Post by Mizagium on Apr 3, 2011 19:21:57 GMT -5
The K'orm Technocracy
The K'orm race began as a desert faring, nomadic race. Humanoid and similar in appearance to humans save their pointed teeth and hair, as well as their natural body tattoo-like markings. These marking are a type of organ that projects a k’orm’s thought patterns and will into matter and become able to be “one” with that matter. In later centuries this ability became the K’orm’s legendary ability of “technomancy”. It is speculated that K’orm and humans, being similar in appearance and genetic makeup, may have descended from the same genepool, though this is widely rebuked and most K’orm refuse to acknowledge such.
The K’orm Technocracy is composed of roughly 60 worlds. There are ten “core worlds” that make up the central seat of power in K'orm space. The Technocracy is run through the electing of Senators in an overall council. This council is run by a more clandestine Inner Council, much like a Presidential leadership, presides over the Council and conducts matters of military and foreign affairs. Inner Council member is required to not only have served military service, but be elected through majority vote of their constituents as well as the majority of the council.
The K’orm are a proud, ambitious race who believe that their superior advances in technology will lead them to greater existence. While as a whole the K’orm are a unified and strong race, there exists a rift within the ideology of the K’orm. Many believe that the K’orm are the true rulers of the galaxy. The radicals (as an extreme example) are fiercely nationalistic and xenophobic, viewing the other races as “lesser beings”. They embrace the idea of the Singularity of the K’orm race, willing to all but merge their existence with h=their technology. On the opposite side is the more conservative faction, which tries to maintain the K’orm’s already great civilization through reason and relations with the other races. They prefer to err on the side of caution when it comes to further investment into their embracement of new technology. As such, while no open conflict has ever appeared between the two “sides”, there are often needs to suppress terror cells or nationalist groups. In recent times, the appearance of K’orm corsairs on the edge of K’orm space and beyond has become a rising problem.
The K’orm military structure can be divided into roughly 6 separate branches.
The K’orm Army is the basic infantry and foot soldiers of the K’orm military. Tasked with the primary ground fighting and combat deployment of any military operation.
The K’orm Navy is an armada of thousands of battleships that patrol the borders of K’orm space. K’orm spaceships are often assigned to house cadres of Technomancers as well.
The K’orm Sentinals are the special forces and heavy combat specialists of the K’orm military. Sentinals are specially trained pilots who commands high-tech battlesuits into battle. A
The K’orm Technomancers are a legion of K’orm who have tuned their mind into the inner working of the K’orm technology. They are capable of syncing their minds to technology and commanding it. Chapters of Technomancers are housed on board K’orm ships, and use their abilities to disrupt enemy ships. Most technomancers are rather radical in their political views, seeing the Singularity of K’orm as a chance to advance their own abilities.
The K’orm Shadow Cult is the most secretive and feared branch of the military. It is a highly selective and specialized cadre of assassins and special forces soldiers who devote their entire lives to the elimination of enemy targets.
The K’orm Castellans are the most honored and mysterious branch. They are the Honor Guard and personal soldiers of the Inner Council. They wield deadly Pulse Glaives and the command of all other branches if the need arises.
Core Worlds:
-Kor’kallin
-Kor’danis
-Kor’vran (The home world and seat of government)
-Kor’in
-Durhein (colony with human populous)
-Havalon
-Urqral (satellite nation with lizard-man populous)
-Ithras
-Korvaan
-Theta
The K'orm race began as a desert faring, nomadic race. Humanoid and similar in appearance to humans save their pointed teeth and hair, as well as their natural body tattoo-like markings. These marking are a type of organ that projects a k’orm’s thought patterns and will into matter and become able to be “one” with that matter. In later centuries this ability became the K’orm’s legendary ability of “technomancy”. It is speculated that K’orm and humans, being similar in appearance and genetic makeup, may have descended from the same genepool, though this is widely rebuked and most K’orm refuse to acknowledge such.
The K’orm Technocracy is composed of roughly 60 worlds. There are ten “core worlds” that make up the central seat of power in K'orm space. The Technocracy is run through the electing of Senators in an overall council. This council is run by a more clandestine Inner Council, much like a Presidential leadership, presides over the Council and conducts matters of military and foreign affairs. Inner Council member is required to not only have served military service, but be elected through majority vote of their constituents as well as the majority of the council.
The K’orm are a proud, ambitious race who believe that their superior advances in technology will lead them to greater existence. While as a whole the K’orm are a unified and strong race, there exists a rift within the ideology of the K’orm. Many believe that the K’orm are the true rulers of the galaxy. The radicals (as an extreme example) are fiercely nationalistic and xenophobic, viewing the other races as “lesser beings”. They embrace the idea of the Singularity of the K’orm race, willing to all but merge their existence with h=their technology. On the opposite side is the more conservative faction, which tries to maintain the K’orm’s already great civilization through reason and relations with the other races. They prefer to err on the side of caution when it comes to further investment into their embracement of new technology. As such, while no open conflict has ever appeared between the two “sides”, there are often needs to suppress terror cells or nationalist groups. In recent times, the appearance of K’orm corsairs on the edge of K’orm space and beyond has become a rising problem.
The K’orm military structure can be divided into roughly 6 separate branches.
The K’orm Army is the basic infantry and foot soldiers of the K’orm military. Tasked with the primary ground fighting and combat deployment of any military operation.
The K’orm Navy is an armada of thousands of battleships that patrol the borders of K’orm space. K’orm spaceships are often assigned to house cadres of Technomancers as well.
The K’orm Sentinals are the special forces and heavy combat specialists of the K’orm military. Sentinals are specially trained pilots who commands high-tech battlesuits into battle. A
The K’orm Technomancers are a legion of K’orm who have tuned their mind into the inner working of the K’orm technology. They are capable of syncing their minds to technology and commanding it. Chapters of Technomancers are housed on board K’orm ships, and use their abilities to disrupt enemy ships. Most technomancers are rather radical in their political views, seeing the Singularity of K’orm as a chance to advance their own abilities.
The K’orm Shadow Cult is the most secretive and feared branch of the military. It is a highly selective and specialized cadre of assassins and special forces soldiers who devote their entire lives to the elimination of enemy targets.
The K’orm Castellans are the most honored and mysterious branch. They are the Honor Guard and personal soldiers of the Inner Council. They wield deadly Pulse Glaives and the command of all other branches if the need arises.
Core Worlds:
-Kor’kallin
-Kor’danis
-Kor’vran (The home world and seat of government)
-Kor’in
-Durhein (colony with human populous)
-Havalon
-Urqral (satellite nation with lizard-man populous)
-Ithras
-Korvaan
-Theta