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Jarl of The Aesir Empire
- Posts:
- 1,230
- Group:
- Councillor
- Member
- #4
- Joined:
- Oct 29, 2014
- Nation
- The Aesir Empire of Aragonn
- Nation Link
- http://www.nationstates.net/nation=aragonn
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The Aesir Empire

Aesir Race The Aesir are sentient bipedal reptilians with tails and digitigrade feet. Their scale and eye colors vary depending on the environments their ancestors lived in. Those that lived in the temperate forests developed dark brown and dark green colors. Those that lived in arid deserts developed beige and tan colors. Rainforests gave light green and shades of red and blue. Aesir grow to about 2.5 meters (8.2 ft) tall and 3.37 meters (11.1 ft) long (including the tail). Running speed averages at 37 kph (23 mph) with Fárbjóđr armor, 50 kph (31.1 mph) unassisted, 60 kph (37.3 mph) with Ulfsark armor, 75 kph (46.6 mph) with Huskarl armor, and 80 kph (49.7 mph) with Húđ armor. They are aggressive and very territorial. Any unwelcome intruders in their controlled space will be met with strong force. Average lifespan is 500 standard years. They love to hunt. Camouflage is painted on armor and weapons. Some hunt without any armor nor weapons and rely solely on their own claws and teeth for weapons and scale and eye colors to hide them from prey. Odinblessed Odinblessed is the name of the Aesir psykers. Fortunately for the Aesir, their minds are well trained and capable of resisting Daemon control very well, but powerful Daemons have been known to be able to overpower and possess Odinblessed.
Aesir Culture Being naturally aggressive and territorial, the Aesir were able to form a society through the "Way of the Warrior", an honor code that keeps unnecessary violence and killing to a minimum. The many tribes of Aesir are able to work as one for the progression of their race, and negotiations with other races can open and be maintained.
Family stands very high on priorities. Growing and taking care of families is one of the most important things one can do. After the Hyperion-Yamato War, Aesir numbers had drastically decreased, and they are now trying to repopulate.
Advancing weapons technology to where it was before the Hyperion-Yamato War and beyond is also high on the priorities list.
History The Aesir were the first xenos race to reach the stars after mankind had spread, and as such, were also first to witness the cruelty mankind can cast upon people.
Their homeworld resided within Yamato borders, and because of the Yamato belief in ethnic purity among their populace, Yamato forces carried out ethnic cleansings on the Aesir. They endured decades of this until hearing word about Hyperion to the north. To escape the ethnic cleansings, a mass migration was made towards the galactic north into Hyperion space.
Hyperion welcomed the Aesir and helped them get settled in, but it was only a few decades later when Hyperion started treating them like second and third rate citizens.
Angered by this, the Aesir began engineering in secret on a planet they called Drekiheimr. What was engineered was tested against Hyperion weapons and armor until the engineers were satisfied that their technology was superior. All that was needed now was an opportunity to strike.
The opportunity presented itself in the form of a Warp storm. Hyperion forces in the eight sectors of space immediately around Drekiheimr were cut off from Hyperion support, so the Aesir launched the few ships they were able to build and initiated the first attack. The technology proved to be superior in the ensuing battles, and more resources became available with every captured system. As the campaign progressed, Hyperion forces became more and more outclassed by the Aesir as the tactics and technology were improved, and Hyperion soon lost all presence in the area.
With Hyperion gone from the sectors, the Aesir formed their Empire and began heavy production in preparation for when the Warp storm would subside. When it finally did, Hyperion was both surprised and furious with what they found.
Hyperion began an assault on the Aesir, but it was quickly swept aside and countered by an expansion of the Aesir Empire, expanding both south and east. With these losses, Hyperion redoubled their attacks but were soon forced to pull their forces to hold off a Yamato invasion. The Aesir Empire only expanded because of this weakness.
The Hyperion-Yamato War soon spread to have the Aesir Empire caught right in the middle, and because of their history with both nations, neither side hesitated to open fire on the Aesir. The Aesir struggled to defend themselves against a seemly endless supply of ships and troops, but they dug their claws in and fought with everything they had.
Massive losses were taken and many critical Aesir forge worlds were leveled, but Hyperion fell and Yamato was severely weakened and unprepared for another conflict. The remaining Aesir took this time to rebuild and form alliances with the other nations which they had found out about; Valkryt, Rationalist Science, and Frostmark. Valkryt and Science were very pleased to form alliances, but Frostmark was discovered to have been completely destroyed by Hyperion just before the Aesir scouts had reached there.
A century after the Hyperion-Yamato War, Yamato attacked to subdue the Aesir and brought even more death and destruction to the race. Learning of the ferocity of the Aesir soldiers, they came bearing a superweapon, one that would both devastate the Aesir and Yamato. Yamato soon had completed collapsed under its own weight, but not before the Aesir Empire was reduced to the original nine sectors of space they had started with.
Jarl Aragonn Aldrnari suffered a heart failure at seeing his nation in ruins and died in his office. As per tradition, the three Kommanders were to fight in a public arena with dull weapons to win the position of Jarl. After hours of quick action, Kommander Astrid Brunnhilde of the Vordr pulled a surprise move with her double spear to disarm Kommander Vanir Gunnar and Kommander Baldor Siegfried all in one motion. And with that, Brunnhilde gained the title of Jarl.
With the new change of power came new policies. Aesir were encouraged to breed to get their numbers back up, and the reconstruction of forge worlds was to begin. All remaining forces were to be used for defending the nation at all costs. No incursion would make it far beyond the border, or the Aesir would die trying to defend their nation.
Government Structure Government Positions Jarl Head of State and Chief Kommander.
Chieftain Elected officials that set policies within their respective provinces. 9 total.
Kommander Hand picked from the military ranks by the Jarl to lead their respective military branches. 3 total.
The Chieftains dictate law within their own lands and can meet for a Chieftain Council. The Chieftain Council will vote to pass motions that affect all provinces. If a motion gets the majority of votes, it is then passed to the Jarl for final approval. The Jarl can approve or dismiss. Dismissal can be overturned by a supermajority vote. With military matters, the Kommanders have complete control over their respective branches and only take orders from the Jarl. Kommanders can take charge of a province if it is under attack, replacing the Chieftain for the duration of the defense.
Important Figures Jarl Astrid Brunnhilde She is a beautiful Odinblessed female with dark brown and forest green scales and eyes a shade of green slightly lighter than her scales. Brunnhilde wears mythril-colored Huskarl armor with wings adorning her helmet and sports a matching power double spear. 2.74 m (9 ft) tall. Her experience as the Kommander of the Vordr gives her a strong connection with the people of the Empire.
Kommander Vanir Gunnarr Commands the Floti. 2.67 m (8.8 ft) tall with black scales and bright blue eyes who is usually seen wearing his black-colored Huskarl armor with his power ulfberht. Naval combat and diplomacy are his strong suits.
Kommander Baldor Siegfried Commands the Herliđ. Taller than even Jarl Brunnhilde at 2.89 m (9.5 ft) tall and very rustic, he wears crimson-colored Huskarl armor and sports a 13 mm (.502 cal) autorail modified to have a power blade running under the barrel. Loves acting as a field kommander.
Kommander Herjall Borghildr Commands the Vordr. She has white and grey scales and sky blue eyes and wears sapphire colored Huskarl armor with a power ax adorned with runes carved that spell "Glory" on one side of the blade and "Honor" on the other side. 2.59 m (8.5 ft) tall. Her training included planetary defense and some amount of space combat, but she is inexperienced in her role as she just replaced the previous Vordr Kommander.
Military Herliđ (Army) Ranking From lowest to highest:
Conscript Veteran Sergeant Lieutenant Captain Field Kommander Lieutenant Kommander Kommander
Fótdrengr Every soldier is given a suit of Ulfsark armor. Conscripts get 7 mm (.276 cal) rail rifles, combat knives, and 3 magazines of ammo. Riflemen get 10 mm (.394 cal) rail rifles, combat knives, 5 magazines of ammo, and a plasma grenade. Specialists get 13 mm (.394 cal) rail rifles, combat knives, 5 magazines of ammo, and two plasma grenades each. Engineers get 10 mm (.394 cal) autorails, combat knives, 5 magazines of ammo, and two plasma charges. Snipers get 13 mm (.502 cal) coil guns, combat knives, 3 magazines of ammo, and two proximity mines. Fótdrengr ThemeHerklæđi The Herliđ's armor corps. Grey WolfMain battle tank with a 10 cm main rail gun and coaxial 13 mm (.502 cal) autorail. Standard tank pattern. Red WolfMain battle tank with a 10 cm main rail gun, 60 mm coaxial secondary rail gun, and a coaxial 13 mm (.502 cal) autorail. Desert WolfMain battle tank with a 10 cm main rail gun and a 60 mm coaxial secondary rail gun. Designed for hot arid environments. Arctic WolfMain battle tank. Desert wolf modified for frigid environments with ice. Black WolfHeavy tank with a 15 cm main rail gun, a 8 cm coaxial secondary rail gun, and two coaxial 20 mm autorails. Hel WolfHeavy tank with twin-linked heavy pulse cannons and a portable Void shield. Experimental tank design. Fenrir WolfSuper tank with a 22 cm main rail gun, 10.5 cm coaxial secondary rail gun, and a 30 mm coaxial autorail. BallistaSPG (Self Propelled Gun). Has a low profile but no rotating turret. Armed with a 15 cm high velocity railgun. TrebuchetSPG. Low profile but no rotating turret. Armed with a Thor Cannon. LongbowSPAA (Self Propelled Anti Air). Has a missile pod that locks onto enemy aircraft and fires. Carries 15 missiles in a 5x3 pod. BoarSix wheeled APC (Armored Personnel Carrier) with a 13 mm (.502 cal) belt fed autorail mounted on top. Herklæđi ThemeStálrekkr Dvergr classOnly standing 10 m (32.8 ft) tall, this battlesuit has heavy armor around the pilot and is armed with a 50 mm railgun on each arm. Full length arms and having hands allows it to smash infantry and brawl with other machines of similar size. Asgardian classStanding 40 m (131.2 ft) tall, this titan is the perfect size for dominating any battlefield. The crew is protected with heavy armor, and a shield is generated around the entire machine. Standard models are armed with twin-linked 76 mm railguns in the right arm and a small Thor cannon in the left arm. Upgraded models can have shoulder mounted missile launchers. Hrímþurs classThese titans stand an amazing 200 m (656.2 ft) tall. They're too big to transport in one piece, so they must be disassembled and transported then reassembled on the battlefield. Because of this, many were left on the worlds where they were built. The crew has heavy armor protection, and a shield protects the machine. The right arm holds tri-axis 35 cm railguns while the left holds a massive Thor cannon. These machines were built for the sole purpose of destroying other titans. Stálrekkr Theme Floti (Navy) Ranking From lowest to highest:
Conscript Ensign Lieutenant Captain Lieutenant Kommander Kommander
For Drekrekkr only:
Recruit Veteran Sergeant Veteran Sergeant Captain Lieutenant Kommander Kommander
Langskipr (Ships) DestroyerThese ships are the smallest in the fleet at just under 800 m (2624.7 ft) long. Destroyers are designed to hit fast and hit hard with its lancer battery, 6 forward torpedo tubes, 4 aft torpedo tubes, and twenty 5 m (16'4.85") railguns spread across the port and starboard hulls. Some armor protects the bridge and engines, 50 mm autorail point-defense turrets defend against attack crafts and torpedoes, and a void shield is generated around the whole thing. Valkyries can land in the small landing bay in the underside of the ship, and it typically holds a few of it's own Valkyries. FrigateThese ships are measured at 1.3 km (4265.1 ft) in length. Frigates are used as the military's transports to get troops and supplies to the front. They are armed with two terraced lancer batteries on top, four forward torpedo tubes, four aft torpedo tubes, a total of twenty two 6 m (19'8.22") railguns spread across the port and starboard hulls, and 50 mm autorail point-defense turrets. They have much larger landing bays than destroyers with their own squadrons of Valkyries and heavier armor around the bridge, engines, and cargo bays. Shields protect the entire thing. Large FrigateBasically the same configuration as the frigate but 1.5 km (4921.3 ft) long and with two more railguns. CarrierThese ships measure at 1.6 km (5249.3 ft) long. They only have twelve 6 m (19'8.22") railguns across the port and starboard hulls and 50 mm autorail point-defense turrets, but they have landing bays on both port and starboard sides that carry fighters and bombers. Heavy armor protects the bridge, engines, and reactor with shields around the entire thing. CruiserThese ships measure in at 2.1 km (6889.8 ft) long. Armaments include three terraced lancer batteries on top, six forward torpedo tubes, four aft torpedo tubes, twenty eight 8 m (26'2.96") railguns spread across the port and starboard hulls, and 50 mm autorail point-defense turrets. Heavy armor guards the bridge, engines, and reactor with shields around the whole thing, and they have a landing bay underneath. Usually carry their own Valkyries. BattlecruiserBasically the same configuration as cruisers but 2.4 km (7874 ft) long with an Aesir lancer built into the front above the torpedo tubes and two more railguns. BattleshipThese ships measure at just over 3 km (9842.5 ft) long. Armaments include four terraced lancer batteries, eight forward torpedo tubes, four aft torpedo tubes, thirty 12 m (39'4.44") railguns spread across the port and starboard hulls, two Aesir lancers built into the front, and 50 mm autorail point-defense turrets. Battleships have heavy armor around the bridge, engines, and reactor with shields around the whole thing and carry their own fighter wings in a landing bay underneath. LongboatThis ship class measures in at 3.5 km (11482.9 ft) long, the largest in the fleet. Weapons are five terraced lancer batteries, eight forward torpedo tubes, six aft torpedo tubes, two Aesir lancers built into the front, an Odin Gun running the length of the ship, thirty two 16 m (52'5.92") railguns across the port and starboard hulls, and 50 mm autorail point-defense turrets. The heaviest armor the Aesir have protects the bridge, engines, reactor, and Odin Gun loader with shields around the whole thing. These ships also carry their own fighter and bomber wings inside two landing bays underneath. Langskipr Theme Drekrekkr (Marines) All Drekrekkr are given their own suit of Huskarl armor. Sækjar (Scouts) wear the Húd variant of Huskarl armor. They are given a 7.7 mm (.303 cal) autorail, 5 magazines of ammo, and a throwing hatchet. Tactical Drekrekkr troops have target-finding software for their optics. They are provided a 10 mm (.40 cal) autorail, 13 mm (.502 cal) railpistol sidearm, 7 magazines of rifle ammo and 5 magazines of pistol ammo, two plasma grenades, and a combat knife. Berserkers have jetpack units on their backs to allow quick travel across the battlefield. They are equipped with a 10 mm (.40 cal) autorail, 13 mm (.502 cal) railpistol sidearm, 5 magazines of rifle ammo and 3 magazines of pistol ammo, a plasma grenade, and a power ulfberht. Einherjar are given the Fárbjóđr variant of Huskarl armor and come equipped with 13 mm (.502 cal) belt-fed autorails, a backpack that carries five minutes of ammo, and two plasma charges. Sergeants are given an option between power ulfberht, power ax, and power double spear. Drekrekkr ThemeAttack Craft Fafnir Superiority fighter. Fast and agile, this fighter operates both in atmosphere and in space. They are armed with four 30 mm autorails in the wings by the fuselage and an assortment of 8 air-to-air missiles in an internal bay.
Nidhogg Intercept fighter. These interceptors are the fastest fighters the Aesir have, but are not very agile. They are armed with six 30 mm autorails, two in the nose and four in the wings by the fuselage.
Svartalf Fighter bomber. Moderately fast and agile. They are armed with four 30 mm autorails in the wings by the fuselage and up to an 800 kg payload in an internal bay.
Alf Attacker. Slower than the Svartalf and moderately agile, made for hitting ground vehicles and precision bombing of key installations and ships. Armed with two 30 mm autorails in the wings by the fuselage, a 50 mm autorail in the nose, and up to a 1,000 kg payload.
Jotun Bomber. Slow but armored and well defended with two single 30 mm autorail turrets in the sides of the fuselage behind the wings and four twin-linked 30 mm autorail turrets in the top and bottom of the fuselage and in the tail. They are armed with up to a 5,000 kg payload.
Valkyrie Dropship. Moderately fast and agile. These armored vehicles can carry up to 20 infantry inside. Armed with two 30 mm autorails in the nose.
Berarr Drop ship. Moderately fast but not very agile. More heavily armored than the Valkyrie and armed with two 50 mm autorails in the nose. Used to transport land vehicles; can carry an entire Fenrir Wolf inside.
Vordr (Guard) The Vordr get all of the fancy toys that the Herliđ and Floti have, and they exist purely for the defense of the Empire. Vorddrengr make up the main fighting force on the ground with the Vordflot making up the force in space. Vordrekkr are stationed both on ships and on planet surfaces. Ranking is the same for the various subbranches of the Vordr as their respective counterparts. Space Stations Space stations act as orbital weapons platforms, communications relays, military bases, and hospitals. Three rings make up the space stations: the innermost ring (1 km (3280.8 ft) diameter) is the military base and communications relay, the middle ring (1.7 km (5577.3 ft) diameter) is the hospital, and the outermost ring (2.4 km (7874 ft) diameter) houses the weapons for defense. They house their own squadrons of Valkyries in four landing bays in the middle ring. Armed with eight lancer batteries (four on top, four on bottom), sixteen torpedo turrets (eight on top, eight on bottom; two tubes each turret), forty four 16 m (52'5.92") railguns around, and 50 mm autorail point-defense turrets.
Tech Drones Sjár Manned aerial drones used to get eyes above the combat zone. Has VIS and IR sensors. Used by Sækjar.
Beinar Unmanned aerial drone that follows a "handler" to assist in combat. Has basic AI and VIS and IR sensors. Armed with a single 7.7 mm (.303 cal) railrifle. Automatically targets hostiles but can be ordered to cease fire by its handler. Will seek out a new handler if its handler dies.
Barsmiđr Unmanned aerial drone used to soften enemy positions. Has a more advanced AI than the Beinar with VIS and IR sensors. Armed with two 7.7 mm (.303 cal) railrifles.
Personal Armor Ulfsark Armor Light unpowered exoskeletons with aluminum and ceramite armor plates over chest, shoulders, crotch, thighs, and shins. Easy to mass produce.
Huskarl Armor Heavy powered exoskeletons with adamantium and ceramite armor plates covering the whole body angled to deflect incoming rounds. Closed system; airtight and waterproof once seal is activated. Includes on board computer system for maintaining other systems and a heating unit to stay warm in frigid environments. Somewhat difficult to produce. Only given to Drekrekkr and officers.
Fárbjóđr Armor An even heavier version of the Huskarl armor, these units have armor three times thicker and many times more protective. Though they're great for soaking up enemy fire, movement is slower and limited. Most difficult to produce. Worn by Einherjar.
Húđ Armor Light version of Huskarl armor. Equipped with an active camouflage system and heat masking to hide from visual and thermal sensors. Also has advanced optics to see great distances and show IR, VIS, and UV spectrums. Designed for Sækjar and has plasma cutters in the right arm. Difficult to produce.
Engines Plasma Drives Sublight drives.
Warp Drives FTL drives. Creates a rift that allows the ship to enter and exit the Warp at will.
Weapons Rail Weapons Railpistol Semiautomatic handguns. Come in a few different calibers. Mainly used by Dýrkappi and Berserkers.
Railrifle Semiautomatic rifles. Come in a few different calibers. Main weapon of the Fótdrengr.
Coilgun Bolt action rifle. Barrel is an electromagnet that fires the round without it ever touching, making it fire silently. Used by Fótdrengr snipers.
Autorail Automatic rifles. Come in many different calibers up into autocannon sizes.
Railgun Cannon. Calibers vary depending on use. Herklæđi and Langskipr use these as main offensive weapons. A 50 mm version was even installed in the Alf.
Odin Gun Massive railguns that are mounted only in longboats or set up as permanent installations on moons. Shell sizes can range anywhere between 50 m (164 ft) in longboats to 150 m (492.1 ft) on lunar surfaces.
Plasma Weapons Plasma Grenade Explosive device. Grenades that burn gas contained inside into ionized plasma upon detonation. Designed to burn unarmored infantry. Effective blast radius is about 1.524 m (5 ft).
Plasma Charge Explosive device with highly concentrated plasma. Designed to spread plasma with remote detonation or timer device. Highly magnetic but also has adhesive strips for placement on nonmetallic surfaces. Effective blast radius is about 4 m (13.1 ft).
Proximity Mine Explosive device. Designed to burn gas contained inside into ionized plasma when it detects the movement of a human-sized, or larger, mass within the blast radius. Mine has a 0.5 second delay on fuse. Effective blast radius is about 3 m (9.8 ft).
Plasma Bomb High yield explosive with highly concentrated plasma to be dropped on targets from attack craft. Explosive yield and plasma yield varies.
Plasma Missile Air-to-air and surface-to-air missiles. Fired from Fafnir fighters and Longbow vehicles to track and destroy enemy attack craft. Several variations based on tracking methods.
Heavy Pulse Cannon
Large anti armor weapon mounted on Hel Wolf tanks. Charges atmospheric molecules to create hot dense plasma then fires it down the barrel using magnetic fields. Experimental technology.
Aesir Lancer Ship lancer. Fires a large mass of concentrated plasma at enemy ships. Yield depends on ship size. Very limited range.
Laser Weapons Lancer Battery Ship battery. Huge batteries that fire concentrated lasers meant for carving up even the most heavily armored ships.
Thor Cannon Anti-titan cannon. Massive high-powered laser to be mounted on SPGs and titans designed with the sole purpose of slaying titans.
Torpedoes Plasma Torpedo Torpedo which has a standard plasma warhead and uses standard tracking.
Double Spear Torpedo Torpedo which splits into two smaller torpedoes halfway to the target. Smaller torpedoes fly faster and track better.
Lancer Torpedo Torpedo with a larger warhead shaped to focus the blast in the direction the torpedo is facing.
Skjótr Torpedo Torpedo which flies incredibly fast but has a short burn time, limiting range.
Nuclear Torpedo Torpedo with a standard nuclear warhead.
Banahøgg Torpedo Torpedo with a matter-antimater warhead.
Close Combat Weapons Throwing Hatchet Throwing weapon used by Drekrekkr scouts.
Combat Knife Standard Aesir melee weapon.
Power Ulfberht Rare sword made for armor penetration using lost methods. Used by Drekrekkr Berserkers, sergeants, field kommanders, and high ranking military officers.
Power Ax Rare weapon made for armor penetration using lost methods. Used by Drekrekkr sergeants.
Power Spear Weapon made for armor penetration using lost methods. Were mass produced before the War for Dýrkappi.
Power Hammer Ultra rare weapon made for crushing armored opponents using lost methods. Used by Drekrekkr field kommanders.
Power Double Spear Ultra rare weapon made for armor penetration using lost methods. Used by Drekrekkr sergeants, field kommanders, and high ranking military officers.
Power Claws Ultra rare weapon made for ripping and tearing through armor using lost methods. Integrated into gauntlets for greater strength. Only compatible with Huskarl armor patterns. Used by high ranking military officers.
Edited by Aragonn, Jan 26 2018, 02:08 PM.
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