Karahotdoum Empire

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Karahotdoum Empire
Metropolis.jpg
Summary
Faction: Peacekeeper
Homeworld: Karem
Adminstration
Government: Magistrates /Political Oligarchy
Biology
Lifespan: 179-300 years with genetic enhancements
Race: Karahotdoum
Economy
Currency The Dove , Intergalactic Basic (Sporebucks)(Credits)
Economic System Free Market Economy
Established
27th Millenium (Karem time)
Governing body High Magistrate
Population unkown, likely tens of quadrillions
Military forces
Karem Armada
Karem Army
Lancers of Jakat
Mujahadeen
Variuos Planetary Defense Forces





The Empire[edit | edit source]

The Karahotudoum empire is a vast and magnificent,the current form of government and administration has lasted for 12 millennia the space they control when mapped out forms a spherical shape in the middle of one of the galactic arms. The Heart of the empire is the Karahotudoum homeworld, Karem a small moon orbiting a large gas giant. Karem is culturally and politically the heart of the empire. Thus being the seat of power from which the magistrate runs most of the empire. The empire itself usually puts its own interest first and will not hesitate to exterminate more primitive species when suitable profit is to be gained, they are however avid traders well known throughout the galaxy of their willingness to engage in lucrative trade with other political entities. The Karahotudoum also love arid and tropical climates and will more often than not terraform worlds to suit their preference. Most Karahotudoum are content to live under the magistrate although this has allowed the wealthy to create and aristocratic society. Upper class citizens control most of the empires wealth and over 70% of the militaries officers are of noble birth. That said the one thing that unites nearly all of the Karahotudoum is faith and their belief in their deity Hekkesh who guides and safeguards their species and promises bliss to those who follow him.

Key worlds[edit | edit source]

Karem: The Karahotudoum homeworld once covered in lush jungles, savannahs and deserts Karem is essentially one large city floating in space on a giant rock. It is from here that the magistrate the leading politically body of the empire takes care of nearly 90% of all administrative duties required to run a vast interstellar state. It Is also the cultural home of the empire, evident by the nearly countless number of jazz bars found on the planet.


Cassarh: while Karem is politically and culturally the home of the empire Cassarh is where the money is. Located in a section of the empire known as “The Wallet” Cassarh is home to nearly 67% of the empire companies and countless headquarters of various private businesses can be found their. As such the planet is obviously home to thousands of crime syndicates and corruption is so bad law enforcement has been placed under the command of the self proclaimed “incorruptible” church of Hekkesh so as to help increase the resistance to bribery within the police.

Bataok: Bataok is the military headquarters of the Karahotudoum armed forces. Originally the Karahotudoum kept a small regular force of a few billion men and machines however one their entrance into the epic it became nessarcy to have a much larger force in order to defend the empire from attack and fight a war on multiple fronts seeing as how putting this under the command of the magistrate would have been a nightmare due to the sheer volume of information that would have needed to be processed a new command structure was created and moved to Bataok a planet in a key position directly next to several major trade routes. The planet itself is essentially a huge factory with a shipyard rapping around the world like a snake made to simultaneously house 35 of the empires 70 fleets and one of the largest shield generators in the galaxy covers the world (and most of the space surrounding it) in a protective bubble forcing attackers to move into range of the shipyard and planetary orbital defenses and making an attack by some long range planet destroying super weapon an impossibility. Bataok is also where the headquarters KNA or Karahotudoum national army resides led by “Supreme commander Yazid Ali Jolof” known as the head of the snake he is the height ranking officer in the Karahotudoum military and the most decorated warrior in his part of the galaxy.

History[edit | edit source]

" For Over 10,000 moons we fought, we killed each other massacred our own kind, but then we looked up, we looked up from the blood and the dirt and we say the stars " Purik Khan -first karahotudoum in space.

BE-before enlightenment AE- after enlightenment

3210 BE- establishment of the first Karahotudoum state in the Hecak Desert.

3110 BE – First major war between Karahotudoum in Goodrad.

2311 BE – City of Bufaest founded deep within the jungles of pooap.

2091 BE – first laser gun invented and used on a gobo, gobo instantly vaporized.

1731 BE – first vehicle created, powered by gobo brains.

1444 BE – oil used in vehicles as a substitute for gobo brains.

741 BE – Karahotudoum scientist unknowingly makes contact with extraterresital beings Karahotudoum technology beings to advance.

210 BE – fearing a hedonistic and depraved society advancement of technology slowed down first space program instituted by the Goodrad empire.

100 BE – Karem united under the Goodrad empire

0 BE – Hekkesh appears to Umad bora gives Karahotudoum moral code and establishes himself as the principal deity of the people via miracles and his

ability to halt natural disasters at whim.

12 AE - first gobo sent into space.

32 AE -100th gobo sent into space.

34 AE - first Karahotudoum sent into space

110 AE – first alien species econuterd

22 AE – establishment of the Karahotudoum galactic empire under the first magistrate.

240 AE – massacre of the Kri-va a tribal species by Karahotudoum captain.

400 AE – third expansion consolidated.

555 AE – Karahotudoum approach the peace keepers to offer a military alliance.

556 AE- Karahotudoum join the Epic War on the side of the peace keepers.

560 AE – Karahotudoum launch massive front against the IAE.


Once the sufficient technological advancements had been made, namely the invention of the Roan War drive the Karahotudoum rapidly expanded out of their home solar system. Due to lack of interest the space programs of the various nations on Karem were not as developed as the could have been so there was not adequate knowledge about the various dangers and hazards about space travel or locations for possible planets that could be colonized, the karahotudoum essentially learned these things the hard way. It was over 200 years before they encountered another species of sentient life forms. The Raxn were a species of arthropods their planet was divided into several hundred independent hives, each vying for dominance. First contact with the Raxn ended badly as the Raxn attacked the karahotudoum ambassadors, the Karahotudoum attempted to open up long range communications with the Raxn hives instead of landing on the planet proper, the communications with those hives interested lasted for 13 years before the Raxn depleted their planets resources the Homeworld magistrate ordered no karahotudoum to interfere and the died out.

The next sentient races the Karahotudoum encountered were tribal’s. The Magistrate at the time decided that these primitive beings were “in the way” of progress and had their populations sterilized their populations eventually dying out until only a few remained, later magistrates however found these practices to be unacceptable, instead sentients were either ignored or uplifted slowly being integrated into Karahotudoum culture until little of their own remained still many historians see this as a sign of progress rather then a step back. The first sentient space faring species the Karahotudoum encountered were the Zeerakai. The Zeerakai were a race of insectoids who made a living off of scavenging and mining everything from wrecked ships to asteroid fields. The Zeerakai civilization had split into several different factions, some not even in that arm of the galaxy anymore, their Homeworld however was right in the path of the Karahotudoum’s expansion and in the middle of a civil war. The Magistrate and Yokoy debated on whether or not to get involved surprisingly the Zeerakai Loyalist sent a request for aid, the might of the Karahotudoum military easily brushed aside the armies of the separatist and the Zeerakai agreed to become a protectorate of the Karahotudoum empire. Along their exploration and expansion into the galaxy the Karahotudoum encountered several other sentient species violent and aggressive empires that chose to go to war with the empire were crushed, their populations sterilized friendly or simply non aggressive factions became protectorate states being absorbed into the empire but having no real say in its affairs. Through their travels the Karahotudoum never encountered a single empire that came even close to rivaling theirs in measure of scope and power. For several Millennia expansion was halted the Karahotudoum began to consolidate their hold on their slice of the Universe. Small dusty mining towns were transformed into urban metropolises almost overnight the wealth and power of the empire was so great that no one governing body could manage it all, each planet got its own Magistrate a single member representing a billion citizens. The empire did however have problems.

The Kask War[edit | edit source]

As the empire expanded it was impossible for the Homeworld magisterial government to run the entire empire, planetary governments were allowed to run their designated star systems with impunity, obviously however it was only a matter of time before one group of selfish government officials wanted to become independent of the established order. This is exactly what happened at Kask, a star within the inner sphere, the magistrate declared the entire system independent of the Karem Empire. The Homeworld Magistrate however would have none of it and immediately declared war on the Kask State. Kask however was in no means weak, several of the barren planets within the system had moon bases, armed with sensor ways that could detect cruisers through Roan space several light years away, in addition Coomi the System capital was heavily guarded with several orbital gun platforms and a garrison of over 900,000 regulars and several million militia men. When the Homeworld Fleet arrived in Kask they were prepared for them, the bloody battle that ensued ended in an Imperial victory, the Traitors were executed but millions of soldiers and civilians had died in the fighting as well as the lost of the dreadnought class ship Qupen. The Kask war however sent a message to the rest of the Magistrates that the empire would not tolerate rebellion. Kask was one of the most heavily fortified worlds in the inner sphere its swift defeat meant that it would take the simultaneous rebellion of a large swath of the empire to even attempt at breaking away.

The Epic War[edit | edit source]

Several more millennia later the empire was relatively peaceful although by now is was a galactic power in its own right. Few threats were big enough to warrant the attention of the Homeworld Magistrate until news of the epic war reached the empire. Initially the karahotudoum were uninterested in picking a side, they did however sell the Peacekeeper forces weapons and from time to time supplied the less fanatical warlord races such as the IAE and the then Unified Necraal aid of various kinds but kept there distance from the war. The Magistrate was much more concerned with its closest competitor the Yami Trade union, the union was becoming a galactic power as well, and its sour relations with the Karahotudoum made more a very possible outcome. The Karahotudoum’s “allies” at the time consisted of various tiny protectorate states who contributed little to the empire and controlled very few star systems. The Yami Trade Union was a combination of several dozen alien empires a common wealth partially replicated in the image of the Aeveria confederation. If war had broken out with the Karahotudoum in such an isolated state the results may not have been as disastrous as the destruction of their empire however it would have certainly caused the deaths of billions of lives and a loss of much of the empires territory and prestige, the Yokoy began taking steps to align the state with the peace keeps until they were fully accepted, once the karahotudoum realized the true horrors of the universe much of the population was eager to help the peacekeepers beat back the uncivilized and imperialistic warlords (ironically). The empire quickly lost track of production and recruitment once the empire was fully mobilized to the point where if the number of Citizens in the armed service was over 700 Billion keeping track was pointless. This has led to a growing black-market within the empire which somewhat aided in the downfall of the Yami as crime lords in that sector attributed to the economic decay of its member states.

Once the Karahotudoum had massed its necessary force it launched fronts against the IAE and Zaretian Empires. The attack on the Zaretians going far better to the war against the IAE in comparison. The IAE’s advanced weapons and tech caused casualties in the millions during the first years of the invasion and the Karem Army has not made much progress. The Zaretian front on the other hand has been much more successful although the Zaretians are not necessarily spread thin they cannot reinforce every planet attacked with billions of troops. Still battles with them have been bloody but the Karahotudoum have been able to take and hold entire worlds from the green skins. To aid their peacekeeper allies, the Karem army officers the peace keepers expeditionary forces, Fleets and armies made to work in cohesion with peace keeper forces, and fight thousands of light years away from home.

Culture/Biology[edit | edit source]

The culture of the empire is deeply seeded in the traditionally ways of the Karahotudoum on karem before the planet was completely industrialized. Although the empire posses your average space age technology and then some many Karahotudoum who choose to live outside of the large sprawling cities do so in large crowded traditional towns, modeled after those made before 100 BE. These people make up approximately 58 % of the empire population, they try to use as little as possible and are friendly and open to alien travelers and particularly superstitious about what lies beyond in the deserts and jungles. It is usally east to determine what kind of planet a karahotodum was born on, those from jungle like words usually have light purple, with a yellow belly and blue marking on their bodies akin to that of a Zebra. Those born on the scorching desert planets have shorter dark purple hairs.

Art[edit | edit source]

Karahotudoum have an incredible love for jazz so much that they have practically intergrated it into their society, jazz history is taught in school, many Karahotudoum learn to play the saxophone and jazz parlors can be found in nearly every single Karahotudoum colony or city or places in the galaxy where large numbers of Karahotudoum reside.

Sports [edit | edit source]

Karahotudoum enjoy various leisure time activities like any other race, no sport is restricted to any single class although the more expensive ones are practiced by more wealthy kara's then others. Of all the various types of sports Karahotudoum enjoy the thrill of racing the most. Kara's make a habit out of going on of their way to locate huge cold stars where they periodically hold racing tournaments...on the surface... of a star.

Psychics [edit | edit source]

A military Sycho


Very Recently many karahotudoum have begun showing signs of psychic ability. Why this is occurring now is unknown however many scientist believe it is a natural part of evolution, as a species mind evolves and gains experiences and insight into the universe it begins to learn its inner working and gain the ability become one with the cosmos as well as bend space and time to its will. Some of the abilities catalogued include telepathy, Clairvoyance, seeing into the future, as well as being able to manipulate the minds of less evolved animals and sentients. These empire has had mixed reactions to these new beings which have been called “Sycho” meaning reality bender in Di. The Magistrates and the rest of the Oligarchy, fearing that the sycho may *displace* the order of things within the empire, as such many magistrates within the inner sphere have developed polices that repress Karahotudoum with even a small hint of psychic ability having them imprisoned or even executed for being a ‘threat’ to the safety of the citizens.

The empires religious and military factions however hold a very different view on the Sycho. Being able to communicate messages via the mind at long distances without having to worry about the enemy spying on you can come in very handy in a fight as well as their other abilities make them high ranking assets in any battle. This forces many Sycho to run to the empires outer rim where the weaker undeveloped magistrates are more heavily influenced by the wishes of the military. Religious leaders also believe that the sycho can help the empire many priest have recognized the Psychic link that the Sycho can connect with the mind of Hekkesh, or rather beings similar to him some Sycho have even reported receiving messages directly from the Karahotudoum deity it is for this reason that many of the religious leader sometimes conceal Sycho and help them reach the outer rim where they can do the most good for the empire. The Sycho debate is one of the most heated in the empire. While the magistrates still oppose their existence the military and religion seem them as a benefit and many think that their arguments will come to a head very soon.


A skilled Sycho Warrior can best even the most fearsome of foes

Social [edit | edit source]

In addition the Karahotudoum have an odd fascination with rugs all thought they see them as more symbolic and are found in almost ever Karahotudoum home. the patterns on a rug can display the owners personality, if one has a rug with black and red stripes they have had a difficult and hard life. A rug with bright colors usually means that the person is usually happy and easy going or are color blind. A tradition among the Karahotudoum is to rap newly born babies in prized rugs to give them good luck and help them be successful in life.Karahotudoum when speaking are harsh and to the point much like their desert livelihood. When speaking to a friend a relative or someone they have great respect for Karahotudoum usually refer to them as “Sadiq” to show their good will towards them.

Karahotudoum’s generally stand at about 4ft , and are covered in short purple hair that covers their entire body. Kara’s are born with most of their hair and it does not usually grow much more after their birth. Being mammals Kara’s give live birth in addition Children will usually be nursed by the mother until they can feed on their own physically Kara’s share many outward characteristics to the creatures known on Earth as “Bears” however internally they are very different with complex brains also with their ability to breath solely through there noses therefore a karahotudoum cannot choke on his food a large evolutionary advantage over the creatures of earth and other planets.

Contrary to popular belief around the galaxy Karahotudoum’s do have eyes however whether they were put there by a cruel deity, “or possibly one with a bad sense of humor” or just nature randomly taking its course they are generally useless. The main sensory organ for the karahotudoum are the 3 ears that cover their face, which gives them the ability to use a sonar like vision not too different from that of the bats of earth, Karahotudoum however can see there surroundings in much better detail then bats.

Karahotudoum being of a different species do share some similarities with their actions with other species for example when amused a Kara will laugh, when sad they will cry and when angry they will raise their voices however being aliens this only goes so far and they [the karahotudoum] have their own methods for expressing their other emotions. When shy a Kara will bend over and walk away, when feeling particularly greedy or selfish they will stomp their feet rapidly, when being cautious Kara’s will display their teeth. When afraid they may curl up in a fetal position. When showing gratitude they will stand on their toes and salute whomever they are showing gratitude towards and when in greif it can be noted that some karahotudoum remove the feathers on their heads.


Language [edit | edit source]

Within the Karahotudoum empire there are 3 main languages, Durragoen spoken by the majority of the populace. Dagan Spoken by many of the social elite and found primarily within the inner sphere. And Dai an ancient nearly forgotten language spoken only by the Homeworld magistrate and some of the magistrates within the inner sphere and mid rim.

Karahotudoum are only capable of making a very small array of pitches many of which are not much higher from the “Normal” Human bass voice They hear in roughly the same frequency ranges that Humans do with an additional edge into the sub-sonic.

Common Usage.

The difference between the 3 dialects is not terribly large in fact they share many similarities however the more “elite” one of the dialects is the less words are used. For example the Dai Language has one word for every single movement of the feet, Curk. When a Kara is walking he/she is Curkin when he/she is jogging they are Curkin when he/she is running he/she is Curkin when he is sprinting he/she is Curkin, when he is jumping he/she is Curkin and so on and so on. The lack of verbs in the sometimes leads to confusion when the magistrates attempt to talk with other species.


I will elaborate more on this subject in the future.


Jazz [edit | edit source]

The development of Jazz was one of the most pivotal moments in karahotudoum history, the karahotudoum do have eyes, however there main mode of visual sensory is done in a very similar way to the creatures known on the Human Homeworld of earth as “bats” thus they react to sounds much more profoundly then many other species in the known universe. Thusly the creation of Jazz sat extremely well with them they smooth and sexy tones put the Kara’s in a near trance like state of bliss similar to some drugs but with none of the negative side effects.

Many scholars had debated whether or not the extreme similarities to the karahotudoum jazz, and the form of jazz developed on earth where one in the same, indeed many of the instruments used by both species where pretty much identical, however there was no solid proof that a Karahotudoum had visited earth until the discovery of a wrecked karahotudoum ship and a skeleton of a deceased karahotudoum with a saxophone in his hands was discovered in a remote region within the swamps of what was once known as Florida, the karahotudoum seemed to have crashed landed and been stranded their until it died of starvation. This leads many scholars to believe that the karahotudoum didn’t just influence the creation of jazz on earth but that it was simply a run off of their own music.

Jazz plays a large role in the life of the modern karahotudoum being used in the form of help stressed out citizens relax, make child birth easier and in almost all leisure time activates. The phenomenon has gotten to the point where at least one Jazz parlor can be found on every single karahotudoum outpost or colony, As stated above sound has a more profound effect on Kara’s then most other known races so it is not difficult to grasp how Jazz has made its way into nearly every facet of karahotudoum society.

Class System [edit | edit source]

Officially there are 3 social "Classes" within the Karahotudoum empire the normal citizenry who make up about 92% of the empires population, powerful merchant, military families as well as those that have ties to a worlds ruling magistrate, and the magistrate themselves.

WIP

Government [edit | edit source]

Politics Politics within the empire are complicated as they are with most civilizations of the size of the Karahotudoum Empire. Politics and legislation within the inner sphere is run strictly by the Homeworld magistrate which oversees every facet of political, economical and within the inner sphere, save worlds with populations large enough and governors bold enough to have the ability to form their own quasi states within the empire, with their own militaries and economies, the magistrate allows this to go on due to the level of economic opportunity this can bring to core worlds if the economies of the worlds in neighboring sectors begins to waver these economic power houses can lend a hand in addition a good deal of military production and innovation takes place on some of these worlds, as not all of these planets may share the same ideals as the rest of the rather superstitious population of the empire, although the ‘superstition’ comes mainly from the lower and middle classes. In addition military production that takes place on these quasi independent worlds is monitored heavily by the magistrate as the magistrate does not share military power but it does delegate

Outside of the inner sphere the magistrate usually interferes little, strategically important planets serve as “provincial capitals” who oversee surrounding worlds like their own mini magistrates, the Homeworld only interferes with them directly if a matter of great important arises in that particular sector. This has lead to discontent on some colonies as their populations have felt a disconnect with the main part of the empire, being so far away from the Homeworld they have developed their own cultures, built up their own economics and are affected by influences from alien empires, this is why even before the outbreak of the epic war, the bulk of the empires Military power was stationed outside of the Inner sphere. The Karahotdoum, being a fairly diplomatic people, various political parties with various political Ideologies exist on the various colonies throughout the empire. Magistrates, and government officials typically hold large amounts of the economic and political power within their empire.

"Political Factions "

Political Factions within the Karahotdoum empire are either run soleply by indivdiuals with vast power and influence or by both Magistrates and the people that they rule over,the relevant polotical entities are.

K.U.R

The United Karahotudoum Republics is a political organization with many democratic values. Provinces that are affiliated with the K.U.R elect officials to represent them and their best interest in dealings of public policy. The K.U.R are one of the largest factions in the empire and are currently attempting to expand their influence thought the rest of the empire. The KUR also actively pushes for diplomatic relations with non aligned species in order to seek profit from selling their goods to alien markets. The KUR has reached out to the nepharians,wingles and gronians all with varying degrees of success.

B.B.C

The Blue Blood clan are less of a political organization and more of a tribal confederacy. quite literally a huge clan of karahotudoum who have existed for centuries and for become large and powerful enough to run several systems. The Blue Bloods operate very similarly to a corporation of which all members who are born into the clan are a part of, and who work and live for its betterment. their skill in such areas as metallurgy helps them provide various forms of capital, and the Blue Bloods being a particularly violent group of people many of them have joined the military, to the point where male populations of star systems affiliated with the blue bloods has dropped. The Blue Bloods were particularly upset with the recent ceasefire between the karahotudoum empire and the IAE. Due to their militaristic agenda many BBC chiefs or CEO's have attempted to provide resources to various non aligned empires such as the wingles and the TMC, although this is outlawed it is believed that the BBC has given large amounts of aid, in the form of various, war materials and even military intelligence to the TMC to assit them in their current conflict with the Gronians.

L.H

The League of Hekkesh is another strong party within the empire, its members are none to be deeply religious and based on the tenets of their faith, non violent. members of the L.H are none for their extremely low opinion of the war, rarely becoming soldiers and sometimes even forcefully rejecting conscription. the LH and the BBC are none to hate each other, and LH spies are believed to be actively searching for ways to expose the BBC's illegal activities.

D.P.E.R

The Democratic Party for total Equality and equal Rights are the socialist faction of the karahotudoum empire, they champion secular socialist ideals throughout the empire, planets where they have strong influences on tend to be non religious and have socialist policies such as equal wages for all of the workers on the planet a planned economy, The DPER have a generally weak influence through the empire, due to their dismissive attitude toward religion and are not well liked, their social policies and disregard for the environment however means that the planets affiliated with the DPER have some of the highest industrial outputs in the empire.


A typical city that can be found within the middle and outer edges of the empire


The Yokoy (Yo-Kee). The Yagani acts as the head of all karahotudoum military operations for the entire empire. He acts independently of any magistrates even that of the Homeworld and is totally loyal. The magistrate rarely goes to war, signs alliance or treaties with other alien empires without first consulting him so that the military implications of any such treaties can be worked out and made sure that they are for the benefit of the empire. so in a way he is both the supreme commander of the military and in part the minister of foreign policy. The Supreme Commander rules by superior intellect, strategic and tactical acumen, leadership ability, charisma, and sheer dumb luck, the Yokoy can be any karahotudoum general who proves himself to have exceptional military prowess in various wars against a myriad of foes. The way a Yokoy rises to power is similar to the methods of Julius Cesar, Napoleon or Hannibal however instead of being self instated their positions where traditional. The magistrate itself cannot directly command troops as now karahotudoum solider would ever follow the orders of the magistrate without receiving orders from the Yokoy to do so.

Religion[edit | edit source]

The Karahotudoum being an open minded people subscribe to any number of religions and their eagerness to trade with alien species means that their faiths as well could have been accepted in small parts of the empire, however the most dominant faith in the empire is undoubtedly Hekkeishm the worship and veneration of the warp being Hekkesh who lead the Karahotudoum out of their dark ages and “enlightened” them. The basic belief is that by worshipping Hekkesh (in what way was never specified) you will have good luck for the rest of your life and your soul will be able to enter his paradise upon death. Over 87% of all Karahotudoum subscribe to Hekkeishm.

The empires "Preisthood" Is divided into two groups of clergy the "Madye" Who oversee relgious operations on any given planet, such as the raising of funds for new places of worship, and making pilgramiges to holy sights and the preist who carry out most of the "Work". Madye only oversee their only planets and rarely make contact with any other. The Moodye (Moe-die) is equivialent to the Karahotdoums Pope, in away as he is the spirtual leader of the empire. He rarely if ever leaves the confies of the holy temple on Karem as he is beleived to have a direct link to Hekkesh and leaving the planet for any reason would disturb this "Pshycic bond". The discussion the Moodye claims to have with Hekkesh are rarely shared with the public but he seems to have steard the Karahotdoum towards the epic war and has urged his people to attack the "Virsus" threat however he can be quoted calling them a different name.

Based on many of the holy text most Karahotudoum have gathered that Hekkesh does not look down upon most forms of "Self improvement" this has led to great scientific stride in terraforming and genetic enhancement as karahotudoum have developed near perfect "templates" for terraforming their planets to their liking and have become adept at changing nearly any world into a suitable Arid or Jungle planet, Albeit the planet is in its stars "habitable zone" or the moon of a gas giant. The Military has taken a considerable consideration into Genetic alteration and enhancement often taking criminals and testing out the latest in bio drugs on them before implementing them into the military. Most of these are to increase the natural limitations of the species such as sight and strength to able to have advantages over their enemies in most, if not all of combat situations. Some of these Experiments have produced wonderful results such as the Super Kara Lancers and other "Super soldiers" However secret documents have indicated that the casualties rate of these experiments is "Extremely High"

Economic System [edit | edit source]

The Economic System of the empire is that of a free market economy, banks exist nowhere in the Karahotudoum empire, the karas seeing banking systems practiced by other empires to be incredibly stupid, due to the fact that only tiny parts of the population would control large amounts of wealth, the magistrates themselves regulate the ebb and flow of money on a colony, the closest thing a kara would get to a loan would be asking a relative or friend for money. Civilians that have vast amounts of wealth can have their own personnel banks, but having a centralized planetary banking system, is rare. Places were the combined wealth of the population is stored do exist, but this is simply for safe keeping and easy access, any money put into a "bank" is yours forever and cannot be touched by anyone but its owner.

Technology [edit | edit source]

FTL Travel [edit | edit source]

Karahotdoum ships acheive faster then light speeds by using a "Nav Roan Warp" or the Roan Warp for short. the device works by essentially transporting all the molecules on the ship starting from stem of the ship to the stern outside of space time into a parrallel dimension enabling them to cover vast distances at incredible speed. Once the Ship(s) have reach there destination the Roan Warp Is Deactivated and the ship renters real space. little is known about the Dimension that the ships teleport into besides the fact that it looks like regular space but lacks stars,is filled with a strange mist and is inahbited by energy beings known as specteres which appear as clouds of energy. These Energy beings sometimes "attack" ships. However these encounters have only been recorded as attacks since most of the crew is left dead when the Specteres engulf the vessel.

A Karahotdoum Ship activating its warpdrive.




A Cruiser inside the parrallel dimension

Bio Tech [edit | edit source]

Karahotudoums have made considerable leaps in the feilds of biological research. On worlds designated to be Colonized settlers can Volunteer to go through "Atmospheric Conditioning" Improving the respiration system of the Colonist and making population growth faster, this is further increased by the creation of fast growing bacteria which aid in the terraforming of the planet making a price that sometimes can take decades into several years. Nanites are also used in some colonization projects their ability to break dawn unwanted or harmful chemicals in a planets athmoshpere to make barren worlds uncolonziable is a large asset the Karahotdoum do not waste, however for fear of an accident causing to Nanites to spread uncontroablly makes some companies weary about using them. On the other hand nanites are used by many officers and other elite troops nanite healer devices, which appear as large glowing prurple dots on the chest of users are activated when cells in the users body are destroyed, the nanites work to repair any damage done by any kind of attack, physical or mental. This process altough slow helps to increase the longevity of officers and aiding them to keep fighting in tough situations without having to use a medic.

Weaponry [edit | edit source]

On the Ground the Karahotudoum favor ballistic and Energy Weapons, Lasers in particular. Most vehicles are armed with high penetration shells known as "Keeg" These shells cause the materials around them to cave in allowing it to perice armour making it look like a hole is sucking in the enemy vehicle whereever the round landed, the round then explodes, inside the tank causing increased damage. as well as corrosive heat rounds that can hit a target, burn through its amour plating and explode within the cockpit. In addition there are the Nav Rocea rounds, rockets and shells with tiny built in Nav Roan drives that can be activated at a specfied time to allowed the projectile to pass through solid matter by going into the Nav Dimension and then deactiving on the other end of say a wall, or within an enenmy bunker. Infantry are usually armed with pulse weaponry most of which is very standard and relatively unremarkable. Melee weaponry however is a subject of intense research the militaries R&D department is always looking for ways to increase the killing power of its hand to hand weapons to make the job of assault troops easier. Vast amounts of resources have been allocated to the search for new easily obtainable alloys to use for weapons such as the Halberds, Lances and bayonets. Most metals used in such weapons are mined from asteroids however to need to keep up in the race fo newer and better weapons has led to the exploitation of many previously untouched systems were the once pristine ecosystems have been ravaged by strip mining operations.


Body Armour for Karahotdoum troops consist of the a place of reflextive panels and durable Jute. The Reflex panels can absorb energy so when soldier is hit with an energy weapon, a small amount of the damage is abosrbed by the panels. The Jute armour is mainly to protect against ballistic small arms fire, when small weapons fire hits the jute it merely bounces off altough it has trouble doing this for rounds bigger then 56.6m.

In outer space Karahotudoum fleets are armed with an array of pulse and beam weapons for a long range style of combat. These weapons are extremely accurate however do light damage depending on the type of laser red being the weakest and purple UV beams being the most potent but much harder to arm. The Most feared weapon of the Karahotudoum navy is the synchro cannon a weapon that fires a beam of condensed charged particles at an incredibly distance the technology behind it is intricate but not intricate enough to keep ships armed with these weapons form being massed produces. Small versions of the synchro cannon are placed on nearly all ships specialized frigate class vessels are armed with huge syncho devices that take up most of the space of the ship but make up for it by being extremely deadly with long ranged firepower that forces enemy fleets to close on a Karahotudoum armada rather then the other way around these “Mek” Class frigates have become the mainstream of the Karem Navy.


Anti Matter[edit | edit source]

Anti matter technology is used in both the military and (to a somewhat lesser extent) civilian craft as well as many weapons systems. Anti matter propulsion systems are used in Capital and Dreadnought class vessels as well as small, scout and stealth vessels usually reserved for elite teams of highly trained spies to conduct espionage deep within enemy territory. Weapon based anti matter tech consist of the devices like the Antimatter disk, or Icegen. The Icegen is a dish like weapon that has a large array of anti matter generating nodes and then projects them in a forward direction creating a deadly storm of anti matter. Small version of this can be armed to other vessels to create single shot anti matter weapons, or massive Icegen systems can be attached to ships to create specialized vessels.

Teleportation[edit | edit source]

Instantaneous molecular transportation is not by any means a new technology for the empire, used widely in both scientific and military fields. As a living being would surely die when entering the Nav Roan dimension outside of a spaceship scientist needed a new method for entering more hostile environments as well as getting past obstacles that would otherwise require huge amounts of force and effort. Karahotudoum teleport are personalized as moving large amounts of molecules (several Karas) can sometimes cause unwanted results it is much more safe to have a single personal teleporter then a large device. Teleportation devices work by the use of a remote spotter, a point is selected and the teleporter transports the users molecules to it faster then the speed of light. In the Military teleporter are reserved for elite troops such as the feared Lancer Divisions. Being able to teleport directly behind an enemy position and avoid waves of defenses has its advantages in war.

Cloaking[edit | edit source]

Camouflage in jungle and desert biomes for nearly any karahotudoum trained in the art of war. However there are better alternatives and still their are different terrains that the Karahotudoum never truly mastered. The return of the rach and the subsequent friendly relations between the two empires the rach have been teaching the karas their art of stealth, which is arguably one of the best in the universe. Stealth fields were never really perfected beyond the use of small star vessels which stopped the reflection of light on a medium sized ship although the device used for this technique was so big that it took up a large part of the front of the ship with help form the rach new more advanced stealth technologies are being implemented into the military.

Flying Rugs[edit | edit source]

The Secret behind the Karahotdoum flying rugs is well kept and will not be shared wit the likes of you.

Star Manipulation[edit | edit source]

When the defenses of a particular planet or solar system are considerably large enough to require fleets of hundreds of ships and planets well defended enough to cost the lives of millions of troops the military turns to other alternatives. Manipulation of stars such as the use of red matter an experimentally artificially made form of matter that can sap massive amounts of energy or cause chemical reactions within stars to shorten their lifespan considerably, forcing these empires without the technologically ability to reverse its effects to flee the planet, or force the giant ball of gas to produce deadly solar flares at an alarming rate, wreaking havoc on fleets and orbital impalements through out the system as well as scorching any planets caught in their wake. Technologies such as this obviously have their restrictions stars bigger then that of a red giant are too large and would require to much red matter to create any real damage.

Throwing Rocks[edit | edit source]

When a star system has a considerably large amount of asteroids within it and enemy commanders do not like the foes numbers, or alternatively if an invading force decides to stop on a nearby planet within the solar system to prepare for their invasion. Kara's are known to use asteroids to crash into the enemies defenses utterly obliterating them, the natural phenomenon of the universe being more potent then almost anything that has thus been made be sentients. The method of doing this is incredibly simple, simply pick the rock you want to use, and fire a rocket or use a tractor beam and point the thing in the direction you want it to go then after a number of rotations, the asteroid collides with its target, the results of such an impact are much cheaper then using say, anti matter based weapons however the damage they do to a planets ecosystem and the necessary terraforming needed to get a planet back to a habitable state are some times seen as too costly.

Warfare and tactics[edit | edit source]

Army Recruits Conducting Drill


The Karahotudoum Military Doctrine on land , known as the "Fez Doctrine" favors direct attacks and brute strength, a karahotudoum army will, usually attempt to overwhelm its adversaries with sheer force of numbers and firepower rather then finishing a campaign quickly with cunning. At the Soul of any Karahotudoum army is the infantry Kara. Excellent at defense but will need heavy support from amour and artillery to make serious gains on the ground. Infantry Kara are equipped with the Pulse rifle an incredibly simple weapon that fires a pulse of energy that fires anything it touches and can also be massed produced at a freighting rate to the point where no one exactly knows the number of pulse rifles that have beam manufactured of the centuries.

The Empires Standard Warrior

Most Melee weapons in the Karem army attack the subjects nervous system causing them to feel intense pain. Kara assault troops are equipped with the standard halberd, and light body amour. The Spear point and blade of the Halberd is made out of Praxite, a powerful but common Metal that can be cut through most light amour and some medium and heavy amours. The Spear point can also be electrically charged through a crystal power supply in the staff that travels though to the tip of the weapon to deliver a nasty shock to the enemies nervous system causing horrible pain whenever a blade stabs something. any creature with liquid blood will die if a halberd spear tip is allowed to remain in them for long. Anoter type of assault trooper used by the empire are the pyro units, Brave warriors with a knack for burning things, used mainly for getting enemey troops out of entrenched positions like houses or any number of creatives tatics officers can come up with.

Specialized Assault Troops used to get enemies out of well entrenched positions
Officers Lead Troopers and assault troopers into battle


Support Troops include Karahotudoum who have Volunteered for genetic enhancement and have had rocket packs strapped to their backs, they bend over and go down on all fours lowering their heads while one of their comrades launches the missiles and then reloads for another salvo.

A genetically enchanced Karahotdoum

In addition Armies use several types of battle suits both used as long ranged artillery or front line fighting. The Broadside is a large mech suit developed for long range accurate bombardment and can usually destroy a target before they learn where the enemy fire is coming from. While the Battle suit is used in a support role to help out Assault infantry, able to move quickly and armed with an upgraded pulse rifle these troops can wreck havoc on even well prepared enemy lines. The Broadside uses powerful Nuetron Beams that fire concentrated Nuerons that deliver intense heat and kinetic energy to a target.


Unlike other empires the Kara's special forces are usually used in direct combat rather then going around an striking cutting blows at the enemies infustratcure or taking out leadership they are also mainly act in an assault role. The "Lancer" Divisions of the empire are feared for their ability to cut down huge numbers of enemy troops and often support from amour and artillery is not enough to stop them. Each Lancer was once an Assault Trooper who has proven himself in Combat over and Over gain. After going through rigors is training and painful genetic enhancement they become nearly unstoppable killing machines, each is also armed with a small portable shield which protects them from enemy fire so that they can close with well fortified enemy positions. Due to their genetic enhancement they are also incredibly fast and incredibly strong able to throw down with much bigger opponents if their lance is lost and to thrust their weapons through Heavy infantry with relative ease. Experienced Lancer troops also do not have much trouble taking on enemy amour likely having faced the foes standard vehicles numerous times they know where the crew are and can plunged their weapons through the plating to Kill the crew, or to strike something vital causing the machine to become immobilized and easier to neutralize.

Karahotudoum Tanks are some of the toughest in the Galaxy, made from Ditin A highly durable metal that can be artificially created by combining various normal metals. Their Durability however is not the only thing that makes Kara tanks stand out, its their firepower, the standard Kabrass tank has an Mk seeva Class Cannon Mounted on it, the same type used by space cruisers. Karahotudoum scientist achieved this by experimenting with different vehicle Chassis’s, by putting the turret on a large flat Chassis they can equip their tanks with powerful guns. Some of the drawbacks of this are the fact that the turret on the Kabrass Cannot rotate and the small cockpit leaves little room for the crew to move around in. addition its lack of sloped amour makes it easier to penetrate then it could be, still however Commanders can counter these drawbacks simply by not giving their enemy an opportunity to flank them, with the numbers of troops at their disposal Commanders prefer to encircle their enemies so that their Metal Juggernauts need not worry about anything coming at them from anywhere but directly in front of them

Artillery Is also staple within the Karahotudoum Military , the standard Military artillery piece the Miraj Cannon, has a very good range and is very powerful however what it has in range and firepower it lacks in accuracy. Commanders make up for this by mass producing them and bringing hundreds to any given engagements, firing dozens of guns at any specified location guaranteeing the destruction of the target.





A Marakash Mercenary covering a Karahotdoum scout

Auxiliaries[edit | edit source]

Auxiliaries within the Karahotudoum empire are those sentient (or semi sentient) species whose planets/empires have been conquered by or fallen within the Jurisdiction of the Karahotudoum empire. Auxiliaries are used in a support rule in the standard Karem army, Commanders of expeditionary fleets however must pay for these elite units. their species unique abilities and traits can come in use in a variety of ways during battle.

Auxilia Centopedos

The Auxilia Centopedos are a class of Auxiliaries taken from the Voon race, a species of semi sentient gargantuan worms who come from the planet Drok a proteceroate of the Karahotudoum empire. The Voon are subterranean in nature able to navigate well and quickly underground using the magnetic feild of the planet to find their way around the Voon are perfect for digging under enemy lines and starting absolute havoc amongst the foes ranks. Voon however are extremely small in number thus no army of expeditionary fleet may own more then 2 at any given time.

Auxilia Gasados

The Auxilia Gasados is comprised of the enigmatic Hoosor. The Hoosor were a highly advanced race when the Karahotudoum first made contact with them, with an almost balloon like biology their bodies were filed with Hydrogen and trace amounts of several other elements that caused them to essentially float around everywhere. Once the Hoosor allied with the Karahotudoum scientist began experimenting and discovered that they could be filled with other various types of gasses. The Hoosor can be filled with everything from smoke screen to poison gas, the exhale or rather "fart" out these gases at will this making them an interesting assets to any Karahotudoum force squads of Hoosor Auxilia can exhale smoke screen to cover advancing troops or poison gasses to choke out enemy forces, they can even turn into small hydrogen bombs if filled with the right stuff and sent towards the enemies lines (but this usually does not work well).

Auxilia Spikodos

The Auxilia Spikodos consist of members of the Barralos race who have chosen to fight for the Karahotudoum their empire being "allied" to the Karahotudoum. the Barralos can launch hundreds of tiny spikes from their backs which can cause paralysis once they make contact with the flesh of any victim. the spikes on the backs of Barralos can also be used to make ammunition for exotic weapons.

Orginization[edit | edit source]

Land[edit | edit source]

A Karahotdoum Commander

On the Ground Karahotudoum are lead by the "Land Commander" this officer has command over all ground forces and the most senior officer in the strike force. He keeps in touch with a number of other HQ's spread throughout the battlefeild. these smaller HQ's are commanded by captains each captain is responsible for a single Orta, an Orta consist of at least 2 brigades of infantry and 1 special brigade which is used depending on what kind of mission the orta has and what terrain they are currently fighting on. these 3 brigades of about 9000 troops are transported in karem - m80 tanks if possible. In addition Land Commanders are allowed to hire units of alein mercenraies to bloster their forces altough at their own expense. In total an average Orta would be made up of 12,000 Soldiers.

Air[edit | edit source]

In the skies the Air forces of the strike force are under the Command of the "Air Boss" he usually resides in space however onboard the same ship as the admiral. he is in charge of communicating ariel assults on key targets and making suer that squadrons are at full strenght and know what they need to do. He has a staff of air traffic control agents with him to make sure that planes dont crash into each other.

Space[edit | edit source]

Fleet Hierarchy Oddly enough in space, Female Kara's make up the bulk of the navies officers as opposed to ground forces whose commanders and general are always male. in space Karahotudoum captains and Admirals are mostly female. This is in part due to the fact the female Kara brains have the ability to process information at rate 5% faster then males and thus are much better at managing the myriad of information that goes into fighting a naval battle. the common name for a ship captain is Viily (V-lie) translating in English to "Boss" and the word for Admiral is Di Viily (Die V-lie) translating in English as "Big Boss". All fleets whether small squadrons of destroyers or Armada's are led by a Di Villy whose rank depends on the class of ship they command. their vessel serves as a command and control center from which they can orchestrate the battle as it plays out. If the Di Viilly is killed in battle then the entire fleet will go into disarray unless another Di Viily is present for this reason command ships will stay as far away from the battle as possible. Next are the individual ship captains. Captains can be given complete control from their ship or receive direct commands from the Di Villy themselves right down to where and when they can fire there weapons however this is not usually done as it distracts the Di Viily form the rest of the fighting. Below the Viily are the various personnel who monitor the ships vital systems at all times. these are considered officers and any one of them can take the place of the Viily if she (or less likely he) is killed during combat. Next are the gunners who man the ships batteries. these men spend most of their lives in their turret pods and are known to get a little... strange. After these operators are the various crew members who are tasked with keeping the ship running mostly men who are given some training on how to repel boarders but usually lacked the discipline of professional soldiers.

A Karahotdoum cruiser takes on 2 margan warships


Life in the Karahotudoum Fleet

The Karahotudoum Navy is mostly dominated by females, even so this is not seen as any form of sexism as female kara's are extremely intelligent leaders and potent at keeping their male crews in line and focused on the task at hand. In some cases Male Kara's in space sometimes act immature often becoming lazy or begin to lose focus while in a very small confined space surrounded by. nothing. Female officers are expected to keep the males "In Line". This however can sometimes cause tactical problems as many warlords have come to learn this and when boarding will go straight for the female members of the crew, that way even if they are pinned down or even killed the male members will be totally lost. Personnel in space although like are soldiers uphold the duty and valor of the rest of the military they do not share the same sense of "dying with honor" or "Fighting to the last Kara" as their land based comrades do. Preferring to live t fight another day, if a situation become untenable a fleet will withdraw. Captains Uphold the strategy of fighting at a "safe and tactical distance" and also Karahotudoum ships are known for their maneuverability they do usually not have many powerful broadside weapons. Karahotdoum's who serve in the Navy are cautious, cool and Calculating veterans of various campaigns are sometimes even considered robot like in their interactions with other living creatures. During their free time Male and Female leisure time activites are usually seperate unless some sort of relationship between crew members has been formed which is not usually frowned upon unless it inhbits the crew's ability to function in action. Male Kara's enjoy playing games of chance and betting on things such as which crew members will live the longest. In addition as Kara's in the navy often interact with other species in a way that does not involve them trying to kill each other many Naval personell have adopted the relgious and societal beleifs of alein empires as opposed to Hekkeshism. Female officers may indulge in games similar to the ancient earth game of scrabble expect using alein languages instead of their own the more complex the language the higher the level of the game.

A Captain on the bridge of her ship


More updates to come

Sea[edit | edit source]

On the Seas fleets (usually known as wet fleets) are also commanded by an admiral the smallest part of the Military as situation that cool for large waterbased forces are extremely rare.


A group of Kabrass tanks moves through the jungle during the Night
A TDM butterfly about to shoot down any enemy Aircraft

Peacekeepers and the epic war[edit | edit source]

Not long before the Karahotudoum joined the Peacekeepers and eventually their seemingly endless war against the Warlords the empire was competing economically against an intergalactic body known as the "Yami Trade Union" the Trade Union was essentially a conglomerate of various empires who sought to challenge the Empires economic dominance in that part of the Galaxy, 17 years before the Karahotudoum Joined the Epic War the Trade Union almost rivaled the empire in size and the two were preparing for interstellar war. The Yokoy at the time Sin-dat Vroolken knew that the empire would likely lose a large part of its territory to them without help from other empires and appealed to the Homeworld Magistrate to seek to join the Peacekeepers. The PK's agreed and not long after the Yami Trade Union was besieged by Everything From Bio-matter infestations to Grox invasions. Needing every available ship it could muster they signed a treaty with the Empire giving up many of their western border worlds so that they could shift troops to where they were needed and not have to worry about an invasion by a powerful military alliance on their flank. The Magistrate then began deciding whether or not it should dissolve the alliance and open up a new front and launch an invasion of the terribly exposed Yami. That is until word of atrocities committed by the various warlord races reached the empire, slavery, murder, genocide the people now saw it as their obligation to fight with the peacekeepers. The military and Magistrate agreed, after all if the PK alliance where to lose the war then the warlords would be able to trample their empire with ease.

The Karahotudoum empire opened up several fronts against the largest of the warlords, the IAE and the Zaretians whilst sending hundreds of expeditionary armies to aid in the fights of the other Peacekeepers and to bolster the galaxies defenses against Alien Menaces. The Karahotudoum have since become one of the leading forces in the Peacekeepers along with the Diablonians and Averia Coalition, and the empire has benefited greatly with new lucrative trade routes, access to new technology and the opportunity to test their mettle against worthy foes, and fight side by side with great allies. What was originally an underhanded political move has changed the course of the empire, and the galaxy Drastically.

Foregin Affairs[edit | edit source]

Peacekeepers[edit | edit source]

The Karahotudoum Empire attempts to have positive relations with all Peacekeeper races, opening embassy's on their homeworld, and giving them "Expeditionary" armies to command, whether these are Fleets, Ground Armies or Both they are at the full disposal of whichever empire they are serving with .

Diabloains[edit | edit source]

" Hey, hows the weather up there? " Herak That Assault Trooper to a Diablain Soldier.

" There probably the peacekeepers greatest Asset." Karahotudoum General.

Karahotudoum have an odd sense of respect for the Diabs, not just because they are tall and don’t brag about it, but because of their sense of honor in duty that they find to be lacking in too many other empires. Currently 34% of the empires expeditionary armies are stationed on fronts with the Empire of Diablos.

Delani [edit | edit source]

Kara-Delani Relations were simple at best, not much interaction was made between the two and the homeworld magistrate never met the Delani's Top Governmental Leaders, The Karahotudoum did sends several expeditionary forces to help them against the Asanians, but after taking heavy losses these elements were recalled.

Luminarians [edit | edit source]

" Im afraid if I say the word cute out loud they'll bit off my ankles. " - Jarak Hevraz 4012nd Infantry Division.

" I dont remember there being any small moons in this sector. " -Admiral Sehla Horoot Upon seeing a luminarian battlestation for the first time.

Kara - Lumi Relations are very positive. Both races have an embassy on each others homeworld and work together to share recourse and trade between empires is extensive. Currently 12% of Karahotudoum expeditionary Fleets are fighting with the Lumi's on their fronts.

Rach [edit | edit source]

"The Rach are the universe's masters of stealth"

" Looking for this? heh heh just kiddin " A rach stealth trooper to a Karahotdoum trooper after pickpocketing him.

The Karahotdoum and Rach species have excellent relations altough the two sides have very different methods of waging war the Karahotdoum respect them as the orginal peacekeeper race. The Magistrate has provided the Rach with millions of tons of material in order to build new ships as well as weapons and other resources in order to make them a more potent for in the fight for justtice in the universe.

Aeveria Confederation [edit | edit source]

" Are you sure those guys over there are peacekeepers? I could have sworn I've seen that same exact tank being used by the IAE " - Karahotdoum commander.

" The are possibly one of the best hopes for unity in our time "-- Soobek Wikit of the Homeworld Magistrate.

The Karahotudoum and Aeveria Confederation are close allies both Military and Economically the Confederation is one of the Empires largest trade partners and the Aeveria have begun to attempt to influence Karahotudoum behavior and traditions such as their music and treatment towards prisoners. In addition the Magistrate is attempting to convince the Confederacy, (as well as other Peacekeeper members) to join in their front against the IAE or to at least help their war effort buy supplying the empire with materials, weapons and technologies many heated debates have been had between the two sides diplomats over viable reasons the Aeveria should help, one of them being the well being and freedom of the universe.


Necraal [edit | edit source]

" How many of us have they killed? - How many of them have WE killed? If they want our trust they will have to earn it " Commander Zibasg 316th Jabat Brigade.

" Hey thats some nice hair you've got there " - Karahotdoum Assult Trooper to a Necraal warrior.

Necraal/ Karahotdoum relations are a tad shaky the Magistrate realized that it'd be foolish to ignore the Necraal's attempts to incorpate themselves into the peacekeepers at the end of their civil war however many front line commanders were hesistant to trust their new comrades. That said Necraal warrior have been more then willing to prove themselves in the eyes of their new peers.

Warlords[edit | edit source]

The IAE [edit | edit source]

" This is what we feared, the pale faces our demons the only thing they feel at all is greed. Beneath that milky hide theres emptiness inside. I WONDER IF THEY EVEN BLEED! THEIR SAVAGES SAVAGES! - Unknown source


" Why do they hide behind mask? They cant be THAT ugly!can they?" Borten Surahey Karahotudoum Trooper while overseeing IAE prisoners.

The Karahotudoum and the IAE are in a state of open war, any Karahotudoum ship that detects and IAE one will attack it immediately, when enemy troops or colonies are discovered they will be fired upon and bombed, respectively. Enemy Shipping is also fair game and Karahotudoum raider fleets hunt down and attack IAE merchant vessels as often as possible.

The Margan [edit | edit source]

" These Primitive savages are the bane of sentient life, they must all be put to the blade. " Karahotudoum Captain before ordering an attack on Margan Positions.


The Karahotudoum have been in a state of war against the Margan ever since they returned to the Epic war and countless fronts have been opening up against their empire. The Empire was totally unprepared for the incursion of the so called "Reaper fist dynasty" and several star systems were captured before Imperial intelligence could even discover "What" was silencing their border outpost. When the Empire begin engaging the Margan in convential battles the fears of having chemical weapons used against them were realized horribly thousands of troops were killed by the plagues of the Reapers before battle was even joined gas mask offered little protection.

Salvation came in the form of Bionics, the poisons of the Margan were studied carefully and suitable vaccines were created. Soon troops destined for the Margan front were injected with serums that would greatly help on the front lines. In open battle Karahotudoum and reaper tactics were amazingly similar both were methodically in their campaigns and relied heavily on the use of powerful artillery. Once the Reapers initial biological attacks have ended Troopers will attempt to expel the Margan from the planet as quickly as possible utilizing large numbers of Assault infantry and shock troopers to attack the Margan lines relentlessly backed up with waves of artillery fire and seas of amour. In addition many colonies have been outfitted with powerful anti ship weaponry so as to prevent the Margan from bombarding there assaults from space once their landing parties touch down.

In space Karahotudoum have an advantage, their large navy can pick off Margan vessels from a distance causing heavy damage to the slow moving Margan fleets before they can even get into range, Margan admirals have usually had to rely on superior numbers in order to force the Karem armada's to be overwhelmed by the sheer volume of ships, still these strategies work better if ground forces can keep the Margan from stripping the planet of its resources. In addition the Corvette class has taken on a new role using their speed and fire power to hunt down "Civilian" Craft during engagements in space and attack the Margan population directly.

These Strategies have been met with mixed results as one Karahotudoum captain was reported saying "You win some you lose some" and the front against the reapers is still intensifying.

Zaretians [edit | edit source]

" The Safest place from Zaretian fire is wherever the little green shit is aiming " - Karahotdoum Veteran.

" What the, that ones taking of his pants he's putting his OH HEKKESH NO! " - Karahotdoum scout observing Zaretian activity during a lull in the fighting.

The Zaretian empire has been on of the Karahotdoum's main opponents, Many Campagins and Jihad's Have pushed deep into Zaretian territory but the sacrifices have been great. Most Kara's see Zaretians as primtive and unintelligent and most zaretian prisoners taken are usually executed.

Asanians [edit | edit source]

"Their just a bunch of filthy stinking SAVAGES SAVAGES DEMONS, DEVILS, KILL THEM! DESTROY THEIR EVIL RACE UNTIL THERES NOT A TRACE LEFT NOW WE SOUND THE DRUMS OF WAR " - Karahotdoum war chant during the Battle of Prixata.


The First Contact with the Asanians was extremely violent, an Asanian force attacked a Karahotudoum colony known as Prixata and butchered the populace and most of the defense forces, who were at the last second able to get out a distress signal. High Command sent Several huge armies to Prixata and a terrible battle ensued with acts of extreme violence on both sides. The Asanians gained a reputation among the Karahotudoum for being violent and barbaric as well as extremely primitive to the point were the Homeworld Magistrate has decided to their species should be exterminated as soon as possible and has begun recruiting billions of volunteers and combat veterans from within the empire and other peacekeeper armies for a jihad into Asanian space.


On the battlefield the Karahotudoum empire has, for the time being favored a defensive strategy whenever the Asanian attack. Strong lines of troopers dug into trenches with heavy support weapons, sand burms, minefields ,artillery as well as anti-orbital guns to keep Asanian cruisers from bombarding their lines from space insuring that any Asanian victories are pyrrhic at best. Colonies that have been deemed vulnerable to Asanian attack have been outfitted with large bunkers located miles underground and huge stores of food to be able to easily withstand these siege tactics enabling the Navy to formulate a proper plan of attack to relieve the planet.

Biomatter [edit | edit source]

" Possibly on of the best examples that the universe has untold horrors in store for us. - Unkown

" I swear one of them was smiling and waving at me back there." Karahotdoum trooper while withdrawing from the front.

"NOM NOM ON NO"

The Biomatter are in the "Eyes" of the Karahtodoum are abomination and the Homeworld Magistrate has invested considerably into helping the rest of the peacekeepers exterminate them. Nearly all of the empires border colonies have been garrisoned with troops trained to fight off biomatter and specialized weapons used to take down hive ships and spores before they make orbit. Data gained from a raid on a biomatter hiveship and the IAE frigate that accompanied it. have the Karahotudoum considerable insight into the Hive's plans around the Galaxy and the Empire has, for now gained the upper hand against them with months of logistical and tactical advantage due to the knowledge of the movement of many biomatter fleets.


A small group of Margan and Karahotdoum Melee troops prepare to clash.

Other[edit | edit source]

Sauran [edit | edit source]

" It was only a matter of time until we encounterd a race of hippies " - Karahotdoum diplomat in a private conversation with her colleagues.

The Karahotudoum wish to have a very positive relationship with the Sauran, and since have openend up trade with them and attempted to share some of their technology with one another as well. The Magistrate also does not wish for the Saurans to have such close ties with the IAE either and often appeals to the Sauran Government for it to join the Peacekeepers and declare war on the IAE, or at least to break up there positive relationship. Progress with this end has been...slow.

The Gronian Imperium [edit | edit source]

" They should take a second to stop being so short sighted and see what the galaxy can offer them " - Captain Aluzo of the 653rd Fleet.

Many of the Merchant families within the Inner sphere have seen a large amount of potential for lucrative trade with the Imperium, however due to their Isolationist nature this cannot happen until they open up their markets. The Magistrate has attempted many times to appeal to the empire to change its policies displaying the benefits of an alliance with the empire such as increased protection from various galactic threats, trade, the vast arsenal of technology available to the peacekeepers as well as helping them defeat their common enemies. not much progress has been made as the aliens prove to be incredibly stubborn.

Nalstros [edit | edit source]

"Prepare to be boarded, Pirate scum" Boodakai captain prior to boarding a Nalstros frigate.

The Empire has seen the Nalstros as more of a nuisance then a threat most Karahotudoum border worlds are heavily militarized and most pirate lords aren’t stupid enough or don’t have to full capability to launch full scale planetary invasions that is if the colonies defenses aren’t recovering from a recent attack. Nalstros usually stick to raiding merchant vessels leading to the creation of specialized escort vessels built to counter boarding parties and out maneuver Nalstros ships. These troop include the new boodakai who have had great success in fighting back Nalstros boarders and taking over pirate cruisers despite being greatly outnumbered.

Notable Karahotdoum[edit | edit source]

Aziz [edit | edit source]

Name: Aziz "The Merciless"

Aziz during the battle of Norsus

Age: 49

Rank: Expedition Commander

Notable Engaements, Battle of Weylu, Battle of Prixata, Battle of Norsus

Description.

Aziz entered the military at a young age, born the sun of a noblemen on a small colony in the inner sphere although his family did not have a history of serving in the military Aziz began his training for war at an early age. Traveling across the Galaxy testing himself in some of the Cosmos harshest environments. Instead of enrolling in an officer academy which would have been considerably easy to do due to his status Aziz started out as a grunt and was sent to he frontlines were he saw action against the Zaretian empire. Quickly making a name for himself for his brutality Aziz rose through the ranks until he was the Commander of the Army group. He gained the Nickname "The merciless" during a battle with the Zaretians on a jungle planet using their natural affinity in jungle combat the Aziz ordered a small force to engage the Zaretian positions, then taking the rest of the men around the Zaretian flank thus tricking the green skins into thinking that they were facing a much larger force and many of the Zaretians attempted to surrender. initially many prisoners were taken but late into the battle Aziz stopped accepting prisoners and simply ordering that all the Zaretians be killed, the battle was a massacre. Although such treatment of enemies was not unheard of in military the upper brass decided that this gave them Karahotudoum a "bad image" in the face of the other peacekeepers and had Aziz reassigned to a border outpost. Aziz complied and spent about a year on the barren moon outpost until it was attacked by IAE raiders, contact with the station was lost and a fleet was sent to investigate, once they arrived they found that the IAE attackers had all been killed, single handily by Aziz. Seeing as how his current placement was obviously a waste of his talents he was reassigned to his old unit fresh from the Zaretian campaign, the army was to be re designated as an expeditionary force. It was during this time that Aziz acquired his legendary power fist the origins of which are steeped in mystery. Aziz latest campaign was against the Warlords on Norsus once the Rach distress signal was detected Aziz and his troops were sent their to help in any way they could. Aziz lost his left hand as well as many of him men on Norsus and is currently in the protective custody of the Lumiarian empire he has not been heard form since being split of from his troops.


Jarak Heptdan [edit | edit source]

Age: 67

Status: Traitor

Notabale Engagements: Seige of Baal


Jarak was born into a noble family on heavily developed planet within the Inner Sphere, born into a relatively wealthily metropolitan family. Once he was old enough Jarak started his on street gang, to the horror of his parents. He showed that he was a very adept leader even though he led by fear and with an Iron fist, often publicly beating members of the gang who disobeyed him in front of the others to prove a point or keep the others in line. His tiny group of thugs soon turned into one of the biggest crime syndicates on the planet. He was able to use his connections to worm his way into the planetary Magistrate where he could directly control much of the planets actives effectively turning the planet into a mini dictatorship. This was his first real taste of power and he loved it. Unfortunately once word spread of his actives the Magistrate sent troops to "Clean up" his administration, most of the members planetary Oligarchy were imprisoned, including Jarak. While incarcerated Jarak knew that if he wanted to make it in the universe he’d need some certain “skills” He joined the Karem Army and was assigned to one of the expeditionary fleets, being sent to a Diablonians colony called “Baal” which was under siege by force of the IAE empire, Jarak showed respectable ferocity in front of the diabs. During their stay on the planet Jarak trained there learning to move freely within the planets increased gravity and learning much about various alien cultures. As he traveled the galaxy he gained more knowledge, gained more skill. Once he decided his skill was great enough he deserted the army and became a freelance mercenary fighting for whichever side paid the most, as he gained fame he attracted a large following of likeminded mercs as well as the attention of the Karahotudoum empire who put a bounty on his head for treason. Jarak pretended disbanded his mercenary band, and went off the grid fleeing to the farthest reaches of the Galaxy away from the Epic war itself find a suitable world far away from any of the empires then engaged in the war he began adverting his planet as a peaceful utopia for those scarred by the galaxy wide conflict. Millions came but they soon learned the terrible truth the promise of utopia were obliterated, Jarak merely needed pawns to help carve out his own empire within the cosmos he was back on top again. Imperial intelligence agencies have had trouble tracking him down however there’s been news that he has had fiscal trouble of late and has joined a group known as Nova corp although not much else is known.

Military[edit | edit source]

"Sucsess in war is not measured in how many lives we lose, but how many worlds" Yokoy Seriin.


Army

The Army is by far the largest part of the Military consisting of of billions of soldiers.