The G'Lacnik Protectorates

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The G'Lacnik Protectorates
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Summary
Faction: Peacekeeper
Homeplanet: Thur'Goral
Population: 29 394 000
Administration
Government: Hunters Gathering
Major Factions: Five. (Sollart, Halaydra, Jalicen and Eladen, Nurrir and Fifteenth Sector).
Minor Factions: Seventeen.
Biology
Lifespan: 270 standard years, barring injury or disease
Race: Vita Venator (Life Hunter)
Height: 8.3 Feet/2.5 Metres
Economy
Currency 1 Whar - 20 Thren - 60 Noro. (1 Whar is equivalent to 1.5 Universal Sporebucks)
Warfare
Current Number of Wars ((Check the heads))
Number of Allied Empires As of yet, two in discussion, none confirmed.

Summary[edit | edit source]

The G'Lacnik are hunters, born for the thrill of stalking a prey and claiming victory over others. For them, the idea of fighting is not so much as a glory-fest, but more of an achievement in life. The main demonstration of their pride is through the collection of heads, mostly from honourable foes and high leaders in enemy races. It is common to see bars adorned with the heads of those they fight.

However, their hobby does not blind them completely. In fact, they have gained the service of smaller races who they consider worthy allies, often relying on their support to provide defenses against the more powerful factions, as well as supplying the latest in hunting technology. Still, they maintain their adoration for big axes, every G'Lacnik carries at least one to claim heads from bodies which he may come across. Suitable payment is left with the carcass to be given as compensation to the victim's family of course.

The History[edit | edit source]

Evolution[edit | edit source]

The G'Riak (Guh-Ree-Ack) were small birds that hunted smaller lizards and insects for food, using speed to it's advantage. It's flight was limited however, it could only glide for short distances before it had to rest.

G'Risau (Guh-Ree-Sour) were the next phase in their evolution, becoming much taller and stronger, this gave it a much better fighting chance against other lifeforms, as well as improving it's access to food. They used feathers to intimidate evenly matched animals that it would rather not fight.

G'Lira (Guh-Lee-Ra) continued to develop upwards, becoming more ostritch like in shape and speed, while maintaining it's limited level of flight. The distinct evolution of this stage was proper appendages, which allowed it to grasp objects without having to throw it around, or hobble around while clutching it in their foot.

G'Lurak (Guh-Lure-Ack) saw the creature gain considerable muscle power, allowing it to take on large predators now. As well as this, a long needed improvement to their flight ability evolved. Pretty soon, the G'Lurak gained dominance over their region, no longer fearing predators, their population increased, until they reached the level of sentience...

G'Lacnik tribespeople continued to exploit their dominance over the non-sentient races, treating them as sport to develop their hunting skills. While maintaining a steady omnivore diet, their intake of meat mostly consisted of non-avian animals, they do not want to see themselves as anything like cannibals.

The Dome[edit | edit source]

Roughly several years after the G'Lacnik developed spacefaring technology, the creatures on their world reached a point where their aggresive mutations were beginning to become dangerous, becoming large monsters that could eat many civilians and soldiers in a single attack. Miltia recruitment increased in an attempt to curb the attacks, but not even the constant firing could deter them. Soon, an extreme plan was devised, one that would make previous achievements pale in comparison.

The done was begun by clearing a 50 metre radius away from the final surface, to give soldiers enough time to react before monsters could charge in on the workers. This was carried out effectively, no lives were lost in the process. However, that was the incredibly easy the part. The hardest part, was keeping the workers safe for the next year, as they completed the 4 metre section of the dome, which would protect them from the majority of attacks. Until then, they were under siege.

For the first month, digging the holes for the foundations was largely uninterrupted. A few creatures here and there decided to try and raid the place, but were no match for the G'Lacnik skirmisher force. Towards the second month, some said the creatures had been improving their attacks, using very basic strategy in their assaults, but the claims were dismissed.

It was when the foundations were being set in place that a definite change in the creature's attacks was noticed. Rather than swarming in at any one time, they grouped together, and some even combined their unique abilities to cause further damage. The result of intelligence growing in the creature population sparked an outcry, between merely keeping the creatures away and pulling in further support. The Circle chose to impliment both, deploying vehicle support.

If they had thought that the attacks were bad enough, they were in for a real shock. Once welding the frame of the dome commenced, the creatures charged like mad. Whether they were drawn to the heat and light of welding torches, or they really were becoming worried that they would lose the opportunity to wreak havoc, their attacks were relentless for the next seven months, resulting in many soldiers and workers being killed over that time.

Finally, with the help of alien races, they established temporary defences around the construction site which cut down losses, while the workers installed heavily armoured fibreglass blocks into the dome frame, allowing light in without trapping heat. With the end in sight, some small families began to leave the main dome site to join the tribes who had chosen to continue their life outside. Once the four metres of dome was completed, all military forces were moved inside, and aerial support took care of the largest creatures and flying ones. Within another two years, the final piece of the dome was set in place.

Politics[edit | edit source]

Government[edit | edit source]

Colonies[edit | edit source]

Diplomacy[edit | edit source]

Race: Aeveria Confederation.

Stance: Seeking Alliance.

Reason: The Aeveria are similar to the G'Lacnik in several ways, well, at least one race is. Their particular style of recruiting from multiple races intrigues the G'Lacnik, who share many views of the Aeveria.

Opinions: "If they'd just hold on for a moment so we could talk to them... there they go again..." "If I had a problem with them, it'd be the massive amount of vehicles." "Anyone seen my plush Bellus anywhere?"


Race: Sauran.

Stance: Grabbing onto their legs begging for a moment to discuss a union.

Reason: It's quite obvious where the G'Lacnik and Sauran can agree on issues. They're both protectors of nature, and they love their job. However, the G'Lacnik unwillingness to fight aggressively may be a slight hinderance to further negotiations.

Opinions: "Are you sure they're not our fishy cousins?" "Met one, I honestly felt small compared to him..." "This is gonna be great, trading stories with them!"


Race: Gronian.

Stance: Avoiding.

Reason: The Gronian seem to have a taste for birds, using them as sport and food. The G'Lacnik feel very uncomfortable about this, and would much rather make contact with a third party present.

Opinions: "I'm really starting to worry about the way he's looking at me..." "Ok seriously, who made them with one eye? They look even scarier that way." "I am not tasty!"


Protectorate Races[edit | edit source]

The Five Major Parties[edit | edit source]

Sollart[edit | edit source]

The Sollart are arguably one of the most powerful races in the Protectorates, competing with the Fifteenth Sector corporations in strength. The Sollart were one of the first races the G'Lacnik encountered, gladly accepting the help offered in return for the support of a reasonably large space fleet. When the Dalgata attacked Thur'Goral in one of their capital ships, the Sollart hurried to bring in support, before the G'Lacnik delivered the ending blow to the attack.

The Sollart are reptilian, resembling frilled neck lizards around the head, being very skinny and agile. Their main advantage is speed and flexibility, they are able to squeeze through clearings that G'Lacnik cannot because of their size, and in battle can escape an enemy on foot with little trouble. Sollart often use their frills to intimidate enemies, by displaying it in a flash to give the impression that they have ample headgear.

Ships of the Sollart follow a similar trait to them, being very fast and agile, focusing on having a medium grade weapon for ambush attacks, yet not making them sitting ducks in a proper battle. Their fleet is primarily composed of corvette class ships, with emphasis placed on being able to arrive quickly and hold space until heavier support is brought in. Their usage of capital and fighter class ships are almost non-existant though.

Halaydra[edit | edit source]

In contrast to the Sollart, the Halaydra are very secluded, remaining on their ships and colonies almost every moment of their lives, interacting with other races through androids that adapt their appearance under instruction. The G'Lacnik first found them when one of their aquatic worlds was under attack from Grox pollutants, quickly cleansed from the water. As a result, the Halaydra gave the G'Lacnik access to their technology, which focused around terraforming and other nature related devices.

The Halaydra resemble squid like creatures, their ships are filled with a mixture of gases which gives them an aquatic-like enviroment without the need for heavy filtration systems. Much of their technology is designed for specific use by them, interfaces are tuned to the electrical signals they give off, or the unique pattern of their tentacles. Since they are unable to leave their aquatic or atmospheric enviroments, their entire military is composed of armed androids, as many as 50 are controlled by a single Halaydra from an appropriate station.

Because of the sensetivity of the Halaydra, their ships are heavily armoured, preventing a lot of organisms and stray particles from entering their regulated enviroment. Weapons on their ships are often rapid fire mini explosives, designed to cause damage to a variety of targets in a short amount of time. Their production seems entirely centred around the cruiser class, which surprises many other races, who all agree that a variety is necessary under any circumstances.

Jalicen and Eladen Union[edit | edit source]

Two sister races which originally evolved on the same world as a single race, they were scattered across space during a cataclysmic event early in their history, where over thousands of years, they evolved into two different, yet similar races. It was in an attempt to re-unite the two races that the Jalicen sought out the help of the G'Lacnik. They helped form space rip stations that would allow travel between the two homeworlds, leading to the reunion of the distant relatives.

Jalicen and Eladen share the basic mammaloid biology of their ancestors, the Teraden. But the two distinct climates of their new homeworlds have created notable differences. The Jalicen re-established on an abandoned Halaydra colony, and thus have developed aquatic features. Their more streamlined bodies and extra spines are the most obvious of signs to indicate this. In a more intense sense, they have a limited capacity to extract oxygen to breathe when immersed in certain liquids, notably water.

The Eladen on the other hand developed on a strange desert-jungle world, which led to tougher skin and a darker composure. Those who lived primarily in the deserts have noticeably larger feet, and are skinnier. The more jungle preferred are noticeably taller and stronger, resembling the features of the G'Lacnik to a degree. Both resemble mouse-like animals, having pointed faces and large eyes. Ironically they have very aggressive pesonalities despite their docile appearance.

The Jalicen and Eladen space fleets operate independantly of each other, but they share common ground on where their strategy lies. Their main idea in battle is to confuse the enemy as much as possible, whether it be overwhelming them with fighters, casting false readings to disguise attacks, or even deliberately disabling ships to let the crew divide, making boarding a welcome peace for some. Weaponry is primarily EMP based, concentrating on taking out primary systems and disrupting other assosiated functions.

Nurrir[edit | edit source]

The Nurrir are a race of miners and fighters, expert in scouting resource fields and defending their holdings and ships from attack. Their defences are specifically designed to combat raiders however, making them excellent at anti-fighter assaults and taking down cruisers, however they are vulnerable to bigger guns, most notably from the Margan. The G'Lacnik offered them advanced defence technology which was soon utilised in all Nurrir platforms, in return for a supply of resources when needed.

There is a growing difference between the miners and the soldiers in terms of general appearance. The Nurrir as a race are similar to the Sollart in a few ways. However, the miners have grown shorter over time, allowing them to breathe better in the mining tunnels. The soldiers meanwhile have grown bukier, some of the toughest needing anti-protiens to prevent them from falling over all the time. Both suffer from lung damage, brought on from mining fumes and overheated weapons. The situation is being rectified slowly.

Nurrir mining vessels operate by being fast and efficient, sacrificing capacity and armour for the fact that all mining operations are under constant guard. The larger ships are designed to maximise weapon efficiency, balancing out speed and defences. Their main usage is in frigates, which are easy to mass produce, giving them strength in numbers. However, most of the stronger ships are degraded and in need of repair, mostly due to the damage caused by mining accidents rather than actual combat.

Fifteenth Sector Corporations[edit | edit source]

Arguably the most powerful faction in the Protectorates, the Fifteenth Sector are a group of elite mechanics, devising and upgrading weapons and ships faster than just about all but the large races. It was because of their incredible diligence in creating new weapons and techniques that made them prime targets for attack. In return for defence and lending some of their top scientists to the corporation, the Fifteenth Sector now assist in upgrades for other members of the Protectorates.

The race that originally created the Fifteenth Sector, the Tzarini, are worm-like creatures that swim in normal air, and emit electrical charges to operate their devices. Commonly they use exoskeleton suits to interact with other races, as well as perform repairs and develop technology. Their main weakness is the fact that they rely on their suits to do anything, an electrical overload will render their signals useless to the suit, effectively incapacitating them.

Fifteenth Sector ships cover the spectrum of classes and types, often aquired from other races and modified to suit their current needs. It is almost unheard of for ships to be scuttled, as they always find a way to remove a redundancy or modify an outdated piece of tech. All ships are coloured in the standard black, yellow and white, representing the colours that the Tzarini go through in their life cycle.

The Minor Races[edit | edit source]

Military[edit | edit source]

The Soldiers[edit | edit source]

Basic Plasma Skirmisher

File:Skirmisher1.png
The Skirmisher

These soldiers were first commisioned a few years before construction of the dome began. Their main purpose was to ensure the protection of workers from the mutating monsters that were prowling the forests continually. Once the dome had been completed however, their usefulness decline dramatically, serving only as escort for supplies and temporary protection for tribes outside the dome. Now with the entry of the G'Lacnik into the Epic War, their numbers have begun to grow again, as a base milita become preferable.

Each skirmisher rifle is capable of a range of 300 metres, with the best aim found to be at 180 metres. The discharge from these rifles can be adjusted through the energy given off through different crystals, a skirmisher will often have a bag of bullet shaped crystals. Each one is coloured specifically to it's intensity, making it very easy to choose which one is best suited for the job. As a precaution, these crystals are designed to overload should the enemy try to hook them up to one of their own weapons without the proper equipment.


First Grade Glaive Launcher

File:Glaive1.png
The Glaive (1)

The First of the three grades of Glaive Launcher operate as an anti-infantry unit, balancing a rapid fire and reload with small glaives and other similar projectiles. The use of glaives became popular when it was found that they could be easily retrieved on the battlefield, the loss rate of ammo was small, and they cut through most infantry armour with ease. Currently a few hundred of these weapons exist, all on border colonies.

The Glaive itself is composed of trinium, an alloy of lithium and titanium, creating a very lightweight but strong material, which with enough force, is able to overcome gravity on average planets, and sweep through enemies. The blades are sharpened to less than one thousandth of an inch thick at the very tip, giving it high cutting ability. The launcher itself can be held by a strap from the shoulder, the glaive is fired with one arm inside the launcher itself, the other acting as an emergency melee tool.


Second Grade Glaive Launcher

File:Glaive2.png
The Glaive (2)

The Second grade is an anti-vehicle and Mech level, sacrificing its rapid fire and reload for a much more powerful shot designed to penetrate all but the strongest metals. Since the likelihood of retrival is much smaller, these glaives are equipped with plasma cutters along their inner and outer leading edges, which act to slice into rather than knock out. The power source built into the glaives lasts approximately 15 minutes after launch, where if retrieved, is easily recharged. 40 of these weapons are believed to exist.

To compensate for the deadly edge, the plasma cutters only activate a fraction of a millisecond after the arm is launched, which does leave it vulnerable to the small possibility of an EMP unit effectively disabling the weapon before it can do any damage at all. This also means that unlike the first grade launcher, the second grade lacks an effective melee defense, putting the soldier at risk. These troops are often accompanied by a small squad of their own, given their high tactical value.


Third Grade Glaive Launcher

File:Glaive3.png
The Glaive (3)

These powerful weapons are mounted on light vehicles, and act as an anti-ship weapon, reaching sizes of 8 feet in diameter, with a large energy source which powers both the plasma cutters and the small explosive charge. Based on testing that confirmed that there was no way of retrieving such glaives, the charge was introuced to cause even further damage. This information was gathered from tests and simulations, as actual use has been miniscule, due to the sheer destructive force that it can deliver. The number of these weapons has officialy been set at four.

The price of these particular weapons is quite high, both in an economic sense, and in the destruction it causes to life, thus it has been deemed by the G'Lacnik as a last resort. The one and only use of this weapon to date was on a Dalgata Capital ship, on an attack run right for the G'Lacnik dome. Since then, the Dalgata ceased their attacks, not willing to waste ships when faced with a much greater enemy. It has been recommended that hostile races avoid provoking the G'Lacnik into using them.


Neck Warmer Keeper

File:NeckWarmer.png
The G'Lacnik Keeper

The Neck Warmer is a very large leech-like creature which lives up to it's name by wrapping around the neck and sucking the victim dry within seconds. A neck warmer can feed on approximately 30 litres of blood before it is fully fed and goes to sleep. The Keepers all wear re-inforced neck armour, which prevents the neck warmer from feeding on them, however, there is still a high casualty rate among them. Experts say it was due to bird-error, but it is enough for most to think twice about taking the job.

The Neck Warmers are often used either in ambush situations where they can be dropped from above on unarmoured soldiers, or as a long term method of extracting information. In either case, a special breed of genetically altered leech is used, in combat speed and efficiency is key, so they will suck at a high rate at the risk of choking. In torture however, they will feed slowly, extending their capacity as they process the blood. Often this breed lives much longer than the other type, as their inability to gorge themselves prevents bursting.


Quarantine Officer

Strangely for a race that maintain tribal ways of life, they are a very clean people, ensuring that their dome is kept sterilised at all times, and any sign of contageon is eliminated on entry. On colonies, this is the responsibility of the Quarantine Officer. Equiped with an assortment of tools and devices to execute his purpose, they are feared by germs and dirty people alike.

The Shaman[edit | edit source]

Acolyte

Homeworld Watcher

Colony Protector

Defensive Shaman

Overseer Shaman

Military Shaman

Front Line Shaman

Outer Circle

Inner Circle

Elder Shaman

Vehicles/Ships[edit | edit source]

Observation Jeep

Mobile Shield Generator

Tunneling Assault Drones

Phase Shift Whippet

First Grade Strike Vessel

Second Grade Strike Vessel

Space Rip Evacuation Vessel

G'Lacnik Primary Warship

Culture[edit | edit source]

Faith[edit | edit source]

Sociality[edit | edit source]

Events[edit | edit source]

Destruction of Ithrixia[edit | edit source]

Following the obliteration of Ithrixia by Peacekeeper fleets after the Dalgata fell in one massive surge from Fourth One, news spread very fast around the colonies of races involved, most notably the G'Lacnik. This single event caused mass riots, and almost began a civil war in a pacifist race, over the way the situation should be handled.

Most of the G'Lacnik celebrated their defeat, many having been targeted by them during their early attacks on colonies, before the formation of the Protectorates. Others however believed that the Dalgata should be mourned, and criticised the others for their excited attitude towards a genocide. It wasn't long before the tension gave way to fighting. For the first time in many years, squads had to be called up to keep the fighting down. While none were prepared to let it become fatal, many were injured during the brawls, eventually leading to the Shaman council criticizing the G'Lacnik for their appauling behaviour.

Eventually, a peace was restored, many had willingly chosen to end the violence, while others who didn't were exiled to colonies outside that of the Protectorates until they were prepared to end their violent attitude. Even today, many G'Lacnik do not wish to discuss the events assosiated with Ithrixia, or the actions of their people afterwards.