Empire of Galdera

"Embrace the light of our eternal Monarch, and together we shall bring harmony to a shattered galaxy." 
Sporecast Link: http://www.spore.com/sporepedia#qry=ssc-500789429823
The Empire of Galdera (Pronounced [Gal-dare-ah]) is a powerful interstellar empire comprised of several alien races. Initially founded over two millennia ago by Emperor Kazadair I of the Arkevon following the Wars of Unification, the empire has grown to encompass eight separate alien species and has grown into a major interstellar power with numerous planets in its possession as well as a powerful and advanced military. The current ruler is Empress Kazadair III of the Hieruset Dynasty, which has ruled the empire since its founding. 
The Galderans are a very religious people; the majority of the population, including the royal family, follow the teachings of Syleris, the goddess in the center of the empire's state-sponsored religion, Deltausyleris. The primary goal of the empire is to spread Syleris' teachings across the galaxy and eventually it under the goddess' rule -whether it be through diplomacy or war- as part of her 'divine will', her supposed plan to cleanse the galaxy of its corruption and usher in a new golden age for all life in the galaxy. 
For the past sixty years, the Galderans have been at war against the Repzork Empire, a secessionist state ruled by Kazadair III's brother, Zervath, who was the leader of the so-called 'Bloodthirsters', a sect who believe in a different interpretation of Deltausyleris that is widely considered to be heretical. Zervath attempted to claim the throne by assassinating Kazadair III. The prince's efforts failed, but the Bloodthirsters had successfully rallied many to their cause, leading many planets to swear their allegiance to Zervath. The Galderans have been in a perpetual state of war with the Repzork ever since, and the Galderans are determined to one day punish Zervath and his followers for their crimes. 
The Galderans were for many years ignorant of the Great War; they only became aware of it following an investigation into where the Repzork were diverting many of their military forces and equipment. It was then that the Galderans uncovered the Repzork's alliance with the Warlord Pact and their conflict against the Peacekeeper Alliance. Believing that defeating the Warlords is necessary for their divine mission, the Galderans have intervened as a neutral and have begun launching attacks against Warlord targets. 
== History ==
The Galderans have a proud and extensive oral tradition, and one of the most common ways that they express this is through 'Vulgas,' which roughly translates into, 'Sagas.' While their history is written down, the Galderans much prefer to tell their stories through song and poetry when possible. For the Empire's history, each Vulga encompasses a different time period, and is named based on the general 'theme' of that time period. Each era can last as short as a few years or encompass several centuries. Most of the information on these Vulgas come from traveling 'Skalds' who travel across the stars and recite stores from Galderan religion and history. Such skalds are common sights when the Empire is forming an alliance with another species and is trying to assimilate them, though there are many groups who claim no affiliations and simply travel as they wish.
=== Founding - Vulga of Strife ===
Before the formation of the Empire of Galdera, its founders, the Arkevon, stood divided. Kovas, their homeworld, was split between several rival superpowers. Decades prior, these nations had developed faster-than-light travel and had already begun expandiong their nations to planets beyond the reach of their home system. Among these nations stood the Nolsarian Empire, which was ruled by Kazadair I of the Hieruset dynasty. Faithful devotees of Sylris, the Nolsarians had been trying to unify the Arkevon with little success. The Nolsarians believed that unification was a necessity, and that without the effort of their entire race, they would be unable to achieve the goals their goddess had given them. While there were some who were receptive to their message, many others, including other world leaders, were not, as they denied Syleris' existence and claimed that she was little more than a tool used to control the Nolsarian populace. Additionally, the Nolsarians were not the only ones vying for dominance; other world powers had a vision for the Arkevvan race, and it was only a matter of time before these viewpoints came to a head. 
Finally, after many years of trying to reach a peaceful resolution, the patience of Kazadair had run out. The emperor amassed a vast army with the intent of bringing the Arkevon together through military might. Nolsaria's subsequent invasion marked the beginning of the Wars of Unification, a bloody and incredibly destructive free-for-all as the superpowers fought each other for dominance. It was the most destructive conflict in Arkevan pre-unification history, with millions upon millions of casualties and entire colonies being reduced to rubble over the course of twenty-seven years. One by one, the world powers would succumb either to the war or internal strife in the forms of rebellions; one way or another, their territory would eventually become a part of the Nolsarian's growing domain. 
By the closing days of the war, only the Nolsarian Empire and the Kingdom of Lekeron were left standing. Lekeron, while it had not directly fought Nolsaria for most of the war, had been severely weakened due to being invaded on multiple fronts; they knew they had no chance of victory, but being a people who held themselves to a code of honor, the Lekonians refused to surrender and would instead die fighting. But just as the Nolsarians were prepared to strike, the Lokonian ruler, queen Erulel Hisanth, stepped forth and challenged Kazadair to a one-on-one duel to the death. If Erulel won, the Lekonians would fight to the last. But if Kazadair won, the Lekonians would surrender without another shot. A ceasefire ensued as Kazadair locked himself in his inner sanctum to pray on the matter. When the emperor eventually came out, he accepted the duel. The two agreed to fight on a large courtyard located on Dasius, one of Lekeron's remaining colonies. 
Generals, guards, and family members alike came to watch the duel while billions more viewed through televised broadcast. Both opponents had to use a melee weapon; they could not bring any form of ranged weapon, though they could bring their power armor. Kazadair brought with him the mighty two-handed war hammer, Xarvok's Hammer, while Erulel brought both a dagger and a mace, which many considered to be a somewhat unusual choice. With a shot from the referee's pistol, the duel began. The two monarchs fought fiercely for several minutes, inflicting many wounds upon each other but not being able to decisively defeat the other. Finally, Kazadair was able to strike Erulel in the head with the spike of his hammer, piercing Erulel's skull and instantly killing her. Honoring their queen's promise, the Lekonians surrendered unconditionally to the victorious Kazadair, bringing an end to the Wars of Unification. 
To honor Erulel's memory, her equipment from the day of the duel is kept on display within Galdaris Fortress, and her body received the traditional Lekonian burial. Kazadair, while victorious, would walk with a limp for the remainder of his life due to the injuries he sustained during the duel, and refused any treatment to fix it, even up to his death. 
After the Wars of Unification began the Vulga of Mending. This period, which lasted for nearly a century, marks the period in which the Arkevon rebuilt from the devastation of the Wars of Unification and came to eventually unite together for a common goal despite their past grievances. This was also the time in which some royal families, such as the Lekonian dynasty, married into and eventually were entirely assimilated into the Hieruset dynasty.
=== Vulga of Wonder ===
With the wars over and the Arkevon now unified, the Nolsarians were prepared to dedicate their empire to Syleris' cause. They renamed themselves into the 'Empire of Galdera' and announced a celebration dedicated to the unirt of the Arkevan people and their united purpose. This triumphant celebration marks the beginning of the 'Vulga of Wonder.' It is said by many that Syleris' presence could be felt all throughout the nation during this celebration, and that many who had doubt would be converted to her cause. This event is still celebrated today in the annual holiday, the 'Day of Unification.' 
Following the end of the festivities, the Galderans began to expand their empire, but they quickly came to a worrying conclusion: they were seemingly alone in the galaxy. Hundreds of planets and thousands of animals would be discovered and catalogued, but there was no sign of intelligent life, no matter how hard they searched for it. This isolation resulted in a nationwide depression known as the 'Era of Doubt,' in which many began to despair about whether Syleris and her will were really true or not, for if they were truly alone, then they had either severely mistranslated their own religious text, or th text themselves were fraudulent. Both of these options posed a threat to the very foundation of the fledgling empire. A frantic search for sapient life began, and Syleris' devotees called upon her for an answer or a sign in order to ease their fears. 
An answer came in the form of a commander named Nalkia Treledash, who was among the many who were scouring the stars for life. Nalkia had spent many fruitless weeks scanning for sapient life in pursuit of his goal. Just as Nalkia was ready to give up and return to the empire to rest, he came upon a new planet and his vessel's sensors detected unnatural formations on the surface. Aerial reconnaissance revealed several seemingly abandoned alien structures. Nalkia and his men immediately made their way down to investigate. 
Upon landing, Nalkia realized that these were the very same ruins that he had witnessed in his dream. The long abandoned metallic structures, worn by age but built in such a way that only an advanced society could achieve, were but a part of a larger complex that extended deep into the earth beneath. The complex had been sealed shut, but Nalkia and his men were able to break their way inside. The interior had clearly been untouched for a very long time, as much of it was still in workable condition. Various relics were uncovered, ranging from artwork to firearms. Word was sent back to the empire, which erupted in celebration; while no living life had been found, the installation served as indisputable proof that it existed, and that it simply had to be found. The Era of Doubt thus came to an end, and Nalkia was hailed as a hero among his people; the planet he discovered was named in his honor. 
Nalkia's discovery also sparked interest in the brand new scientific field of xenoarchaeology. It was soon made an official policy to secure and uncover similar artifact sites whenever possible, as sometimes they would contain new technology and other artifacts. Explorers would go out and try to find ancient facilities, hoping to make the next big discovery. However, this was a perilous job, as some facilities had built-in traps that were occasionally still functional and posed a threat to the careless adventurer.
=== Vulga of Unity ===
The Vulga of Unity marks a crucial moment in Galderan history - first contact with sapient alien lifeforms. About three years after Nalkia's discovery, the Galderans were contacted by Nevelin emissaries from the Empire of Ilsur, a relatively new space-faring nation that came forward with the hope of establishing friendly relations with the Arkevon, believing that cooperation would be beneficial to both fledgling nations. The Nevelin had just been engaged in an interstellar conflict, and while they were victorious, had taken considerable damage over the course of the war, and they were still rebuilding and were in no position to fight. The two soon found that they shared similar values, and the Arkevon agreed to begin establish relations with the foreigners. This was seen as another triumphant moment in Galderan history, as it removed any lingering doubts that had carried over from the Era of Doubt; some went as far as to claim that it was this point that the Galderans truly began Syleris' work. 
Beginning as a simple trading partnership between the two nations, the Arkevon and Nevelin eventually developed a close-knit bond that only grew stronger as the two exchanged more of their culture with one another. A number of Nevelin would express an interest in Syleris and gradually converted to Deltausyleris; meanwhile, many Arkevan commanders began to study and incorporate Nevelin military tactics and equipment into their doctrine. The two would eventually discover other, more hostile, alien races across the stars and would fight side-by-side against them. With superior numbers and firepower, the allies would win these conflicts, sharing the spoils between one another. 
Eventually, the Galderans came forward to the Nevelin with a proposal to unify the two powers into one nation. The proposal was met with considerable support from both sides, barring certain extremist groups which feared for their cultural and ethnic purity and had long opposed the alliance between the two. Over the course of the next few months, the leaders of the two nations would gather together and draft the Galderan Pact, an updated version of the ancient Imperial Covenant that served as the founding document of the Nolsarian Empire. The document establishes how the government would function, how aliens would be inducted and treated in the future, and the immutable rights of the nation's citizens. When the document was finished, it was passed down to their respective senatorial houses and was promptly passed; the Nevelin officially became the first member of the Galderan Empire, marking the beginning of what is considered to be the 'modern' empire. While the Arkevon retained overall leadership in the form of their royal family, the Nevelin held an influential position as an advisory, as the Arkevon trusts them more than they do anyone else, even other close allies.
=== Great Vulga of Conversion ===
The 'Great Vulga of Conversion' encompasses the majority of Galderan history, chronicling their rise into a major force within the galaxy as well as the induction of many new races into the empire. Many aliens who came in the way of the empire also met their end during this period. Due to its considerable length, this period is often broken down into smaller tales which cover specific events. 
In the early years of this era, the Galderans encountered the Zenura, a race of diminutive, squid-like beings which were rapidly expanding their territory through military conquest. The Zenuran Union was feared by its foes, who referred to them as the 'army of giants' due to their use of heavily armored battlesuits and walker units; the Union had also shown little willingness to negotiate, preferring to instead annihilate their foes. The Galderans nevertheless came forward to the Zenura, offering them a chance to become an ally of the militaristic empire. The Zenura refused, instead declaring war against the Galderans, sparking the seven-year war remembered by the Zenura as the Final Crusade. The Zenura's powerful ground army gave them an early advantage in the war, but soon, the Nevelin began to use their own lack of mobility against them, and slowly, the tide began to turn, as the Zenura lacked the ability to make up for their smaller numbers. The Zenura were pushed back into their own territory, and they suffered a crippling defeat at Hyoldar, a major Zenuran fortress world. The military, realizing the situation was lost, sought to surrender and save their people; however, the government decided to keep fighting regardless. As a result, Zenuran high command initiated a coup and overthrew the republic, ordering its units to stand down and surrendering to the victorious Galderans. The defeated Zenura were immediately inducted into the Galderan Empire, which was a major blow to their pride, though the two former adversaries did each each other's respect due to their fighting prowess and perseverance.
On the planet known today as Morlda, Galderan explorers discovered a xeno-archaeological site containing numerous relics. While some of these relics were too old and broken down to be of any use, they did discover what it today known as a 'brain jar'; a robotic body controlled by an organic brain transplanted into the construct's 'cranium'. The recovered constructs would be disassembled and closely studied, leading to some advancements in the field of augmentations. The discovery would also play a role in the eventual creation of the Orsaron Program. 
Many years later, the Galderans would stumble upon the Jaset, who were isolated on their homeworld of Jasur. The feuding Jaset had nearly wiped themselves out through a devastating nuclear war several decades ago. Those who had survived did so by fleeing into vast underground bunkers beforehand, or into metro stations and smaller bunkers if they were unable to reach the main facilities. Within these underground cities, the old-world governments survived, but only barely; the nuclear war had not ended the conflict, and many facilities were split between warring factions which fought with whatever they could scrape together. It was shortly after they began to send explorers up to the surface that the Galderans arrived. The imperials showed pity, and decided to send aid to the beings. While the Jaset were initially hesitant or even terrified about the aliens, they soon welcomed them once they realized their intent. It was then that the Galderans gathered together the Jaset's remaining leaders and gave them three options: the first was that the Galderans would help them rebuild if they became a member of the Galderan Empire, the second option was to cede their homeworld to the imperials, who would relocate the Jaset elsewhere; and the third option was to reject both offers and instead face extermination. The third option was mostly a scare tactic, and the Galderans did not actually expect to choose it. As they predicted, the Jaset chose the first option. The Jaset were thus united into one nation, and for the next few years entered a period of prosperity never seen before in their history. 
Unfortunately, even this did not entirely relieve the old feuds between the old Jaset states, which would eventually flare up once more and nearly started another war between them. The Galderans intervened, and in order to bring an end to the bickering, broke up the Jaset's country into several states, giving rise to the modern Jaset Confederation. The division has worked to help relieve tensions, and in modern times, the once rival states are largely at peace with each other outside of troublesome fringe groups. Many believe that they may even reunite one day. 
Towards the end of this era, the Galderans encountered the Taervand. The Taervand greatly puzzled the Galderans, as while they had possessed advanced FTL technology for several centuries, they only controlled a small handful of colonies, most of which did not possess large metropolitan areas like most other civilizations built. They soon discovered that the Taervand held nature in very high regard, and did not wish to 'mar' it with ghastly cities; instead, they built their settlements to conform to the environment. They also abhorred the use of unnatural robotic augmentations, preferring to use organic alternatives and genetic modification. The Taervand were expert geneticists, and used this to get a better understanding of themselves and the world around them. So deep did their respect for nature go that they worshiped various nature gods and spirits. The Galderans were expecting the Taervand to put up a fight and resist induction, but instead, the Taervand submitted to them without firing a single shot, and willingly became a member of the ever-expanding union. It has thus far been one of the most bizarre and peaceful inductions in imperial history, and to this day many remain baffled as to why the Taervand's leaders immediately surrendered, or if the story is even true, as the Taervand have remained a reclusive people who seldom venture out of their own homes.
=== Vulga of the Great Battle ===
137 years before the modern era, the Galderans encountered the Naelkvan Empire, a civilization that claimed to be descendant from the so-called 'old world' where ancient powers once dominated the galaxy. The Naelkva were in the process of reestablishing themselves after millennia of existing in scattered nomadic fleets, and by this point had grown to considerable size and had forcibly inducted alien races into their empire to serve as 'vassal states' which provided resources and auxiliaries who would be forcibly augmented to enhance their loyalty and strength. The Galderans had unwittingly expanded relatively close to the Naelkva's colonies, in what they stated was their 'sphere of influence', and perceived the imperials to be a threat. The two briefly attempted to diplomatically resolve the situation, but these talks collapsed and fighting soon broke out, initiating the Galderan-Naelkvan War.
The war would drag on for forty-seven years, but while the Naelkva had a technological advantage throughout much of the war, the Galderans were eventually able to overcome them through attrition and using the Naelkva's own technology against them. Even when the Naelkva dealt a considerable blow to imperial forces, the Galderans were able to recuperate and retaliate; eventually, the Naelkva were forced on the defensive as the Galderans began to capture or raze their colonies. The Renesat, one of Sol's vassal states, was liberated during the early years of the war, and would fight alongside imperial forces to a limited extent for the remainder of the conflict. Others began to rebel against Naelkvan control as resources dwindled and the control they held over their vassals deteriorated.
The desperate Naelkva eventually evacuated their remaining colonies behind the relative safety of the Taltyos Barrier with the intent of evacuating their remaining population into nomadic fleets and fleeing the marauding Galderans. Logistical complications and panic prevented this from happening at an acceptable pace, giving the Galderans the time they needed to break through the barrier. The Galderans focused their efforts on the Naelkva's homeworld, where they cut off the evacuation fleet and completely destroyed its flagship, killing the Naelkva's leadership in the process and spelling an end to their nation. No longer considering the Naelkva to be an actual threat, the Galderans shifted their focus to securing the Naelkva's core worlds, which were largely untouched by the war save for having been pilfered by residents. The remaining Naelkvan fleets either managed to flee, were captured, or were completely destroyed when they refused to stand down.
The Galderan-Naelkvan War remains as the bloodiest and most destructive war on imperial records; the loss of life, which was primarily in military personnel, was staggering. Troops and equipment frequently had to be pulled in from other fronts in order to sustain the war effort, and several industrial faculties were converted into military production factories. Additionally, many Galderan settlements were considerably damaged or had even been outright destroyed. Much of the territory acquired from the Naelkva fared little better; while the Naelkva's core worlds were relatively untouched by the war, many of their other colonies were severely damaged, having suffered significant ecological damage, a few to the point of being rendered uninhabitable. The carnage, coupled with Galderan forces being stretched thin across their new holdings, left the new worlds vulnerable to raiders and other outside forces. As a result, the empire temporarily ceased all expansion efforts in the area in order to give them time to repair. It would be many years before the carnage would be fully mended. 
However, while the devastation was great, the Galderans had gained much more. The empire had gained all of the Naelkva's colonies, a number of which were still in good condition despite the war and were rich in resources. The Galderans had also acquired much of the Naelkva's technology over the course of the conflict, much of which would be reverse-engineered and put to use in new designs down the line. The Naelkva's core worlds especially contained a vast reserve of knowledge. The empire would also manage to recover relatively quickly; most of its member races lay eggs, and thus the population was able to rebound quickly. Many of the vast industrial complexes in the core of the empire were unharmed, which helped greatly in reconstruction efforts. 
The Renesat, along with another species, the Yin'vair, were both inducted into the empire. The Renesat, while they initially wanted to remain independent, found themselves entirely enveloped in imperial space, and had no other reasonable option than to either relocate entirely or join the Galderans permanently, which they opted to do, albeit begrudgingly. The Yin'vair, meanwhile, were another vassal state located deeper within Naelkva territory who had nearly been wiped out by the Naelkva while they were still trying to maintain dominance over its vassals. When this proved too costly, the Naelkva evacuated, leaving the Galderans to provide assistance to the Yin'vair, who pledged their loyalty to whom they considered to be their saviors. 
Many millions of Naelkva had been captured by the Galderans over the course of the war. A number of them were soldiers and officers captured off the battlefield, but many more were civilians who had been left behind or were unable to evacuate in time before being surrounded by imperial forces. Rather than being exterminated or enslaved, these Naelkva were forcefully inducted into the empire, but were not made an official member state, as they were not considered trustworthy enough and they were in a very disorganized state with a relatively small population. Surviving Naelkva were soon relocated away from their homeland and deeper into the empire. To reduce the risk of an organized revolt, these humans were split into various groups spread throughout the empire rather than being placed in one specific location. These 'enclaves' remain in imperial space to this day, and while a small few have slowly warmed up to imperial authority, the majority begrudgingly accept their situation or do anything they can to resist their occupation.
=== Vulga of Betrayal ===
The years following the Galderan-Naelkvan War would see a resurgence of a sect of Galderan society referred to as the 'Bloodthirsters.' Primarily composed of Arkevon, Bloodthirsters believe in a different, much more hawkish interpretation of the empire's state religion, Deltausyleris. They feel that they have been chosen by Syleris to act as her tools of divine judgment, and that it is their task to locate and destroy any and all who do not live up to the goddess' standards. They also believe that they prove their 'worth' to the goddess through fighting on the battlefield, as well as through practices such as ritually sacrificing captured soldiers, who they believe will be 'consumed' as nourishment for the goddess. The Bloodthirsters were also backed by other, more secular elements that felt themselves to be superior to others and believed that the Galderans were not militaristic enough. These beliefs contrast strongly with mainstream Galderan society, which, while still militaristic, is more moderate and is more in favor of assimilation and diplomacy when possible; it also condemns many of the Bloodthirster's practices as barbaric and outright heretical.
Initially, while the government cracked down on Bloodthirsters if they were caught performing their bloodier rituals, they tolerated them so long as they did not cause any trouble; the main goal of the Galderans was to gradually assimilate them into mainstream society. Up until the war, this worked, but the Bloodthirsters used the conflict to spread their message and prove their mettle on the battlefield, leading to their growth in popularity among other, less mainstream groups. Those who joined their cause ranged from devote followers of their faith to individuals who had mounting grievances with the government for one reason or another. This concerned the government, but they were allowed to continue due to the ongoing conflict against the Naelkva. By the time the war had ended, the Bloodthirsters developed political ambitions, and sought to change the course of the Galderan Empire to suit their vision. They would begin campaigning for their cause, sparking tensions with both the government and the Church of Syleris that would mount over the years.
The Bloodthirsters eventually found a leader in the form of Prince Zervath, one of the emperor's sons. Zervath possessed little care for Syleris 'divine will' for the galaxy while he was growing up; but after serving in the military during the war, became a devout follower of the Bloodthirster's ideology. He wanted to claim the throne so that he could twist the empire over to their vision; however, he himself was not the chosen heir, who was one of his sisters, Kazadair III. Kazadair was more popular with the general population and had earned notoriety from their time in the military. For Zervath to take the throne, he would need to disqualify or eliminate Kazadair.
For the next several years, Zervath operated behind the scenes to rally people to his cause, offering followers glory, political power, and material worth once he was crowned emperor. Among those who defected to his side were Likana and Zurar, both of whom were high ranking commanders, Vailovi, one of his sisters, and a small sect of the Arnan Guard. But even with their help, they were unable to eliminate Kazadair, who was distrustful of her siblings and was under the protection of the commander of the Arnan Guard. Zervath plotted to eliminate Kazadair though subtle means before she could claim the throne, but their father died unexpectedly early, allowing Kazadair to claim the throne. Desperate, Zervath resorted to take the throne through force, and planned to kill the monarch in her sleep while his followers eliminated other loyalist throughout the palace. Zervath made it to Kazadair's chamber, but was intercepted by the Arnan commander, who managed to eliminate Zervath's entourage and wound Zervath himself, but failed to kill him before he could escape. A fierce firefight between Zervath and Kazadair's followers broke out, with Kazadair's followers emerging victorious. The prince managed to escape Kovas with the help of a few of his followers. Kazadair soon declared Zervath to be a traitor and placed a bounty on his head.
While Zervath himself had failed, many of his followers had not; the prince's followers announced their intent to bring about a new order, and called for action to be taken against the Galderans. Likana, Zurar, and others had successfully purged loyalist elements from their forces, and several planets declared their allegiance to Zervath, effectively seceding from the empire. The next several weeks were characterized by chaos and confusion on both sides as fighting raged across Galderan space, planets declared allegiance one way or another, and traitors were rooted out. Eventually, the front stabilized; Zervath's forces had managed to secure a sizeable chunk of Galderan space, and had acquired the manpower and resources to sustain themselves and to pose a serious threat to the Galderans. Officially crowning himself as their emperor, Zervath named his secessionist empire the 'Repzork Empire', also known as the Korvar Empire.
The Galderans and Repzork have been in a state of war ever since the initial schism, and fighting has continued into the modern era, over sixty years after Zervath's attempt on Kazadair's life. While the Empire of Galdera is larger and in some ways more advanced than its adversary, the two have remained relatively evenly-matched as the Bloodthirsters have proven to be ruthless opponents and very skilled tacticians. The two were wholly devoted to defeating one another in the early half of the war, but as the conflict has dragged on, the two have begun to divert some resources elsewhere and have begun further expansion of their territory. Nevertheless, the primary goal of both sides is to defeat the other, and both know that one day, the final battle will come, and the fate of Galderans and the Repzork will be decided.
===The Great War ===
In an effort to expand their borders and find allies to help them in their war against the Galderans, the Repzork intervened in the Great War and joined the Warlord Pact, hoping to defeat both their old enemy and the Peacekeeper Alliance, both of whom they saw as an existential threat. Eventually, the Galderans, who initially were not aware of the growing conflict, noticed the Repzork diverting troops and resources to the region and investigated, eventually uncovering their activities and those of the Warlords. Appalled by what they found, the Galderans decided that intervention was necessary, and that defeating the Warlord Pact was a part of their divine mission. Kazadair III sent out a region-wide broadcast proclaiming the empire's intentions; shortly thereafter, Galderan forces arrived in the region and began attacking Warlord targets, particularly those of their 'wayward brother.' Though the Galderans have shown no intention of joining the Peacekeeper Alliance, they have expressed a willingness to work alongside them and others when necessary and to provide aid to civilian populations. Most notably, the Galderans have intervened in the Repzork's war against the Betel Recyclers with the intent of eventually repelling the Repzork from Betel space completely.
== Territory ==
=== Kovas ===
Main page: Kovas System
Kovas is the homeworld of the Arkevon and the capital of the Galderan Empire. Populated by billions of people from all of the various member states, Kovas is a world covered in monolithic cities that stretch high into the sky and even below the ground, where a vast metro network which helps to connect the cities of the world resides, as well as bunkers and housing. Devotees of Syleris consider the planet to be the holiest location in the galaxy; thus, Kovas also has numerous temples and holy sites, most notably Trelshakul, the base of operations for the Church of Syleris. For defense, the world has a personal fleet backed up by a network of orbital defenses both in orbit and on the surface, as well as a large garrison on the surface that helps to keep order during peaceful periods. 
Kovas is divided into six continents: Nolsaras, a lush continent filled with jungles and rivers, as well as mountains to the east; Avron, a small continent that is similar in many ways to Nolsaras save for being much flatter and possessing mountains in the central region; Kalkrik, a temperate and frozen land covered in frozen tundra, steppes, and mountains; Chelksrin, a large, flat continent with savannas that becomes deserts towards the west and hilly wetlands to the east; Lekeron, a continent close to Chelksrin that has large mountains to the north and south and a flat plateau region in the middle; and Quolvri, a temperate continent featuring many mountains, lakes, and a frequently frozen region to the north. Over the course of history, much of the natural environment has been damaged by constant war and pollution; however, over the past few centuries, the Arkevon have been making efforts to clean the world and restore what remains of the environment, an effort that has been backed both by the devotees of Syleris and nationalist alike. Through these efforts, many regions of Kovas have been restored and declared off-limits to construction as a means of preserving the Arkevon's heritage and important cultural landmarks. 
==== Galdaris Fortress ====
Galdaris Fortress is the beautiful and heavily defended home of the royal family. It is a large facility that covers about two square miles in total. The fortress is protected by several layers of defenses: underground shield generators protect it from orbital attacks, two layers of walls and a large number of automated turrets hinder ground advances, three anti-orbital guns keep ships at bay, and the base's own garrison of elite honor guards can make short work of any typical soldier. The base also features underground bunkers, tunnels, and is surrounded by a military facility within the walls. Standing at the very center of the defenses lies Galdaris itself, a building that is in stark contrast to the plain, utilitarian structures which protect it. The building is tall, built in an older, antique style modified to fit modern needs. It is adorned with statues and icons of various people and events; it is as much of a luxurious palace as it is a government facility and heavily armored fortress. Access to the palace, as well as the rest of the facility, is strict. Only guards, high ranking military and government officialy, and anyone with permission from the royal family itself have permission to enter. 
During an invasion, Galdaris is to be used as an active military command center and can attain manual control over many aspects of the surrounding city, such as electricity, water, gates, and bridges. The Fortress can essentially turn the city into a confusing death trap for the attackers if properly utilized.
=== Aelovi ===
Translating roughly into 'heart,' Aelovi is a term that applies to a few similar locations; the first is that of the political, economic, and cultural center of the Galderan Empire as a whole. This region is comprised of the core worlds of the Arkevon Empire, including Kovas. These worlds were colonized very early in Arkevan history, most before the species had unified. The term Aelovi can also be used to describe the core regions of the various member states as well. Regardless of what it is specifically referring to, the settlements in these regions are very well developed, frequently having vast metropolitan areas on the surface and populations reaching into the tens of billions. Many factories and starports also reside here, helping to meet the needs of the nation and the military. Due to their significance, these sectors are exceptionally well-defended with large garrisons, fleets, and bases, many of which were raised and built by the planets themselves.
=== The Iron Shield ===
Located on the edge of the Arkevan Aelovi, the Iron Shield is a border blockade that protects the region from invaders; it is the last major line of defense between an attacking army and Kovas. The Iron Shield's primary base of operations is Guardaros, a major fortress world that acts as the primary command center for the region as a whole. The blockade is made up by a large number of vessels and mobile space stations that are constantly patrolling the region. Traffic through the blockade is restricted to a few heavily guarded check-points, with any attempts to use other means being met with detainment or destruction of the intruding vessel. The Iron Shield is in a constant state of flux as older vessels are replaced and recycled and other vessels are taken out and deployed elsewhere, though there is a strict rule that the blockade must have a certain number of active vessels at all times.
=== Middle Rim ===
Outside of the Aelovi lies the diverse worlds of the middle rim. Compared to the extensively developed core worlds, the planets of the middle rim vary greatly in their stages of development and the role they serve in the empire. The colonies here can range from large factory worlds to mining colonies to large metropolitan areas which dedicate numerous different resources to the Empire (these cities being more common as one approaches the core). The region has also been referred to as the 'breadbasket' of the empire due to most of the food being produced here. Unlike Aelovi, which has never grown in its history, the middle rim is slowly becoming larger as colonies in the further rims become more developed and meet the qualifications to be considered middle rim worlds.
=== Outer Colonies ===
Beyond the middle rim resides the outer rim. The colonies here are young, typically having been founded within the past few decades either by settlers or when the military transfers ownership of a planet over to the civilian government. The populations here tend to be relatively small, and the planets are not considered to be self-sufficient; they require the aid of other, more developed planets in order to help them get off the ground and defend themselves. The outer colonies has a reputation for containing the outcasts of Galderan society, namely those those who face discrimination for going against societal norms, criminals who are evading law enforcement, and even religious cults, some of which the government have been actively trying to destroy. The government works to keep a firm grasp of the outer colonies so that it can weed out those it considers dangerous to the rest of the empire.
=== The Frontier ===
Known also as the 'front lines,' the frontier is the fourth and final rim of Galderan territory, as well as the most chaotic and dangerous. It is here where the Galderan Armed Forces wages various wars in its continual effort to expand the nation's borders. The frontier is thus in a constant state of flux as planets change hands. The region is controlled exclusively by the military, with many of the planets here being outposts, fortresses, factories, mining stations, and watch post built to observe nearby space. The military maintains its control even in areas that are not active conflict zones, though these regions will be quickly transferred over to the outer rim. Very few civilians reside in the frontier, and those that do live very close to the outer rim. 
As conflicts come to an end and a region in the frontier stabilizes, one of two things will happen to a planet: either it will permanently remain under the control of the military, or it will be gradually developed to be accepted into the outer rim and begin housing civilians, in which case the military will hand governing power over to a newly appointed governor. 
=== Member Races ===
==== Arkevon Empire ====
Main Page:Arkevon
The 'face' of the Galderan Empire, the Arkevon are a saurian-like species originating from the tropical jungles of Kovas. The founders of the Galderan Empire, the Arkevon are by far its most powerful and influential member, boasting the largest population while also ruling over both the government and the military through the royal family and the xelva respectively. The Arkevon are a very spiritual people, with the vast majority of adhering to Deltausyleris and its many sects, including the royal family. They are zealous in their faith, believing that Syleris chose the Arkevon specifically to spearhead the effort to enact Syleris 'divine will' and unite the galaxy, thus ushering in a new golden age for all life in the universe, a goal they have feverishly worked towards since the empire's founding. However, the Arkevon also possess a reputation for being bloodthirsty and warlike; the rogue state, the Repzork Empire, is comprised almost exclusively of Arkevon who defected from the main empire. The Arkevon are responsible for producing the majority of the empire's military equipment, though they do not design all of it, leaving member races to invent their own designs to fit their own anatomical needs and strategic doctrines.
==== Empire of Ilsur ====
Main Page:Nevelin
The Nevelin are a hairless, mammal-like species originating from the world of Ilsur. They have played an important role throughout the Empire's long history. They were the first alien species encountered by the Galderans, an event which removed lingering worries from the Era of Doubt and helped revitalize faith in Syleris; they also became the first species to ally with and eventually join the Empire, co-authoring the Galderan Pact which now serves as a model for integrating other species. The Nevelin hold a reputation for being both charismatic and diplomatic problem-solvers; this makes them well-liked across the Empire, though no bond is as strong as the one between them and the Arkevon, who hold the Nevelin as their most trusted allies. The Nevelin are the only species besides the Arkevon to regularly partake in diplomatic meetings between the Galderans and another species; besides trust, this is partly due to their vocal range and ability to better express emotions than the Arkevon. The Empire of Ilsur is also responsible for designing many of the starships and energy-based weapons that the Galderans utilize.
==== Zenuran Union ====
Main Page:Zenura
Prideful, militaristic, and highly intelligent, squid-like Zenura hail from the cold, damp world of Zenur. They are a physically unimpressive species; very short and very weak, the Zenura would be hopeless on their own in even ideal battlefield conditions; in fact, much of the time on their homeworld was spent fighting off the dangerous predators which constantly hunted them for easy pickings. However, they overcame their weaknesses through technology; the modern Zenura are highly skilled engineers and are infamous for coming up with creative and oftentimes violent solutions to problems. They make heavy use of robotics and machinery in their day-to-day lives, especially in the military; all Zenuran infantry wear highly durable Battlesuits on the field, which has led to many initially mistaking them for giant monsters or autonomous robots, a tendency which is known to frustrate many Zenura. Though they once fiercely fought against the Empire, the Zenuran are now a loyal member and have contributed a great deal to its technology. However, they retain a fierce independence streak and work hard to preserve their own culture and ideals; a small but notable example is that very few Zenura use the term 'Galderan' unless they are referring to the empire as a whole.
==== Jaset Confederation ====
Main Page:Jaset
Hailing from their homeworld of Jasur, the Jaset Confederation is a collection of states all inhabited by the reptilian Jaset. While they are known for frequently getting into disputes among themselves, the Jaset show seemingly limitless loyalty to the greater Empire for having uplifted them from the ashes of nuclear war, which almost wiped out their entire race. Deltausyleris has a large following within Jaset society due largely to extensive cultural assimilation. The Jaset are an extreme example of sexual dimorphism, with females being significantly larger, stronger, and sometimes more intelligent than their male counterparts. As a result, Jaset society was almost exclusively matriarchal for most of their history, with women taking up all important roles. In older days, male Jaset often had less rights and privileges than their female counterparts and were sometimes victims of blatant discrimination. In the modern era, pressure from the Galderan Empire has diminished the matriarchy's influence and has brought equality between the two sexes, though the so-called 'old ways' have yet to entirely vanish. The Confederation has a reputation for being better soldiers than either scientist or diplomats; most of their technology is derivative rather than innovative, and they tend to be temperamental and scrappy towards outsiders. Jaset commanders, meanwhile, have shown themselves to be clever tacticians, while their soldiers can be very bold and sometimes unorthodox.
==== Yin'vair Dominion ====
Main Page:Yin'vair
The raptor-like Yin'vair come from the arid world of Nordak. The Yin'vair were forcibly inducted into the Naelkvan Empire just as they were establishing interstellar colonies; for the next two hundred years, they would be under the Naelkva's thumb, which had a major impact on their culture and outlook on life, especially since the Naelkvan was very interested in their impressive speed and strength, leading to many Yin'vair being forced into the Naelkva's military as brainwashed slave soldiers. During the war, the Yin'vair committed themselves to an all-or-nothing revolt; either the Naelkvan left, or they all died. The Yin'vair very nearly wiped out the Yin'vair and were only stopped because the resources required to finish the job was committed elsewhere. The Galderans arrived shortly afterward and began providing aid and protection. Showing immense gratitude, the Yin'vair pledged their loyalty to the Empire and became the next member state. The Galderans have kept their word, and the Yin'vair are now in an era of prosperity never seen before in their history. Though still small and young, they have developed a positive reputation within the Empire for their bravery, perseverance, and sense of honor.
==== Renesat Republic ====
Main Page:Renesat
The Renesat are a race of flying insectoid beings from the world of Reneska. They were once a vassal of the Naelkvan Empire, but were freed from their masters when the Galderans liberated them in the early years of the Galderan-Naelkvan war; the Renesat repaid the debt by fighting alongside the imperials (albeit to a limited capacity) for the remainder of the war. Though they wanted to remain free, they found themselves completely enveloped within Galderan space, and so they begrudgingly accepted becoming an official member state, though a small group of rebels fights against the Galderans in the hope of one day attaining 'true' freedom. The Galderans have done much to support the Renesat, who have become increasingly more trusting of their new partners. Despite these events, the Renesat have managed to maintain an optimistic outlook on life; they are well known for being a welcoming and cheery people.
==== Taervand Union ====
Main Page:Taervand
Originating on the dark world of Taurvis, a moon of the gas giant, Naela, the Taervand are four-legged, arachnid-like, nocturnal, creatures that possess two small 'arms' between their legs which can inject a paralyzing venom into prey. A reclusive race, the Taervand are seldom seen by outsiders, as they seldom leave their small handful of colonies unless it is a necessity, such as military service. As a result, the Taervand are poorly understood by the general populace. It is known that they are experts in genetic modification, which they use to develop weapons, augment themselves, and attain a better understanding of nature, which they hold in very high regard. Their regard for nature plays a large role in their seclusiveness; most Taervand wish to avoid the more materialistic and urbanized cultures of the other member states and thus retain what they view as a 'pure faith'. Numerous conspiracy theories surround the Taervand's genetics program, though none have been confirmed.
== Government ==
The Empire of Galdera is a theocratic constitutional monarchy with three 'spheres' of government with varying levels of influence: National, Intraspecies, and Planetary; these three spheres of government are then split off into their own individual branches. Under the various branches lay the myriad of organizations and divisions which ensure that the Empire remains healthy, organized, and stable. Outsiders who have not taken time to study Galderan politics can oftentimes become confused by it due to its vast structure and functions; the most confusion stemming from the fact that that two spheres of power - National and Intraspecies - both function with sometimes drastically different forms of government. 
=== National Government ===
The National Government is responsible for managing the Empire as a whole. Its founding document is the Galderan Pact, which in itself is based off the far older 'Charter of Powers' that originated far back in the Arkevon's pre-unification history. As well as establishing the government, this document contains a list of immutable rights possessed by all citizens, including freedom of speech, religion, and the right to protest and possess firearms, to name a few notable examples. None of the branches of government can overturn these rights, and modifications can only be done through a majority vote by the senate and approval by the royal family. 
The National Government is split into four branches: Royal, Senatorial, Judicial, and the Church. 
==== Royal Branch ====
The Royal Branch is the chief executive power of the Galderan Empire. It is comprised of the emperor (or empress) as well as the royal family, though other family members do not have any influence unless the emperor grants it to them. As the chief executive, the emperor acts as the empire's top diplomat; as part of this role, he can ratify treaties with foreign powers, though they will need to be voted on by the senate before they are enforced. They are also the commander-in-chief of the Galderan Armed Forces, though the task of commanding troops has traditionally been delegated to the Xelva, as the empire's internal and diplomatic affairs takes up most of the royal's time. The royal also has a great deal of power in the field of legislation; all proposals must be passed through the Emperor, and the Emperor possesses the power to veto a law, which the senate can only overturn with a majority vote. Finally, the Emperor has the authority to appoint federal officials; the most important example being his ability to propose members to the High Court, the most powerful federal court within the Empire's judiciary branch. 
Though it is difficult, it is possible to impeach the current emperor for various acts, such as treason. Over the empire's history, a small handful of rulers have been disposed in this manner. Another member of the royal family, typically a sibling, will rule the empire until the next heir claims the throne. Alternatively, the Emperor can call for the removal of senators, up to an including the entire assembly. This will begin a nation-wide referendum in which the populace votes whether or not to remove the senator; if removed, a new election will begin to replace the official. 
In older periods of Arkevan history, the heir to the throne was chosen by the emperor selecting them from among his offspring. The concept of the firstborn inheriting the throne never developed within the race, largely because they are an egg-laying species and thus have multiple children at once. In the modern era it is not so simple; cultural shifts, primarily one that emphasis a meritocratic approach rather than simply inheriting it, as well as laws put in place by the Galderan Pact, have made inheritance a more thorough and complex procedure, though not a perfect one. 
For most of their life until the time for selection comes, potential heirs spend their time learning a wide variety of subjects from the best teachers the empire can offer. They are also taught by their parents and family members, and are occasionally brought along for work so that they can witness it first-hand. Additionally, these heirs are not exempt from military service; like all able-bodied citizens, they must serve two years in the military; this is the most dangerous part of the aspiring heir's life, and it is not unheard of for some of the heirs to be wounded or even die while on the battlefield, though it is very rare. All of the information acquired during this time -grades, general temperament, military achievements, etc - is collected and is then used for the selection of the heir. 
When the time to choose an heir comes -typically once all of the children reach adulthood- the candidates, including all of the information acquired about them, are presented before the Senate. Each candidate must explain themselves and what they would do as ruler. The Senate must then vote who will be the next heir; a long, drawn out process that, even with all of the information presented, frequently takes several months or even years of deliberation. Once the Senate has made its decision, the vote is then passed along to the emperor for approval. The emperor can technically decide to veto it, but this is a very rare occurrence, and can be overruled by a majority vote. Once someone has been chosen as the heir, they need only to wait for their time to ascend to the throne. Experience has made senators very careful about who they pick as the next emperor; many senators have lost their seats over people who were dissatisfied with the chosen heir.
==== Senatorial ====
The Senatorial Branch is the branch below the Royal Branch and is composed of only one house of power. Its primary task is proposing and passing legislation unto the emperor for approval. As mentioned previously, they can also override a veto, ratify treaties, play a role in selecting the heir, and approve positions appointed by the emperor. Overriding a veto and selecting the heir both require a 75% majority vote, which is partly why the heir selection process takes so long, whereas treaties and appointments require a minimum of 60% of the vote. 
The Senate is comprised of representatives from the various states -both Arkevan and those of the other member states- across the Empire, giving all races a near-equal voice within the senate. 
Territories, Enclaves, and military colonies all do not have any senate seats dedicated to them, and thus hold no official power; Enclaves can, however, appoint representatives to speak on their behalf. Each state has one senator, and these senators serve two terms, both of which are six years long. The senators themselves are often members of a very large number of political parties; some of which only have power within a particular member state while a few large parties have garnered support across the many races within the Imperium. This helps to prevent any particular party from holding a large majority within the senate, though some small parties often feel underrepresented due to their small numbers.
After each election, each member race within the senate must elect a leader. This role is largely ceremonial; they act as the race's spokesperson during meetings and are often the ones to bring up legislation proposed by the rest of their constituents. Many political parties have picked up this tradition, and now have their own elected 'leaders' to represent them as a whole within the senate. The senate leader can be removed from their position and replaced at any time, though this act alone will not remove them from their senate seat. 
The current senate leaders are as listed: 
* Aktaz Salar - representative of the Arkevon. </br>
* Zhanseif Bovol - representative of the Nevelin. </br>
* Alamati Okat Kalguri Xarsat - representative of the Zenura. </br>
* Haljasa - representative of the Jaset. </br>
* Ikthia'hazeth'kesai - representative of the Taervand. 
* Ilvyaden Nolaklak - representative of the Renesat. 
* Ketsarta Oldurasati - representative of the Yin'vair. 
==== Judicial ====
The Judicial Branch is tasked with applying the laws and regulations of the Empire in order to resolve various legal disputes in the Empire, from disputes between planets to between two individuals. It is a vast organization with courts beginning at the federal level and going all the way down to the local level of a planet's districts. There are essentially two parts of the court, the Lower and Higher Courts. The Lower Courts are comprised of courts controlled by judges elected by the people. The next level, the Higher Courts, are the federal courts controlled by officials appointed to their position. The leaders of the Judicial Branch are the judges appointed into the 'High Court.' The High Court presides over the largest of cases, and is also responsible for reviewing laws and striking them down if it finds them unconstitutional. The judges in the High Court are appointed by the Emperor and have to be approved by the Senate; once they are in, they serve until either retirement, are forced from their position (such as for committing certain crimes), or until they die.
==== Church of Syleris ====
The Church of Syleris (typically referred to only as the 'Church' in informal conversation) is the official church of Deltausyleris. It is the Empire's oldest institution, predating even the Nolsarian Empire. The church is operated by the high priest/ess and a council of lesser priests. Though it is an official branch of the government and is led by the Empress, the organization itself does not hold any legislative or judicial authority. The church is officially non-denominational, and numerous different sects are represented within its ranks. Over the years, certain sects have been declared heretical and have been barred from becoming part of the Church. The Church acts as Syleris' voice to the people; many thousands of priest and priestesses work across the empire and beyond to relay the goddess' message to all who are willing to listen.
Additionally, the Church helps meet the spiritual and physical needs of others, regardless of their beliefs. It has funded and constructed many temples and public structures such as hospitals and shelters. The Church also works to improve communities by caring for the poor, homeless, and sick. Orphanages and schools for the disadvantaged are also commonplace. On a larger scale, the Church is responsible for organizing numerous festivals and ceremonies of religious significance. Finally, the Church has a close relationship with the military; the primary aspect of this relationship is the appointing and training of chaplains who act as faith leaders to the troops. At times, generals or other high-ranking officials may also have a priest or priestess appointed to them.
The church's headquarters is Trelshakul, a monolithic, triangle-shaped temple located on Kovas. It is the largest temple in the empire, with several thousand rooms, a vast underground basement for storage, and reaching a few hundred feet into the sky. The structure is quite old, having been initially built in pre-unification times, but has been continually updated to keep it up to date. As well as being the chief administrative facility for the church, it also operates as a temple, and has a large central chamber in which thousands can go to be taught scripture by the priest and priestesses. The underground basement, which is normally closed off to the public, is used as a museum for artifacts and historical documents. Finally, Trelshakul is utilized for particularly significant religious ceremonies, such as sacrificing enemy leaders and military commanders. 
While the church is barred from possessing a true military force, it does maintain a private secutiy force known simply as the Temple Guardians. The Temple Guardians are veterans of good standing who have been tasked with protecting individuals and locations considered important by the Church. Guardians utilize specialized armor and equipment which sets them apart from standard military forces. Rank is signified by color. The Temple Guardians, like the Church, does not hold actual sway like the military does, and does not normally take part in campaigns save for special missions or protecting a ranking member of the Church.
=== Intraspecies ===
Below the National Government are the Intraspecies governments. These are responsible for handling the affairs of a specific member species. Intraspecies governments can be structured in a variety of different ways, from a dictatorship to a democracy, so no two governments will look or operate the same. Unlike the National Government, Intraspecies governments only hold authority within their own borders; once they leave those borders, their laws are considered null, and they are subject to national law instead. Likewise, the national government reserves the right to intervene and overrule the decisions of an intraspecies government. But as long as they do not infringe on the Galderan Pact and also grant their citizens the rights listed in the document, they are otherwise free to do as they wish. Each of these governments maintain their own military forces to act as deterrents during invasion, but they hold no authority over troops outside of their borders; these soldiers are considered a part of the Galderan Armed Forces. 
A description for each of the Intraspecies Governments is provided below:
* Empire of Ilsur: The Nevelin are ruled by an aristocratic council that acts as both a legislative and judicial body. This council is led by a smaller council of four leaders who are voted from among the aristocrats and act as the empire's leadership. 
* Zenuran Union: Parliamentary democracy. 
* Jaset Confederation: The Jaset have no single government; each state is operated by a different system of government. 
* Taervand: Information is sparse, but it is implied that the Taervand are split into a number of tribes whose leaders form a large 'tribal council' that is influenced by Taervand religious leaders. 
* Renesat: Presidential democracy. 
* Yin'vair Dominion: Closely follows the model of the Galderan national government, the main difference being that the position of executive is replaced by a trio of some of the eldest individuals in the senate, as they are seen as the most experienced.
===== Overseer =====
Appointed by the emperor, Overseers act as watchdogs and are tasked with monitoring the activities of a member race's government to ensure that they remain compliant with Imperial law. Each member state has a team of Overseers, with the Jaset possessing multiple teams due to their unique political situation. Overseers compile monthly reports of a state's activities (which is submitted separately from that state's own report) and is reviewed in secret by the Senate and Empress. If any wrongdoing is found, appropriate action will be taken immediately. 
The position of Overseer relies greatly on trust; abuse of the position for personal gain has occurred before, especially to races that have entered the Empire recently. To help reduce this, States are allowed to make claims against their Overseer which will be investigated by the Empress. If found guilty, they are removed from office and imprisoned. Becoming an Overseer to begin with is difficult, as one must have a clean record and must have served within the government for several years, often decades.
=== Colonial ===
Colonial governments are responsible for administrating individual colonies. Like Intraspecies governments, the specifics of a colonian government depends on which member race holds authority on the world. This is not the case for federal colonies such as military planets, which all operate the same way regardless of their location. 
There are four types of Colonies: Territories, States, Occupied, and Military. 
==== Territories ====
Prevalent within the the outer rim, territories are colonies that have very recently been established and are not yet considered self-sufficient. They have minimal infrastructure, small populations, and generally rely entirely on basic industries such as mining and farming. As mentioned previously, territories receive aid from more developed colonies to help get themselves off the ground and defend themselves until a proper garrison can be established. Once territories are considered self-sufficient, they become states and receive senatorial representation.
==== States ====
States are colonies capable of sustaining themselves with little to no outside help. This means that they have a large and healthy workforce, a strong economy, and the ability to defend themselves from invasion, at least until reinforcements can arrive. While they must abide by the Galderan Pact, individual states do have some leeway in how they administrate themselves and have the power to pass regulations and legislation specific to their own planet. They can freely trade with other states, but cannot interact with alien powers in any way without supervision from the national government. All states pay tribute to the empire via monetary and resources taxes. They must also raise up a local military garrison, part of which will stay behind to guard the planet while the rest will be shipped off to fight in the empire's wars. 
Often, States within close proximity to each other -especially within the same star system- will form informal councils to discuss economic and political matters. Such Councils hold little official power, but they can be very influential on the administration of the member planets, including, in some cases, the State's senators.
==== Occupied Territories ====
Occupied Territories are planets which have been captured by the Galderan military either through the complete extermination of all resistance or the enemy surrendering. These worlds are controlled directly by the Galderan Armed Forces. Their fate depends on the outcome of the battle; if the defenders fled or were mostly exterminated, then the few survivors will be captured and relocated, and the planet will gradually be restored and either become a Territory or a Military Colony. Civilians on these worlds will be given the option of either joining the Galderans or returning to their home nation. In the more likely case of the population surrendering, the planet will be absorbed into the Empire and will be controlled by the Military until a proper government is established. This will begin the process of cultural assimilation, beginning with the laws being changed to reflect the values of the Galderan Pact. This has led some to believe that the Empire may have more, yet-unknown member states, but that they simply do not have the population or size to have the same representation as the ones already known. 
==== Military Colonies ====
Military colonies, as their name implies, are settled and governed directly by the Galderan Armed Forces. These Colonies vary greatly, and do not always have to serve a directly militaristic purpose. For every fortress world or outpost there are factories which keep them supplied, and for the factories there are mining worlds which provide the necessary raw materials. Research facilities produce new weapons and equipment while government farms provide sustenance for the troops. Military Colonies are scattered all around the Empire. These worlds are admninistered by officials appointed to the position by Imperial High Command.
=== Civil Defense Force (CDF)===
The Civil Defense Force is the law enforcement agency of the Empire. Though not a part of the military, all of its personnel have been through conscription on top of the already thorough training necessary to become an officer. The CDF has a large presence within the Empire and can be found practically anywhere including very recent settlements. The CDF is divided into several branches; it is further split into 'Secions.' A Section is a portion of the CDF relegated to a particular member state of the Empire. Each Section is largely comprised of individuals from the respective nation, but foreigners crossing Sections is not unheard of. Sections generally operate independently but share information and cooperate when it comes to cross-nation criminals and large crime organizations. During a crises such as an invasion, the CDF will assist the defending military garrison and help evacuate civilians. 
When it comes to equipment, the CDF is by and large equipped with modified military surplus gear. Officers wear color-coded uniforms which covers the vital areas of the body with armor plating. 'Heavy infantry,' utilized during crisis such as riots, are equipped with modified Gatranus power armor. In such cases, the Zenura will operate small robotic exosuits, as the Union's standard-issue armor, the 8-foot tall Tetheos battlesuit, is considered too extreme for the majority of police actions. Melee weaponry consist of stun sticks or shock maces, and firearms consist of pistols, shotguns, and sub-machine guns. All weapons are loaded with non-lethal ammunition, but lethal ammunition is provided when the situation calls for it.
=== Galderan Armed Forces ===
Main Page: Galderan Armed Forces
The Galderan Armed Forces (GAF) is the military arm of the Galderan government. Comprised of countless individuals from across the Empire and its member states, the GAF is the single largest organized fighting force currently operating within the Frontier. Its headquarters is at an undisclosed location referred to only as the 'Citadel.' The Xelva, or supreme commander, is the official leader of the GAF and is the ultimate authority in both policy-making decisions and commanding troops; only the empress can override them. Alongside the Xelva is the Valxelva, who acts as a lieutenant and will replace the Xelva once they retire or die. Both positions can only be held by Arkevan officers. Each member race is administered by a Voxelva (with the exception of the Arkevon) and each service branch is administered by a Noxelva. Together with other officials, these officers form the basis of Imperial High Command. 
The GAF is an incredibly versatile machine; utilizing weapons, equipment, and tactics derived from all of its member states, the Galderan military can be prepared for seemingly any foreseeable combat scenario. Each member race takes on a somewhat different role on the field depending on their own nation's combat doctrine, but these do not appear to be set in stone and exceptions do exist, particularly within Nevelin ranks. The Arkevon, Zenura, Jaset, and Valdar all encompass the bulk of the GAF's front-line assault units. The Nevelin, Yin'vair, and Renesat focus on mobility, trickery, and constant harassment, gradually weakening enemy defenses and allowing the front line forces to break through nmore easily. Few Taervand have been observed in combat, but those that have seem to fulfill more supportive roles to both halves of the GAF. This strategic division does not appear to exist within special-forces units, such as snipers, infiltrators, and commandos. 
The GAF is split into four service branches. These branches are further divided into more specialized divisions, with these divisions then splitting into further specialized roles. These branches are the Planetary Combat Forces, Galderan Armada, Her majesty's Special Forces, and the Yilsiri. 
* The Planetary Combat Forces encompass the vast bulk of the GAF's ground forces, and is the largest service branch of the organization. It is comprised of the Imperial Army and the Home Guard. 
* The Interstellar Combat Forces is the GAF's naval branch. It is comprised of the Imperial Navy, Starfleet Infantry Forces, and the Imperial Air Force. 
* Her Majesty's Special Forces, often known as the Eyes of the Goddess or simply as the Special-Warfare Unit is the special-operations branch. Little is known as to how this branch is organized.
* The Arnan are responsible for protecting the royal family. Due to their intense secrecy and very small size, little is known of how it is organized. What is known is that it is comprised of some of the Empire's most well-equipped and experienced troops, and that they are occasionally sent out in high-priority missions for reasons uncertain to all but the Empress and High Command.
Service in the GAF is mandatory for all able-bodied men and women once they graduate from compulsory education. They must serve for a minimum of two years unless they are grievously wounded, in which case they can be honorably discharged. The conscription period can be lengthened in the event of a national emergency. Once the mandatory period has ended, a soldier has the right to either continue serving or return home. The government can conscript them once again at any time. 
Planets with high populations are expected to raise up entire armies for the GAF to utilize, especially those worlds within core or inner rims regions. Worlds with smaller populations, such as many in the outer rim, are instead formed into regiments that are either gradually combined together or merged with larger units, as the planets do not yet have the population to create a full-scale army. While the GAF has national standards on training and equipment, a fair deal is still left to each planet. As a result, many armies may have unique combat specializations or equipment. For example, the well known 'Skull Eaters' of the Salaheth system specialize in close-quarters and arctic warfare, and in the infamous 'Death's Reach' have many weapons modified to fit their specialty - chemical and biological warfare. With this also comes unique viewpoints and traditions among various armies. This often does not cause problems, but it has occasionally sparked tensions between drastically different army units.
== Culture & Society ==
On a planet-to-planet basis, Galderan culture is very diverse; what can be considered a social norm on one planet may be seen as a strange and alien concept on another a mere few systems away. The assimilation of numerous cultures, millennia of exploration across countless worlds, and the Empire's eventful history have all played a role in forming many sub-cultures across the Empire's vast holdings, each with their own nuanced ideals and beliefs.But despite this, there are still common threads which unify the population in its collective identity and its vision for the Empire. These threads are patriotism, faith, militarism, and collectivism.
The Galderans take great pride in their empire, believing that it is as close as any nation ever will get to becoming a true utopia in an imperfect universe. It is seen as part of the empire's destiny to eventually unite the galaxy under its banner. In fact, they see their actions as being good for the galaxy as a whole, even if it is a 'necessary evil'. These beliefs extend well beyond the religious; even many secular loyalist have proven themselves willing to lay down their lives for the state. Displays of patriotism are commonplace on many colonies, and perhaps the most blatant example of their nationalism resides in their own name, which forms the nation's national identity; all citizens, regardless of their species or origins, are considered to be a Galderan. Despite this pride, they have expressed little in the way of xenophobia; while they are still a very warlike species, they do not despise the alien, but rather what they may stand for. They do respect other cultures to a point, but they are well known for their cultural assimilation and for occasionally forcing cultural changes in (typically new) member states when they see it as being unfit to imperial dogma. Two notable examples of this include the Galderan's efforts at bringing equality to the fiercely matriarchal Jaset and the elimination of the Zenura's xenocidal tendencies. 
Religion plays a central role in the lives of many Galderans; citizens are allowed the freedom to choose their faith, and the majority of the population believes in a deity or in some form of spirituality. By far the largest religion is the state-sponsored religion of Deltausyleris and its numerous denominations. Faith has brought together many otherwise different groups, and many look to Deltausyleris for guidance in their everyday life, from average citizens to high ranking politicians and military personnel. Other religions include Lekosa, a monotheistic religion of Lekonian origin, and Gaela, a Nevelin religion which believes in a large pantheon. Religious freedom does however have its limits; certain faiths have been blacklisted by the empire for being dangerous to the government and/or the population. Many forms of so-called 'magic' are also officially banned, with the punishment being imprisonment and the destruction of their paraphernalia.
While the Galderans have a reputation for being bloodthirsty and warlike, which is true to an extent, they do still sometimes try to find diplomatic solutions to certain problems before ultimately resorting to violence, though there are obvious exceptions to this, such as when they declared war against the Peacekeeper Alliance. Regardless, the Galderans maintain an extremely large and powerful military which is seen as the lifeblood of the nation; without it, they would not have become a superpower and would have collapsed eons ago. It is considered an honor to serve within its ranks, and to flee the draft or be dishonorably discharged is considered an act of cowardice or even treachery. Because of mandatory conscription, most everyone is a veteran and knows fellow veterans and active-duty service members. This has had an undeniable effect on the population, helping to further cement a sense of national unity while also instilling many ideals into the general population including discipline, loyalty, and comradery. Topics such as glory in war and 'honorable' combat remain largely a matter of opinion, some do not believe in such ideals and consider them foolish and self-serving whereas others live by them to their dying breath.
Finally, Galderan culture holds many collectivist ideals. Individuals are seen as being an aspect of a larger whole, and this greater whole holds greater priority than any one member. Each member is expected to -but often not forced- to put others above themselves and to work to the benefit of the group at all costs; this includes making personal sacrifices, even if it leads to personal injury or even death. Other threads of Imperial culture, such as devotion to Syleris and the Empire's militarism, help to perpetuate this mindset. Individuality is in itself not frowned upon, but collectivism has helped enforce political and societal conservatism as outlying ideas tend to be singled out. This does sometimes have its downsides as certain groups may become 'stuck in their ways; but like other aspects of Imperial culture, the specifics vary planet to planet.
Families tend to be quite large, sometimes far larger than the typical nuclear family observed in other societies. Both culture and biology play a role in this phenomenon. Biologically, almost all major races within the Empire are egg-laying species, the only exceptions being the Nevelin and the Yin'vair, and thus produce numerous children at once. They are also naturally inclined towards forming large social groups and will thus have many family members living in close proximity to each other, if not within the same home. Having children remains a personal choice, but some see it as a duty to ensure the Empire maintains a healthy army and work force. Some planets are valued primarily for their immense population and birthrate, particularly by the military. 
===Deltausyleris===
Deltausyleris (translated as 'Children of Syleris') is the official state religion of the Empire of Galdera. It is a monotheistic religion that follows the teachings of Syleris, the goddess who is believed to have created the universe and to have played a major role in the formation of the Galderan nation. Over half of the Empire's population is said to follow Deltausyleris and its numerous sects, and the religion has played an unequaled role in steering the culture and ideals of the Galderan people. Adherents believe that Syleris has forged the Galderans into a 'divinely led' empire in an effort to rid the universe of the 'darkness' that has enveloped it. 
The theology of Deltausyleris is contained within the Nolkaveka, also known as the 'Text,' and as the 'Scriptures.' The Nolkaveka is comprised of numerous books, each pertaining to a different theme and/or subject. Of these scriptures, the most well known are 'Beginnings' and the 'Book of Hymns.' Beginnings recounts the story of creation, the mortal realm's fall from grace, and the role the Arkevon are said to play in Syleris' plans for the future. The Book of Hymns is comprised of numerous songs and poems centered around worship, wisdom, and ethics. Many look to the book for guidance, and many prayers have been derived from its text. The Book of Hymns is frequently printed as its own book separate from the others and can be found on many people, especially active-duty military personnel who will often recite songs before, after, and sometimes during battle. 
The most important aspect of Deltausyleris is that of Syleris' 'Divine Will.' According to Deltausyleris, the galaxy was once a perfect home for the mortal races, pure and free of blemish. For many eons, the races of the galaxy lived under Syleris' light and enjoyed unmatched prosperity. However, in time, their arrogance grew; they began to feel that they did not need Syleris, and that they should take destiny into their own hands. This was initially instigated by a largely unknown, seemingly incorporeal entity referred to only as 'corruption' and 'anarchy', which 'spoke' to those willing to listen and eventually convinced them that their arrogant beliefs were in fact correct. In the end, the pride and foolishness of the mortal races led to their own destruction and corrupted the mortal realm, bringing it to its current state of immorality, suffering, and needless bloodshed. Syleris seeks to cleanse the galaxy of this filth and bring creation back to its former glory. The conversion of the Arkevon, the formation of the Galderan Empire, and the goal of conquering the galaxy are all part of this long-term grand plan. While the Galderans intend to convert as many people as possible, they are far from unwilling to let loose Syleris' judgment when the situation calls for it, such as the destruction of the Empire of Sol. 
Arrogance and complacency are both seen as some of the worst flaws of creation. While being prideful of one's work is not in itself evil, placing yourself and your achievements above others is seen as a doorway to many other evils and eventual self-destruction. Complacency is seen as negligent and careless, especially in regards to one's spiritual life; Syleris has a plan for all of her creations, and all must strive towards that destiny. This extends into one's day-to-day life; rather than sitting idly by, one must put themselves in a state of continual growth and improvement. The artisan must always work to improve their craftsmanship, the scientist must keep moving forward with their project, and the soldier must hone their skills and do all that they can to be the best soldier they can be. Complacency should not be confused with being content, which is actively encouraged among the followers of Syleris as they believe that so long as they follow the goddess' commandments and teachings, everything in the end will be fine, even in the worst possible circumstances. Being content does not inevitably lead to complacency unless it is taken too far. 
Adherents of Deltausyleris believe that all intelligent life possesses a spirit and a soul, and it is through this that they can interact with the spiritual realm around them and have a connection to Syleris; this sets them apart from so-called artificial life such as Artificial Intelligence Constructs, which do not and cannot possess a spirit or soul. This would mean that an A.I cannot interact with the spiritual realm in any meaningful manner, but the spiritual realm can interact with and influence it without its direct knowledge. Meanwhile, clones, despite being physical copies of another being, are believed to be wholly unique beings with their own unique soul. The so-called 'health' of the soul is of crucial importance in Deltausyleris; only through Syleris can a soul be redeemed and cleansed of sin, and only through Syleris can one be protected from the corruption of the universe. Those who do not follow Syleris are 'deafened' to the spiritual realm and are essentially dead; they will not be saved from judgment. 
War is seen as being necessity in order to accomplish the goal of uniting the galaxy and curing it of its corruption; though many do seek glory in battle, to seek out and instigate so-called 'needless' bloodshed is considered a major sin that will lead to serious repercussions. The empire considers most if not all of its wars to be a part of its greater conflict against the darkness of the universe. This 'war' is both spiritual and physical. Spiritual in that both Syleris and corruption fight for the hearts and souls of the galaxy and physical in that the corrpution uses both unwitting and loyal pawns to attempt to slow down and defeat the Galderans, with its ultimate goal being to destroy Syleris' followers. This is in fact the primary reason that the Empire places so much emphasis on its armed forces and in Deltausyleris. Free will is ultimately still a factor, and individuals can choose whether or not they wish to believe, but to not believe is seen as a risky endeavor in a galaxy-sized battlefield.
=== Language ===
For a civilization as diverse as the Galderan Empire, effective communication is an absolutely necessity for effectiveness and cohesion. Countless languages exist in the Empire, some of which are limited to only a few planets; additionally, most of the Empire's members are unable to speak one another's languages due to biological differences. The Arkevon, for example, cannot replicate the complex clicks and chirps of the Zenura and vice versa. Differences in body language and its interpretation only serve to further complicate matters. The government plays a major role in ensuring that communication runs smoothly in the Empire. All citizens are provided with nearly-invisible translators that are either worn in helmets or placed directly on the ear. Special glasses and contact lenses that automatically translate writing are also provided freely. The Linguistics Department of the National Government was formed specifically to translate languages and add them to the translator's databases. Over the years, this database has grown to incredible size, and contains numerous languages of many different species, including the races participating in the Great War. 
Regardless of active translation, the Empire does still possess a lingua franca: Kyrgalon, the most frequently-spoken language of the Arkevon. This language is utilized within the National Government and very frequently in the military. As a result, the vast majority of Imperial citizens are at the very least bilingual, knowing their native tongue as well as being able to write and understand Kyrgalon even if they cannot properly speak it. Being willing to learn and speak new languages without the need of a translator is still seen as a necessary skill in certain professions, particularly in the field of diplomacy, where it is viewed as a gesture of respect to learn another culture's language. Certain species are better at understanding each other than others, and thus diplomats from all nations are highly desired. For example, Arkevon linguist primarily communicate with other reptilians whereas Nevelin typically speak to mammalian species.
=== Economy ===
The currency of choice for the Galderans is the Alro, which exist in both a physical and digital format. Physical bills are made of a special type of plastic and have many intricate patterns and colors built into to them, making them difficult for the average counterfeiter to fake. The bills often include religious and historical icons on them, such as Syleris, mythological and historical heroes, and various landmarks. Alro bills are minted based on an octal number system, thus the values are 1, 4, 10(equivalent to 8 in base 10 systems), 20, 40, and 80(100). Coins are minted in 10, 24, 40, and 100. One cent coins have never been minted.
== Technology ==
Though the Galderan Empire is by no means a primitive nation, they are a relatively young nation compared to some of their contemporaries; they lag behind in some of the more advanced scientific fields that nations such as the Aeveria Confederation and IAE have long mastered over their millennia-long history. The Galderans became keenly aware of the importance of technological upkeep during the war against the Naelkva, where the regularly outnumbered but highly advanced Naelkvan armada was frequently able to defeat Galderan forces during the early years of the war. Since then, the Empire has been working to improve its technology at an unprecedented pace, the Galderans have seen more advancement in the past century than in almost any period of their history. While much of it has been from their own research, the Empire will not hesitate to acquire knowledge from allies and foes alike, and will often scour battlefields to salvage enemy equipment, or will attempt to capture certain targets for study. 
=== Transportation ===
With the Empire rapidly growing in terms of its total territory, population, and its military personnel, the need for fast, efficient transportation has become increasingly more important, and many corporations are working to improve the transit network with each passing cycle. On developed colonies, the vast majority of transit -both of people and resources- is handled by privately-owned public transportation companies. Most cities have expansive, well-built subway networks connecting various parts of a city together as well as to other nearby cities. Air and sea transit are also very common, as are public buses. Most public transit has armed guards on board to protect cargo and passengers; these guards are often from the Civil Defense Unit (C.D.F), but may also sometimes be private security forces hired by the company that handles the transport. 
Personal transportation, such as cars, bicycles, and motor-bikes, are also common sights, especially in developing colonies and fringe colonies where easily-accessible public transit has yet to be developed. A clear divide can sometimes be seen among the various races of the Empire in regards to which form of transit they prefer. Arkevon, Zenura, and Jaset, all very social species that tend to live in larger family units, often opt for mass transportation when available, or will own large vehicles which can carry a larger number of people than usual cars found in other empires. The Nevelin and Yin'vair, meanwhile, will instead gravitate towards personal transport methods (usually in smaller vehicles than their counterparts), and only really use mass transit when necessary. Individuals can also purchase personal starships to fly or even reside in, but this is somewhat uncommon, largely due to the training required but also due to many considering it an unnecessary expenditure. 
==== System Rail Network (SRN) ====
Public and business transportation between Galderan colonies is handled by the System Rail Network, or SRN. The SRN is a series of 'hubs' built in each star system that serves as a place where starships can come and go from one system to another. These hubs are generally located within a planet's orbit, and can be reached via one or more space elevators. Depending on the age and location of these stations, SRN hubs can either be rather small (as is seen in many recently-colonized fringe worlds) or extremely large stations capable of carrying numerous large vessels simultaneously. Ships utilizing the SRN travel along predetermined, invisible 'star lanes' that connect one colony to another. These 'lanes' are determined by a few factors, such as distance, fuel consumption, and potential hazards. There are two different 'levels' of the System Rail Network; the first of these is the Public Network, which is utilized to move citizens to and fro the various States and Territories across the Empire. The second layer is the Commerce Network, which is used exclusively for hauling raw materials, products, and other trade goods. Movement outside of the determined lanes of the SRN is strictly prohibited, and offenders can face fines or, if offenses continue, the removal of their license and prison time. However, the military is not bound by the SRN, and possesses much more freedom in where it can go. It is theorized that the SRN is used to track the movement of the nation's citizens, especially suspects and people of interest, which would partly explain why the rules of the SRN are so strictly enforced.
The System Rail Network is heavily defended. Fully-armed military personnel regularly patrol the hubs and transit vessels alongside disguised officers and remote-controlled drones. Combat vessels and fighters also stand guard in the event of an attack, and the hubs themselves are fitted with various hidden traps, turret emplacements, and armories for security forces.
==== Faster-than-Light Engine ====
For as long as the Empire has existed, it has used the Faster-than-Light engine to move its starships from one location to another. FTL-drives are very common, having been independently developed by the Arkevon, Nevelin, Zenura, and Yin'vair before any of them had unified. In the early days of the Empire, these engines were not standardized; each nation often used its own engine, occasionally causing problems between engineers who were trained to work on a specific type of engine. This problem was alleviated by the adoption of the Navhala-Drive, which was little more than a hybridization of Arkevan and Nevelin technology which was somewhat faster that previous FTL engines. The Navhala-Drive enjoyed many years of widespread use up until the Zenura were inducted into the Empire. The Zenura introduced the Ikthiel'sadum Engine, which was both smaller and much less energy-intensive that the Navhala. This engine enjoyed usage up until after the war with the Naelkva, where the Empire created the Shvelda-Kusori Jump Drive, the modern engine utilized by all vessels in the Empire. The Shvelda-Kusori, while continuing the trend of becoming smaller and more efficient, drastically increased the speed of vessels by allowing them to 'bend' space, essentially reducing the distance between two locations and thus reducing travel time. 
The Empire continues to work on improving its FTL drives as well as looking for new ways in which to travel through space. FTL, while improving, still has its limits; moving from one end of the Empire to another takes some time, and this worsens as the nation grows. Various different ideas, such as teleportation or creating artificial wormholes, are currently being considered and researched, though so far no functioning prototypes have been created.
=== Weaponry ===
For an overview on specific Galderan weapons, see Weaponry and Equipment of the Galderan Armed Forces
The vast majority of Galderan weapons are projectile-based; ballistics, railguns, gauss weapons, rockets, and shells have served the Galderans well over the centuries, and are expected to do so for many eons to come as the nation continues to improve on their designs. There are two dominant design philosophies when it comes to weapons. The Arkevon and Zenura focus heavily on dealing as much damage to a target as possible; thus, their weapons use a large caliber rounds to deal extensive damage, though this results in more recoil and oftentimes a reduced rate of fire (though some weapons, such as the N-KLI10 Gatling Gun, are notable exceptions). The Nevelin and Yin'vair, meanwhile, design their weapons for precision and speed. Their weapons are smaller, more compact, and lighter than their counterparts; and thanks to utilizing a smaller caliber, have less recoil while still managing to have a fast rate of fire. Jaset weapon designs tend to depend on the user's gender; weapons for female Jaset tend to follow Arkevan and Zenuran design philosophies, whereas weapons utilized by males are seen more as a middle-ground between the two dominant design philosophies. Many Jaset weapons are deliberately designed to be usable only by females; males cannot use them due to being too large and heavy, and this is often used by females to display their power and authority over their subordinates.
Throughout the Empire's history, the Empire has Ilsur has been the leader in the development of energy-based weapons. This began with the development of modern laser weapons, which today fill various roles such as missile defense and anti-armor. Many recent Nevelin armored units have been incorporating these lasers into their designs due to their tank killing power and pin-point accuracy. However, these lasers were seldom if ever built for anti-infantry roles and are generally ineffective against vast swarms of targets. In recent decades, the Nevelin have made breakthroughs in the development of other forms of energy weaponry, most notably plasma. The first plasma guns were very large and bulky, and were mounted exclusively on large vehicles and starships. As development progressed, they have slowly become smaller and more efficient. They have a reputation for their ability to quickly melt through armor and sear flesh. Plasma weapons are still a long ways away from being on-par with the plasma guns of more advanced nations, however. Though infantry can now use them, they are still big and heavy compared to ballistic weapons. As well, they can overheat fairly quickly, and many infantry weapons lack long-range effectiveness, making them useless for sharpshooters. Finally, there is an issue of battlefield maintenance; most projectile-based weapons can have repairs done on them quickly and easily by the user even while deployed. Plasma weapons, and by extension laser weapons, do not have this luxury. Their mechanisms are much more complicated, and most infantry cannot do quick troubleshooting on them. Some have gone as far as to say that it is better to pick up a new weapon than to try and repair the nonfunctional one. Researchers are working at a feverish pace at improving plasma-based weapons, and many are looking into looted Margan and Aeverian designs to see how they function in order to copy it.
The Galderans have also been experimenting with more exotic weapon-types. Weapons utilizing acidic chemicals, static electricity, liquid nitrogen, and other exotic munitions have all be tried and tested over the years, with varying levels of success. Weapons such as the T-GD27, a 'lightning cannon,' or the X-ND, a flamethrower-like weapon utilizing deadly chemicals, have all found roles within them military, oftentimes rather niche ones. Though many weapons are ultimately failed designs or see limited use, the ones that succeed can be just as deadly as other weapons when used properly, and thus some of these weapons have specialized training courses.
=== Mechanical Engineering and Cybernetics ===
The field of mechanical engineering, and by extension cybernetic augmentations, is perhaps one of the most advanced -as well as most important- fields of research within the Galderan Empire. Mechanical Engineering (which encompasses many subjects, such as robotics) has become an important cornerstone of modern Galderan society, and without it, the Empire would be unable to sustain itself. The two major figureheads for the development of this field have been the Arkevon and the Zenura. Both races have long looked for ways in which to improve their production and military capacity; especially the Zenura, as they lack the physical ability to compete with many animals on their own homeworld, let alone sentient alien species. The cooperation of these two races have produced many important innovations, many of which have gone on to shape both the modern military and society as a whole. 
==== Autonomous Revolution ====
The so-called 'Autonomous Revolution' is considered by many to have been one of the most significant technological developments in the history of the Empire; though it had technically started independently by most member races long before they had encountered one another. It is often compared to an Industrial Revolution, and made a significant impact on the economy, society, and the military. During the Autonomous Revolution, robots took over a very large number of jobs that were once held by individuals. Production, driving, and eventually even building and mining were all taken over by robots either in totality or only partially. Initially, this had a negative impact on the economy due to sweeping unemployment. In time, however, the economy would be reformed and would recover, and it is now even stronger than it was before the revolution transpired. With many physically-intensive and menial jobs now taken over by machines, individuals had to look elsewhere for work. Many found new positions within their old workplaces, becoming drone operators and/or maintenance workers. Others looked into the sciences, the arts, or found service jobs that could not be taken over by robotics. The military saw a large uptick in recruitment that has sustained itself into the modern era, especially in many old, heavily urbanized core-world colonies where employment may be difficult to find.
==== Military Engineering ====
Perhaps no single institution has benefited more from machinery and augmentations than the military. Both on and off the field of battle, the effects of the Autonomous Revolution and the innovations in modern engineering can be seen. Not only is modern automated construction considerably less labor-intensive, it is significantly faster than methods utilized before; in a mere day, trillions of small arms can be produced in the dozens of factory worlds and thousands of independent production facilities which keep the war machine running smoothly. Robots also see constant use on the battlefield fulfilling an array of roles, including bomb disposal, construction, reconnaissance, infantry support, and as mobile bombs. Such robots are often remote-controlled, but are occasionally semi-autonomous, with user interaction only occurring when necessary. Such drones have not, however, replaced the role of the standard soldier or vehicle pilot; due in part to both the culture of the empire, lack of needed technology, and most of all, a distrust of robots fulfilling such important roles. 
Ever since the induction of the Zenuran Union, the Empire has witnessed the relatively rapid development and utilization of infantry battlesuits and 'Mechanized Combat Walkers (MCWs)', armored units which utilize legs for locomotion. Though once speculated on and considered impractical by skeptics, minds were changed when the Union's impressive arsenal of units managed to soundly defeat the Galderan's ground forces during the beginning stages of their brief conflict. The government soon commissioned several corporations to create competing units, of which only a few were initially successful and passed inspections. These first walkers often had very tall legs, stiff movements, and were relegated to back-line support roles as it was considered unnecessarily risky to have them on the front; the first battlesuits received more notoriety, but made for rather large targets and were slow moving. In the centuries since, walkers and battlesuits have seen major improvements, and can now fulfill a variety of roles. some well known Walker models include the Dreavarok Battle Walker, Kavras Walker, and the famous Gaulderog Armored Assault Fortress.
Power armor has been a staple of Galderan military personnel for centuries, particularly with the Arkevon, who are the main builders and producers of powered armor. Introduced a few short years before Arkevan unification to allow ground forces to survive in the vacuum of space, the first armor suits were modified spacesuits with added armor plating and little else. Though rudimentary, these first suits were successful in reducing mortality rates and grew popular. Shortly after, Halseus Engineering, the company responsible for producing the 'Gatranus' line of armors, would appear, and would quickly become the military's main supplier of power armors. Advancements over the years would see numerous improvements, such as nanoweave underarmor jumpsuits, advanced optics, and life support, among many others. The current mainstay power armor of the military is the MKIV "Gatranus" Power Armor, which has been in use for over fifty years.
==== Gravity Manipulation Engines (GMEs) ====
Gravity Manipulation Engine (GME) is an umbrella term for a family of revolutionary devices first built around the turn of the new century in 503 AF. Until the development of GMEs, the Galderans had no way to truly manipulate gravity; artificial gravity could be produced, such as in starships and spacestations, but there was no way to manipulate in any other significant way. As well, such devices were quite large and could only be installed in bases and space-faring vessels. GMEs resolved these issues, first and foremost being smaller and more energy-efficient than their cumbersome counterparts. The most important part of the GMEs is their ability to manipulate the gravity around it, it's range depending on how large and powerful the engine itself is. As well as creating artificial gravity fields of various strengths in whatever direction the operator requires, GMEs can also produce 'anti gravity,' which jumpstarted the development of the Galderan's first hover-vehicles. Certain GMEs can also 'shield' objects from the affects of gravity entirely, greatly reducing their weight and making them considerably easier to move. As GMEs continue to become less expensive and more efficient, the Empire has slowly-but-surely began to adopt gravity manipulation into many of its industries, especially transportation, where anti-gravity engines have often proved more efficient than previous propulsion methods. The military has also begun to utilize it, as shown by some of the latest armored units created by the military.
One of the more wild and theoretical fields of gravity manipulation technology has been the potential for weaponizing gravity itself. Often referred to as Gravity Manipulation Weapons (GMWs), various research programs are looking into the potential use of gravity to fill a variety of purposes on the battlefield. A commonly cited example being a 'gravity bomb', a bomb that produces a brief but extremely powerful gravitational field, instantaneously crushing everything caught in its vicinity; a variation of this idea would be a gravity bomb that violently lifts up or throws anything in its radius, akin to a conventional bomb without an actual explosion. Another project has been the development of a beam-like weapon that could forcibly move or immobilize objects ranging from infantry to starships. Such programs are extremely recent, and thus far no such weapons have been developed; it will likely be some time before they come to fruition, let alone become commonplace.
==== Cybernetic Augmentations ====
Bionics and cybernetic augmentations have become a staple both in the medical community and in the military. With modern technology, a mechanical replacement to an organ or limb can be easily built and fitted onto an individual, rendering many once-crippling injuries or physical conditions a non-issue. These augments have oftentimes proven to be superior to their organic counterparts, boasting a lengthier lifespan and being less likely to break. Certain augments can extend one's lifespan by up to several decades; a trend that has been improving as augments improve. While once a rare sight, augments have become increasingly popular as they become more advanced and cheaper to produce. 
The introduction of cybernetic augments has pushed Galderan society towards being both more industrious and more militaristic. Soldiers often opt to have mechanical replacements to lost body parts or damaged organs for the sake of time and efficiency. Among many personnel, augments have become a sort of 'badge,' a symbol which represents how long an individual has served and their dedication to the Empire's goals; though this viewpoint has been dulled by a rise in transhuman-like ideals. Workers in other fields take augments so that they can work harder for longer periods of time without tiring, generally making their jobs easier. 
Augmentation procedures have been taken to a new and more extreme level as of the past few years. Rather than augmenting specific areas of the body or only replacing damaged areas, some individuals are attempting to replace as much of their body as possible with augments, rendering them largely devoid of flesh, bones, and even blood. This is a trend that began within the military, and has slowly rose in popularity due to individuals such as Varo Arvintis endorsing and going through with the necessary procedures to transform themselves. This trend began a renewed push for further advancements into augments, and has resulted in the creation of the Orsaron Program, a military project with the objective of creating various types of supersoldiers who have had their brains transferred into robotic bodies. These extreme cases are visually indistinguishable from actual robots. Some may try to cover their augments with artificial skin to appear organic, but others wear the augments with pride, though this can be met with criticism in some groups. 
Augments are not without a history of opposition from certain organizations, both of secular and religious origins. Some fear the concept of augmentation, believing that heavily-augmented individuals may one day come to view their purely-organic counterparts as being inferior and subservient, and thus may try to either eliminate or enslave them. Other viewpoints see augments as an affront to one's 'purity;' to remove a part of oneself and replace it with what is often negatively referred to as 'machine flesh' corrupts their purity in some form, and may also be seen as an affront to god in various religious circles. Even within the military, some units are fierce opposed to augmentations outside of absolute necessity. 
Across the member states, the opposition to augments primarily comes from certain groups of Arkevon, Nevelin, and somewhat ironically, the Zenuran Union; while the Union makes heavy usage of machinery to perform most task, they wear their own flesh-and-blood bodies with pride. To them, it is a testament to their perseverance; despite having to endure the hardships of their homeworld as physically inferior creatures, they were able to thrive. This sense of pride, coupled with a lifespan that is already very long compared to most in the Empire, leads many to go without augmenting their bodies, instead opting for biological replacements when a situation calls for it. This is largely a social stigma rather than written law; the Union does not limit or prevent the use of augments on an official level. The Jaset and Yin'vair, meanwhile, are both very open to the utilization of augments, viewing them as a way to help grow their expanding empires and bolster their strength. 
Public opposition to the growing trend of augmentation often comes in the form of peaceful protest around locations well-known for researching them or offering them to the public. Senators from certain planets have also tried to either slow down the augment trend or even make them outright illegal; such attempts have never been successful, and have often been met with strong rebuke from the rest of the senate and many parts of the Empire. A few extremist groups take it a step further, and will target and attack those with augments as well as bombing the locations which offer them. As a result, facilities relating to augments are typically well-protected with armed guards and drones.
===== List of Augmentations =====
Augmentations are divided into two categories: Frame, which is external, and System, which is internal. 
====== Frame Augments ======
Frame Augmentations are Augments when modify the 'frame' of an organic being, that being the skeleton, muscle, skin, and body parts in general. 
*Composite Skeleton: Composite bones, sometimes erroneously referred to as metal bones, serve all of the purposes of their biological equivalents while being considerably harder to break. While most commonly utilized in individual prosthetic limbs, more intensive procedures replace most or all of the organic skeleton with a composite equivalent. The new bones increase the user's strength and allow them to carry heavier loads. Most skeletons mimic the structure of the organic skeleton they replace, but this is not necessary, and some have opted to modify their skeletal structure. The bones can also be made to be considerably more flexible, allowing for such feats as bending the knees and elbows in the opposite direction without breaking. 
*Artificial Muscles: Bionic muscles are the same artificial muscles found in power armor, only modified so as to fit in an organic creature. These muscles do not tire and do not need to be maintained through exercise. While biological muscles can be attached to Bionic bones with little to no issues, the opposite is not true, as the metallic muscles risk snapping the calcium bone when undergoing intense physical strain. 
*Synthetic Skin: When not being used to replace actual skin, synthetic skin is often used cosmetically to conceal augmented body parts. Military-grade synthetic skin is made of the same material that makes up the fibrous layer of power armor, providing increased protection against blunt force trauma and ballistic projectiles. 
*Steel Claws: Exclusive to the military, steel Claws are a Bionic version of claw gauntlets and are effective against lightly-armored targets. Though rarer, plasma claws also see use in some circles. 
*Composite Teeth: Composite Teeth come in both a standard and a combat format. Standard teeth merely replace a tooth. Combat teeth are exclusive to the military and are designed to be used as a weapon. Reinforced with composite bones and artificial muscles, composite combat teeth can have sufficient power to pierce through armor and even sever a limb. These teeth are only found on sufficiently augmented individuals since the teeth would shred apart organic flesh inside of the mouth. 
*Hook Toes: Hook Toes are strong, flexible bionic toes with hooked claws at the end. The toes and claws are designed to clamp down and dig into a surface, holding the user in place and preventing them from falling, even if they are hanging upside down from a ceiling. It is possible to both walk and even run while utilizing hook toes. Hook toes can come in numerous different configurations. They can also be utilized as weapons to grab and stab foes foes. 
*Magnetic Soles: Magnetic soles are powerful magnets built into the feet that allow a user to attach themselves to metallic surfaces. They are often installed alongside Hook Toes and are used interchangeably depending on the scenario. 
*Limbs: Bionic Limbs can be used to either replace an organic limb or to add an additional appendage to the body. They are not to be confused with the mechanical limbs utilized by power armor; while the two serve identical functions, mechanical limbs, though still having a connection to the nervous system, are primarily attached to the armor itself and can be readily removed. bionic limbs are connected directly to the body and cannot be removed so easily. Bionic limbs can either be general-purpose or specialized to fit a certain role, such as holding a weapon or assisting an engineer. 
*Split-Limbs: Split-Limbs are specialized bionic limbs that can split apart into two identical limbs. For example, a person with two split-legs could divide their limbs into four legs. Split-Legs provide the user with extra stability as well the ability to gallop whereas Split-Arms allows a user to interact with more objects at once, such as being able to wield four separate weapons. This can make them significantly more dangerous in close-quarters combat, especially if they manage to catch their opponent off-guard. However, Split-Arms can be identified by looking at the digits; both hands and feet will have a symmetrical design. Though very useful in the hands of a trained user, split-limbs are rare because of the large amount of practice necessary to master them.
*Wings: While some winged individuals may have their wings surgically removed when undergoing augmentation procedures, others may opt to instead have cybernetic wings installed. For races which actively use their wings to fly, these mechanical wings can provide a considerable boost to their flight power. The wings are sometimes hybridized with jump jets for better control and speed. For species where the wings are not used for flight, such as the Arkevon, the augments still serve an important role in nonverbal communication while being able to fold up for storage so that they do not hinder the user during combat. In more unique cases, the Wings may have 'fingers' that allow them to grasp and hold unto objects, or even blades that allow them to stab nearby targets.
*Tail Removal: Another entirely optional procedure, some individuals may use Augmentations to forgo the use of their tail and have it permanently removed. Proper balance is reattained through training and/or other augments.
====== System Augments ======
System Augments modify or replace the internal organs and bodily functions of a user. They may also add a new function, such as some military-grade augmentations which mimic the components used in power armor. 
*Mind-Machine Interface (MMI): The MMI is a bionic which connects other augments with the central nervous system and brain, allowing for them to be controlled by the user. The MMI is a vital part of modern bionics; without it, many Augments simply would not be able to function, and more extreme augmentation procedures would be impossible. 
*Body-Armor Interface (BAI): The BAI connects the user's Power Armor to their bionics, essentially making the armor an extension of their bodies. This can further improve mobility, but is primarily done to sync together systems for enhanced effect. 
*Mind-A.I Interface (MAI): The MAI allows an artificial intelligence construct to inhabit an augmented body, much like how the Artificial-Intelligence Module (AIM) allows an A.I to inhabit armor. The implant is typically located in the brain or spine, though it can be implanted elsewhere if requested. The A.I is often a complex A.I and performs many of the same task as an AIM, as well as helping to tend to a user's bionics. MAI have more potential for control than their AIM counterparts in some, as they also have control over the armor through the Body-Armor Interface. It is due to this that A.I Bionics is a hotly contested field of science, as side-effects from Actualization Syndrome can potentially be significantly worse in these instances than if they just had control over the armor. 
*Bionic Organs: In their most basic form, bionic organs serve the exact same purpose as a normal organ, albeit more efficient and far less likely to fail. Every single organ has its own mechanical equivalent sans the brain; augments added unto the brain exist, but attempts to create a fully robotic brain and transfer one's consciousness into it have thus far been met with failure. Some users lack some or most bionic organs due to the fact that they no longer need them. One interesting side-affect is that while breathing may be rendered unnecessary, subject may continue to involuntarily 'breathe' anyway, their brain being unable to adapt to the concept of it no longer needing to do so. 
*Bionic Sensory Receptors: Bionic Sensory Receptors (BSRs) are mechanical versions of the eyes, ears, tongue, nose, and other sensory organs. These share many functionalities with power armor helmets, such as providing multiple forms of vision, being able to perceive previously imperceptible noises and smells, an optional Heads-Up-Display, translation software, and sensory dampers. 
*Synthetic Blood: Informally referred to as 'oil,' synthetic blood comes in two distinct forms. The first form is comprised of microscopic robots which perform the same functions as regular blood. The second form has much more in common with motor oil than blood and is used to keep bionics clean and running at peak efficiency. The only real downside of either type is that augmented bodies cannot produce new blood on their own and it must be periodically replaced; it takes several years for blood to wear out, however. 
*Weaponry: Bionic weapons are exclusive to the military and are among some of the most diverse augmentations available. Weapons can be mounted practically anywhere, including the wrist, shoulders, back, chest cavity, tail, mouth, and even the eyes, depending on how much of the body has been replaced with augmentations.
=== Artificial Intelligence ===
Artificial Intelligence has existed within the Galderan Empire for several centuries in the form of the Intelligence-Processor (IP), a groundbreaking invention that rendered microprocessors obsolete and paved the way for modern Artificial Intelligence research and development. Available in hundreds of formats, Intelligence-Processors are purpose-built to fulfill a very wide variety of task, both simple and complex. A few of these task include charting paths in space exploration, controlling a city's maintenance drone force, targeting software for various military weapons, diagnosing illnesses, and performing the myriad of task which keeps power armor and battlesuits functional. These Intelligence-Processors only contain as much intelligence, thought capacity, and adaptability as is required for their designated task; an IP designed for economics is completely incapable of fulfilling the same role as a Drone Control Unit or a medical droid, and would be incapable of comprehending what either task is. Unlike the classic portrayal of AI software, Intelligence-Processors do not have any personality or thoughts of their own, let alone any sense of free will; though they can respond to voices and speak if programmed to do so. 
Though these 'Simple' or 'Mono' IPs are in wide abundance across the Empire, 'Complex' IPs - AIs that could think and behave like living organisms, with the possibility of free will - are not, and remain a very controversial and highly debated topic. Detractors view Complex IPs as a waste of resources when a Mono IP could be installed instead; other fear Complex AIs, believing that if they were made too similar to sentient beings that they might try to overthrow their creators, similarly to how some view augmented individuals. Supporters refute these claims, stating that failsafes and protocols - many of which have been proactively put in place via the Senate - would be more than enough to stem off the possibility of AI revolt, and that Complex IPs could fulfill roles that Mono IPs would be unable to since they are not 'alive.' For example, a Complex AI could act as an advisor to a government official or military commander; others may work as a therapist, while others may have the simple task of giving someone company, particularly soldiers, who could have the AIs installed into their armor. This then leads to the complicated debate regarding how 'alive' a Complex AI is. This is a debate more prevalent with religious groups, as the issue revolves around the fact that AIs do not have a soul, something that all living organisms possess. If they have no soul, can they truly imitate life? And if they do, should they still have the rights of an individual with a soul? Others wonder if they could experience mental problems, such as from traumatic experiences; a question that revolves back to the fears of a rogue AI.
=== Genetic Modification ===
==== Cloning ====
== Notable Individuals ==
=== The Royal Family ===
==== Empress Kazadair III ====
=== Diplomat Orva ===
== Political Status with Other Empires ==
Category:NeutralCategory:AmakerCategory:PageCategory:Empire of Galdera