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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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[VGP] The Valzar Den
The Den of the Valzar Grand Pack As complied by the Earth Institute of Xeno Relations
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) |
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#2 |
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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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General Codex Long Name: Din'u Valzar Ca'Tu'Han er din'u Lup'din Short Name: The Valzar Grand Pack Initials: VGP Power: Established Capital: Torean Peaks, Valzar System, Karzef Sector (2729) Government: Federal Republic Head of State: Ca'Dul Askael of the Verstag Clan Legislative Body: The Council of Duls Government: Valzar Ca'tu'han (Grand Pack) - federal government Ha'tu'hans (sector governments) Tu'hans (system governments) Each of the governments has three sections: Shukech Or'lorean (Hall of Justice or supreme court). Council of Duls, which consists of elected leaders given the title of Ka'Dul or Ko'Dul depending on their gender, followed by their government name, and sector or system at the lower levels. Leader of each government (Ca'tu'han = Ca'Dul; Ha'tu'hans = Ha'Dul; Tu'hans = Tu'Dul) Tu'hans' Council of Dul's has one Dul elected from each province. Ha'tu'hans' Council of Dul's has one Dul elected from each system. And finally Valzar Ca'tu'han's Council of Duls has one Dul from each sector. Only the lowest level is elected by the Lup'dins, each council elects one Dul to send to the next higher level. The Tu'Dul is voted on by the Lup'dins from 3 people nominated by Tu'hans' Council of Duls. The Tu'Dul serves a maximum of 8 years (2 terms of 4 years). All the rest are voted on by their Council. The Ha'Dul serves for a maximum of 12 years (3 four year terms), while The Ca'Dul is for life (with provision for removal if needed). Duls have to be elected every 4 years with 25% elected each year, with no limit on time in office. Economy: The VGP's have a capitalist free market system, regulated by the government to avoid such things as monopolies. The Lup'din use a currency called zin. It is mostly used electronically, though there are some coins available for small transactions. comes in two forms. A zin card is used to access the electronic accounts, while there is a series of coins with values of 1,5,10,20,50, and 100. All coins have a etching of a snarling Lup'din on one side, and are a different color and size according to value. In addition, a map of the home world with the value and date the coin was made is on the reverse side.
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) Last edited by Oseng; Aug 31st 2008 at 5:32pm. |
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#3 |
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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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An Overview of Lup'din History From Dr. James Smith, Phd, Chair of Xenobiology The Lup'din are a young race compared to many, having recorded history that dates back only 3,000 years. However there is limited evidence, some provided by ancient cultures such as the Herclux, that the Lup'din have been around for far longer most likely as the uplifted servant race of some ancient power. Many experts feel that would explain the Lup'din's rapid technological advancement. Indeed the first evidence of the Lup'din upon their home world dates back to only 8,000 years ago. According to archaeology and other sciences the Lup'din lived a nomadic life of hunter-gathering during their pre-historic period. The early Lup'din lived in groups called Tu'hans (Packs), led by a Ko'dul (alpha male) and a Ka'Dul (alpha female). These were generally a mated pair of the best hunters or warriors in the pack, but this was not always the case. These Tu'hans would be further divided into Shacs (Clans), lead by a Sha'daar (clan elder). The Tu'han's Sha'daar would be the Dul's advisers, as well as choose the Tu'han's next Duls. The Shac themselves broke down into families (which traditionally consisted of a mated pair and their offspring). When a pair of Lup'din mated, their two clans and families would be joined together by the marriage. The Shacs of a Tu'han could be rather inter-connected and related to one another through marriage. A Tu'han rarely consisted of more than 5 Shac. An average Shac consisted of 100 to 200 families. When a Tu'han grew larger than this one or more Shacs would generally split off and form a new Tu'han. The Lup'din followed the herds of their prey across the planet, carrying their goods on travois pulled by domesticated animals called darlucs (language appendix). The traditional house during this time period was a round hide and wood shelter, similar to the tepees used by some Native Americans on the planet Earth. This nomadic life style came to an end sometime around three thousand years ago, when some form of a natural disaster struck the planet. While there are many theories as to what this disaster was, the most accepted version is that a massive plaque struck the prey herds then evolved and transferred to the Lup'dins themselves. In the end their normal prey was diminished and most Tu'hans were smaller than the size of a normal Shac. This disaster forced a major change in how the Lup'dins lived and indeed their entire culture. The survivors gathered into groups, and starting farming to feed themselves. This led to permanent settlements. This was the end of what is traditionally known as the Nomad Era and the beginning of the Era of City States. The first surviving examples of writing began to show up around this time. The Era of City States lasted for around two hundred years, of which the last century was a sort of Golden Age as the sciences and technology rapidly advanced. Regretfully this was not to last, as the Era of Rage came about. The various city states had by this time formed into various nations, alliances, and confederations. During the last few years of the City States period, some sort of spark set off a string of massive wars across the continent (Valkan). These wars would rage off and on for the next three hundred years, with only small times of peace between them. War was in no way unknown to the Lup'dins before this time, but it had never spread through the entire continent before When the end of the string of wars came about around one thousand years ago, the continent was in the hands of large and powerful nations or alliances. The Lup'din call these nations Ha'tu'han (Great Packs), as they were made up of a great number of packs. This era is known by scholars as the Era of Discovery, as the Ha'tu'hans discovered the other two inhabitable continents (Merkan and Frekan) upon Valzar. These continents were inhabited by a variety of Lup'din cultures, ranging from hunter-gathers to city states. Over the next two hundred years the Ha'tu'hans would go on to conquer and colonize these new continents, to the point where the main-stream culture became a mix of all. The next five hundred years is known as the Era of Revolutions. Not only did the Lup'dins undergo their industrial revolution during this time, but many of the conquered areas on Merkan and Frekan rose up in rebellion. By the end of this era nearly all of them had established themselves as independent Ha'tu'hans in their own right. The next hundred years is known as the Era of War, and is almost a flashback to the Era of Rage. Over this century the Lup'din fought no less then three massive World Wars, during which several nuclear devices were used. During the last twenty years of this era, power rested in the hands of two superpowers. The Empire (controlling most of Velkan), and The Alliance (consisting of nations holding land on Merkan and Frekan) were the powers left at the end of this Era. While there were a number of other powers, they were either neutral or too small to make a difference. The two powers became involved in a cold war, staring at one another over the tops of a series of ever more deadly weapons of mass destruction. Around this time Wulfgar (also written as Vulfar), began to lead a movement for peace. Tired of war and drawn by Wulfgar, who was a powerful and charismatic leader as well as a high ranking member of The Alliance's diplomatic corp, the movement rapidly gained strength. Soon afterwards a high ranking general within The Empire led a coup and established a new dynasty, that was much more open to peace then it's predecessors. Wulfgar was chosen to lead a diplomatic council, similar in some ways to Earth's UN, in recognition of his tireless work for peace. This council would later become the Council of Duls, which would in time become the United Government of Valzar. This transitioned to leading Valzar as the Valzar Ca'tu'han. Technologies developed for the world wars were used by scientists in inventive new ways, leading to a massive increase in civilian technology including cheap and easy in system space travel. It was the pressures of colonizing the Valzar system, and those colonies later desire for independence, that would lead to the Concil of Duls becoming a system wide united government. Soon after FTL drive was discovered, which to first contact with other species as well as a massive drive to colonize other systems. This initial colonization drive was massive, primarily due to overcrowding and overpopulation upon Valzar.
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) Last edited by Oseng; Aug 30th 2008 at 2:00pm. |
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#4 |
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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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Biology Height: 5 feet 8 inches to 6 feet 5 inches Weight: average of 200 pounds Durability: Tough "Skin" Coloration: Red, Black, or Grey fur with some variations Lifespan: 250 - 350 Terran Years with basic medical care While Lup'din look visually similar to a bipedal terran wolf and there are some similarities between their biology, upon a closer example it is clear that the Lup'din evolved on a another world from Earth. Though one that is likely quite similar to Earth. In-depth analysis of their DNA shows signs of genetic tampering in the ancient past, lending credence to the theory that they are actually an uplifted species. Lup'din 's have a wolf like tail and build and are covered from head to toe in a pelt of fur, which means they can have problems in hotter climates. Lup'din fur is generally red, black, grey, or some mix of the three. While other colors of fur do appear from time to time, they are often the result of disease. In the later years of a Lup'din's life their fur begins to turn white, a Lup'din with pure white fur is usually very old and is often highly respected. Lup'dins have extremely keen natural senses of smell and hearing, as well as sight to a lesser degree. They are naturally stronger and tougher then humans. They have kept functional claws on the hands and feet, though their hands are five fingered. These claws can be withdrawn into sheaths in the hands and feet. They have also kept a set of fully functional fangs in their mouth, giving them a fearsome set of natural weapons. Lup'dins are omnivorous predators, who require nutrients from both plants and meat in order to survive. Evidence points to ancient Lup'din eating a primarily meat diet, supplemented by whatever edible plants they could find. Lup'din's mate in male – female pairs and remain married until one of the mated pair dies, though divorces are legal and do occur especially when abuse and the like is involved. Lup'dins give birth to litters of two to four cubs with a ten month gestation period, and have similar reproductive equipment to humans. Most pairs, per tradition, limits themselves to 2 litters in these modern times. This custom is more faithfully followed on the core worlds then it is out in the colonies which have a lot more room. It takes twenty to twenty five years for a cub to reach maturity. Usually one litter is close to being raised before the pair has another litter. Classification: Dangerous Pictures of a Lup'din Individual: In standard duty Naval Uniform: ![]() A head shot: ![]() Casual Clothing:
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) Last edited by Oseng; Aug 30th 2008 at 2:17pm. |
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#5 |
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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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Religion The Lup'din follow a religion known as Kat'l, which bears some similarities to Shintoism as practiced on Earth. Almost all smaller religions are based in some form on Kat'l. In Kat'l everything inanimate, or animate, has makor (spirit or soul). Makor are overseen by Hal'Makar (or great spirits) which could be considered as gods. Finally everything follows a cycle of life-death-rebirth. These are also known as the three beliefs of Kat'l. The two greatest Hal'Makor are the husband and wife deities of the homeworld's two moons. The husband represents death while the wife represents life, and they are considered the chief of all Hal'Makar. They are said to be attended and guarded by a court of the most powerful Hal'Makar such as the war deity. Relating to that cycle it is believed that there are also ghosts around as well. These ghosts are traditionally classified into five groups. The first are those waiting to be born again. The second are those who cannot let go of something, be it a strong emotion, or a cherished item or person. The third are those who are tied to the place and/or cause of their death (this occurs with a violent death). The fourth group has some unfinished business. And the fifth group have returned to guide their descendants. There are other possible supernatural beings, but those are known in legends only today. In Kat'l after a being dies and moves on, they are sent to either Mo'var (hell) or Ma'var (Heaven) to either carry out penance or enjoy peace and pleasure until it is time for one to reborn. Kat'l has three orders of clergy. The first group are the Kat'sha (Shaman) which are the priests of the religion. The second order are the Kat'con (deacons) which assist the Kat'sha. The final order are the Kat'din (Monks), the monastery order. Marriage is permitted for all but the Kat'din. Any lup'din who develops psionic powers would either become a member of the clergy, or at the least would likely be trained to control their gifts by the clergy. If necessary, the Kat'sha can block the gifts. A typical Kat'l shrine has a Kat'sha who leads worship, rituals, etc. He or she would be assisted in their duties by several Kat'con, who would also be the caretakers of the shrine. People training to become Kat'sha are trained as Kat'con first, and not all become Kat'sha. Some Kat'con choose to serve in smaller shrines that are too small for a Kat'sha to be based there regularly. Although, the smaller shrines get regular visits from a Kat'sha. The Kat'din live ascetic lives in their monasteries, seeking to become closer to the Hal'Makar through a simple life of hard labor and worship. Each monastery has a pair of Kat'cons who are their contacts with the outside world.
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) Last edited by Oseng; Aug 31st 2008 at 10:38pm. |
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#6 |
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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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Valzar Grand Pack
Established Power Starting Package: The base Established Power package begins with: -a single Core Sector -a miliary starting budget of $80,000 -70 free RCPs to spend on additional items, advantages, or disadvantages. -An Regional Power is limited to -2 points of Racial and Miliary Disadvantages and 6 points of Racial and Military Advantages. Sectors: Karzef (2729) - Core Delom (2728) - Major 9 RCP Luzar (2730) - Major 9 RCP Ketan (2828) - Settled 6 RCP Juvet (2628) - Settled 6 RCP Sa'kar (2627) - Colony 4 RCP Vo'tug (2827) - Colony 4 RCP Ul'var (2829) - Colony 4 RCP Sukar (2629) - Frontier 2 RCP Total RCP on Sectors: 44 Advantages: +2 Natural Predators (+25% HP and +1 exp for infantry) +2 Wolfpack Tactics (+25% Destroyer HP) +2 Sharp Senses (Better Operatives) Wormholes: Wormhole Junction 3RCP in sector 2728 5 Lines = 1 to Victory Station 1 to the Malan Coalition sector 1727 1 To the The Hexenian Interstellar Imperium sector 2119 1 to the Cydridian Republic sector 3013 1 to the Eight Archive sector 3918 Extra Military Funds: 4RCP Economy: 7RCP 1 RCP for Veterancy Economy of $925,000 Military of $100,000 ($70,000 Naval, $30,000 Army)
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) Last edited by Oseng; Aug 31st 2008 at 1:56pm. |
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#7 |
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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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Ship Designs Torean class Destroyer: 170 Spaces 17 Crew Spaces 17 Hyperdrive Spaces 25 Engine Spaces, 15 speed 4 Cargo 1 Slave Link 2 Barracks 4 EW 5 Shield Spaces, Shield of 65 3 Armor Spaces, Armor of 209 10x Point Defense 6x Light Beams 4x Medium Beams 1x Heavy Beams 3x Light Missiles, 2 ammo refills 2x Heavy Missiles, 2 ammo refills 13.5 Build Time Cost: $390 Sa'Kar class PD Destroyer: 170 Spaces 17 Crew Spaces 17 Hyperdrive Spaces 25 Engine Spaces, speed of 15 4 Cargo 1 Slave Link 2 Barracks 6 EW 5 Shield Spaces, Shield of 65 3 Armor Spaces, Armor of 209 40x Point Defense 6x Light Beams 2x Med Beams 3x Light Missiles, 2 Ammo Refills 13.5 Build Time Cost: $392 Drakkar class Cruiser 260 Spaces 26 Crew spaces 26 hyperdrives spaces 39 Engine spaces, 15 speed 4 cargo spaces 1 squadron/command link 2 barracks 4 EW 15 shield spaces, shields of 136 10 armor spaces, armor of 350 10x PD 8x Light Beam 6x Medium Beam 2x Heavy Beam 1x Superheavy Beam 2x Light Missiles, 2 refills 1x Heavy Missiles, 2 refills 18 month build time Cost: $646 Ku'tah class Dreadnaught 500 Spaces 50 crew spaces 50 hyperdrive spaces 60 engine spaces, 12 speed 4 cargo spaces 1 squadron link 1 fleet link 2 barracks 4 EW 75 shield spaces, shields of 375 50 armor spaces, armor of 750 10x PD 6x Light Beams 4x Medium Beams 2x Heavy Beams 1x Superheavy Beams 1x Spinal Beam 4x Light Missiles, 2 refills 2x Heavy Missiles, 2 refills 30 months build time Cost: $1,398 Re'un class Armed Tender 300 spaces 30 crew spaces 30 hyperdrive spaces 40 engine spaces, 13 speed 70 cargo spaces 1 barrack 4 EW 27 shield spaces, shields of 216 18 armor spaces, armor of 444 20x PD 4x Light Beams 2x Medium Beams 2x Light Missiles, 3 refills 1x Heavy Missiles, 2 refills 20 months build time Cost: $652 1 Battlegroup $7,122 1x Ku'tah class Dreadnaught 2x Drakkar class Cruisers 4x Torean class Destroyers 4x Sa'kar class PD Destroyers 2x Re'un class Armed Tenders
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) Last edited by Oseng; Sep 10th 2008 at 8:38pm. |
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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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Regulations concerning the Valzar Wormhole Nexus
1) Use of the Valzar wormhole nexus is open to civilian and trade ships of all nations, unless specific embargoes and/or sanctions have been placed on said nation. 2) All civilian and trade ships must obey all safety and traffic regulations, as well as stay in the proper traffic lanes as designated by the Nexus administration while transitioning through the wormhole. 3) While the Valzar wormhole nexus is open to all it is also a strategic point. As such there are warships of the VGP assigned to guard the wormhole along with static defenses. Certain areas around the wormhole are marked as restricted space, for the warships and the defenses. We ask that all vessels please observe the markers and do not trespass into the restricted areas. 4) The following items are considered restricted, and all appropriate paperwork must be properly filed before they can be unloaded from ships within VGP space. Restricted Items: · Volatile materials (Anti-Matter, Nuclear) · Military grade weapons, small arms · Biological agents · Exotic Animals This list is not all inclusive but provides general guidelines. 5) Slavery of any sentient being is illegal within VGP territory and slavers will find their ships impounded and their crews under arrest. VGP law provides for the death penalty for anyone involved in slavery. 6) The VGP reserves the right to close the wormhole to certain cargoes, such as military grade weaponry. 7) The Wormhole is closed to all military vessels, save for reasonable convoy escorts. Moving military vessels through the nexus without the grand pack's permission in defiance of this regulation will be considered an act of war against the VGP. 8) Allied military vessels are allowed free use of the Wormhole nexus, with prior notice to the Nexus administration. 9) In times of war involving the VGP or her allies the VGP may close or restrict the use of the wormhole by civilian vessels. 10) The Valzar Grand Pack reserves the right to deny any ship or group of ships transit through the wormhole nexus at any time. If this is the case a reason for the denial will be provided. Appeals can be made to the VGP government.
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) |
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#9 |
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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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Military and Espionage Military: The Valzaran military is divided into three separate branches. The first branch is the Valzar Star Navy which operates all of the packs warships. The second branch is the Army of the Pack which is responsible for the ground troops of the various Sector Armies. The third branch is the Valzaran Defense Forces, a kind of national guard/coast guard operation. They command the militia, reserves, system defenses, etc. They are also responsible for responding to distress calls within pack space, policing pack space, etc. The Lup'din traditionally closely equate war with the hunt, something that many experts link to the original concept from the pre-historic and city-state eras where the hunters were also the warriors and soldiers. As such it comes as no surprise that the Et'ram word for solider actually translates into most other languages as 'hunter'. The Et'ram language is not easily translated nor is it easy for most non-Lup'din species to speak. This frequently shows itself in the Et'ram words and phrases used to designate military rank. The closet translation is to simply refer to officers as Swords and enlisted personnel as Shields. A High Sword of the Pack would be an Admiral/General for example, a First Sword a naval Captain/Colonel, and a First Shield would be the equivalent of an Master Chief Petty Officer. The same rank titles are used for all three services with no difference between them. Espionage: The VGP's espionage agencies are actually descended from the agencies of the pre-VGP Lup'din nations. They are actually separate divisions of the same agency, simply known as the Shadow-Watch, though they have a great deal of autonomy. The Rangers: The Rangers were the primary counter-intel and anti-crime agency of Hucu, one of the two most powerful nations of the Alliance during the end of the Era of Rage. They can trace their heritage back to nearly the Era of City States, and have a reputation for being very skilled at their jobs. When the VGP became a unified system wide government and the old nations such as Hucu became provinces the Rangers were designated as the primary Counter-Intel and Internal Security agency of the VGP. They also absorbed many of the similar agencies from the other nations. The Rangers are the senior service of the Shadow-Watch. Roughly the VGP equivalent of the Terran FBI. The Spiders: The Spiders are Blackguard's analysis division, so named for their ability to spot web like patterns from mountains of data. They catalog, sort through, anyalze, etc the data gathered by the other agencies. They trace their heritage to a agency of Nam'ba, one of the middle level nations of the Alliance. They are roughly equivalent to the Terran CIA. The Wanderers: The Wanderers trace their heritage to the primary intelligence agency of the nation that is today simply known as The Empire. While they are not in-experienced with technical intelligence they are masters of Sentient Intelligence. They are also the agency usually turned to when something "wet or black" needs to be done. The Wanderers, then known by a different name, developed a very unsavory reputation during the Era of Rage. Many Terrans have described the Wanderers of this period as being similar to the KGB of Soviet Russia or the Gestapo of Nazi Germany. After the Era of Rage came to an end the new dynasty of the Empire conducted a very thorough house cleaning among the ranks of the Wanderers. A further house cleaning was conducted when the Wanderers were renamed and absorbed other agencies to become the main intel operations branch of the VGP. However even with the house-cleanings the Wanderers still have a certain reputation, one that they do not go out of their way to discourage.
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) |
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#10 |
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Dragonic Mage
Lord of Ether
Join Date: 10 Dec 2005
Location: Sol Federation
Posts: 2,855
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Military Rank Chart Just a general guide, to help me keep my self consistent and straight more than anything else. In parentheses is the rank insignia displayed on the uniform collars, see above biology post for example image of collar and uniform. The info in the brackets give a rough idea of the kind of jobs that that rank would carry out. Naval uniforms are black with silver trim. Army uniforms are green with dark red trim. Swords are placed vertically and parallel to each other on the color. Ranks and general uniform design are the same for both services. Officer Ranks: Grand Sword = Fleet Admiral, Five Star General (stylized gold nova) [Overall command of a service] High Sword = Admiral, General (stylized gold star) [commands a fleet or a full army, depending on the service] Great Sword = Vice Admiral, Lt. General (stylized gold planet) [commands a battlegroup or an corp depending on service] Honor Sword = Rear Admiral, Brigadier General General (stylized silver moon) [commands a squadron or a division depending on service] First Sword = Naval Captain, Colonel (2 gold swords) [commands a ship, or a brigade] Second Sword = Commander, Lt. Colonel (1 gold sword) [XO, or commands a battalion] Third Sword = Lt. Commander, Major (stylized silver leaf*) [3rd in command, or a company] Fourth Sword = Lt., Army Captain (2 Silver Swords) [section head, platoon] Fifth Sword = Ensign, Second Lt. (1 silver sword) [area/team leader, squad co] Bronze Sword = an officer cadet (a bronze sword) Enlisted Ranks: Note: Shields are made of bronze, the stars are silver. First Shield = chief enlisted officer of the service (shield with 1 golden star) Second Shield = MCPO, Sergeant Major (shield with 3 stars) Third Shield = Chief Petty Officer, Master Sergeant (shield with 2 stars) Fourth Shield = Petty Officer, Sergeant (shield with 1 star) Fifth Shield = Crewman, Private (blank shield) Bronze Shield = an enlisted trainee/recruit. (no insignia) * a stylized red Gurael leaf, symbol of war and the war deity.
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“Any sufficiently advanced technology is indistinguishable from magic.” -- Arthur C. Clarke (scientist and science fiction author) Last edited by Oseng; Sep 20th 2008 at 7:37pm. |
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