Post by starjumpersix on Jun 8, 2013 15:05:54 GMT
Brief:
The Illarians are a humanoid race, hailing from the Delta Volanis cluster. Their average height is between 5' and 7'. Most all of them are very limited telepaths, with one in a thousand being a particularly strong telepath. In the rare individuals that turn out to be strong telepaths, telekinetic abilities are also frequent.
Homeworld:
Their homeworld, Illaria 4, is a temperate world with a gravity of approximately 1.03Gs. Generally, the Illarians take care to preserve the environment of their worlds as best they can, so Illaria 4 has remained somewhat untainted by pollution through Illarian History, but not completely.
Government:
The Illarian domain, is referred to as the Illarian Republics. It is ruled by a council, consisting of representatives from each of their colonies and worlds and the council is headed by a Prime Minister. The majority vote controls the course of action the Illarians tend to take, however, at the cost of his/her post, the Prime Minister may veto any decision he/she feels the council has made in error, and the issue may not be revisited until a year has past unless extreme circumstances dictate otherwise.
As Illarians take issue with the death penalty, there is only one death penalty left on the Illarian books: If you commit genocide, you are to be killed as soon as the guilty verdict is handed down. This particular law has never once been challenged.
The Illarians joined the Federation a short time after the Dominion War.
Military:
Illarian forces have their greatest strength in their fleets. While not as large as the Klingon or Federation fleets, their quality of
construction is slightly higher. In a straight fight, an Illarian Dreadnought may outlast a Klingon Dreadnought, depending on the skill levels of the crews and their captains. However, there are fewer of them, and due to the emphasis on quality: construction is not as fast.
There are 13 active Illarian Military Fleets, currently. Seven patrol the Republic's worlds with the other Six on stand by to reinforce another fleet, or go on the offensive on the word of Fleet Admiral Kelvaris. Each fleet makes up of 250 ships, with 25 Dreadnoughts in each fleet, with battleships, battlecruisers, cruisers, destroyers and frigates backing them up. Hangers are maintained on the Dreadnoughts and battleships. There are only a small handful of dedicated carrier vessels in the Illarian Navy.
Several smaller fleets, made up of patrol vessels, scout outside of Illarian and Federation space, keeping an eye on various happenings around Illarian borders. The patrol vessels are lightly armed and quick to run if trouble shows.
Illarian ships tend to be armed with a full complement of disruptors, either cannons or beam arrays depending on the class of vessel. Continuing with the emphasis of quality in Illarian military doctrine, Illarian disruptors tend to hit slightly harder than Klingon disruptors. They also employ the use of Quantum Torpedoes, which, currently, in order to keep up with the war efforts, are produced to Starfleet standards. Illarian Ikani-Class Fighters have been proven to be on par with Starfleet Peregrine-Class fighters.
On the Ground, the Illarians are no slouch, while they believe the wars of the 25th century are won in the stars, making the enemy pay for an occupation is not a problem for them. The Illarian Marines are set up into Divisions and they are numerous. One notable division: the Illarian 6th Division is made up entirely of Telekinetic capable Marines and is the smallest of all Illarian Divisions. This Division is effectively Spec Ops, and usually just sent on Spec Ops missions.
Cultural Weapons:
Illarian Force Knife - From a young age, most Illarian children are trained in the use of a knife, not just as a weapon, but as a tool. At the age of 18, they are given their first Force Knife. The Force Knife is at first glance, a simple 5 inch blade. However, the hilt holds several energy emitters and a power cell that wrap the blade in a blue sheathe of destructive energy, held just a few centimeters from the blade itself when activated. While the blade itself is dangerous, the energy is even more so. If an Illarian draws a Force Knife in combat, it means that they feel they have no other recourse but to kill their opponent, and a cornered Illarian is prone to such acts.
Most Illarians will have a Force Knife on them at all times, kept concealed but easily accessible in most cases. However, Illarians who have become engineers carry their blades openly, to honor the engineer on their first starship who ended up saving the ship using his Force Knife, but losing his life in the process. How this happened is lost to time.
Starship classes in order of Most Powerful to Least Powerful:
Seris-Class Dreadnought
Republic-Class Battleship
Archerion-Class Carrier
Fearless-Class Battlecruiser
Rilia-Class Heavy Cruiser
Legis-Class Light Cruiser
Terrilli-Class Destroyer
Evias-Class Frigate
Ikani-Class Fighter
The Illarians are a humanoid race, hailing from the Delta Volanis cluster. Their average height is between 5' and 7'. Most all of them are very limited telepaths, with one in a thousand being a particularly strong telepath. In the rare individuals that turn out to be strong telepaths, telekinetic abilities are also frequent.
Homeworld:
Their homeworld, Illaria 4, is a temperate world with a gravity of approximately 1.03Gs. Generally, the Illarians take care to preserve the environment of their worlds as best they can, so Illaria 4 has remained somewhat untainted by pollution through Illarian History, but not completely.
Government:
The Illarian domain, is referred to as the Illarian Republics. It is ruled by a council, consisting of representatives from each of their colonies and worlds and the council is headed by a Prime Minister. The majority vote controls the course of action the Illarians tend to take, however, at the cost of his/her post, the Prime Minister may veto any decision he/she feels the council has made in error, and the issue may not be revisited until a year has past unless extreme circumstances dictate otherwise.
As Illarians take issue with the death penalty, there is only one death penalty left on the Illarian books: If you commit genocide, you are to be killed as soon as the guilty verdict is handed down. This particular law has never once been challenged.
The Illarians joined the Federation a short time after the Dominion War.
Military:
Illarian forces have their greatest strength in their fleets. While not as large as the Klingon or Federation fleets, their quality of
construction is slightly higher. In a straight fight, an Illarian Dreadnought may outlast a Klingon Dreadnought, depending on the skill levels of the crews and their captains. However, there are fewer of them, and due to the emphasis on quality: construction is not as fast.
There are 13 active Illarian Military Fleets, currently. Seven patrol the Republic's worlds with the other Six on stand by to reinforce another fleet, or go on the offensive on the word of Fleet Admiral Kelvaris. Each fleet makes up of 250 ships, with 25 Dreadnoughts in each fleet, with battleships, battlecruisers, cruisers, destroyers and frigates backing them up. Hangers are maintained on the Dreadnoughts and battleships. There are only a small handful of dedicated carrier vessels in the Illarian Navy.
Several smaller fleets, made up of patrol vessels, scout outside of Illarian and Federation space, keeping an eye on various happenings around Illarian borders. The patrol vessels are lightly armed and quick to run if trouble shows.
Illarian ships tend to be armed with a full complement of disruptors, either cannons or beam arrays depending on the class of vessel. Continuing with the emphasis of quality in Illarian military doctrine, Illarian disruptors tend to hit slightly harder than Klingon disruptors. They also employ the use of Quantum Torpedoes, which, currently, in order to keep up with the war efforts, are produced to Starfleet standards. Illarian Ikani-Class Fighters have been proven to be on par with Starfleet Peregrine-Class fighters.
On the Ground, the Illarians are no slouch, while they believe the wars of the 25th century are won in the stars, making the enemy pay for an occupation is not a problem for them. The Illarian Marines are set up into Divisions and they are numerous. One notable division: the Illarian 6th Division is made up entirely of Telekinetic capable Marines and is the smallest of all Illarian Divisions. This Division is effectively Spec Ops, and usually just sent on Spec Ops missions.
Cultural Weapons:
Illarian Force Knife - From a young age, most Illarian children are trained in the use of a knife, not just as a weapon, but as a tool. At the age of 18, they are given their first Force Knife. The Force Knife is at first glance, a simple 5 inch blade. However, the hilt holds several energy emitters and a power cell that wrap the blade in a blue sheathe of destructive energy, held just a few centimeters from the blade itself when activated. While the blade itself is dangerous, the energy is even more so. If an Illarian draws a Force Knife in combat, it means that they feel they have no other recourse but to kill their opponent, and a cornered Illarian is prone to such acts.
Most Illarians will have a Force Knife on them at all times, kept concealed but easily accessible in most cases. However, Illarians who have become engineers carry their blades openly, to honor the engineer on their first starship who ended up saving the ship using his Force Knife, but losing his life in the process. How this happened is lost to time.
Starship classes in order of Most Powerful to Least Powerful:
Seris-Class Dreadnought
Republic-Class Battleship
Archerion-Class Carrier
Fearless-Class Battlecruiser
Rilia-Class Heavy Cruiser
Legis-Class Light Cruiser
Terrilli-Class Destroyer
Evias-Class Frigate
Ikani-Class Fighter