The Abyssal Period (2165 - 2500) Edit
The history of the Fylkirate, and indeed the Drathian people, started in the year 2165 in what is known as the Great War. An alien species known as the Invaders, launched a full scale assault on the Terran race. The fighting raged throughout all of known space, including over a young Andromedan planet in its infancy, DR-665. Here, a small Invader scouting fleet was defeated at the hands of Terran forces, and was almost completely obliterated. The flagship of the expedition crashed onto the surface, miraculously with most of its crew intact.
Around ten thousand Invaders were stranded on DR-665, with their ship in complete ruin and without any way to contact the Hive Queen, the Invader survivors were left to their own devices. After years of intense fighting, the Invader armada was finally defeated at the Sol system in the year 2200 when human ships killed the Invader queen. The stranded soldiers on DR-665 now had no hopes of every reuniting with their people.
The destruction of the Cephalic Vine on board their ship left the Invaders cut off from the hive mind, and as time passed what was once an isolated species compounded for cooperation in the hive, diversified into hundreds of cultures and subcultures that populated the planets surface. By the year 2500, they could not even be considered Invaders anymore. Thus, a new race was born. The Drathians, and their home, Drathia.
The Backwards Period (2500-3148) Edit
By the year 2500, the Drathians had spread their like across the entirety of their new home. Though, as more generations came and went without the enlightened technology of their ancestors, knowledge of the art of machines and ships disappeared from the Drathian people. They were sent into a dark age, being hurdled into isolated tribes dotting the planets surface. Each tribe desperately tried to preserve the technological gifts of ages past by passing down the mechanics of the Cephalic Vines through oral tradition and rune carvings. Over time, these messages became warped and even turned into legends of heroes and adventure.
Founding of the Drathian Union Edit
In the year 3050, a Drathian tribe known as the Skraelings under the leadership of Chieftain Varkin 'Tribe-Slayer' began a campaign to subjugate all other neighboring tribes. With vicious border expansion, and improvements to infrastructure, the Skraeling tribe managed to quadruple its original territory, founding two new villages and a multitude of military posts. In the year 3055, Varkin lead his people to war against the neighbouring Ravnans, Jorts, and Fenrikis. The fighting lasted until 3058, when the Skraeling tribe defeated each of its foes, and killed their chieftains. Thus the Drathian Union was born.
This legendary victory against three opponents scared other nearby tribes into declaring their alliegance to the Skraelings. Expansion continued into a confederation of a hundred tribes. However, the death of Varkin in the year 3095 spelled seeming doom for the Drathian Union. About half of the subjugated tribes declared their independence. Varkin's son, Brundt, was hardly out of boyhood. Yet even with his youth, the young chieftain was a military genius. He managed to hold his tribe together, and expansion continued to a hundred and fifty tribes earning Brundt the title 'People-Keeper'. However, even after averting disaster, the Union would not last.
The year 3148 brought with it devestation for the Drathian people. The aging Brundt, with his young daughter and heir Zlasa, say from the sky what seemed to be flaming meteors. Thinking that this signaled the end of the world, he rushed to inform his council. But while doing this, the meteors, which actually turned out to be landing pods, fell to the surface unopposed.
The Drathian-Keltaken War Edit
From the landing pods, alien soldiers stormed into Union villages, mowing down the populaces and making quick way towards the Union capital of Skraela. A hologram of a seemingly unrelated alien race distracted the Drathians further, and the natives were soon culled by invading Keltakens.
Raising an army, Chieftain Brundt unsuccessfully tried to fend back the Keltakens at Skraela. Brundt died in the fighting and the Keltakens marched on to the refuge village of Kilaka. They besieged the village, being held back by Union defences, which had quickly readapted to the use of advanced technology. Keltaken forces likely would have been held back indefinetly, but the mass use of nuclear warheads and other weapons of mass destruction not only lost the Drathians the war, but completely annihilated their populations on the planet. This act would later spark the First Intergalactic War.
The Dark Age (3148-3152) Edit
Founding of Dratheim Edit
The Drathians were not completely wiped out after the tradegy at Drathia. Another intergalactic power, the Federate Colonies of Mankind, rescued a signifgant portion of the Drathian people before their defeat. They transported the refugees to a planet known as XT678 in 3150. This new home, Dratheim, served as the new center of Drathian learning and culture. Being lended technology and supplies by the humans, the Drathians, for the first time centuries, advanced technology was in Drathian hands. From here, they quickly began to expand under a newly established High Council, sheltering themselves from the horrors of the First Intergalactic War deep in Colonial human space. The Drathians of Dratheim invented the first Drathian Ship, the DSS Avenger. This ship proved useful to spread Drathian populations across the system, and begin the very first Drathian deep space expedition.
The Drathian Regency and the rebirth of Drathia Edit
Meanwhile, on Drathia itself, things were less favourable. Much evidence of Drathian civilization was completely wiped out. A hero rose from the ashes, though, known as Zavak 'Iron-Fist'. Settling he and a few other survivors on the ruins of what was once Skraela, Zavak became chieftain of his new tribe. The technology that was the downfall of the Drathians soon became their salvation. Discovery of discarded Keltaken databases allowed the surviving Drathians to create a civilization reborn. Even with only a tenth of the population the Drathian Union had, this new Drathian Regency had a military more powerful military than any of their ancestors could have hoped for. Technology soon spread to the lower classes, and by 3150, a small network of modernized cities sprawled over a patch of Drathian land.
The Knife-Eye Rebellion Edit
3149 marked the creation of a Keltaken research facility located on an uncharted and isolated hunting planet deep in Keltaken space. Here, experiments were carried out in attempts of fusing Drathian and Keltaken genes to create a new super soldier. Harsh treatment within the facility fostered a rebellion led by the Drathian Rayga 'Knife-Eye' and her companion Cronar 'Sharp-Claw'. Intense guerilla fighting and the deaths of several Keltaken officials prompted a nuclear attack on the facility, killing all of its inhabitants. Rayga and Cronar were thus free to establish their own primitive village along with the other surviving rebels.
Multiple attempts were made by the Keltakens to retake the lost planet, but all were beaten back by the entrenched rebels. Finally, during the Keltaken mating year of 3150, the Goshwoken regents of the Keltaken Empire signed a treaty recognizing the independence of the newly established Knife-Eye Republic. Spanning across the entire system, the fledgling republic acquired new weaponry and technology from the Keltakens in exchange for food and resources. They soon became a stable and thick skinned state.
The Rebirth Period (3152-3174) Edit
Birth of the Fylkirate Edit
As the fighting of the First Intergalactic War quickly turned in favour of the Keltaken Empire and their allies, the Drathians were busy recreating the civilization they had lost. The trouble was that there were now three Drathian centers of culture, each one completely unaware of one another. However, in an attempt to recolonize Drathia, the Drathian ship DSS Avenger made contact with the survivors in the now grown Drathian Regency. Talks regarding the creation of a unified Drathian state ensued once Regent Zavak met with the High Council on Dratheim. A new constitution created the short lived Drathia-Dratheim Union. This second Drathian Union dissolved within two days as the reemergence of the lost chieftess Zlasa of the Skraelings prompted the Drathian people into calling her Fylkja. Thus, the Drathian Fylkirate was finally born.
The Great Expansion Edit
Headed by their new Fylkja, the young Fylkirate made renewed contact with the Federate Colonies of Mankind who saved them from extinction. They also made contact with the Keltaken Empire, which in turn allowed the Drathians to discover the Knife-Eye Republic. Quickly absorbing the straggling Drathian state, the Fylkirate made plans for rapid expansion across Andromeda, boasting an impressive 15,000 worlds by 3155. During this expansion, a sentient plant known to the Drathians as the Mind Flower was discovered. This plant was brought to Drathia, where it guided the Fylkja with a seemingly endless well of advice.
The Second Intergalactic War and the Second Drathian-Keltaken War Edit
In 3155, a second war broke out between the Federate Colonies and the Keltaken Empire, dragging the rest of the universe into conflict. Throughout most of the war, the Drathians remained neutral, but after a calamity that effectively destroyed the navies of both sides, the Fylkirate joined the war on the side of the Colonies. Unable to defend itself, the Keltaken Empire seceeded an additional 15,000 worlds to the Fylkirate in 3160, doubling its size.
During an expedition of their new territory, the Drathian fleet made contact with a small space faring civilization at the planet Goblonius. The Keltakens realized that sentient beings were living in their former territory, and eagerly mustered a new armada to retake it. Outnumbered a thousand to one, the Drathians still managed to defend the planet under the leadership of Admiral Xichi 'World-Saver'. Peace ensued when the thankful citizens of Goblonius willingly vassalized themselves under the Drathian Fylkirate. Meanwhile, after a few more decisive battles, the Keltaken Empire, now bankrupt and without an army, finally surrendered. The Drathians vassalized the empire, in 3165 defeating their once eternal archrival.
The Present Day Edit
After the defeat of the Keltakens, and increasingly detereorating relations with the Federate Colonies, the Drathian Fylkirate underwent a complete revitalization of their military, introducing new organic weaponry and ships. Rebellions in Dratheim nearly forced the Colonies and the Fylkirate to war, but war was prevented when a new enemy took the stage. The Invaders, refreshed after centuries of waiting the shadows, descended on the galaxies. Now, the Drathians, alongside their enemies both old and new, do battle against their old brothers. The very same who abandoned them all those years ago.
The Drathian Civil War Edit
The time of peace for the Fylkirate was marred by a seperatist rebellion, led by former Drathian general Serratus 'Shred-Freak' Thrill-Kill. In 3166 HSC, 13 Drathian colonies, including the major worlds of Vishikinut and Norga, seceded from the Fylkirate, claiming that the self proclaimed Fylkir Serratus was the true ruler of the Drathians.
The war began with a surprise invasion of Drathia, which drove loyalist forced all the way to the walls of the Citadel itself. However, Colonial and Keltaken intervention halted the rebel advance, and drove them off the planet. Orbital bombing by the Keltakens, however, caused massive damage to civilian facilities, and resulted in both loyalist and rebel deaths. The next major battle at the rebel capital planet of Svartsol was fought almost entirely in orbit. A Keltaken fleet, led by the infamous Keltaken admiral, Karraka, failed to land on the surface thanks to rebel moon bases. However, the rebel fleet was mostly destroyed by the invading Keltakens in the process of defending the planet. What remained of it fled the scene whilst a frusturated Karraka ordered the complete destruction of Svartsvol.
A furious Zlasa demanded the Keltakens cease their involvement in the war after hearing about the destruction of Svartsvol, and took matters into her own hands. Amassing an invasion fleet to take the last major rebel stronghold, Norga, Fylkja Zlasa 'God-Seer' personally led the attack on the planet in her capital ship. In 3174, a fierce battle took place, during which the Fylkirate capital ship was damaged and boarded, resulting in the deaths of Zlasa and nearly the entire high council. However, in the boarding process, General Serratus was captured, and the rebels were forced to capitulate. While once again united, the Drathian Fylkirate was severely damaged, its fleet shattered, and one of its major military planets completely obliterated. An entire year would pass before the Fylkirate would once more involve itself in foreign diplomacy.
The Drathian Fylkirate is a constitutional monarchy headed by the head of state called the Fylkir, or Fylkja. All Drathians are connected by a mental network created by the Mind Flower, of which the Fylkja is the speaker. Much like the Abyssal or Acruani queens, the Fylkja can send her subjects both emotions and messages by will. Unlike the Abyssals or Acruani, the Fylkja can not directly control other Drathians, making the political body a semi-hive mind.
Beneath the Fylkja is what is known as the High Council, consisting of a Coinmaster, Spymaster, Grand General, and Grand Admiral. The High Council is directly responsible for both advising the Fylkir or Fylkja, and controlling branches of the government such as the treasury, special forces, trade relations, army, and navy. The High Council is hand picked by the crown.
Currently, the High Council consists of:
- Coinmaster: Unappointed
- Spymaster: Unappointed
- Grand General: Serratus 'Thrill-Kill'
- Grand Admiral: Unappointed
Directly beneath the High Council are the Regional Officers, who are responsible for governing solar systems within the Fylkirate. Their duty is to listen to the Planetary Governors in their domain, and bring their concerns to light in the National Assembly. The Assembly consists of all Regional Officers, who vote on proposed laws and send them to the Fylkir or Fylkja for approval. The Assembly has little power in comparison to the Fylkja or High Council, and focuses more so on internal matters on a regional scale rather than intergalactic problems. However, The National Assembly is the branch of government that most affects citizens of the Fylkirate in their everyday lives.
Beneath Regional Officers are Planetary Governors. Their job is to keep prosperity in their domain, and report any troubles to the Regional Officers. Planetary Governors are also tasked with the keeping in line of Local Officials and make sure they do not terrorize their governance.
Local Officials are the smallest unit of Drathian government, usually presiding over individual states or towns. Culture and tradition usually determine the structure of local government, but Fylkirate law enforced by the Planetary Governor forbids:
- A form of government including bribery or corruption.
- A form of government that can override Fylkirate law.
- A form of government including any loss of life or abuse.
- Any sort of one party system or theocracy.
Drathian civilian technology focuses immensily on bioengineering, medicine, and harmony with nature. In their everyday lives, Drathians enjoy advanced technologies. Examples of this include biopolymeres, an organic substance synthesized by Drathian scientists that can potentially morph into mostly anything. This substance has been used to grow Drathian residencies, and tools.
The Drathians also have a high fondness for pop culture and media. Thus it is no surprise that in items such as the vibrating chime ring, played by spinning a specially alloyed ring in the air by swinging a hollow metal rod, and hair dyes are extremely popular. Perhaps the greatest achievement of the Drathian pop culture obssession is gene therapy, which allows an individual to alter their DNA in order to produce features never before possible. Such things include quilled hair, neon eye colours, and differences in skin colour, such as blue or green. Gene Therapy has been most popular among humans in the Fylkirate.
Military power for the Drathians comes not from quantity, but quality. Drathian bioengineering has leaked from civilian to military use, and most Drathian ships have resultingly becomes less so ships than actual monsters drifting through space. Drathian strategy revolves around staying in close knit formations, and using their mobility to slip inside enemy formations and cause havoc among the ranks.
- Drathian shields excel against laser and plasma weaponry, but is lacking against physical attacks.
- The plating on Drathian ships is made of a substance called Dvarkium, a Varanium alloy modified by biopolymeres. The plating itself is very flexible, yet still nearly impenetrable when faced with physical weaponry.
- Drathians utilize CFR-3 Batteries, which fire a specially synthesized gelatinous solution called CFR-3. The substance can eat through most plating with ease, but is rather lacking when shields are thrown into the equation.
- The secondary Drathian batteries, known as DPBs (Drathian Plasma Batteries), are weapons that shoot balls of hot plasma at the enemy. DPB rounds excel against most kinds of shields, oftentimes overloading them and forcing a shut down, but are not as effective against armouring as the CFR-3
- Unlike most ships, Drathian vessels are have organic structures within them, meaning some have a skeleton that frames the rest of the ship. This means that Drathian ships can be highly flexible and mobile, allowing them to dodge shots that most larger ships could not hope of avoiding.
- Engines on Drathian ships are essentially gigantic mitochondria. They convert oxygen into ATP, which is used to power the rest of the ship. Unfortunately, as there is no oxygen in space, Drathian ships instead sport a series of four to five lungs in which oxygen can be stored for an earth month before having to be refilled. Refueling, thus, is fairly easy. It involves landing on the surface of an oxygen rich planet, and inhaling.
Drathian ships, whether for military or civilian use, have FTL capabilities. Drathian ship models often utilize Timespace tunneling, in which specially alloyed teeth in the Drathian vessels are supercharged with energy, and tear holes in the fabric of space to tunnel through.
Military Forces Edit
Drathian Star Forces Edit
The Drathian Star Forces, or 'space navy', as it is so often dubbed, utelizes a unique blend of technology and organics in order to create a small, yet efficient, fighting force meant specifically to deal with enemies more numerous than it. As a result, each ship has been designed to hold as much firepower as possible, with enough shielding and plating to allow it to endure attacks on multiple fronts.
The Iron II Edit
The Iron II makes up the backbone of the Drathian navy, and is the second first ship ever designed by the Drathians. Sized at 0.3 kilometers, it gains its power mainly from the Mind Flower fueling its core. It travels faster than light with Timespace tunneling claws,mounted at the front of the ship beneath two metal plates which can unfold to reveal the claws much like a beetle shell. The ship itself is shaped like an odd mix of Colonial and Keltaken builds, as both technologies have heavily influenced its construction. Armaments on the ship consist of twenty broadside batteries, ten on each side, fifty topside anti-fighter turrets, and a primary laser cannon. The ship is capable of firing three to six rounds of orbital bombs from its underside, as well as ten to twenty landing pods. The ship is also able to hold 200 Hunter class fighters and effectively man 2,000 hands. There are currently thirty in service.
The Iron III Edit
Iron III's are the Drathian equivalent to a battleship, large, bulky, and able to pack an intense punch. About twice the size of the Iron II's, the Iron III is actually the slowest ship in the Drathian navy, but makes up for its speed in raw power. Handling an intmidating 100 topside turrets, mixed between DPB, CPR-3, or DHB according to user preference, as well as forty broadside batteries, the Iron III is completely capable of destroying an enemy ship with a single salvo. The ship just as well can hold twenty to forty landing pods, and six to twelve rounds of orbital bombardment shells. The ship also is equipped with duel torpedo primary guns, and a single anti-hull laser meant to rip through enemy plating. The Iron III holds up to 400 Hunter class fighters, and effectively handles 4,000 hands, able to carry 1,000 extra if needed.
Drathian Space Monster Core Edit
The Drathian Space Monster Core (DSMC) does not use ships in the traditional sense. The Drathian obsession with bioengineering everything has led to the creation of large space faring creatures that make up a unique fighting force within the Drathian military. Each ship is specially tailored to its crew, but there are class distinctions.
Stalker class ships can effectively man up to fifteen people. At only fifty meters, the Stalker class is used mainly for scouting and reconnaissance. The structure of the ship composes of a triangular shaped head with a gaping jaw and six eyes. A tadpole esque tail protrudes from the head's posterior, and branches into six thrashing tendrils tipped with varanium spikes. There are currently five hundred Stalkers in service.
Murderer class ships, at a frame of 0.5 kilometers, are by far the sleekest and fastest ships in the Drathian armada. Murderers are almost dragonlike in structure, with an elongated neck and snapping serpentine jaws capable of firing the ship's main cannon. Two clawed reptilian arms as well as a lashing tail capable of spinning ships off course are also present on the ship. From the lumbar regions are eighty CFR-3 and DPB turrets that act as a secondary defense, usually against fighters. Murderers themselves can host a maximum of 100 Hunter class fighters, and effectively crew up to 2,000 men. There are currently twenty in service.
Cannibal class ships are slower than the Murderer counterparts, but carry significantly more firepower. Sizing at 1 kilometer, Cannibal Class ships resemble fish more than sleek dragons. Their gaping jaws which fire the main cannon can house 500 Hunter class fighters. Four flippers can manage to rip through ship hulls at close quarters, and a thick tail, while not able to conduct the whiplike lashes of the Murderer, is capable of crumpling an enemy ship into itself before sending it flying through space. Cannibals sport a hefty 600 CFR-3 and DPB turrets on their top and flanks, as well as two secondary batteries underneath the jaw. Cannibals effectively crew up to 6,000 hands, but are capable of housing up to 1,000 extra if needed. There are currently ten in service.
Nightmare class ships are used only by admirals in the Drathian navy, and take customization to the extreme. With each ship being unique to its captain, the Nightmare class ships have no standard of weaponry or design, but all are massive. Recorded Nightmare class ships are as follow:
- DSS Gorgon - Admiral Xichi 'Planet-Saver'
- DSS Kraken - Admiral Cronar
- DSS Hydra - Grand Admiral Zavak 'Iron-Fist'
- DSS Leviathan - Grand General Shred-Freak 'Thrill-Kill'
- DSS Eldritch - Fylkja Zlasa 'God-Seer'
Drathian hunters are the backbone of the navy, quickly and cheaply grown, they resemble four eyed bats with the tails of scorpions hanging beneath them. This tail, while also being able to fire the main cannon, is also possible of injecting CFR-3 into enemy ships. Two mantis like arms serve to clutch onto enemy fighters while the Hunter's mandibles or tail rip out the pilot and send them into the vacuum of space. Hunters are extremely mobile, and can easily weave through enemy formations. This comes at a price of durability, one or two hits to a Hunter's main body is usually enough to down it. Hunters house only one pilot, which can specialize the ship to their own desires. As of now, there are currently 15,000 Hunters in service.
Ground Forces Edit
Like the navy, Drathians have bioengineered most of their land forces to harmonize with nature, but at the same time prove to be deadly rivals to mechanic tools of war. The ground forces are split between the Drathian Planetary Forces (DPF) and the Drathian Beastmaster Core (DBC)
Drathian Planetary Force Edit
The Drathian Planetary Force is the largest denomination of the Drathian military, with over 15 Billion soldiers currently in active duty, and 6 Billion in reserves. The Planetary Force is the backbone of the Drathian military, and is used to capture ground locations, establish fronts, defeat enemy ground forces, as well as occupy captured territory. The Planetary Force is allowed to act as a military police during wartime, though this ability has yet to be used. The Planetary force is armed with conventional weaponry, mostly consisting of Keltaken and Colonial models, though most personal firearms and armour are of Drathian design.
Drathian Beastmaster Core Edit
The Drathian obsession with nature shows its face in the Beastmaster Core. A specially organized fighting force, which serves as the second largest branch of the Drathian military, the Beastmaster Core works with specially modified animals, specifically bred for waging war. They act mainly as shock troops, riding large shelled creatures or flying atop birdlike ones. The Beastmaster Core is used mainly in guerilla warfare, as well as on sparsely habited planets. The Beastmater Core, in a sense, has existed for as long as the Drathians have, who originally used such animals to fight eachother back in their days as tribals. However, just because it is the oldest Drathian fighting group, does not mean it is at all behind in technology. All soldiers are equipped with armour and weapons of Drathian design, and are just as well armed as any Drathian soldier. Be it in space or on the ground. There are about 1 Billion soldiers active in the DBC, with 5 Billion reserves.
Power Levels Edit
Belligerence Level Edit
Drathian Belligerence Level is a 5. The Drathian Fylkirate does not believe in aggressive expansion, but will instead offer weaker powers peaceful vassalization or annexation. When faced with pressure from either the intergalactic community, or directly threatened, the Fylkirate will not hesitate to mobilize. If intimidation does not work, then war will be declared.
Intelligence Level Edit
Drathian Intelligence Level is a 7. The Fylkirate consists of almost entirely organic beings, and thus is restricted by bodily limitations. However, exchanges with the Acruani in particular has led to mass access to higher education and study in buisiness, technology, and the arts. The Fylkirate also has a mind for grand strategy, and has produced some of the greatest military minds of its day, including Admiral Xichi 'Planet-Saver' and rebel leader Rayga 'Knife-Eye'.
Technology Level Edit
Drathian Technology Level is a 8. The Fylkirate, while not the most advanced of nations, still sports great knowledge mainly in the fields of biology, toxicology, anatomy, virology, and chemistry. Their inventions to maximize production while also protecting the environment are unparalleled, if not the most effecient.
Power Level Edit
Drathian Power Level is 7. The Drathian Fylkirate is by no means an intergalactic superpower, but it is still a force to be reckoned with. Consolidating itself in Andromeda, the Fylkirate has a decently sized standing military, and a robust economy. It also draws plenty of strength from its mighty Keltaken vassal, from which it can draw a nearly endless reserve of manpower.