Imperium Races

The following are some of the races that are currently under the rule of Nordok’s Abyssal Imperium, and are available to anyone who wishes to make a character belonging to one. Any such characters do not necessarily have to be members of the Imperium; rebels, renegades, and independent agents are perfectly acceptable. PM me with any specific questions that are not answered below.

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Grizzlons

An ogre-like species that Nordok has infected with a specialized form of ursine lycanthropy, Grizzlons' tremendous strength, vitality, and ferocity make them ideal guards and shock troops, and for any number of situations that don't require much subtlety or finesse. Their thick hide and body fur allows them to shrug off all but the highest-caliber personal ordinance, and each is roughly as strong as an adult male African elephant. Their teeth and claws can rend substances up to the hardness of stainless steel. They are capable of proficiently using all manner of weaponry, but prefer the "messier" types: heavy weapons of both the melee and ranged variety. They will utilize armor in heavy combat, but generally prefer to wear as little as possible; most do not like the idea of prey being able to outrun them.

Most Grizzlons are willing, even enthusiastic members of the Imperium, although a substantial number prefer to work independently as mercenaries, bounty hunters, or in any number of hired-muscle professions. Grizzlons respect strength and battle prowess; most will offer their services at a discounted rate to one who proves to be a superior warrior. Grizzlon characters, if played to type, will be unsubtle and blunt, inclined towards simple words and actions. Grizzlons are not inherently stupid; they simply come from a culture that places very little value on mental ability.

Sauroids

These reptilian humanoids hail from a jungle world. Though they have achieved a high level of technological development, their culture still places great value and emphasis on tracking and hunting. Their civilization is largely subterranean; living in advanced metropolis underground allows them to keep the surface of their planet as pristine wilderness where they can continue to practice and refine their predatory skills.

They generally fill the role of commandos and rangers for the Imperium. They are stronger and faster than humans, their scales provide them with a degree of natural armor (which they often enhance with actual armor), and their fangs and claws make for formidable melee weapons. Their senses of smell, sight, and hearing are preternatural. Occasionally, a Sauroid is born with a mutation that gives it a breath weapon: fire and electricity are the most common, but other forms are not unheard of. They are perfectly comfortable using advanced weaponry, and though their civilization did not develop its own form of interstellar travel, they have taken to it without difficulty in the service of the Imperium.

Sauroid characters come from a culture that values stealth and hunting prowess. They tend to be efficient in word and deed, not wasting any more energy on a task than is required. Those not in the service of the Imperium may be seeking hunting trophies to advance their own status, or may be in the employ of anyone who requires skilled trackers and wilderness survival experts.

Ephemerans

Unlike the Grizzlons and Sauroids, who joined the Imperium willingly, the Ephemerans were inducted against their will, when their home planet was conquered by the Imperium war machine. Therefore, Ephemerans working outside of the Imperium are the rule, rather than the exception, whether they are actively working to free their home world or simply trying to make their own way in the universe.

Ephermerans are physically identical to humans. Their culture had only advanced to the level of Europe’s Dark Age at the time of the Imperium conquest, so while many of them have learned to use more advanced technology, they remain generally uncomfortable with it and prefer to do without it, when possible. Ephemerans have a genetic resistance to all forms of magic, an ability that becomes more potent with age and can also be increased by mental conditioning and meditation.

Eristians

Natives of the planet Eristes, also known as Battleworld, Eristians are large, four-armed humanoids with green skin. Although they often appear rangy and lean, they are physically powerful, possessing strength in the 5-ton range. In order to survive on their hostile home planet, they have evolved one of the most potent regenerative abilities in the universe. Wounds close nearly as quickly as they are inflicted, severed limbs grow back in a matter of hours, and damaged tissue knits itself back together at a dizzying speed. Eristian blood even acts as a potent healing agent for most other species, helping wounds heal quickly and without scarring when applied externally, and purging toxins and diseases when taken internally. This also makes Eristians effectively tireless, and virtually immune to poisons and diseases. They are a warrior culture, and place great emphasis on prowess in melee weaponry and close-quarters combat. They were a fairly primitive culture prior to the discovery of their world by the Imperium, but they have adapted to technology rather easily since then, and many now seek fortune and glory on other worlds as soldiers, mercenaries, bodyguards, and gladiators.

Though Eristes has technically been assimilated into the Imperium, Imperium forces have largely ignored the planet itself, so the Eristians as a species are largely unaffiliated, holding neither loyalty nor antipathy towards their distant cosmic rulers.

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The Abyssal Imperium

The Fleet

The Demon's Fist

A massive (roughly the size of Earth's Greenland) planetary assault vessel that also serves as Nordok's flagship. It has no ship-to-ship combat capabilities (beyond the fact that only the largest of capital ships have even the slightest hope of doing significant damage to it); it is designed purely for planetary assaults and orbital bombardments. It can deliver a massive number of ground troops and vehicles to a planetary target, and can also deploy automated fighters to strafe a planet's surface.

The ship also carries one Planet Annihilator missile. The name is not figurative.

The Demon's Fist is presently under the command of Ziah Darksong.

The ship is further detailed here.

Heavy Cruiser

Heavy cruisers are designed with maximum hull strength and shield capacity in mind. They can absorb far more punishment than any other conventional Imperium vessel, but are somewhat slow and not particularly maneuverable. They possess numerous turbolaser emplacements, making them ideal for attacking other capital ships and bombarding planetary targets, but they have difficulty countering fighter class ships. Additionally, each heavy cruiser boasts twin forward-mounted annihilator cannons, each capable of bringing to bear more firepower than 100 turbolasers per shot. The first cannon is typically used to shatter the shields of an opposing capital ship, and the second to completely destroy it. These cannons require several minutes to cool down between shots. Heavy cruisers can carry both fighters and ground troops.

Light Cruiser

Smaller and sleeker than heavy cruisers, light cruisers sacrifice firepower and durability for speed and versatility. They contain both laser and turbolaser batteries, allowing them to engage both capital ships and fighters effectively. Like the heavy cruisers, they can carry both fighters and troops, but not nearly as many.

Striker

Strikers are the personal fighter-class craft of the Imperium. They are capable of either manual control or autopilot (under which they either execute pre-programmed battle tactics or are controlled by a nearby capital ship), and are designed specifically for ship-to-ship combat, either engaging other fighters or strafing enemy vessels with their twin, front-mounted plasma cannons. They are lightly armored and unshielded, and the Imperium generally considers them entirely expendable, thinking nothing of sacrificing them in droves to achieve victory.

Annihilator

Annihilators serve as both bombardiers and drop-ships, as necessity dictates. Though slower than Strikers, and boasting only one comparatively unimpressive laser cannon, they are much better-armored, able of absorbing more damage than their fighter counterparts. They have sufficient cargo capacity to deliver a payload of explosive ordinance or a single brigade of troopers to a target, and can magnetically attach themselves to the hull of a capital ship, allowing the troops to cut an entrance an engage in boarding tactics.

Fleet Security

Fleet security legionaries are built to approximately the same statistics as their infantry counterparts, but have frames specifically designed to operate in zero-gravity and high-pressure vacuums, allowing them to operate both within and without their ships with equal functionality. Their armor is also equipped with a low-power jet that affords them some maneuverability in open space, and their feet can magnetize, allowing them to adhere to any metallic surface in zero-gravity.

The Army

The Imperial Legions

The rank-and-file units of the Imperium, legionary units are 6’, 500 lb. robotic soldiers that vaguely resemble humanoid skeletons. Their powerfully built and heavily reinforced frames are capable of exerting 5 tons of force and shrugging off any ordinance not calibrated for heavy armor penetration. Their vision extends into the infrared spectrum, and they are capable of calculating a staggering number of targeting variables, making their attacks uncannily accurate. They are typically equipped with plasma rifles and gravmaces. Their AI is versatile: in addition to executing conventional battlefield maneuvers, they can also be programmed to operate vehicles, suppress unrest, and for a variety of guard duties.

The Adamantine Legion

Commander: Zedracus the Inevitable

The heavy infantry of the Imperium, each robotic soldier of the Adamantine Legion can exert up to 10 tons of force. Though their AI is identical to that of the conventional infantry units, they typically carry heavier weaponry, such as anti-matter mini-cannons. Every member of this unit has been fully encased in adamantium armor, and receives full EMP shielding, making them incredibly difficult to stop. Due to the comparative rarity of adamatium, however, their numbers are limited, and they are usually only deployed against the most stalwart of opposition.

The Deathborn Legion

Commander: Vitus

These soldiers resemble (at least at first glace) the typical rank-and-file robotic soldiers of the Imperium. However, each mechanical body has been designed to contain and draw power from a living soul. How these souls are harvested and fused with their new, mechanical bodies is one of the most closely-guarded secrets of the Imperium. The souls have retained an aspect of their former sentience, but have been thoroughly corrupted, now feeling only a deep loathing of the living and an unbreakable loyalty to the goals of the Imperium. They are some of the most effective soldiers in this dread force, possessing the precision, durability, and tirelessness of machines and the intuition and adaptability of living minds. What makes them most fearsome, however, are their unique weapons, which envelope their foes in bolts of pure necromantic energy, steadily drawing the life energy of their targets into the containment tanks of their weapons, which causes said targets to weaken and eventually die. To what purpose this energy is later used remains unknown.

Reapers

Nordok's elite robotic troops, each Reaper is practically an army unto itself. Any attack incapable of leveling a fortified bunker has little hope of doing any noticeable damage to one of these robotic behemoths. At 100' tall and weighing in at over 50 tons, Reapers are bristling with the most advanced weaponry the Imperium can equip them with: anti-matter cannons, maser beams, surface-to-air missiles, flame-launchers, and ion disrupters are all standard issue. Their servo-motors are capable of exerting 10,000 tons of force. Jet propulsion units in their feet make them capable of atmospheric and space flight. They have redundant CPUs located in both their heads and torsos, meaning that both must be destroyed in order for a unit to be fully incapacitated. Though Reapers may occasionally be deployed en masse, they are more commonly used to bolster forces of more conventional troops.

Grizzlons

An ogre-like species that Nordok has infected with a specialized form of ursine lycanthropy, Grizzlons' tremendous strength, vitality, and ferocity make them ideal guards and shock troops, and for any number of situations that don't require much subtlety or finesse. Their thick hide and body fur allows them to shrug off all but the highest-caliber personal ordinance, and each is roughly as strong as an adult male African elephant. Their teeth and claws can rend substances up to the hardness of stainless steel. They are capable of proficiently using all manner of weaponry, but prefer the "messier" types: heavy weapons of both the melee and ranged variety. They will utilize armor in heavy combat, but generally prefer to wear as little as possible; most do not like the idea of prey being able to outrun them.

Occasionally, a Grizzlon has an unusual reaction to the lycanthropy, and becomes a mutated horror that is all but mindless. These are typically used as berserkers, as they make little distinction about whom or what they tear apart.

Sauroids

These reptilian humanoids hail from a jungle world. Though they have achieved a high level of technological development, their culture still places great value and emphasis on tracking and hunting. Their civilization is largely subterranean; living in advanced metropolis underground allows them to keep the surface of their planet as pristine wilderness where they can continue to practice and refine their predatory skills.

They generally fill the role of commandos and rangers for the Imperium. They are stronger and faster than humans, their scales provide them with a degree of natural armor (which they often enhance with actual armor), and their fangs and claws make for formidable melee weapons. Their senses of smell, sight, and hearing are preternatural. Occasionally, a Sauroid is born with a mutation that gives it a breath weapon: fire and electricity are the most common, but other forms are not unheard of. They are perfectly comfortable using advanced weaponry, and though their civilization did not develop their own form of interstellar travel, they have taken to it without difficulty in the service of the Imperium.

Ephemeran Warlords

Commander: Kallak the Eviscitor

Ephemeran technology had only advanced to the point of the European Medieval period at the time of Ephemera's conquest by the Imperium. As a result, Ephermerans were wholly unfamiliar with high-tech weaponry, but had a achieved a notable mastery in close quarters melee combat. Playing upon this strength, Ephemerans who volunteered or were "reconditioned" for service were equipped with advanced versions of weaponry they were already familiar with: plasma swords, vibroblades, gravmaces, and the like. They are also equipped with Arcanium armor, which, combined with their inherent resistance to magic, makes them all but immune to any form of sorcerous attack. Because of this, they are generally used as specialized strike forces when the Imperium faces arcane-wielding opponents.

Necrommandos

Commander: the Necrommander

These soldiers are exactly what their name implies: reanimated special forces operatives. They retain the training and capacity for thought that they possessed while living, but are now utterly subservient to the will of their creator. Their unliving status makes them ideal commandos: they are completely silent, require no rest or sustenance of any kind, and their lack of a pulse or musculature give them the steadiest aim imaginable. They utilize the same weaponry as Nordok's conventional infantry, but their armor is light, more suited to covert missions than to heavy combat.

Destructor Tanks

Veritable mobile fortresses, their heavy armor and devastating artillery make them ideal for leveling buildings and engaging other heavy combat vehicles. They are capable of reaching speeds of 50 miles per hour, are equipped with numerous anti-matter cannon emplacements, can each carry a full platoon of troops, and are frequently used as mobile command platforms.

Shadow Brethren

Not all of Nordok's servants are of a technological nature. The Shadow Brethren are powerful sorcerers and mystics, each specializing in a specific school of magic. As they only ever appear shrouded in their thick cloaks, what manner of creatures they are (or if they are even living beings) is subject to speculation.

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