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 PostFri 06 Nov, 2009 14:32 
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Essentially, the Jargan are a massive group of space-faring mice-men. Even in their most basic form, they don't seem like much of an advanced race. However, their advanced psionics and cybernetics are where their power lies.

As a species, they are frail. They try to make up with this by using cybertechnological, biotechnological and psychic prowess to create all sorts of creatures, beasts, and warriors.

Coordinated efforts on the battlefield have left them with less of a need for footsoldier projectile weaponry, due to the ubiquitous, but simple, psionic weaponry. Those with lesser psionic abilities are augmented either genetically, cybernetically, or are well trained specialists.

As a society, the Jargan were free-roaming, yet interdependent on each others' abilities. This, over millenniums of evolution, led to a complex variety of appearances and abilities, and an equally complex militaristic training system, which often had trouble keeping everything orderly, something Jargan society didn't necessarily agree with. Now, however, the military runs everything. Everything is neat, orderly, and rectified to perform to the best potential.

POSTS:
1. Intro
2. Society
3. Military
4. Units
5. Government

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Last edited by sorbitol overlord on Tue 08 Dec, 2009 00:18, edited 4 times in total.

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 PostSat 07 Nov, 2009 10:37 
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SOCIETY

Like previously mentioned, the Jargan were very successful as an unorganized, yet efficient needs-based symbiotic group. At a glance, this type of civilization would appear a rampant jungle, when in reality, it was a complex system of trade among thousands of individuals.

Jargans were not known to horde supplies unless the situation called for it (off-world travel). This not only kept the trade system lively, but also cursed the populace when raw materials for supplies ran low. Things like this forced the Jargans to completely change their way of life, as their empire began to grow over what they could support with their previous way of life.

Ordinarily, a Jargan would keep to itself, focusing on it's own needs unless benefit comes from assisting another. This is what Jargan society was based upon, and left Jargan worlds near-ridden of crime and war, as each individual was concerned about themselves, and nothing else.

The mating system still works as a trade system, often involving food or supplies. However, nearly nothing else has been maintained. Only the mating system, and the previously held opinion on masculine prowess as erotic were kept. A Male's prowess is what runs the Jargan media, not feminine wiles.

Now, however, Jargan society is much more like it's military. Everything is orderly and rectified,

(finish it later)

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Someone DeHilarious wrote:
ZOMBIE SEX! WHOO! >.>
cookiemonster wrote:
That's no moon...


Last edited by sorbitol overlord on Tue 08 Dec, 2009 00:33, edited 1 time in total.

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 PostSat 07 Nov, 2009 10:39 
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MILITARY

The Jargan military is almost nothing like ordinary Jargan society. It evolved from the same unorganized needs system into a well-organized, strategic system built to make radical tactics changes in the middle of battle.

BEfore this came along, though, the Jargan were more concerned about colonizing new worlds in nearby systems. After a few decades of massive losses against neighboring system battles, Jargan military officials could clearly see they needed a more organized fighting force. That's where the NIMH program fit in.

The Negotiable Infantile Militarization Honor (NIMH) program allows the mother of a newborn to decide whether or not she wants the infant to be taken into custody of the government and be trained in the military. This happens in most cases, as the mother is not set with the burden of raising the child.

From that point, the child is implanted with a datachip (think medication capsule implanted in the shoulder) containing a coded ID, specifications of genetics, psionic abilities, and suggested role on the battle field. The chip can be read with the most simple of electromagnetic scanners, leaving it no choice to be very vague of the descriptions, should the soldier become a POW.

After this, the child is put through a number of tests to determine what role it would best be suited for in the battlefield (for, the information in the chip is added later), and is kept in a nursery until of proper age for training. At this age, they are put through basic training, then are sent to sections and subsections of military boot camps to be fine-tuned to their role's various needs. Some sections involve grueling processes of genetic manipulation and extensive surgical operations.

Once done with the extensive training, the new soldier will have successfully been transformed from this to this, this, or even this, though most end up as footsoldiers.

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Someone DeHilarious wrote:
ZOMBIE SEX! WHOO! >.>
cookiemonster wrote:
That's no moon...


Last edited by sorbitol overlord on Sat 07 Nov, 2009 20:51, edited 1 time in total.

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 PostSat 07 Nov, 2009 10:40 
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UNITS

A list of the basic military units:

Infantry

Psionics
Typical psionic warrior (common)
Extensively trained psionic warrior
Psionic commando
Telekinetics-focused psionic warrior (common)
'Sorcerer' - Naval weaponry-focused psionic specialist (common)
Kinetic force augmentation-focused psionic warrior (common)
Nature-based weapons-focused psionic specialist


Cybernetics
Civilian cybernetic guard (common)
Bionic "speed demon" shock-attack specialist

Footsoldiers
Civilian guard (very common)
Enforcer guard (common)
VIP personal guard (rarely encountered)
Genetically augmented warrior A (common)
Genetically augmented warrior B (very common)
Melee commando
Recondo specialist (common)
Militiaman (very common)
Heavy armor warrior
Royal guard

War Beasts
Typical war beast (common)
"Walking fortress" Gate-buster (very common)

Atypical Units
Psionically armored 'tank' soldier (common)
Sonic disorientation specialist
Assasin specialist A (common)
Assasin specialist B
Aerial support warrior (very common)
---

War Machines

"Prowler" - super light tank
"Prowler" - missile variant
UTV - Unarmored Transport Vehicle
UTV - assault variant
ATV - Armored Transport Vehicle

Anti-personnel walker drone
Aerial war drone
Anti-personnel war drone

---

Naval Vessels

Dreadnaught

Battlecruiser
Cruiser
Missile Cruiser
Anti-Capital Missile Cruiser

Heavy Frigate
Frigate
Rail-Frigate
Escort Frigate

Super Carrier
Carrier
Strike Carrier
Light Carrier

Orbital Assault Craft - A
Orbital Assault Craft - B

Corvette
Destroyer

Fighter

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Someone DeHilarious wrote:
ZOMBIE SEX! WHOO! >.>
cookiemonster wrote:
That's no moon...


Last edited by sorbitol overlord on Mon 09 Nov, 2009 01:27, edited 3 times in total.

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 PostSat 07 Nov, 2009 10:41 
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GOVERNMENT

Like previously mentioned the Jargan Government is very complex. There is rarely an occurence where currency comes into play with Jargan society, as most business is done by symbiotic barter. However, there is a chain-of-command system among cities, provinces, and planets themselves based mainly on business.

A 'business' owner has power over his/her employees and long-term customers, and most businesses are sub-trades of the land they occupy. Thus, landlords have power over 'business' owners, and more power over those mentioned long-term customers. The chain of command goes upwards according to land owners, city founders, and resource owners until the 'ruler' of the planet position is reached.

The 'ruler'(s) of any given planet has to do with a dynasty system of the planet's colonizer's family line. That is, the man/woman or men/women that founded the first colony has total/shared control over the cities, provinces, land masses, and peoples of that planet, as do his/her/their heirs of the proverbial throne.

This system has sparked many a debate over the ruler of the Jargan origin planet, as no one truly knew the creator of the first civilization. The problem was resolved with the assumption that the Gatebuilders were the founders of the first Jargan civilization. However, other problems soon surfaced; customers being forced into decisions indirectly, new generations being forced into decisions, Et Cetera Et Cetera. New 'laws' (which were general agreements between rulers and civilians) were put in place to overcome these questions.

LAWS:
1. Every purchase of goods is to be documented via purchase contracts. These contracts may be altered only before signing, and must be read and understood by the customer before signing. This way, the customer knows all conditions attached to the purchase, and has signed that they agree with these conditions, so no judge or jury may be needed after a questionable purchase for reimbursement/suing.
2. All civilians must sign an agreement with the province they reside in saying that their offspring will be bound to any said law within his/her province. Likewise, all civilians entering a province for settlement must sign this agreement, and another agreement that they will be bound to the laws of the new province.

Specific laws were enacted according to any given province leader's wills, as long as they did not contradict/intermingle with the two basic laws.

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Someone DeHilarious wrote:
ZOMBIE SEX! WHOO! >.>
cookiemonster wrote:
That's no moon...


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