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imposterzilla — Hammerheads
Published: 2008-09-03 02:37:17 +0000 UTC; Views: 2624; Favourites: 3; Downloads: 20
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Description Profile: Hammerheads

History:
Around one of the minor stars (Bizzle designation: Bu-Encarr) in the Carina constellation, near Bizzle space, is the home of a race that human mouths cannot utter their name out of difficulty. The Human race and Daggra have agreed on a name that can bestowed upon them that this race doesn’t mind, but embraces because of what animal shares this name: Hammerhead (their natural name sounds a lot like Ssas’Um Gol’Kki Grasg, but with certain emphasis on certain consonants). This name has caught on, but the Hammerheads are amphibians not fish. Neither do their heads look like those of hammerhead sharks, they are flatter and their eyes are underneath the top of the head. Their language consists of clicks, squeals, and hisses, however with new technology surgically implanted translator devices. Also the Hammerheads have telepathic abilities so they can read minds to an extent and are able to translate other languages easily because of this ability, for themselves.


The Hammerhead homeworld is called by outsiders as Squaa by what sound the Hammerheads make when they mention their primal home. It was up till about forty-seven thousand earth years that Squaa was a warm, wet climate world as Earth was when amphibians began their trek onto land. Then the arid times from global cooling began. This world, that is so alien to what humans would expect (with purple leaved plants with different chemical pigments and freak storm formations that continue for decades and just migrate around the planet), began to fall into an age where most of the world’s moisture was captured by the advancing ice caps. The ice caps covered basically about 17% of the planet’s surface. Around the tropics and the more temperate zones life was very suited for life, even though there were, in some cases, in some areas, vast expanses of desert. The swamp-dwelling pre-Hammerheads who had become bipedal and dexterous to find and avoid becoming food, developed in this environment.  Some even embraced the desert as a new hunting ground to the adapting prey of this era.

After millennia of development, the Hammerheads developed cities and trade. The Hammerheads would have their nature altered by one thing. Rioma energy cells fell to their world by unknown means about seven thousand BC. The Rioma grew in an unusual way on this world; it developed into massive colonies that turned into thirty-five meter wide and twenty-two meter tall stalks that had growths of a squamous, mushy fruit that would fall from them. The Hammerheads, even though primarily carnivorous, fed upon the fruit and over several generations the Rioma caused the development of a caste of Hammerheads called the “Biomancers”. The Biomancers appeared and wars were waged over this caste of people for the powers of the greedy, the national interests of others, and other nonsense.

The Biomancer is a Hammerhead that has eaten and been exposed to the Rioma fruit that he or she develops the ability to “communicate” with cells of other living beings due to the massive amounts of energy they now possess. Weaker or less trained Biomancers can cause temporary blindness, paralysis, deafness, sharp pain, or redirect blood flow in some cases. Some Biomancers with more skill can cause or heal cancers and diseases, others can cause minor gene mutations or cause an entire being to become biological altered with a new form with attributes they never had before such as wings or gills. A very rare caste of Biomancers have been known to affect entire ecosystems, but these super Biomancers are so very few that only one or two appear every century.

Some of the Biomancers became gods to some of the local cultures, but a religion called Klikkli gained ground while another religion called Ssersq also spread. Klikkli is a religion that is quite almost the same as Earth’s Taoism. Then Ssersq is comparible to Judaism, the believers believe that God (whatever he or it may be, but they believe it to be the ALL INTELLIGENCE) creates beings in the world to honor God and carry on a just and moral life. There was a breakaway from Ssersq that was formed about 120 AD, where a powerful Hammerhead religious sage broke away and claimed he was the vessel of God and therefore the son. The Kurak kingdom had been him murdered for witchcraft and cultism, but he rose from the dead and left a message of peace and hope for his followers before turning into a pillar of light and leaving the world. Theories of him being a Biomancer have been shot down because of his ability to resurrect the dead, control fire and water, and the ability to mould rocks and soil without touching them with a mere thought.

The Eastern Continent that would become the S’Klisid would grow and try to conquer the continent to the south. Problems occurred because of the desert terrain and how well armed the empires to the south were, so the peoples of these nations (four empires) traveled west along various scattered archipelagos and vast ocean and arrived in the massive Western contient. Devoid of any hammerhead life, colonies were established by the empires and wars began. Eventually a colonial freedom movement began and revolutions occurred.  After, eighty-two Earth years of independence the rich and now powerful colonies united and became the Oraskun empire while advancements in technology continued to boom along.

The Hammerheads had by 2060 achieved space travel (Well at least two of the countries of the planet had anyway). This was a time of discovery and various empires vied for control of the world’s finite resources. Then the Bizzle arrived. The Bizzle looked upon these strange creatures and unlike the other races they conquered and absorbed into their empire, the Hammerheads were quite intelligent and further along technologically. The Bizzle did not conquer the Hammerheads, but indeed tried to communicate to advance them. Communications were rocky at first and the Hammerhead nations, or some of them, were spurred into combat action. Soon after, the Bizzle let it be known that they would advance the Hammerhead race if they would be trade partners. A council of the seven world powers of Squaa would be created to deal with these aliens. This council would become their version of the UN-the Sunask.

Over the years, the council has been a place for trade and competition for some of the remaining factions of the Hammerheads. With new technology the Hammerheads have been able to colonize two systems close them after colonizing their own. Not very many Hammerheads make it to Galactic Community Council space, but some (about nine hundred and fifty something) have made their home in some of the areas within the GCC. The United Earth Federation and the Federal Stellar Union have proposed the Hammerhead’s culture joining the GCC, but due to how far it is and the United Community of the Bizzle in between, it is almost impossible at the moment.

Biology:
The Hammerheads resemble blue skinned, purple striped shark creatures with a flat top on their heads with powerful arms and legs and a short tail that can be up to three and a half ft. long. The Hammerheads have a very interesting aspect of their physiology: They have two thick tendrils jutting out from the back of their neck. These tendrils can be thick and look sometimes like intestines, but they help the Hammerhead senses movements in the air, enhance their sense of smell and taste, and are also able to move around a little bit to sense electrical impulses in the air to detect disturbances such as impending sandstorms. These come in handy, because unlike humans and a few other species, the Hammerheads have no nostrils. They have their olfactory receptors in patches on the top and sides of their mouths (not to mention on the underside of the head there is a semi permeable membrane that does help assist in gas exchange like a nose would in the breathing process). If severed in combat, the Hammerhead will react in extreme pain or possibly go into a short coma if one or both of these tendrils is severed, however they do regenerate and can fully regenerate in a month and a half’s time. The twist on this is immediately after the damage is dealt the Hammerhead goes on a short, berserker fury that can make more pain negligible. Also the Hammerheads, as a note, have a set of gills that filter out sand or other substances (like pollen )that the Hammerheads can have enter their body. So, the Hammerheads have three air passages.

The Hammerheads are quite agile and are affectively double jointed. Most Hammerheads are slightly above human strength, but a few are gifted with strength of three to five humans. Yet for those who aren’t, speed and that agility pay off. The Hammerheads have a good sense of equilibrium, so knocking them over is pretty hard to do, or making them dizzy and disoriented for that matter. The Hammerheads also have powerful leg muscles that make these creatures move at a pace of 25 mph when running and that’s the average Hammerhead.

Sexual dimorphism is apparent in the Hammerhead species. Males can be up to 6.4 meters tall, but their average height is six ft. Females are average of five ft, but can be as tall as six ft. Males have the purple stripes on their heads and backs, females have blotches of purple on their heads and backs. Males also tend to be bulkier in bone structure especially in the shoulder region than the females of the species.

Biomancy, because of the fruit of the Rioma variant, has made a subtle impact on the Hammerheads as a species, not just in politics or combat. The Biomancers usually have a higher stress hormone level than most Hammerheads, not to say that they are all stressed out, far be it. Apparently the mitochondrial DNA of the Biomancer has been altered by the effects of the Rioma. Also, as the kicker, the part of the brain associated with the telepathic powers that the Hammerheads exhibit is mutated as well.

Society:

The Hammerheads do not live in a homogenous society so their culture is quite varied. Four types of environments exist on the planet Squaa: Desert that is either very hot or very cold, thick marshes that stretch for miles and  miles, plains that have purple grasses that tower as tall as fifteen ft., and frigid fjords that have a bounty of sea life right for harvesting. These environments helped Hammerhead societies to take on their characteristics.  Since the Sunask is comprised of different nations and it has control over Squaa and the colonies to some extent, it is very unique to se a space power, be so disunified.  Several extra planetary regional governments send their delegates to the Sunask, while the desert-dwelling, democratic republican  empire of Oraskun vies for dominance of Squaa with the socialistic democracy of S’Klisid.  

Clothing of the various groups of Hammerhead depends on what part of Squaa they originated from. This holds true to most of the colonies as well-they usually dress in the garb from whatever part of Squaa they are descended from. The people of the desert (primarily Oraskun, even though it also encompasses a lot of plains) wear capes and neck scarves, while wearing pants that are made of leather. The marsh dwellers wear leather pants as well, but wear  close-fitting, dense  fabrics in the forms of coats and jackets.  The plains dwellers (once again the Oraskun, but also the S’Klisid) wear lose fitting clothing and clothes suited for work. The plains dwellers raise livestock and provide the  Hammerhead people with food more than any other region besides the seas, so like the sailors they have specialized work clothes. The fjords have sailors that usually wear animal skins that are treated with fat and chemicals from sea life to keep them warm. But one or two things seem to be universal in the Hammerheads’ clothing.  The Hammerheads of many different cultures wear a metal disk with a spiral engraving on it as stomach plate of sort. Culturally what suspends it is different from collections of leather straps to thick fabric bands that wrap around them. Also for some reason, staffs and walking sticks are apparently a  big accessory in many Hammerhead cultures.

Art also is varied from region to region, same as music. Hammerhead music mostly is comprised of string instruments, drums, and pipes/flutes. Different regional flavors of music exist along with various different genres. Most of the flute playing sounds Celtic almost. Their art is regionally different, such as from the desert regions of Squaa there are a lot oranges, greens, and reds in the paintings and frescos that are made by locals. In the fjords in the north a lot of blue backgrounds are used and most other pictures are drawn or painted in white. In the marsh regions, dried out fruits are preserved and drawn or written on. The plains has various indigenous forms of art usually clay figures or animal hides that have been painted.

The Hammerheads are one of the only space faring races that’s homeworld is not unified. The governments of Squaa are always competing against each other. The colonies are more unified than the planet Squaa itself. The meetings of the Sunask sometimes come to a halt because of the two major empires’ bickering. While this has gone on, another new power has began to rise in the southern ocean-a island nation controlled by a super Biomancer called, Deskaskal. He has made a rocky, barren island a Garden of Eden and has attracted many followers. No one dares, assault his island, because they do not know what limits his powers have and also that the island’s geography makes it a perfect base.

Hammerhead gender issues are quite interesting too. Most Hammerhead cultures believe both male and females are equal. However, the males are expected by society to defend and support females especially if they fall into less than savory conditions. The reverse is that females are expected to give back in a caring way for what the male has done for them. Female Hammerheads and both male hammerheads have a sort of wanderlust (perhaps it’s a genetic means of spreading to “greener pastures”) and have been known to become traders, doctors, and/or pirates just to get through the Bizzle’s United Community to go into GCC space. A few Hammerheads have been known to operate within the Dark Nova.

Hammerheads, as stated before, and three major religions: Ssersq, Klikkli, and the breakaway religion of Osul-Ssersq have been influential in the development of the Hammerhead societies. When mankind was able to visit Hammerhead space under Sunask permission, Christianity became quite popular. Osul-Ssersq used the stories of Jesus to support the stories of their prophet that lived under the Kurak kingdom. Many Osul-Ssersq added the stories of the Bible to their own religious writings, and in return a large number of Christians did as well.  The similarities are quite striking, even in the stories of the Apocalypse the Christians from Earth have a seven-headed dragon that represented Satan, and the Osul-Ssersq of Squaa have the legendary three –headed dragon king of death.

Military/Weapons/Tactics:

Military:

Since the only unified military force for the Hammerheads is the Sunask’s Security Forces, there are varied uniforms, weapons, and tactics. In this a few of the factions shall be covered. The forces of the Sunask wear orange pants with a silver-metallic breast plate with light mailed fabric covering the arms(most Hammerhead traditions do not encourage wearing clothing on the upper half of the torso, unless armor, clothing to protect from harsh weather, or religious garments). Higher-ups within the army have a sort of rust-orange uniform color. The air force have a desert yellow color scheme to their uniforms.
The Oraskun have a steel blue color scheme to their ground forces with a white trim and as rank is gained, the lighter the blue on the uniform becomes. The air forces they have wear a light blue uniform that goes to a purplish in each level of rank. Also, the Oraskun have a volunteer force that is well trained and educated to perform their duty. The
S’Klisid have uniforms for both ground and air that look the same. They are grey with red trim. These forces are conscripted from the dregs of society, because the average S’Klisid citizen sees the military with disdain.

Weapons:

S’Oris Machine Gun:
This is a 3.5 ft. long gun that fires a 2.3 ounce round that is made of a special, dense alloy. This is a Oraskun machine gun and has been given wider service in the Sunask Security Force. The S’Oris takes a 4.5 x 2.4 inch magazine that loads into the top back of the firearm.  Its maximum accuracy range is about one hundred and six feet.


Dis’kal Needle Launcher:
This is a 5.2 ft. long, oblong firearm that loads a square magazine that loads into the back of this weapon. It fires three seven-inch long, heavy alloy needles that are capable of piercing medium strength armor every second.  This weapon is  a S’Klisid model that is used in anti-infantry or anti-light armor missions. The maximum accuracy range of this weapon is about  eighty-seven ft.

Tes’ek Heavy Machine Gun:
This is an elongated wedge-shaped firearm that fires a 4.2 inch round. It is light weight and is about 4.9 ft. long. It is rapidly reloaded and takes a  clip that is about 2.5 inches thick and about seven inches long. It is a Sunask Security Force standard weapon and is the most widely used within Hammerhead territories. It has a maximum accuracy range of one hundred ft.

K’liss’k Ok  Bomber:
This is a thirty ft. long bomber with some fighter capabilities. It has orb-shaped body with a nose cone that looks bulbous (making its fuselage look like an octopus without arms) with its two wings on its side and another pair above them, tilted at an angle. It has a maximum speed of MACH 3 and carries four, four hundred and seventy lb. bombs that have an unstable Rioma energy core. These bombs are mostly designed to damage vehicles and infantry, but not for siege against buildings. The K’liss’k also carries under each of its wings two, six and one-fourth long rockets that have a maximum accuracy range of one thousand, three hundred and fifteen ft. and can travel at MACH 4. These rockets are built for destroying armored and stationary targets that are fortified. The last weapon this bomber has its twin spray cannons in front. These cannons fire a superheated alloy sliver mix that is shaved off from a dense alloy source that is superheated into a very dense and molten mixture that is used as “bullets” for this weapon. The spray cannon (a single) can fire seventeen of these  per second. Its maximum range is five hundred and twelve ft. This model was manufactured by a company that contracted with the Sunask that borrowed several colonial fighter designs that were scrapped by their governments.


Pk’as Oh II Fighter:
This is a 26.6 ft. long fighter that has four engines and two of which can move out toward the sides for maneuverability. It has the max speed of MACH 5 and has an excellent sensory array. It packs on each side of the fuselage, a missile pod that has six, 7.8 ft long rockets that can travel at MACH 7 and have a maximum accuracy range of one thousand and twelve ft. It has a plasma machine gun on each lower side of the front of the fuselage. These guns have a maximum accuracy range of four hundred ft. The Pk’as Oh is a product of a revamped S’Klisid design that took precedence over a multimillion credit project done by several of the lesser nations from Squaa.

Hi’kris  Kulz Cruiser:
This is a three hundred and eighty-seven meter long vessel that has a main deck and the main frontal weapon systems (a pair of long range plasma cannons that have a maximum accuracy range of twenty-three thousand meters and several defense batteries that have interceptor guns that a maximum accuracy range of five thousand meters) that is attached by a curved body that juts out from the sides making an “O” where at the front is the front of the ship and the back of the “O” is the main body of the ship( engines, fighters, transports, crew quarters, etc). The reason for this is the unique hyperspace shift drive that phases the vessel into hyperspace and saves one-fifth the energy used to full of a jump and it gives the ship the ability to boost its own sensors and communications via a system that’s not truly understandable to humans. Other than that, the ship also has on its curved sides, a series of defense batteries and some fighter hangars.  It is also equipped with several plasma cannons ( four) on its main body that fire in all 360 degrees of its form.

Duzik Ral Dropship:

This is a forty-two meter stealth vessel that is saucer shaped and has two powerful thrusters that give it the ability to enter and leave an atmosphere, and use its engines to rotate and slow its descent to unload troops and light vehicles. It is invisible to the naked eye and lost long range scan systems. It can carry three light armor vehicles and can carry up to eighty troops. For defense, it has two plasma machine guns that are exactly like those on the Pk’as Oh and two smart missile pods that fire guided missiles (five per pod) with a maximum accuracy range of five hundred and twenty ft.

Sek Om 056 Tank:
This is a seventeen and half ft. long light armor vehicle that is the backbone of the Sunask ground forces. Originally developed by a smaller nation of Squaa, it found itself on the front lines against enemies of the Sunask and as a weapon between factions. It is a shoe-shaped vehicle with four treaded wheels and a fifth in the middle of the vehicle and has a max speed of 190 mph. It carries a specialized cannon that fires a plasma bolt that has the maximum accuracy range of two thousand and two hundred ft. It can be fired only every twelve seconds. It carries a modded version of the Pk’as Oh plasma machine gun on it side with a maximum accuracy range of five hundred and forty-five ft. And lastly it has two, mounted spray cannons that fire the same kind of spray munitions as the K’liss’k Ok  Bomber does (maximum accuracy range of three hundred and seventy-three ft.).


Des’k Oorum 32 Heavy Skimmer:
This is a 17 ft. long skimmer that is heavily armored and used for mostly desert and oceanic combat, but can be adopted to plains or marshes. This is a product of various factions within the Sunask working together to create a good offense weapon in case of alien invasion or colonial uprising. Because of their interaction with humans and their new name dubbed upon them, the Hammerheads had this skimmer made in the shape of a shark head and midsection where at the end is an flat side( its back) under the major fin on the topside. The Des’K Oorum is adept at moving at high speeds of 270 mph and is equipped with heavy powerful, impact-proof armor. Mounted on top of this vehicle is a fragmentary projection gun that fires a 3 x 8.7 mm round that has a  maximum accuracy range of one thousand , one hundred and seventeen ft. and before striking the target, explodes into a rain of armor piercing fragments. The Des’k Oorum also has two heavy, rotary guns that fire 15 mms rounds at a rate of seven per second from each gun. These rotary guns have a maximum accuracy range of four hundred and twelve ft. This skimmer truly is a danger because of its quickness and maneuverability.


Kasai R’ek 52 Combat Suit:
This is a two and a half ton, twelve ft. tall suit that looks almost like a heavy, metal box with arms with rotary guns and rocket launchers on their ends and sturdy legs. This weapon is used mostly for anti-armor and against low-flying aircraft. One arm is equipped with a rotating machine gun that is once again like the Pk’as Oh plasma machine gun, but with a range of two hundred and seventeen ft. The one arm has a rocket-propelled grenade delivery system and carry a max of five of these shells (maximum accuracy range of six hundred and seventy-three ft.). And suited on its back is anti-aircraft version of its other machine gun “hand” that has a maximum accuracy range of one thousand, one hundred and twenty-three ft in the air. These suits are slow and move about 4mph. Besides firepower, they are really impractical, unless fighting against guerillas.

R’es Ozul Bike:
This is a 7.8 ft. long hover cycle that is used in hit-and-run raids and as a scouting vehicle. It has the max speed of 212 miles an hour and was made by the S’Klisid and sold to the Sunask. The R’es Ozul is equipped with a Pk’as Oh machine gun with  a maximum accuracy range of four hundred feet. It is also equipped with four shells that explode and release four AI-guided mini-missiles with a maximum accuracy range of three hundred and eighty-two ft.  


Tactics:
The Sunask’s security forces are a defensive force that react to threats within their territory. They react with a surgical proficiency that is basically: air power first, and if needed ground forces. They are merely used as reactive defenses. The Oraskun are more proactive about defense and use air power to get what needs to be done done and use ground forces to recover the injured, remove remaining defenses, and make needed surveys of damaged areas. The Oraskun forces can also go in and quickly shift to a defensive guerilla style of combat if needed. The S’Klisid react like the Sunask or they use unofficial “third party” forces to go in first. Their disdain for their own military makes their tactics much different than the other factions.  They strike with a lot of air power. Unless ground forces are to be deployed if needed, they will not send ground troops in.  Their troops due to limited supplies, very low morale, and low ethical values from what parts of society these troops come from do not last long in combat and are usually pulled out after a mission is complete. The S’Klisid troops are notorious for not securing areas of interest for long term use.

Notable Hammerhead Organizations:

The Sunask Council:
This is the major governing body of all Hammerhead colonies. It originally grew up from the seven nations of the planet Squaa when they were visited by the Bizzle. As space travel expanded and colonies were formed, they sent their representatives to the Sunask. The Sunask is torn between two main powers-the Oraskun and the S’Klisid.
The Sunask is headed, presently ,by a diplomat from one of the colonies surrounding their home system’s gas giants, S’iri Duoz. S’iri has tried to expand his people’s range into the GCC and made various trade deals with the Karin Horde, the Gadaru Cosmic Confederacy, and the United Earth Federation. Only issue is the Bizzle’s territory is like a wall preventing them from unrestricted trade with the other races.

Oraskun Republic:
Founded after various colonies united and battled “the Old World”, the Oraskun Republic is very much similar to the United States of America at its height. They embrace free trade to an extent and believe that hard work and discipline are key moral values besides care for your fellow “man”. Unlike the S’Klisid, they try not to fall into the trap of giving everyone government assistance unless needed (see S’Klisid below). They have a very patriotic and willing military and are quite productive and prosperous. They are led by a president elected by popular vote by region due to the immense size of their nation.

S’Klisid Confederation of Nations:
The S.C.N. or S’Klisid are what is left of the vast empires of the world of Squaa after revolutions and colonialism collapsed because of their exploitation and enslavement of others of the world. After reforming about two hundred and three Earth years ago, the new S’Klisid nations were united under a confederate government that was hellbent on improving their image, adopting newer and fairer means of government, and, finally, trying to keep some of their power and privilege in the world. The fairer form of government was more of a socialistic brand of democracy that was meant to take care of the lower classes and make sure they were happy. After this long time the S’Klisid are in deep trouble. The amount of their people on welfare programs has more than quadrupled in the last forty years and with a 12% population increase within their borders since then shows that there is something wrong. Massive allegations from various parties show that the average person in S’Klisid territory believes they are privileged and should not be forced to work because of their ancestral and national heritage. There seems to be some proof behind this because of the large population of unemployed despite a very open employment market. Despite this, the government tries to appease the masses by acquiring funds through asteroid mining and scouring the ocean floor for mineral resources that can alloy this population to remain as is. The military of the S’Klisid is comprised of mercenaries and criminals, because of lack of support for their own military
from their own people. Citizens from S’Klisid territories are despised amongst many space colonists of their own species, because of their behavior.

Coalition of Unaligned Nations:
This name is a misnomer, because of several nations’ allegiance to the S’Klisid or Oraskun powers. This is a collection of the nations that are not part of the Oraskun or S’Klisid nations, and after years of Balkanization, there are at least twelve. They work together and try to equalize the balance of power.

S’elat S’ssan:
This is a small grouping of islands that master Biomancer E’ssd Klippk and his followers have seized and consider a nation unto themselves. Due to their power and the isolation that the islands provide, no one interferes with the S’elat S’ssan.

Notable Hammerhead Individuals:
Head Councilman S’iri Duoz:
This is the Head Councilman of the Sunask. He has tried to get closer ties with the GCC, but because of the Bizzle’s physical position this becomes problematic. S’iri has also kept the peace between the Oraskun and the S’Klisid through constant negotiations. S’iri’s true claim to fame as been the continuing expansion of colonies (four had been founded in his five year term).

President S’An Du Sstrom:
S’An is the president of the Oraskun Republic. He has tried to expand the Oraskun’s influence in space, by taking what colonies in space they have and trying to build and establish new ones. S’An is also responsible for Head Councilman S’iri’s aims at growing closer to the GCC. S’An wants unlimited trade with the GCC and supporting an Oraskun ambassador to the GCC.

Prime Minister E’kl Ssei:
She is the prime minister of the S’Klisid Confederation of Nations. She has been responsible for major S’Klisid oceanic exploration and the new wave of asteroid mining in space. She firmly believes the S’Klisid are of superior stock and cultural heritage and should rule over Squaa. She has tried to subvert the world market on Squaa with cheap knockoffs of Oraskun products and stealing patents from other Squaa nations. She has  garnered huge popularity for her defense of the welfare state programs her government uses, despite the need for workers for her country’s declining economy.


Biomancer E’ssd Klippk:
A rogue Biomancer named E’ssd Klippk battled against Oraksun and S’Klisid interests and with a new found power, took over a remote series of islands in the south. He garnered over thirty thousand followers after his feats of biomancy that were to be of power unseen before. For example, S’Klisid air attacks were launched upon the island and he downed their planes. The survivors had been devolved by several million years into wild, semi-bipeds.  Another feat he was able to do was to actually evolve a small island’s mold population into an entire jungle(Note: This island was almost completely barren.) of new organisms within an hour. His goal is to unite Squaa and the extra planetary colonies into a new empire.
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Comments: 4

DinoHunter2 [2009-01-06 04:30:51 +0000 UTC]

Very cool. I like all the bits about them having religious parallels to Earth religions... there's a lot of interesting ways you could take that, and I look foward to seeing where it goes, if the reason why does get revealed. Plus the concept of pseudo-hammerhead shark people is too nifty not to like, lol.

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Yaruzh [2008-09-03 22:40:35 +0000 UTC]

That was even more awesomerer than I had any idea it would've been. I especially liked the needle launcher and of course the whole biomancer thing was just as kickass as I expected it to be. Kind of surprising about the fruit part of it all though. In any case, great work as usual ^^

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hypergojira [2008-09-03 16:04:11 +0000 UTC]

Very interesting, I really like to see E’ssd Klippk explored more.

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RenDragonClaw [2008-09-03 05:33:51 +0000 UTC]

Shark people are awesome and the parallels between them and humanity is pretty interesting. They should have a meme called 'Hammerhead Jesus', it would rock the internet.

-RenDragonClaw

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