Kanius Imperial Republic Organization in custom Void Walkers | World Anvil
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Kanius Imperial Republic

Native species

Overview

  • The Arkens do not have any mainline species anymore, all the subspecies refer to themselves as Arkens as they are all genetically engineered offspring of their precursors/creators. Though for overall commonality, the entire species is Canine in appearance with pointed ears, a muzzle, sharp teeth, tail, digitigrade legs, pawed feet, and fur covered bodies overall

  • Hyrak

    • Resemble Hyenas, African Wild Dogs, and even Coyotes with long flowy tail, thin stature, agile body, and rough flowy fur consisting of color patterns between Brown, Light Brown, Tan, and Black spots. The height averages out around 5.5ft with height ranging from 4.5ft to 7ft tall. The lifespan of a Hyrak can naturally reach between 80-110 years of age with the Hyraks being the third most populous species. Among all the Arken subspecies, only the Hyraks have behavior traits different between the genders with females being far more aggressive, dominating, and rebellious contrasting with more passive and reserve males.
    • When it comes to the Hyraks, the traits that best describe the Hyraks are lovers of adventure, pathfinders, explorers, linguists, and overall the most reserve of all Arkens. They are very independent from their sister subspecies attributed by the dominance of the females and shyness of males yet also the most supportive where they often tend to help others out with a relative adaptiveness to new situations and work with females loving challenges while Males look to be more helpful. When it comes to their own cultural groups, Hyraks tend to refer to each other as tribes with displays of markings and such while often being the most explorative when it comes to learning of new cultures and languages, often being the first subspecies encountered with little issue introducing the other subspecies. Despite all their useful traits, the reservedness results in the subspecies being overshadowed despite having the most unique dichotomy.

    Bullard

    • Resemble Bulldogs mainly along with similar short muzzle canines with a dwarven build of being short and stocky, having short tail, short fur that can be grown out, average height 4ft with height ranges between 3ft to 5.5ft. The fur colors are light gray, light brown, brown, black, white, tan, orange, and dark red in addition to tails being straight, curled, and stubby. The average lifespan of the Bullard is 60-90 years but with the largest population among all the Arkens.
    • Being far more straightforward, the Bullards can best be described as crude with love for hard working labor, tunneling, building, gardening, farming, and merely enjoying a simple life of earning wealth, eating, drinking, relaxing, and messing around while freely insulting most and showing a supreme love of Explosions. For their crude simplicity however, they remain quite friendly to many and fearsome enemies to others who grow to know them. There exists a more refined sub-cultures consisting of accounting, architecture, and explosions. For all these traits, the Bullards stand proudly as the foundation of the Arkens.

    Arkarian

    • Resemble Foxes with long flowy tail, thin stature, and smooth flowy fur. The fur colors are yellow, orange, red, dark red, white, tan, black, gray, blue, purple, and etc with various shades and patterns among Arkarians. The height averages out at 6ft ranging from 4.5ft to 7ft respectfully. On average Arkarians are quite fast, agile, and flexible, with particularly sensitive senses. The average lifespan of Arkarians is 90-125 years with the Arkarians being the second most populated species.
    • Perhaps one of the most lively of the subspecies, the Arkarians are lovers of science and culture with focus in pursuing specialized fields of higher education and artistic pursuits with a curiosity of exploring new scientific pursuits, technological enginuity, and cultural experiences even when it comes to other cultures. Their biggest love is for creativity especially in the fields of technological pursuits and artistic interests as hobbies are encouraged, especially with a combination of chosen careers. With these factors in mind, the Arkarians serve as the heart of the Arkens.

    Wulvaran

    • Resemble Wolves with a tall naturally muscular and flexible build, average height of 8ft with height ranges between 6ft-10ft, thick smooth fur, and long thick tail. The fur colors are black, dark gray, gray, light gray, tan, brown, white, purple, dark red, and dark blue with various dual colors and patterns such as stripes. The average life span is 125 to 200 years old but with the smallest population size among all Arkens. Best described as refined and sharpened, Wulvarans are considered one of the most militant, disciplined, marshal, and respected of the subspecies overall.
    • They are a subspecies defined for their marshal prowess and warrior spirit with a love for challenges, honing of skill, and pursuit of their own codes of honor defining all Wulvarans. In fact, despite being often regarded for their militaristic traditions, the subspecies values all aspects of skills, talents, and careers with a pursuit of merit in all things in life instead of just militaristic pursuits. This is best illustrated with a Wulvaran proverb that ‘a warrior cannot survive without the efforts of others’.

    Auroran

    • Holding a resemblance to Jackals, Coyotes, and Foxes from earth with common features including long flowy tail, thin stature, and smooth flowy fur. The fur colors are black, gray, white, yellow, red, blue, cyan, and purple with more orderly patterns. The average height is 6.5ft with height ranging from 5ft to 8ft. A unique biological feature is the existence of external bone growth mutation that is often random among individuals during development stages with bone growth consisting in the form of plates that can grow on an individual's arms, legs, chest, face, and back to spiked appendages that can sometimes grow on the arms, shoulders, back, upper head, and chest with both growth types being entirely removable with surgery. In addition, Aurorans have additional organ-like appendages on the head connected to the brain that allow for the creation of natural psionic abilities; both aspects are considered a mystery to biologists still. The Aurorans themselves are the second least populated species of Arkens with a life span of 100 to 150 years of age on average.
    • Organized, strategic, and enigmatic, the Aurorans to many are seen as the very head of the Arkens whether it be in a literal sense as leaders or metaphorical as having the best understanding of their sisters in keeping all Arkens directed, especially in the managing of skills and talents while keeping them under control. Though often very odd to many, the subspecies enjoys the management of organizations and the running of entire civilizations with an entire meritocratic tradition dedicated to honing organization and critical skills while discouraging of decadence with fierce competition and rivalry often being encouraged resulting in the Aurorans being the most divisive among themselves in contrast to the care and support they show their fellow subspecies with constant love of harmony and prosperity for their fellow Arkens. One other major aspect that defines the Aurorans is the existence of natural psionic abilities which has led to the Aurorans wanting to pursue a deeper understanding of the world in the pursuit of continued organization and understanding though often psionics aren’t considered a very big aspect to most Aurorans.
 

Territory

Core System: Arca

  • Population: 25 Billion
  • Habitable Worlds: Arcana (Homeworld/Capital, temperate leaning cold), Avarra (First Colony, temperate leaning cold), Favia (First Terraformed world, paradise gaia), Mavia (Network of stations around the Gas Giant), Scipia (Outermost world, very cold)
  • Major Industries and Trade goods: Arca is the centre of a travel network in the KIR, acting as a hub for trade, communication, and travel with infrastructure to back it up. Though having long been surpassed by its colonies, Arca can still provide industry, especially in the yards and factories of Mavia. However, for actual goods, Arca has best come to be known for agricultural products, high tech products, and stuff native to the homeworld such as the Aura Crystals from the crystal forests (that refuse to grow on most other worlds) along with cultural and historic items.
  • Sites of Importance: Capital and Home System, home to the first Colonized Arken worlds
  • Other Features: Other Features: Arcana has the distinction of having 3 moons with one barren(Viva), one volcanic(Kyro), and one made of crystal(Gema). Arcana is also quite distinct for its unique environment of crystal forests with crystalline flora and fauna that refuses to grow on other worlds. Avarra was developed to be a mirror to Arcana environmentally. Many habitat stations, moons, and asteroids dot the system. Favia is the most internal world in the system, serving as a luxurious vacation world. Scipia serves as a fortress for the system, hosting the outer home defense fleet along with serving home to the precursor Arken station.

Core System: Kyra

  • Population: 31 Billion
  • Habitable Worlds: Kyrus (Natural Alpine, Central world of Kyra), Aurelia (Terraformed Temperate), Toro (Barren world, massive natural underground), Varya (Terraformed Temperate), Hira (Gas Giant, outermost world)
  • Major Industries and Trade goods: Being the first established colony system of the Arkens followed constant struggle, Kyrus has developed into one of the most strategically important systems of the KIR with the biggest industrial production, shipyard construction, military infrastructure, resources, energy, and even luxury production. Each world, like their namesakes, have all grown into their own fame whether it’s the great shipyards of Kyrus or Hira to the great halls of Toros with its vast cave networks filled with resources or even the cultural sights that are Aurelia and Varya, molded into the best worlds of the KIR.
  • Sites of Importance: KIM HQ is located on the world of Kyrus, the council of Marshals often meets at the HQ. KINC have established their HQ over Aurelia. Toro has become the cultural center of the Bullard hold families.
  • Other Features: The system sports a total of 3 orbital ring shipyards over Kyrus, Aurelia, and Hira. Hira has a massive skeleton in orbit, the result of a battle against an anomalous beast seeking to invade the system; it is now considered a trophy. Kyrus is considered the best hunting world. Varya was once initially a vacation world with amazing scenery, hotsprings, and luxuries thanks to its spot in the Kyrus system but was developed into a more common world due to the rapid developments of the Kyrus system. Though often seen as surpassing Arca, the system holds very strong ties to Arca and the homeworld of Arcana, the original colonists of the system.

Core System: Azara

  • Population: 15 Billion
  • Habitable Worlds: Azarius (Terraformed Temperate), Prospa (Underground Arctic world), Xerius (Volcanic world), and Vukyro (Stormy Alpine World)
  • Major Industries and Trade goods: Electronics, energy, technological equipment, refined medicine, re-engineered technology, Aura Crystals, scientific knowledge and developments, artistic creations, and forge crafted items.
  • Sites of Importance: Azarius is home to the Republic Research & Development HQ with its many sub-branches along with being home to the KIR greatest Science and Arts University and Academy. Xerius is home to the only forge world within the KIR. Vukyro is home to the HQ of the KISOC.
  • Other Features: Prospa is home to the best laboratories of the KIR located in the vast ice cave networks. Prospa is also one of the few worlds where crystalline flora and fauna from Arcana is able to grow, making the world especially important. Xerius is known for its great and unique creations with the forgemaster's creating custom weapons, armors, walkers, ships, and many other creations by paw. Equipment may also be taken to the world to be upgraded by the forgemasters, always seeking to improve anything they can. Vukyro has a shipyard in orbit while the planet serves more as a military complex and storage world with many facilities on its surface all shrouded by dangerous stories with frequent lightning and volcanic active valleys mixed with hot springs, river valleys, and such.

Core System: Octava

  • Population: 19 Billion
  • Habitable Worlds: Octavius(Terraformed Temperate), Traja(Gas Giant), Hadrio(Terraformed Tropical), Marcius (Barren underground world).
  • Major Industries and Trade goods: Food exports, Agricultural goods, raw resources, industrial production, energy, archeological artifacts, and salvage materials.
  • Sites of Importance: Many of these worlds were once considered core worlds of the Precursor Arkens. These worlds have been developed immensely and often act as launch points for reclamation campaigns.
  • Other Features: The worlds are each named after Empresses and Emperors from the ancient Arkoa Empire. Octavius is one of the largest developed worlds in the system. Traja holds a shipyard ring and gas giant mining stations in orbit. Hadrio is considered a luxury world with its many beautiful sights and developments but acts as one of the largest agricultural worlds in the KIR. Marcius stands as a primarily military world but home to many mines and bullard holds that extract many resources.

Core System: Shepara

  • Population: 20 Billion
  • Habitable Worlds: Sheppa (Natural Temperate), Vasnoma(Gas Giant), Vakarian(Terraformed Temperate), Urdrex(desert barren world with massive underground), Lyra (Shroud ocean world)
  • Major Industries and Trade goods: Agricultural goods, raw resources, trade imports from other nations, industrial production, ship production, Crystals, and military equipment.
  • Sites of Importance: Sheppa is considered the first world founded by the KIR after being freed from Tomb Space and is considered the capital of “outer KIR”. Sheppa is also now the HQ for KIDC and KIAC.
  • Other Features: Vakarian is considered the most developed world in the outer KIR territories with the largest population. Vasnoma is home to the largest shipyard ring in the outer KIR, built to a similar standard as the Kyra shipyards. Urdrex is one of the few desert worlds settled by the Arkens, mostly by the Bullards and Hyraks who have created oasis, crater, and underground settlements. Lyra is considered a world of scientific importance with a mixture of precursor ruins and the presence of crystalline flora and fauna on some islands and underwater. Many foreign embassies tend to set up on Sheppa and Vakarian for ease of access to the rest of the galaxy.

Notable Locations within Territory

  • While a lot of areas in the KIR have been considered safe and secure with many worlds developed using terraformed technology, there are still many contested areas and many dangers. The most contested and dangerous regions being the maw void, the Veil of Mekken, the Blood Nebula, the Ancient Highway, the Old Core, the Xertus advance and many other areas. The KIR overall holds a total of 35 star systems across all its territories with a potential claim over a hundred systems if they eventually succeed at claiming all of Tomb Space.
 

History

Time Since First Contact: 126 years

  • The Arken’s efforts when it came to first contact was motivated by peace and open discussion. Though armed with weapons for defense, scientific vessels often lead the way with the captains acting as initial diplomats along with efforts to translate alien languages as quickly as they could. Whether this was fulfilled was up to the other party.

  • Timeline of Events

    Timeline of Events
    • 12044: After decades of cold rivalry, proxy wars, MAD weapon race, technology race, ideological, and political rivalries the Arken Space Race comes to a head with the Kanius Empire and Zyran Republic coming to agree on a joint united Arken Space Station.
    • 12045: Following decades of open diplomacy and continued cooperative projects, the Arken Cold War officially comes to an end between the Zyran Republic and the Kanius Empire.
    • 12047: 3rd Founding of the United Nations of Arcana, founded around a common goal of pursuing democratic ideals and institutions.
    • 12050: Experimentation commences on joint science projects provided by continued space research with one project focused around experimental Warp Drive technology.
    • 12055: The Final Arken Authoritarian State comes to an end with an internal revolution followed by joint support of the Zyran Republic and Kanius Empire in rebuilding the society.
    • 12057: Unification of the Zyran, Kanius, and other world nations into the Kanius Imperial Republic founded on the ideals of five pillars of Liberty, Progress, Efficiency, Strength, and Unity.
    • 12060: With the creation of the KIR as the unified Arken government, the Arken civilization expands into the wider Arca Solar System with colonization of local worlds and industry set up within the inner asteroid belt.
    • 12065: First successful test trials with Warp Drive are successful.
    • 12067: Energy focus tools have been discovered in the form of precision lasers followed by integration into military rifles, not to be confused with Point Defense laser weaponry discovered in prior decades.
    • 12070: Basic Warp Drive technology has been achieved with the first successful jump to the nearby Kyra Solar System. The Arken Space Age Begins.
    • 12071: The Zyran Exploration project is created with the goal of exploration across the galaxy, to seek out new life and new civilizations, to boldly go where no Arken has gone before.
    • 12072: First generation Arken void ships are created with space ships in the past now classified as generation 0.
    • 12073: The Zyran Exploration project proceeds to launch exploration ships from the Arca system followed by the Arken’s first anomaly discovery.
    • 12076: First outer solar system colony ship is launched towards the Kyra system however tragedy strikes with the colony ship being swallowed by an unknown anomaly, research is left inconclusive.
    • 12080: Colonization of Kyra is attempted once again with the founding of the Kyrus Colony.
    • 12081-88: More and more anomalies are being discovered with many classified as hostile the more the Zyran Exploration project expands out along with the disappearance of additional outer solar colony and transport ships. Additional outer solar Arken colonies are founded with a total of 4 local systems having been colonized.
    • 12089: The Anomaly causing the disappearance of Arken vessels is discovered as an unknown station, KIR marines are deployed for the first time to neutralize anomaly. The Anomaly was destroyed with discovery that the disappeared ships have possibly been flung across the galaxy, further research into this continues into the present.
    • 12090: Survey conducted within the Arca system uncovers an unknown space station. The Precursor Arkens are discovered shortly after with few data files uncovered and technology considered beyond reach for research at the present.
    • 12091: Tragedy strikes with major disaster befalling the Zyran exploration project with the destruction of many exploration ships after encountering hostile anomalous systems. Data recovered from the precursor Arken Space Station uncovered the discovery of Tomb Space. The Arken first age of exploration comes to a sudden depressing end. The KIR is trapped.
    • 12100: The New Century brings along troubles for the KIR with only 7 systems discovered to be safe around KIR space but only 4 with habitable worlds for colonization including the home system of Arca, 3 systems have been colonized at this point. The KIR has issued that it’s faced with potential near future problems involving a lack of resources, lack of space, and dangers presented by Tomb Space and the hostile Anomalies surrounding the KIR.
    • 12101: The KIR enacts research and development projects for internal improvement over its existing territory, the Arken First Age of Development begins. Extensive research is conducted into terraforming while colonies are developed greatly.
    • 12110: With the awareness of Tomb Space belonging to the Arken precursors, military generals and admirals have been tasked with creating plans for liberation of anonymous systems.
    • 12115: Plans for the “First Expedition” are declared complete with the deployment of the Imperial Navy, Marines, and Army to the nearby anonymous system Manar.
    • 12116: The First Expedition is considered a catastrophic failure with thousands dead after engaging with elements identified to be rogue AI and machine constructs. Surviving Generals and Admirals charged with the expedition voluntarily step down.
    • 12116-19: Following military failure from the first expedition, the KIR finds itself in a state of political unrest at the unnecessary deaths of military personnel with protests across the nation. Most of the unrest is kept civil across the nation with tensions settling down as the failed military leadership steps down in favor of more experienced leaders. However, unexpectedly, the Mira system colony declared secession from the KIR with evidence showing backing from rogue agency elements belonging to the Void Skulls.
    • 12120: Terraforming Technological advances have reached a breakthrough with the terraforming of a barren world within the Kyra System.
    • 12120-24: The First Arken Insurrectionist war, the KIR is ultimately declared victorious in the conflict after the surrender of Mira insurrectionists yet it’s believed a majority of the fighting against the KIR was conducted directly from the Void Skulls.
    • 12132: The Second Expedition is launched with much more preparation and consideration, shortly after it’s considered a decisive success with the Azara system along with two other systems claimed within a few months. The Second Expedition comes to an end with the depletion of independent resources.
    • 12134: Survey conducted within the newly liberated systems leads to the discovery of an intact ancient Blackhole generator power system.
    • 12135: The world of Kyrus is fully developed into the first coreworld outside of the Arca Home System.
    • 12140: The first non-habitable system has a world terraformed fully, allowing for colonisation of the system of Triar.
    • 12144: Research into the precursor Arken technology, including the Blackhole generator, along with continued advancements results in the creation of generation 2 Arken space ships.
    • 12150: Arca is officially declared the first fully terraformed system in the KIR.
    • 12154: The first Arken AI is created using automated bots in the creation of the AI construct.
    • 12155: The First and Only Forgeworld is created on a large volcanic world, the world is named Xerius shortly after.
    • 12157: 100 year celebration of the creation of the Kanius Imperial Republic.
    • 12151-65: The Third Expedition campaign, the results of the campaign are mixed with a total of 4 additional systems claimed however many casualties sustained from venturing into other systems facing a vast array of anomalies. The campaign comes to an end following the failure to liberate the system of Terissa with unexpected consequences from the incursion resulting in the anonymous monster chasing the retreating expedition force back into Arken space, resulting in the destruction of newly founded frontier worlds before the creature's death in the Kyra system. The greatest claim of the conquest was the Octava system.
    • 12170: Within the KIR, scientists grow to theorize of a potential possibility of there being other habitable regions of space similar to their own home system that exist elsewhere. In a very risky experiment, the Arkens launch an exploration probe far beyond their space to seek out new habitable areas of space.
    • 12172: The Probe is found by the greater galaxy. Joining together to discover the origin of the probe, a joint Fennec-Kitsune Alliance expedition is launched into tomb space.
    • 12173: The Arca system has now been considered fully developed with all worlds supporting a large reasonable population with well developed infrastructure combined with a network of space stations and vast industry.
    • 12174: Initially the KIR began to give up on the idea of finding new habitable space when the Probe lost contact as it entered Tomb Space. But after venturing through the dangers of Tomb Space, the Expedition and KIR naval ships eventually come to encounter each other, first contact is made with the Arkens and the expedition expecies.
    • 12175-81: The Arken Second Insurrectionist War following sudden succession from multiple frontier systems to break away from the KIR. Succession being discovered as a result of a coop with the war coming to an end with the KIR costly victory against Void Skull forces with the discovery and capture of the Void Skull fortress station found hiding in Tomb Space. Void Skull leadership and organization is believed to have escaped with enemy agents having gone dark.
    • 12183: Secession worlds are fully rebuilt and established with newly appointed governments following the deaths of former members.
    • 12184: Project pathway was launched with cooperation from the diplomatic expeditions as they returned to normal space.
    • 12185-99: With a total of 21 systems now in KIR hands with 12 currently having been colonized, the KIR enacts a development plan to build up the entirety of the KIR. Scientific booms occur during this period to assist with development of colonized worlds, terraforming of additional worlds, and establishment of vast industry, infrastructure, and developments across all of KIR space.
    • 12200: The Arkens with the help of the expedition species discover the first pathway through Tomb Space, the Second Age of Exploration begins. Project Pathway is declared a success.
    • 12201: With the Arkens freed from Tomb space, the Arkens make first contact with many species and nations across the quadrant.
    • 12204: The external-tomb space Arken colony system of Shepara is founded. It is declared a gateway system, serving as a link between Arken home territory and the outer regions of space with more colonies planned as new pathways are created.
    • 12210: Tensions begin to rise in the quadrant against the KIR as diplomatic incidents end in bloody shoot outs, bombings, and even attracting anomalies from Tomb Space without any initial explaination. The KIR government is left extremely confused by the events and attempts to calm the situation with investigations into what would later be known as the “False Flag Incidents''.
    • 12212: Leading a special operation to uncover the truth behind the incidents, KIR commandos come to stop a plot to set off a nuclear bomb on a UFS station, exposing the instigators as the Void Skulls terrorist group. The resulting incident would spark The Third Insurrection War, yet KIR influence and diplomatic ties were too damaged, leading to the KIR entering into diplomatic isolation.
    • 12218: The KIR Third Insurrection War comes to an end with the Void Skulls seemingly withdrawing from KIR territory following multiple surgical strikes.
    • 12220: Following the KIR victory against the Void Skulls, criminal elements began to appear across the nation within a two year period. Using undiscovered pathways believed to be provided by the Void Skulls, the KIR finds itself dealing with a full-on invasion of criminals into its core territory without warning nor proper defenses. The Age of Anarchy has begun.
    • 12222-26: Bandits, Warbands, Slavers, Mercenary raiders, and much more violent criminal elements invade into the KIR, usually led by other species. Military and police forces are overwhelmed across the nation.
    • 12228: The Age of Anarchy brings about immense destruction upon the KIR with crime reaching over 300% with the year reaching the climax of the age with the raid on the Arken homeworld of Arcana. With the KIR becoming overwhelmed in crime, a series of crime waves with crime families and organizations reaching high states of power across the nation. With current methods failing to stop the Age of Anarchy, the KIR reforms begin.
    • 12230-40: In the years following the reforms, KIR forces would be bolstered in a strategic campaign to root out all criminal forces within the KIR. The KIR would come to discover the root cause for the Age of Anarchy being a series of secret pathways through Tomb Space that were initially unguarded. After years of devastating warbands, slavers, pirates, and many other criminal elements, the Age of Anarchy comes to an end with crime dropping to its lowest point in decades.
    • 12242: With the Age of Anarchy over for the KIR, new reforms would be drafted to reorganise the nation in preventing such a disaster again while also restoring Republic institutions and freedoms. After some time of rebuilding, the KIR would begin attempts to exit their political isolation by reaching out with diplomacy, working to re-establish close ties.
    • 12244: Trade routes begin to be established to other nations as the KIR works to rebuild relations.
    • 12250: Following increased relations with other nations and learning more of the galaxy, the KIR establishes the creation of the expedition initiative. Exploration, Scientific expedition, trade, negotiations, liberation, and acting to help out others and combat threats, small expedition ships and task forces begin operating beyond KIR borders.
    • 12253: With diplomatic breakdown with the Terran Empire and increased hostilities in the outer colonies, war is eventually declared following an incident involving one of the KIR expedition ships being hunted by a Terran fleet. The first Arken-Terran war begins.
    • 12258-62: Though following initial hot incidents, the war remained more so of a skirmish conflict and phony wars until ‘58 when the Terran Empire assembled a battle fleet to invade into the KIR. The first year of the renewed conflict would see the destruction of two battlefleets and total annihilation of some Arken outer colonies. Shepara would fall under a brutal siege for the next two years before finally being broken by the Arken battlefleets and raids into the Terran Empire.
    • 12265: The war comes to a cease-fire following increased stalemates of conflicts and light engagements that didn’t show a dedication from either side. Peace talks were never settled with both sides distrusting each other.
    • 12269-77: With building reports to a potential fourth insurrectionist attempt by the Void Skulls, the KIR launches in an anti-terrorist campaign against the Void Skulls in a preeminent attack and counter-intelligence campaign. The results remain indeterminate however they succeed in preventing Void Skulls plans for now.
    • 12279-83: The KIR enacts its largest expedition campaign into Tomb Space to claim new systems with moderate success, bringing the total KIR main territory systems up to 31 in total.
    • 12284-87: The second Arken-Terran war with the Terran Empire launching a mass invasion force only stopped at the gateway systems. Arken casualties are heavy for military personnel and civilians but the war is won when the Terran fleets are finally destroyed followed by raids into the Terran Empire.
    • 12288: On a faithful hunt against known slavers, first contact was made with the Speerkats. The KIS Varya (In her early deployment) reinforced the Republic defenders of the Watcher system. Though initially the Speerkats were confused with the presence of the Arkens, the two joined together to decimate the slavers with enemy ships destroyed and slavers hunted down. Official First Contact was conducted by Captain Spyre followed by actual diplomatic efforts later on.
    • 12290: With initial great relationship and growing progress, the KIR and KRW enter into an alliance together with a direct route between Arca and Dancer being established to sign the alliance.
    • 12297: The Third Arken-Terran war begins with fierce fighting across the outer colonies with constant back and forth.
    • 12299: First contact is made with the Chari, trade opens up with the new people.
    • 12300: As of current, the KIR has a total of 35 systems with a majority within tomb space and few outward on the border. The Nation stands as a firm supporter of the coalition against the Terran Empire with supply of weapons and equipment while maintaining good diplomatic status through cooperative efforts and treaties. The Third Arken-Terran war is still ongoing with the KIR on the offensive.

    Society

    Positive Stereotypes

    • The Arkens overall are a people of pride. Pride stemming from their shared unity as a species, proud of their history, proud of the freedom they all share, and proud at how far they have reached. But pride is far from the only things the Arkens have as they value them as they are considered a rather caring, friendly, fun, and loyal species. It’s often said that once you’ve made friends with an Arken, they will always be there for you.

      • Hyraks: Proud of their explorations, adventurers, cartographies, and rivalries (from females especially).
      • Bullards: Proud of their homes, architecture, wealth, wonders, and drinking.
      • Arkarians: Proud of their scientific and artistic achievements, especially in overall culture.
      • Wulvarans: Proud of their prowess as warriors, honor of their culture, and talents.
      • Aurorans: Proud of their civilizations, their leaders, archiving, political success, being as benevolent as possible, and fellow sisters.

    Negative Stereotypes

    • Through the condition of their biology, the Arkens often get confused as a caste base species with Bullards at the bottom and Aurorans at top. This isn’t often helped by how serious the Arkens can be at times. Other such negative association often involve the Arkens being obsessed with perfectionism due to their need for effectiveness and contradicted by being deviants (especially sexual deviants) usually for their openness and desire for enjoyment.

      • Hyraks: Males are considered weak and cowardly, females are considered aggressive and psychotic.
      • Bullards: Loud, vulgar, rude, stupid, and grunty.
      • Arkarians: Deviants, smartasses, chaotic, and technophiles.
      • Wulvarans: Brutish, monstrous, warmongering, and emotionless.
      • Aurorans: Authoritarian, weak, controlling, and selfish.

    Class Layout

    • On a species level, the Arkens have worked against the idea that their biology dictates a caste-base system, aiming for meritocracy among all the subspecies. This can even be reflected in their civilization where no matter the subspecies, culture, nor background, anyone can make anything of themselves as free citizens.
    • Overall the KIR has maintained the usual class of poor, working, middle, high, and wealthy sort of classes that exist within many civilizations however the KIR does admit that there is still a divide of groups across the nation usually associated with different work such as military, political, science, worker, and other such similar groups that are identified.
    • Beliefs and Religions: Generally the biggest beliefs followed are the laws of respect where individuality is held to a high esteem and should be respected as such. It is an obligation to maintain that an Arken is an individual even when their own biology may dictate against that. All can achieve great things no matter who they are. Other such beliefs include the honor code of the Wulvarans outlining how to live their lives to an honorable standard, the code of upholding outlining duty, responsibility, and stoicism for Aurorans (especially those in politics), and many others.
    • Religion for the Arkens is all but seen as irrelevant with many Arkens now holding atheistic beliefs though there are still significant religions around, especially to polytheistic beliefs.

    Foreign Policies

    • Views of Outsiders: Overall the view of outsiders is often considered a more positive subject with the Arkens liking other species and usually wanting to keep to good friendly terms with outsiders. However these feelings are often mixed with some contempt and resentment whether it be from the Arkens having suffered from Tomb Space to events of the Age of Anarchy and insecurities about their position in the greater galactic community.
    • Official Foreign Policy: The KIR seeks to pursue diplomatic relations above all else with many nations. Usually this means a pursuit of trade and good talks with cooperational treaties being especially valued. They always uphold their terms of any dealing, contract, and treaty to the point of upholding the rules of war for their own military. However they do not shy away from action as they will strike if provoked, hold grudges over past misdeeds, and actively seek to help out others if given the chance through the expedition program.
    • A word of caution. The KIR and especially the Arkens do not take threats, threatening actions, and especially not terrorist lightly. They are not a people to shy away from war if poked.
    • Allies and Rivals: Friends of the Karqwati Republic of Worlds (Open trade, migration, co-research treaty, co-military training, and military defense treaty.) Enemies to the Terran Empire and her allies.
     

    Technology

    • Design Doctrine: Tactical Flexibility, quick alteration, and modular components. With so many worlds to deploy on and so many situations to face, the KIM has come to accept the idea of adapting to situations as essential for its military tech. The downside being that the process is quite expensive due to needing to account for all possibilities, especially in creating new schematics for components.
    • R&D Specialisation: The biggest specialty technologies of the KIR include cybernetics, energy harnessing, walker technology, MCVs, AI, engineering and medical technology overall.

    • Signature Technologies: The Technologies are as followed:
      • Cybernetics
      • Pilot Vehicle Integration
      • HUD system gas mask connective helmets
      • Flexible armor environmental suit technology
      • Advanced medical technologies
      • Medical pods (multi-purpose for medical use)
      • Warp Drives (entering a dimension but not hell)
      • Mobile Construction Yard Technology
      • Blackhole Generators
      • Wormhole gates (very recent tech)
      • Particle, Ion, and plasma energy harnessing (tools, weapons, encased explosive, and warhead missiles)
      • Multi-Energy shielding
      • Walker technology
      • Power Armor (Both bulky and form fitting)
      • VI, AI, and robotic platforms
      • Reality Anchors (used against anomalies that warp reality)
    Faction names:
    Kanius Imperial Republic (full)
    Arkens (colloquial)
    Puppers (colloquial, used cutely)
    Dogs (derogatory)

    Year of founding:
    12047

    Emblem:
    Notable characters:
    Alexia Octavia of Aurelia

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