SheekhatanName: Ghru'lok
Description: Large, bulky amphibians with thick, slimy hides and large heads. Their eyes are slug-like, which they use to hide under the murky waters in the northern regions of Grehn, and have large, webbed hands and feet. Their tails have venomous barbs that can be flung at range.
Diet: They are carnivorous.
Armament: Venomous tail barbs and fangs, bulk.
Natural Abilities: They have a keen sense of hearing and eyesight, and have nightmarish strength.
History: These brutes have long been used as beasts of burden by the Sheekhs.
Name: Sheekh
Description: Large, upright standing gorilla esque beings. They have beady black eyes and large incisers.
Diet: They are omnivorous but, oddly, eat mostly vegetation.
Armament: They are equipped with powerful plasma technology, ranging from pistols and assault rifles to sniping weapons and long range missile weaponry. Their sharp insisers can also be weapons.
Natural Abilities: They have great strength for a hominid species, able to tear a man's head off its shoulders with one swift motion if need be. They also have a good sense of smell and are surprisingly intelligent.
History: See Sheekhatan.
Name: Krug
Description: Large, ape-like beings, though they have less hair than Sheekhs and have larger arms, thick leathery skin, sharper fangs, and thicker skulls. Overall, more ape-like, but less hairy.
Diet: Omnivorous, but they lean more towards the carnivorous end of the scale.
Armament: Whatever weapons sheekhs give them, though in the wild, they will create deadly weapons out of stone, wood, and bone from their prey.
Natural Abilities: Even more powerful than a sheekh, with sharp eyesight and decent hearing/ They are also quite agile, able to leap from tree to tree in their grassland homes.
History: Ancient relatives to the Sheekhs. They were once enslaved by their more advanced cousins, but now have been given more respect in recent years.
Name: Wrehn
Description: Small, hunchbacked beings with large bulbous heads and peering eyes.
Diet: Strictly herbivorous.
Armament: They were special nanosuits, and use weaponry powered by static electricity instead of plasma energy.
Natural Abilities: They seem to have potent psychic abilities.
History: These beings have longbeen aligned with the Sheekhs in both war and peace times. Little else is known about them.
Native Name: Grehn
Environment: Warm and moist in most regions, like a large swamp.
Regions: The northern hemisphere is very swampy; the southern hemisphere is a bit drier, and filled with more prairies and grasslands.
Dominant Species: Sheekhs, though Krug and Wrehns share similar status.
Technology Level: Significantly advanced; armed with plasma-based weaponry and incredibly large space stations.
Animal Life: There are many species that live on Grehn. Ghru'loks dominate the marshland as tertiary predators, and are basically this planet's equivilent of crocodiles. Fleshrenders are a species of carnivorous beetle that feed on Dormans, which are large hairy mammalian creatures, akin to elephants. The dominant species, Sheekhs, are large apes, usually between 6 and a half to 7 feet tall. They are stronger than the average man and are highly intelligent. Krug are distant relatives to Sheekhs, much larger and less hairy. These brutes live in the southern hemisphere. Wrehn are dimunuative, 3 foot tall beings with bulboud heads and large eyes. They dwell in the swamps of the north and are nocturnal for the most par. When in battle, they were special suits that help protect their sensitive eyes.
Name: Sheekhatan
Leading Body: The Council of Elders; General Rukh serves as the Lead General, and Fleetmaster Tartarus is the commander of all space fleets.
Capital: Purtextir City, Grehn
Technology Level: Very advanced; see Grehn technology level for details.
Inhabitants: Sheekhs for the most part; Wrehns and Krug live in the empire with limited rights.
Philosophy: They revel in combat, worshipping the act of bloodshed and seek death by combat alone to attain the highest honor with their god, the All-Knowing.
Armed forces:
Infantry:Legionaire: The most common of the soldiers, and almost exclusively male (with a few strong females amongst them). Used as the primary force in defensive and offensive operations.
Destroyer: As the name suggests, these Sheekhs use plasma mortars and laser blasters to destroy larger opponents. They are dangerous from long distances, especially to larger land forces and ships.
Reconaissance: Almost exclusively female Sheekhs (with a few males amongst them that are not strong enough to be legionaires), this class has less armor and scouts ahead of the main legion they're assigned to. They are often equipped with long ranged weapons, such as the plasma caster.
Phantom: A prototypal infantry unit, and also given out only to the most elite of the elite reconaissance soldiers (with the sole exception being Agrippa). They wear special suits and equipped with the most advanced weapons in the Sheekh arsenal.
Medic: Exclusively female, they keep those that are mortally wounded from dying after combat.
Mauler: Exclusive to the male Sheekhs, Maulers are cybernetically enhanced Sheekhs that proved their worth in combat. They are given the best armor available to the legion, and carry one of the deadliest weapons in the Sheekhs arsenal: the plasma mace. Despite its name, the mace itself isn't plasma, but rather it shoots plasma from its tip and is heavy enough to rend limbs off of lesser foes and shatter the bones of stronger ones. They are feared when encountered in close quarters.
Captain: Used to lead the platoons within a legion, captains direct soldiers into combat and to do various other actions. They often carry a plasma blaster and a plasma cutter (basically, a short curved blade of hardened plasma), and have armor slightly weaker than a commander's.
Commander: Used to lead the captains and a particular legion in ground assaults, Commanders control all that goes on in a particular legion. They often carry plasma blasters and a plasma sword (a 5 foot long straight and pointed peice of hardened plasma), and have armor slightly weaker than the main general's.
General: The strongest rank in the military, the General has control over every legion in the empire, and commands what a legion will do. He then leaves the rest to the commanders. Generals use whatever weapons they are comfortable with and have armor second only in strength to a mauler's.
Ships:Fighter: Weakest of the Sheekh spacecraft, but also the most agile. Their rapid firing plasma projectiles and homing missiles make them deadly adversaries.
Bombardier: As the name suggests, Bombardiers are made for perfecting the destructive arts. Armed with deadly plasma bombs and EMPs, Bombardiers are a deadly foe for larger class ships to combat, but are weak agaisnt fighters, for they have only a very weak forward mounted laser for close combat.
Devastator: Arguably the most dangerous ship in the Sheekhatan fleet. Not only relatively agile, but armed to the teeth and equipped with deflector shields. They can stand toe to toe with fighters, bombers, and even Transport class ships if it manages to strike the right points. The ship is a unique class, for it is too small to be a Juggernaut but too large to be a Fighter. It's main weapon is a miniature Wave Motion Cannon.
Juggernaut: As the name suggests, this ship class is big, bulky, and damn near indestructible without heavy armaments. Armed with two powerful laser cannons along its spine and a wave motion cannon on its nose, along with about three or four smaller laser turrets on each side, Juggernauts certainly live up to their menacing name. However, getting behind them renders them sitting ducks and easier to harm....
History: The Sheekhatan empire has a bloodstained history, beginning with having to overcome the influence of a long-seeded line of extraterrestrial kings that had taken control of their governments. They all gathered udner one banner and defeated their invaders, eventually establishing a Republic that has lasted to this very day and age. They have ambitions to conquer all the known galaxy, but they are happy to have two colonies with them for now.
Name: "MOTHER"
Title/Rank: Prototype 0261
Gender: Female, presumably
Species:Ghru'lok, spliced with an artificial gene called "assimilator 1.0"
Appearance:
http://i1229.photobucket.com/albums/ee4 ... 96/IMG.jpgTech: A monstrous Ghru'lok who has gone through horrifying cybernetic transformations. Her front limbs have been replaced with two laser cannons, three "claws" being at the ends to allow her to grab things. Her back legs are huge and also outfitted with three "claws", but also have springs in them to give her greater agility. Her eyes have been replaced with dual plasma mortars, with a computer chip implanted in her brain so she can aim them and her hand cannons properly.
unique traits: She can send mental images telepathically, and can learn the languages of other beings simply by searching their thoughts. She can also devour opponents to copy their DNA and use their adaptations to her advantage. She can also reproduce asexually, allowing her to create miniature versions of herself (though they only last for a few minutes at the most).
Homeworld: Grehn
History: A Ghru'lok spliced with the artificial gene "assimilator 1.0" to enhance her abilities, "MOTHER" was born into this world to scientists and warriors. Her limbs were removed and replaced with mechanical counterparts. As she grew larger, they began to teach her to listen to them instead of thinking independently. She is completely loyal to Sheekh masters, but is often in great pain due to her augmentations.
Name: General Rukh
Title/Rank: General
Species: Sheekh
Gender: Male
Appearance:
http://i1229.photobucket.com/albums/ee4 ... G_0001.jpgtech: His hand is replaced with a detachable mini plasma mortar, and also has a plasma sword, which can be used in close combat. His armor is ornate, with gold trim along the sides.
Powers: He knows limited telepathy, able to lift up objects weighing as much as a ton, and has strength far greater than an average Sheekh soldier (he can carry a 400 pound plasma mortar, albeit with difficulty, and can smash a foe's skull in his hand with no effort on his part).
Homeworld: Grehn
History (Optional): Born into the Sheekhatan empire, he was quickly found by the government and trained to be a soldier. He proved himself in many battles against his foes and was eventually promoted to commander, then to General when his platoon single handedly held off an army that outnumbered them 5 to 1. He lost his right hand in combat, and had it replaced with a detachable mini plasma mortar.
Name: Master Liin
Title/Rank: He Who Knows All
Gender: Male
Species: Wrehn
tech: His main weapon, other than his mind, is a custom made plasma blade that he uses with deadly proficiency.
Powers: He is a master of both Telepathy and Telekinesis, able to shatter minds, turn people against each other, send objects flying with a gesture of his hands, and lift things weighing as much as a small ship using only his mind.
Homeworld: Grehn
History: He is the wisest being in all of Sheekhatan, and knows much about his people and the Sheekhs. Those who wish to become skilled in telepathy or telekinesis often flock to him.
Name: Fleetmaster Tartarus
Title/Rank: Fleetmaster
Gender: Male
Species: Sheekh
Tech: Equipped similarly to Rukh, but his armor is silver trimmed instead of gold trimmed. His weapon of choice is an Avenger, a rapid firing weapon usually reserved to Krug.
Powers: Other than his exceptional strantegic skill and better than average strength, Tartarus is an average Sheekh.
Homeworld: Grehn
History: like all Sheekhs brought into the army, he was chosen for his mark and was quickly put into combat. However, it was noted how he was a much better strategist than he was a fighter, along with his interest with space travel so he was promoted to pilot and became a superb Fighter Pilot. He again and again showed his worth with his excellent flight skills and command over his peers, and he was soon promoted to Admiral. Similarly to Rukh, he proved his worth and became Fleetmaster soon afterward.
Name: Agrippa
Rank/Title: Phantom First Class
Gender: Male
Species: Sheekh
Description: He is tall, but relatively lanky for a Sheekh. He is decked out in a special suit of armor that covers him head to toe- more on it in the tech section.
Unique Traits: He is crafty and clever, able to set up traps for his enemies, but is relatively weak for a Sheekh. He is also skilled with technology, and serves as a hacker of sorts for his Phantom team.
Tech: Equipped with a special, full-body suit that can make him become invisible for extended periods of time, has minor overshields (prototypal, so not to be replied on heavily), has various vision modes (such as night vision and thermal vision), and comes with a built-in set of tools to fix up machines or sabotage equipment in an area behind enemy lines. He is equipped with a state-of-the-art energy rifle made for long-distance sniping.
Homeworld: Grehn
Bio: Like all soldiers in the Sheekhatan armed forces, Agrippa was inducted into the army when he was a young boy. However, he was seen as weak in musculature and was scheduled for termination, but was spared by General Rukh's orders, for he saw potential in the boy. Rukh was wise to spare him, and Agrippa soon became the first of the Phantoms, elite Corps sent in the explore dangerous areas first-hand before the main army is sent in. To say he is glad to have met Rukh is an understatement, and serves his empire with a fevor few can match.