This multiverse wide alien empire. The cabal values strength and the military ability over anything. They arrive to planes and prefer to travel through the astral sea. When arriving to planes or systems of planes they come as military invaders, but to most people's surprise they come from a culturally and technologically rich empire. It is ancient and brimmed with the fruits of conquering systems, nations, and planes.
Their society now encompasses and unknown number of vassal species, sometimes taking them in through force and other times by their choice. These species and territories span across many universes.
Other than those they conquered the Junta have the primary cabal. The original are their own race and other notably powered conquered races. These ones make up the bulk of their military.
Despite the marshal might and strategic prowess of the primary cabal they have lost in some instances to powerful magics. This is why they move on in a slower manner than they have in the past. Other astral and multiversal creatures have a great threat to them as well. One example of this is the vex.
Junta know most if not all languages.
The story of creation of their empire comes from eons ago, so old it can no longer be proven wrong. There was one cabal stronger than all who sought out the sun. He captured it and harnessed it simply because he desired to. For all of their time, one benevolent emperor ruled over the vast empire at a time.
The cabal have a ritual that they have brought to their whole empire. This ritual is where with a hammer filled with gold a challenger must crack an opening to the treasury and pay to the royal treasury or the governor of the region. This act allows them the right to challenge something about the rule, whether it be that the current ruler should be removed or a law changed. This challenge is of course a trial by combat. If this trial should end in surrender a ship will be made and the loser will be exiled into the astral sea to sail on and never return to the empire.
The Junta will come to regions to conquer and in times do it out of need. The empire consumes copious amounts of resources and will eat stars from the astral sea along side many other giant bodies through the multiverse.
This spartan like society is very hierarchical. It has a massive number of ranks within the military and these concept flow outside into their territories. Many citizens try to become strong and join the military to gain status and a place in the hierarchy.
To see the different feats from difference races the emperors all reside over their own menageries. It is filled with a counsel of aristocrats and creatures from many lands.
These people are happily hedonistic as well and some graduating to an epicurean outlook. There are also a great number of people who remain in their own cultures and schools of thought.
The original species of the Junta is the Cabal. They are often jokingly called space rhinos for their immense size, thick grey skin, and use of horns. They also have a large number of thick grey folds on them. They are bipedal but extremely fast on all fours as well. Their limbs are four digited and clawed. They have thick bone as well.
With their small, dark eyes situated at about the same height as their nostrils, which in turn sit at the top of a triangular mouth with upper and lower rows of pointed teeth. Females develop prominent tusks. Most individuals are slightly taller than typical humans, but they can grow considerably larger. Regardless of height, Cabal are naturally heavyset, rotund, and well-muscled. The Cabal come from a home with much greater gravity and atmospheric pressure than most, and so must almost always wear fully enclosed armor filled with pressurized gel when not aboard their ship or their home. If they are not wearing it, they have gone through a very gradual acclimation to the climate.
Cabal share the following traits.
Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.
Age. Cabal maturation periods and lifespan are unknown, but the empire possesses sophisticated biogenic technologies that enable full-grown adult clones to be rapidly produced. It is thus possible that some Cabal may not be born and raised at all.
Size. Typical Cabal individuals are about 7 feet tall and weigh around 800 pounds. Even so, your size is Medium. Speed. Cabal are strong, but their bulky bodies are not suited to rapid locomotion. Your base walking speed is 25 feet or 40 on all fours.
Languages. You can speak, read, and write Ulurant and Common. Cabal are capable of speaking other languages, including human ones.
Heavyweight. You count as one size larger when determining your weight limit, as well as against effects that target Medium or smaller creatures and for determining what you can grapple, shove, or ride
Optional Racial Traits
As an optional rule, you can add both the Tusks and the Gore racial traits to your Cabal character. While tusks are most commonly found on female Cabal, it's not unheard of that they occur in other genders, or to find female Cabal who lack them. Cabal of any gender are therefore welcome to select these traits. If you do not choose to add Tusks and Gore to your Cabal character, you can choose to add Mighty Blow instead.
Tusks. Your tusks are a natural melee weapon that deal 1d6 piercing damage with a reach of 5 feet. You use your Strength modifier to determine the bonus to your attack and damage rolls with your tusks. If your tusks break or fall off, they do not regrow, and you can no longer use your Gore trait. Gore. If you have Grappled a target and hit it with a tusk attack, the target takes an extra 1d6 piercing damage. The bonus damage of this trait increases as your level increases. It becomes 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
Mighty Blow (cannot have Tusks/Gore). When you roll a critical hit with a weapon attack, you can add one of the weapon’s damage dice to your damage roll after accounting for the effects of the critical hit.
Powerful Stature. You have advantage on saving throws you make to prevent yourself from being knocked back or knocked prone, as well as on Strength saving throws or Athletics checks you make to prevent yourself from being grappled or shoved.
Imperialism. Your military prowess and culture has thought you to fear nothing and it has worked. You are immune to fear.
A client race of the Junta empire, the psions once possessed their own civilization, built upon their powerful telepathic and psychokinetic abilities. It has since toppled by the Junta empire. As clairvoyant technologists, their value to the Junta and Cabal was obvious. The circumstances of their incorporation into the empire are not known, but the fact psions serve under indenture indicates they did not willingly join the empire. Although they are fully incorporated into their society and the military relies heavily on their exceptional capabilities for high-level logistical coordination as well as critical battlefield roles, nevertheless psions are not all resigned to remaining in servitude.
Psions are slender humanoid bipeds typically around five feet tall, though with rare exception they are capable of reaching much greater size. They have hairless, mottled, pale skin, and a single eye centrally situated above the nostrils and mouth. A deep fold or cleft runs vertically through most of the face, beginning at the mouth and extending around and past the eye up the forehead. Psions in the army always wear rebreathers, if not fully enclosed headgear, suggesting they cannot breathe in most atmospheres.
Psion history was almost completely effaced by their absorption into the empire. Little is remembered about their culture or society, other than that they practiced amazing feats of collective telepathy and attained remarkable technological achievements. One example of both that is still known, if only because it was eventually appropriated by the Junta, is the OXA Machine, some sort of clairvoyant computer the psions built to produce prophecies. For whatever reason, its predictions were not sufficient to prevent the psions’ assimilation by the Junta.
Psions’ very active telepathic faculties formed the foundation of their society, and remain essential to their interaction with each other. Groups of them can pool their thoughts in metaconcert to communicate, coordinate activity, share information, and expand their collective telepathic sensitivity. They can sometimes include individuals of other species in metaconcert, at least to the limited extent of sharing thoughts. This cooperative, highly social application of their telepathy suggests psion society was strongly mutualistic and collective. A psion alone is likely to feel a kind of isolation unlike that familiar to other species.
Because psion interaction included such a strong element of interpersonal connection, their ethos exhibits a tension between the collectivist tendency to join together and conform, and an individualistic tendency arising from their recognition of the essential reality of every other’s mind.
Psions share certain traits, whether they serve as soldiers, coordinators, or counselors—or have abandoned the empire entirely.
Ability Score Increase. Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.
Age. The psion life cycle is mysterious, but it seems psions can be exceptionally long-lived, whether naturally or by dint of advanced Cabal technology.
Size. Typical psions stand no more than five feet tall, and average four feet tall. Your size is Small.
Speed. Though very agile and capable of quick movement, psions have a limited stride length. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Ulurant and Common. Additionally, psion telepathy allows you to communicate simple concepts with any intelligent creature without need for language, if the creature is within a number of feet equal to 5 times your level.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Psion Nimbleness. You can move through the space of any creature that is of a larger size than you without it counting as difficult terrain. You can also take the Disengage action as a bonus action on your turn.
Psionics. You have a number of psionic points equal to your proficiency bonus (minimum 2). You can spend these psionic points to grant yourself certain benefits. When you complete a long rest, you regain all spent psionic points. The DC of your psionic abilities that cause saving throws is equal to 8 + your Intelligence modifier + your proficiency bonus.
Psionic Specialization. Choose one specialization for yourself, either the Soldier or Mind Flayer. Your specialization determines how you manifest your psionic abilities.
SOLDIER
Most psion combatants are frontline specialist troops in the Cabal army. Usually they serve as snipers, scouts, and intelligence gatherers.
Keen Eye. If you make a ranged attack roll and miss, you can choose to re-roll your attack roll once. You must use the new roll, and you must complete a short or long rest before you can use this trait again.
Soldier’s Psionics. You can spend your psionic points to cause any of the following effects. The cost of each psionic effect is indicated in parentheses. If you don’t have enough psionic points to cause an effect, you cannot choose that effect.
Swift (1 psionic point). You double your movement until the end of your turn.
Reflexive (3 psionic points). If a creature causes you to make a Dexterity saving throw, you can spend psionic points to grant yourself advantage on that saving throw.
MIND FLAYER
A select few in the army are permitted to undergo a process of evolving their psionic capabilities, greatly increasing their powers. They become Mind Flayers, a dreaded special threat of high strategic value to commanders.
Mind Flayer’s Psionics. You can spend your psionic points to cause any of the following effects. The cost of each psionic effect is indicated in parentheses. If you don’t have enough psionic points to cause an effect, you cannot choose that effect.
Psionic Blast (1 psionic point). As an action you let loose a quick burst of psionic energy at a target within 5 feet of you. That target must make a Dexterity saving throw. On a failed save it takes 2d8 necrotic damage. On a success, it takes half as much. The damage of this psionic effect increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.
Nova Rupture (3 psionic points). As an action you hurl a ball of psionic energy at a point you can see within 30 feet. All Medium or smaller creatures within 5 feet of that point must make a Strength saving throw. On a failed save they are shoved 20 feet in a direction of your choosing, which can be straight upward. If you shove a creature into the air like this, it becomes airborne, and it remains airborne until the start of its next turn when it begins to fall. If a creature who is airborne has a flying speed and is not incapacitated, it does not need to begin falling.
Another notable part includes the war beasts that this empire uses as battle aids and companions. There are 3. The Kavat, The Kubrow, and the Taurcs.
They all wear battle charm that can be equipped with mods. These mods grant the war beasts new features. Only 8 mods can be equipped at a time. War beasts are very loyal so everyone hopes to find one young.