Welcome to Fordan Annals Section 35-16 (Fordanta). This page details the history and traditions of the Fordan race.

The Young bicker over this galaxy as if it were a mere plaything. No... To rule a galaxy, even a star system, is a burden too large for an unrestrained mind to bear. Without discipline, without the guidance of Those Who Came Before, no one race can truly own this galaxy.

- Fordan Grand Councilor

To feel the wind at your back as your blades glitter in the sun... war is a symphony of death and beauty inextricably mixed. To fight for our beloved Forda, there is no greater joy nor honor.

- Blademaster Hel'Bre'K teaching new Warriors

Once we were vile monsters. Our unrestrained, feral nature drove us to crush all before us. We since learned the value of peace, and cooperation. When the Undying rose up against us, we gave in to those primal urges again, and forgot ourselves in the process. When we thought we were revered, we were ridiculed. Our honour was tarnished, our praised names brought low. And yet, we are the stronger for it, for we have with seeing eyes and knowing minds experienced the extremes of our psyche, and it shall never again return.

- Fordan Diplomat to a Draconis noble.

The Fordan Empire is an expansive interstellar society primarily composed of its namesake, the species known as the Fordanta. The name is not strictly accurate, as there is no Emperor or single leader within the Empire, instead it is a loose translation of the Fordan phrase, "Na'Hel Va'For'Dan," directly translated as "a place of peace, family and kinship."

As a people, the Fordanta are known for their single-minded dedication to the ideal of peaceful co-operation between all aspects of society. This manifests itself in many ways, from their meritocratic style of government to their foreign policy.

History Edit


The earliest known ancestors of the Fordanta were quadrupedal, tree-dwelling lizards native to the prehistoric forests that once covered Va'For. These lizards exhibited a much more potent chameleoline quality in their skin, enabling them to blend in almost seamlessly with the scaly bark of their home trees. These lizards hunted by leaping from the trees they lived in, onto their prey. Once they landed they dug their long, sharp claws into the quarry, biting vital body parts until the creature fell dead to the forest floor. Groups of four or five of these early Fordanta would then drag the corpse up into the bough of the tree, to be stripped of all meat and then tossed to the floor again.

As Va'For's climate changed, the forest receded and forced the Fordanta onto the plains. Here, their ambush style of hunting was less effective, and so they adapted to use a mixture of ambush and endurance styles: the Fordanta would spring from hiding into a herd of beasts, isolate a weak individual, then chase it down relentlessly until the beast literally died of exhaustion. During this period, the Fordan body evolved to be larger, stronger and more enduring, eventually reaching sizes reminiscent of the modern-day Fordanta. With these changes came the shift from obligatory quadrupedal to the more efficient bipedal gait. This allowed Fordanta to sprint on four legs for speed, but run on two for efficiency and endurance. Their front hands changed slightly, developing opposable thumbs for use in grasping prey. With larger bodies came larger brains, which were suited to thinking out complex strategies. This enhanced brain-power started the Fordanta on the road to sapience.

Many prey creatures on the plains Va'For were of greater sizes than their predators, and were able to fight through single Fordanta. These creatures required more dedicated efforts and tactics to overcome, to which the Fordanta eventually adapted. As they did so, their hard enduring bodies became strong, with the power needed to tear apart tough hides and thick scales. As they became stronger, they became faster as well, the better to dodge and counter their prey's increasingly futile attempts to defend themselves.

The first Fordanta to demonstrate a level of sapience were small hunting groups. Fossil records indicate they used a written language similar in principle to Old Fordan, and conducted regular, organised hunting sorties with specific quotas. These hunters built dedicated structures in the trees, from sleeping areas to food storage, from branches woven into nets. These Fordanta steadily expanded their numbers and technological capability to the point that they began construction of the first underground cities, centred around naturally occurring caves.

Tribal Development Edit

As Fordan tribes grew in numbers, their territorial requirements increased as well. This eventually reached the point of conflict between tribes, causing several smaller hunting groups to be absorbed into the larger and more established tribes and clans. The caves the tribes lived in were dug wide and far, but close to the surface. These were not dark and confined spaces, but light and airy due to the regular ventilation and light points throughout the structures. Within some of the tunnels, the miners found seams of iron and copper, which led to the creation of significant underground industrial centres dedicated to refining ores into metals. This led to a division in Fordan society, between those that hunted and those that worked in the cities. This is the first recorded evidence of the divisions that eventually led to the formation of the guilds.

Eventually the tribes reached the carrying capacity of their local environments, causing splinter groups to form. These groups set out to find new locations to settle and build homes. As they travelled, they set up new tribes in cave systems across Va'For in all kinds of environments. Some settled in grasslands, others in mountain ranges, others by the shore or on the outskirts of deserts. As the generations went by, these groups diverged in evolution, adapting to their new niches. Some became larger and fiercer, others smaller and swifter. Some preferred intellect and thought, while others saw value in bravery and honour. These differences would eventually lead to the bloodlines we know today.

The Young Empire Edit

The Fordanta slowly became fixed into the traditions of their cave-cities, building their culture on the practices of their ancestors. As time went on, these divergent cultures began to manifest particular physical and psychological traits. In addition, the first cities became large enough to afford building on the surface. Simple fortifications made from loose rubble held together with a crude mortar sprang up around the exits to each cave network. These then developed further until they became solid, effective fortresses built from carved stone bricks. Behind these fortified doors, the great Fordan Bloodlines were born.

As the tribes grew larger, so did their need for territory. This drove the Bloodlines into what is now known as the Age of Kinstrife, the only time in recorded history where Fordanta knowingly fought Fordanta with intent to destroy. Where expanding tribal territories intersected, skirmishes and battles spread like wildfire. Most of these minor struggles resulted in stalemates, as each Bloodline was roughly equivalent in terms of numbers, equipment and power. Some fell in time, broken by attacks on multiple fronts, or faced with an enemy that could readily defeat them such as the Ce'So'Va.

Indeed, the Ce'So'Va proved to be not only capable of holding their own against three other Bloodlines, but began to push out on all fronts. This expansion caused three tribes of Pureblood Fordanta to unite against them, eventually evening out the conflict. The Ce'So'Va ultimately joined this alliance, creating the first forebear of the Fordan Empire. To ensure harmony and unity, the leaders of each tribe came together to create a system of tribal law that would eventually develop into the Codex. These laws placed an emphasis on co-operation for the greater good, and an understanding and appreciation for each Fordanta's place in the whole.

As this proto-empire came together, the Ce'So'Va willingly threw themselves to the front lines, fighting in place of their Pureblooded kin. This gave the others time to further develop and refine, expanding into philosophy, scientific study and other pursuits of higher thinking. Those Ce'So'Va who survived more than five years of combat were permitted to leave the front by their elders, and return to study at these seats of learning; their intense and well-honed focus allowed them to excel in areas of logical thinking. Likewise the Purebloods sent their engineers and scientists to the front with all manner of experimental weapon. Ultimately, the border was secured by a great wall, which would become the womb for the developing civilisation within.

As the decades passed, Fordan cities began to spring up across the world. They varied wildly in style and architecture, and in size and complexity, but none could match the great city of the north. Before long, the inhabitants of this city sent diplomats to nearby settlements to encourage them to join together, and war parties to those who refused. Eventually, the whole planet was unified under the banner of the Fordan Empire, and development turned to improving their lot in life, while seeking a way to the stars themselves.

Early ExpansionEdit

The greater clans, the Ce'So'Va among them, created and populated great colony ships, which were sent out in all directions to find new worlds to settle, and to eventually expand the Empire's territory to the stars. Many ships were lost, but over half of the vessels successfully reached their destinations, finding habitable worlds suited to their clans' ideologies. These people settled down, and began to populate these new worlds, educating their young and refining their gene pools to more closely match their clans' ideals. From this, the great bloodlines arose, divergent groups of Fordanta with significant physical and mental divergences from the native Fordanta still on their home world.

It was around this time that the notion of Pureblood superiority was discredited. For most of their history, the Fordanta had believed that the ‘true’ Bloodline was superior to all others, having been great enough to assimilate and unify all others to the cause of the Empire. With new Bloodlines arising and succeeding in environments and aspects that the pure Fordanta could not, and the further development and refinement of the Codex, the views of society shifted to total equality: no Fordanta, regardless of their rank or bloodline, was considered inherently inferior to any other.

Many of these bloodlines lost contact with the heart of the Empire, particularly during the time of the Grox invasions, leading many on Forda to believe that their empire had been nearly wiped out. It was around this time that the Void Sphere was discovered, an ancient alien relic that granted the Fordanta the technology that would both power their planets and ships, and provide them means to rapidly and safely cross the stars.

During this time Fordan activity became prolific, with the legends of the great warrior-kin spreading far and wide, even to other galaxies. They encountered and forged bonds with many other mighty space powers, from the Delpha Coalition of Planets to Rambo Nation, as well as now-gone powers such as the Vartekians. With each new bond formed, the Empire grew in both strength and diversity, taking from each alliance new ideas both military and cultural.

Shortly after this, however, the universe was engulfed in an event the Fordanta call the Darkness. World after world was swallowed up, their populations disappearing overnight. The universe was wiped clean, though fate had intervened to save many of the universe's inhabitants.

The Ko'Sa'Va Sector Edit

In the wake of the Darkness, the scattered Bloodlines of the Fordanta were relocated to what would be named the Ko'Sa'Va sector. Brought into close proximity with their brethren, the strands of the Empire wove themselves together. With massive space-bound Void Gates stationed over the core worlds, the united Empire was reborn as a strong, expansive power well beyond its original capabilities.

They were not alone in the sector, however. Thousands upon thousands of civilised worlds, all of different levels of advancement had been condensed here, many of whom sought to take advantage of their technology to prey upon the disoriented lesser species around them. The Fordanta saw this as an opportunity to extend their philosophy of co-operation, and stepped in wherever possible to free worlds from the threat of oppression or destruction, and bring them together under their banner. The Ko'Sa'Va Concordat was written, with the aim of laying down a foundation of rules upon which the races under the Empire's protection could develop through mutual support without relying solely upon the Fordanta.

Eventually Fordan territory spread to cover the length and breadth of the sector, their shadow falling over every world. The Ko'Sa'Va became a largely peaceful place, with only the occasional conflict between peoples that was often swiftly resolved by the lesser powers themselves, only rarely requiring Fordan intervention.

Deep within Wild Space the sector went largely unnoticed, until long-range scouts from the Draconid Imperium encountered refugees fleeing Fordan attacks.

The Draconid Encounter Edit

Goverment and LawEdit

The Fordan government is unique compared to most, in that there is no centralized leadership body. Every aspect of Fordan life is overseen and regulated by an independent body, the name of which loosely translates to “guild.” These guilds maintain their own practices and traditions, and have ultimate authority in matters of their expertise. When building a colony, for example, the Merchants determine the most suitable location, which the Warriors then secure. Navigators find the most efficient routes to and from the system, connecting it to nearby Fordan and allied worlds while the Architects design the colony itself. Finally, the Artisans descend en masse to carry out construction.

Each guild maintains its own Codex, detailing every part of the guildmate's role and the laws by which he or she now lives. Through this system of internal government, Fordan society is very easy to understand, as the individual need be familiar only with the particular set of laws and customs that apply to them. This also means that society exists quite smoothly without external direction. It also prevents one individual from controlling too much of the society, as they can only command their specific group, e.g. Warriors can only lead Warriors, Artisans can only lead Artisans, and so on. This type of government is also extremely effective for space colonies, as contact with Forda is not necessary for the smooth operation of society.

Individuals are chosen for ranks within their guild by meritocratic processes. Aspirants must prove themselves regularly capable of a greater quality of work than another who holds the rank they aspire to. Promotion and demotion are fairly fluid things in the upper echelons of Fordan society, and confer no particular praise or shame. Promotion is merely a reward for achievement, and demotion encouragement to strive further. Only the rank of Blademaster is held for life; there is no higher rank for them to aspire to, and they find demotion only in dying on the battlefield.


Old Fordan Edit

The original language used by the native Fordanta, Old Fordan has its roots in the symbolic carvings Fordan hunters left in rocks and trees to leave messages for future hunts. As befitting its history, Old Fordan is highly metaphoric and symbolic in nature. Instead of using individual letters to spell out words, word-concepts are used to convey the meaning of the sentence. These concepts are small words, usually only one or two syllables, such as Hel (conflict), Val (courage), or Sor (life). The exact meaning of each word-concept is highly subjective, based off both the context in which the person is saying it, and the other concepts used with it. For example Hel means conflict in any form, however in a sentence it can specifically mean physical combat, an intellectual debate, or even an internal struggle between two personas.

As a general rule, no more than three word-concepts are used in conjunction with each other. This too has its origins in the old hunting messages, as it was essential to convey information as quickly as possible. This also means that an individual word of three concepts can carry deep and significant meaning which may escape non-Fordan listeners. The word Fordanta, or properly For'Dan'Ta, is actually a word of great praise as it incorporates the concepts blood kin, close friendship, and constancy through time. By describing someone as one's Fordanta, you are in fact saying that you consider them to be such a valued friend that they are part of your family (in itself a significant honour for a Fordanta), and that you intend to maintain that bond even beyond death, until the very end of time.

Ko'Sa'Va Basic Edit

Basic is a language constructed by the Fordanta purely for utility. It is a very simple language, intended to act as a step between two languages. Ko'Sa'Va translators therefore are attuned to only the speaker's native language and Basic. To facilitate easy translation, Basic has little room for inflection or subtle meanings when using a translator, and as such has become wide-spread in official diplomatic and mercantile channels because you can reliably tell that the other person is either telling the truth, or outright lying. This said, many species throughout Ko'Sa'Va are actually capable of speaking Basic directly, and so multiple dialects have popped up across the sector.

The Guild SystemEdit

In Fordan life, every job is dictated by a Guild. These guilds look to the training, organisation, equipment and payment of their members, and provide a set of rules and standards by which the Fordan lives their life. The composition of individual guilds is left up to the guild Master to decide, but the organisation is more or less the same:

  • Master
    • Deputies (Generally 3-5)
      • Unique Ranks (e.g. Fleetfather and Blademaster)
        • Specialists
          • Minor Leaders/ Managers
            • Guildsmen/ Guildswomen

(It should be noted that this is the format for a single planet's Guild. The total organisation may have hundreds of thousands, or even millions of members.)

Different guilds have their own names for the various ranks, and some include or exclude ranks as they see fit. Most guilds have roughly 10 ranks, although guilds with many divergences, such as the Warriors' guild, can have anywhere up to 20. The guild with the greatest number of ranks is in fact the Warriors' Guild, which has 23 disparate levels of rank.

Each Guild is responsible for the recruitment, employment, equipment, to a lesser degree accommodation, and more of new recruits. Depending on the Guild this may be little more than a bed in a barracks, with meals at a military mess, but all fill out their duty of care. The Guildmate's equipment is funded entirely by the guild, as are maintenance costs. There are exceptions, of course, such as the Engineers' Guild, which requires students to create their own gear as their lessons continue.

Guilds promote a way of thinking, acting and talking, and give Fordans a new point of view that they can draw on later in life. There are rules in place about how Fordans can address others, the contents of conversations and how the conversations are ended. For example, a Warrior always uses as few words as possible, using simple, blunt language to get the message across in as little time as possible. A diplomat, on the other hand, is always calculating in their speech, often embellishing their praise of the other speaker so as to foster trust. They also never end a discussion, always letting the other person have the last word, to make them feel important.

A Guildsman serves with a guild for a set period, usually 6 years, before they are free to retire. A Fordan who retires from one guild then joins another, and so on until they find the guild that they dedicate their life to. This process is known as Vo'Si'Va Se Ma'To'Res (Finding One's Path), and often takes decades. By taking on the lessons learned in previous guild lives, a Fordan gains new perspectives and new ways to solve problems.

At the end of one's service to a Guild, all of the equipment provided by the Guild is returned, and so is the formal rank given to the individual. When the Fordan joins the next guild, it is as if their previous life with the earlier guild never happened.

The Warrior's Guild Edit

One of the oldest and most noble of the Guilds, the Warrior's Guild is essentially the Empire's armed service. While other organisations may contribute to the war effort, such as the Pilot's Guild or the Enforcement Guild (i.e. the police), it is the Warriors who make up the bulk of the Fordan fighting force.

The Guild originated from early Fordan hunters, who used simple stone throwing blades and spears alongside their formidable natural weaponry. As a result, it has one of the longest and most finely detailed histories of all Guilds, and almost all Fordans will join the Guild at least once in their lives. As such, a very strict ranking system has developed over time, ensuring that no skill set is left unaccommodated, as well as recognising leadership and initiative.

The Artisan's Guild Edit

Tasked with creating the devices and structures used by the Fordanta, the Artisan's Guild is also known by several common names such as the Engineer's Guild, the Craftsman's Guild, or other similar monikers. It is the Fordanta of the Artisan's Guild that construct the great buildings of Forda, craft weaponry and ships for its armies, and tend to the various pieces of xenotech discovered by exploration teams.


See here for details.


A Fordan's life is not all about fighting. Civilised beings as they are, Fordanta take up most of their spare time with reading and debating. All Fordans are completely literate, and can burn through a 500 word book in a couple of days. Fordans tend to prefer adventure stories, although war accounts are always close at hand. Many Fordans use this time to slow down, and take the load of daily life off their mind. Ja'Dan Fleetfather can often be found nestled in the Swordwing's cockpit with a good book resting on his lap, and he always has a novel or two in his backpack, even though he can just phase-in to Forda and get a book from his library.

The average library on Forda is an extensive structure, and some skyscrapers on Forda are in fact giant libraries. For many Fordans, these collections of books are all they need to unwind after a hard day's fighting, but most Fordanta also maintain their own library at home, so their favourite books are always close at hand. Books go in and out of fashion as quickly as clothes do in other Empires, and so a Fordan rarely keeps a book on his or her shelf for more than a month.

Aside from reading, Fordans love to engage in debates. Keeping the mind sharp is just as important as keeping the body fit, most will tell you, and it is just as hard to beat a Fordan in a debate as it is to fight them. Most good libraries have a series of rooms set aside for such debates, and many Fordans will meet with friends, have something to eat and then debate for an hour or so before returning to their duties. The topics range from city organisation, goverment, politics, religion, ethics and a host of other subjects. Unsurprisingly, war is often discussed, but usually in conjunction with one or more other topics.

One passtime that surprises most is dancing. To the Fordan mind, all expressions of the body are beautiful, and dancing ranks very highly. Unlike on Earth, there are no dances that are considered 'for males' or 'for females,' instead any Fordan can do any kind of dance they like. Most tend to favor highly active styles similar to break dancing and jumpstyle, but dances with partners are prefered to be slower, the better to show off one's skills.

In terms of sport, there are three main sports played by Fordans. Obviousely, one is organised fighting. This is simply an all out brawl with no technology. Usually the fight continues until a Fordanta is forced to submit, although first blood combats are also common. There are also situations where being forced from the fighting ring also counts as a defeat, although this is rare.

The second main sport is running. The average Fordan race is around 5km in length, with championship races at a distance of 50 to 100km. Such distances are very easy for Fordans, although even the fittest end up a bit short of breath at the end of 100km solid running. These races are not taken at a jog either. The competitors run full-tilt the entire distance, and rarely slow down except to take sharp turns.

The third sport is hunting. Fordans do not hunt competitively, instead they strike out in groups of two or three to hunt down prey on game worlds- wildlife sanctuaries that are stocked with the deadliest predators known to the Empire. Most Fordans choose to hunt with only their bare hands, and take no technology with them. Some take rifles or throwing weapons to test their skills, but there is no regulation on what can and cannot be taken. These worlds do not even have enforced hunting limits, as the Fordans will only kill one or two individuals, and certainly not enough to put the environment into jeopardy.

The AnnalsEdit

The largest library of them all is the Fordan Annals. This massive collection of knowledge comprises everything the Fordanta have learnt since they kept records. Much of the older information is hazy, or else heavily embellished to the point where fact and fiction are inseparable.

The collection of histories, stories, poems and information has become so large it is now held aboard a capital ship in permanant orbit around Forda. Individual sections span entire hangar bays, and the battle reports alone could fill a small cruiser. There is so much knowledge in the Annals, it is said, that for one mind to take in it all would drive the reader insane. The library covers a great many topics, and certainly too many for most scholars to understand in any depth.

It is common for Fordans to enter the Annals before undertaking major activities, to ensure that they know as much relevant and useful information as possible to guide them. Revered generals and rank-and-file infantry alike seek advice from the words and recorded deeds of the Fordan warriors of old. Blademaster Hel'Bre'K has a reading room reserved for him, stocked with the many records of his ancestors' deeds, and he often spends long hours reading these detailed reports and deconstructing the tactics and strategems employed.

Within the ship storing the annals there are several thousand private reading rooms, as well as debating rooms and forums. All told, the ship can store just shy of 5000 individuals, as well as any number more within the library itself. To prevent all these visitors from getting lost, PDAs are assigned to each visitor, which have GPS locators and library guides, as well as ground maps and study aids. These devices make using the Annals easier, as the instructions are translated into whatever language is required.

Data in the Annals is mostly stored as high-capacity data-crystals, however many of the older texts are still available in text form. Because of the highly compact nature of data-crystals, the Annals are in fact far smaller than they would be if the knowledge was to be entirely committed to paper. As it stands, the sheer number of pages required to hold all that information would cover the entire surface of Forda.


Power and Utility Edit

Void-phase Syphon Edit

Void-phase syphons are high-power, sustainable energy generators which function by collecting the energy released by a stable Voidspace phase field. At the very edge of a phase field there is a zone of intense friction between Voidspace and realspace, which is what generates the familiar bubble of light. In a normal phase translation, the field is only maintained for a few milliseconds and so does not generate enough heat to cause real damage, but a sustained field generates large quantities of thermal and nuclear radiation. This radiation is syphoned off and converted into electricity.

The generator itself is a rather robust construction, however as with any replica technology, the copied xenotech core must be very precise and well maintained to function. Even relatively minor nudges can destabilise the phase-field, which is rarely a hazard in itself, however damage to the collecting points or the casing can cause radiation to leak out of the generator, which carries the obvious health concerns. Should the void-phase itself destabilise, it will typically collapse without incident, however it can deform momentarily which may cause significant damage to surrounding infrastructure.

Weapons and Wargear Edit

Thermic Weaponry Edit

Thermic weapons are dedicated melee tools augmented by a device which creates a significant amount of contained heat. These 'thermic cores,' as they are called, can generate a core temperature of over 1500 degrees, which is then conducted along the striking surface of the weapon. The weapons are constructed from advanced composite metals threaded through with carbon nanotubes, enabling the weapons to retain their structural integrity even at temperatures exceeding 1000 degrees celcius. This causes the weapon to glow brightly, adding an intimidating effect to the already lethal weapon. Thermic enhancement can be used in any melee weapon, from swords to axes and hammers, as well as everything else the Fordanta use. Due to the design of the weapons, the effective heat shielding involved in their construction, and the ease with which the Fordan bodysuits conduct heat, the operator can safely wield a thermic weapon without having to fear burning themselves with anything short of direct contact.

It should be noted that the thermic enhancement does not immediately improve the cutting power of the weapon. Instead it improves the damage caused by the weapon, charring flesh and steadily melting armour with successive blows. A thermic hammer has no greater impact than a regular hammer, however repeated thermic enhanced blows to the target will heat the area dramatically, effectively melting the target while also pummelling it.

Variable Intensity Plasma Caster Edit

The primary ranged weapon of the Fordan Legions, these plasma weapons use advanced containment field technology to allow the operator to recalibrate the weapon mid-battle, between the three primary axes of rate, intensity and stability. The weapon can calibrate to any point along these three axes, seamlessly switching from rapid, weak but explosive rounds, to high intensity concentrated shots fired at a moderate pace. This allows the weapon to be incredibly versatile without sacrificing any of the power of a dedicated weapon.

Due to the significant amount of development and materials science that has gone into the weapon's development, the caster is comparable in respective size to a heavy rifle of other races, and light enough that Fordanta can easily carry them for extended periods of time. Also, the casters produce no recoil, allowing the Fordanta to easily maintain accuracy over long distances.

The weapon employs a set of three cameras linked to the operator's heads up display, using cross-referencing to determine the exact distances and locations of targets with respect to the weapon. This is displayed on the visor as three lines pointing from the main containment arms, converging on the target.

Sonic Amplifier Edit

Utility weapons designed for area-of-effect deterrence, these helmet-mounted sonic emitters were a gift from the Vartekian Empire. Calibrated to the resonant frequency of the target's vital organs, the sonic emitters turn the already terrifying Fordan war cry into a lethal weapon. Upon activation, the single-use emitter amplifies the warrior's war cry into a concussive wave of sound, which radiates out in a cone in front of him. Effective at up to thirty metres in an open environment, the wave causes the target's organs to liquify, causing fatal internal trauma. At closer ranges the shockwave is also capable of knocking smaller targets off their feet. The drawback of this powerful blast is that it fries the delicate structures that cause the resonance, effectively destroying itself with one shot. Typically, the weapon goes unused as warriors are reluctant to employ a single use device, however there are those who swear by it and regularly utilise the powerful disruptive effects of the weapon to enhance the already brutal force of a Fordan charge.

Notable FordansEdit

As with the vehicle section, this part of the article is very short as each Fordan will have their own page.

Hel'Bre'K Ce'So'VaEdit

Hel'bre'k is the empire's greatest warrior. Going on one hundred and fifty years old, he has outlived the average lifespan of the Fordan warrior cult by almost double (the warriors normally die by around 80 years old), and yet his arm is still strong and his mind as sharp as his sword. This is made all the deadlier by his years of experience and the grim knowledge that sooner or later death will catch him up. His strength and prowess have earned him the title Blademaster, and he brings the fury of the Ce'So'Va Bloodline to war just as he brings the wisdom of the ages to strategy.


The Fordanta as a species exhibit an alien mentality difficult to grasp for most humans. Their society is completely dedicated to the goal of mutual co-operation, which they extend to those that come under their protection and allegiance. Above all the Fordanta place the good of the community before themselves, and even in seeking higher status within their Guild they do so purely for the sake of being able to serve the Empire in a greater capacity. Individual vanity is non-existent, with decorum present only for the purposes of identification rather than pride. Furthermore all Fordanta are considered to be inherently equal in value and status, with the only exception being given to authority in matters of their speciality. As a Fordanta the Blademaster is considered to be equal to the lowliest recruit, however in military situations the recruit will obviously defer to the Blademaster's judgement.


The Fordan concept of honour is also alien to the human mind. While similar in basic tenets, the Fordan ideal of honour is based on service to the community, rather than a code of good conduct. An honourable deed is defined as any made for the benefit of the community, in accordance to the traditions of the individual Guild which the Fordanta is a part of. As such many actions normally considered dishonourable to other races are considered honourable to the Fordanta.

Furthermore, dishonourable conduct is the blanket term given to crime in the Fordan Empire. Such actions are dealt with harshly, however violations of a Guild's code that do not conflict with the greater good of the Empire are disregarded upon the Fordanta's graduation or resignation from the Guild. Actions which directly harm the Empire are dealt with more severely, usually resulting in the execution of the so accused.


Another idea central to Fordan culture is the Family. Indeed, the word For'dan'ta literally means 'Family' or 'Kin,' as the Fordanta view all members of their species as a single extended family. This term is also on rare occasion used to refer to alien companions who have become close enough to be deserving of the title. Fordanta are extremely protective of their family, acting without hesitation to aid others in whatever capacity they can. This aspect of their psyche is often taken advantage of to encourage higher productivity and efficiency from groups of Fordanta, be they soldiers or civilians.

Sexuality Edit

By instinct Fordanta are a very promiscuous race, often maintaining multiple simultaneous sexual relationships. This practice has its roots in their physiology; the intensity of Fordan life causes them to naturally accumulate stress as they go about their daily lives, which if allowed to build up to significant levels impairs their mental and bodily functions. Sex offers a highly effective way of relieving this stress, as the hormones and endorphins released create an overall feeling of relaxation that effectively resets their bodies' stress levels.

As the Fordanta developed, the females developed a natural instinct to use sexual interaction to quell disputes. When societies formed, the Fordanta (who are able to de-activate their sexual organs at will) came to place lower emotional value on sex. Because of this, it is a regular occurrence for two workmates to pair off after the day's work, quickly copulate, and part ways with no special emotional attachment between them.


Current AlliesEdit

- The Delpha Coalition of Planets (DCP)
- Rambo Nation
-Defensive System's Bloc
-Draconid Imperium
-Brood of War
-Andromedan Galactic Commonwealth
-Imperial Remnant
-Galactic Empire of Cyrannus

Current FoesEdit

- Grox Empire
- Da Propa Big Loron Empire

  • Note: The Fordanta don't have enemies per se. This list is just a rough list of people they are actively fighting.

Quotes from Other EmpiresEdit

Hail our Allies, the Fordanta!

- Emperor Toragh 9 of the Iteok Empire

A powerful nation, though their choice of allies, is not a thing I would support. They are also pretty fast in colonizing.

- Diplomat Gibek of the Gablinus-Avis

A noble and honest nation, skilled warriors whom have a great sense of honor and nobility. They informed us because they were worried about one of our allies, and we respect them for that. There list of allies is interessting and there love of libaries and information about the past is greatly known throughout the Alliance. For that reason we remain civil toward them, and one day hope to improve galactic relations with them.

- Imperial Alliance

Valuable allies and good fighting skills. They are a worthy ally in deed.

- Admiral Votarah

they help us defeat our enemy, the grox when even after our trade offer offended them, they are a noble race, and I know that they can't and won't ever commit any evil

- anonymous ctron

A race of skilled and might warriors, there technology is impressive and there love for poetic is famous. Aiding us during a Trivoid conflict, the Fordanta proved a valuable ally and friends and are allowed by the Senate to appear at our planet without using the space docks. They have there own entering point at our planet. A privilige as thanks for there aid and friendship.

- Empress Ramashe of Rambo Nation

The loss of two our fleets created to fulfill our holy mission is unforgivable. These unbelievers will die.

- Radeon

Da hellz rong wiv dese weirdos? Dey tuff I gotta admit dat but dey still such losas.

- Zr'Ahgloth

Powerful and skilled warriors with a strong sense of honor, and a taste for war. They are enemies of the Grox, our greatest enemy, and could make powerful allies, or worse enemies.

- King Jounton, of the Zith race

Your kind. Weak and pathetic. Crawl under our feet and stay there.

- Xhodocto

From our perch in the Magellanic Cloud Galaxies, we can see that the Fordan Empire is not to be trifled with. We wish to remain nuetral, but all trade negotiations and alliance attempts are welcome.

- Emperor Holfs, head of the Isawyelte Empire


  • The name Forda (the Fordanta's homeworld) was a name I came up with for a Grade 8 ICT assignment, except the 'Fordans' were just humans with epic jungle-fighting skills.
  • Fordanta tastes like chicken raw, but like pork when cooked. Don't ask me why.
  • All Fordanta are both Hermaphrodites and gendered. Every Fordan can reproduce asexually, but can also partner with the opposite gender to reproduce sexually.
  • Fordanta never lose staring contests because their eyelids are transparent, therefore they always maintain eye contact.
  • In the Tier Comparison system, Fordans are rated 'Tier U' because they are far too alien and unique to be properly classified on a linear tier scale.
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