Ghor'ox Dynasty

They hail from their homeworld Nutov, complete with 2 moons located within the Yomanda System within the Hostile Zone which itself consists of 3 planets and 4 moons.

The Ghor’ox Dynasty is a pure Monarchy that houses an Imperator who himself is backed by a chosen council known as the Vultercra Council that plans out future actions for the Dynasty (though the Imperator will hold the final word). The current Imperator is Goltora II, who as of now has reigned for 293 years during the age known as the Age of the Gladiator.

Current Situation of The Race
"“The legions shall march again” - atrb. IXth Imperator Goltora II following his ascension to the throne."One of the very few to actually thrive within the Hostile Zone, the Ghor’ox Dynasty has since claimed 36 planets and 21 moons within 6 star-systems including their own and are continuing expanding their sizeable empire as quickly as their bulky, exploratory fleets allow under the order of Imperator Goltora II, following the coup and execution of his father Goltora I and his peace-mongering ways, moving ever eastward and claiming whatever resources they can acquire for his new “Empire of Steel” and the new Technologies they hope to create.

The current year is Y293-IX. The Dynasty’s recent discovery and subsequent subjgation of the “tech-curious” Tarrabah species has brought great promise to the Dynasty, revering them as “breaker of chains” and possessing coordinates to a rival empire known simply as “Olegia”.

Biology [Ghor’ox]
Ghor’oxi are described as cold-blooded, bipedal beings of a stocky build akin to a leathery bear that stand on average 8.0 feet [2.43 Meters] tall and weigh around 380-470 kilograms, Ghor’ox continuously grow with age right until death, with individuals such as Garut Graum standing at 8.9 feet (2.7 meters) and 525 kilograms at age 910.

They possess multiple reptilian features that suggest their once water-dwelling lifestyle such as dark brown, leathery skin, 4 eyes set in a horizontal row and most distinctively a large heavy head with a massive maw akin to that of a snapping turtle that can crush bone with little issue.

Despite possessing 4 eyes, the Ghor’ox have relatively poor eyesight, being adapted for the murky waters of the Doltora swamplands, they are myopic (short-sighted). Conversely their pupils dilate far faster than most races as well as having a faster visual reaction time, giving the Ghor’ox superior depth perception and reaction times, a defining edge in melee combat.

Following their evolution from sea to land within a warm and humid climate, the Ghor’oxi have retained a degree of pre-amniotes qualities such lungs capable of extended dives, lack of body or facial hair, an unwieldy bear-like gait and a vulnerability to their skin drying out, the latter requiring proper hydration outside their homeworld. Ghor’ox struggle to cope with cold temperatures, being cold blooded.

The species possesses both a female and male sexes and reproduce normally, repopulating via live birth. Both sexes being near indistinguishable in appearance, sexual dimorphism non-existent outside of females sporting a small white marking across their foreheads. They have extensive lifespans by comparison to other races, with a lifespan of 1000 years, though the actual average is closer to 110, given the near-constant fighting they are expected to take part in.

Biology [Tarrabah]
The Tarrabah are, by comparison are small and of a scrawny build, standing between 4.9-5.2 feet [1.5-1.6] metres tall and having an average weight of 51 kilograms, scant taller than the average Batonnisk and native of the now lost planet of Ares.

The Tarrabah take the form of warm-blooded bipedals sporting similar features to that of reptilians with some avian traits, such as a sharp beak like jaw, brown plumages across their heads and an excellent sense of hearing and smell. Though they too possess unique traits of their own, such as a bifurcated jaw and a lack of a tongue.

Perhaps the most striking feature of the Tarrabah is the singular red eye, the Tarrabah uniquely seeing in the infra-red wavelength only, allowing for excellent vision, ideal for the sharpshooting they are famed for. Conversely, their pupils do not dilate, resulting in slow reaction times and even poorer depth perception, leaving them little stomach for the flurry of melee combat.

Living in tree-based dwellings on Ares, the Tarrabah are no doubt excellent climbers, possessing both a strong grip relative to their size and their flexible limbs allow them to negotiate terrain like no other race.

The species possess both a female and male sex and reproduce normally, repopulating via live birth and often birthing a litter of between 3-6 children. Sexual dimorphism is prevalent within the species, with females being 1-2 inches shorter than males while also having an orange tinge in their eyes. Tarrabah, compared to the Ghor’ox, live somewhat short lifespans, most living to at the very most 180 years. Though via ritual and certain surgeries, it is possible to live to the late 1000s.

Philosophy/Behavior [Ghor’ox]
"Without victory, we cannot go home!" - Primus Maye Ma'rag, Earth Scorchers Legion

The Ghor’ox, in their early days of their history, have found their homeworld swarmed with hostile lifeforms that both outnumbered and outmatched them. They have since overcome such threats, wiping out many and driving away many more, they have realised they must become stronger than those that oppose them, lest they befall the same fate twice.

As a result, they cannot turn down a challenge not only because their pride demands them to do so, but out of a primordial fear that the moment they let their guard down for even a moment, they will be vanquished as a whole by the factions thought-out the galaxy, therefore they must grow in strength and fight, fight until there are none left to oppose them.

This results in them gaining a very martial and aggressive mindset, “peace”, while being a word within their vocabulary, is one that is very rarely used and never without weight, with the Ghor’ox and speaking such things casually will very likely result in being executed for it. Rather, the Ghor’ox prefer to settle disputes via a standard fistfight or, if either a crime sentence or enough clout is involved, trial by combat, often to the death.

This line of thinking has also somewhat extended to basic civilian life, while generally friendly to one another (less so their client species), they are rather blunt and straight to the point with their conversations, jokes are rarely understood and offensive comments taken seriously while gestures commonly used by other civilisations are either lost to them or taken again as a severe insult.

Philosophy/Behavior [Tarrabah]
“No higher form of warfare than deception” - Primus Dominus Pikalo Rugora, Airut Legion

In contrast to their more vociferous counterparts, the Tarrabah are notably calm and collective, speaking in a polite and friendly manner. Acting in such a manner belies their true nature however, being apathetic and sociopathic to those they speak too bar few exceptions such as their own.

Such apathy results in them seeing others as merely a means to an end, feigning intrigue and friendliness to gain one's trust, only to leave them upon a backwater hellhole or at the mercy of the Ghor’ox overlords once they see no more use within them.

Such actions are subtle, never truly revealed until the last possible moment, in fact many a group is often unaware that their “allies” have left them to their demise. Opportunistic by nature, Tarrabah are crafty in their method and acutely aware of those around them, perfect traits for spies, thieves and saboteurs.

Tarrabah conversely care deeply for their own kind, particularly those with familial ties, feeling a deep bond within another and willing to go to great lengths for each other, even if it means risking the lives of themselves. They furthermore respect and pity those who have undergone similar hardships as they did, such as the Ghor’ox or Singh.

Culture
“No mountain too tall, no sea too deep, we shall claim it all” - Ist Imperator Acryus the Beacon

Overview [Ghor’ox]
Ever since they first stepped onto land many millennia ago, the Ghor’ox have been fighting for their very own survival from both the apex predators that roamed Nutov to the invaders that challenged them for nearly 10000 years.

The Ghor’ox are best described as self-reliant, and stubborn and paranoid, unlikely to back down from a challenge lest it be mistaken for weakness nor will they accept help from outside sources, their paranoia resulting in their lack of trust.

Overview [Tarrabah]
Tarrabah culture revolves strongly around their emotions and thoughts, their weapons, buildings, and even writing are all driven by this, in essence the objects they create are extensions of their will and personality. As such they strive to know about themselves as much as possible, looking within which can be further achieved through the use of ritual and narcotics.

Language [Ghor’ox]
Ghor’ox speak Nutovian or sometimes as Ghor’oxi, described by many outsiders as nothing more than mere grunting and lacking in subtlety. They curiously lack a word for both “hubris” and “melancholy”. Most Ghor’ox speak with a distinctive accent akin to that of a stereotypical Londoner. Ghor’ox text is best described as akin to heavily distorted English, appearing flipped and rotated.

Language [Tarrabah]
The Tarrabah’s own language, known as Current, is bizarre to say the least, being described by the Ghor’ox and others as “windy” or “the chattering of bone” which, coupled with their haiku-like sentences, makes them nigh impossible to understand. Tarrabah writing, like most forms of communication, is driven by emotion and thought, each Tarrabah writing uniquely to another. To an outsider however, Current Text is completely unreadable, using a completely unheard-of grammar style and sentence structuring.

Religion [Ghor’ox]
Religion and its presence has varied greatly from Imperator to Imperator, with some such as Acyrus and Ulak I outright detesting it while those such as Kol’kus II and Cigus I revering themselves as such, In the current Age of the Gladiator under Gholtoa II, he remains impartial to it, but also refuses to allow a religion to become official, lest it interfere with his goals. Religion otherwise maintains its presence, with deities ranging from region to region such as the ancient religion of the mighty Golgalath Worm within the Uradga Deserts.

Religion [Tarrabah]
Tarrabah believe in looking within one’s self and becoming anew as a result. As such many religious paths exist that seek to have them ascend to another form. Most notable is the Path of Eka, the Goddess of War. Tarrabah within the Path of Eka commit themselves by making weapons in her name, such weapons anointed with their blood or flesh, in essence becoming one with the weapon and by extension Eka herself while more zealous followers may graft said weapons onto themselves.

Clothing [Ghor’ox]
Ghor’oxi clothing namely comprises of a knee-length toga and sandals, being unisex in design and adapted for the often-warm weathers of Nutov. The colors of the toga represented social status amongst the people, which included but not limited to: White: Common people, Workers and the overall general populace. Known as “Gun’ta” in Nutovian.

White with Red Stripe: Veterans of either the Grand Army and active service members amongst Home Armies (local militia). Known as “Gun’hayi” in Nutovian


 * Crimson Red: Statesmen or low-ranking politicians, namely those dealing with civilian matters. Known as “Tiela” in Nutovian
 * Crimson Red with Gold Stripe: Higher ranking politicians or senators, dealing with the day-to-day basis of their fortress cities. Known as “Tiela Majuro” in Nutovian
 * Crimson Red with Gold Stripe and Epaulettes: Chancelor of a Fortress-City. Known as “Imperator Minos” in Nutovian
 * Crimson Red with Stripe and Belt: Unique outfit for those within the 3 Councils, though these are rarely worn. Colour of Stripe is determined by affiliation to Council, Gold for the War Council, Blue for the Nutov Council and Purple for the Vultercra Council

While such variations exist, following the Age of the Coward (Goltora I), sumptuary laws were put in place to prevent an inordinate amount of personal expenditure, which included the wearing of such colours outside of their jobsites. In colder climates or winters, a thick under-coat could be worn for warmth.

Clothing [Tarrabah]
Tarrabah wear standardised, flexible body suits with modular fittings to allow their armour to easily fit on. Tarrabah don’t normally display rank or separate their own into social castes, as such clothing is more or less the same from the most basic of workers to their own leaders seeing themselves as equals.

Though certain ranks such as that of Unrique Maklozto, a Vultercra Council member, wear a toga in line with those amongst the council. While those within the highest echelons of the worshippers of Eka may wear unique robes.

Settlements
Following the constant wars in early history, primarily with the Eha’quili, the Ghor’ox have since surrounded their cities within mighty fortress walls, bristling with ordinance and men.

Furthermore, the interior of cities themselves are designed to allow easily defendable zones and the creation of numerous chokepoints, meaning that even if they breach the walls, the enemy will find themselves now needing to fight for every inch of land within.

Cities are frequent amongst colonised worlds, with Nutov having 18 across the planet. Such cities are generally well organised, with defined Central Business, Industrial, Military and Residential districts, though larger cities such as the capital of Nutov, Monarchia, which often merges both Central Business, Industrial and Residential districts as one.

Military Districts are generally exempt from this merging rule, going so far as to being called independent towns on their own right such as Fortress Belcos on Monarchia, that is to not say they are cut off, but can easily function on their own, if need be, acting as a holdout should an invasion begin.

Military Might
"We are one Ghor’ox, and we strike as one fist”. - Primus Dominus Jolus Ma’rag, Earth Scorchers Legion

Overview [Ghor’ox]
If there is perhaps one thing the Ghor’ox knows best, it is war and how to wage it. Favoring mass assaults and planetary interface, they strike both swiftly and heavily against their foes, crushing their positions underfoot with the weight of a thousand Legionaries and tanks alike.

A byproduct of their aggressive nature and near-sightedness, they prefer to close in the distance and engage in short-ranged firefights, leaving sharpshooting and precision fighting to their sharper-eyed Tarrabah subjects.

It is melee combat however, that the Ghor’ox hold in spades, using their greatly superior depth perception and strength to the fullest, they are near unmatched in hand-to-hand combat, with only the mechanically-assisted Roboticans or the Batonnisk gene-aberrations that are the Beetle Guardians being able to truly surpass them.

As a result of their warmongering mindset, Conscription is generally not required, and even those that don’t sign up are still contributing to the war effort through most civilian work in one way or another. Ghor’ox can recruit by the age of 50, when they are legally considered adults and may retire after 100 years of service, though few take this offer.

Numbers
The Dynasty’s Grand Army employs an estimate of near 84 million (including 10 million auxiliaries) and the Grand Navy employing 30 million (including 7 million auxiliaries). These numbers are split across the 7 Legions.

Send Forth the Legions
"“A Legionary is formidable/ but entire legions at once?/that is how you end a system' – Unrique Maklozto, the “Freeborn”"The 7 Legions within the Grand Army are both unique and massive on their own right, with their own set of beliefs and tactics as per the requirements set by the Vultercra Council. Such Legions work closely with the Grand Navy, transporting the mighty Legions from planet to planet in formations known as Conqueror Fleets.

Total sizes vary between individual Legions, though all stand well over 2,500,000 Individuals, including auxiliary forces and logistical support. 1 thousand Legionaries is formidable on their own right and can take a city within the fifth day, but a million Legionaries is a terrifying foe to face, taking entire planets within months or crush a combined force many times greater than themselves.

Each Legion is unique on their own right, with their own set of beliefs, backgrounds and most importantly, military doctrines. Each Legion commits their own war and attain their objectives differently. The following list explains each Legion and their doctrines:

Thunderlords
Perhaps the most infamous Legion, being often the subject of propaganda campaigns. The masters of Blitzkrieg attacks and shock assaults, the Thunderlords favor usage of both Ganagus assault aircraft and the infamous Shatterpods to strike quickly and effectively. Utilising units such as the gladiatorial Yorakolta to often strike city capitals or fortress centers to target high-value commanders or officials, they can throw entire armies into disarray if successful. The current Primus Dominus is the ancient Garut Graum, the “Dreadnought”.

Colours: Bright Red, Black, occasional Gold

Earth Scorchers
Where the Thunderlords would be a scalpel, the Earth Scorchers are more akin to a sledgehammer. Excelling at mass assaults and scorched-earth tactics (an already strong point with Ghor’ox), the Earth Scorchers prefer to simply crush their foes and whatever land they stand upon under the weight of a thousand legionaries and slug rounds, leaving little behind but charred skeletons and buildings. Specialist units such as the pyromaniac Favuli’ko are more frequent here than any other Legion, save for perhaps the Townrazers. The current Primus Dominus is the equally reckless Jolus Ma’rag, the “Smoldering Bull”.

Colours: Dark Red, Blue, White

Rock Giants
While masters of assault and melee combats, the Ghor’ox are no strangers to the concept of defense, having to defend their home for millennia. It is here the Rock Giants, who both build and man these walls. Preferring to let their enemy strike first, the Rock Giants excel at aggressive defense and siege warfare, blowing their foes apart with the mighty guns that sit behind them, then finishing off the survivors with their own men, descending from the walls. The Hul’ko Shieldbearers and the mechanised Yonk’mo and Gol’mo suits are the most frequently seen within the Legion, given their defensive potential. They are led by the surprisingly young yet equally promising Primus Dominus Harc Basilask, the “Golem”.

Colours: White, Dark Green

Dunemarchers
Attrition Warfare is rare amongst the Legions, who prefer to swiftly crush their foes with amassed assaults. But some such as the Dunemarchers are prepared for the grueling attrition warfare that follows should the enemy prove resilient. The majority of their ranks hailing near the mythical deserts of Uradga, the Legionaries are more than capable of marching hundreds of miles in the blazing heat without tiring. Favouring the usage of armoured walkers and the Yonk’mo units to provide extended fire support and slow advances, the Legion is better equipped to deal with their losses than most, and have succeeded time and time again in simply outlasting their foes. Primus Dominus Ioga Uradga, the “Unending March” and the namesake of the Uradga Dunes, currently commands the Legion.

Colours: Desert Yellow, Light Grey

Skyreapers
The Ganagus assault aircraft are the metaphorical bread and butter the Legions rely on for mass transport, allowing deployment in distant, hard to reach or contested zones and no one knows this more than the Skyreapers. Equipped with jump packs unique to the Legion, they engage in rapid maneuver engagements, descending from their transports whilst in flight, their forces aimed towards recon, light shock assaults and the destruction of key assets, preferring the usage of lightened Legionaries, Gol’mo suits and uniquely a large number of Singh Auxiliaries to secure objectives, armoured assets are less frequent than any other Legion, often using the lighter Isen’horn over heavier vehicles. They are led by the headstrong Primus Dominus Ylao'lo Mod'ka, the “Vulture”.

Colours: Light Blue, White, Occasional Yellow

Townrazers
Recently formed during the Age of the Coward, the Townrazers are in fact a sub-legion of the Earth Scorchers created during the Siege of Hamlek, the mighty fortresses being more than even the Earth Scorchers can handle. Specialising in urban warfare and mass artillery, the Townrazers, true to their name, prefer to flatten the towns and cities before them with massed artillery formations before sending in their forces to mop up any resistance. As such, Yonk’mo and Favuli’ko units are amongst the most popular amongst the Legion, sporting the highest number of the latter. In addition, several field modifications within the armoured divisions geared for assaults exist only within the Legion. Currently leading the Legion is the former Earth Scorchers Grand Primus Uryla Noh, the “Gatebreaker”.

Colours: Light Grey, Dark Red, Silver

Airut
First formed in secrecy during the Age of the Gladiator by Goltora II himself, the Airut are perhaps the strangest of the Legions, having little information recorded compared to most outside perhaps that the majority consist of former political prisoners. The Legion specialises in hit and run attacks and boarding actions, favouring lighter, non-mechanised and faster moving units over armoured units to strike especially quickly. But it is reconnaissance, deception and espionage they excel at, utilising more Tarrabah than any other Legion, their sharp senses and small stature perfect for such actions, using them to record and catalogue actions and civilisations outside the grasp of the Dynasty. The Primus Dominus is Pikalo Rugora, the ‘Viper”.

Colours: Black, Dark Red, Dark Grey

Unit Organisation
The unit types within the Grand Army are all generally geared for assault, whenever it be leading, charging, or supporting said force, all are equipped accordingly. The following units are recognised amongst the Grand Army but not limited to:


 * Legionary: The backbone of the Grand Army, these bulky grunts use their large numbers, aggressive tactics and overwhelming firepower to overcome and crush their foes, though how the method is carried out varies between legion to legion. Equipped with relatively heavy armour, the Legionaries can take more punishment than most and dish out equally heavy hits with their own slug weaponry.


 * Hul’ko: The Hul’ko (meaning “to hold”) serve as mobile defensive fronts, being able to hold their ground or push forward at will, their massive shields taking the brunt of their foes attacks as well as being brutal melee weapons. These units go hand-in-hand with the more common Legionaries, drawing fire from their more vulnerable comrades as well as creating defensive lines, locking their shields together as one massive wall. They are generally equipped with the same weapons are their legionary brethren.


 * Favuli’ko: Meaning “to cleanse”, the Favuli’ko are the primary pyrotechnic forces of the Grand Army, equipped with heavier armour and Magma Throwers, they are sent in whenever a trench needs clearing, a bunker need smoking out or a building needs to come down, these units are known for their recklessness and occasional mental instability, charging in with little regard to themselves if it means taking down the enemy with them.


 * Yora’kolta: Translating to “wrath born”, these units were once former prisoners/gladiators, given prospect of freedom to show their skills within the battlefield. Possessing martial prowess surpassing even standard Ghor’ox and equipped with the heaviest armour out of any non-mechanised unit, these melee focused units are the ultimate shock troops within the Grand Army, often airdropped, the Yora’kolta wreak havoc amongst defensive lines, their armour and sheer will be allowing them to take blows that would kill other Ghor’ox whilst tearing down foes with the immense cleavers.


 * Gol’mokr: The first unit to take advantage of the innovative APS-MS-5 Mechanised Suit, the Gol’mokr (lit. “God shooter”), also known as Behemoths, are massive by even Ghor’ox standards, equipped with the heaviest armour and weapons available to infantry, they don’t just destroy their foes, but usually anything surrounding them as well, riddled with blast and shot while their powered armour can rival even some armoured vehicles in durability. Where one Gol’mokr stands, many will fall...


 * Yonk’mo: A recent modification of the MS-5 Behemoth Suit, the Yonk’mo (shot, to arc over), known more popularly known as the Goliath, were introduced as a form of mobile, yet heavily armed fire support units that can follow and advance with the Company they are attached to. Armed with various artillery, they provide indirect fire upon their foes, softening them up for assault or suppressing their own counterattacks. Their indirect nature however, does not mean they are vulnerable at close combat where their guns can’t reach however, for they are still wearing their massive Behemoth suits, soaking up fire and hammering serious blows from their own.


 * Jak’mo: Tarrabah are not known for their strength but instead their keen senses and nimble build. Such traits make them perfect as designated marksmen of the Dynasty. Armed with marksmen weapons of their own or provided by the Dynasty as well as spotting equipment, Jak’mo (“long shot”) teams move in teams of 2 swiftly, one acting as the shooter and one as a spotter and generally having a custom to switch spots every hour. Such teams are often found in back lines behind the Legionaries advance, picking off priority targets and officers, suppressing rank-and-file and overall lower the morale of the foe.


 * Mol’mo: Some legions, in particular the Rock Giants, have noted the skills within Tarrabah Jak’mo teams, being able to disrupt entire platoons with a few mere shots. Armed with massive Halphas Anti-Material Rifles, these 2-man crews are instead directed to target vehicles and armoured infantry, the Halphas’s massive rounds finding softspots and weakpoints courtesy of the Tarrabah’s excellent aim.

Reaching for the Stars
"'I think you could follow a trail of shattered worlds all the way to their home.' - Morgantuan remark"The 7 mighty Legions have travelled to system to system, claiming planet after planet. This expansion of borders would simply never be possible for it not the unending efforts of the Grand Navy, who ferry the Legions to further push the edge of their borders to new lands and tirelessly defend them should a foe be daring enough to breach.

The Grand Navy’s role is threefold; the first is ferrying the massive legions towards their next planetfall and deploying both Countless Legionaries and Ordinance en masse towards the pre-designated landing zones. The second is providing both orbital and air support to the now on-ground Legions, softening up objectives and hardpoints and finally the third is to strive for orbital superiority, the hulking Dreadnoughts and sleek Hunters contesting for the zone whilst leaving the larger, yet more vulnerable Gorgons to safely disembark their deadly, living payloads.

The Grand Navy, expecting to serve as a primary means of deployment, has a huge array of aircraft at its disposal for a variety of roles, from the sleek Hykras Fighter-Interceptors to the massive Ganagus Gunships being the proverbial bread and butter of the Air Force.

It was the ubiquitous Shatterpod however, that is the most infamous within the Navy. Introduced during the Age of the Shamed, it is a 5-ton dimpled, spherical pod that can hold up to 10 Legionaries, this pod is simply fired out of a Gorgon, where it hurtles down towards the planet surface at breakneck speed, only slowing its descent by a certain margin via retro-thrusters, its massive weight being a weapon itself, smashing into troop formations, vehicles and defensive structures. Upon landing, the shell breaks open via explosive bolts, revealing the Legionaries within, safe from the numerous gel-layers and restrain systems, ready to fight the still dazed foe. Such is the effectiveness of this deployment tool, that some legions often fill surplus pods with explosives as makeshift ordinance or even anti-ship roles.

Despite the Navy’s might, the organisation is left to be desired, and its age reflected. The 14-kilometer-long Dreadnoughts, while well-armed and armoured on paper, hail back to the ancient Age of the Conqueror with not even the legendary Ghor’ox durability sparing it from the ravages of time, with their technical superiority long since lost and desperately in need of retrofit. The sleek Hunter Destroyers, fast and agile, serving as support units for the heavier Dreadnoughts, but without larger Cruisers to cover for them, they are equally vulnerable.

3 Classes of ships are recognised within the Grand Navy:


 * Vulktura-Class Hunters: These twin-pronged destroyers serve as assault ships, diving in under the cover of the mighty Dreadnoughts and weaving between salvos to unleash their own deadly ordinance, namely in the form of Fusion Torpedos, tearing chunks and bringing down ships many times their size. Despite their light armour, they have notably heavily armoured prows with doors on the front, becoming a massive boarding ram.


 * Lovcrim-Class Dreadnought: Hailing back to the old Age of the Conqueror some 3000 years ago. These 14-kilometrer warships are the main biting fist of the Navy, both defending the larger Gorgons and vying for Space Superiority, their armour taking blows that would end even other Battleships and delivering enough firepower to threaten an entire fleet. For all its prowess however, they are ancient and outdated, their technical superiority long since lost. Rearmament overalls are in place for these warships, but this is a slow process.


 * Houras-Class Gorgons: Dwarfing even the Dreadnoughts, these 25-kilometer-long carrier ships serve as the main homes of the Legions, with each Legion sporting roughly 4 of these beasts. These ships are perhaps the most important within the Navy, ferrying and deploying their living cargo en masse towards the planet surface. This empasis on transport does come at the cost of defense, while heavily armoured they have little armament to hold anything beyond a destroyer, requiring the Dreadnoughts to cover for them.

Weaponry
"'So simple in construction, yet so remarkably powerful, Dr Rancor may want to see this for himself” - Dr. Olzrass, Avaronian researcher commenting on a recovered Ghor’ox Slug Rifle"In accordance to their aggressive military doctrines as well as the monstrous creatures they faced in their earlier days, most of the Dynasty’s small arms can be described as simplistic, compact and extremely powerful. Their designs, while simple and even primitive to more “advanced civilisations”, belies their immense reliability, working well even for millennia with little maintenance, most hundreds and some even a thousand years old by the Age of the Gladiator.

It is their immense stopping power however, that sets these weapons apart from others, often using rocket-propelled ammunition with explosive warheads (known as ‘Targ’) that penetrate most forms of body armour then explode within, dealing massive damage, the explosive nature is such that even non penetrating hits can deal more damage to the target than expected, far surpassing arms of other races.

Small arms of the energy variety, while they indeed exist, are conversely very rare, being poorly understood, difficult to manufacture and unreliable, traits all unpopular to the State. One of the only and most well-known examples is the Bonatos Cannon, a handheld plasma cannon often reserved for higher ranking officers that provides unparalleled firepower for its weight.

Flaws do indeed exist within Ghor’ox Slug weaponry overall as well, with most generally having poor ballistics such as poor muzzle velocity which, coupled with their poor eyesight, rarely makes them accurate beyond even 150 metres, far shorter than many of the smaller calibre weapons other civilisations enjoy.

Vehicles
“A Legionary can crush a platoon, but a tank will crush a line” - Primus Dominus Garut Graum, Thunderlords Legion

The tanks and machines of the Dynasty are generally described as, conventionally designed, well-armed and armoured and extremely reliable. Being designed to complement the assault-style doctrines of the Grand Army, providing fire support whilst advancing alongside the countless Legionaries, soaking up fire as they achieve their objectives.

The arduous and varied terrain of Nutov would and has left traditional wheeled and tracked vehicles either sunken into the thick swamps or in ruins across the rock-ridden plains. As such almost all Ghor’ox vehicles are uniquely driven by flexible mechanical legs, often in a quadrupedal fashion that allowed such vehicles to negotiate harsh terrain far better than any other civilisation.

The vast majority of walker vehicles trace back their origins to the ancient Duboko tractor, made before even the first Imperators came to power, these simple yet rugged machines were more than enough to handle such environments. Many vehicles and later frontline tanks in the early days were made upon the actual chassis, and even the more modern variants still use similar parts.

Speed was however never a strength of such walkers nor a particular concern, being a fair degree slower than their wheeled and tracked counterparts (though most can easily turn on a dime), slowing down advances and supply lines. Though the recent advancements on orbit-to-ground transports have since largely negated this. Their relative complexity and vulnerability are however flaws that still plague them, especially regarding larger tanks, where damage to even 1 leg may knock out the entire vehicle.

Technology
Ghor’ox technology can best be described under 3 characteristics, their ease of construction, their impressive reliability and their sheer durability. Given the harshness of Nutov as well as the less than stellar handling of its inhabitants, tools, vehicles and weapons are immensely strong and invulnerable to age and wear and finally being able to be replaced and updated with ease.

Being made from often lightweight and durable materials such as the famous Hol’kura, appliances, equipment and technology are simplistic in construction, having often few moving parts and modular designs, being able to be replaced and repaired with ease.

Examples of such equipment and technology include but not limited too


 * Hol’kura: Standing above titanium in durability, this man-made material was introduced during the Age of the Conqueror as a replacement for the heavy and often difficult to manufacture Rockplate, which was known for its brittleness if tempered incorrectly.

Durable and easy to manufacture, Hol’kura is universally used in the construction of every vehicle and space-faring ship, though it is its low weight compared to contemporary materials that sets it apart, allowing walker tanks, body armour and space-faring ships to take on far more Hol’kura than normal, granting far greater protection for a modest weight increase.

In spite of its prowess, Hol’kura does suffer from a low temperature tolerance, melting at 700°C, while of little issue for body armour and tanks, it is often of concern when considering spaceship construction which is why they are placed within a shell of Tunguska, a metal known for its extreme intolerances of heat


 * Targ: The hostile, large wildlife of Nutov before the days of the Dynasty as well as the cruel races who better thought as conquerors have called for drastic actions within the Ghor’ox people. Among these ideas was a weapon projectile with an explosive filler, exploding within once it bit flesh, ripping flesh asunder in a violent and effective manner.

Such a projectile, loaded into primitive precursors of the Slug Rifle, were known simply as Targ. These heavy, low-velocity projectiles originally worked by simply detonating on impact, leaving massive bleeding chunks where flesh once remained.

By the time of the Age of the Conqueror, Targ utilised timing mechanisms that allow the massive projectile to punch through armour and flesh within, then to later explode once embedded in the flesh into multiple fragments, ripping the target apart from within.

The Targ was finally perfected by the Age of the Sand Giant, now sporting a rocket motor and pop-out fin stabilisers, these rounds now benefit from greatly increased accuracy and range.
 * Tunguska: Found within the volatile volcanic belt of Kontra, Tunguska is a heavy metal known not only for its extreme intolerances (melting point at 4582 °C) but also its excellent insulative properties. Not as durable or easy to work with as Hol’kura and being immensely heavy, Tunguska is rarely used for vehicle construction outside of super-heavy vehicles such as the Golgalath.

It is in shipbuilding however that finds its home, its extreme heat resistance and insulative properties well worth the downside of its immense weight, layered over the more durable yet heat intolerant Hol’kura plating, allowing the ship to take on the myriad of environments they are famed for.

The Government
''“The wars are all there, here however? it's all just logistical support”'' - Primus Dominus Garut Graum

The government, also known as the Protectorate within the Dynasty is perhaps rather simple compared to most, only increasing in fidelity within recent Ages. The Dynasty itself is led by one individual known as the Imperator, currently taken by the young, yet promising Goltora II. Voting for Imperators is not a concept within the Dynasty, selecting an Heir instead for better or worse. Additionally, the rising of an Imperator signifies a new Age such as with Gholtora, the Dynasty has entered the Age of the Gladiator. Other Ages include:


 * I: Acryus - Age of the Beacon
 * II: Kol'kus - I Age of The Great
 * III: Kol'kus II - Age of The Lone God
 * IV: Horuas I - Age of The Conqueror
 * V: Ulak I - Age of The Sand Giant
 * VI: Cigus I - Age of The Exiled
 * VII: Cigus II - Age of The Shamed
 * VIII: Goltora I - Age of The Coward
 * IX: Goltora II - Age of The Gladiator

Below the Government is that of the War Council, a group of 12 of the most esteemed Primae led by Grand Uktos (Minister) Mayva Mutkos, Goltora’s right-hand man and who is often delegated to dealing with military affairs and expansionist duties in place of him. In charge of entire military operations and logistics, they are effectively the beating heart of the Military, from its expansion, introduction of new equipment and to overall defense of their homelands.

The Nutov Council equally consists of 12 of the most prominent Government officials who settle issues and plans within civilian life under the lead of Grand Uktos Ioga Krutol. Be it civil developments, laws or new infrastructure, they decide it all. Uniquely yet perhaps unsurprisingly, civilian voting applies here, for it affects their overall lifestyle, following standard voting procedures.

Finally, a recent addition to the Protectorate, the Vultercra Council. Introduced early on the Age of the Coward by Goltora I himself, the Vultercra Council serves as a power restraint for ambitious or delinquent Imperators, vetoing potentially obscene rulings and laws if need necessary. The council is smaller, consisting of only 10 members, more uniquely made up of Tarrabah and Singh individuals, their unique insights proving valuable in debates such as these.

The Land we Walk Upon
The Ghor’ox Dynasty has since claimed 6 star systems under its name as of recent, consisting to a total of 36 planets and 21 moons, these systems are;

The Yomanda System contains 3 planets and 4 moons, including Nutov, the homeworld of the Ghor’ox
 * The Yomanda System (Nutov as Captial)
 * The Tyra System (Tranos as Capital)
 * The Yradga System (Beltos as Capital)
 * The Badlands (Cabal as Captial)
 * The Helmos System (Helmos I as Capital)
 * The Fulgora System (Bakta as Capital)

The Annals of Time
The Calendar system of the Dynasty is built upon the system of the Imperators, introduced some 7,200 years ago by 2nd Imperator Kolkus I the Great. Accounting for which Age, Years during said Age and day, the current date for the Dynasty is IX-Y293-D---. Representing it is the day --- of the 293rd year of the 9th Age (Age of the Imperator).

Notable Individuals
Imperator Goltora II: Once a gladiator under the tutelage of a then younger Garut Graum, Goltora ascended the Throne in light of his Father’s execution as a result of his more...peaceful views. A strong and ambitious leader, Goltora II seeks to drive the Dynasty once more to conquest, succeeding in claiming his sixth system for the Dynasty in his first 60 years in reign.

His ascendancy to power has not come without hardship however, for there are those across the councils who believe he is too young and hot-headed to truly lead to victory while others simply see a narrow-minded warmonger in the making.

Primus Dominus Garut Graum: Born 919 years ago during the chaotic reign of Cigus the Exiled and watching 3 Imperators come and go there forth, Garut Graum is a former Gladiator and current Primus Dominus of the Thunderlords Legion, eventually being dubbed the “Imperator’s Champion”.

Serving the Grand Army for nearly 850 years, he is perhaps the most decorated military official within the Grand Army, being a member of the War Council (much to his chagrin, viewing as merely logistical work) as well as a mentor to the young Goltora II. Perhaps due to his age, he has since become open-minded and fair-tempered, unusual traits for Ghor’ox as a whole, having a great deal of respect towards the small yet eager Tarrabah and Singh.

Primus Dominus Jolus Ma’rag: Born upon the poorer regions of Nutov, Jolus Ma’rag was a notable delinquent in his early years, eventually arrested during the High Civil Wars and sentenced to gladiatorial combat, eventually finding himself in the ranks of the Earth Scorchers Legion afterwards.

Rising up the ranks quickly, it was the Claiming of Cabal that saw him become the Primus Dominus of the Legion. Bull-headed and short-tempered, he sets a fine example of what every Legionary should strive to be.

Primus Dominus Harc Basilask: Rising as a Primus Dominus of the Rock Giants Legion at the age of 197, Harc Basilask, known as the “Golem” on account of his massive size, is perhaps the youngest Ghor’ox to be promoted to a Primus Dominus. Despite his young age, he has proven to be a capable and sharp commander, much like his father before.

There are many amongst the Dynasty who both respect and question his capabilities. Graum and Goltora are impressed of his prowess despite his age, while more cynical individuals such as Uradga and Rugora wonder if he merely bribed his way into the position. Whatever the case he has proven ever dutiful and uniquely open-minded about political views.

Primus Dominus Ioga Uradga: Born in a region of Nutov known for its proximity to the Uradga Dunes and xenophobic views, 727-year old Ioga Uradga became legend in Ghor’ox history for being the first person to cross the mighty dunes of Nutov and back alive, the Dunes now named after him. He has since become the Primus Dominus of the Dunemarchers Legion, following and reflecting his stubborn and searing will.

Perhaps as a result of his descendants bearing the brunt of hostile xenos many generations before, he as a searing hatred of Xenos outside of his own, with his legion having nearly zero Tarrabah or Singh presence within. Such actions, while they have displeased even up to Goltora, even he can do little to truly change his mind, lest he causes complications between the Stubborn Primus.

Primus Dominus Ylao’lo Mod’ka: Uniquely not of Nutovian birth, instead upon the capital of the Yradga System, Beltos. Ylao’lo like many others, joined up as a Gladiator and eventually too found herself in service within the Skyreapers Legion as first as a Yora’kolta then an Engineer following her loss of both legs during the Battle of Nerdath. During her time there, she both rebuilt her legs and pioneered many inventions and designs that would eventually get accepted within both her Legion and even the Dynasty as a whole.

It was the invention of the Burst Pack that she found herself within the upper echelons of the Legion Command, allowing Legionaries to fly short distances across the battlefield. Eventually becoming the Primus Dominus following a daring raid against a Ugidian Strongpoint, effectively breaking their defensive line.

Primus Dominus Uryla Noh: Being amongst the first to join the newly formed Townrazers Legion. Noh quickly rose the ranks owning to his destructively creative spirit, finding himself at the rank of Grand Primus by the 200th year of his service. His command style, while criticised for his recklessness and disregard for casualties, was equally applauded for his general effectiveness and speed, taking many cities and foes by storm from the Siege of Riqualis to the Invasion of Morgana it has proven effective time and time again. It would be however the 6-year Siege of Cauor that would see his promotion to Primus Dominus, where he alone with his suit breaking the mighty gates open to the city in a daring raid, effectively winning the war for the Town, earning him the title “Gatebreaker”.

Primus Dominus Pikalo Rugora: Perhaps the most mysterious of the Primae, most of Rugora’s former history is unknown, kept obscured on order of Goltora II himself. What little is known was he was formerly imprisoned during the Age of the Coward on account of unlisted political crimes and then once more following his assassination attempt upon Goltora II himself. In this latter arrestment he was personally acquitted of all crimes under the intervention of the Imperator himself, seeing usage within.

Becoming Primus Dominus under the newly formed Airut Legion, the “Viper” as he is known serves as the primary spymaster within the Dynasty, watching beyond borders other Legions are not focused on and sending reports directly to the Imperator and Minister of War directly. On account of their nature, he finds great usage of the Tarrabah and Singh within his ranks, operating the majority of his operations.

Author: BSMK