“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.
While the Powers consists of many races, these usually are just mercanaries and bounty Hunters. This will list all the permanent species, whose species have joined totally or in large number.
Citizens[]
Zarbanian[]
- Name - Zarbanian
- Homeworld - Zarbania
The Zarbanians are the leaders and founders of the Powers, and its central members. Among the most common population within, they lead the Empire and guide its politics, decisions, and are present in its religious, military, political and other institutions. They are a tall, aggressive, powerful race, easily able to overpower and dominate others in the field, with few exceptions.
They are divided into several sub-species, differing from each other based on what part of the world they hail from and the conditions there-of, resulting in several different appearances. Despite these differences, all members share a blend of reptilian, insectoid and even fish-like features, all with long, armored limbs, clawed hands and feet, and sharp fangs.
They are a proud, stubborn race, brutally honest and serious in attitude, and prone to aggressively pursuing any objects and goals that will improve their stature among the societies of other civilizations, and brutally disciplined in the face of other warriors that threaten them.
As leaders, they make up the majority of High Command and Science Command, and other important leadership positions within Zarbania.
Scimat'akar[]
- Name - Scimat'akar
- Homeworld - Blarene
The Scimat'akar are a fierce and mighty race of warriors from the world of Blarene, large and brutal in appearance and attitude, but extremely, fanatically loyal to both their empire, and their allies, for those special few that gain their trust. They are considered one of the major three factions within Zarbania, responsible for overseeing much of the military and naval production, and also oversee intelligence gathering and leadership.
Their desert world was not always so, once a verdant paradise that allowed them great many resources, from Spice to food, to water, but an unknown accident caused their world to fall apart and turn into a wasteland. The survivors forged a new kingdom atop the ashes of the old, but gained a bitter and hateful attitude towards other, lesser races, that could not survive their ruined world. The Scimat'akar would find an alliance with the Zarbanians and Grux, gaining a respect for the two they did not have for any other.
Their warlike ways have made them seen in a negative light by most other powers, many seeing them as little better then glorified pirates and butchers who have no respect for any other then themselves, and will fight to the last to take any slaves or worlds they lay their "eyes" upon. Despite this, they are a tight-knit, loyal group, and once one gains their trust and favor, they will fight to the ends of the earth for them, even if they can still be stubborn and unyielding.
The Scimat'akar are large, brutish aliens, not very tall, but muscular, and have four long, muscular arms ending in sharp, savage claws, covered in thick scales, and have a large, radial mouth. This mouth further has four large, claw-like mandibles that help them pull in food. They have long antenna, but no visible eyes.
Grux[]
- Name - Grux
- Homeworld - Dathu
The Grux are a former slave race within Mirus, who were taken as Servants by the Meta-Saur, and forced to become their shock troops and warriors in their quest for dominance. The Grux, over time, desired freedom, and made their grievances known to their masters, telling them of their desires for freedom peacefully. The Meta-Saur denied them, and, cracked down upon them. Figuring they had no escape from a life of servitude, they revolted, beginning a chain of events that would destroy the Meta-Saur empire and see the Grux arise in their place.
The remaining Meta-Saur would flee to the Mendel, and establish a safe enclave near their space, and become part of the Federation. The Grux, for their part, would try to continue on their own, but the terrible lies told about them by their former masters lead to many seeing them as savage barbarians. Their struggle to be recognized lead them to joining the Scimat'akar and Zarbanians as allies.
Although the Grux are militant, they are not hostile, and are rather welcoming and respectful towards any who enter their borders. They share many similarities to the Grox, hence their name, but the only similarity between the two is a resistance to hostile environments, as the Grux are a tall, strong, welcoming race, while the Grox, are short, weak and hostile to all. The Grux have only one set of nostrils, and two more fake ones, believed to have been developed in response to a group of parasites that plague their species.
Zarcosian[]
- Name - Zarcosian
- Homeworld - Zarcosia
The Zarcosians are a violent and brutal race, commonly seen as frontline shock troopers and garrison units for Zarbania. They are not considered a full citizens or the like, having little to no intellect and rarely act as intelligent race. They cannot be left alone, as the Zarcosians will regress and degenerate as a group is left alone without commands or a strong presence to lead them, turning into wild animals. Without commands to follow, or a psychic presence of some sort to guide them, they would be a great danger to their Zarbanian masters.
In battle, the Zarcosians deploy as heavy, agile shock troopers, armed with large claws with built in blasters built into them. The Zarcosians are cunning and intelligent in battle, to a limited extent, so long as they have orders and commands to follow in battle. Due to this, Zarcosians cannot vote, hold citizenship rights, or lead, often limited to simple, squad-level leaders that lead attacks and prove themselves strong enough to lead their race.
Ci-Hunter[]
- Name - Ci-Hunter
- Homeworld - Unknown
The Ci-Hunters are an insectoid race native to an unknown galaxy, that traveled to Mirus and joined with Zarbania shortly after their bombing at the hands of the Mendel. The Ci-Hunters, with their large numbers and production abilities, managed to rebuild many of the destroyed cities of Zarbania, and helped expand their underground bases further then ever before, constructing many underground hives of their own. They have expanded further with Zarbania, helping them construct numerous fleets and advanced star ships as well, to go further in the galaxy, and to pierce the void that separates every galaxy, allowing Zarbania to reach other galaxies.
The Ci-Hunters are a mixture of bird and insectoid features, though are mostly insect-like, with wings, mandibles and exoskeletons. Their hands end in sharp, rending claws, and they have the ability to spit up globs of Acid from their stomach chambers in battle. They are known to be welcoming to other insect-like aliens, often taking in members into their hives as "Foundling Drones", and allowing them to survive with the rest of the Hive.
Sra[]
- Name - Sra
- Homeworld - Sato
Kigen[]
- Name - Kigen
- Homeworld - Unknown
The Kigen are a mysterious race, one whose origins are largely unknown to the Powers. In a pitched battle with the Mendel, the Kigen simply appeared, fighting alongside the Zarbanians, and using their sharp claws and acidic saliva to melt and cleave through Mendel forces, and joining the Zarbanian forces back to their colonies, settling in to their own secret enclaves, often in highly dangerous conditions. The Kigen would assist the Zarbanians for many battles, fighting at their side and using their strength to kill many foes, but otherwise, remaining reclusive and not maintaining contact with other members.
The Kigen, despite their distance from others, are well-regarded, for a pack of them have acted as the bodyguards of Emperor Ridanax himself, as well as Lord Kradik in the Bygorian Ascendancy. These warriors never cease in their guardianship of the Emperor and those they are assigned, constantly seeking out threats and directly the Zarcosian members with brutal efficiency.
Changeling[]
- Name - Changeling
- Homeworld - Hive Fleets
The Changelings as they are called, an insectoid race of energy eating parasites who harvest such powers from others via their long, sinuous stinger tails. Often, they will deliver such into their targets after infiltrating their governments and causing chaos amongst them, destabilizing regions and taking control of the populations. They are drawn to regions of space with especially strong Essene capabilities and control, but will attack anyone for more energy in order to strengthen themselves and feast.
Changelings are, despite their viciousness and uncaring attitude towards others, are a tight-knit race that protect each other and their Queens with vicious resolve. Using their claws and stingers to cleave sections of flesh from their victims in battle, Changelings are a nightmare to fight, but tend to be rather frail compared to other races, relying on speed, shape-shifting and acquired essence abilities.
Rumors that Changelings engage in wedding crashes are completely unfounded and Zarbania viciously denies such rumors as propaganda.
Keelaw[]
- Name - Keelaw
- Homeworld - Tardans
The Vyrm Keelaw are a race that was assimilated into the Powers long ago during their expansion and conquest, and quickly became a favored member race and group of servants for high ranking commanders. While not capable warriors or fighters, the Keelaw still provide great bureaucrats and managers for Zarbanian operations, and merchants for its trading fleets. Many also find their use in labor and industry, thanks to the pride in their work and fine-tuned motor control. Keelaw, although not very strong, are a respected and even admitted race by other members of the Powers, thanks to their uses outside of battle.
The Keelaw here, of all Keelaw spread across the universe, are the most nationalistic, and believe heavily in the ideal of unifying their race under the Zarbanian banner, no matter what, and will fight to secure such unity. Although uncommon ground troops, they often find work as spies, though these jobs are largely subsumed by the Changelings. Lately, many have taken the role of fleet commanders, thanks to their history of methodical command and organization.
Evirite[]
- Name - Evirite
- Homeworld - Unknown
Monks of Glongreim[]
- Name - Monks of Glongreim
- Homeworld - Glongreim
The Monks of Glongreim are a religious sect and trade partner of the Zarbanians, who have practically become members within the organization. The Monks inhabit a gas giant, and rarely leave, believing they must first enlightenment and peace within themselves before they do so. As part of their religious rituals, the Monks use Kaldorin Crystals, which the Zarbanians would mind and give to them in exchange for funds. The Monks, over time, would become members of the Powers, using their advanced telepathic abilities to bring the unruly Zarcosians under their control, and keep them organized on behalf of Zarbania. Further, the Monks would act as Empaths, to intercept and decrypt Neural Threads traveling through space and translate them for their Zarbanian comrades.
Their Empathic powers and Psionic abilities allow Zarbania to sometimes bring them to battle to devastate their foes, firing blasts of lightning and fire at their foes, or bringing down storm systems upon their foes. The Monks themselves are rather reclusive, and normally do not speak or interact with others, spending much of their time meditating and trying to uncover the secrets of the universe form their home in the Gas giant of Glongreim. Within Glonrgreim, they inhabit numerous floating temples and facilities, as well as Glongreim's 12 orbiting bodies that were terraformed with the help of Zarbania. Why such a reclusive and generally peaceful race would side with Zarbania is unknown, but its believed that fear of the Gardeili and their violent crusades caused the Glongreim Monks to fear for their religious autonomy.