We are born from war. Such a mantel was forced upon us, and we have come from the fires of damnation to finally gain a foothold in politics across the gigaquadrant. With our power, shall come order, and through order, shall come peace.

- Gridlock

The Zarbania Powers are powerful empire native to the Mirus, but with Colonies in the Milky way, Phradox, and Quadrantic galaxies. Ever-aggressive and ever-expansive, the Zarbanian people have down much to ensure their presence is felt in the First Gigaquadrant at large. While a totalitarian state by any means, the Zarbanians regularly engage in rather dark politicking, be it using military force against the slightest resistance to their ends, or manipulating smaller, resistant states into following their goals and coming into their orbit.

Despite not being very old, the Zarbanians have quickly advanced themselves in the hierarchy of galactic powers, having a hand in the creation of another galactic power, the United Bygorian Ascendancy, and playing a major rule in galactic politics, such as being a founding member of the Sovereign Mirusian Coalition, and standing opposed to such powers as the Draconid Imperium. The Zarbanians where held down by conflicts with the likes of their ancient foes, the Mendel Pact, Mirusian Theocratic Congregation, Waptoria Alliance of Species and Sacred Vanara Empire. Recent events have changed that. Now, they stand with their former foes against the Xonexi, who they see as the greater threat to their ways of life, and their very existence.

Zarbania is famous for it's military and industrial capabilities. It is these abilities which allowed them to stand against the Mendel Pact, who where much stronger and fiercer warriors, the Congregation, with it's fearlesness and high discipline, the Waptoria whose guerilla tactics made them slip away when caught in the open, the Vanara, with their oftentimes strange technology, and even the Zarbanian's former allies, the Imperium of War, who deployed much more advanced fire arms. Byy all right, the Zarbania Powers should have been wiped clean, but their tenacity and loyalty to their emperor keeps them going, no matter how dark the road ahead is.

Species Edit

By war our races where born, By War our races where Sculpted, and by War our races shall dominate the stars!

- Gridlock on the races of the Powers.
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These species are part of the Powers, but they have many protectorates, all being military minded nations, who either agreed to become protectorates, or where defeated and given non-voting seats in High Command. The Space Pirates are the highest ranking members, with other sharing varying degrees of power. The Pirates do show respect to their comrades, however.

History Edit

Formation Edit

Zarb meeting

The 3 High Lords planning the Rise of the Powers

With great threats to our powers comes a great ansewer. As one of your three new guardian High Lords, I declare the formation of the Zarbania Powers! For Order, Democracy, and Power! Unlimited power, for all of us!

- Gridlock

The Zarbanian Powers are a formation of various aggressive empires in Mirus, from the old Zarbanian Alliance. The Formation of such an empire occured around the same time as the creation of the Unified Federation of Glory, and the First attacks by the Alpha Cyber Collective. This resulted from the Scimat'akar, Grux and Zarbanians being unable to defeat the Collective alone, and so join together to fight and enslave them better. Later on, more empires, and even former enemies, joined them.


The Early Powers military engage the Ugandalorians.

However, the empire experienced much trouble early on. It's military did not have a central command or rules, and worked more like allied powers then a united front. The same happened with it's government, the various members of High Command unable to reach an agreement as Collective and Federation forces where set upon them.

Other problems where internal rebellions, such as the rebellion of the Order of Teurontuc, an order of specistic Duetzalanian knights, and The True Imperium, a group that sought conquest rather then stabilizing their territory.

After years of conquest, the Order was brought back to form, and the True Imperium was totally destroyed. High Command managed to finally get themselves in line, and the Zarbanian Military War-Machine followed soon after.

With this stabilization, the attacks by the Collective and the Federation slowed to a near halt. With this done, the Zarbanians where able to expand their holds, and even made contact with the trading centers of the Rokii Guilds, and gain access to armaments and strong metal from them.

Enlightenment War Edit

We must maintain some working relation with the Collective, if only to subdue our foes, the Ugandalorians.

- Galorian

During the Enlightenment War, the Powers would enter into an inter-galactic all-out war, with their old rivals of the Federation, the Waptoria, the Cyber Collective, and the Dead Watch and their allies, and the various Spode-worshipping factions.

Kag'tar betrayal

A group of Kag'tar betray their empire.

When the Cyber Collective, the Dead Watch, and the Unitech Citadel launched an all-out assault on Ugandalore, in order to bring it's people under Lorka's leadership, the Powers joined in, for unknown reasons, and an all-out battle ensued.

After the Dead Watch activated a signal, it awakened the long gone, Enlightened Ones, the Mirus' precursor race, who reacted hostilely to the Dead Watch, their former Ugandalorian creations that attacked them, and where serving their enemies, the Collective. As such the Powers and Brotherhood of Darklings, where in a pitched battle against a much more advanced foe. Things became worse when Trodaka, a Lambda Grox Underseer, betrayed the Collective, and their cease-fire pact was thrown out.

Changeling Joining

The Changelings under their queen join the Powers.

During the fighting, Gridlock's father, The Dark One was imprisoned in crystal by use of Six Element users, and the Powers where forced to retreat.

A few years after the Enlightenment War, Changelings moved en masse to the Zarbania Powers, after being disgusted with the Grox's betrayal of their ally, Trodaka. Several Kag'tar from the newly-formed Greater Mirusian Church of Spode joined as well, fearing that they would be forbidden plunder and pillage, with indeed happened. The Powers absorbed both, and has it's mind set on uniting the Kag'tar under their fist.

Return of THEM Edit

My father wants us to aid Ada and his armies. His word is our command. Also, this war will be a great opportunity to pinally release our Warrior-Beasts onto the battlefield.

- Gridlock

Later on, the Zarbanians became involved in the War of Xizothano's return. They helped their Brotherhood masters and Xizothano's forces, until Gridlock ordered them to retreat near the end of the final battle. While the battle was somewhat costly, the Powers did gain some new technology from the battle, and this helped advance them further.

During this war, the Warrior-Beast Project was finished, having started after the Power's first conflict with the Vanara, and the beasts were finally put into action. The Kigen also made their first notable appearances duringn this war, having stayed out of view in the past, with only the Powers knowing of their existence. Furthermore, the Powers brought the Tridiken Empire under their wing, with aid of their allies, the Imperium of War.

The Great Deceiver Edit

Our goal is only this; Help the Imperium, and gain some nice tech during all this chaos.

- Gridlock

Coming soon!

Attero Dominatus Edit

The Dominatus corpse shall be a great body to scavenge off of. With it's death, we will advance to unprecedented levels!

- Kradik

During Attero Dominatus, The Powers, of course, had heard of their allies, the Imperium of War's, struggle to save their own ally, the Drakodominatus Tyranny. While not loving the Tyranny, the Powers' High Command held an important meeting to dicide their course of action. After a long debate, and with many High Commanders scorned against each other, they dicided that the war could alleviate the Powers into a new position of power, at the cost of the Tyranny's reources, the Powers would reap whatever resources they wanted from their enemy in a grab for more power. Then, with their position secrued, they would be respected for the true nation that they where.

Leading the forces on behalf of High Command would be, as voted, Lords Gridlock and Kradik, along with Headmaster Bisarko, Lord Admiral Makatus, Admiral Heterra, and Sombra Corpus Captain Teridaxias.

Their goals; to steal as much Tyranny tech as possible, and find the source of the Overseers, and assist the Imperium and only the Imperium in any struggles they may faced.

Recovery and Expansion Edit

The Quadrant galaxies will be a fine place to expand our domain. With it in turmoil, infiltrating just one of the 4 should be easy.

- Ztac

A notable achievement of the Powers dating around this time is that they officialy banned slavery from their territories, having witnessed the danger of slave revolts at first hand during the fall of the Tyranny, and wanting to avoid a simmilar fate. They faced some stiff internal resistance from the Scimat'akar, but not before High Command struck it down, Bisarko leading the bill that guartened equal rights for all beings within the Powers' borders.

Zarb Colony

Ztac helps establish the Capital of the Quadrant colonies

A few months later, after many years of waiting, the Powers also colonized a large section of the Quadrant 21 Galaxy, without the knowledge of the native Rambo or any of the other inhabitants, such as UNO. With this, they established several new population centers there, and began to look into native artifacts. What their plans are for the rest of the galaxy is unknown.

Coming of Eternal War Edit

So, it appears that the Imperium finally got over the loss of it's closest ally, the Tyranny, and now is at war again? No surprise. What's far more surprising is that's it against a fellow ally of the late Tyranny. Well, I guess I'll just have to bail out those stupid idiots. Again.

- Kradik

Kradik and Caligustus meet to discuss the business of war.

Almost a year after the destruction of the Tyranny, Gridlock found out his ally, the Imperium of War, was threatened by the Troodontid Empire, who wanted to destroy them before they became a threat. While they had had an uneasy peace since both were allied by the Tyranny, the Tyranny's fall caused the 2 empires to pick up their old vendettas again. They, with the Unified Alliance of Enlightenment, where going to attack the Imperium while they where weakened. Not wanting to lose another ally and brother in war, Gridlock and Kradik oversaw a campaign to save the Imperium, and help them out. With this, High Command tasked Headmistress Gorash and Treval in bringing their fleets to war. Teridaxias and the other Zabanian Centurions would lead most ground offensives, performing deep, defensive strikes behind the enemy lines. Bisarko and his other offsprings, Makatus and Heterra, would stay behind, defending the Power's colonies in Mirus should the Troodontids attack them.

It was during this time they found the Pirhiaquus and their small empire, and persuaded them to join, through force when necessary. Also, around this time, the Powers made an alliance with a fellow warrior race, the Xylon Empire, and began trading plans with them for a new Centurion design.

Gigaquadrant Wars Edit

We must ensure our dominion is felt by the other empires of the galaxy. They shall know who is the newest, most powerful empire in this gigaquadrant. We might not be able to defeat them all, but we will do as much damage as possible, and let them feel why we are called the Powers! Their day has passed, ours is beginning. To arms, my men!

- Headmaster Czarinrak

Sensing a series of catastrophic wars occurring within and outside their territory, the Powers began a bid to increase their military and political influence, and gain dominion in other galaxies. Many of the various High Lords and others had different plans, all using the Powers to expand their influence and name. For Kradik, he saw the turmoil as a chance to finally return to his home-galaxy, and unite his people, and if possible, conquer the galaxy. For Gridlock, he was looking into using the turmoil to gather technology in order to clone his race back. All wanted something, and where going to fight for it.

Zaukoffi's Assassination.

It all began at the location of Station Halcyon, where, in a mountumental decision, the Powers sent the beloved Ambassador Zaukoffi to oversee Zarbanian interests. As crowned prince of a famous Kluncker family, Zaukoffi was charismatic and respected by his people and foes alike. While they where at first neutral to the other races, such as the Draconid Imperium and the Civilization, the Powers sent Zaukoffi with Envig of the Imperium of War to help stir the situation for their favor and turn the sides against each other. While Zaukoffi was at first successful at playing each side against each other, an explosion ripped the conference room where they had meet at apart, killing Zaukoffi and several other ambassadors.

The Zarbanian fleet that was assigned to protect Zaukoffi was present when it seemed the Empire of Cyrannus had committed the terrorist attack, with one Captain under suspension the most. However, tensions increased further when it was revealed a member of civilization, more accurately it's AI netspace that was hostile, had committed the deed. The groups where divided between those who felt the Empire was overly aggressive, those who blamed the civilization, and civilization-members who blamed each other. The Powers, under Kradik's command, decided to quietly leave the situation before the Empire starting shooting, and made the Official Resolution, that stated they suspected the Empire above all others. However, this was merely a means to an end. Kradik merely wanted Cyrannus under his command, and High Command was happy to carry out his will.

All of the Powers where extremely upset when the charismatic leader was pronounced dead, and it helped add to the thirst for blood within their empire. The rogue, 219 Nostroma, started to use the growing hatred for the Netspace as a means to get control of it, as High Command twisted the facts to support their story of the netspace's "unprovoked assault on an innocent group of diplomats".

War-Imperial Suspicion

On the home front, the Imperium of War started to keep a closer watch on the Powers when word reached them that Gridlock planned to clone his race back. While planning this to their advantage, the Imperium did also send some extra fleets to the Powers immediately, not just to aid them in their military actions as they told Gridlock, but to keep a close watch on them. After all, it were the Imperium's leading race, the Dragowar, that defeated the Zarban Dracs during their war with the Multus, and although not the Multus-controlled, unintelligent beasts they were back then, they would still do it again. However, with their plans of eternal war seemingly suceeding, and being allied with the Powers, they descided the resurected race's fate ultimately to themselves. Should the Dracs be willing to put aside their fueds with the eveolved Dragowar, then the Imperium would aid them, however, should they make an hostile move towards the Imperium, they the Imperium would destroy them, and Gridlock, with all their might, even if they would surely give the latter an honorable death and kill him with an quite heavy heart.

The Imperium could not let their plans be disrupted, thus they could only hope for the best, that was, that Gridlock's race had changed to be less grudging, just like Gridlock himself had long forgived the Dragowar for what they had done to his race when they were Multus-controlled beasts, knowing that the Dragowar probably would've sided with the Zarban Dracs if they were as intelligent as they are today.

Mirus Front Edit

“''I once had a brother
You will find no braver.
Our lord called to war,
He walked at my side,
In the same pace and step.
A blaster round came flying,
Is it my turn or yours?
He was swept away,
He lies at my feet,
As if it was a part of me.
He still reaches out his hand to me,
While I am about to reload.
I cannot hold onto your hand, I must avenge,
Rest you in eternal peace,
My good comrade, my brother.''

- A Zarbanian poem composed by a soldier at the end of the conflict over the lose of his childhood friend

The Zarbania Powers began their campaign by ordering High Commander of Lust, one of their Changeling agents, to infiltrate a new member of the Waptoria Alliance of Species. Their plan was to help the Imperium of War create distrust and apathy among it's enemies member states in order to split them apart and shatter their enemies.

However, they would only really become involved after a group of extragalactics invaded Mirus, claiming all Mirusian territories of the late Drakodominatus Tyranny for themselves. This resulted in the Waptoria and the Power's ally, the Imperium of War, to lose claimed space within said territories. Angered that extragalactic slime invaded the glorious mother galaxy without warning, they arranged a meeting between themselves, the Waptoria, the rest of the Unified Alliance of Enlightenment, and the Imperium of War amongst various lesser known Mirus-native empires.

This meeting eventually resulted in the formation of the Sovereign Mirusian Coalition, a loose coalition to expel the Xonexi invaders and claim back what was rightfully theirs as Mirusians. Headed by Bisarko, discutions were held on how to invade the space the Xonexi had claimed without damaging the priceless Dominats factories located within. Eventually, this resulted in a true plan of action that was broken up into various stages and various fronts, effectively encircling the Xonexi allies rather than smashing into them at once.

In a joint operation, the Power's former rivals, the Mendel Pact, the Federation and the Scythe of Glory into reclaiming the space of the French Mirus Colonies, while the French Expedition Fleet was away to aid the Draconid Imperium and TIAF to deal with the rest of the Mirusian Coalition, compromised of the Powers, the Xylon, the Mirusian Church, and the Pseudopath. The plan was to quickly reduce the French Colonies to the original size that France had listed before breaking the accords. This attack in the rear would cause the French Expedition Fleet to return to combat the Powers, depriving the Draconid and TIAF of their aid. They would then obliterate the French Fleet in a battle over the ruins of the Tyranny planet Terminus, before joining up with the rest of the Mirusian's fleets to suuround the claimed space of the Delpha Coalition of Planets and either work something out or expel them as well.

In the end, not only did the Zarbania Powers gain some Tyranny Factories from their clash against the Xonexi, the nations of the Alliance also started to warm up to them for the first time in ages.

However, another growing trend, was a growing dislike for the Imperium of War by the Zarbanians, as their citizens had grown tired of being sucked into war with empires they normally wouldn't, and having to help defend the Imperium with resources that could be used to build their nation. As such, High Command, secretly, began drawing up plans to eventual gain control of the Imperium of War, and help calm them down somewhat. This was not out of malice, but merely out of respect and to prevent a war between allies from brewing. After all, such a fearsome group of warriors deserved better then to be constantly wasting it's man power on pointless attacks.

War of Mirusian Coalition

Brothers! Today the Emperor of us all, Ridanax, calls us forth, and we shall serve with our all! Spare none in your fury, and remember, you fight for the Mother galaxy! Into the fray, for Zarbania!

The Zarbanians, where ultimately the central player in the Coalition, and, as such, with the Mendel, helped lead the charge into Xonexi territory in Mirus to reclaim the factories of the Tyranny, and secure Mirus for the Mirusians, not extra-galactic invaders. Despite the many hard fought battles, they managed to secure the factories, and push back the Xonexi, forcing them to an emergency negotiation.

Despite this, the French and Eldarisians where left out, knowing they would not agree to the pace. Indeed, they didn't. Marching off to war immediately, the Zarbanians and the rest of the coalition made moves to counter the aggression of the remaining Xonexi. With the two sides squared off, most thought it would be the Zarbanians that started things off. Instead, everyone was surprised to see the Imperium of War turn on everyone and attack all sides. The Coalition and Xonexi expected the Zarbanians to return to their allies' side, but, in a surprising move, the Zarbanians remained at the Coalition's side, and even managed to bring a new empire, the Draekar Dominion, in the folds of the Coalition. With Draekar Dominion and the United Persan Descendants at their sides, the Powers, launched attacks into the War-Imperial fortifications and fleets.

Although they fought hard, drawing serious losses from the Xonexi and Imperium of War, the Zarbanians and their Coalition allies ultimately lost, most of their conquered territories taken by the Imperium of War. Forced to the diplomatic table with the Xonexi Allies to survive the Berserker Onslaught, the Zarbanians and their allies where forced to give up all the territory they had conquered in the first war in advance, and then re-conquer it from the Imperium with the Xonexi with no gains for themselves. They where also forced to join a new "united" government, the Covenant of Mirus. While the Waptorians supported it, seeing that the Xonexi now had to accept the natives as equals, and preferring the status-quo for the sake of focussing on the Imperium, the other members barely accepted it. The Zarbanians felt angered that all their hard work had been undone. Despite the politicking of their diplomats, they could not retain one factory world they had gained in their recent war against the Xonexi Allies, only maintaining a strip of space at the very end of Tyranny space, tactically valuable but cut off from the rest of the galaxy.

Ironically, this would lead to closer relations with their traditional enemies, the Mendel and the Persan, the leaders of all three meeting in private to agree to working together in the future, only supporting the Covenant now in order to concentrate on other matters, namely the Imperium of War, whom the Zarbanians, despite some heavy damage, would be striking back against with their all.

Milky Way Front Edit

Ah, but there is no need to trouble yourselves. You see, with these out-of-control hedonists the my daugther rallied under her command, we will deal with the Waptoria, and any mad machines or boasting upstarts that threaten our colonies and people. And when we return, we will have penty of recourses to invest in our advancement. I promise you, glory will come to the Powers...

- Empress Auriela

During the Plazithian Seismomachy, the Powers would finally come out of their secluded region of space, and move towards the rest of the galaxy, planning on cutting apart their rivals in the galaxy, and taking their new territories. Their main hope is to indoctrinate new species into the Creed that they follow, and gain new resources to push the rest of their war effort forward.

After their campaign to expell the Xonexi from Mirus,tThe Powers would include a new batch of technology to add to their own. They would also send their Changlings to fully infiltrate the Waptoria, hoping to turn them to their cause. Hitlariz would make an infamous name for himself for invading the Byzan Sector, seizing control of the Nazaycrum Sovereign State. He would use them in a try to commit genocide on the Waptorian splinter group known as the Waptorian Byzan Web and their allies, the Algolurn Polular Republic, plotting to satiate his hatred for their communistic ways in a bloody campaign of slaughter wich would eventually resulting in their planned eredication. This plan failed as he was finally incapitated by his rival, the Waptorian captain Rom'st, and his small invasion force was repelled from the sector. This resulted in Hitlariz swearing an even bloodier revenge.

However, before he could do that, he was brought back to the Home galaxy, and replaced with the more compassionate Vorgash, so General Staff and High Command could question his actions during the war.

Andromeda Front (?) Edit

We have been neglected acess to Andromeda before, but with this gigaquarant in tumoil, we will be able to breach it's boundaries. I have planned this proces carefully, and to oversee it's sucess, I shall direct this operation personally. I have heard many boastful rumors of our enemies' skills and advanced technology, so this should be a good challenge. Still, they will give us the what we want, whether they like it or not, and I will make them suffer if they do not.

- Lord Galorian to High Command

Quadrantic Front Edit

I have worked too hard and invested too much time to see the Quadrantic colonies wasted away. We must not lose this new asset. Our attempt must suceed at all costs. No matter what I'll face there, I will lead our troops into battle. Our empire will not fall to chaos and disorder!

- Lord Ztac to the other Lords

Cyrannus Front/Imperial War Edit

Bygorian manipulation

My people lay in the shadows of a galaxy of order, griped in a bloody civil war that destroys everything Cyrannus stands for. The Primals seek genocidal crusade with insane zealots and the Imperium seeks to crush all resistance, quite the opposite of their democratic ways. I must fix this problem at the source. The Bygorians must unify, and then the galaxy will belong to us.

- Lord Kradik to his personal aid, Kul'talis.

Kradik's past is a mystery. Few know of it, other then Kul'Talis, and few want to know. However, in his home galaxy, they call him the "Broken Warrior", and seem to hold him with apathy. What he did is unknown, but it resulted in his exile from the Clans of Bygore Major. However, Kradik never forgot his people. Hungering for the day he could return, Kradik made his move in the New Cyrandia Wars, planning on using the chaos to unite his divided empire, bring it under the fold of the Powers, then work with any native empire willing to help him take down the Mighty Galactic Empire.

However, the Bygorians where not the only species to suffer division. The Cyrannian Colonies of the mighty allies of the Powers, the Imperium of War, had become divided between their protectors, the Galactic Empire, and the Cyrannian Imperial State. Kradik saw potential in bringing them into his own new order, and planned to cut out the middle man...

In the first year of bloodshed, Kradik would make his move.

The result would be setting about several supply and manufacturing centers in Cyrannus for the purpose of manipulating the divided factions of Bygorians from afar, and getting them to unite. Kradik would soon have his Changeling infiltrators spread the Bygorian Imperial fleet far off, so that the rebels could move onto the capital. Kradik moved his fleets there, and revealed himself, revealing he could enter and leave his titanic form when he chose so.

Declaring he was the last member of the royal family, due to being the last king's illegitimate son, Kradik claimed the crown, and dethroned Ancreest, the Bygorian who had stolen the throne. Kradik would then squash any rebellions against him, and go about radically restricting the Bygorian's economy and military, for the purpose of going against the Galactic Empire of Cyrannus. However, he and Gridlock agreed that to do so, he would "cut off ties" with Zarbania. Later, they agreed, later they would re-establish an alliance and work together once more.

After the War Edit

As the war drew to a close, Zarbania was left completely exhausted. Soldier and civilian alike wished for an end to the war. War machines where left in ruins, soldiers exhausted to the point of collapse, and ammo dumps used up in Zarbania's desperate attempts to fight off the Xonexi. Thankfully, their Holy Emperor declared a time of rebuilding and reorganizing so they could regain their foothold. While not as bad off as the likes the Federation or the Mirusian Congregation, Zarbania still needed time to rebuild. As this happened, Emperor Ridanax contemplated seeking out the Mendel for help. Zarbania despised the Covenant as thinly veiled imperialism, and felt the Waptoria were merely where trying to keep their necks safe. However, Ridanax knew the Mendel well. They would nash their teeth at this Covenant. And so, with the advise of Bisarko, Gridlock contacted Barda Clett, and asked for an audience to discuss the idea of "military exercises". When the High King arrived, Ridanax instead asked him point-blank about resisting the Covenant in it's infancy. The High King, at first not trusting, asked him his ulterior motives.

The Emperor talked for many hours about the need of Mirus to stand on it's own, and for Zarbanians and Mendel to, despite their differences and grudges with one another, to stand together. The High King agreed, and thus began a long series of discussions, leading to Barda asking if they could also include High Exarch Zuki of the Persan in their discussions. Surprised, and not completely trusting the Persan, Ridanax almost did not agree, but chose to accept the idea. After her arrival, discussions began, the three setting aside their differences to make a stand against the Xonexi.

Their combined efforts stalled the Covenant, not wishing to move until France stepped out of the leadership role. With Waptoria put in as leader of the Covenant for now, the Mirusians begrudgingly began working with the Xonexi to craft the Covenant, but plans where still in place to dismantle it, and remake it in the Mirusians' image. The Xonexi should never have the right to have equal say in Mirusian affairs, went the thinking of Zarbania and it's comrades in the Triumvirate. Mirus should have first say, first and always.

During this time, Zarbania made several attempts to close the gap between itself and other Mirusians, sending diplomatic missions to all Enlightenment Alliance members, declaring itself a staunch ally to the Alliance, and making every attempt to improve relations with both the Mendel and Persan. While difficult, due to the long-standing war that had chilled into a rivalry, Zarbanian and Mendel relations finally moved in a more positive direction. When the Persan warned of the coming Scelus Perfection hordes, Zarbania spoke in favor of an attack, but where angered that such a threat was largely ignored by the rest of the Covenant, though promised the Persan any support that would be needed to end the threat.

Many Zarbanians where weary of the extragalactic powers, mostly because the actions undertaken by the Eldarisian and Hegemony disturbed them to no end, and they felt where too barbaric. As such, they felt the influence of extra-galactics should be limited, with the possible exception of the Persan, who the Zarbanians felt where honorable enough. The Zarbanians also did not like the Enlightenment Alliance's trust of the New Cyrannian Republic, noting they had trusted the Hegemony before, and looked what had become of that. The creation of an alliance between the Galactic Empire of Cyrannus and the Kicath Remnant caused a further stir. While this new Avalôtur Covenant was obstencibly created as a counter to the Covenant of Mirus, neither the Mender nor the Zarbanians wanted anything to do with it. Though not to the extent of the Mendel, the Zarbanians still wished to see both kicked out of their thinly veiled imperialism, using the idea of order to justify their aggression and expansionism. Zarbania, as such, would entertain no relations with either power, but advised the Mendel to calm down their very vitriolic rhetoric.

Da Reckoning Edit

So much carnage. So much death...

- Emperor Ridanax

Five years after,

Rise of Talven Empire Edit

At the same time, the recently emergent, and highly ambitious Talven Empire arose, which sparked the Zarbanians' interest. They saw within the Talven great potential, and sought to mold them into a position of power in the Gigaquadrant. While they would not lord over the Talven, the young power had the ability to rise to great lengths, and with them on Zarbania's side, it would prove highly beneficial. Their rivalry with the Draconid Imperium also caused the Powers to view them in a positive light.

As the Mendel Pact began expanding their navy, the Zarbanians began the same process, modifying, updating and silently working on their fleets. While not as outspoken of the situation as the Mendel, they too loathed what they saw as Xonexi and Avalôtur imperialism, and wished to see it brought to an end, where Mirus could finally govern itself, and command respect from the universe at large, and not allow themselves to be dogged again. While they updated the weapons and armor of some of their ships, they also began taking on the idea of building their own Super-Carriers, sending designs to their colonies in Argusburg and Wilhuss, in order to begin secret production on their own, and, unlike the Mendel, who had expended much to their budget on smaller vessels and expanding the number of ships, Zarbania had enough resources to begin production, though events later would cause them to put them on ice until they where ready, and things more stable.

Hand of Retribution Edit

The Division Edit

Zarbania, as they attempted to make amends and get closer to the other powers, and help the Enlightenment Alliance, faced internal divisions. Many houses, angered at the seeming surrender to Xonexi interests, created their own cells to dethrone the "Demon Emperor". These individuals were extremist in nature, breaking off from the rest of the Powers to wage a war on who they saw as traitors and as Xonexi puppets. The Iron Chancellor was exasperated by these claims, saying "We once yelled such things at our foes, now, rebels yell such things at us", and the Emperor wished to keep the rebellion a quiet matter, though was forced to reveal the rebellion's existence after a number of Zarbanian traitors tried to steal some Xomorphic parasites from a Enlightenment research base, killing 2 Vanara scientists, 3 Waptorians bio-engineers, and a Mendel security guard.

Meanwhile, this new organization, made up of disobedient Houses, Clans that embraced the Pirate life style of their ancestors, traitor Kag'tar from the Greater Mirusian Church of Spode, and others joined to form a new organization, taking over the abandoned Warrior-Beast project from the Powers, and launching terrorist attacks against the UAE and Zarbania many times. Meanwhile, the Rogue, the AI that once guarded Zarbania, before betraying her creators, escaped her holding cell, and left the planet behind, crippling Zarbanian energy and military guidance, and took complete control over the military junta of the rebels.

This group christened itself the Empire of Claws, and declared their intent to wage war against the Zarbanians and others who had failed to stop the Xonexi, though, ironically enough, at one point clashed with Mendel loyal to the Hand of Retribution, serving Chokuto Gredyc, despite their similar ideals, believing the Empire no better. Their mantra was simple, "Death to all Extra-Galactics", be they Xonexi, Cyrandia, or other. To help in this endeavor, the Rogue, ironically enough, recruited a number of Bygorians who wished to do more to secure their supremacy, and recruited a mad cult leader who thought Kradik had stolen his identity, as well as one of Emperor Gridlock's brothers, a child of the Dark One who had torn his way from his mother. Filling his head with delusions of grandeur, the Rogue turned him into one of her enforcers, along with "Kradik".

The Powers, worried over the instability these terrorists would cause, worked in concordance with the Enlightenment Alliance to help fight the Empire of Claws, while working with the Mendel to fight their own rebels loyal to the Galactic Empire.

Traits Edit

Culture Edit

Most cultures are lucky to have a military. Zarbania is fortunate to have a culture for it's military.

- A Mirusian philosopher.

Zarbania, is, first and foremost, famous for it's extremely organized, extremely effective military force, their ground legions having been forged in the fires of battle against the Mendel. The importance of this military is ingrained in much of their culture, crafting them into a disciplined, organized, honorable group, who prize good dedication and organizational skills over a "cultured" upbringing and the like. While Zarbania's populace likes to play itself as an elitist group akin to it's (One-sided) rival with the Draconid Imperium, with much fine wine and art to call it's own, most of it's population are farmers, even it's highest ranking officials. This effects just about every group, commoners and Klunker families having a down-to-earth, practical attitude towards just about everything. If it is good for the nation and themselves, then it is good to accept. Even Klunkers are not as rich as their large estates would have one believe. They are farmers with a lot of money, but still farmers, often planting the fields beside their workers, collecting their own harvests (With droid assistance) and milking their own animals, and bringing their own harvests to markets and merchants to send out.

Their skills in farming a second to none, as it takes much skill to cultivate good grain and wheat from the soil where the Deutzalanians call him, Zarbania a sparse realm, and Blarene, home of the Scimat'akar no better. In richer, more fertile soil, they thrive without equal. Even compared to larger nations, who have more land, more planets and larger populations to feed, Zarbanians are quite famous for being able to command the soil by sheer willpower to produce their bounties, much larger then many would expect. While they take pride in their military, it is the breadbasket that is the true cornerstone of their nation.

This is not to say nature and agriculture are their only commodities. Zarbania is a prideful, militant nation, and to be outdone in any respect is a grave insult to their capabilities. During their wars with the Mendel, Waptoria, and later, the fearsome Multus Esse, in a replay of their olden days, the Zarbanias would analyze their foes' weapons, and copy them to 97% accuracy of what they had experienced, allowing them to keep up with their foes without difficulty. As such, their industrial capabilities are particularly famous, mustering massive drive yards for ships, speeder and freighter production facilities, iron processor plants, and other things provide the Powers with their ability to keep up with their neighbors.

Despite having affiliated themselves with some of the most dangerous rogue states of Mirus, like the Imperium of War and the Drakodominatus Tyranny, the Powers are not held in the same regard as them. They are usually seen, while arrogant, aggressive and slightly xenophobic, as not entirely comfortable with their allies, often forced by circumstance into their position. For example, when fighting their Mendel foes during the Dominatus Wars, they regularly feed tactical information to the Mendel and other powers, and, once the Anti-Dominatus Coalition broke through onto Mirus, the Powers backed off, only appearing near the final battle under Kradik's orders to loot technology for themselves. Likewise, when the Imperium of War turned on the other powers, and fought France, the Mendel, Waptoria, Persan, and Troodontids, the Zarbanians turned on the Imperium, tired of fighting on their side, and wishing to shake off the reputation as warmongers.

Since then, other Mirusian powers have grown to like them a tad bit more, even the Mendel, their longest foes, growing fond of them despite their differences. While the Mendel scoff at their seemingly cold, impersonal attitude, and the Zarbanians look down on the Mendel for being too passionate and hot-headed for their own good, the two have come to terms with their past conflicts, and agreed to move beyond them.

Zarbania is ruled by One Eternal Emperor, currently Ridanax, a being spawned by the Darkling Terikalinra. While he rules with supreme authority, and even as a cult of personality, Ridanax refuses to rule with absolute authority, as, unlike his ambitious, overlord of a father, Ridanax views power as responsibility, and has put numerous balances on his power. His second in command, the Iron Chancellor, currently Bisarko Vun Milaros, advises him, and often leads the Reikh-Council in it's decisions on legislation, laws, and colonization of new areas, as well as trade, relations with foreign powers and warfare. The Iron Chancellor is appointed by the Emperor from the Reikh-Council, though can be voted out of office by the Council. In case Ridanax disappears or passes away, he has set a system to ensure the Empire does not collapse in anarchy. Every 4 years, from the various Provinces and sectors, an election among the Reikh-Council would see who would be crowned Emperor, serving a single term, and then choosing a new one.

Music Edit

Music is highly important and prized among the Zarbanians, as their massive orchestras are the pride of Zarbanian Zrako'Adinus high culture. While many like modern music and Rock, pop, and others, classical remains even today one of their greatest sources of music, with some of the largest orchestras in the First Gigaquadrant.

Economy Edit

The Powers Economy, since Law is so well enforced, is very orderly, and is very strong. 94% of members can read, write, and 91% are working members of society.

Weapons manufacturing, vehicle construction, and mercenary work are common. They have a variety of jobs, for any races willing to join the Powers, but most hard labor is handled by Criminals, slaves, and Keelaw, who, thanks to their dexterous nature, are very well liked in the Powers. Slaves are also starting to becoming more integrated members of society, and are being taught to read and write, though High Command is still tied between whether to give them full citizen's rights.

The Powers' citizens have many rights, and their standard of living is actually higher then that of their enemies, the Alliance.

The Royal Houses Edit

The Royal Houses govern all territories and armies within the Powers. Every Pirate, Scimat'akar, Grux, and many others are part of a royal family. While many are direct descendants of the Royal founders, almost all Pirates, Scimat, etc, you see today where adopted into the Clan by Royal Orders of the Powers Formation.

This basically gave every male, female, or other a chance into High Command, position normally held by True Royalty. True Royalty, those descended directly from the first leaders of the Houses and Clans, identify themselves, less as an excuse to be arrogant, and more as a badge of honor.

It should be noted a Duetzalanian noble could never live like that of a Draconis or another kind, due to relying on officer commissions and jobs as civil servants and the like. This system was established on purpose, as the Emperor Ridanax created the payment system to keep the various Klunker families in a position of power, but not enough to where they could be a threat, being more of an upper-middle class family then anything.

Most members of the Royal houses are members of High Command in some form, but due to it's structure, average members of society who get the right education can also attain position. Most are identified by a title in their name, such as "Vun" in between the first and last name of a Duetzalanian noblemen.

Each House or Clan as it's own Coat of Arms.

Government Edit

High Command is the government of the Powers, similar to the Grand Senate of other races. Formed by Top Military commanders, land owners, and middle class workers, HC runs the day-to-day management of the Empire. Since Zarbania is so massive, and no single leader could hope to manage the entire thing, and, as such, rely heavily on plantery governors and sector chiefs. These beings are elected by various means, and gain the title of either Duke, Minister, Lord, or Viceroy, depending on how large their territory is and their own influence. As such, Government is heavily regulated, and any corruption is immediately stamped out.

There are 18 Elector Lords, one for each race, though certain races either chose not to have themselves represented, like the Monks of Glongriem, or are too dispersed to have a central leader chosen, like the Ugandalorians. These 18 Elector Lords are lead by one Iron Chancellor, voted to position through one of their own, to advise and guide the Emperor in all his pursuits and running of the Empire. The Electors, in case the Emperor disappears or is killed, can also elect a new Emperor to lead their empire, though, of course, Holy Emperor Ridanax has yet to disappear or leave the throne, and so has remained in power. While beloved by his people, he himself, worried that another less responsible leader may come into power, has placed limits on his power, balancing it with those of the Electors, and the Grand Senate.

As far as the Grand Senate goes, there are no great political parties vying for power, no two or three or four parties controlling the Senate. As far as the Holy Emperor is concerned, parties are meant to keep certain individuals in power, and those that the senate will chose. As such, he has no patience for them, and has created a system that favors not one view of politics over another. As such, liberal, conservative or moderate, he and the Electorate can change their stance depending on what view point is needed.

Electorate Edit

There are 15 Electorate from each of the galaxies under Zarbania control, including Phradox, Mirus itself, Quadrantia, and the Plazith Rim, and the species that make it up. Each of these 15 help manage the day to day running of each of the territories and appoint new governors for each planet and sector to act in the Holy Emperor and High Lord's names. Each one's authority is balanced by the others, and, ultimately, all of them answer to the Iron Chancellor, who could be seen as a High Lord himself in terms of power and position, though is often subservient to them.

In the case the Holy Emperor dies or cannot carry out his duties, it is the job of the Electorate to select a new Emperor to act in his place.

When colonizing new galaxies, it is the job of the Electorate to work with High Command in selecting new members of the Electorate to oversee the new galactic colonies. The Electorate themselves oversee certain sectors of Zarbanian space.

The State is commonly named after the world that acts as it's capital.

The Electoral Provinces.
  • State of Zarbania - Home to the Emperor, and the unifier of the Powers. The Principality is home to the Cult of the Holy Emperor, and to the majority of the Deutzalanian, Zarbanian and Zarcosian species, and is noted as a center of industry and considered a very progressive, forward thinking section of the Empire. Patriotic and loyal to the Emperor's ideals in all things, the State of Zarbania, being the capital and home of both the Emperor and Iron Chancellor, is extremely well-run.
  • State of Blarene - Home to the Scimat'akar, and the military center of the Empire. Here, large assault forces are housed, trained, and raised for battle. Ruled by Viceroy Ztac, the people are military minded, but very stubborn and willful, almost always opposing The Principality, despite their close relations. While Zarbania is seen as progressive and open-minded, Blarene is far more conservative in mind-set, though not a hard, far right sort, willing to see the other side if approached, though the Scimat'akar see "Open Discussion" as "arguing endlessly" until punches are thrown.
  • State of Grodens - Home of the Grux, and the Navies of The Zarbania Powers. Despite the importance of the Grand Barony, the independence of Mariasburg has tied down their power, and weakened them. Despite, Grodens remains one of the most important Electoral Provinces within the Empire. Their people, the Grux, are warlike and independent in mindset, and are capable of surviving on some of the most hazardous worlds, giving them an advantage over most other races in colonization and combat.
  • State of Neo-Corsaina - Home Province of the Sra, as well as a large population of Kramalin mercenaries eager for battle. Hosts a number of frontiersmen and scout troops, and all warriors raised here are noted for their effectiveness against Alpha Cyber Collective forces. The people of Neo-Corsaina are regarded as loyal, astute, but vengeful against those that wrong them. The Sra are experts at developing new technologies and weapons against the Alpha Cyber Collective, and, due to it's hatred for the cyborgs, also attracts many Kramalin.
  • State of Gorag - Home to the Fregg, and a collection of dreary, swamp-ridden worlds, that, while well-managed and organized, have little resources that the Powers can call upon, other then man-power. Noted for it's trading abilities, and, paradoxically hostility towards foreigners who try to settle permanently within the League. While seen as welcoming and helpful to merchants, they do not like aliens settling into their cities and towns, seeing it as an invasion of privacy and the like. Money is the only thing they welcome from aliens, or so it is said.
  • State of Kridaka - The center of Zarbanian colonization in the Plazith Rim, and home to the Tridiken species. While the Tridiken are most famous, all members from these colonies are noted scouts, trackers, hunters and snipers, and are said to be able to hit the eye of a Skordi from 50 paces, from any angle or speed of charge. It's people are noted for their expansionist tendencies and also seeking new lands to see and conquer.
  • State of Talakett - After the unification of Zarbania, Talakett was set up by Lord Javil Vun Usserkin, and created to be a military center in mind. It's academies regularly bring out the best officers of both armies and fleets, and all of it's members are considered wise, intelligent, and thoughtful.
  • State of Jirdo -
  • State of Clarese - A Colony sector set up by the Scimat'akar before the arrival of the Emperor Ridanax, Clarese became an industrial zone famous for it's construction abilities and manufacturium store houses. These Store Houses have allowed the Zarbanians to build hundreds of new, more powerful ship designs and build up it's armaments and other vehicular production. Everything, from Star Cruisers, to small communication devices, are built here. Unlike those Blarene, the people of Clarese are regarded as more open and pragmatic towards other ideals, though still hold their own to be the best.
  • State of Aviekburg -
  • State of Sirvic -
  • Independent State of Mariasburg -
  • State of Morig -
  • State of Strohim - A center of scientific research and analysis, Strohim was where the first cyborgs of Zarbania where developed, and where the first war-androids where built en masse for battle. Strohim's people are regarded as loud and hot-blooded, but loyal and patriotic, and extremely intelligent to match. Few others can match their scientific acumen, and their abilities have helped evolve Zarbanian military doctrine over the years as they encounter new threats.
  • State of Nuvikland -

Infrastructure Overwatch Council Edit

The Infrastructure Overwatch Council is the committee of government in charge of overseeing infrastructure and maintenance within Zarbania space, including the maintenance of roads and bridges, speeder directional railways, settlement standards and building updates. The IOC is made of staff members whose knowledge and expertise in engineering is considered the best the Powers has to offer. As such, they are the ones to send workers, and their assistants and droids, to colonies annually for inspection and updating records. They can spend up to 6-7 months there, monitoring the bridges and highways, the Speeder lanes used for air traffic and non-ground vehicles to make sure they are safe and functioning at the highest setting possible, and making sure the buildings inhabitants live, that are government owned such as homeless shelters and government factories and the like, are up to date and working at peak efficiency, and not a risk to anyone living or working there.

IOC members have the power to direct work crews to strengthen and tighten up regions, demolish certain buildings they have marked for destruction, or stop the destruction of other buildings. They can, in certain situations, even overrule the governor there and order the construction of more habitation houses for poor colonial members, and what gets repaired first. The IOC Department member can, even, order the repairs of certain areas halted to concentrate on areas more in need.

IOC members also act to keep records of Colonies and their standards of living. If the standards of living and the infrastructure reaches levels considered unacceptable for peace time operations, then the Planetary Governor can and will be removed and a new one appointed by the Planetary Council, with the Approval of the Emperor, Iron Chancellor or the Head of the IOC Department.

If a bridge or building collapses, then the IOC can and will bring the Planetary Governor on trial, and, if need be, the Department agent to find the cause of the collapse or building failure, and find who was at fault, if it was caused by weather, or if it, by chance, was the result of terrorist actions. If the fault lies in the Governor, he can be relived, like in the case above, or if it was the IOC member, he can relieved of service. Either one can be fined the damages to the individuals harmed, as well as the government of Zarbania, usually forced into menial service to pay off their debts.

Law Enforcement Overwatch Council Edit

The Law Enforcement Overwatch Council is another branch of the government in charge of overseeing and maintaining law enforcement organizations, keep their behavior up to par with moral and government standards, making sure all arrests and executions of the law are acceptable and making sure bias does not hinder the Zarbanian Order Enforcement and Execution Organization, a Intergalactic Police agency created by the Emperor to make sure all criminals are dealt with, and that all planets have similar codes of law. Recognizing, however, the real fact that police can be prone to bias or bad judgement, he created the LEO Council to try and find a way to Oversee the organization, while not interfering with arrests and the like.

The LEO Council oversees the training standards of the ZOEE's Planetary branches, and make sure they know how to handle their standards. Thanks to recommendations by the LEO Committee, the government has instituted thee standard that police training must last at least 5 years, and require psyche exams for certain individuals, and, as recently added, Anti-Bias training. As any individual within the Empire, despite it's accepting stance towards all aliens, is prone to certain stereotypes of a race, it is the job of this training to make sure this bias does not effect their decision making. While Ugandalorians have lived within Zarbania for centuries now, and even fought in the army, they are still prone to harassment, and, for many years, by law enforcement. Though he was loath to do it, Emperor Ridanax instituted the reforms needed for Anti-Bias training, and a dramatic reduction of Mendel hate crimes has followed, as well as a more balanced look at races already living in the Powers.

The LEO Council also has the power to perform internal investigations on officers for corruption, such as bribery, racketeering and illegal discharge of their fire arms, as well as illegal holding of individuals and harmful interrogation techniques. The Departments within each Planet do not want LEO investigation on their part, as, even if they find nothing, it leads to some distrust towards them if word gets out, something they do not want. As such, LEO only will organization an investigation if their evidence is in order, and not jump the gun until then. LEO Officials have the power to relieve Enforcement Chief Officers of their role, and, either have the Governor appoint a new one, or, in the rare case a planet falls below standard, recruit one from another colony entirely. LEO Officials have the power to execute search warrants and charge inter-stellar and galactic criminals, and bring them to the High Courts within Zarbania.

LEO Council workers also monitor a Colony's crime rates, their incarceration rates, number of executions and the behavior and work of Judges and Lawyers, specialized agents deployed to handle the Planet's Courts, and another to handle the Police Department. If Crime is considered too high for the standard, but arrests are low, investigations can be launched into the Officers, make sure they are doing their jobs, and, if need be, dismiss officers, and even replace them with some from off-planet if need be. If Crime is low, but arrests remain alarmingly high, LEO officials take steps to advise their officers to count back and calm down their practices for other measures.

Logistics and Colonial Supply Council Edit

The Logistics and Colonial Supply Council is the government agency in charge of not only the supply of armed forces, but the replacement of damaged armaments, shells, ammunition and colonial equipment, such as farm tools, breathing equipment, mining tools, and transport vehicles.

Religion Edit

The religion of Zarbania has little to do with their common day-to-day running of their empire. Long ago, the churches of the Zarbania once attempted to yield power and position over the government, trying to buy out and sell members of government for their own purposes. Such practices where stopped, and the churches of Zarbania largely remain there for people to worship as they please. Most people of Zarbania today are either atheist, or agnostic, following the old Gods and the Holy Emperor, but open to all spiritual avenues and ideals as long as such religions promise good tidings and ideals behind them.

The most popular, of course, is the Church of The Un-Ending Emperor, the Cult in worship to their Holy Emperor and, despite some of his attempts to crack down on it, remains the largest of the Church-cults today. Some believe he keeps the Church simply to feed his ego and narcissism, but in truth, Gridlock merely sees the Cult of his as a tool, which provides able recruits and military personnel to the Fist, due to the Cult's words and teachings of service. It helps keep the population loyal and focused on their goals, and unable to be distracted by any poisonous religions. The church is the most powerful in their central and most middle territories.

The second most popular are the Old Gods, the religion that existed before Lord Gridlock became Emperor, and has continued among the Zarbanians to this day. The Emperor has expressly outlawed those of the Un-Ending Emperor to move against the worshipers of the Old Gods, with a terrible fate awaiting all who do. Those who worship the Old Gods usually are from the Outer and some of the Middle territories, giving the Old Gods a large number of worshippers. The main goddess of the Old Ones is the Scorner, Verachet, the Goddess of the hunt and warfare.

No matter what religion, Zarbanians frown and look down on those who believe in demons and the like. As far as they are concerned, there are no Dark Gods, demons, etc, and all of it is hyperbole. Anything that would have that appearance are just aliens with strange powers and abilities, and not demonic beasts of some sort. Despite this, any religion claiming to follow these ideals to clamped down on, though, because of these believes, most Zarbanians laugh at the idea of any demonic religions anyway. Religions cannot be outlawed in Zarbanian law, and, as such, even when at war with them, Zarbanian policy was accepting, if weary, of religions from the Vanara, Waptoria and even their age-old enemies, the Mendel. With tempers cooled off, they are more open to missionaries from their former enemies.

Despite being a son of one, the Emperor does not allow Darkling worship at any level, and shows as much tolerance for it as any other religion claiming to follow the demonic. For this reason, most citizens do not know the full extent of the Darklings, most not even knowing they exist at all, and causing the Powers in general to not suffer the same mutations and after-effects most other Darkling servants suffer. Zarbania's service to the Brotherhood itself is tenuous at best, Gridlock barely tolerating the other servants for their brutality and insanity. Zarbanian forces have even clashed with Skallin raiders a number of times throughout history.

Astrology Edit

The Powers have small regions of space under their control in 4 galaxies, Mirus, their home, Milky Way, their main military operation, Phradox, their research outposts, and the Quadrants, their newest "pet project". Do not mistake this for weakness, however. They have huge armadas guarding their bases, and since cloning is commonplace, they have more then enough men to man their mass-produced ships, built in scores.

Their territories are divided into Central, Middle and Outer Sectors, the Central beings the capital and first colony worlds, with younger worlds branching out. As they expand and bring new worlds to the fold, the Zarbanians will "move" certain worlds into a new sector, old Outer colonies becoming Middle Colonies, and Middle Worlds joining the venerable Central Worlds.

Colonial Capitals

Habitat Edit

The Powers inhabit a variety of planets, with the Scimat'akar and Pirate preferring hot, desert environments, but being comfortable anywhere. They inhabit asteroid bases, lunar stations, and Deep space Research stations.

They, on planets, live in large cities, but prefer their building be low, so as to present open targets to orbital bombardment. They also, if populations get to high, can establish underground bases. As such, they avoid much damage from Planet glassing, as they can hide underground, and begin re-terraforming the plane, when the fleet above thinks it's killed off their foes.

Citadels, used by members or councilors of High Command, often have ray shielding, and weapon batteries to defend against invasion fleets.

All species have their own building style, as one can see from some colonies in the Phradox and Milky Way.

Protocol Edit

The Powers are extremely organized about keeping their empire in working order, and take crime, invasion, and other issues very seriously.

Individuals Edit

Emperor Edit

  • Name - Ridanax
  • Species - Son of Shadow
  • Position - Supreme Leader of All Zarbania.

Lords of the Domain Edit

Others Edit

Technology Edit

The Powers are advanced, on par with the Federation of Glory. They have access to an Unstable Radiation, called Phazirite, which mutates victims into radioactive beasts. They used this to create a new breed of Pirate Shock Troopers.

The Powers yield many weapons they stole from their neighbors, and are surprisingly advanced. In a few years, they may become a Super Power in their cluster.

Their ships are strong, using Black market tech and Phazrite, they are stronger then before, and very few want to tangle with the Powers' navies. Their favored weapons are Proton Canons, Infamous Oreicon Torpedos, and Phazirite Canons, able to burn holes into even Plasma Shielding. They also have a weapons made for enemies with Biological Ships and tech. Called an Eradicator, the Energy weapon can cripple Biological based technology briefly, before the Zarbanians move in.

Their ships are sheathed in an invisible shielding that prevents most damage.

Devices Edit

The Powersenjoy an advanced life-style, but can commonly be seen trading with Empires, like the Imperium of War and Andromedan Grox Followers, as well as other allies.

Vehicles Edit

The Powers use heavy battle tanks and other heavily armored assault vehicles. These vehicles personify their military, Powerful, proud, elite.

Military Edit

Victory is movement. Never wait. The enemy is larger and more powerful. Movement is life, and life is victory.

- Zarbanian military edict.

The Fist of Zarbania is the main military organization responsible for conquering planets and garrison duties within the territory of the Powers, as well as attacking enemy forces. Commonly deploying with the navy, The Fist acts as the main line of attack and defense against enemies of the state. Military service within the Fist is seen as more desirable, leading to higher numbers of volunteers within the Fist and ground assault legions then in the navy, however, both remain 2 of the best military organizations in their region of the galaxy.

The Zarbanians, seeing that they are quite small in the state of galactic affairs, Zarbanians have taken to "Wars of Movement", or Vewrungiskrieg. As such, when deploying against forces with larger numbers, Zarbanians will move quickly to strike the foe down, using lightning strikes, first by bombarding enemy positions with airstrikes and fleet craft, then using artillery and armored columns, followed by rapid troop deployment. Infantry will move quickly, striking the enemy before they have a chance to recover or fight back. The side effect of this however, is that Zarbanians have trouble with siege warfare and breaking enemies defenses, instead needing the flank and surround their enemies in total, and leave no way out.

Due to this, the Fist is highly dependent on it's intelligence, counter-intelligence, and logistics plans. While the War of Movement strategy works for winning a battle in a few seconds, if the attack is shrugged off, the Fist must pull back and analyze the situation in order to successfully pull off an attack. Often, Zarbanians will resort to striking at major cities with minor bombing runs to force out their garrisons and weaken defensive systems.

If somehow defeated in battle, the Imperial Fist takes a very ordered retreat, setting traps and returning fire as they go. Due to their believe in the righteousness of their cause, and their loyalty to the Holy Emperor and Council, Zarbanian troops suffer few infractions when it comes to morale issues, though Commissar Officers are deployed alongside their troops to boost their spirits and keep their troops in line. When they have to retreat however, Zarbanians will keep things very ordered. A Common saying among their foes is that you will never see a Zarbanians' back until he's dead.

The Claw has no true enemies, only victims, and victims that elude. When the Zarchinki are not available, which Is often, we are needed to balance the field, and strike down all who oppose.

The Special Forces of Zarbania, or Black Brigade, is the visible hand of the Zarbanian intelligence agency. Since intelligence gathering and counterintelligence is so useful to the Zarbania battle plan, they cannot afford to be ill-informed of any foe, from the smallest garrison, to the mightiest of legions. Due to this, the Intelligence Agency has proven to be the most important weapon Zarbania has against the enemies of the State.

The most visible form, Black Brigade, has long deployed 2-3 squads of special forces units, numbering usually 5-6 men. Given advanced equipment, weapons, and tools, each is effectively a one-man army. However, their goal is not to kill enemies, but rather sabotage and misdirection, including planting false data for enemy special forces to find, and gathering intel for armed forces in preparation for armed assaults. Other important tasks also include leading their men on special field operations and deploying defenses against other special forces, and eliminating them, as well as deciding which planets will face the wrath of the Imperial Yager Korps.

While not a particularly religious organization, Zarbania also deploys it's forces to combat enemy religions that prove harmful to the state and it's people. Even the religions of it's enemy states are kept safe from hate-crime, so most believe that the religion must simply not condone bloodshed and blood-sacrifice.

Imperil Yager Korps are the most elite battle forces deployed by Zarbania in ground and fleet assaults, designed to be the be-all-end-all of forces. While looking quite silly in their parade dress and flashy dress uniform, in battle, the IYK form an elite battle-guard division designed to end enemies quickly and destroy anything that may threaten the Empire with quick, devastating strikes, similar to the Imperial Fist. However, IYK cannot be deployed for any piecemeal assault that so captures the Commanding officer's attention. When the Black Brigade has determined a planet too heavily defended for even the Fist's legions, a compliment of 1-5 Divisions are deployed with the Commanding Regiment leading the assault, so they may be at the spearhead of any important assault on planet.

After this, IYK squads will fan out and search for the strongest foes to eliminate and remove. They usually will disable any secondary targets, but their main concern is dealing with special forces, enemy leaders and commanders, and eliminating other important aspects of enemy command, such as prototype weapons and blue prints, and those close to a faction leader. IYK squads also perform capturing of important figures for Zarbania and holding them until they can ex-filled.

Imperial Yager Korps also act as honor guard units for important generals and leaders of Zarbania who chose to take part in the assault, being the last, and most deadly, line of defense a foe must face before they can face the leader him or herself.

The first step to any successful campaign is to gain control of hostile space above a planet. After devastating the other sides' navy, several times over, we then perform some bombing runs and orbital bombardments, devastating their cities, and weakening their armies. Then it's a matter of killing and capturing for the boys on foot.

The Fleets of Zarbania are the fleet forces of Zarbania, organized to defend planets and patrol their space. Early in it's history, Zarbania largely neglected it's fleet forces, being a more land centered military power. Even after the Bombings of Zarbania by Mendel forces, the Fleet has rarely seen expansion, though remained honored among the population for their defense of Zarbania and the Crown Worlds against the Mendel savages. Things have changed much since the unification of the Zarbanian states, however.

The fleet has expanded much, though the Empire is still very much focused on it's land military. However, Zarbania has quickly realized that it needs it's military large enough to contend with other powers that may threaten it's expansion and domain. However, due to the fact that most of it's citizenship volunteer for service in the Ground Assault Legions, the Fleet commonly uses cloned personnel or androids to fill the niche.

Much like it's ground-based counterparts, The BattleFleet focuses on fast, lightning strikes to finish foes in quick succession, surprising larger foes with their speed and ruthlessness in battle. Sometimes, fleets will not even hail an enemy ship or navy, either ignoring them or attacking out right. As such, the fleet is largely seen as ruthless, dogmatic, and extremist.

Through the pain and anger, together, do both men, and women, ascend into a higher place for the Scorner. We will support our mates and cull those that dare threaten our lords.

- Lead Conqueror-Queen Intiachen.

The Sisters of Conquest are a group of female warriors, organized by High Command, to fight alongside their male brethren as an elite, support battle division. Wearing flexile, somewhat demonic armor and often using flamethrowers and other destructive weapons to compensate for being somewhat weaker then their male-counterparts, the Sisters are none the less needed to spread the word of the Mother-Goddess and to burn away heresy.

The Sisters are treated with high respect by members of both the Fist and the Claw. Once a "Combat-Sister", the Order's term for a soldier, has served through a number of years, they can join the Claw of Zarbania. The Sisters are lead by a Conqueror-Queen, the current one being a Duetzalanian named Intiachen. She is a fierce warrior, and has gained much respect for her diligence and loyalty.

The Sisters are less willing to upgrade themselves, as they already receive weaponry that is actually far more dangerous then a member of the Fist's. They are extremely loyal to the High lords and Domain Lords, and are wiling to lay down their lives for them.

Project Dark Arts is the supplemental organization to the Imperial Fist within Zarbania. Originally, Zarbanians did not have much in the way of essence, as only one of their races could use Essence in an offensive capacity, while others where left without much defense or use for it. Their forces decided to focus less on such spiritual and magical powers and more on iron and powder, of which they where best with.

However, as they went along, many Zarbanians began to display essence potential, most seen in their Deutzalanain populations. Lord Gridlock, a master of Essence himself, gathered together his advisors, both from the Church, State, and Military, and looked into the development of the so-called "Empath-Gene". After much deliberation, the Holy Emperor and the other High Lords announced the power of Essence was a gift from the Mother Goddess herself, and had to be worked and practiced with in order to find use.

Attempts to create the Dark Arts Project in earnest are hit or miss. On one hand, many have developed the latent potential within themselves to twist flesh and strengthen the resolve of their troops and comrades. On the other hand, many find a lose of sanity and become gibbering madmen, unable to find much use in day-to-day life, much less in battle. As such, the Dark Arts project is watched closely, with only a small number of individuals capable of harnessing the Raw Power that comes from Elemental energy and the other powers Deutzalanian, and other races, are developing.

The leader of the Dark Artists is A Grux named Kromtal Roc.

Nature. It can be giving, merciful, and enjoyable. But one slip, and it can merciless, unforgiving, and sadistic in approach. Now image Nature, not just angry with the sentient beings of the world, but in a full battle rage. NAture comes, from Air, Land, and sea, ready to crush all who resist, and destroy for the superior. That's what we strive for, with these massive...Kaiju, as the Humans would say.

Project:Warrior-Beast is an attempt by the Zarbanians to produce massive, living war-machines, monsters that can be used to devastate resistant populations and planets, and engage armies alongside the Fist. They, depending on their species, range from cunning and intelligent, to brutish and powerful. Either way, this monsters are used with great efficiency by their Zarbanian masters, and few can withstand these beasts once they are sent in.

While destructive, their abilities are limited thanks to how long it takes to produce them, train them, and cull them if needed. These monsters are slow, but very powerful, and have a wide range of powers.

The most powerful Warrior-Beast is a creature codenamed Slagan.

Discipline, obedience, restraint, strength.

Zarbanian Command and General Staff are the Captains in command of the Zarbanian military machine. Everything, from corporals to High Generals, are trained to make sure the army is running at peak efficiency. Headed by a High Headmaster, or Supreme Headmaster, General Staff is not just military commanders shuttled out to lead assaults, they are among Zarbania's most highly educated and dedicated members of society. As is required, captains must always receive high education at a near university level, and as such, are highly educated, highly intelligent members, with a massive dedication to the empire. They are often part of the Klunker class, a group that is part aristocracy, part Warrior, and all stubborn and brutish. Coming from upper-middle class farmers, Klunkers tend to prefer military service to anything, though are number are captains of industry as well. Ironically, despite being seen as too soft for service, it these same captains that help supply their brothers in the field.

Command and General staff is expected to be obedient to the state and to the Lords of Zarbania. However, they are not simply loyal to one man, but to the state. When the Lords begin to abuse their people, general staff has orders to orchestrate a coup to re-establish a true government.

There is a general divide among the Commanders and generals in the military staff. Those descended from the Old Core colonies are regarded as stubborn, loyal to their emperor, and among the greatest military men of their kind, but narrow minded and boorish. Likewise, those from the outer colonies tend to be seen as young, innovative, and more free-thinking, but too willful and, at times, cowardly (at least for a Zarbanian), creating friction between the commanders of these various colonies and how they act towards one another, and if they'll listen to each other's advice.

Zarbanian Officers follow a strict set of rules that they believe they must never deviate from, though mostly regarding their moral approach to dealing with things, but not really battlefield tactics, unless such a thing is called upon with an unpredictable foe.

Relationships Edit

The Zarbanians are difficult to ally with, but are very protective of their allies, seeing themselves as the big brother of the galaxy, that must look after like-minded empires. They take a dim view to empires that lack a good military standing or have a bad military record. However, most of their respect, not matter how advanced a military is, goes towards whether or not the empire has a democratically elected government.

While originally enemies of the UAE, locked in a cold war-type situation with the Mendel Pact, and other members, the Zarbanians of today are making several attempts to make amends and leave a more positive impact upon the Mirus Galaxy.

Part of Edit

We'll do our job, your do yours.

Protectorates Edit

Green face We are united by blood.

Allies Edit

Blue face We'll find some Small use for you.

Friends Edit

Blue face Do you need the mighty Zarbania Powers for something?

Neutral Edit

Yellow face Make yourself useful to us!

Disliked Edit

Orange face Death will come, if you do not sumbit or stop in your idiocy.

At War Edit

Red face The Boots of Zarbania's Legions will fall upon your lands.

Quotes Edit

  • add your own!

Before forming the Sovereign Mirusian Coalition Edit

Within them I see a race that is to be feared, loathed, but, above all, respected. Our peoples paths have not always been...peaceful, yet I still hold hope, that with their assistance, we can bring order to this galaxy, and find peace between ourselves once more. If only they could let go of their hatred...

- Ugandalore the Great of the Federation of Glory

The powers know the only true way of life, that of war. Thus, may our alliance be everlasting!

- Imperator Caligustus of the Imperium of War

Little more then barbarians that prey on the weak. Nonetheless, the Empire should avoid a war with this scum, they'll burn themselves out.

- Fleet Captain Cesterity of the Drodo Empire

You peepz suck. Yer nothin more than weirdos, an yer religion sucks, an what's da point of conquerin da ooniverse anyway Plus, you got da most hideus faces in da galaxy.

- Khan'Zralaka

Despite what my slaver think thinks, I rather like this empire. If I choses the one empire to conquer the universe, it would probably be them. At least they understand the cause of profit.

- Zarveltyr

It's rather sad how the Powers got on the wrong side of things. I can understand them, our first contact with the Ughandalorians was not too...friendly either. The Greater Good and the Creed are similar, and as such they should free themselves from their Darkling masters, and their draconic dictator. However, their belief that order is the right way to go is...far more unnerving. From order can only come tyranny. Though chaos one can be truly free.

- W'tze of the Waptoria Alliance of Species

After forming the Sovereign Mirusian Coalition Edit

After all the bloodshed, war, and suffering we have seen in each other and together during these conflicts, it is good to know a peace could come about. Even if it is an unsteady one.I am happy to have fixed the errors of my father.

- Barda Clett

Though we were once bitter enemies the Zarbanians have always been honorable foes. Nowv that the hatred has washed away it's time to walk forward into a future where we will fight together as honorable allies.

- Empress Auvia of the Sacred Vanara Empire

Die for us? Oh, please. We often held the line for you, so you could make an ordered reatreat, and left us to die. For all your talk, you still used us to your own advantage. Fine, fight your own battles. You have thought low of us, always underestimated us, and that shall cost you dearly.

- Imperator Caligustus of the Imperium of War

Peace? Between the Powers and the UAE? If they can find peace, then why can't we? How hard could it really be?

- Glacier

They have made peace with the UAE, as have we. I hope it is a lasting peace, for I would much like to work with the Powers.

- Vertigo of the Pseudopath Empire

So...the Powers are our indirect allies now. Well, they kick ass, I'll give them that. So more power to them.

- Dread of the Scythe of Glory

Notes Edit

  • Despite the fact that only one race is named "Zarbanian" all races refer to themselves by it at some point, just as Americans call themselves...Americans, despite the fact many of ancestry elsewhere.
  • The Zarbanians are based off the Space Pirate Confederacy from Metroid, the Old Prussian/Holy Roman Empire German nations, and various other German-themed groups, including the Death Korps of Krieg and others.
  • This, and ultimately the Federation, was made to square away and shrink Zilla's fiction down.
  • The Zarbanians where also reworked in order to create a more morally grey area in ZF's fiction, making neither the Zarbania Powers or the Mendel Pact totally evil, or totally good.
  • Species creds
    • Keelaw belongs to Bio21.
    • Pirhiaquus Belongs to Ecoraptor.
  • The Poem in the Mirusian section is based upon the popular German military lament, Ich hatt'einen Kameraden.

Musicial Themes Edit