Synthers (SWP)

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Synthers (SWP) Empty Synthers (SWP)

Post by GentleMao on Fri Jan 25, 2013 3:29 am

Synthers (SWP) Syntherflag1aflat
The flag of the Commerce.

Synthers (SWP) Syntherflag1arebel1bfla
The flag of the Worker's Party.
Formal Name: The Synther Worker's Party.
Informal Names: Synthers, Slobbers, Skeletons, Corruptors
Abbreviation: S.W.P
Population: 31,183,792,100.

Technology Tags: Armour, Cruiser, Energy, Medium weaponry. Heavy armour, Heavy bulkhead, Cramped hanger bays, Heavy planetary defense.


Synthers (SWP) Syntherwaterbuddy
Species: Synther; a bipedal species of soft-bodied arthropods, layered in a thin organic exoskeleton. Not often an imposing race, the Synther carry themselves in a hunched posture, and often wear little clothing in order to preserve freedom of movement. They have four arms, two of which being on the shoulders, and most commonly used for daily tasks. The other two limbs are much smaller, however, and are typically retracted underneath their natural exoskeleton, occasionally utilized to control combat and utility exo-skeletons. All Synthers are asexual, having no discernable gender, as well as being capable of self-fertilization in order to reproduce. For this reason they usually expand quickly, despite their average lifespan being a period of roughly 30 years, and fully mature 3 years after hatching.


Synthers (SWP) Homeworld1
Homeworld Name: Epicenter
Homeworld Type: Originally a desert world, stripped of its natural resources and layered with inexpensive residential and industrial districts. Its exterior is almost entirely made up of industrial cityscapes.
Homeworld Geological Analysis: Rich in a variety of metals, mostly clustered in great amounts on the surface. Such minerals have been all but stripped, however, the surface level of the planet being picked clean from initial Synther mining efforts.
Homeworld Atmosphere: Clouded with extremely thick toxins and pollutants, with carbon monoxide and noble gasses seeping down into the muggy cityscapes layered miles above the planet’s surface.
Homeworld Description:

Synthers (SWP) Cityscape1
Epicenter is truly the epitome of Synther culture, being a massive desert world layered in miles of industrial cityscapes that expand both vertically and horizontally. From its exterior, the planet would appear infinitely unappealing to any living organism, its atmosphere reduced to an opaque brown-ish cloud of pollutants. If one were able to successfully venture inside, the entirety of the planet would be covered in industrial magnificence, dotted with gothic spires and smog-churning factories that have reduced the air to a muggy, unbearable quality.

Synthers (SWP) Syntherdocking
Mass-transit systems that snake throughout the artificial surface would lead to one of the planet’s grand elevator stations, offering space for cargo and shuttlecraft alike to dock, shielded from the atmosphere. These such places would allow for citizens, merchants, and travelers to descend to the lower districts of the city, becoming much more commercial and residential the deeper it reaches. The lowest reaches of the city would be the planet’s actual barren surface, kept alight with only dim artificial lanterns. Clusters of government facilities and the remnants of mining operations would be the only thing left upon the wasted landscape, save for the colossal beams and foundation supporting the city above.

Political System: Krato-Geniocracy Hybrid
Economical System: Capitalism with corrupted Communist influences. Electronic currency, alongside payment in services, welfare, and leisure time.
Language: Synth, a seemingly limited yet subtly diverse language comprised of repeated hisses and clicks.

Culture: In many ways Synther culture is incredibly backward, in both its social structure and economy, as well as being an abnormally fast-paced society with its species having an average lifespan of 30 years. The wealthy and powerful live within the planet itself, while the poorest scum float to the top. Rather than attempting to preserve their planet, they suck it dry of its resources, expanding their cities miles into the sky with industrial plants and factories that pollute their atmosphere to unbreathable quality.

Being a race of industrialists, a large amount of labor is required to make such a system function. For this reason, the majority of Synther are ignorant and self-centered beings, typically born upon the planet they die on. They’re rarely compelled to seek a mate, but do enjoy the company of their species, and often share in an almost obsessive appreciation of their industrial culture, which often expands into music, media, and other propaganda. Otherwise, they are constantly at work to fulfill an assigned quota, and the life of a low-class laborer is perhaps the most short and dull, only living off nutrient injections to get by.

It is for this reason, however, that many laborers enlist themselves in the military. With martial law in constant effect, and minor rioting an ever-present occurrence, potential recruits from all walks of life are welcomed to enlist, with promise of exploring the galaxy and serving the S.S.C. in battle. Such promises are often hollow, however, with the Synther usually abiding by a policy of diplomacy and business with just about anyone they encounter, including pirates and raiders.

History: In the beginning, the Synther were a simple race of nomadic sand-walkers, traveling across their desert homeworld in elusive tribes in order to evade predators. Their thin exo-skeletons and soft-bodied figures were adapted to stay cool in the draining desert heat, but did little in defense, making every hostile encounter an irreparable loss for the Synther. They eventually took to making their homes in the ground, utilizing the plentiful deposits of metal clustered across the planet’s surface, and began forging metal tools and weapons to defend themselves, and fitting themselves in metal plates of armor, allowing them to take on their foes with new strength. With the application of metal, they were able to construct and settle into shanty villages, linking them with pathways to create a connected society, eventually paving the way for advanced civilization. The Synther species eventually united under one ideal: to build a massive industry led by the sharpest of their numbers, allowing every member of their population to have access to the best technology available to survive. As thousands of generations passed, and the purpose of the industrial giant became lost to their ancestors, the Synther began to search for new opportunities to apply their technologies, as the business of trade on the interconnected planet became nearly irrelevant.

It was at this time that a lost mining vessel of an unknown species entered the planet’s orbit, abandoned on the planet with a lack of sufficient fuel to leave. The crew of foreign miners identified themselves as Kraxis, and with no other option, became guests of the Synther species, mingling with their leaders and eventually creating some form of intelligible communication. As generations of the arthropods continued to pass, and the foreign Kraxis species slowly died, they concluded that they would never be able to return home, and granted the Synther access to their spaceship’s technology. Through elaborate observation and reverse engineering, both the mining technology and means of space travel were recovered from the craft, quickly leading to the first ventures into space, and creation of experimental laser-mining cannons. Although relatively unsuccessful in their first few attempts at flight, their mining endeavors prospered on the surface, with mineral collection increasing ten fold in a matter of years.

After hundreds upon hundreds of generations passed, and the great industrial cities of ‘Epicenter’ grew nearly half a mile into the sky, an efficient source of power was required to continue increasing the scale of their operations. With surface-level mining efforts running dry, and similar results being true in the underground, they were tasked with drilling to the center of the planet, to see what they might find. Through numerous complications, and some devastating failures, they managed to reach the center of their world, and began to develop technology to harness its immense heat as power for their surface-world cities. Within the next decade, the entirety of Epicenter ran on the energy of its own planet, feeding off itself to grow and expand miles into the sky, thriving at such a pace that they hadn’t known before. They experienced a period of great technological success, in both their industry and expansion into space, constructing their first fleet of mining ships to colonize a nearby planet. Synthers continue to be born and die under the flag of their newly formed hyper-civilization, the Synther Syndicate of Commerce, now finding their purpose much different than that of their ancestors: To provide their finest goods to just about everyone else in the galaxy, while they themselves were tasked to labor their short lives away in the factories of an endless city.

Eventually the passive life-style led to a revolt amongst the workers. A party, aptly named The Worker's party, rose up and started to openly oppose the Commerce. The Commerce were too slow to fully react and soon full scale civil-war overtook the planets. Production continued between the fighting. It was common to see miners working away and then suddenly march off to kill with the very tools they were using to cut through rock with. The figurehead of the Workers was Chairman Nox. Apparently a lower-class drone who rose up by smooth talking certain political figures. Truth is, no one knew where he came from. Though his cause was noble.

After a war of propaganda and numbers, The Worker's party were triumphant over the Commerce. The capitalists leaders had all vanished by time the final invasion of their homes had begun. It's widely accepted they fled to avoid public trial and execution. A week of celebration, the longest ever holiday in Synther history, begun. After it had finished, everything went back to normal.

There are a small cult of Synthers, who work on the far-off planets, that claim that the revolution was merely a ploy to stop a real one occurring. Nox only appeared because he was originally one of the top chairmen. These claims are seen as crimes against the People and are swiftly put to rest by guards.

Religion: Beliefs are scattered within the classes of Synthers, ranging from passive to cult-like. Marshall law usually prevents rebellious and distracted minds from plaguing the general populace, so religion is typically unpopular.

Military technology: Nearly all of the Synthers arsenal of weaponry stems from their mining technology and industry. Many of the military-grade lasers seen on ships and seen implemented into most exo-skeleton designs for ground-forces are re-purposed mining-tools. The process of making a laser military-grade is a simple one. A more reliable power-source is integrated with the device so that running out of energy rarely occurs and it is made with heavier metals to prevent it over-heating, to keep it reliable and to stop it melting itself in sustained fire.

Synthers have also not abandoned all other technological aspects of warfare. Ballistics are a fairly new design on the home-world of Epicenter, many rifles are given to squad-leaders and there are even a few ballistic ships that are considered the pride of the fleet, despite how out-classed they are compared to other, more advanced races. Biological warfare is also something Synthers pride themselves on. Using industrial pollutants, which were first taken from their factories, they weaponized it and made an effective defoliant and toxin.

Due to constant threat from raiders, pirates and hostile races, Synthers implant back-up measures in most of their technology. All exo-skeleton are under constant monitor from local outposts or ships and the high-ranking officers have the authority to terminate them at will. In-case there are no command posts, exo-skeletons revert to a back-up program which monitors vital-signs. As soon as the signs go dead, either through malfunction or actual death, it will detonate.

Ships also have this implemented. The ship is detonated if a majority of the vital-signs on board go dark or if the captain deems it worthy, he can detonate it with a small prompt. The idea was to give pirates and raiders little reason to attack. It either forced them to interact with the Synthers for their supplies, or not attack at all.

The physically weak Synther race rely on exo-skeletons to compensate for their lack of strength. These machines can range from simple utility chassis to heavily armored shock armour. Specialist exo-skeletons are generally made for other races that Synthers come into contact with, though the efforts put into these designs vary.

Last edited by GentleMao on Mon May 27, 2013 3:58 am; edited 5 times in total


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Synthers (SWP) Empty Re: Synthers (SWP)

Post by GentleMao on Tue May 21, 2013 7:17 am

Updated slightly, to reflect the end of the civil war.


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