Primary Dominion of Karsz (DOK)

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Primary Dominion of Karsz (DOK) Empty Primary Dominion of Karsz (DOK)

Post by J-Reid on Tue Apr 16, 2013 12:08 pm

Primary Dominion of Karsz

Primary Dominion of Karsz (DOK) Karszi12

Informal Names: Frostbots, Karzo's, Karszilons, Kars. (the last name used by the race in social engagements or a basic informal name.)

Abbreviation: P-DOK (The hyphen is required to tell the Dominion's current "era integer", the era integer is used by the Karsz but is optional to others *so it's P-DOK to us and DOK to you.*)

Population: Post-thaw: 3.4 billion Units.

Technology Tabs:
*Evasion Doctrine
*Frigate Doctrine
*Energy Doctrine
*Heavy Weapon Doctrine

+Sturdy Hull Design
+Heavy Planetary Defense
+Sturdy System Design
+Powerful Engines

-Light Bulkheads
-Cramped Bays
-Primitive FTL
-Primitive Point Defense
-Primitive Heat Sinks

Karszilons. Entirely made of a variety of metals, their wide bodies and seemingly lithe arms can pull and handle an
astounding amount of weight which points to the automaton's creators design for manual labor. Each Kars is supported by thin legs, the legs are twice the width of the arms and are supported by gyro-servos on each limb connection, augmented with micro-pistons, however the aforementioned are larger on labor and engineering units and in some cases on re-fitted labor units that act as shock troops. Their small arms are thin, only a simple mechanism in most cases, the arm design has thin plate metal running down the length of the arm, behind the plating is a similar mechanism to the legs minus the micro-pistons. However the Kars possess a large diversity in design and this description outlines the basic unit construction pattern, but treat it as general guide to Karszilonian "anatomy" as it were.

The body and head of a Kars are leagues apart from their supporting armatures and sport a number of basic, yet efficient pieces of technology. Their protruding and wide body chassis houses a small generator that produces electricity, and this magnetic based energy travels to the servos and head unit of the Kars through heavily bundled and reinforced cables that disperse out to meet the servo inputs and head. The generator itself is supported by thick plates of metal that touch the back and front of the internal structure of the chest, and the same goes for the topsides of the generator. Looking at a Kars generator support is much like an eight-pointed star when viewed vertically. The plating of the body is very durable metal and reinforced from the inside but it's purpose is mainly meant for easy maintenance with multiple available openings. Aside from the generator and the reinforcement for both the chest inside and out and the conduits from the legs and arms connecting with each other to go to the head, also the internal engines for the topmost servos are located inside. This makes the Kars a very simple and efficient machine.

The generator lasts for up to 125 years for Commoners, 94 for Labor Units and 220 for Envoy Units, Custodians and Librarians are eternal due to their constant connection to an energy source. After the lifetime of a generator has passed, it shuts down and the resulting last surge of energy shorts out the motor functions of a Kars, and some of the Unit's memory, when a Kars "dies" it's Director is removed, the generator disposed of and the body melted down for new Units. Kars don't normally fear death due to their sense of pride that comes when they are recycled to make way for a new and more efficient generation of knowledge seekers. The Director that is recovered has its contents copied and stored in the Mausoleum, deep in the outer core. The data recovered serves as a short biography displayed in the Unit's achievements and name.

Some simple measurements of the Kars marks that the Commoner units stay at 5"11', Labor units, a foot higher than that at
6"11 and Envoy's differentiate between those two heights, and Custodians with their massive mechanical brains that process billions upon billions of bits of information and the calculations that follow it requires a significant amount of power and size to propel itself forward and keep its massive think-tank operational, so the Custodians stand at 11"5' and their smaller, lesser and more slender cousins, the Librarians stand at 8 feet.

The head is what sets the Kars in mind apart from the others, the head usually supports more lavish accessories or styling,
as well as the body, legs and arms. The head houses the Director of the Kars, another name for a central processing unit. The
Director depends on the Kars in mind as there are many types of Karszilonian units. Labor units are outfitted with a Director that can store and process hundreds and thousands of design plans, engineering details and industrial directives, a Custodian, the Kars that catalog and research different types of technology are given Directors that help with calculus, multiple servo engines and computer operation, the Commoners, the actual Kars themselves that are seen outside of their planet are given a general Director that has no specialization but can choose what they wish to be programmed with and are adaptable to outside stimulus much like their more political specialized counterparts, below... Most Commoners go on to become Scribes that help Custodians or Trades that assist with Labor units. Units such as Envoy units employ language algorithms and advanced social interactivity programming that adapts and learns as the Envoy travels, only certain Kars units that have an exemplary understanding of foreign politics go on to become the Envoy's Assistants...

Homeworld Name: Kraizsorm

Homeworld Location: [014;OL]

Homeworld Description:
Kraizsorm is an ice giant, but a very unusual ice giant. The crust and mantle are both ice and permafrost respectfully with the outer core comprised of dense rock and metals, the inner core has a high density of magnetically concentrated metals giving Kraizsorm a thick atmosphere which protects it from the already cold red dwarf sun. Due to this heavy, magnetically shielded atmosphere, violent freak storms change the landscape almost daily - blizzards and super-cores are among the few with lightning and dark, malignant overcasts complimenting the already inhospitable planet. The fact that the Karzs require pure lightning for energy, provides them with a natural, plentiful and powerful source.

From orbit, the planet is marked with large pockmarks and gargantuan fissures open up caverns that are supported by freezing
waters which acts as a glue for opened cracks in the surface... The planet has no open seas, rather the water sits under and on top, as glaciers and frozen deltas... Fissures continuously present some danger to the Karzs, though efficient engineering and building downwards to construct deep, titanic cone-like hubs that serve as the domains of each Node within the Dominion.

-( Artwork by RichardDorran

A robed Envoy Unit oversees the work done on this expansion base to see if the quotas have been met and operation is smooth.
-( Artwork by pollux101

Low-res imagery from a probe taken of a nearby ice cave formation created by fissures.
-( Artwork by pollux101

Observer imagery taken of a newly formed ice surface, mountainous rock formations indicate steadiness, possible location for expansion.
Primary Dominion of Karsz (DOK) Karszi11

A Pioneer Probe is on the search for a high concentration of energy and discovers one such reading over Expansion Base #13, a Custodian is asked if the area is worth being submitted for future construction efforts or power farm exploitation.

Political System:
The Dominion is what you'd expect, multiple governing bodies that report to and are ruled by a larger entity. There are currently 5 Nodes and the Prime Node which monitors all processes that come from the Outer Node. One Node, code-named Forge is home to a majority of Labor units and a minority of Commoners and a singular Custodian with one Librarian since categorizing their own architecture is nothing but the easiest task, however continuous since the Custodians adapt past builds and create new designs from them...

Forge handles the brunt of manual labor and construction and often other Nodes send requests and queries, transferred from the Outer Nodes then filtered by Prime Node, then to Forge. Each Node specializes in something, but has a wide diversity of Commoner and a handful of Labor Units to keep stagnation within that Node at bay, if there's too many Units who specialize in just one thing, there's issues that emerge when that same knowledge and experience cannot be duplicated to carry on to new Units to circulate and evolve. So by one of Prime Node's Directives (law(s)) each Node is to harbor additional diversity in its Unit hierarchy.

Some other Nodes are as follows:
Compass - specializes in exploration and small expansion, and also has exclusive use to probes and Node-wide Custodian contact to draw additional knowledge. Only has a small amount of Forge Units, mainly comprised of Commoners, and a few Envoys in case of extraterrestrial contact. Works with Commerce to establish new energy collection farms.

Star - takes charge of starship maintenance and construction, works with Compass. Even numbers of both Commoners and Labor Units, the latter takes charge of structure and systems construction and the former tackle the big job of building the outer parts like the hull and extra machinery.

Commerce - Commerce has charge of supplying the other Nodes with raw and refined materials and other items from civilized space such as attire and decor and works in conjunction with Star and in some cases, Compass. When working with Compass, Commerce works on obtaining cultural items such as above with trade or currency. The Kars have only just discovered the uses of currency in the outer, more civilized regions of space, due to their seclusion.

Lore - Lore has a high concentration of Custodians and Librarians with a small workforce of Labor and a small populace of Commoner Units, Lore is the place for research, knowledge, technology... When Commoners decide on becoming Scribes, they head here to begin induction and are stripped of un-needed or un-wanted parts to preserve energy and are handed a black, hooded robe. The symbolism of it being that Lore believes that the cloaks ensure a oath to keep knowledge safe out of the hands of those who would do wrong with it. They work happily with other Nodes and some daring explorers have come to see the vast and ever expanding lexicanum of knowledge called the Memory of Karsz. Lore tried to offer tours and teachings in the lexicanum though the general consensus found that over 60% were bored, 20% were attentive, 10% looked attentive but were easily bored as well, and the last 10% of the explorers were falling asleep though the Kars took this as generator failure due to their first impressions with organic species... The second tour, however, was ecstatic when the Custodian Units mentioned "the technological progress of weapons".

When the Envoys of any Node or the Prime Node leave, they employ Stewards, true automatons that when directives are downloaded to them, they will uphold them until the Envoy that engaged it returns. Usually the Envoy that left is needed for a diplomatic mission, meeting or conference with other world governments and comes back with newly gained experience and newly formulated directives. The High Envoys in Prime Node uphold the True Directive in accordance with Outer Node policies and directives, which is to preserve and collect new technologies and knowledge. The True Directive serves as a contingency plan that insures the safety and preservation of all currently gathered knowledge and tech in the somewhat likely case that some members of multiple civilizations will survive and when they discover Kraiszorm, can resume where the last galactic civilization left off.

An ancient race with nomadic origins once believed that the study and recording of lore and knowledge would save them from total extinction if the time was to ever pass, these people the Kars, were in the search of new things and discoveries every waking day, from their nomadic days, with rune-block and inks to the height of their existence. Large, expansive libraries built into every safe haven made from mountains, like caves and cavern structures recorded each finding, every legendary person, every story, myth, technology, music, literature, art... It was all there. However, their planet Kraiszorm was still changing... news channels buzzed about the myths of global cooling, violent storms and snow carrying over from the planets mountainous regions, scientists proved fact, politicians covered up, the people, afraid and skeptic... It was bound to happen, when astrologers and geologists got to work, they found that their inherently large outer core was collapsing and giving the inner core denser, magnetically potent metal concentrations. Skies only seen on cheap vids meant to capitalize the issue of this "global cooling" arrived. Black overcasts, luminescent and frenzied electrical storms, freezing winds... over the course of the Karszilonian race and history the planet changed. The stubborn nature of the Kars meant that nobody was leaving, preservation comes first. In an effort to leave a trace of their place in the galaxy, they constructed the robots and would pass their legacy over to them, years of development and study of their accumulated knowledge took a considerable amount of time, but when they absorbed every last word, they were technicians, engineers, mechanics, everything needed to make a self capable, mechanical civilization. They poured everything they knew into their would-be living legacy, instructions to build and expand, to adapt and explore, to study and know. So that these new people would be more prepared than them, and what the new Kars know today, the True Directive. The nomads of old died from the freeze and fury of nature, the nomads knew fully well that their knowledge has been passed onwards, they may not see the new rise of their hand-forged people, but each one knew, elder, man, woman and child knew that they served a much more greater purpose.

When the first Karsz awoke, they awakened their own, as what was hard-set into their Director at that time, they found themselves in all sorts of shapes and configurations, shortened and small, large and stocky, bulbous, lithe, long, wide... They began their new life on the frozen, angry juggernaut, building immense inner cities and govern themselves, talk, socialise, teach and learn, they adapt. The first Primary Dominion of Karsz, a newly forged people ready to serve their purpose in the greater scheme of the universe. And through all this, through this Dominion and its people, there still remains one command line.


Visual & Audio Aids
( Artwork by Nero-tbs

A Kars Commoner Unit, photo was taken by a man belonging to a group of adventurers. The Unit in particular is unique, see the more conformed body and layered shoulder plates which was probably the final production or at the behest of the Kars.

( Artwork by BelovP

On the left, a Kars Custodian Unit, modified for better control of movement, the right, a Librarian Unit, a slightly modified model used for the placement/removal of certain items, a guess would be books or vertically shaped objects.

( Artwork by Marcodalidingo

Kars Labor Units, from left to right... Engineering... Heavy Construction... Structural Builder (a substitute for both former Units, or the quintessential, basic Unit.)

(The music is off the EvE Online soundtrack by Jon Hallur, this particular one is Defenders of the Orphic World, both a magnificent, thought inducing sound and terrific space-sim MMO.)

Posts : 18
Join date : 2013-04-08
Location : Australia, Land of Death and Taipans.

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