem themselves, but the dynasties and organizations which had supported the coup were dismantled their holdings being dispersed amongst the loyalists.

Hrivalga had killed virtually all of the Nezekar bloodline, but had himself left behind four children who were too young to rule. Some advised Tagara to execute the children and form a new dynasty of her own, but Tagara refused; though she blamed the dynasties for the civil war, she was still loyal to Telkevon I and his legacy. Tagara instead rebuilt the government, issuing a new constitution which established military rule through the High Chamber. The dynasties and member states would remain intact, but had their authority substantially diminished; the Nezekar Dynasty would maintain a position in the High Chamber, but were subservient to the Grand Marshal and burdened with Hrivalga's sins. Tagara also led a revival of the Oltari faith which brought the gods back to primacy.

Tagara reigned until her death in 583 at the age of 142. She is revered as a national hero sent by the Oltari to save the Union from its own avarice; her birth, death, and the day of Hrivalga's execution are all celebrated as federal holidays in modern times.

Wars of Unification
The Telkevan Union deployed several exploratory fleets in 597 to examine nearby habitable planets. As many had predicted, the scouts discovered numerous planets that had once been a part of the Alkarian League; however, officials had significantly underestimated the scale of Alkarian civilization, as nearly every habitable world housed League successor-states. Worse yet, some of these successors had attained FTL travel and were in the midst of carving out their own empires. The High Chamber, determined to fulfill Kaiser Telkevon I's will, embraced the challenge, declaring that the Telkevon had come upon their final trial, the test that would prove whether or not they were worthy of ruling the stars.

In 611, the Telkevon encountered the Imagi Federation. The Imagi were reluctant to join the Union outright, but possessed neither the will nor the strength to contend with the numerically and technologically superior Telkevan Solar Navy. The High Chamber, unwilling to commit troops to an unnecessary and potentially prolonged conflict in the midst of hostile space, opened diplomatic channels with Imagi leadership and began exchanging technology and resources, which in turn fostered a sizeable Oltari presence within the Federation. In 623, after assisting the Imagi in pacifying the Alzalam Enclave, the Telkevon and Imagi established a mutual defense pact.

The Vokstani Wars began in 647 when the Vokstan Empire, which also sought to unite the lost Alkarian colonies, invaded Telkevan space.

Modern Era
See also: Telkevan-Nephani Cold War, Kosdahl Crisis, Great War

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.

Government & Politics
Main page: Union Chamber

The Telkevan government, formally known as the Union Chamber or simply the Union, was established following the Bloodletting and is based upon the Vukaran Constitution. The Union Chamber is a stratocracy in which the Armed Forces of the Telkevan Union (AFTU) holds absolute power over both domestic and foreign policy. The Chamber is comprised of four layers: sovereign, state, district, and planetary. The sovereign is comprised of three branches:


 * Executive: The High Chamber is the ruling council of the Union and is made up of eight seats: the grand marshal, who is both the head of government and the commander-in-chief; the six high marshals, who each oversee a branch of the AFTU; and the Kaiser, to whom domestic affairs are typically delegated. The Kaiser is supported by a cabinet of department leads appointed with the High Chamber's approval.


 * Legislature: The bicameral Assembly is comprised of the Lower Chamber, made up of two or more representatives from each of the Union's states; and the Upper Chamber, which is staffed by the marshals who command the Union's military districts.


 * Judicial: The Grand Court contains both civilian and military judges appointed by the High Chamber to interpret and enforce the chamber's will.

Political Divisions
Telkevan territory is split between numerous states, of which there are three categories:


 * Dynasties were the ruling aristocracy prior to the Bloodletting. Though the Kaiser or kaiserin is traditionally regarded as the de-facto ruler of the houses, they only serve as a mediator between the dynasties and the High Chamber. The Dynasties are semi-autonomous, possessing their own constitution and governing bodies, but they hold no authority beyond their own borders.


 * Member states are alien nations which have been inducted and assimilated into the Union. They enjoy the same rights and privileges as the dynasties.


 * Vassal states are territories which have only recently been annexed into the Union via conquest. They are governed directly by the military and have no representation in the Lower Chamber until they have been deemed fit for integration. If a vassal continually and violently resists integration, it will eventually be dissolved, its territories given to nearby dynasties and/or member states as its inhabitants are scattered across the Union.

The Union's holdings are also divided into military districts. These districts, managed by a regional headquarters led by a marshal appointed by the High Chamber, are responsible for all operational activities within their area.

Planetary Classifications
Planets are loosely categorized either by their primary export and/or notable geographic features. When applicable, categories are further divided into specialized sub-categories specifically to denote their preeminent export.


 * Capital worlds are the government headquarters of each state.


 * Production worlds create a wide variety of civil and/or military equipment.


 * Resource worlds are planets, often those deemed unsuitable for civilian habitation, home to vast mining/extraction operations.


 * Farming worlds produce food.


 * Fortress worlds are colonies owned and administered by the AFTU.


 * District commands are the headquarters of their respective military district.


 * Temple worlds are planets of religious significance. Only a small handful of wholly-dedicated temple worlds exist across the Union.


 * Aquatic worlds have little to no land.


 * Refinery platforms denote gas giants, which are home to gas refineries and military outposts.


 * Stone worlds denote barren, lifeless planets. Stone is most often a temporary categorization until officials determine the viability of terraformation and/or resource extraction.

Notable Locations

 * Vethia District: The heart of the Union, the Vethia district 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 AFTU. 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 Vethia District.


 * Alaghax District: 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 District: 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 Military District: 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.

Oath of Loyalty
While the Union upholds the religious liberties of its citizens, the Vukaran Constitution is itself based upon the guidelines established by the Blood Covenant of the Oltari faith and has incorporated one of its preeminent practices, the Oath of Loyalty, into official policy. A rite of passage, the Oath of Loyalty is a bloodletting ritual in which consenting participants recite Kaiser Telkevon I's oath to Oltavar whilst draining blood from their palm. One is required to perform this ritual if they are to be considered true practitioners of the Oltari faith and it cannot be undone once it has been completed. Likewise, while citizens are not legally required to partake in the oath, many positions within the sovereign government and the military officer corps are exclusive to those who have taken the oath, ensuring that the Union's leadership is comprised almost exclusively of devout Oltarans.

Citizenship
Citizenship is divided into brackets determined by an individual's background, social score, and whether or not they have taken the Oath of Loyalty.


 * Dissident

Dissidents are individuals who have either committed a heinous crime, possess a criminally low social score, or who have not been administered into the network. Dissidents have very few rights and, depending on the nature of their status, must either redeem themselves either through service to the state, an act which oftentimes ends in death, or take part in a reeducation program aimed at rehabilitating dissident groups.


 * Inhabitant

Inhabitant is the default status for citizens of vassal states and those with a dangerously low social score. Inhabitants are not permitted free travel outside of their own borders and are wholly subject to the military authority. Within the armed forces, inhabitants often perform grunt work to free up soldiers for battlefield duty unless they inhabitant can prove their worth to their superiors, in which case they are considered proper foot soldiers and given certain privileges such as higher pay.


 * Visitor

Visitor exclusively applies to foreigners visiting the Union, whether they be tourists or foreign ambassadors. They receive all legal protections afforded to citizens and can even apply for citizenship.


 * Citizen

Citizen is the default status of those born within the dynasties and member states and also includes vassals with a high social score. Citizens enjoy all of the rights and privileges allotted to them by the Vukarn Constitution save for those requiring the Oath of Loyalty.


 * Telkevon

Telkevon applies to all citizens who have taken the oath of loyalty and who possess a high social score.

Military
Main page: Armed Forces of the Telkevan Union

The Armed Forces of the Telkevan Union is currently comprised of the Army, Solar Navy, the Legions, Central Intelligence, Civil Defense Service, and the Joint Munitions Command. All citizens conscripted upon the completion of their primary education and serve for two years, at which time they are given the choice of returning home or becoming a career soldier. Those who return home are inducted into the reserves and are required to train every few months.

Culture & Society
See also: Oltari

Telkevan culture is built upon the teachings of Oltari, a polytheistic religion that worships the eponymous Oltari pantheon. The faith is so deeply entwined with Telkevan society that they are effectively one in the same; practitioners do not see it as a distinct belief system, but an integral part of their way of life. Despite being the official state religion, Oltari lacks any centralized ruling body. Followers congregate in countless communes scattered across the Union, each adhering to their own traditions and rituals while remaining largely unified through their shared belief in the gods and the fundamental aspects of the world. The Union's annexation of alien cultures and their tolerance towards non-Oltaric religions has seen aliens adopt their own variations of Oltarism which often hybridize it with the alien's own beliefs.

Philosophy & Ethics
The Telkevon believe that existence is bound to the World Cycle, the cyclical creation and destruction of the world in which gods born of primordial chaos rule the cosmos until they and their creations are overthrown by new gods, returning the world to chaos and starting the cycle anew. All things, including the Telkevon and the Oltari, are bound to this cycle with the sole exception of the Five Scribes, whose nature is unlike primordial chaos. One can delay, but not altogether avoid, their inevitable demise. Whether or not the Scribes themselves 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 inevitably end, life itself is believed to have no inherent meaning; gods and mortals alike are left to instead give themselves purpose. Likewise, there is no inherent dichotomy between good and evil; one is bound only by the regulations they are subject themselves to. For the Telkevon, the Blood Covenant, the oath sworn between Kaiser Telkevon I and Olatavar, serve as the Union's guiding principles. The covenant includes a set of moral precepts for adherents to live by. These commandments emphasize loyalty, courage, personal responsibility, diligence, charity, and camaraderie; those who follow these precepts are believed to find favor with the gods and bring prestige to their family's name.

Telkevon and strangers alike are protected under the covenant's precepts; enemies, however, are not. In the eyes of the Oltari, an enemy has defiled the code through their actions and therefore deserve no mercy; the Telkevon are free to do whatever is necessary to achieve victory. Mercy is only to be given if the enemy surrenders, unless the Telkevon are bound by an oath, in which case they must fulfill the oath and slay the enemy regardless. Likewise, if one swears an oath with an enemy, the oath must be fulfilled; to do otherwise is considered a grave offense.

Consent is another virtue of the Telkevan worldview, though its definition within the Union is somewhat distinct from other cultures. To deprive an individual of their own autonomy, such as by enslavement, is viewed as one of the few objectively evil acts one can do, even to an enemy. Virtually everything within Telkevan society operates on mutual agreements, contracts, and/or oaths. At the same time, while individuals possess the right to choose, they are not protected from the consequences of their actions. This has allowed non-essential private businesses to, for example, reject service to certain groups on ideological grounds or by their citizenship status.

The Telkevan mindset has been further tempered by their long history of war, particularly the Wars of Unification. 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.

Deities & Mythology
See also: Oltari Mythology

There are four distinct groups of divine beings:


 * The Five Scribes, omniscient beings that record the history of the world. They embody fate, time, knowledge, wisdom, and infinitude.


 * The Beasts, monstrous gods who rules the previous World Cycle. To the Telkevon they embody negative traits such as wanton slaughter, rage, and gluttony.


 * The Builders, the gods who slew the beasts and ushered in the current cycle.


 * The Gods, the children of the Builders and the current rulers of the world.

The Telkevon worship the Oltari pantheon, a group of gods ruled by the God-King Oltavar, who is married to Lluawit, with whom he sired Riigr, Hruthvar, Hruthvair, and Livunyr. Other prominent gods include Saertu, Visar, Xitav, Faea, Yinve, Hunovo, Sarikarak, Akla, Nilzeli, Golgolag, Athovat, Faiok, Yuvon, and Vyras. Each god has a cohort of angelic servants collectively known as the Zuldhi. Certain denominations worship other gods alongside the Oltari, such as Vokstari, who simultaneously worship the gods of the Zuthric faith. While some particularly devoted individuals worship all of the gods equally, most devote themselves to the gods most relevant to their lives.

The Oltari reside in Vethia, where those personally chosen by the gods live as a reward for their deeds. Those who still lived worthy lives but who did not attain Vethia instead go to Lyathra, the domain of Nilzeli. It is much like the mortal realm, but free from many of its ailments. Below Lythra is Golgolag's domain, Ofu, where those who committed heinous crimes are punished. Punishments depend on the severity of the offense crime, but all result in a permanent scar. If the guilty proces repentant, they are released from Ofu to spend their days in Lyathra. Serious or repeat offenders may be kept in Golgolag's domain until the end of time.

Oltarism is omnistic, maintaining that all religions and gods have some truth to them. It is believed that virtually every sapient race in the galaxy has a god or group of gods associated with them, regardless of whether or not mortals acknowledge the god's presence. Unless they have been assimilated, such deities are not worshiped by any Oltari, but they may still earn the Telkevon's respect for their perceived might and wisdom.

Cult Practices
Worship is both a public and private affair. Public worship takes place at local communal shrines or vast temple complexes. Communal are shrines are unique to their local community and are often dedicated to particular gods; they also serve a secondary role as chroniclers, with priests maintaining a collection of noteworthy artifacts and recording the community's history. Temples are almost universally dedicated the Oltari as a whole and host events for significant events such as national holidays and ceremonies. 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. Private worship, conversely, takes place at a family shrine dedicated to the family's ancestors and their patron god(s). If one cannot reach a shrine or temple, they will instead use idols or icons. Aliens are allowed entry into most communal shrines and temples and can freely observe the proceedings, but are in no way permitted to intervene; family shrines, however, are far more private, with only the family's closest associates being allowed within the confines of the shrine. Nature deities, namely Akla, discourages the use of temples and shrines, preferring his followers to instead perform their ceremonies in the woods.

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 selected for sacrifice as only those of a courageous spirit are chosen, the gods unwilling to accept souls deemed weak or cowardly.

The deceased are cremated at pyres that are built and maintained by a shrine. Friends and family first offer gifts to be burned alongside the deceased. They then pray as the body is burned to ash, which is then stored in an urn to be kept in the family's shrine. In the military, soldiers choose a particular piece of their own body armor to be sent back home if they perish on the battlefield; if the part is destroyed, another will be sent in its stead.

Writing & Magic
It is believed that all entities possess a soul or some form of spiritual energy. These energies can be used to perform magic through the use of various rituals, each associated with a specific practice. The most widespread form of magic is the use of runes, specifically those of the Kyrlagon alphabet. Each rune corresponds to particular gods and spirits and can be inscribed unto an item and mixed with other runes and various incantations to achieve the desired effect. Due to their use in magic, Kyrlagon is the Union's official language, and all citizens are required to be able to read Kyrlagon even if they are physically incapable of speaking it. Most practitioners prefer to use traditional runes when performing rituals, but a variety of fonts have been developed for standard writing, and runic calligraphy is especially popular within the art community.

Other magical practices include astrology, which ascribes constellations and celestial bodies to particular gods; ritualistic danging, which channels one's energies towards their desires; vocalizations, including prayers, spells, incantations, and curses; and varying forms of shamanism which employ sacred drinks and prayers to commune with spirits. Magic is not strictly centered around compelling spirits to one's will; some magic

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 hazardous, polluted climate of post-collapse Alrukai. 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 other worlds, 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: Technology (Telkevan Union)

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.

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.

Warlord Pact
Zaretian Monarchy Status: Alliance 

"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."

 Margan Dynasties 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."

Vikkurl  Status: Alliance 

Xiongul Confederacy (Branding)  Status: Alliance 

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."

Peacekeeper Alliance
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."

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

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."

Nuverian Union  Status: War 

Karahotdoum Empire  Status: War 

Sauran Solidarity  Status: War 

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."

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

Doramis Monarchy  Status: War 

Delani Republic  Status: State dissolved 

Remusian Republic  Status: War 

Independent Races
Holy Nephani Mandate  Status: Hostile 

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

"Never get into a knife fight with them, it took me over half an hour to wash all the blood off."

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

Virisus  Status: War 

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 hear one more person talk about weaponizing the blight I will personally throw them out of the airlock."

"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.